Preface
Firstly, before all else, thank you for taking the time to read this book. Whether you're one of my wonderful players already invested in my world, a subcriber to my livestreamed games who just found this book, or even somebody who is skimming through the pages of a download link you found somewhere in the dark depths of the internet, I cannot thank you enough.
Within this book is the culmination of over 4 years of work, and many many more daydreams behind that. Back all the way in summer 2018, I ran a campaign that all started with a one-shot adventure inside a cave filled with giant ants. Slowly, over time, I began to expand and play around with the world, rewriting this book now 4 times, evolving and expanding it with my ideas as time moved on. This went from a tiny home game to a large, multi-teamed threaded campaign, and once the pandemic hit us and I was forced to move my games online, which only caused my hobby to grow further.
I was lucky enough to have a set of circumstances that led me here. My parents were both loving and supportive, and raised me on niche cultures, and always encouraged creative endeavors. I've always wanted to make so many different things, from movies, to video games, to what you have in your hands or on your screen right now. I can't thank them enough for allowing me to express myself in this way-- Able to have the privilege of writing such a big book.
Turns out, however, that writing a book this large is an incredible amount of work. Who would have thought? This project has taken me the better part of 2 years to create, and longer when accounting for playtesting, commissioning, and brainstorming from the start. I've poured countless hours, sprained wrists, anxiety attacks, dollars, and sleepless nights writing this project, along with the experiences and games that brought this to life.
So, enjoy your reading. I hope you find my work engaging. If you, by any chance, have access to funding and want to support me, you can find my links below, or let your friends know about the project! I upload video and audio content, as well as mods for video games and other works.
Kaydio's Twitch, where you can find livestreams of Prime games.
Credits
Lead Designer: Kobey Gordon
Additional Designers:
Editors:
Cover Illustrator:
Cartographers:
Interior Illustrators:
Playtesters:
Special Thanks to:
Ch 1
Prime, the Realm of Strays
Welcome to Prime
D oes this ring any bells for you, Streets?" The runic engravings shift apart and retract inside a glossy black helmet adorned by the group's magitech expert. She glances back to the ancient automaton, who is silently looking down and staring at a pile of metallic shapes approximately matching that of corpses. "Negative." The construct replies. Streets takes an engraved glass rod and twists it, shedding a cone of bright light upon the mangled pile. "They appear to have the same form, but nothing is being triggered. Results remain inconclusive... I'm sorry, Legacy." The tiefling stands up and wipes the centuries-old dust from her black denim apron, about to place a consoling hand upon the shoulder of Streets, only for the pile to flash with a surge of sickly arcane light, springing to life with a screeching, metallic squeal!
Prime is a world shaped by its people, forced to bear the burden of insurmountable odds. Great settlements rise and fall, power is given and taken, The land growing more and more scarred as the end of days is avoided again, and again, and again.
This book is intended for players of 5e with intermediate or advanced levels of experience. While newcomers should be able to understand the lore and worlds, this book does assume players and GMs have a grasp on the fundamentals and some minutia of the game. As a player, this book contains features, ancestries, classes, and systems to personalize your gaming experience.
As a GM, this book contains lore and story prompts, as well as a series of systems to explore. Each of the cities and factions within this world, while relevant to Prime, can be tweaked and implemented into any realm of your own.
Prime embraces the pulp, cheese, and comedy of a Friday night get-together while still providing ample opportunity to explore political, social, or personal themes such as globalization, propaganda, late-stage capitalism, anarchism and authoritarianism, celebrity culture, zealotry, coercion, identity, and anything else a storyteller likes to throw in their games. Heroes come in all shapes and sizes, cultures and philosophies, identities and expressions. Due to the realm's interesting history and creation of the various races, the humanoids of prime are seen more as equals and racial prejudice plays a much minor role than in traditional settings, as well, favoring a more nationalistic view on social issues. The typical conservative Ohstran, for example, rarely cares if you're a human, elf, or orc. They care if you're an Ohstran.
Prime is heavily inspired in tone by franchises like the classic Fallout games or Disco Elysium, with the aesthetic of Final Fantasy or other Eastern Role playing games. Additionally, smaller moments and slice-of-life roleplaying is given a focus. Not every situation presents a "good" or "bad" route to take. There is rarely an obvious moral decision, and characters with differing ideologies (politely) arguing and debating what should be done in a situation is not only encouraged, but should be rewarded with in game boons and moments of goofy dungeon crawling action to break up the pace.
A Note on Canon
Please treat this book as a guide, not a bible. If you like certain features of this realm but not others, change them! Make this world your own. There's nothing that makes me happier than seeing different interpretations of something I create.
What's in this book?
Chapter 1 of this book introduces a large overview of the Realm of Prime, describing common knowledge, daily life, technology, magic, and culture.
Chapter 2 details the creation of prime, and provides a list of the defining moments of the world's developments.
Chapter 3 presents a vast collection of player options, as well as lore for the ancestries and classes of Prime. It is for players first and foremost.
Chapter 4 contains a full gazetteer of Prime, which will provide details, plot hooks, and descriptions of the diverse nations of this land and even most of the cities within.
Chapter 5 describes the wide collection gods and faiths of prime, as well as the worshipping practices of many of these entities.
The final chapters, 6 through 9, are for the GMs of the table, showing off adventures, treasures, and monsters to insert into your campaigns. These plots and items contain valuable lore, hooks, and open ended questions to kick off a campaign of your very own!
Things to Know
When making an Estray campaign or character, here are some key things to think about:
Post Industrial Revolution. The world is approaching its tenth decade after the introduction of mass production, warehouse and factory work, and magic items pervading everyday life. People communicate long distance with their cell stones, use cleansing spires to keep themselves tidy, race along the city on field cruisers, and are advertised to with the help of illusory billboards adorned along the walls of buildings and roadside checkpoints. Families keep food stored with Arcane Coolers, shipped to them across the world with the just recently unveiled International Monorail System. Culture has blended and rapidly shifted into one that glorifies entertainment and celebrities as the population begins to decrease.
Lands Caught in Cycles. Prime is shaped by its storied past, eras are clearly divided by major historical events that are so radically different from each other, it almost feels like the universe itself reboots every few millenia. Scars are apparent anywhere, from the ancient advanced ruins of the Gulari Society, to the fields of estray warped by the rending, to even the lost and defunct portals from an age where the celestials could traverse the world.
Political Intrigue. Though outright and all-out war is a distant memory, tensions are still very high. It was only just over a century ago that a corrupt king almost destroyed the universe in Estray, leading to an unstable yet unshaken peace treaty between the five nations. Even less time has passed since a revolutionary war in Loria allowed Calloco to become its own country once again. This is most prevalent in the westmost continents of Kusara and Riki: while they are not directly fighting each other, they are locked in a cold war over economic dominance, military might, and business influence. Crime lords, cults, secret societies, and even the odd elder god or two will be lurking in the shadows of your party, observing and waiting, while taking advantage of the ineptitude of the leaders at the wheel.
Truth in the Absurd. When appropriate, a prime game should use comedy and satire to make its story points more memorable. A politician may actually be a literal animated puppet created by a business. Sketchy salesmen may recruit you into a long chain of overly bureaucratic systems to sell actual snake oil, and companies get in trouble all the time through use of enchantment magics facilitating addiction to product. Laws may exist to do nothing but create useless jobs that take hundreds of man hours and thousands of gold to upkeep instead of investing in the furthering of technology. a popular adventuring group may be swept into the throes of a marketing scheme, while school children create offensive memetic images about them to spread across the land. Whatever themes you choose to explore, a campaign takes them to their logical... and illogical extremes.
Alignment is Fake. An orc doesn't have the naturalistic untamed instinct of a war god goading them. Goblins aren't cursed to be chaotic and stupid, A dragon can have whatever motivations it wants. In this world, mortals are the product of circumstance, of culture, and of ideology, not of innate or divine need. Even divine and aberrant creatures are a little more varied, as Demons have been known to make deals, Beholders to have aligned with certain cults that do good actions, and mind flayers have weasled into the shadowy sects of public government. When making a character that is traditionally seen as Evil or Good, feel free to play entirely outside those expectations. Of course, giving into them and making an individual that still abides by these rules are fine as well.
Wide magic, not High Magic. Technology in Estray is inherently magical. Aether, a magical and metaphysical force, flows through the world, and is harnessed through various magitechnical tools. A working class of minor mages called Arcanists use spells to provide various conveniences such as creating magical locks or enchantments and illusions for therapy. Wizards and Artificers as traditionally known are still exceedingly rare, as magic that goes above and beyond simple cantrips or highly specialized utilities still require a tremendous amount of personal mastery and skill. There are very few artifacts like magical swords or bows, and plenty more in the realm of utility items like everburning lanterns, woundbind salves, audio boxes, and arcane forges.
Help Wanted:
Prime is a world that-- on the surface-- looks like it doesn't need heroes. There aren't many, if any at all, goblin encampments that are raiding the local villages. Nationalized police forces uphold a widespread set of common sense laws, and many recent innovations in the realm of fortifications and defense make the threat of a wayward monster attack virtually impossible.
Just below the surface, however, a world of adventure awaits. There's always an unexplored ancient ruin, a personal trek, underground syndicates the law can't (or won't) handle, and political tensions full of opportunity for the real heroes to step in. Police forces, city watch, lawmasters and priests can only do so much. The few extremely powerful NPCs are mostly corrupt, and even the benevolent ones have their limitations: The avatar Ironhazel, who wields godlike powers, is just a tree, for example. If something goes wrong, its likely beyond the grasp of simple folk: The fate of the world is up to you. Even at 1st level, you are a remarkable specimen here.
Shades of Gray
Sometimes, the players have to make hard choices. Ones where no matter what, the outcome could potentially spill out of their control. Your adventurers may have to do immoral things, and your villains may have to be benevolent for a while to keep the facade up. It's a good idea to make plots relevant to personal ideals.
Sometimes, a straightforward answer is obvious. If a monster is destroying the streets of a village, that monster needs to be subdued. However, the simplest solution may not always be the best one. Maybe that monster has been enchanted with a curse that causes the crops to rot on its death, causing even more damage. Maybe that monster is sentient, and has information that only it knows. Even the simplest of quests can have different methods and solutions.
However, many scenarios should involve struggles between two groups. Perhaps an inquisitor is using aggressive interrogation tactics and torturing innocents for information. If you stop her, however, her enemies may get away with doing much worse. Or maybe a small commune is stealing water from an industrialized farm, who aren't making quotas for the season. No matter what you do, one group will suffer. Expect philosophical, political, and economic debate when the problems get personal.
Know your Rights
In a unified system with national common law, most people tend to operate within those laws, even if they may not be just. Adventuring work by its very nature can become a PR nightmare. What's typically seen as noble (Taking embezzled funds from a lord and returning them to the poor, for example) Will now leave you with an entire section of the population calling you straight up thieves, while others will contest your methods and motives, supporting the action while condemning your not-so-legal-work.
Others still may stage propaganda campaigns pinning you as immoral agents in cahoots with the deep state. With newfangled communication and transportation technology, any big adventurous action may make you national figures, or worse-- National targets.
While this is a game, and thus standards are set to be much more lenient (Your character shouldn't get 2 years in prison for starting a bar fight, for example), there are still more modern consequences to think about. Your public image is important in Prime, and your image to those outside the public eye may be even moreso.
Personal Villains
As typical in any fantasy setting, there are ancient elder gods seeking to destroy the world, corrupted cults with a slavish devotion to destruction, and city-sized monsters ready to burst into the scene at any moment, the true villains of prime can also exist in subtle, lower stakes environments. Extraplanar threats involving gods don't come out guns-a-blazing, they lurk in the shadows and strike at just the right moment. Even at high levels, more personal villains that present smaller dilemmas can make quite the impact. A sneaky salesman sending the party on a wild goose chase while he searches the city for a macguffin in the background, a business patriarch that has exiled a member of the town for a hidden reason.
A member of a guild simply running away from their mistakes, attempting to eliminate their rival before that rival gets to them. Villains in Prime are subtle, coniving, and sociable. They are sneaky, unnoticable, and manipulative. And most importantly, they're personal.
When creating compelling villains, think of the character's backstories. Ask questions and present them choices, and let them be recurring. Perhaps that villain of yours had used the Feign Death spell. Perhaps the fiendish patron of his had snatched his unconscious body before he died, and as a price, comes back touched with dark aether. Invest heavily in personal encounters for everyone at the table.
Life in Prime
In general, the cultures and lifestyles of Prime can most accurately be described as "Post Industrial". Most countries have at least some democratic functions, and the recent advancements of magitechnology has caused a worldwide shift from agrarian societies to industrial ones. Warehouses and Factories, assembly lines, mining operations, and shipping companies all dot the landscapes of Prime. Entertainment, Journalism, and other Media has sprung into existence, no longer are wandering minstrels the talk of the tavern, instead there are celebrity Idols sweeping the nation with their music as the world shifts towards a global economy.
People have more free time, allowing for more and more rapid technological advances and more ways to get people to spend their hard earned marks, and thanks to mass transit and shipping, culture of any kind can be enjoyed anywhere.
Life has also become less utilitarian and a little more specialized. Temples have split into churches and hospitals. Taverns have become hotels and restaurants. Guild halls have turned into Libraries, Smithies, Workstations, and warehouses. Villages can get away with having a hospital, a couple places to work, and a road or port that shipments can work with instead of the old fantasy days of having the staple tavern, temple, and smithy. Supermarkets and malls are also on the rise with Dragonmart and its upscale variant, Dragonmart Plus. With that being said, most staples in high fantasy locations can be found: Stables, Inns, Taverns, Blacksmiths, and more. Artisans are still highly sought after, as most mass produced items are very basic and standard issue.
Languages
Unlike traditional 5e settings, languages like "dwarven" or "orcish" do not exist. Rather, languages are seperated into regional dialects based upon culture and country. The development of these languages has lead to four common alphabets: Dragonscrawl, Traditional, Modern, and Divine. The entire world shares a unified common numeral system.
Common is the language of many, though the language is based mostly in terms regarding trade. Numbers and actions are easy words, though phrases, jokes, curses, and philosophy get lost in translation and are taken care of in the regional languages. Anybody can pick up the general meaning of a common sentence, though accents and dialects lead to a wide interpretation of tones, inflections, and secret meanings.
Excluding Druidic and Thieve's Cant, the below tables list every available language in an estray game.
Common Languages
Language | Script | Spoken by... |
---|---|---|
Common | Modern | Everyone |
Draconic | Dragonscrawl | Dragons, Starholmst |
Bogridgian | Traditional or Modern | Bogridge |
Ohstran | Modern | Ohstra |
Xesperian | Traditional | Xesper |
N'Orian | Traditional | Tzaron and Calloco |
S'Orian | Traditional | Icolo and Orakuva |
Kusaran | Modern | Kusara |
Rikan | Modern | Riki |
Morrigue | Dragonscrawl | Morrigu |
Exotic Languages
Language | Script | Spoken by... |
---|---|---|
Celestial | Divine | Angels |
Infernal | Divine | Fiends |
Sylvan | Traditional | Fey, Scattered Isles Pirates |
Gulari | Traditional | Civilizations Past |
Esoteric | ??? | ??? |
Names and Surnames
The naming conventions of Estray tend to follow language and culture, but those languages and cultures sometimes fall along racial lines. Given names to orcs will sound different to elves, and different still to halflings, but many follow a general theme. Most citizens of prime have a given name followed by a surname. Common surnames, especially for the Plainsfolk of the realm (explained later) are typically associated with an occupation and involve the conjunction of a noun, followed by a verb. Steelstrike, Rimewatch, Hornfell, or Windburn are all typical surnames you would find on a common humanoid, as well as more natural family names like "Lain" or "Velarn".
In Estray, Noble families have the middle name "Dol", which is the ancient common word for "On high". A name like Arvyn Dol Rimewatch denotes this character as a noble, or at least the descendant of a very influential figure. "Syl" is much rarer, and are given names by Dols to denote Honorary family members or heroes. Tellan Syl Lain, for example, is a celebrity bard with ties to a noble family.
The people native to the country of Starholmst have flowery draconic names. Some special groups have one of 6 tribal prefixes upon their surnames, denoted by an apostrophe. These tribal prefixes are symbols of the six ancient Clans that found their nation. When making a character with ties to a Clan City, use the following table to determine your prefix.
Starholmstian Clan Names
Prefix | Clan Home | Typical Race |
---|---|---|
D' | Dirvaiss | Kobold |
Ul' | Ulkarotzi | Gold Drael |
I' | Imen | Dwarf |
Ske' | Skellg | Black Drael |
K' | Korath | Orc |
Shin' | Shindorrus | White Drael |
Across the continent of Loria, especially in Tzaron, rank and class is culturally important. Many people have first surnames which correspond to their profession, followed by their family name. These first surnames may change as your profession changes. Lorians, regardless of country, are typically referred to by their surnames first. The people of Calloco dropped these prefixes during the declaration of their independence, though some still use them or combine them into their actual surnames. The following table can be used to denote various statuses and peoples.
Tzaronian/Callocan Roles
Prefix | Societal Role |
---|---|
Stoe- | Laborers |
Akhu- | Low Class Merchants |
Vou- | High Class Merchants |
Yayan- | Teachers, Clergy |
Oda- | Builders, Guides |
Krio- | Entertainment, Writers |
Rothu- | Nobles |
Edze- | Serfs |
Currencies
In Prime, through sheer magical plot-based coincidence, every sovereign nation uses very similar currency. Just like in any traditional setting, these are typically in the form of metal coinage, in the form of small, thin, rectangular slabs of metal about 3/4ths of an inch long. They follow the traditional rule of copper to silver to gold to platinum, but they are only coated with this material to save cost. The inside of a copper mark is zinc, while the insides of silver and gold marks are nickel, and the inside of a platnium mark is treated silver. In Prime, a platinum mark is worth 100 gold marks, rather than the standard 10.
To deal with large quantities of money, many businesses trade in checks and letters of credit, cashed in at banks. Many businesses or nobles with access to large sums of money (In the hundreds of gold) will typically write letters of credit, as platinum coins are exceedingly rare, and no common shopkeep is known to just have some on hand. However, the trade is rampant through black markets. Using or requesting platinum coins, while not illegal, may cause a few suspicious eyes to pry into what your motives may be, whether they are good hearted or not.
Calendar
In the basic, universal calendar of Prime, there are 12 months, each consisting of three distinct ten day weeks. At the end of the year, there is an extra 5 day week, outside of any existing month called "The Turning". This week, most people stay home and participate in numerous important holidays, while each culture has their own minor holidays scattered throughout the year. The amount of time in a day and year is similar to the real world. Years cycle in early spring, rather than midwinter.
Each day does not have a formal name. If precision is required, the number of the the day and month are used. In Prime, each month is named after the 12 moons created eons ago during a catacalysmic event known as Moonraze. By default, a Prime campaign takes place somewhere around the year 1400 Moonraze.
Banking in Prime
While an adventuring party is more likely to store their funding in their own personal bag of holding, or a safe back at headquarters, they'll still find themselves needing to visit various banks across the nations to cash in checks, especially if they work for wages or under the supervision of a legitimate company. Below is a small table containing various rates and exhanges when interacting with a bank.
+++++++++++++++++++++++++++++++++++
Bank Country Tax Ohstran National Ohstra 5% Goldclaw Corp. Xesper, Bhedse 15%, 2% with a subscription to Goldclaw Premium™ Vaults of Endreiyanis Starholmst 3%, 10% for Non-Starholmstians Bogridgian Mutual Bogridge 1%, 10% for withdrawals over 1500 GP, 80% for withdrawals over 250,000 Meteorhold Bank Tzaron 5% People's Fund of Calloco Calloco 3%, Does not accept foreign money or checks. Highhold Icolan Bank Icolo Whatever they feel like at the moment. Kusaran Vaults Kusara 10%, 0% if over 500,000 GP Rikiitsu National Riki 5% +++++++++++++++++++++++++++++++++++
Prime's Calendar
Month | Season |
---|---|
Sin'vas | Early Spring |
Sol'vas | Mid Spring |
Rul'vas | Late Spring |
Tir'vas | Early Summer |
Hel'vas | Mid Summer |
Val'vas | Late Summer |
For'vas | Early Fall |
Nor'vas | Mid Fall |
Gal'vas | Late Fall |
Pol'vas | Early Winter |
Tar'vas | Mid Winter |
Mir'vas | Late Winter |
Jobs
The working class of Prime is very similar to the ones you see in the modern world. As the population slowly decreases while condensing into larger cities rather than tiny hamlets, more modern jobs have appeared. This includes "useless" tasks that mostly exist just so that people can continue making enough money to survive in the current system. You'll find many farmers, guards, and smiths, but also receptionists, salespeople, "chief executive second assistant to the regional manager's assistant", and many more. As academia, entertainment, and magitech expands, many jobs have become incredibly specialized. No longer does a village elder run the clergy and care for the sick, now there are doctors, surgeons, professors, and philosophers all looking to make their way in the world. Warehouses store and ship resources, Magitech Trains need operators and repairmen, Janitors employ use of the Prestidigitation cantrip, and so much more.
Wage Mages
A popular term on the rise is "Wage Mage". as Prime continues to develop, more and more freelancing jobs based on a gig economy have been appearing. These jobs, officially given much nicer titles, let minor Arcanists perform whatever task they can handle with their repertoire of spells, and large companies are always looking for more skill sets to add to their ranks. Running from location to location, Wage Mages expend as much energy as they can to get enough commission money to meet a daily quota. Being a Wage Mage is especially difficult work, for little pay and a lot of competition, but its what most failed prodigies or retired adventurers end up submitting to.
Adventuring as a Business
Becoming an adventurer in Prime is an incredibly risky and potentially unrewarding venture. There's no random billboard in a tavern posted with quests and rewards, and parties that don't have the backing of a large group or already established fame might find themselves struggling to even afford a meal on some nights. Even when they do stumble into some coin, they typically have to pay off the broken equipment (and broken bones) they used to get it in the first place. Parties may have to do some unsavory things like selling out to an agency like the Aurumplate Soundworks to nudge their career in the right direction. Becoming an adventurer is a commitment. After all, would you leave everything in your life behind to camp in the woods fighting half-owl-half-bears? It takes a lot of work, and a lot more luck, to succeed as an adventurer, but as an adventurer, you're already a special case.
Magic and Magitech
In general, Prime is wide magic, not high magic. Resurrection and Teleportation are incredibly rare, but lesser effects are used on the daily, and typically used for good. Artisans known as Arcanists are to thank for these wonderous advances. Compared to a wizard or artificer, these arcanists possess very limited knowledge, but they are much more common and invaluable to the people. They may learn a small selection of spells and develop them over the course of their career. Locksmith arcanists may learn Arcane Lock and Knock, where war Arcanists develop and enchant Blast Discs, or ammunition for cannons. Arcanists will use a magical item known as an Aethervalve and slowly cast their spells as rituals. Arcanists are not adventurers, they're artisans, and the world relies on thousands of them every day.
Aether
Prime's magic is channeled and used through a supernatural substance known as Aether. Aether exists everywhere, and everything in the universe has concentrated aether within itself. Aether flows in and out of substances, interacting and mingling with each other to make up the basis of all matter. The substance itself can be broken down into the eight base essenses: Fire, Water, Lightning, Earth, Air, Ice, Light, and Dark. There is also a ninth essence, Purity. This ninth essence is only found within the bodies of mortal beings. Something about their biology takes in surrounding aether and purifies it, releasing it back into the world for it to naturally shift in a neverending cycle.
In a practical sense, all supernatural class abilities are the result of player characters carefully manipulating aether. Not only spellcasting, but features like the Fighter's Second Wind are the result of them focusing aether to their wounds, the Monk's Ki is the result of them channeling aether through themselves and into their opponents, disrupting their bodies.
The Aetheric Cycle
The Aetheric Cycles As aether flows in and out of all materials, it slowly shifts to different aspects. This can slowly alter the properties of the natural world.
- Lightning charges the land, creating fire.
- Fire creates ash, which flows into the earth.
- Earth blocks the sky's heat, creating ice.
- Ice melts away, forming water.
- Water forms mist, carried upon the wind.
- Wind takes mist into the skies, creating Lightning.
Light, Dark, and Pure aether do not exist within the cycle, as only creatures can create and disperse it, and the natural cycle continues with or without their presence. Sometimes, though, through mortal intervention or natural happenstance, this cycle can be disrupted, causing a strange area known as a "Cluster Zone". These cluster zones draw in Aether aligned with one of the Base Essences, and warp the landscape in strange ways. These Cluster Zones usually shift back to normal after some time, but occasionally may implode on themselves, creating strange blasts of destructive aetheric energy leakage. Aetherologists are quick to find any Cluster Zones reported in populated areas and work to artificially shift the aligned aether back to normal before this can happen.
Arcane Magic
Arcane magic, in a general sense, is a science. Characters who use the arcane studies to cast their spells operate in a way similar to cooking a meal by the book. They pull traces of aether from the environment around them, mixing together different "ingredients" and condensing them into a magic effect to be released. The world operates on a strict set of rules and cycles, and with proper study, it becomes easy to bend those systems to your will. This is what makes magic a foundation of all life in Prime: It can be taught to anyone, and once learned, it is consistent and completely reliable. Arcane magic doesn't "Glitch" or "Jam" like a piece of regular technology, even if the desired effects mess with the laws of the universe. A "fireball" spell requires any traces of nearby fire aethers, to then be mixed with the concussive power of force, condensed into a molecular bead, and then unleashed, all using mental power and force that requires dedicated training.
Even casters like bards and paladins shift and manipulate aether through conviction and confidence in themselves (they may not know the fundamentals of cooking, but they do know that if they follow the recipe, they'll get a perfect result every time). In Prime, your mind is powerful. With enough training, aether is willed and transferred, accelerated and slowed, through your thoughts.
Though anyone can copy a Wizards words and gestures, they can't cast any spell-- Casting through the arcane requires an intense bout of mental strain and visualization. To do this without the aid of aetheric enhancements like an Arcanist's Pack is an incredibly difficult mental task. This is why most spellcasters are limited in the magic that they can cast in a day, and how wizards and artificers are still rare to this day.
Divine Magic
Characters who call upon the divine to cast their spells, such as clerics, operate a little differently. They must draw upon faith over anything else. It's something that can't be explained with logic or rationality. A wizard fighting alongside a cleric may be confused, as the cleric casts the same spell, but instead of extracting and condensing aether, they simply point at their target and call for them to be struck where they stand. The divines of Prime, the Primordial Souls and the Avatars, are with you in everything you do. It's up to a divine caster to feel that connection, interpret it, and most inportantly, believe in it. When a cleric heals the wounds of a comrade, they have to draw that power from something. That cleric believes they are channeling the power of their god, and maybe they are. Maybe it's the shared faith of others that they draw upon, and maybe it's just casting through the arcane with extra steps. Aetherologists have studied the ways of the divine for centuries, unable to find the true source. Yet still, the results speak for themselves. Divine magic is odd, fickle, and miraculous. Most divine casters do not even manipulate aether-- Things just... happen. All that matters is that the caster knows in this instance, what they desire will happen.
Magitech
Magitech is simply the term for the creation of widespread magic items. Anything that performs a task that a spell could also do is magitech. Its use can be seen from travel, to entertainment, to warfare, and is an absolute necessity for most of Prime's residents. Magitech is typically also much simpler than what a remarkable caster such as a Wizard, Artificer, or Cleric can do. For example, Cleansing Stones produce an effect that cleans a surface just like a Prestidigitation spell would, but it does not produce any of the other effects that cantrip can, and has a recharge rate of several minutes.
Because magitech is available, but weak and slow, Manual Mage Labor is still a productive job. A trained layperson can learn a single effect cantrip that has a similar effect to a magitech item, or even a first or second level utilitarian spell such as Alarm, Arcane Lock, or Zone of Truth. However, most people do not learn spells of their own, and at that, most do not come close to the power of a wizard or artificer, so magitech items have become a staple in households and the workforce.
When a prominent Artificer or Arcanist is found, plenty of groups tend to compete for their attention. The Sky Riders and Steel Wolves guilds have a rivalry from creating similar pieces of equipment, government branches will hand out grants, and schools will offer scholarships, causing a lot of patents for magitech to be closely held and traded amongst the upper class like an esoteric intellectual currency.
Auracite and Potentia
Auracite is the foundation of all magitech. Discovered during the expansion of the Ohstran Empire, this material is created by taking a natural, cheap resource such as wood and stone, and then extracting all traces of any aether from within it. This process is taxing, and expensive, but it creates the realm's first "Empty" matter. Once created, auracite can then be tinkered with to only allow certain essences to flow through, creating exact desired effects, much like an item which stores a pre-built spell anyone can activate. From this, the first magitech items were born.
Auracite is costly to make, requiring modern equipment that only the most lucrative of factories have access to. Not only that, but it takes time and many resources to create, as well. For every twelve pounds of material, a measly ounce of Auracite is created after twenty four hours of processing.
Mechanically, Auracite is a replacement for cost-worthy material components. If a player character does not want to scour the land for diamond dust, they can use auracite instead. Each ounce of auracite roughly coorelates to 50gp worth of costed material. As a note, Auracite only replaces the consumed priced material for spells. So if a spell requires a diamond worth 50 gold, but does not consume said material, then auracite cannot replace the material cost.
Choking Hazard!
As auracite is a material devoid of aether, having too much on you, or worse-- Ingesting it-- can leave you with nasty side effects. If a player character is within 10 feet of more than 25 pounds of auracite for over 2 hours, or consumes more than an ounce, they contract a nasty condition known as "Aether Withdrawal", as their natural pure aether is siphoned from them. They gain the following effects:
- Your maximum hit point total is halved.
- Your intelligence is reduced by 5 (minimum 1).
- You have disadvantage on any Intelligence, Wisdom, or Charisma Attack Rolls, Ability checks, and Saving Throws.
- You have vulnerability to force damage.
Potentia, on the other hand, is the exact inverse. Potentia is a material so overloaded with a singular type of aether, that its magic can be used to draw upon and augment other magical or mechanical effects. Potentia was discovered only a few years ago, and is currently being used in various experiments, along with budding prodigal adventurers testing out their effects. This material is also difficult to create, and rather expensive, but only requires basic tools and magical know-how, and is thus sweeping the world as the newest magitechnical trend. Creating Potentia is detailed later.
Entertainment
Across the realm, magitech has transformed the concept of entertainment into a global cultural aspect of life. No longer are the days of wandering bards providing song at the local tavern, art media existing solely through the form of rare paintings and simple pottery, art and entertainment is a massive part of common life. People amidst the streets can be seen discussing the latest albums released by bands, adventuring idols exist selling the mercenary lifestyle, propaganda pieces are displayed on enchanted billboards, and much more.
Theatres employ the use of cantrips to amplify sound, illusions, and even enchantments to thrill their audiences. Other spells like feather fall or Immovable Object create death defying stunts, Healers on standby has made gladitorial combat recognized in some cities, and sports like Spellsling and Siegeball use spells and artefacts for sport. Dream parlors make use of enchantments to allow users to stay in a dreamlike state for a short time, Soundboxes play recordings of podcasts and radio shows that listeners tune into with the use of playable soundplates. Those who wish to display their wealth wear glamerweave, clothing imbued with illusion magic that display abstract or complex effects, such as small flames, fabrics changing color with mood, or blooming and wilting flowers.
Recently, through the use of arcane Sound Discs, combined with a recent invention in animated arcane billboards means that movie theatres are the recent explosion in the entertainment scene. As this technology spreads, even some adventuring company may liscense the tales of adventurers past.
Entertainment
Event | Service Cost |
---|---|
Dream Parlor | 6gp/Hour |
Audiobox | 80gp |
Audio Disc | 3gp |
Glamerweave (Common) | 20gp |
Glamerweave (Uncommon) | 80gp |
Enchanted Theatre | 1 to 10gp |
Sports Ticket | 2gp |
Sports Equipment | 150gp |
Communication
Various Courier's Guilds exist throughout prime. Estray has the Sky Riders guild, which operate appropriately in the skies with their special Carrier Griffons. Shipping trains run along the Intercontinental Magitech Monorails, and smaller sects of the Amnesis Infinitus guild deliver packages that are glyphed with enchantments that protect privacy, and are sent to various headquarters through teleportation. Sending letters these ways are inexpensive, but sometimes insecure and take some time. If simple messages are all that's needed, citizens of prime may use Cell Stones.
Messaging
Event | Service Cost |
---|---|
Sending Station | 3 sp per Word |
Carrier Griffon | 5 sp per mile, 1gp for heavy packages |
IMM shipping | 5 cp per mile |
Glyphed Package | 250 gp |
Cell Stones
Cell stones were originally an artefact recovered from a Gulari Ruin by the international archivists' guild known as Amnesis Infinitus, then remade by the public after a historic blueprint leak, these small, palm sized orbs can be used to link other cell stones, and send text messages or small images to anybody else that you have contacted. This has revolutionized the way news, gossip, and entertainment has spread, though the technology is limited. It takes a lot of Aether to send a message thousands of miles away, and messages can only be sent to other cell stones.
A typical cell stone costs 100gp. They can be found in most cities, and a few specialized variants exist.
Cell Stones and Variants
A cell stone is a small copper orb engraved with runes, with a small button on top. When the button is pressed, a small holographic image appears displaying a list of contacts. You can register a contact as an action, by touching your cell stone against another cell stone. That stone becomes permanently registered inside of yours. As an action, you may cast the Sending Spell to anybody who's cell stone is registered. Instead of the words eminating in your recipients mind, it is instead stored on their cell stone, causing it to vibrate. When it is opened, the words then appear, allowing a single response.
The stone has 3 charges, and regains any and all expended charges each dawn.
Iron Cell Stone This cell stone has 5 charges instead of 3. However, it is incapable of recovering any charges, and becomes inert after all are expended.
Brass Cell Stone This cell stone allows you to replace the words of a sending spell with any detailed image you can imagine.
Silver Cell Stone This cell stone is used by Amnesis Infinitus agents, and are hard to come by in the regular world. It has 5 charges, and is capable of sending mass messages, reaching more than 1 recipient with a single charge.
Travel
Prime is connected by a massive tangle of well travelled roads that cut through the rough environments like roots through loose dirt. Many people still make their travels between cities by way of draft animals like horses and oxen. The Sky riders guild have bred specialized Carrier Griffons that allow swift travel through the skies, as well.
If someone wants to travel a long distance very quickly, however, they can make use of the Intercontinental Magitech Monorail, or the IMM system. This train station can take hundreds of travellers from one large city to another, for a price. The rails have been recently built, with the current wave of stations finishing production 6 years ago. The train cars make use of gemstones that contain bound elementals, that are controlled by Arcanists known as Operators, carrying the carts across the realm.
Cities are quite large in Estray, with fully developed roads and even a few suburbs. Citizens travel inside city lines by magitech vehicles designed by a few competing factions. Field Cruisers and Rhinos transport individuals and groups across the large, wide roads of the villages scattered around the realm. Rhinos are particularly useful, as they can carry multiple people and have storage trunks, allowing them to be parked inside of storage carts for the IMM. These engines are powered by auracite, and field cruisers only have about 4 hours of runtime in them. Rhinos are even worse, so they are not used outside of city walls very often, and when they are, they're typically attached to bandits who use them to scare off travellers.
Those looking for rather expedient and lavish public transit may want to look toward the few Airships in operation. Developed by various associations, there are 8 large scale airships called Carriers that make use of massive magitech engines, which are used to generate plenty of revenue. 4 are in Estray, three of which are owned by the Sky Riders, and one is owned by the Enigma Association, a magical college in Starholmst. The remaining four were developed by private guilds in Loria or the Rikiian government. Elites and high ranking adventurers alike use the airships to travel amongst the clouds, faster and farther than any stagecoach can go.
If you have no time to waste and plenty of money to spend, the magocratic archivist's guild Amnesis Infinitus will allow temporary use of their teleportation circles, for a very hefty price.
Below is a table that lists all the options for travel, including their cost and speed.
Travelling across Prime
Travel Method | Cost | Speed |
---|---|---|
Walking | Free | 15 miles/day (8hrs) |
Beast of Burden | 2cp/Mile | 25 miles/day (8hrs) |
IMM, Standard | 1sp/Mile | 240 miles/day (nonstop) |
IMM, First Class | 5sp/Mile | 240 miles/day (nonstop) |
Carrier Griffon | 1gp/Mile | 80 miles/day (6hrs) |
Ferry | 1cp/Mile | 120 miles/day (nonstop) |
Airship, Vielpiercer | 4gp/Mile | 288 miles/day (nonstop) |
Airship, Carrier | 8sp/Mile | 144 miles/day (nonstop) |
Medicine
Though magic has been at the forefront of most technological advancements, one area where basic science prevails is through the development of medicine. Over the course of the magitechnical revolution, healing services stopped becoming a staple of the temples and more for hospitals. Services now include vaccinations, drug stores sell auracite mixed herbal pastes and creams, and plenty of essential oil scam businesses have been cracked down on for being laced with placebo-like enchantments.
Hospitals can be found in nearly every town, where Arcanists use magic to help speed up recovery.
Extra Medical Concoctions
If you have a party with limited access to healing magic, you can do more than just simple potions of healing. Listed below are cheap medicines that can be bought in most pharmacies around Estray.
Woundbinder(20GP) A bandage with herbal powder laced in its thread. Applied as an action. heals 2d4+2 hit points, but only if the damage taken was Slashing, Piercing, or Bludgeoning damage.
Burnsoothe Salve(30GP) A jar of ointment mixed with ice-affinity auracite. Applying takes 1 minute. After doing so, you gain a number of temporary hit points equal to the amount of fire damage you've taken in the last hour. Each jar contains five uses.
Shock Supressor(50GP) A thick, rubbery, black cream. Applying takes 1 minute. After doing so, you gain resistance to Fire, Cold, and Lightning damage. After you take damage of this type, the cream cumbles off and becomes ineffective. Each jar contains 10 uses.
Tissue Rebuilder(50GP) A strange liquid injected into deteriorated muscle. Applying takes an action. After doing so, you gain 4d4+4 hit points. If you haven't taken Fire, Acid, or Necrotic damage in the last 10 minutes, you gain 1 level of exhaustion.
Warfare
Of course, the most iconic form of magic is the type that makes stuff blow up. Many different types of magitech weaponry exists, from cannons that fire rune-carved spell disks to firearms that shoot magical solidified air bullets. In the last years of the Ohstran Advance, as well as used across Tzaron's Conquest (both events described later in chapter X), various forms of arcane artillery or siege weapons have been made. Staffs in particular are well established weapons in Prime, existing as the oldest and most basic form of spell channeling.
Artillery used in warfare is clunky and slow. Many of them are locked into vehicles that hold platforms where soldiers stand to operate them. It requires specially trained persons to operate artillery, but common soldiers may move, prime, and aim them, allowing quick fire. Examples of artillery are listed below. As a general rule, magic in prime rarely ever exceeds a power level higher than 3rd level spells. Most magic encompasses anything able to be done with a cantrip or 1st level spell, and these objects of war typically follow that rule.
Hydra
Huge Vehicle (Land), Requires operation by two Arcanists
Hydras are a large slanted vehicle with a flat platform atop, capable of holding eight to twelve people. The vehicle itself can hold that many on its inside as well, and hovers slightly above the ground. It takes one person inside the vehicle to move it, and one person atop the platform to operate a chamber in the center of the platform-- a large staff topped with a turret featuring full 360 degree rotation, loaded with auracite.
Hydras are typically found in three variations: Red Hydras, Green Hydras, and Blue Hydras. Each Hydra has 180 Hit Points, an Armor Class of 14, and immunity to poison and psychic damage. It automatically fails any Dexterity Saving Throws, and succeeds any Strength Saving Throws. Each hydra can move up to 50 feet, in a straight line each turn. Activating a Hydra takes three actions: One to prime the turret, one to aim the turret, and one to release a spell, determined by the model of the hydra:
-
Red Hydra: This vehicle's turret has a range of 300/1200 feet and targets all creatures within a 30 foot radius sphere. The attack is magical, and deals 2d8 fire damage, or half on a successful Dexterity Save with a DC of 12.
-
Blue Hydra: This vehicles turret has a range of 200 feet, and fires in a line that is 5 feet long. The attack deals 2d10 lightning damage, or half on a successful Dexterity Save with a DC of 12.
-
Green Hydra: This vehicles turret has a range of 150 feet, and targets all creatures within a 20 foot radius sphere. Anyone caught in that area gains 1d4+1 hit points.
Seige Staves
Huge Magic Item (Structure)
A Seige Staff is a long, magical rod that extends 3 to 5 feet across and 30 feet tall. It is inlaid with runes, allowing mages to channel their aether through it and increase the range of spells. Typically wheeled along a large scale battlefield, interacting with a seige staff will allow a spell with a range of at least 10 feet to have their range multiplied by a factor of 5. This is especially useful for spells such as Fireball, which cause massive, unpredictable explosions, as well as spells like Mass Cure Wounds, which can raise soldiers from the ground with ease.
A seige staff is too big to fit on a cart that isn't specialized for it, and too heavy for a party to reasonably carry, at 1200 pounds. However, its commonplace for warships to replace the main pole with a Siege Staff. And for certain protected buildings, like the Gilded Chamber in Rumia, to have one as it's flagpole.
A party, if they choose, can acquire a Seige Staff for the low price of 25,000 GP. A seige staff has an AC of 18, 80 hit points, and immunity to psychic and poison damage.
Arcane Cannon
Medium Magic Item (Cannon), Requires operation by an Arcanist.
Arcane cannons are the most common form of artillery. able to be affixed to rhinos, airships, boats, or rolled across the ground, these versatile items are able to shoot off an auracite-loaded clay material known as a Blast Disk. These disks fly through the air, and detonate on impact, and can either be charged with a basic explosive, or stored with a specific spell.
An arcane cannon has 60 hit points, an AC of 12, and immunity to psychic and poison damage. It takes an action to load a blast disk, and a bonus action to aim the cannon, but it takes another full action to fire it. An arcane cannon can shoot a basic cannonball with a range of 200/600 feet (Ranged attack bonus +6), which deals 4d6 bludgeoning damage on a hit. It can also shoot a blast disk with a range of 300/900 feet. On impact, the blast disc detonates. A basic disk creates an explosion in a 20 foot radius sphere centered on the disk. Each creature must succeed on a DC14 Dexterity Saving Throw or take 2d10 fire damage, taking half on a successful save. Alternatively, a spell can be attached to a disk, which follows the rules of the spell.
Arcane Weaponry at this scale is mostly illegal for civilians to own, but these items are not very difficult to find in the black market, or to even make their own. Many ships, however, are allowed to have one or two cannons upon their vessels for protective purposes.
Tiny baby damage?!
You may be looking at these damage numbers and thinking they are extremely low, especially since a mere 5th level wizard can vastly outclass a literal cannon by chucking a few fireballs. Consider the typical person, however. In an army, most people would only use the statblock of a Veteran, Guard, or Commoner, which do not have very many hitpoints. Spells like fireball are dedicated to elite squadrons. Remember-- Wide Magic, not High Magic!
Old World Tech
Prime is defined in its eras, as culture, and magic evolves, devolves, resets, and expants. When the Ohstran empire first began, cantrips weren't things. Casual spellcasting was an impossibility, and the only magitech used times even just a few years before the rending were ancient recovered artefacts that have lost their power over the years.
Despite the natural decline in power, these artefacts known as "Old World Technology" can produce magical effects that not even people today can replicate. Many things built today were based off this old world tech; from Blast Disks to Airships to most forms of artifice. Documenting and researching these artefacts are incredibly important in the advancement of technology. So many different organizations are racing against each other to find any ancient ruins to recover, document, hoard, or steal the technology, and many ruins are still left undiscovered.
Ch 2
The History of Prime
The Eras of Prime
The Realm's Creation
Period: Unknown
Every culture in Estray has its own interpretation of the origins of the universe. Different tales of strife, conquest, divinity, and power eventually all converge with written history, but none can truly say they know the origin of Prime. The most commonly accepted story of Prime's creation is called the Split Souls Myth. This myth draws upon known knowledge of Primordials, Aetherology, and mystical artefacts from a bygone age.
The Splitting Souls
Millions of ages ago, there was only one entity in reality. This entity, known as Ultima, was an infinitely expansive ring of etherial thought; Idea incarnate. Ultima embodied imagination, and as the only being, it had ultimate dominion over the laws of reality. Creating the base essences known as time, space, gravity, and matter, Ultima would travel among the universe, exploring these new phenomena. Being the embodiment of thought itself, however, Ultima was an erratic, fickle, and impatient being. Parts of itself were always in conflict with others, and this resulted in "Grand Clashes", or Ultima's internal struggles becoming violent toward itself.
In some sort of incomprehensible manner, the true primordial would damage and harm itself, creating bursts of chemical and magical energy. These bursts became stardust, and through gravity, the dust became the stars one sees every night.
As luck would have it, however, one small sect of the universe was developing and forming from one of these clashes. Prime, the first planet. Ultima took notice of this planet and began to observe, over eons, the evolution of this solar system. Small clumps of pure matter converged into surrounding planets and moons, and the largest planet began drawing in leftover magical energy from Grand Clashes, now known as Aether.
Aether allowed the planets to create the earliest forms of life, and new forms of matter. Plants began to bloom and take over the little floating rock known as Prime, and Ultima enjoyed watching it develop. Though, over time, everything would devolve into endless cycles, which Ultima grew rather bored of watching this cosmic stagnation.
A spark was needed, some sort of cosmic event to challenge this complacent and cyclical world. Ultima decided that the best way to increase the frequency of change within the planet was to allow other beings into the realm, ones that ultima could not control, so it decided to create a web of interdimensional portals now known as "the slipstream".
The Age of the Divines
Period: More than 10,000 years ago.
During the Age of Realms, Scholars theorize that...
- Prime was attached to other realms of existence, who found the planet and warred over its dominance.
- Ultima broke into the twelve Primordial Souls, who each championed mortals to drive the outsiders back.
- The slipstream weakened the bonds to reality, and introduced aberrations to the realm.
According to commonly accepted myth and archeological and aetherological discovery, Prime is anchored to an intangible "Tunnel System" known today as the Slipstream. Though today, it is weakened to the point of near inaccessibility, in the earliest eons it was used by the outsiders to visit Prime. Celestials and Fiends travelled through the slipstream in droves to this untouched planet and began to fight for total dominance. These wars would last centuries upon centuries, because it was quickly discovered that the divines who died on Prime reformed back on their home plane, allowing for them to simply come back. This repeated travel weathered the Slipstream so that only the most powerful fiends and celestials remained, and with each travel, that tunnel system would "fray", allowing strange malformations from in between the realms to leak in.
Over the course of these wars, Ultima would grow bored once again. Seeing the same wars, in the same places, ending in the same stalemates, was not the entertainment the fickle progenitor wanted. And so it decided to take matters into it own hands. The age of the Realms came to an end after Ultima caused an event known as the Grand Clash.
The Grand Clash
The Grand Clash was the basis for most mortal life in prime. According to legend, Ultima surrounded the planet and broke itself apart into the Twelve Primordial Souls. Rather than encompassing all thought, these newer, smaller gods only comprise of a few essences. These new gods scattered about the realm to destroy or cast away the archangels and archfiends ruling over the realm. Those who were too weak to travel the slipstream were banished to their home plane, those who were too strong are imprisoned within the cores of planets: fiends were locked away inside of Prime, her singular moon, Sin, held the celestials. The aether that was created from this event began to flow into the beasts that roved the realm, creating the first Beastfolk.
The Age of Strife
Period: 10,000 to 4,000 years ago
During the age of Souls, historians recognize that...
- The first mortals walked the realm, and lingering aether created Champions
- The Imprisoned fiends and celestials touched and corrupted mortals, allowing them to continue to influence the realm.
- The souls, unaware of the outsider's agendas, create demigods who carried out old plans.
With the massive influx of wild aether the grand clash caused, Mortal beasts and elementals were created from nothingness, and began to roam the landscape. Those who were exposed to enough of this aether found themselves mutated into more humanoid shapes, gaining consciousness, and were finally able to shape Prime in their image. Many of Prime's earliest casters were sorcerers, and mostly wild magic ones at that. Records show plenty of stories where magic would spontaneously burst forth from someone with aetheric sensitivity. Using their newfound power, societies were built, concepts such as trade and philosophy were introduced, and many more developments would continue for centuries.
Though, unknown to the Souls that once were Ultima, the celestials and fiends still had a minor sway over the development of the mortals. The beastfolk were taught, through outsider influence from the cores of the earth and moon, concepts that shifted their worldviews, Curiosity transformed into Fear, which became Prejudice, tribalism, paranoia, and madness. These feelings have changed many of the smaller societies into warmongering states. Magical advancements were no longer about making lives easier, they became about making them "safe". It was not only the dark fiends trapped within the core of prime, but also the celestials within Sin that spread this propaganda, all in the name of carrying out each other's desire to see anything as other eradicated.
The First Avatars
Certain mortals rose above the ranks of their peers, playing perfectly into the plans of the outsiders that spoke to them. By a period 6000 years ago, those who did particularly well in carrying out these cosmic schemes were granted powers by the dormant godlike creatures hosted within the earth. These became the first beings known as Avatars. The Avatars are demigods, born from mortals infused with divine aether, and many of these avatars existed purely to carry out the deeds of their patrons, to eradicate any and all who associate with another. In order to assist in this effort, these avatars would create their own mortals and amass armies.
Avatars could have sway over the wills of others by altering their aetheric balances, with effects similar to charms and dominations. With this power, they commanded armies forth to fight with all of their might, conquering the lands in an endless warring struggle. If a mere mortal was able to strike a killing blow to an avatar, they could absorb their divine aether and forge their own path.
The Holy Wars
During the two millenia in which avatars had total control over the world, little progress in the name of technology was made. Anything the mortals needed were given to them in the form of magic by the divines that led them, and nearly everything made was in the pursuit of warfare. Each Avatar had a different set of ideologies and tactics to use, and those were evident in the biology of the ancestries they made. With the ability to create infinite life, the this age would last for hundreds of years. With each passing year, though, the meaning of war was lost, and the concept of conflict reigned supreme over all forms of rational thought.
The Gulari
While the wars raged on, some mortals began to break free from the influence of the avatars. Those who have developed magical arcane magic well enough to escape the slaughter began to create large yet hidden societies where other sapient life was scarce. This led to a people known only today as the Gulari, an ancient word for "Godless". These mageocratic societies focused intently on creating powerful magics that not only hid themselves away from the divine, but warded them off as well.
Gulari cities take the form of long, disklike runways with the broken foundations of buildings lining the sides. Ruins appear with more frequency on the east of Estray and West of Kusariki, around Bogridge, Kusara, and the oceans spanning between them. Recent astrological advances have allowed some to view that even Primes's smaller moons have remnants of Gulari structures on them. Any life in these ruins has long been taken over by cave dwelling native monsters. Preserved corpses can be found on occasion as well They appear mostly beastfolk in nature, but as preserved bodies get younger and younger, more plainsfolk have been seen as well. Beastfolk have existed long before the creation of the plainsfolk, supporting current historical theories that a few people created by the avatars broke free from their tempering.
Despite endless excavation efforts by governments and guilds, there are still plenty of Gulari ruins to discover. These areas are very dangerous, as most appear in prime's corrupted underworld. Through what has been found, many historians believe the Gulari to be either so magically advanced that they simply cannot find their hidden texts, or that they had an incredibly strict oral tradition to prevent information finding the gods. The lack of currency and evidence of magical "vegetation chambers" that grew food within minutes also seems to point toward the Gulari being a post-scarcity communist society.
Most interestingly, ancient artefacts were found. Magical items with incredible power are circulating around black markets rather rapidly. Weapons, enchantments, talismans, even an early form of auracite powder, assumed to be made from some form of liquid are a few examples of the wonders of Gulari tech. There have also been a few robotic bodies made of a blackish metal and ancient flora. These bodies have recently reanimated, but nobody can figure out why.
Moonraze
Prime's primordial souls gain power as their ideals are expressed more fervently and more frequently. The more people who base their lives arond various concepts, the more powerful a soul becomes. Through avatars fighting ruthless wars in the names of their patrons, the Primordial Souls representing the darker ideals of mortality grew in power, hiding in the shadows of imagination. Atmus, the god of revenge, and Rotthir, the god of slaughter began influencing the minds of the more war hungry avatars, corrupting them further. By this point in history, the holy wars were about nothing more than revenge, tyranny, control and power.
This allowed Atmus and Rotthir to gain enough influence to physically manifest on Prime, able to affect the world. They struck, destroying massive pieces of land, ripping entire continents from the core and throwing them into orbit. This caused so much death and destruction that the two Primordials immediately lost their newfound power, through loss of worship, and dissipated into the aether once more.
Eleven landmasses were ripped from the very soils itself, and now orbit Prime's largest moon, Sin, which has been there since time immemorial. Many Avatars were killed, reduced to pure aether. The only avatars that remained were the few that were usurped by other mortals and hid themselves away in the hidden depths of the land. Coincidentally, most of the destruction occurred within the areas where the holy wars were most concentrated, but many Gulari societies were caught in the crossfire.
This event was sudden and destructive. For the next few decades, it was near impossible for the people of prime to adjust. The tides and storms that were brought forth by the cosmic shift of the new moons tore the coasts to shreds, routes between the once large landmass have become distinct continents and islands, and the immediate culling of the worlds population meant a complete regression in what miniscule progress was made, so begins the Darkest Age.
The Darkest Age
Period: 4,000 to 1,000 years ago
Without avatars to guide the plainsfolk, and with a massive cut in resources, thanks to the razing of the land, the people of Prime had to put survival above all else. Many people wandered the destroyed landscapes only to find that the side effects of the gods of malice descending upon the world has contorted beings, creating many of the monsters we see today. The mortals of prime had no more holy wars to fight on behalf of their dead gods, and the gods that were alive were either hidden away along with their champions, or did not care for such trivial matters. The Gulari societies were destroyed. With the aetheric balance of the world changed, many of their magnificent artefacts ceased function, causing the last remaining cities to crumble under their own weight.
Tribes began to form. Many of the plainsfolk, even without the avatar's tempering, still clung to the idea of fighting for their survival, though with each passing generation, these ideals faded in favor of trade, tariffs, and travel. Culture began to develop on its own-- Experiments in social dynamics were conducted, racial groups began mixing, separating, and establishing their own small fiefdoms, communities and societies. Though many have found a life for their own, others squabbled over their original purpose, attempting to find ways to become championed as an avatar once more, worshiping the Primordial Souls and pleading with them to come back. Zealots reduced in numbers every generation. More and more people realized their goals were for nothing other than strife, and thus countries began to form under strong leaderships led by mortals, (mostly) for mortals, around the world.
The modern calendar used by Prime's people uses the newly created moons to judge the cycles of the year, naming each month after them. Any time before this period is referred to as the "Old Ages" and any year after is given the title "Moonraze".
Recent History
Many people have their own names for the current age. Some people call it the Age of whatever country they are from, contending the progress made by their homeland is the most important thing to happen, others still think we are in the Darkest Age, many others assert that this era should be called the Age of Arcana, due to the many recent advancements in magitech, though most people avoid the entire debate by just referring to today as the Modern Age.
Much has happened in the last one thousand years, all defined by the power and creativity of mortal creation. Nations, industrialization, recovery, healing, anything that a people is capable of has mostly been defined in the last millennium. Prime develops very quickly, and perhaps an adventuring party could be at the forefront of sparking a new common facet of life.
As stated in Chapter 1, A campaign set in Prime typically takes place in the year 1400 Moonraze.
The Continental Struggle
Though warfare for the sake of driving out heretics is not seen nearly as much as it was in the age of the souls, struggle between nations with their own self interests in mind is simply the state of the world, and will most likely continue to be. These struggles are defined more by nationalism, trade, subjugation, liberation, and ideology rather than a simple conquest to excise the world of darkness.
There are hundreds of small struggles, especially in early societies, but notable ones that are common knowledge are listed below.
Tzaron's Conquest
Period: 900 MR to 1284 MR
Tzaron is one of the oldest countries in modern prime. Farthest from any of the victims of moonraze, this desert nation and it's central city of Bastalk were able to take advantage of its safety, welcoming in outsiders and refugees, provided that they assimilated into Tzaronian Culture. From there, they became an economic powerhouse. They began to colonize and expand across the entirety of the Vilvaroi Desert, now renamed the Tzaronian Desert under decree of the elven Sultana, Synami Tzaron. As Synami's armies grew in strength, so too did their hunger for conquest, beginning to travel from the sandy shores of the Tzaronian Desert into the foreign southern lands of Calloco, an incredibly rich and sparsely populated series of jungles.
The people that lived in Calloco were nomadic, and lived in harmony with the bounties the jungles offered. Though they did not fight with other mortals often, they certainly knew their land well, and were able to drive off squadrons of conquerors with ease. This only piqued the curiosity of the Tzaronian empire, causing a massive wave of warfare across the area.
The people of Calloco were outnumbered by nearly every account, and ended up losing their land as more and more Tzaronian settlements displaced the natives. They were driven into smaller and smaller sections of the jungles, which allowed them to group up, but by the time they were able to amass a large enough group, it was too late. Tzaron had claimed ownership of the entire Riol Dorodiro, and used drastic measures to convert the people of calloco into their own culture, and the long lasting effects of such tyranny can still be seen today, even though Calloco has its own independence.
The Callocan Revolution
Period: 1285 MR to 1310 MR
Scholars and historians recognize the Callocan Revolution as one of the most impressive rebellions in all of history. The group was able to stay out of the eyes of the ever vigilant Tzaronian Dust Shields (their military and police force) for decades, and sparked a civil war that only lasted a mere 2 years Tzaron admitted defeat, allowing Calloco to gain its own independence and form as an officially recognized country.
Through using underground networks, disrupting the economy, and a widespread shutdown of the canals used by Tzaron, the Callocans took control of their own resources, and funneled them into efforts to further their cause. This revolution was surprisingly nonviolent,
though many clashes took place, and many deaths are recorded. However, the war itself, thanks to its short timespan and focus on monetary attacks makes this the least destructive struggle in modern history.
The Kusaran Invasions
Period: 1100 MR to 1290 MR
In the far west of prime, there are two continents lumped into one general area due to proximity. Kusara was much larger, older, and richer than Riki, which is a smaller, floating island without many resources that hangs off of Kusara's coast. The very first Airship was invented in 891 MR by Kusarans, which was used to fly into Riki ro extract resources from the foreign lands, and find the Rikiitsu. This airship was rudimentary and slow, but very large and capable of holding hundreds of people comfortably, and even more in less than ideal conditions. The airship, named the "White Tiger", is still in use today, though it is now a travelling museum owned in conjunction between Kusara and Riki.
Rikiitsu is the general term used for those who reside upon Riki. The Kusarans, in their early days, would scour the skies for remote villages, then raid the communities, forcing those who they could find into lives of slavery and strife. Kusara has always had a deeply ingrained culture of conquest with a rigid caste system, even within its own borders.
Many of the Rikiitsu were able to evade the White Tiger's search, but enough were found to create a force of second class citezens.
Today, thankfully, the relations of the Rikiitsu and Kusarans are (marginally) better, but the lasting struggles of an era not so long ago still manifest themselves under the surface in many ways. For example, as an isolated people in floating islands, subject to generations of grisly treatment, the old Rikiitsu genuinely believed that the Kusarans were the second coming of Prime's demons. While that sentiment is rare in the modern age, the impact of this kind of world view has left a less than stellar viewpoint.
The Ohstran Empire
Period: 1090 MR to 1351 MR
Estray is split into chunks of land via harsh terrain. Roiling oceans and tall mountains, warped eons ago by the wild aether from grand clashes means that not many people lived in the center of the continent. Very few tiny villages were stationed in this area, as anyone who dared make the trek to this untamed land had to have a good reason. Willamus Dol Ohstrakov, a human, was born in 1070 MR in a small village in the remote lands of the center of the continent of Estray. Ohstrakov was reported to have quite silver tongue, uniting the sparse villages throught trade and reason at the mere age of 20.
During the establishment of the Ohstran Empire, the first magitech items were created, such as rudimentary Arcane Cannons and thundershots, using recovered gulari artefacts. Meanwhile, the other areas of Estray were facing threats of colonization. The Ohstran Empire was concerned solely with "Uniting the world" through force and industry. Over the course of Ohstrakov's reign, as well as the reign of the next seven generations of the Ohstrakov family, was conquest after conquest, claiming every surrounding village either through trade deal, willful assimilation, or violent force.
The coastal ring of Xesper in this time was a series of small merchant cities, losely connected through trade deals. Though barricaded by a thick range of harsh mountain, the people of these cities were worried and fearful of the neighboring country's advancements. In response, the merchant cities banded together to form the Country of Xesper under the lasseiz faire rule of the Council of Thirteen, the thirteen most wealthy Xesperian families. Loosely organized, yet strong enough to establish a nationwide military, Xesper partnered with the island shogunate of Starholmst, who have been spying on Ohstran developments and creating stronger magitech, forming an alliance and trade system that lasts even to this day. Though the two countries are cultural opposites, their alliance and mutual fear of Ohstran takeover allowed them to become wealthier and larger than their rival country, much to the Ohstrakov Dynasty's dismay.
Bogridge was in a similar situation, though faring much worse. The entire country was not but a few disparate tribes with larger city states surrounding the more resource-rich areas of the moor. The eastern Silver Range that shields the country from Ohstra's advance was much less impressive than the western mountains, and the country was accessible by a myriad of rivers, flatlands, and foothills. Bogridge did their best to push back against the onslaught, and though developed in many ways thanks to Gulari magitech, it was the Ohstrans who invented the better weaponry. Bogridgian society after society fell under the reign of the Willamus Dol Ohstrakov Empire, and their culture was butchered as they assimilated.
The Rending
On the day Tirvas 25th, 1351 MR, Willamus Dol Ohstrakov VII, led a government project known as Project: Beastlord. By this point in history, Xesper and Starholmst have grown more technologically advanced and richer, despite everything the Ohstran dynasty invested to prevent such an event. Bogridge was rising once more, with some very small disparate cities reclaiming their land, stealing warforged technology, and pushing back in a desperate struggle. Not only that, but Ohstrakov VII had no children, and was unable to continue his family dynasty.
Ohstrakov and the state of Ohstra has been working on a new way to develop and harness aether for decades in their efforts to advance across the entirety of Estray. Eventually, the Ohstran elite found out that with enough aether focused into a single point, a temporary godlike creature could be summoned, known as a Beastlord. Unfortunately for Ohstrakov, the amount of aether required was simply too much for mortals to expend safely.
But, with the help of staunch loyalists, a dark avatar known as Kuhlroktos was summoned, and channeled its aberrant, divine aether into Ohstrakov. The beastlord form then took control, taking the form of a massive reptillian creature, able to destroy buildings with a single swipe. It was given one command: "Destroy all against Ohstra".
The form had consequences, however, permanently scarring the realm with corrupted aether, all in the span of just 60 hours. Entire cities, lanscapes, and cultures were destroyed, and only now is the land beginning to heal. Willamus Dol Ohstrakov VII died, childless, that day.
Untold History
Prime is a rich, old, storied planet. While this section has highlighted massive cultural events and the establishment of the most prominent countries today, there are thousands of stories that remain untold. Whether you are a player or a GM, feel free to develop this world however you feel. Many pieces of Prime's history were never in my plans, but rather suggested by the dozens of players I've run for. This is your opportunity to make your own Prime. Add whatever you want, there's nothing you can't do. Use the table below if you want to create your own quick draft of untold stories:
Untold History Table
d10 | An Event | Connected To... | Which Was... |
---|---|---|---|
1 | A mass uprising | The Primordial Souls | Mysteriously Forgotten |
2 | A cult's rise | The Gulari | Covered up by a government |
3 | A Soul's manifestation | Amnesis Infinitus | Turned into a pop song |
4 | A natural disaster | Aberrations from Farspace | Never Explained |
5 | A magical plague | Sages that control a group | Commemorated with a holiday |
6 | The loss of a Town | An undocumented tribal society | An inside job |
7 | A false flag conspiracy | Icolo | Responsible for massive cultural change |
8 | A meteor strike | The moons of Prime | The birthplace of a new Avatar |
9 | A brutal battle | A grifting public figure | the cause of many deaths |
10 | A holy crusade | A Church | Arranged by... (Roll again on connected to...) |
Ch 3
Character Options
Lineage
Prime is populated by a wide variety of people, from many different origins. All of the races presented here, named hereon as "Lineages" have their own spot in the realm. A lot of these lineages differ in style, culture, and ability from their counterparts in the multiverse. A prime campaign de-emphasizes racial differences, and typically keeps its prejudice in the realm of nationalist affairs. However, if a DM wishes to explore such themes, this chapter will also include some information on assumptions and stereotypes of the lineages presented. Some perceptions are accurate, while many represent skewed views, propaganda, or just simple cultural differences and misunderstandings. In addition to the races of the Player's Handbook, Prime is home to many other ancestries, including the following:
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Aasimar, mortals touched by divine souls who gain strong celestial power.
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Crocodynes, coast-dwelling folk with lizard-like features
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Eladrin, people who have been influenced by strong fey magic.
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Fartouched, those influenced by alien aether, acquiring inhuman characteristics.
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Felynes, catlike prowlers of the fields of Estray.
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Genasi, elemental demihumans originating from the continent of Loria.
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Goblins, ancient people with a propensity for adapting to any environment.
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Gulari Constructs, a robotic creature created in a forgotten age, just now reawakening.
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Kobolds, a small draconic creature born from the scales of a god.
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Leprynes, bunnyfolk who used to protect the feytouched forests.
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Lupynes, doglike beings that were always on the hunt for their tribes.
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Rattynes, scavengers and scouts with ratty features and flexible bodies.
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Shades, people who have been influenced by strong shadow magic.
Remember to always consult with your group, both as a player and a game master, when incorporating touchy subjects regarding race, and handle your backstory with care!
Plainsfolk
In the Age of Myth, the championed Avatars needed people to fight for them in their divine conflicts. What arose were the Divine kin, now known as the Plainsfolk. These mortal creations of the divine are now the most populous people in the entirety of Prime. Each Plainsfolk were created in pairs, inhabiting certain environments: The Humans and Halflings, valuing strength in numbers, took to the colder plains of the realm. The Elves and Dwarves, masters of the artisan craft, found their homes in the deepest forests and mountains. Finally, the Orcs and Goblins, designed for endurance and adaptablility, took over the marshes and wastelands.
With Avatars unable to hold sway in mortal affairs for several thousand years now, culture has had time and space to settle while carving out their own paths. Most Plainsfolk get along with each other, as mass migrations between all groups have caused a healthy spread of every demographic no matter where you go. They typically can be found most prominently in their divine pairings, though its not an overwhelming demographic in any given community. While you may be more likely to see a pale orc in Starholmst, their native lands, you can just as easily find one in Tzaron, Riki, or captaining a trade boat in the Churning Isle.
Sidenote: Changes to Racial Traits
In 2020, a supplementary book for fifth edition introduced the option to customize several of your character’s racial traits, specifically the Ability Score Increase trait, the Language trait, and traits that give skill, armor, weapon, or tool proficiencies. Following in that book’s footsteps, the race options in this article and in future works lack the Ability Score Increase trait, the Language trait, the Alignment trait, and any other trait that is purely cultural. Racial traits henceforth reflect only the physical or magical realities of being a player character who’s a member of a particular lineage. Such traits include things like darkvision, a breath weapon (as in the dragonborn), or innate magical ability (as in the tiefling). Such traits don’t include cultural characteristics, like language or training with a weapon or a tool, and the traits also don’t include an alignment suggestion, since alignment is a choice for each individual, not a characteristic shared by a lineage. Finally, going forward, the term “race” refers only to the suite of game features used by player characters. Said features don’t have any bearing on monsters and NPCs who are members of the same species or lineage, since monsters and NPCs don’t rely on race or class to function. Moreover, The Origins System in Chapter 3 allows you to create your own customized mixed ancestries, as well as cultural heritage abilities.
Humans and Halflings
Created by an avatar of the celestials named Ra'yak, the Storm Carver, the Humans and Halflings were spread around the world in the age of myth, and embody the phenomenon their god represented. Much like the storm itself, these two ancestries are short lived, fast moving, and powerful. Ra'yak commanded massive armies that valued strength in numbers and overwhelming opponents.
In the time after the age of myth, culture began to sprout. The Humans of Estray wanted to settle in the areas they have conquered, while the Halflings wished to keep to nomadic tradition. A few civil squabbles arose from these opposing ideologies, but nowadays that unrest is long forgotten. However, you will still find remnants of the civil wars today, with more Humans found in the larger settlements, and Halflings in the quieter, sparsely populated farming towns.
Prime Humans
The humans of Prime use a different block of abilities than their counterparts in the rest of the multiverse. If you make a human character in a Prime campaign, they have the following features:
- Ecclectic Knowledge: Choose three skills or tools. You may add half your proficiency bonus to skill checks made with those skills or tools.
- Hearty Resistance: At 1st level, and each time you gain a level, you gain an additional 1 hit point.
- Cultural Osmosis: If your DM allows the use of feats, you may select any feat that has a racial prerequisite as if it did not whenever you get the option to select one.
Elves and Dwarves
The Elves and Dwarves in Prime aren't the bitter stubborn rivals they are in most traditional settings. Instead, they are a separate alliance of warriors created by an ancient celestial avatar known as Morradin, the Forge Soul. The Dwarves were born of divine metals given form, and the elves sprouted from the wood of trees that pepper the landscape. They were led under Morradin's command to fight under a creed known as the "Forge Oath", using technology and crafting techniques far more complex than their enemies. The Dwarves would harvest the metal, and the Elves the wood, and thus spread far apart from each other, meeting for trade and battle.
Now, that time has long passed, and since then, the techniques used by these ancestries in secret are now common knowledge. Elves and Dwarves were once the most secluded species, now fully integrated into society.
Desert Dwarf
Hailing from the continent of Loria, the Desert Dwarves have features that have allowed them to survive the Tzaronian Deserts. Many Desert Dwarves are travellers and nomads due to the culture of the land, so they can be found across the continents of Prime. Any larger city is bound to host a few Desert Dwarves every now and then.
Standning at the same build as their cousins, but slightly more lean, Desert Dwarves have bronzed tan skin and wirey red hair. Some historians say they have a deeper connection to the molten core of the planet than the other lineages.
As a Desert Dwarf, you gain the following attributes in addition to the base dwarf statistics:
- Shielded Eyes. You cannot be blinded by natural means, such as sand blowing into your eyes. Additionally, You have advantage on saving throws to avoid being blinded by magical means.
- Traveller's Endurance. You suffer no effects from exhaustion until you have two or more levels.
Orcs and Goblins
The Orcs and Goblins were created by the fiendish avatar Balashiir, known as "the Hunter". Taking notes from nature and evolution, they hold incredible adaptability and perseverence. In the holy wars of the age of strife, the two races would simply outlast their enemies, shrugging off incoming damage. They have migrated across the entirety of Prime, settling in whatever corners they could find, and rapidly expanding.
Today, both Orcs and Goblins are almost as common as Humans and Halflings all over the entire world. They've been accepted into culture near universally unlike other more traditional settings, but still bear the weight of some of those old world biases of being one of the few peoples created from a source of ancient evils.
Sea Goblin
Sea goblins sport even leaner bodies, but are much taller and acclimated to the oceans of Orakuva, their homeland. Their skin colors range from aquamarine to a deep seaweed green, and have flat, slit noses and angular slanted eyes. Most interestingly, the Sea Goblins have webbed feet and large, sharklike tails to help swim. As a Sea Goblin, you have the following traits:
Size: Sea Goblins stand taller than their land dwelling cousins at around 4 and a half to 5 and a half feet, though still only weigh between 60 and 100 pounds. Your size is Small.
Speed: Your speed is 30 feet, and you have a swimming speed equal to your walking speed.
Lasting Lungs: You can hold your breath for an amount of time equal to 10 minutes plus twice your constitution modifier (Minimum 10 minutes).
Aquatic 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. While underwater, your darkvision range increases to 90 feet.
Scaley Tail: You have a large, finned tail which you can use to help swim underwater. The tail is filled with strong muscles, and you can use it to make an unarmed attack. The tail deals bludgeoning damage equal to 1d6+ your strength modifier. While underwater, you can use the tail to dash as a bonus action.
Pale Orc
Pale Orcs, in contrast to their greener mainland counterparts, have light grey skin and hairier bodies to help live in their cold native climate of Starholmst, their homeland.
Whereas Stout Orcs are known for their amazing endurance, the Pale Orcs have incredible senses, and much larger bursts of adrenaline, allowing for quick, effective hunting. As a Pale Orc, you gain the following attributes:
Size: Pale Orcs stand ever so slightly taller yet leaner than regular orcs. Your size is Medium.
Speed: Your speed is 30 Feet.
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 most color in darkness, only black and white, as well as shades of blue.
Powerful Build. You count as large when determining your carrying capacity and the weight you can push, drag, or lift.
Frostwalker. You gain advantage on stealth checks made when it is snowing, or within mist or fog, and you can walk on ice or other wet surfaces while ignoring any penalty it presents, such as counting as difficult terrain or cracking when you step on it. Additionally, you leave no tracks in snow.
Fight or Flight. When you are below half of your maximum hit point total, your base speed increases by 10 feet, and you can disengage or make a melee attack as a bonus action.
Realmsfolk
The Realmsfolk are creatures with more direct connections to the otherworldly or supernatural. Spirits given form, emessaries from other realms, and other beings belong to this cline. These ancestries vary wildly in age and distinction. Though some of these people take pride in their enigmatic form, many are more concerned with finding their own place in the world just as any other. Realmsfolk are much rarer than Plainsfolk or Beastfolk, and finding communities where they are the majority is nigh impossible.
Aasimar
Avatars can't easily create mortals anymore, nor can they hold much sway over entire communities like they used to. But sometimes, their godlike influence can touch a mortal individual, granting them otherworldy senses and strong, divine aether. More often than not, however, these powers are a burden. If their angelic nature is displayed publicly, commoners would constantly ask for their blessings, treating them as literal guardian angels. Many Aasimar feel pressured into some sort of holy crusade. To make things worse, an Aasimar's mind is clouded with vague messages delivered by the angelic guides that gave them their power, and if they stray from the path laid before them, even if they aren't aware of what that path actually is, they'll become one of "The Fallen", a strange condition in which an Aasimar's aether will slowly drain from their body, causing nightmares and longer sleeping habits until they eventually fall into a endless coma where they waste away.
Aasimar either accept their holy duty, work as hard as they can to hide it, or find solace in communities less concerned with faith. In Starholmst, they are conscripted into service within the Six Scale Order. In other places, they may become preachers or pastors. In others still, they live their lives as any other. Many of the Fallen live and thrive in Nowhere or the Scattered Isles, living the rest of their now shortened lives in decadence, splendor, and piracy.
In Prime, there are two forms of Aasimar, those touched by celestial avatars, and those touched by fiendish ones. Celestial Aasimar use the Protector statblock, and fiendish Aasimar use the Scourge statblock. If an Aasimar shirks its holy duty, they become a fallen.
Tieflings
Long, long ago, in the earliest days of the world, a demon prince known as Solomon entered Prime. He built up a cult filled with hedonistic desires, and produced an immense number of offspring. These were the first Cambions, which continued the breeding cycle until the dark influence of the underworld was diluted into almost nonexistence.
Every single Tiefling has a common ancestor, though thousands of years passing means that none of them are really related in any way. Still, those aware of their history find comradery amongst themselves. Other races that know this origin story look upon Tieflings with a sense of pity, rather than fear, as if the features of dark influence is a curse for them to bear. Most Tieflings scoff at this notion, especially in Ohstra and Bogridge, where the sentiment is most common.
Despite being the direct result of dark activity, Tieflings have no connection to the outer planes, unlike Aasimar. They have all the free will of a human, with the divine influence of other Realmsfolk and none of the real baggage.
Prime Tieflings:
In prime, tieflings are influenced by their environment as much as any other race. As such, the following changes are made to their features list:
Hellish Resistance: You have resistance to your choice of Fire, Cold, Lightning, Radiant, Necrotic, Poison, Psychic, or Acid damage.
Infernal Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Your hellish rebuke spell instead deals the same type of damage as your Hellish Resistance type. Once you reach 5th level, you also learn one 1st or 2nd level spell from the sorcerer spell list once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma, or a class spellcasting ability is your spellcasting ability for these spells.
Drael and Kobolds
Much like Plainsfolk, Drael and Kobolds came from an avatar. What makes them different, however, is the method in which they were born. The Plainsfolk were willingly created by their patrons, but Drael were born from the corpse of their gods. Bahamut and Tiamat, the Twin Serpents, absorbed the powers of a Fiendish Avatar lost to history. They fought valiantly against Rotthir during Moonraze, but both fell in the process. Their scales scattered around the planet, and magically formed into the dragons we see today. The largest scales became true dragons. The smaller scales became drakes, basilisks, and other dragonoids, and the smallest, tiniest scales created Drael and the Kobolds, or so the legend says. This means that all dragons in Prime's history are less than 1400 years old.
Drael were thrust into a world they barely understood, competing against everything imaginable. Harsh terrain that their specialized bodies may not be acclimated to, other, militarized communities discovering outside entities, and the larger dragons that are way beyond them on the food chain.
To merely exist as an early Drael is an accomplishment of its own. As such, they have culturally developed to be strong and proud of it. Arrogant, Greedy, and Lustful are what outsiders may describe the Drael as throughout history, but nowadays, public opinion is mostly one of respect.
Drael and Kobolds use the newest available statblocks in the FTD book for fifth edition.
Fartouched
Fartouched are the most recent people to appear in Estray. Born from the rending istelf, they are creatures of pure chance. Some communities, especially those that are close to rendfields, have traces of wild and abberant aether. If someone who is pregnant is exposed to too much of it, the child may either die, or be born a fartouched.
The Fartouched are a people of multicolored, splotchy skin, featuring a series of strange quirks that seperate them from others. They are hermaphroditic, and thier bodies typically tend to be of undescernable gender. They do not have a language or culture of their own, as they have only existed for the past century. Fartouched, while not treated with outward and explicit prejudice, are still seen as outsiders, in the same way that a person with physical deformalities such as burn scars are.
With alien aether, Fartouched can feel, well, like aliens. They are so radically different from any of the other races that identity issues are common. Fartouched also have a loose relationship with traditional societal roles. How do you express yourself? Did your family assign you a gender, or was it more of a confusing experiment? Consider how the disconnect from your being and your family and friends affects you, how much you embrace how different you are or the measures you go through to fit in.
Each Fartouched has a random, different physical quirk that separates them from the other races. Roll or choose a quirk from this table, or consult your DM to make your own.
Aberrant Quirk
d8 | Result |
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1 | You have an extra (or one less) digit on each hand |
2 | You have a third eye on the center of your forehead |
3 | You have a row of small spikes running down the top of your head. |
4 | Your hands and feet are noticeably larger than they should be. |
5 | Your freckles, moles, or scars, glow a bright silver |
6 | You breathe through small gills on your neck (this does not mechanically change the way you breathe) |
7 | You have no facial features except for eyes, and just absorb air and food. Your speech eminates from where your mouth should be. |
8 | You have long, catfish-like whiskers that reach to your shoulders |
Fartouched Traits
Creature Type. You are an Aberration.
Age. Nobody is quite sure how long fartouched can live, as some from the earliest years of the rending are still alive today. They seem to age slightly slower than the other humanoids of Estray, matching elves.
Size. Fartouched stand between 5 and a half to 6 and a half feet tall. They are also quite slender, but their weights range from unnaturally light to unnaturally dense, between 70 and 350 pounds. Your size is Medium.
Speed: Your speed is 30 feet.
Inscrutible Form. You have advantage on saving throws on effects that would alter your body, such as the polymorph or reduce spells.
Unwavering will. Your will to live is incredibly strong. Combined with your alien organs, you're tough to kill. When making a death saving throw, you gain 1 hit point on a roll of 19 or 20.
Fartouched Subraces:
There are three categories of Fartouched, each with their own seperate color schemes and otherworldly abilities. Nova Fartouched are based on hot yellows, reds, and deep blacks. Depths fartouched are splotched with muddled blues and greens. Finally, Enigma fartouched are in various shades of grey, with speckled bits of glitching rainbow colors.
Nova Fartouched Traits:
Star Spellcasting: You know the Light Cantrip. When you reach 3rd level, you may cast the Magic Missile spell once at base level; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you may cast the Silence spell once at base level; you regain the ability to cast it when you finish a long rest. Charisma, or a class spellcasting ability is your spellcasting ability for these spells.
Depths Fartouched:
Sea Spellcasting: You know the Shape Water Cantrip. When you reach 3rd level, you may cast the Fog Cloud spell once at base level; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you may cast the Misty Step spell once at base level; you regain the ability to cast it when you finish a long rest. Charisma, or a class spellcasting ability is your spellcasting ability for these spells.
Enigma Fartouched:
Glitched Spellcasting: You know the Minor Illusion Cantrip. When you reach 3rd level, you may cast the Gift of Alacrity * spell once at base level; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you may cast the Blur spell once at base level; you regain the ability to cast it when you finish a long rest. Charisma, or a class spellcasting ability is your spellcasting ability for these spells.
*If you do not have access to Gift of Alacrity, they instead gain the Hex spell.
Plantkin
Plantkin are probably the most "different", biologically speaking, of any of the Estray's races. They are spirits of the wild that infuse into plants, to wander the plains as mortals in hopes to better understand the world. Plantkin may not have organs, but they still bleed out a viscous sap, they still need to eat nutrients, they think and comprehend things as other humanoids do.
Plantkin were originally created by hag covens as servants, but many have spread around, escaped, were let loose, and so on. They are small creatures of wood and leaf, but vary as much as plants themselves. Some may grow cactus needles, others have mushrooms sprouting from their back, others still have tendons made of leafy tangled vine. A common practice is to become a walking bugfarm, holding termites or centipedes within their bodies.
They are so rare that if anyone were to find one in a big city, they'd just assume the Plantkin was a lost familiar or a cursed humanoid. As such, the few that integrate into society make great entertainers and even espionage agents.
Plantkin Traits
Creature Type: You are a plant.
Age: Plantkin live longer than most other Estrayan races, depending on their build. Mushroom and vine plantkin may only live to around 60 years of age, but cacti or tree plantkin can live for two to three centuries.
Size: Plantkin are incredibly small and light. They range from 3 to 5 feet tall and weigh as much as you'd expect from whatever plant they take after. Plantkin can look like cacti, bushes, mushrooms, or even a tangled mess of vines, but they are almost always bipedal and humanoid. Your size is small.
Speed: Your base speed is 25 feet.
Leafy Landing. Your body catches air better than others. Combined with your light form, you have no problem sticking a landing. You can subtract up to 40 feet from the fall when calculating falling damage.
Plant Camoflauge. While hiding motionless in undergrowth, inside a tree, or other natural environments, you have advantage on Dexterity (Stealth) checks.
Knowledge of Plants: You are proficient in the Nature and Survival skills.
Natural Food. You may cast the Goodberry spell, requiring no components. However, instead of the usual ten berries, you produce a number of berries equal to 1d4 + your Constitution modifier. Once you use this feature, you cannot use it again until you complete a long rest.
Eladrin and Shades
The Eladrin are a mysterious mutation of people subject to strong fey magicks. Whether that be the offspring of fey, a natural ritual, or random happenstance, some people may turn out to be of this specific sect of Realmsfolk.
In addition to commanding a strong fey presence, the Eladrin are also have an innate connection to nature and its minutia. The appearence of an eladrin shifts alongside, or even against, the shifting of Prime's seasons.
Eladrin use their most recent Stat Block in official fifth edition sources, though they may be medium or small.
Shades, on the other hand, host aether of the opposite: The Shadow Realm. These creatures experience a deep coldness, and while still have enough pure aether within them to live as a mortal does, may sometimes experience a deep, primordial negativity that they must overcome to function in modern society. Things can be very rough for a shade, but those who master themselves become brave and strong allies.
Shade traits
Creature Type: You are a fey.
Age: You age at the same rate as the other longer lived prime races, to about 140 to 160 years.
Size: Shades are noticably more gaunt than their counterparts, but this has no effect on your physical ability. You can be medium or small.
Speed: Your speed is 30 feet.
Shadow wrap. You can contort shadow with your essence. As an action, you can snuff out any nonmagical light you can see within 120 feet of you.
Bottled Emotion. You have advantage on saving throws against being Charmed or Frightened, and you cannot fall asleep. Instead, you may spend your long rest brooding and meditating. You cannot do anything else while meditating
Hideous Scowl. As a reaction to being hit with a weapon or spell attack, you can perform a hideous scowl, causing the creature to be frightened of you until the end of your next turn. You may use your Constitution or Charisma to calculate the DC of the saving throw.
Beastfolk
The beastfolk of Prime are the oldest known sentient creatures in the world. As the progenitor species, they resemble various beasts that roamed the lands, mutated into humanoids by wild aether. When they first walked the land, they were mostly insular tribes that followed in the footsteps of their primal ancestors. Nowadays, they are just as wide and diverse as the Plainsfolk, though they are typically outnumbered by about 2 to 1 in the modern age.
Felynes
The Felynes of Estray's days of old were usually delegated to scouts and solitary hunters, as well as nighttime guards. The only nocturnal beastfolk, they filled a niche better than any other. Over the course of milennia, and through the many cultural shifts of Prime, the felynes are now just as capable in any environment as any other.
Two distinct sub-lineages of Felyne have made themselves known, the more lithe, faster Tabaxi, which take a few design notes leopards and cougars, and the hearty and large Leonin, which look like lions and tigers.
Felynes are appreciated as capable and expertly skilled at what their calling is, if not stubborn and brash, especially when it comes to taking orders.
Felynes have the same features as either Tabaxi or Leonin.
Lupynes
The Lupynes were the first beastfolk to rise from the aether. Born from wolves, these creatures prowled the forests of Prime in packs, and used their newfound sentience and magical abilities to create shelter and tools for hunting. Over generations, their bodies became vastly different between clans and families.
Lupynes are typically a fair bit rarer than the other beastfolk, for reasons unknown. The ones that do exist are viewed as loyal and capable allies, if not extremely gullible. Culturally, Lupynes take after quite a few aspects from the animals they were born of, but environment always has more of an affect on behavior than genes. Consider your character's relationship with these themes with your DM.
Lupyne Traits
Age. Lupynes age at the same rate as any other basic Estrayan race.
Size. Lupynes are the largest of the beastfolk, standing typically between six and seven and a half feet tall, and weigh between 220 and 350 pounds. Your size is Medium.
Darkvision. You can see 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 grey.
Bite. Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d8+ your Strength modifier, instead of the normal damage.
Keenest of Senses. You gain proficiency with one of the following skills of your choice: Perception, Stealth, or Survival.
Rampage. Whenever you reduce a creature to 0 hit points with an attack or spell, you can use a bonus action to move up to your speed and make a melee weapon attack or bite attack.
Leprynes
When the first Leprynes were created, they were born with natural druidic knowledge. These rituals and spells were kept alive and passed down from generation to generation, as the leprynes tended to the farms and harvests of early agriculture. Through hundreds of generations, and the destruction of the Gulari society, however, those traditions were lost.
Leprynes now still tend to appreciate simple, agricultural lifestyles, but a few want to see the most they can with their comparitively short lives. A Lepryne adventurer is seen by others as a pragmatic thinker that improves quickly, if not a bit unknowledgable.
Lepryne Traits
Age: Leprynes have slightly shorter lifespans than humans, typically averaging life until about their late seventies.
Size: Leprynes stand at about 5 to 6 feet tall, but only because they stand at the ends of their elongated feet. They trypically range between 4 and a half to 5 feet otherwise. Your size is medium.
Speed: Your base speed is 35 feet.
Improved Hops. Your long and high jump distance is doubled.
Fast Healing. Whenever you recover health using hit dice, and roll a 1 or 2, you may reroll the hit dice and must use the new roll.
Huge Ears. You have proficiency in the Perception skill, and have advantage on checks made that rely on hearing.
Strong Kicks. You have an unarmed kick attack which you can use to make unarmed strikes. If you hit with your kick, you deal bludgeoning damage equal to 1d6+ your Strength modifier, instead of the normal damage. Additionally, if you have at least a 5 foot drop on your target, or if your target is at least one size category smaller than you, you have advantage on the attack.
Rattynes
The first Rattynes were travelers and settlers. Able to scurry between locations with great ease, escaping from the grasp of threats from beyond. Using their surprising amount of strength, these ratfolk carried massive amounts of supplies between their settlements, and have made a name for themselves in being able to quickly establish and then tear down settlements.
Rattynes aren't seen as pests like actual rats, but culturually, they do have a tendency to copy many traits. Quick learners for sure, but still very scatterbrained and with little care for concepts such as "personal space" or "manners". Regardless, rattynes make staunch allies on the adventuring road.
Rattyne Traits
Age. Rattynes live surprisingly long lives compared to the other beastfolk, somehow entering the realm of their early second century. Some rattynes have even made it to 130 years old.
Size. Rattynes stand at about 3 and a half feet tall, with little variation in size. Their builds and weight can vary from long and slim to squat and squishy, ranging from 60 to 120 pounds.
Speed. Your base speed is 30 feet, and you have a climbing speed equal to your base speed.
Darkvision. You have darkvision of 60 feet. You can't discern color in darkness, only shades of grey.
Detached Bones. You may choose to escape a grapple or restraint by spending half your movement.
Powerful Build. You are treated as large when determining your carrying capacity, as well as how much you can push, drag, or lift. Additionally, you can wield heavy weapons without the penalty it gives to small creatures.
Bite. You have an unarmed bite attack that deals piercing damage equal to 1d6+ Your Strength or Dexterity modifier.
Crocodynes
The beastfolk native to Orakuva, the Crocodynes are thick-skinned, aquatic people who bear resemblence to Alligators, with elongated snouts, sharp teeth, heavy claws, and long tails. Legend says that crocodynes were the very first beastfolk to begin their lives as sentient mortals, which would explain why they so closely resemble their ancestors as opposed to the other beastfolk.
The Crocodynes were solitary hunters in the seas and swamps of Loria, but now they are integrated into society, though they typically do not leave such climates. Many outsiders will believe the Crocodynes to be a savage, insular group of dangerous predators, but those stereotypes couldn't be farther from the truth. Many crocodynes just have a more practical, introspective, and rational way of viewing everything.
Crocodynes use the most recent statblocks for Lizardfolk.
Other Rares Races
The following lineages listed here do not fit any of the above categories. These include very rare cases, monstrous races, magical anomalies, or literal mortal creations.
Genasi
Dozens of years ago, a meteor struck the center of the Tzaronian desert, forming the high-rishing mountains and dozens of craters that make this sandy plain unique. Alongside changing the ecosystem forever, the meteor was discovered to be very similar to a miniature planet. The meteor demonstrated seasons, and formed elements. The material this micro-planet is made of is still being researched. However, in the midst of it leaking elemental energy, the Genasi were created.
Genasi are simply humanoids that hold an unnaturally strong bend towards one of the base elements. They are treated as any other race would be.
The Genasi were pivotal in Tzaron's conquest of Calloco, and many of the elemental beings from cities like Bastalk or Ovandil still hold strong to nationalist beliefs, but this is far from the norm.
The Genasi use the most recent statblocks presented for them in fifth edition.
Sirenkin
Long ago, the harpies of the Scattered Isles were given sentience and greater mortal form through an ancient ritual performed by a young Gurulgansha, the green dragon lord of the realm. This ritual allowed them to advance beyond their animalistic instinct and became the first agents of the Dreadwing pirate group.
That was over 300 years ago. Nowadays, the sirens of the Isles, with their free will, have made a name for themselves all over the world. While much much more common in the isles, and incredibly rare in the eastern part of the world, the Sirenkin are not a necessarily unusual sight, and don't experience any particular prejudice further mainland. In Xesper, however, the commonfolk tend to have a sneaking suspicion of most Sirenkin, always worried of secret agents and shady pirates.
Sirenkin Traits
Age. Sirenkin age slightly faster than most other humanoids do, reaching maturity in late teens as usual, and living to a maximum of their mid to late seventies.
Size. Your size is medium.
Speed. Your speed is 30 feet.
Darkvision. You have darkvision out to a range of 60 feet. You cannot discern color in the dark, only shades of gray.
Natural claws. You have an unarmed attack that deals slashing damage equal to 1d6+ Your Strength modifier.
Harpy Song. You have proficiency in the Performance skill.
Flight. With your wings, you have a flying speed equal to your walking speed. However, your hands are on the extremities of your wings, so you cannot use actions or bonus actions that require you to use your hands when you are flying, such as casting a spell with somatic components, attacking with a weapon, or using an object. You can still make a shove attack while airborne.
Gulari Constructs
Found in ancient Gulari ruins, these Construct were the models which current warforged are based on. Made of old wrought iron, and various plant fibres, these individuals were brought back to the surface world as either dead husks or glitched, zombie-like ferals.
As recently as 5 years ago, however, every nonferal Gulari Construct mysteriously awoke. Nobody knows exactly why this has happened. Additionally, very few Gulari Constructs remember anything from their past. There are plenty of parties on the active hunt for knowledgable constructs.
Age. The Gulari have existed for eons. Though most have deactivated, some stay alive for a long amount of time, but slowly go "feral". Your age is unknown. You could have been alive for millenia.
Size. Gularians are about the size of humans, though it can vary. They are very heavy, Weighing around 250 to 400 pounds. Your size is medium.
Speed. Your base speed is 25 feet.
Constructed Nature. You don't need to eat, drink, breathe, or sleep. You must still enter a state of rest once per day. In this state, your are immobile but able to percieve the world around you, with 30 feet of blindsight. You can snap out of this state at any time, but must be in this state for a total of 6 hours to gain the benefits of a rest.
Ancient Black Metal. You have resistance to Necrotic damage.
Overclock. As a bonus action, you can cause your wiring to flow with stronger magic energy. You may enter one of two forms, overclocking different aspects of your being. You gain the following Forms:
TH0UGHT: While in this form, you may add 1d6 to any Intelligence (Arcana, History, Religion, Investigation, and Nature) skill checks you make. This form lasts for a number of hours equal to your proficiency bonus, though you may end this form at any time as a free action. Once this ends, you gain a level of exhaustion.
THR34T: While in this form, Once per turn, when you deal damage with a weapon attack or a cantrip, you may add 1d4 damage of the weapon or the spell's type to your damage rolls. This damage increases to 2d4 at level 11. Threat Mode lasts for 1 minute. At the end of this minute you become incapacitated and your speed becomes 0 until the end of your next turn.
Changelings
The origins of the Changeling race have been lost to time, as many of them live in other regular communities. Many of them have hid along the shadows, working in spaces that their unique abilities could take advantage of. But sometimes, clusters and communities of changelings would form.
The most notable example of this is in the country of Bogridge. Many changelings choose to reject their shifting abilities to form a persona and instead live in the open. Some continue to use their powers for work, whether it be for therapy, performances, and even sex work, but some others, like in the city of truehaven, actively reject any shape change at all.
Changelings aren't necessarily a communal scapegoat. In fact, a cultural in-joke has manifested across prime that blaming a changeling on accusations is a tacet admission of guilt. When playing one, consider your opinions on your own unique power.
Classes
In fifth edition, your class is arguably the most important aspect of your character. It defines your characters skillsets, how they survive, and provides a foundation for how they interact with their environment and others. Your class is your calling.
In Prime, with a world as different to other settings as it is, you may have a different calling. This chapter builds on the core of 5e with four new classes, some of which play very different from the twelve offered in the core rules.
Class: Geomancer
Masters of the elemental aether that flows endlessly through the land, Geomancers are protectorates of the natural world. They see magic as a part of themselves, and channel it to create and destroy entire landscapes. Unlike druids, who attune with nature and become one with it, Geomancers break nature down to a science to tap into and draw its power.
Arcane Naturalism
In prime, Geomantic magic is seen as the end-all to "traditional" magics. Their spells are simple, yet supremely powerful. A geomancer character should reflect this development. Treat your character as somebody who has mastered a litany of simple skills, one who can gracefully solve any problem with their magic.
Traditional Magicks
Geomancers are ritualists, who have a respect for the land and what it provides. Geomancers who are aligned with good use their powers as a force of nature, to protect and continue the aetheric cycle. Geomancers who are aligned with evil may typically use their powers to siphon the land of its magic, and channel it into themselves.
Creating a Geomancer
Quick Build
You can make a Geomancer quickly by following these suggestions. First, put your highest ability score in either Intelligence or Wisdom, followed by dexterity. Second, choose the Hermit or Sage background, and finally choose the Arcana and Nature skills.
Class Features
As a Geomancer, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Geomancer level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Geomancer level after 1st.
Proficiencies
- Armor: None
- Weapons: Daggers, Darts, Slings, Quarterstaffs, Scythes
- Tools: None
- Saving Throws: See below.
- Skills: Choose 2 from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a dagger
- an arcane focus (a cane, staff, wand or similar object)
- a healer's kit
- (a) an explorer's pack or (b) a scholar's pack
Multiclassing
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Geomancer as one of your classes:
Proficiency Minimum. You must have proficiency in either the Nature, Arcana, or Medicine skills.
Proficiencies Gained. If geomancer isn't your initial class, you gain proficiency in Scythes.
Spell Slots. Add your levels in the Geomancer class to the appropriate levels from other classes to determine your available spell slots.
The Geomancer
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Spirit Charge, Magic Versatility, Solar Bloom | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Elemental Discipline | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | ─ | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | ─ | ─ | ─ | ─ | — | — | — |
5th | +3 | — | 4 | 3 | 2 | — | — | — | — | — | — | — |
6th | +3 | Elemental Discipline Feature | 4 | 3 | 3 | — | — | — | — | — | — | — |
7th | +3 | ─ | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | ─ | ─ | — | — | — |
9th | +4 | Reliable Rituals | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Elemental Discipline Feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Elemental Discipline Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Spirit Sight | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | True Communion | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
Cantrips
At 1st level, you learn 3 cantrips of your choice from the Geomancer spell list. You learn additional Geomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Geomancer table.
Spells Known of 1st level and Higher
The Geomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Geomancer spells that are available for you to cast, choosing from the Geomancer spell list. When you do so, choose a number of Geomancer spells equal to your spellcasting modifier + your Geomancer level (Minimum one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd level Geomancer, you have four 1st-level and two 2nd level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Geomancer spells requires some time spent resting and meditating, aligning your aethers alongside the elements. at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
You choose your spellcasting ability for your Geomancer spells. See the Spell Versatility feature below for more details. You use that ability whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Geomancer Spell you cast, and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your spell modifier
Spell attack modifier = your proficiency bonus + your spell modifier
Spellcasting Focus
You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the Player's Handbook) for your Geomancer spells.
Ritual Casting
You can cast any Geomancer spell you know as a ritual if that spell has the ritual tag, even if you do not have the spell prepared.
Spellcasting Versatility
Also at 1st level, you can choose your ability in regards to casting Geomancer spells. Geomancy is a wide tradition that uses plenty of different techniques. Those who study nature as a science are typically called Elementalists, Those who commune with nature as a being are called Evokers, and those who meditate and use the primal force within themselves are called Primals. Choose one ability score from Intelligence, Wisdom, or Charisma. Your spellcasting ability becomes this ability score.
Additionally, you gain proficiency in two saving throws of your choice, depending on which ability score you chose. If you chose Intelligence, you gain proficiency in the Constitution and Intelligence saving throws. If you chose Wisdom, you gain proficiency in the Intelligence and Wisdom saving throws. And, if you chose Charisma, you gain proficiency in the Dexterity and Charisma saving throws. You do not gain proficiency in these saving throws if you multiclass into Geomancer.
Spirit Charges
Beginning at 1st level, you gain a new bonus action: Commune. When you use Commune, you gain a spirit charge. You may hold a number of Spirit Charges equal to your proficiency bonus. These spirit charges only last for 1 minute.
When you reach 5th level, you gain two Spirit Charges when you Commune. When you reach 17th level, you gain three Spirit Charges when you Commune.
Solar Bloom
Also beginning at 1st level, you can spend your spirit charges to cause a spiritual warmth to reside within your allies. By mingling the life-giving essence of water with the movement and verasity of fire, you create a Solar Bloom. Creating a Solar Bloom takes an action. You grant a creature within 30 feet of you temporary hit points equal to Xd4 + Your proficiency bonus, where X is equal to the spirit charges you have spent.
You can only have one Solar Bloom active at a time. Your solar bloom lasts for 1 minute, and disappears if you create another Bloom, or if the Hit Points are lost.
Elemental Discipline.
At 2nd level, you choose the discipline of Geomancy that you specialize in. You gain features at 2nd level, and again at 6th, 10th, and 14th level. You choose from a disciple of Storms, Skies, Souls, or Stars, each detailed later in this class description.
Ability Score Increase
When you reach 4th level, and again when you reach 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Reliable Rituals
When you reach 9th level, the latent spirits of elementals guide your magic, and expedite it. When you cast a ritual spell, the time spent casting is reduced from 10 minutes plus the spell's casting time, to 1 round plus the spell's casting time.
Spirit Sight
When you reach 17th level, you gain senses that help you detect the unseen. You ignore needing to see the target of any spell that requires a direct line of sight, as long as you are aware of the creature's presence. You still cannot attack behind walls with projectiles. Your inability to see the creature also does not impose disadvantage on any attack rolls. You are aware of the location of any invisible creatures provided they are not hiding.
True Communion
When you reach 20th level, your connection to the elements is so intense that you can draw power with ease. You now have infinite spirit charges at all times. You can still only use up to 6 Spirit Charges at a time for any abilities you have.
Geomancer Subclasses
Disciple of Skies | Channel Wind and Water to support and bolster your allies even further |
Disciple of Souls | Channel Earth and Lightning to banish those who oppose nature |
Disciple of Stars | Channel Ice and Fire into devastating magical abilities |
Disciple of Skies
Expanded Spell List
Your discipline grants you an expanded set of spells when you prepare your Geomancy spells. The following spells are added to the Geomancy spell list for you.
Spell Level | Spells |
---|---|
1 | Ceremony, Comprehend Languages, Guiding Bolt |
2 | Augury, Calm Emotions, Fortune's Favor** |
3 | Fly, Blink, Haste |
4 | Arcane Eye, Confusion, Healing Ray* |
5 | Arcane Gate, Legend Lore, Far Step |
6 | Contingency, Planar Ally, Primordial Ward |
7 | Create Magen, Dream of the Blue Veil, Symbol |
Spell Alterations
When you select this discipline, you gain the ability to alter your magic by combining your focused aethers with the elemental spirits. You learn two Metamagic options from the Sorcerer Class. You gain another one at 10th, and 14th level. Whenever you cast a spell, you may spend a number of spirit charges to activate a Metamagic option.
You can use only one Metamagic 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 2 Spirit Charges 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 Spirit Charge to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 Spirit Charge to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 2 Spirit Charges to reroll a number of the damage dice up to your Charisma 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 2 Spirit Charges 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 Spirit Charges 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 3 Spirit Charges to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 Spirit 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 3 spirit charges to target a second creature in range with the same spell.
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 and chromatic orb are.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Deep Communion
When you reach 6th level, you learn a new action: Deep Communion. Deep Communion functions similarly to commune, but it is an Action and grants you the maximum number of charges you can hold at any time.
Sky Form
When you reach 10th level, you gain the ability to become one with the skies themselves. As a bonus action, You may spend 5 Spirit Charges to enter a Sky Form. Your sky form lasts 1 minute. During that time, you have resistance to slashing, piercing, and bludgeoning damage, and gain a flying speed equal to your base speed. Additionally, you can spend an action to become invisible until the start of your next turn. While invisible in this way, your speed becomes one with the wind, increasing by 15 feet.
Strengthened Body
When you reach 14th level, The latent aethers within the natural spirits that permeate the world bolster your body. You gain proficiency in all saving throws.
Disciple of Souls
Expanded Spell List
Your discipline grants you an expanded set of spells when you prepare your Geomancy spells. The following spells are added to the Geomancy spell list for you.
Spell Level | Spells |
---|---|
1 | Bane, Charm Person, Command |
2 | Alter Self, Invisibility, Misty Step |
3 | Animate Dead, Blink, Slow |
4 | Banishment, Phantasmal Killer, Elemental Bane |
5 | Contact Other Plane, Creation, Modify Memory |
6 | Forbiddence, Heroes' Feast, Soul Cage |
7 | Mirage Arcane, Reverse Gravity, Tether Essence |
Cull the Unnatural
When you select this discipline, you gain the ability to empower your spells against harmful outsiders that threaten nature. Whenever you cast a spell that targets a Fiend or Aberration, you may spend two Spirit Charges to empower the spell. If the spell requires an attack roll, it is made with advantage. If the spell requires a saving throw, that saving throw is made with disadvantage.
Unleash the Wild
Starting at 6th level, you always have the spell Plant Growth prepared. It doesn't count against the number of spells you can prepare. When you cast the spell, you can selectively choose which spaces the plants appear, or cause plants to appear anywhere in an area where there are not any. Additionally, the spell's affected area is doubled.
Pass the Planes
Starting at 10th level, the spirits of aether can carry you within the blink of an eye. Immediately before or after you cast any spell, you can spend a spirit charge to teleport to an unoccupied space you can see within 10 feet.
Shift the Favor
Starting at 14th level, you can turn the tides of luck, using spirits to guide or impede different actions. As a reaction to a creature you can see making an attack roll or ability check, you can spend two spirit charges to change that roll to a total of 15. You can use this reaction after the roll, but before the DM declares the roll as a success or failure.
Disciple of Stars
Expanded Spell List
Your discipline grants you an expanded set of spells when you prepare your Geomancy spells. The following spells are added to the Geomancy spell list for you.
Spell Level | Spells |
---|---|
1 | Armor of Agathys, Entangle, Twin Bolts* |
2 | Darkness, Scorching Ray, Heat Metal |
3 | Fireball, Tidal Wave, Granite Bomb* |
4 | Storm Sphere, Fire Shield, Ice Storm |
5 | Dawn, Flame Strike, Maelstrom |
6 | Bones of the Earth, Disintigrate, Flesh to Stone |
7 | Delayed Blast Fireball, Prismatic Spray, Whirlwind |
Carried Spells
When you select this discipline, you gain the ability to command elemental spirits to carry a spell forward. Whenever you cast a spell with a range of touch, you may spend two Spirit Charges to cast it as a ranged spell with a range of 30 feet.
Elemental Charge
At 6th level, you can influence the aether inside the magical abilities of you and your allies. When you or a creature you can see within 60 ft casts a spell that deals Fire, Cold, Lightning, or Earth damage, as a reaction you can spend any number of spirit charges and a spell slot to increase the damage by 1d8 for each charge spent. It does not matter what level slot you use. You can use this reaction after a spell is cast, but before damage is rolled.
Warded Armor
At 10th level, you know how to protect yourself from most danger. The Mage Armor spell is automatically prepared, and does not count against your maximum number of prepared Geomancer spells. Additionally, the spell is stronger. When you cast mage armor, you also gain resistence to Fire, Cold, and Lightning damage.
Elemental Convergence
At 14th level, you have figured out the secrets to manipulating natural aether. You can cast a spell by spending spirit charges rather than a spell slot. You may cast a spell whose level is equal to half the number of Spirit Charges spent (rounded up).
Geomancer Spell List
Cantrips (0 Level)
- Blade Ward
- Create Bonfire
- Druidcraft
- Frostbite
- Gust
- Fossil Strike*
- Zap*
- Magic Stone
- Mending
- Message
- Mold Earth
- Poison Spray
- Thunderclap
1st Level
- Absorb Elements
- Animal Friendship
- Eagle Eyes*
- Bless
- Cure Wounds
- Detect Poison and Disease
- Find Familiar
- Healing Word
- Ice Knife
- Mage Armor
- Magic Missile
- Mud Shot*
- Sanctuary
- Speak with Animals
2nd Level
- Aid
- Animal Messenger
- Barkskin
- Blur
- Calm Emotions
- Dust Devil
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Find Steed
- Find Traps
- Flaming Sphere
- Healing Spirit
- Gust of Wind
- Lesser Restoration
- Levitate
- Maximillian's Earthen Grasp
- Locate Animals or Plants
3rd Level
- Ashardalon's Stride
- Aura of Vitality
- Beacon of Hope
- Catnap
- Conjure Animals
- Create Food and Water
- Dispel Magic
- Erupting Earth
- Leomund's Tiny Hut
- Lightning Bolt
- Mass Healing Word
- Meld Into Stone
- Melf's Minute Meteors
- Whipping Winds*
- Mirrorspell*
- Revivify
- Sending
- Speak with Dead
- Tidal Wave
- Wall of Sand
- Wall of Water
- Water Walk
- Wind Wall
4th Level
- Aura of Life
- Aura of Purity
- Blight
- Charm Monster
- Control Water
- Death Ward
- Dimension Door
- Dominate Beast
- Fabricate
- Find Greater Steed
- Guardian of Nature
- Locate Creature
- Polymorph
- Regenerus*
- Stoneskin
- Summon Elemental
- Wall of Fire
- Watery Sphere
5th Level
- Commune with Nature
- Conjure Elemental
- Contagion
- Control Winds
- Destructive Wave
- Dream
- Hallow
- Insect Plague
- Legend Lore
- Mass Cure Wounds
- Raise Dead
- Reincarnate
- Scrying
- Wall of Stone
- Wrath of Nature
6th Level
- Chain Lightning
- Eyebite
- Find the Path
- Globe of Invulnerability
- Harm
- Heal
- Heroes' Feast
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Move Earth
- Sunbeam
- True Seeing
- Wall of Ice
7th Level
- Crown of Stars
- Etheralness
- Fire Storm
- Regenerate
- Resurrection
- Power Word Pain
- Symbol
8th Level
- Animal Shapes
- Anitpathy/Sympathy
- Control Weather
- Demiplane
- Earthquake
- Glibness
- Moonfall*
9th Level
- Gate
- Foresight
- Mass Heal
- Mass Polymorph
- Power Word Heal
- Prismatic Wall
- True Polymorph
- True Resurrection
Class: Runekeeper
Controlled Chaos
Runekeepers work their magic by connecting the underlying magical energies of all things, and connecting them to their own source of power within themselves. They carve runes into their items, into the land, and into the invisible leylines of magic, sculpting the proper patterns to unleash magic. Runekeepers need not only to understand themselves, but understand the world around them to accomplish their esoteric goals.
Creating A Runekeeper
A Runekeeper's path begins with their arm of choice being inscribed with Soul Runes, a mysterious form of arcane symbol that stores and draws latent magics in the world around them for later use. A Runekeeper has an analytical and detailed mind that lets them find things in the wild that others cannot so easily see. When you make a Runekeeper, consider their origin. Why would they take such an esoteric path? Is it for self discovery, mentorship, is it because they can't or won't understand traditional magicks? It's up to you.
Quick Build
You can create a Runekeeper quickly by following these steps: First, put your highest ability score into Strength or Dexterity, followed by Intelligence. Next, choose the Hermit or Sage background. Lastly, choose the Arcana, Investigation, and Perception skills.
Class Features
As a Runekeeper, you gain the following class features.
As a Geomancer, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Runekeeper level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Runekeeper level after 1st.
Proficiencies
- Armor: None
- Weapons: Daggers, Darts, Slings, Quarterstaffs, Scythes
- Tools: None
- Saving Throws: See below.
- Skills: Choose 2 from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, and Survival.
The Runekeeper
Level | Proficiency Bonus | Features | Rune Points | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Symbolic Knowledge, Rune Weapon | — | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Soul Points, Luck Rune | 4 | 2 | 2 | — | — | — | — |
3rd | +2 | Runic Sect, Runic Voice | 5 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 6 | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 8 | 4 | 4 | 2 | — | — | — |
6th | +3 | Runic Sect Feature | 9 | 4 | 4 | 3 | — | — | — |
7th | +3 | Stalwart Mind | 10 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 11 | 5 | 4 | 3 | — | — | — |
9th | +4 | ─ | 13 | 7 | 4 | 3 | 2 | — | — |
10th | +4 | Ability Score Improvement | 14 | 7 | 4 | 3 | 2 | — | — |
11th | +4 | Runic Sect Feature | 15 | 8 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 16 | 8 | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 18 | 10 | 4 | 3 | 3 | 1 | — |
14th | +5 | Uncanny Dodge | 19 | 10 | 4 | 3 | 3 | 1 | — |
15th | +5 | Magic Weapon Adept | 20 | 11 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 21 | 11 | 4 | 3 | 3 | 2 | — |
17th | +6 | ─ | 23 | 12 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Runic Sect Feature | 24 | 12 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 24 | 13 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Infinite Soul | 24 | 13 | 4 | 3 | 3 | 3 | 2 |
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) a rapier
- (a) an explorer's pack or (b) a scholar's pack
- leather armor
- (a) Woodcarver's tools, (b) Smith's tools, (c) Jeweler's tools, or (d) Tinker's tools
- (a) two daggers or (b) a shield
Runic Knowledge
Beginning at 1st level, you have learned to understand the secret patterns of runic symbols, and see them everywhere. Additionally, you have learned how to create some rudimentary runes of your own. You gain the following features:
- You have advantage on Intelligence (Investigation) checks to look for arcane sigils, glyphs, or symbols.
- You may place a brand on a surface, such as the ground, a tree, or the wall of a building called a "Location Rune". While that mark is active, you know its exact location, as well as your distance and direction from it up to 25 miles away. If you place another mark, the first one vanishes.
- You know how to read Runic Symbols. These can be found anywhere in the world, but are typically quite rare. You may also inscribe and translate scrolls that contain these Symbols, just as a wizard can.
Rune Weapon
Also at 1st level, you have infused a weapon of your choice with your own specialized patterns that connect to your soul. These runes turn the weapon from a simple object into an extension of yourself, a being in its own right.
As a bonus action, you can draw your rune weapon back to your hand. In order to do this, there must be no object or creature in between you and your weapon. If your hands are free, you catch the weapon automatically. If not, it lands at your feet. If another creature is wielding your rune weapon and you use this feature, they must succeed on a Strength Saving throw against your Runekeeper spell DC. Your soul weapon is also a spellcasting focus for Soulsword spells.
You can perform a 1 hour ritual to carve, etch, or paint your runes onto any weapon. This process takes one hour. After the ritual is complete, the weapon becomes your rune weapon, and the patterns on your previous rune weapon fade away.
Spellcasting
By the time you reach 2nd level, you have learned to draw the latent aetheric energy from patterns and symbols themselves to cast spells, much in the same way a wizard does. See the general player's guide for rules on spellcasting, and the end of this class description for the Runekeeper Spell List.
Spell Slots
The Runekeeper table shows how many spell slots you have to cast Runekeeper spells of 1st level and higher. To cast one of these spells you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Runekeeper spell list
The Spells Known column of the Runekeeper table shows when you learn more Runekeeper spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Intelligence is your spellcasting ability for your Runekeeper spells, since your magic draws on your recognition and study of arcane symbology. 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 Runekeeper 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
Copying a Rune
If you find a Runekeeper Spell in the wild, you may spend time studying it and learn the magical effect it contains. You can copy the pattern by carving it into your weapon, or another surface such as a stone or slab of metal you own.
Copying a pattern involves reproducing the patterns seen within it. These patterns can range from simple orders of characters, to something as complex as a fractal. You must exercise extreme caution to copy the rune exactly as it is seen, then store the right type of aether within it.
For each level of the spell, this process takes 2 hours and costs 50 gp. This cost represents the effort keep your tools sharp and accurate, paying for repairs and special inks or implements. Once you have spent this time and money, you learn the spell, just like your other spells you gain when you attain certain levels.
Rune Points
The symbols that represent your soul can not only replicate magic, but also produce other, more specific effects that you draw from when needed. Some of your features use energy stored within the symbols you create, and as you grow stronger, they can store more magic within them.
At 2nd level, you gain two Rune Points that are used for a multitude of effects. As you gain levels in this class, you gain more Rune Points, and unlock more uses for them. You recover your expended Rune points upon completing a long rest.
Luck Rune
Also at 2nd level, you can channel energy from your Runes to gain a small amount of supernatural luck. After making an attack roll, ability check, or saving throw, you can spend 1 Rune Point to add 2 to the roll as a free action. You can do this after you roll, but before the DM declares the roll as a success or failure. You may spend up to 3 Rune points at a time for this ability, for a total bonus of +6.
Runic Sect
At 3rd level, you have mastered the fundamentals of creating runes, and you now choose to specialize into a specific field. These fields are called "Sects", and focus on different fundamental realities. You may choose from the Solar Sect, Lunar Sect, Terran Sect, Locus Sect, or Tempus Sect. Your choice will grant you features as you gain levels in this class.
Runic Voice
Also when you reach 3rd level, you've learned a large breadth of styles to add your personal flair to your casting abilities. Choose one of the following voices:
-
Throw. When you cast a spell with a range of at least 5 feet, you may spend any number of Rune Points to increase the spell's range by 10 feet for each point spent. If your spell has a range of touch, your Rune Soul point spent increases the range to 10 feet.
-
Whisper. When you cast a spell, you may spend 2 Rune points to remove either the verbal or somatic components of the casting process. You may spend 4 to remove both.
-
Shout. When you cast a spell that has a damage roll, you may spend 1 Rune Point to add your Intelligence modifier to the damage roll. You may do this on any damage roll as a result of the spell, not just the first.
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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stalwart Mind
Beginning at 7th level, your mind has become an incredibly sharp tool, resilient to mental effects, such as the haunting wail of a banshee or a Mind Spike spell. When you are subjected to an effect that allows you to make a Wisdom 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.
Uncanny Dodge
At 14th 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.
Magic Weapon Adept
At 15th level, you've expanded your repertoire of magic items that you can connect to. If your Rune Weapon is a magical weapon that requires attunement, you may choose to ignore the attunement property, and gain the effects of the item as if you were attuned.
.
Infinite Soul
At 20th level, the amount of aether you control within your symbols make storing magic of lower tiers a thoughtlessly easy task. You can cast a number of first or second level spells you know without expending a spell slot a number of times equal to your Intelligence modifier. Once you have expended this feature, you must use spell slots. You regain uses of this feature each time you complete a long rest.
Runekeeper Subclasses
Locus Sect | Fight against magic using your own magic, charged with empty energy and negation abilities. |
Lunar Sect | Support your allies from a distance while slinging more spells. |
Solar Sect | Focus your runes into your weapons, to fight with supernatural efficiency. |
Tempus Sect | Bend the essences of reality and time to your whim with your runes. |
Terran Sect | Find natural runes that occur in the wild and copy them into your style. |
Locus Sect
Technique of the Void Rune
At 3rd level, you gain access to new abilities to use your Rune Points on. You have the following features
Silencing Rune. When you hit a creature with a melee weapon attack, you can expend 2 Rune Points to attempt to knock the air from its body. The target must make a Constitution saving throw. On a failed save, it has the air knocked from its body, begins suffocating, and can't breathe or speak until the end of your next turn. Constitution saving throws the creature makes to maintain concentration on spells are made with disadvantage as a result of this attack.
Reflector Rune. When you take damage from a spell, you can expend two Rune Points and use your reaction to reduce or nullify the spell. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence Modifier + your Runekeeper level. If this were to reduce the incoming damage to zero, you can throw the spell back at your assailant. Make a ranged spell attack. On a hit, the target takes 1d10 + Your intelligence modifier of one of the damage types of the spell.
Rune of the Hand
At 6th level, you can control the concept of space around you, deleting distance from existence. As an action, you may expend 4 Rune Points to force a creature or object you can see within 30 feet of you to make a Constitution saving throw. On a failure, the target is teleported within 5 feet of you. You may immediately catch a tiny creature or object that weighs less than 10 pounds in your hands, automatically grappling the target. On a success, the creature instead moves 5 feet closer to you in a straight line, if able.
Mental Discipline
At 11th level, your focus is impenetrable. You make Concentration checks at advantage, and do not make them at all if you take damage as a result of a spell.
Ultimate Emptiness
At 18th level, you can channel all aether around you into your runes, cycling it back into the slipstream. You can spend 8 Rune Points to cast the Antimagic Field spell, requiring no material components.
Lunar Sect
Lunar Sect Soulswords are masters of the form, both pysical and spiritual. Their developed soul focus on life energy drawn from the darkness, and their cosmic relation to the universe. Soulswords of this denomination prefer to stay in the back line, focusing on supporting their allies through their strange magicks.
Expanded Spell List
The Lunar Sect grants you additional spells according to the list below. These spells count as Soulsword spells for you, and do not count against the total number of Soulsword spells you know. The following spells are added to the Soulsword list for you.
Soulsword Level | Spells Learned |
---|---|
3rd | Lesser Restoration |
5th | Moonbeam |
9th | Slow |
13th | Freedom of Movement |
17th | Scrying |
Moon Mana
Also at 3rd level, your soul faintly shimmers in the moonlight, able to store energy in greater capacity than even other Soulswords. When casting a spell, you may spend a number of Rune points equal to 1 plus the spell's level instead of expending a spell slot.
Lunar Support
At 6th level, your runic energy may rub off on your allies. You can now target any creature within 30 feet of you with Runic Luck.
Lunar Grace
By 11th level, you have derived a symbol which draws your energy into an ultra-pure bead of aether. As an action, you may spend 7 Rune Points to cast the Heal spell without expending a spell slot.
Spiritual Attunement
At 18th level, you have used your runes to learn the secrets of this universe and all others. You gain the following benefits.
- You no longer age, and magic cannot increase your age.
- You are resistant to Radiant and Necrotic damage.
- Any time a spell you cast or effect you use causes another creature to gain hit points, you also gain that many hit points.
- When you heal a creature, and they were to gain hit points over their maximum, they gain a number of temporary hit points equal to the difference.
Solar Sect
Fighting Style
When you reach 3rd level, You've further mastered your battling capabilities with your Rune Weapon as a tool of destruction. Choose a Fighting Style from the list of options below. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the second attack.
Blindfighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
Battlesight
Also at 3rd level, your runes give you a sense of confidence and strategy when beginning a fight. After rolling initiative, you may spend 1 Rune Point to roll again. You can use either result.
Blade Dance
At 6th level, your Soul's connection has made your weapon unnaturally fast while in your grasp. While holding your soul weapon, after you take the attack action, you may spend 3 Rune Points to make an additional attack as part of the attack action. You may only use this feature once per round.
Spellstriker
Starting at 11th level, casting spells require less somatic movement thanks to the built up energy in your Rune Weapon, opening up a wider range of combat options. After casting a spell, you may make a weapon attack with your Rune weapon as a bonus action.
Rune of Ultimate Precision
You have developed a signature symbol that drives your blade to strike true. Prior to making a weapon attack, you may spend 4 Rune points to activate this effect until the end of your turn. While activated, weapon attacks with your Rune Weapon score a critical hit on a roll of 17 or greater.
Terran Sect
Expanded Spell List
The Terran Sect grants you additional spells according to the list below. These spells count as Runekeeper spells for you, and do not count against the total number of Runekeeper spells you know. The following spells are added to the Runekeeper list for you.
Runekeeper Level | Spells Learned |
---|---|
3rd | Goodberry |
5th | Pass Without Trace |
9th | Daylight |
13th | Blight |
17th | Tree Stride |
Terran Defense Style
Whereas some martialists devote their craft to offense, Terran Sect Runekeepers prefer to take a more defensive route. At 3rd level, Choose one Defense Style from the list below.
- Acrobat. While wielding a ranged weapon or quarterstaff, your movement speed increases by 5.
- Tactician. You may use Intelligence when calculating your armor class instead of Dexterity. The same restrictions with medium and heavy armors apply.
- Dual Striker. While wielding two melee weapon in both hands, you gain a +1 bonus to your Armor Class.
Stance of Shifting Earth
Starting at 6th level, you learn to brace against otherwise devastating blows. As a reaction to taking more than 10 damage, you can expend 3 Rune Points to hold strong against the impact and reduce the damage by 1d10. This increases to 2d10 at 10th level, 3d10 at 15th level, and 4d10 at 18th level.
Retaliatory Rune
At 10th level, you shrug off blows with a shower of sparks. When you reduce damage from a melee weapon attack using your Stance of Shifting Earth feature, the attacker takes force damage equal to the damage reduced.
Rune of Earthen Weight
At 18th level, you are an immovable bastion on the battlefield. While you are conscious, you cannot be pushed, moved involuntarily, or knocked prone unless you choose to.
Tempus Sect
Startling Attack
Starting at 3rd level, you've learned to strike foes when they least expect it. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be with your Rune Weapon, and it cannot have the Heavy property. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class. At 7th level, this damage increases to 2d6, at 11th level, this damage increases to 3d6, and at 15th level, this damage increases to 4d6.
Disappear
Also at 3rd level, you can perform a weak manipulation of time to disappear behind convenient cover. As a bonus action, you can spend 1 Rune Point to pause time for a brief moment. During this moment, you can move up to half your movement speed and use the hide action as part of your bonus action. Because time itself was paused, your movement is considered an instant teleportation.
Rune of Recall
At 6th level, you can warp backwards in time for a moment to reconsider new options in battle. As a reaction to being the target of a melee attack or being forced to make a saving throw as a result of a spell, you can spend 5 Rune Points to use your Recall Rune. You instantly rewind to the position you initially were at the start of any of your last 3 turns.
Sidenote: Difficulty Remembering?
The DM has a lot of things to keep track of when running their combat scenarios, especially when you have abilities that pertain to meta aspects of the game, such as your position on an abstracted battle map. Do your best as a player to remember your spot. If the DM says otherwise, however, its best to respect their wishes if a reminder isn't working. If neither player can come to a consensus on where exactly any position was, the DM may optionally choose to instead move you 15 feet away from your attacker. Remember to communicate and be nice!
'
Compound Relativity
At 11th level, each time you dodge an attack, your runes channel that momentum, causing time to dilate for you. Whenever a creature misses you with an attack, you gain a +2 bonus to your Armor Class (to a maximum of 25). This bonus lasts until the start of your next turn, or whenever you are hit.
Chrono Trigger
At 18th level, you have mastered the concept of time. You can spend 12 Rune Points to cast the time stop spell, requiring no components. Once you use this ability, you must wait 1 week before you can use it again.
1st Level
Absorb Elements
Alarm
Bane
Color Spray
Detect Magic
Distort Value
Faerie Fire
Feather Fall
Ensaring Strike
Fog Cloud
Gift of Alacrity
Identify
Shield
Zephyr Strike
2nd Level
Aganazzar's Scorcher
Blur
Cloud of Daggers
Darkness
Darkvision
Dust Devil
Flame Blade
Fortune's Favor
Invisibility
Magic Weapon
Maximillian's Earthen Grasp
Mind Spike
Misty Step
Nystul's Magic Aura
Shatter
Web
3rd Level
Clairovayance
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Erupting Earth
Haste
Hypnotic Pattern
Meld into Stone
Melf's Minute Meteors
Pulse Wave
Remove Curse
Tiny Servant
Vampiric Touch
4th Level
Arcane Eye
Blight
Confusion
Conjure Minor Elementals
Evard's Black Tentacles
Fire Shield
Gravity Sinkhole
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Intellect Fortress
Storm Sphere
Synchronicity*
Watery Sphere
5th Level
Animate Objects
Awaken
Bigby's Hand
Circle of Power
Control Winds
Destructive Wave
Dream
Flame Stike
Steel Wind Strike
Telekinesis
Wall of Stone
Class: Shaman
Shamans are spiritual guides that typically are put in a high rank in various communities. They can be sages, artists, teachers, and much more. Above all, however, Shamans are creators. Shamans meditate and focus on their own power, and the power of their friends and community, to create wonderous supernatural effects.
The Right Path
Shamans wish to see their allies succeed. On their path of self improvement, Shamans hope to see all those around them to improve just as much. Shaman spells are oriented toward nature and its inspiring power.
Quick Build
You can make a Shaman by following these suggestions. First, Wisdom should be your highest ability score, followed by constitution. Second, choose the outlander background. finally, choose the Nature and Insight skills.
Class Features
As a Shaman, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Shaman level
- Hit Points at 1st Level: 8 + your Constitution Modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Shaman level above 1st.
Proficiencies
- Armor: Light Armor
- Weapons: Simple Weapons, Scimitars, Battleaxes
- Tools: Two tools of your choice
- Saving Throws: Intelligence, Wisdom
- Skills: Chose 2 from Arcana, Insight, History, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following items, plus anything provided by your background.
- a) a shield (if proficient) or (b) a sling
- (a) a scimitar or (b) any simple melee weapon
- Leather armor, an explorer's pack, and a druidic focus
Multiclassing
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Shaman as one of your classes:
Ability Score Minimum. You must have a Wisdom of at least 13.
Proficiencies Gained. If Shaman isn't your initial class, you gain proficiency in Light Armor and Scimitars.
Spell Slots. Add your levels in the Shaman class to the appropriate levels from other classes to determine your available spell slots.
The Shaman
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Totems Known |
---|---|---|---|---|---|---|---|
1st | +2 | Shamanic Magic, Shaman Bolt, Shamanic Path | 2 | 2 | 1 | 1st | |
2nd | +2 | Totems | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Revelation | 2 | 4 | 2 | 2nd | 3 |
4th | +2 | Ability Score Improvement | 3 | 2 | 3 | 2nd | 3 |
5th | +3 | - | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Path Feature | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | Stalwart Mind | 3 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9th | +4 | Double Totems | 3 | 10 | 2 | 5th | 4 |
10th | +4 | Path Feature | 4 | 10 | 2 | 5th | 4 |
11th | +4 | Mystic Arcanum (6th) | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 5 |
13th | +5 | Mystic Arcanum (7th) | 4 | 12 | 3 | 5th | 5 |
14th | +5 | Path Feature | 4 | 12 | 3 | 5th | 5 |
15th | +5 | Mystic Arcanum (8th) | 4 | 13 | 3 | 5th | 6 |
16th | +5 | Ability Score Improvement | 4 | 13 | 4 | 5th | 6 |
17th | +6 | Mystic Arcanum (9th) | 4 | 14 | 4 | 5th | 6 |
18th | +6 | - | 4 | 14 | 4 | 5th | 6 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 7 |
20th | +6 | Ultimate Totems | 4 | 15 | 4 | 5th | 7 |
Shamanic Spellcasting
The magic bestowed upon you by your revalations have given you natural spellcasting ability.
Cantrips
You know two cantrips of your choice from the Shaman spell list. spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.
Spell Slots
The Shaman Table shows how many spell slots you have to cast your Shaman spells of 1st through 5th level. The table also shows what level of those slots is; all of your spell slots are the same level. To cast one of your Shaman spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells known of 1st level and higher
At 1st level, you know two 1st-level spells of your choice from the Shaman List.
The Spells Known column of the Shaman table shows when you learn more Shaman spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Shaman spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Shaman spells you know and replace it with another spell from the Shaman spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Shaman spells, so 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 Shaman 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 druidic focus as a spellcasting focus for your Shaman spells.
Shamanic Path
Also at 1st level, you have had a revelation that leads you along the path of the Shamans. Your choice grants you features at 1st level, and again at 6th, 10th, and 14th level.
Shaman Bolt
At 1st level, you learn a cantrip available to aspiring Shamans, allowing their will to manifest as pure magic. You learn the Shaman Bolt cantrip, detailed later in this class description. This cantrip counts as a Shaman Cantrip for you, and does not count against your cantrips known. Your Shamanic Path determines the properties of your Shaman Bolt.
Totems
At 2nd level, in your revelatory path, you have unearthed the ability to create totems, fragments of magic that manifest to provide boons to your allies, or impede your foes. You gain two totems of your choice. A list of the available options can be found later in this class description. When you gain certain Shaman levels, you gain additional totem options of your choice, as shown in the Totems cloumn of the Shaman Table.
Additionally, when you gain a level in this class, you can choose one of the totems you know and replace it with another totem that you could learn at that level.
If a Totem has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Summoning a totem requires an action unless the totem states otherwise. When you summon a totem, you create it in an unoccupied space you can see within 60 feet. The totem occupies that space and is considered an object. It has an AC equal to your Spell Save DC, and a number of hit points equal to your Shaman level multiplied by 5. Shaman totems are, in essence, living magic, and have resistance to magical damage. You can only have one totem summoned at a time, which disappears after you dismiss it as a free action, 10 minutes pass, or you summon a different totem.
Revelation
At 3rd level, your path has granted you a special insight into the world. You gain one of the following features of your choice:
Revelation of Arms. You can use your action to create a shimmering, semi-transparent weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it, but it must take the form of a one-handed weapon without the reach property. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally when you accept this revelation, choose a cantrip that deals damage. Your weapon gains the damage dice, damage type, and additional effects of this cantrip, and making a melee attack with this weapon uses your spell attack bonus. You may only attack once with this weapon on each of your turns.
Your revelation weapon disappears if it leaves your hand.
Revelation of Harmony. Your revelation has allowed you to bolster your totems, able to extend and improve their magics. The effected area of your totems each extend by 5 feet.
Revelation of Aether. You gain an esoteric repertoire of knowledge in the form of a Mystic Scroll that you have written. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list, and the cantrips cannot deal damage. While the scroll is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a Shaman cantrip for you. If you lose your Mystic Scroll, you can perform a 1-hour ceremony to draft a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous scroll. The scroll dissipates into magic dust when you die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Stalwart Mind
Beginning at 7th level, your mind has become an incredibly sharp tool, resilient to mental effects, such as the haunting wail of a banshee or a Mind Spike spell. When you are subjected to an effect that allows you to make a Wisdom 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.
Double Totems
At 9th level, your affinity for your totems has grown much deeper. You can now summon two totems at a time. If you attempt to summon a third totem, the first totem will disappear.
Mystic Arcanum
At 11th level, your awakening has granted you a magical secret called an arcanum. Choose one 6th level spell from the Shaman spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more Shaman spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Ultimate Totems
At 20th level, your totems can now last indefinitely. Additionally, you may move any number of them to unoccupied spaces you can see as a bonus action.
Shaman Bolt
Evocation Cantrip
- Casting Time: 1 action.
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You create a bolt of pure, focused energy, and launch it toward a creature you can see within range. Make a ranged spell attack. This spell has different effects depending on your Shamanic Path.
The spell creates more than one bolt when you reach higher levels: two bolt at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Shaman Subclasses
Path of Community | Unleash the power of nature's bounty to help your friends |
Path of Esotericism | Unlock the deepest mysteries of the universe, freeing your mind |
Path of Heresy | Party into the night with destructive energy that turns the battlefield into a sloppy mess. |
Path of Righteousness | Protect your community with holy wisdom, much like a cleric can. |
The Path of Community
Blossoming Bolt
Your Shaman Bolt deals 1d6 plus your wisdom modifier force damage.
Expanded Spell List
The path of Community allows you to choose from an expanded list of spells when you learn or replace a Shaman spell. the following spells are added to the Shaman list for you.
Spell Level | Spells Learned |
---|---|
1 | Goodberry, Faerie Fire |
2 | Pass without Trace, Locate Object |
3 | Create Food and Water, Mass Healing Word |
4 | Freedom of Movement, Polymorph |
5 | Scrying, Mass Cure Wounds |
Triumphant Totem
At 1st level, you've learned to create a new totem: The Triumphant Totem. This totem does not count against the number of Shaman Totems you know.
Triumphant Totem
Summon this totem as an action. While you are within 30 feet of this totem, and you succeed on a saving throw, you may use your reaction to bolster your allies, causing them to immediately use your total instead of their own roll. Once your reaction has been used, the totem is destroyed.
Luminous Aegis
At 6th level, you can draw upon your shamanic magic to present a ward on one of your allies. As an action, you can give one creature you can see within 30 feet a luminous aegis. That creature gains 10 temporary hit points. While they have these hit points, they have resistance to all damage. These hit points last for 8 hours.
You can use this feature a number of times equal to your proficiency bonus, regaining uses when you complete a long rest.
Courageous Belief
At 10th level, you can hold true to your beliefs thanks to the staggering power of your revelatory path. You are immune to the Frightened and Charmed conditions, as well as resistant to Psychic damage.
Triple Totems
At 14th level, your communal beliefs have strengthened your totemic abilities even further. You can have three active totems at a time, instead of the usual two.
The Path of Esotericism
Fathom Bolt
Your Shaman Bolt cantrip deals 1d8 psychic damage.
Awakening
At 1st level, your path causes you to have a mystic awakening that unlocks other's minds. 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 for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Awakening Spells
Also starting at 1st level, and whenever you gain a Shaman level, you can replace one spell you have learned with another spell of the same level. The new spell must be a divination or an enchantment spell from the bard, runekeeper, sorcerer, or warlock spell list.
Geometric Totem
At 6th level, you can magically cause disturbances in reality through euclidean space. You learn a new totem: The Geometric Totem. This totem does not count against the number of Shaman Totems you know.
Geometric Totem
Summon this totem as an action. When you summon this totem, choose one of the following areas of effect: 20 foot cube, 15 foot radius sphere, or 30 foot cone. The chosen area originates from the totem. You can cast spells with a range of touch to any creature within the area of the totem.
Ephemeral Ward
At 10th level, you learn a new way to protect yourself, at the cost of exposing some weakness. As an action, you can activate your ephemeral ward, which lasts for 8 hours. Your ephemeral ward gives you a number of temporary hit points equal to your maximum hit points, but while those hit points are active, your AC is decreased by 3. If you lose the hit points, you must spend an action to dispel the ward, granting your AC back.
Ad Infinitum
At 14th level, you can unleash a neverending torrent of aberrant distress towards your foes. As a bonus action, you can spend a Shaman magic spell slot to mark a creature you can see within 60 feet with an Infinity Curse. Any time that creature takes damage from a spell or an attack, they earn one stack of the curse. At the start of your next turn, the curse disappears, and the creature takes psychic damage equal to Xd4, where X is the amount of stacks of infinity curse that creature has, as it experiences a never-ending wave of the same attacks over and over, ad infinitum.
The Path of Heresy
Heretic Bolt
Your Shaman Bolt cantrip deals 1d12 fire damage.
Embrace Chaos
At 1st level, you can contort your magicks to turn the battlefield into an impossible flurry. As a bonus action, you shout out to cause chaos, granting any creatures of your choice within 30ft. to reposition themselves. They may each move up to a collective total of 30 feet, though this movement does not need to be split evenly. The movement does not require any action on the part of your allies, but provokes attacks of opportunity as normal.
Detonate Totems
At 6th level, you can imbue your totems with unstable energies from the deepest depths of your wild instincts. As an action, you can detonate a totem. When you do so, choose one effect:
Buckshot. Each creature within 10 feet of the totem must succeed on a Dexterity Saving Throw or take 2d6 fire damage, or half as much on a successful save. This damage increases to 5d6 when you reach 14th level.
Cacophenous Chime. One creature within 10 feet of the totem must succeed on a Wisdom Saving Throw or become stunned until the end of it's next turn.
Focused Beam. One creature within 5 feet of the totem must succeed on a Constitution Saving Throw or take 3d8 force damage. This damage increases to 6d8 when you reach 14th level.
If a creature reduces a totem you control to 0 hit points, you may instead use this ability as a reaction.
Wild Totem
At 10th level, you've learned to create a new totem: The Wild Totem. This totem does not count against the number of Shaman Totems you know.
Wild Totem
Summon this totem as an action. Any creature within 60 feet of this totem that casts a spell rolls a d10. On a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn. If a Wild Magic effect is a spell that normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. After the Wild Magic Surge, this totem is destroyed.
What Luck
At 14th level, your luck has been swayed into your favor through your ascent on this dark path. Any time you roll a 13 on a d20, you may treat that roll as a 20. Any time a hostile creature rolls a 13 against a saving throw you cause, or an attack roll that targets only you, they treat that roll as a 1.
The Path of the Righteous
Righteous Bolt
Your Shaman Bolt cantrip deals 2d4 radiant damage.
Guiding Lights
At 1st level, you gain the ability to channel divine energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Shaman level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. You may alternatively expend one die to restore all missing hitpoints to a totem you control.
Your pool regains all expended dice when you finish a long rest.
Turning Totem
At 6th level, you've learned to create a new totem: The Turning Totem. This totem does not count against the number of Shaman Totems you know.
Turning Totem
Summon this totem as an action. Creatures of your choice within 20 feet of this totem add a d6 to saving throws caused by fiends or undead. Additionally, any fiend or undead that tries to move within 20 feet of this totem must succeed on a charisma saving throw or be unable to move anywhere inside the area. Undead or Fiends within 20 feet when this totem spawn must also succeed the saving throw or use their reaction to move outside the area to the best of their ability, if able. When an undead of CR 1/2 or lower fails its saving throw against this totem, the creature is instantly destroyed. At 8th level, undead of CR 1 or lower are destroyed, at 11th level, undead of CR 2 or lower are destroyed, and at 14th level, undead of CR 3 or lower are destroyed.
Guiding Shaman Bolts
At 10th level, you've learned a new way to cast an old divine spell. When you cast Shaman Bolt, you may expend a Shamanic Spell slot to convert them into Guiding Shaman Bolts. The damage on each bolt changes to 3d6 radiant, and on a hit, the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Righteous Revenge
At 14th level, when your hit points are reduced to 0 and you fall unconscious, your ascent on this righteous path causes a burst of radiant energies to expel from your body and mind. You activate three total bursts, which have one of the following abilities:
- A creature you can see is healed 2d10 hit points.
- A creature you can see takes 2d10 force damage.
Each burst may choose a different target. This feature only happens once. You must finish a long rest before you can use it again.
Additionally, if your DM uses Lingering Injuries, your body is immune to injury.
Shamanic Totems
Accuracy Totem
You may summon this totem as a bonus action. Creatures within 5 feet of this totem have advantage on ranged weapon attacks.
Antimagic Totem
(Prerequisite: 7th level)
You may summon this totem as a bonus action. While a creature is within 10 feet of this totem, spell attack rolls have disadvantage, and saving throws caused by creatures within 10 feet of this totem have advantage.
Baleful Totem
You may summon this totem as an action. Creatures of your choice that start their turn within 20 feet of this totem must make a Charisma Saving Throw. On a failed save, the creature has disadvantage on all ability checks and saving throws while it is in the totem's radius. On a successful save, the creature is immune to this totem's ability for 1 hour.
Battledance Totem
You may summon this totem as an action. Creatures of your choice within 15 feet of this totem may roll one additional d4 when rolling damage for a melee or ranged attack, adding it to the total. This extra die increases when your Shaman level reaches 6th (1d6), 9th (1d8), 13th (1d10) and 17th (1d12).
Battlemage Totem
You may summon this totem as a bonus action. Creatures of your choice within 15 feet of this totem may add their spellcasting ability modifier when rolling damage with a spell, if they do not already.
Clearing Totem
You may summon this totem as a bonus action. At any time, you may use your reaction to destroy this totem. If you do, you can choose to end one of the following conditions on a creature within 30 feet of the totem: Blinded, Deafened, or Poisoned. Alternatively, you may destroy the totem to allow a charmed creature to instantly repeat a saving throw to end the charmed condition.
Gleaming Totem
You may summon this totem as an action. When this totem is summoned, each hostile creature within 10 feet of this totem must make a Wisdom Saving throw. On a failed save, the target does not notice you, and treats you and your totems as if they were invisible as long as the totem is active.
Healing Totem
You may summon this totem as an action. Any conscious creature within 20 feet of this totem of your choice regains 1d4 hit points at the end of its turn. This increases to 1d6 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
Heroic Totem
You may summon this totem as a bonus action. Any creature of your choice within 10 feet of this totem has advantage on saving throws against being charmed or frightened.
Shielding Totem
(Prerequisite: 11th level)
You may summon this totem as an action. Creatures within 5 feet of this totem have half cover, and can hide without being obscured.
Tethering Totem
(Prerequisite: 7th level)
You may summon this totem as an action. When this totem is summoned, choose a large or smaller creature within 15 feet of of this totem. That creature must succeed on a strength saving throw or be tethered. A tethered creature cannot move more than 15 feet away from the totem. This creature can attempt to escape the tether by using an action on its turn, making an athletics check to break free.
Twisting Totem
(Prerequisite: 11th level)
You may summon this totem as a bonus action. Whenever a creature casts a spell while within 20 feet of this totem, you can use your reaction to twist the spell. Choose one of the following effects: Lengthen: If the spell has a duration of at least 1 minute, you can extend the duration to 10 minutes, or until this totem is destroyed.
Shorten: If the spell has a duration of at least 1 minute, you can reduce the duration to 1 round.
Strengthen: The caster can reroll any damage dice that are a result of 1 or 2, and must use the new roll.
Weaken: The caster must reroll any damage dice that are the highest result possible for that die, and must use the new roll (For example, on a d8, any result of 8 must be rerolled). This totem has two uses, and becomes inert, but stays on the battlefield when all uses are depleted.
Cantrips (0 Level)
- Cantrip
- Blade Ward
- Chill Touch
- Control Flames
- Dancing Lights
- Druidcraft
- Friends
- Gust
- Mage Hand
- Mending
- Message
- Mind Sliver
- Mold Earth
- Primal Savagery
- Resistance
- Sacred Flame
- Shape Water
- Shillelagh
- True Strike
- Word of Radiance
1st Level
- Bane
- Ceremony
- Charm Person
- Command
- Cure Wounds
- Detect Evil and Good
- Disguise Self
- Dissonant Whispers
- Distort Value
- Faerie Fire
- Find Familiar
- Fog Cloud
- Hellish Rebuke
- Inflict Wounds
- Silvery Barbs
- Unseen Servant
- Witch Bolt
2nd Level
- Aid
- Augury
- Beast Sense
- Blur
- Calm Emotions
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Hold Person
- Invisibility
- Knock
- Locate Animals or Plants
- Locate Object
- Maximillian's Earthen Grasp
- Pass without Trace
- Suggestion
3rd Level
- Animate Dead
- Call Lightning
- Bestow Curse
- Counterspell
- Mirrorspell*
- Daylight
- Dispel Magic
- Fast Friends
- Fear
- Fly
- Glyph of Warding
- Haste
- Life Transferrence
- Major Image
- Phantom Steed
- Remove Curse
- Revivify
- Sending
- Slow
4th Level
- Banishment
- Blight
- Charm Monster
- Confusion
- Dimension Door
- Divination
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Locate Creature
- Polymorph
- Stone Shape
- Wall of Fire
5th Level
- Awaken
- Bigby's Hand
- Commune
- Commune with Nature
- Dream
- Enervation
- Far step
- Hallow
- Hold Monster
- Legend Lore
- Reincarnate
- Scrying
- Skill Empowerment
- Steel Wind Strike
- Wall of Stone
- Bones of the Earth
6th Level
- Circle of Death
- Druid Grove
- Find the Path
- Glove of Invulnerability
- Harm
- Heal
- Heroe's Feast
- Mass Suggestion
- Mental Prison
- Planar Allay
7th Level
- Crown of Stars
- Forcecage
- Mirage Arcane
- Power Word: Pain
- Project Image
- Regenerate
8th Level
- Animal Shapes
- Antipathy/Sympathy
- Control Weather
- Demiplane
- Earthquake
- Mindblank
- Power Word: Stun
9th Level
- Astral Projection
- Invulnerability
- Imprisonment
- Power Word: Kill
- Time Stop
- True Polymorph
- Weird
Class: Pilot
Artisans of any type are integral to culture. Adventuring pilots, however, are true innovators. They deal in magitech that vastly outclasses what is available to the commonfolk, building mechs and piloting throughout their adventures. A pilot can leverage their advanced knowledge to get ahead in both wilderness and domestic escapades. Many pilots are self-taught, and many others are tutored under a mentor.
The Craftsman's Code
When making a craftsman, consider your views on your work. Are you more of an artistic savant, or a pragmatic city builder? Talk with your DM about how you and other people see your advanced weaponry.
Class Features
As a Pilot, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Pilot level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Pilot level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Simple Weapons, Martial Weapons
- Tools: Choose any two, one must be Smith's Tools or Carpenter's Tools
- Saving Throws: Constitution, Intelligence
- Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain mail or (b) leather armor and a Thunder Rifle
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) smith's tools or (b) carpenter's tools
- (a) a dungeoneer's pack or (b) an explorer's pack
Multiclassing
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Pilot as one of your classes:
Ability Score Minimum. You must two of the following ability scores at 13: Strength, Dexterity, or Intelligence.
Proficiencies Gained. If Pilot isn't your initial class, you gain proficiency in Simple and Martial Weapons, as well as shields.
The Pilot
Level | Proficiency Bonus | Features | Fuel Cells |
---|---|---|---|
1st | +2 | Engineering Style, Fuel Cells | 1 |
2nd | +2 | Pilot Build | 2 |
3rd | +2 | Quick Craft, Recharge | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 4 |
6th | +3 | Ability Score Improvement | 4 |
7th | +3 | Build Feature | 4 |
8th | +3 | Ability Score Improvement | 5 |
9th | +4 | Scatter Cell | 5 |
10th | +4 | Build Feature | 5 |
11th | +4 | Inside and Out | 5 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | - | 6 |
14th | +5 | Ability Score Improvement | 6 |
15th | +5 | Build Feature | 6 |
16th | +5 | Ability Score Improvement | 7 |
17th | +6 | - | 7 |
18th | +6 | Build Feature | 7 |
19th | +6 | Ability Score Improvement | 7 |
20th | +6 | Invincible Automaton | 8 |
Engineering style
At 1st level, you unlock the secrets of engineering and piloting. Piloting can be done in many different ways, and you get to choose which attribute you as your own unique pilot focuses on. While most pilots are inventors, some pilots just know their way around a set of tools. You don't need to be hyper-intelligent to understand many pilot builds. Choose one ability score from Strength, Dexterity, Intelligence, or Constitution. Your Pilot DC will be affected by this choice.
Pilot DC = 8 + your proficiency bonus + Your choice of Strength, Dexterity, Intelligence, or Constitution modifier.
Fuel Cells
Also beginning at 1st level, you gain access to a rare piece of innovative magitech called a fuel cell. These cells are made with common items and aether, and function as short-charge batteries that can power your tech. You can spend these cells to fuel various features, determined by your pilot build. Additionally, you start knowing two features: Cell Bomb and Overdrive. The Fuel Cells column of the Engineer table lets you know how many fuel cells you can have at a single time. Creating a fuel cell takes 1 minute, and can be done over a short or long rest. Fuel cells are made out of basic materials, and you are considered always able to make as many as you can.
Cell Bomb. You can spend 1 fuel cell to throw it, causing its unstable nature to explode on impact. You treat this fuel cell as a ranged weapon with a short range of 40 feet and a long range of 60 feet. You use your Engineering Style skill to calculate your attack bonus, and you are proficient with cell bombs. On a hit, a cell bomb deals force damage equal to 1d6 + your Engineering Style Skill. This damage increases to 1d8 when you reach 5th level, 1d10 when you reach 11th level, and 1d12 when you reach 17th level.
Overdrive. You can spend 1 fuel cell to charge it into a weapon you or one of your mechs control, throwing it into maximum overdrive. Your next attack will deal one additional damage die that matches on of the weapon's damage dice. At 11th level, you roll two additional damage dice You must use the fuel cell before you attack, and you can only Overdrive one attack per turn.
You can use as many fuel cell abilities as you want at the same time, provided you have enough cells.
Pilot Build
At 2nd level, you choose a build to focus your piloting works on. You may choose a pilot build from the list detailed at the end of this class description. Your pilot build grants you features at 2nd, 7th, 10th, 15th, and 18th levels.
Quick Craft
At 3rd level, you learn how to craft items with utmost efficiency. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Otherwise, it takes you half the normal time, and costs the full amount.
Recharge
Also at 3rd level, you can spill some of your aether into your fuel cells to recharge them. As a bonus action, you can spend a number of hit dice equal to your proficiency bonus. If you do, you instantly gain a number of fuel cells equal to the amount of hit dice spent.
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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Scatter Cells
Beginning at 9th level, you know how to lob, launch, discharge, or otherwise fling as many of your fuel cells as you want. When you use your Cell Bomb ability, you can throw as many cells as you want as part of one attack. Each fuel cell can land at a different point. When you use your Overdrive ability, you can spend an additional fuel cell to increase the damage step by 1. Damage steps are explained further below.
Inside and Out
At 11th level, your eyes know the inner workings of any magitech, and, by extension, magical items as well. You can cast the Identify spell at will, requiring no components. When you cast this spell, you also learn base ingredients used to create such an item, and its rough market value in gold pieces.
Invincible Mechanics
At 20th level, your mechs are incredibly defensive. You, and your mechs, have resistance to all damage types, except psychic.
Pilot Subclasses
Machinist Build | Develop your own completely unique, customizable weapon. |
Mechanaut Build | Create a large mech that you pilot from the inside |
Nanomancer Build | Command a litany of tiny nanobots that swarm your foes. |
War Machine Build | Create a form-fitting super suit that provides protection and offence. |
Machinist Build
Fighting Style
Starting when you take this pilot build at 2nd level, you learn to fight with your specialized weapons with great ease. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Pistolero
When you make a ranged attack roll and exceed a target's AC by 5 or more, you add one additional damage die to the roll. You can only use this ability once per round.
Scattershot
When you hit with an attack, you can make an additional attack with the same weapon as a bonus action. You have disadvantage on this attack unless you target a different creature than any of your other attacks.
Cover Shooter
You gain a +2 bonus to damage rolls you make with ranged weapons. This bonus only applies if you have not moved on your turn, and after you attack, your movement speed decreases to 0 until the end of your turn. You can choose to ignore this bonus to keep your movement speed.
Machinist's Arm
Also at 2nd level, you have completed the ultimate weapon: A Machinist's Arm. This arm is a highly customizable ranged mechanomagical firearm that only you are proficient with, featuring two "slots" used for upgrading and switching out the functions of your weapon. See the sidebar in this pilot build section for the statistics of your Machinist's Arm. Attacks with your arm count as magical for the purpose of overcoming resistances and immunities. If your Machinist's Arm is broken or lost, you can take any firearm (Or crossbow, if you cannot easily find one in your setting), and create a new arm with 8 hours of work.
When you attain this level, choose two slot upgrades to add to your arm. You can tinker with the Arm for 1 hour to replace any number of slot upgrades with any others. You can also do this over the course of a short rest. You gain more upgrade slots as you gain levels in this class: Three slots at 5th level, four slots at 8th, five slots at 11th, six slots at 14th, and seven slots at 17th level.
Machinist's Arm
Weight Damage Range Properties 8 lb. 1d6 Piercing 60/180 Two Handed, Ammunition
Ready, Aim...
At 6th level, you're an expert on combat with your Machinist's Arm. As an action, you can descern various traits about those you encounter. You can perform a Wisdom(Insight) or Intelligence(Investigation) check against your target's Charisma(deception) check. If you succeed, The DM tells you if the creature is your equal, superior, or inferior in regard to three of the following characteristics of your choice:
- Intelligence Score
- Wisdom Score
- Charisma Score
- Armor Class
- Current Hit Points
- Total Class levels, If any. If not, the creature's Challenge Rating as opposed to your level.
If the creature succeeds, you cannot use this ability on the same creature for another 24 hours. Additionally, you may spend 1 minute after combat studying a creature's corpse to ascertain the same information.
Take Cover!
At 10th level, you can utilize cover and positioning to your advantage. You have advantage on attack rolls, and dexterity saving throws if you are behind half cover or are lightly or heavily obscured.
Rapid Fire
At 15th level, you can attack three times whenever you take the Attack action on your turn.
Bombs Away
At 18th level, as a bonus action, you can spend any number of fuel cells to create Bomb Charges. These charges remain volatile for 1 minute, and are destroyed upon use, or at the end of 1 minute. You can replace any of your weapon attacks with a bomb charge, allowing you to fire in a space you can see within your Machinist's Arm's range. Any creature within 5 feet of that point must succeed on a Dexterity saving throw or take 4d6 force damage, or half as much on a success. Bomb charges are not affected by any damage altering slots you have in your Machinist's Arm.
Weapon Slots
If an upgrade increases or decreases a weapon’s "damage step", it is moved up and down one step on the following scale, down to a minimum of 1d4 and a maximum of 1d12, or 2d6:
1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6
Bayonet
You attach a large bayonet to the end of your arm. You can make a melee attack roll using strength or dexterity with your Machinist's Arm. It deals damage equal to one damage step above your Arm's damage.
Balanced
You shift the weight of your weapon, reducing its weight by 7 lb. It loses the two handed property, and damage step is decreased by one.
Concealed
You can fold, stuff, or otherwise hide your arm easily. While stowed, you have advantage on Dexterity (Stealth) or Dexterity (Sleight of Hand) checks made to hide this weapon.
Elegant
Your arm scores a critical hit on an attack roll of 19 or 20.
Exotic
The damage step of your arm is increased twice, but your arm can't be wielded unless you have 15 or more intelligence.
Foregrip
The range of your Arm increases by 60 feet, and the long range of your arm increases appropriately. Your damage step decreases by 1.
Honed
You gain a +1 bonus to attack and damage rolls made with this weapon. You can select this slot upgrade up to two times.
Precise
You deal an additional 1d4 damage the first time you hit a creature on your turn, as long as you have advantage on the attack roll.
Tension
You use Strength, instead of Dexterity, to make ranged attack rolls with your arm.
Scatter
When you hit a creature with your arm, you can deal damage equal to one damage step lower to another creature within 5 feet, provided your initial damage roll also would hit that creature. Your damage step decreases by 1. You do not add your ability modifier or bonus damage to this second roll.
Seeker
When you make an attack that does not have disadvantage with your arm and miss, you can use your reaction to instead hit the target and deal a flat 5 damage. Do not add additional damage or increase this damage total.
Superheated
The damage step of your arm is increased once. It always deals fire damage.
Superheavy
The damage step of your arm is increased twice, but your arm's weight increases by 10 lbs, and can't be wielded unless you have 15 or higher strength.
Suppressive
You can make an attack of opportunity against creatures that leave any ally's reach instead of just your own.
Versatile
You can choose to deal bludgeoning, piercing, or slashing damage with your arm.
Venomous
You can choose to deal poison damage with this weapon. If you do, increase the damage step of your arm by 1 for this attack.
War Machine Build
Super Suit
At 2nd level, when you select this pilot build, you gain proficiency with heavy armor. Over the course of a long rest, you may use your tools to alter any piece of armor to become your own specialized super suit. A super suit has the following properties:
-
If the armor normally has a Strength requirement, the super suit lacks this requirement.
-
You can use the super suit as a spellcasting focus for your War Machine spells.
-
The armor fits to your body, and yours only. Another creature cannot wear your super suit.
-
You can doff or don the armor as an action. Your super suit can also magically snap to your location within 60 feet as a free action, provided there is a direct line of contact between you and your super suit.
War Machine
Level | Crantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
2nd | 2 | 2 | 1 | ─ | ─ | — |
3rd | 2 | 3 | 2 | ─ | ─ | — |
4th | 2 | 4 | 3 | ─ | ─ | — |
5th | 2 | 4 | 3 | ─ | ─ | — |
6th | 2 | 4 | 3 | ─ | ─ | — |
7th | 2 | 5 | 4 | 2 | ─ | — |
8th | 2 | 6 | 4 | 2 | ─ | — |
9th | 2 | 6 | 4 | 2 | ─ | — |
10th | 3 | 7 | 4 | 3 | ─ | — |
11th | 3 | 8 | 4 | 3 | ─ | — |
12th | 3 | 8 | 4 | 3 | ─ | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 12 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
your super suit grants you powers that mimic spellcasting in a limited capacity. See the general rules of spellcasting.
Cantrips
You learn two cantrips of your choice from the artificer spell list. You learn another artificer cantrip of your choice at 10th level.
Spell slots
The War Machine spellcasting table shows how many slots you have to cast your Artificer Spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-level and higher
You know three 1st level Artificer spells of your choice, two of which you must choose from the Evocation or Transmutation spells on the artificer spell list. The Spells Known column of the War Machine Spellcasting table shows when you learn more Artificer spells of 1st level or higher. Each of these spells must be an Evocation or Transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the artificer spells you know with another spell of your choice from the artificer spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Constitution is your spellcasting ability for your Artificer spells, since you produce effects using your own aether focused and blasted through the super suit. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Lock On
Also starting at 2nd level, you gain the ability to initiate a command inside of your suit to lock on to a target. As a bonus action, choose one creature you can see within 30 feet of you. The target is locked on for 1 minute. The lock on ends early if the target dies, you die, or you are incapacitated. Until the Lock On ends, you gain the following benefits.
-
You gain a bonus to damage rolls against the marked target. The bonus equals your proficiency bonus.
-
Any attack roll you make against the marked target is a critical hit on a 19 or 20.
-
If the marked target is reduced to 0 hit points, you gain a fuel cell.
-
You may spend a fuel cell as an action to cast the Magic Missile spell at 1st level, requiring no components. You may only target the marked creature with this spell.
Once you use this ability, you must complete a long rest before you can use it again.
Rocket Mobility
At 7th level, thanks to the thrusters upon your super suit, you can activate mobility protocols. You gain the following features:
- You may spend a fuel cell to activate boosters, gaining a flying speed of 50 feet until the end of your next turn.
- You may spend a fuel cell to overclock your system, casting a spell or cantrip with a casting time of 1 action as a bonus action.
Melded Armor
At 10th level, your super suit melds even further with your own body, allowing you to subconsciously don or doff the armor. When doffing the armor as an action, it retracts into itself and fits into a small series of plates which are attached to your body, such as a bracelet or a node on your back. Additionally, it comes with some mechanical upgrades.
When you make an Athletics or Acrobatics check, you can spend a fuel cell to roll an additional d20. You can choose to use this ability after you roll the check, but before the outcome is determined. You choose which of the d20s is used for the ability check, omitting the highest if this check was rolled with disadvantage.
Smart Suit
At 15th level, your armor shifts its weight to provide you with more protection, as a result of an advanced neural network within the plates themselves. When you are hit with an attack, you gain a +2 bonus to your armor class until the end of your next turn.
Iron Avenger
At 18th level, you can focus your super suit into and inside of your magic or your attacks, putting up to 100% power into one blow. When you hit a creature with a weapon attack or spell, you can choose to sacrifice any amount of the bonus provided by your armor. For each point of armor class bonus you sacrifice, you deal an extra 2d8 damage. Your armor continues to have such a penalty until you finish a long rest.
Mechanaut Build
Mechanaut's Machine
At 2nd level, you complete your research into your pilot build and create a Mechanaut's Machine. This machine is a massive, customizable walking weapon which has your own design and functions. You can model your machine to be bipedal, quadropedal, or hexapedal, but it will always have only two functional arms. Adding additional legs is only an aesthetic choice and provides no bonuses or penalties.
The statistics of your Machine are given in the statblock below. The machine's Armor Class is determined by your Engineering Skill DC and its hit points are based on your Pilot Level. Your machine has two "Arm Slots", which you can insert any melee weapon or shield, including magic weapons, into when you finish a short or long rest. Your machine is always proficient with any weapon installed.
The Mechanaut's Machine is too complicated and personalized for any creature to properly command it, however, other people can hop into its seat and attempt to pilot the machine for one round with a DC20 Intelligence check. Only one medium or smaller creature can fit inside the machine at one time (along with a single tiny creature, if you please). A creature enters or exits the machine by spending half it's movement.
If your machine is reduced to 0 hit points, it becomes inert and falls to the ground. It can't move or otherwise be piloted, and you are ejected to an unoccupied space within 5 feet of the machine. You can spend 1 minute booting up the machine in Emergency Mode, allowing it to move at half speed, which it loses if it takes damage again before repairing.
You can repair the machine at the end of a short rest by spending your Hit Dice just as you would heal yourself, though you add your Engineering skill modifier instead of your Constitution Modifier. Over the course of a long rest, your machine enters stasis mode, which repairs the machine to full hit points at the end of 8 hours. This stasis mode must be uninterrupted.
Finally, if your Mechanaut's Machine is completely destroyed, you can build a new one for 300 GP and eight hours of downtime.
The Mechanaut's Machine acts on your turn, though it does not take actions unless you are piloting it. While inside your machine, you can use your action to command it to take the Attack, Disengage, or Dodge action. Your machine cannot dash. When you command the machine to take the Attack action, the machine makes the same number of attacks you would make using the Attack action, and uses your Engineering Skill modifier for its attack and damage rolls. You may also use your bonus action to command your machine to attack with its offhand, provided it has a weapon equipped. Your machine can also utilize your fuel cell abilities.
Mechanaut's Machine
Large Construct, Unaligned
- Armor Class Equal to your Engineering Skill DC
- Hit Points Equal to 6 times your pilot level.
- Speed 25 ft
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) -- -- --
- Saving Throws Str + 5, Con + 5
- Skills Athletics +5
- Damage Immunities Poison, Psychic
- Condition Immunities Exhausted, Poisoned, Charmed, Frightened
- Senses None.
- Proficiency Bonus equals your proficiency bonus
Traits
Piloted: In order to take any actions, a creature must be inside the Mechanaut's Machine. If that creature is it's creator, they can use their action to command the machine to take the Attack, Disengage, or Dodge action. If the creature is not it's creator, then they may do the same by making a DC20 Intelligence check.
Actions
Multiattack. The mechanaut's machine makes as many weapon attacks as its pilot can.
Machine Manuevers
Also at 2nd level, you can spend your fuel cells to push your machine beyond its limits. You learn the folowing options for your fuel cells.
Withdraw. You can spend a fuel cell to activate a defensive position, strengthening your defenses. You take the dodge action as a bonus action.
Boosters. You can spend a fuel cell as an action to activate the machine's thrusters, allowing it to move up to 50 feet in a straight line, including through the air. If it collides with a huge or smaller creature, your movement stops, and you make an attack roll with advantage. On a hit, you can choose to knock the creature back 15 feet, or prone.
Adept Upgrade
At 7th level, you can redesign your Mechanaut's Machine to have better abilities. Choose three upgrade options, listed at the end of this pilot build description. You gain an additional upgrade at 11th and 15th level. A mechanaut's machine can only have one upgrade listed as "Special". Whenever you gain a level in this class, you may replace a single upgrade.
Arachnoid
At 10th level, you can manipulate your machines limbs to have sticky barbs, suction cups, or even gravity wells to grant you better mobility. Your Mechanaut's Machine can move up, down, and across vertical surfaces and ceilings, gaining a climbing speed equal to its movement speed.
Self Destruct
At 15th level, you've placed a fuel cell inside the core of your machine that allows you to self destruct in dire situations. As an action, you can eject from your seat to an unoccupied space within 30 feet of the Mechanaut's Machine. At the end of your turn, the machine explodes. It is reduced to 0 hit points and reduced to rubble, unable to be repaired. Each creature in a 30-foot-radius sphere centered on the machine must succeed on a Dexterity Saving throw, taking 16d6 fire damage on a failed save, or half as much on a successful one. This fire damage ignores resistances, but not immunities.
Mechanical Precision
At 18th level, your Mechanaut's Machine can deal incredible damage with precise strikes. When your machine attacks with a weapon, once per turn, you can maximize the damage dice instead of rolling.
Upgrades
Cozy Seat: The insides of your machine are padded and warm. You can sleep inside of your Mechanaut's Machine.
Loud Speaker: Your machine comes with an amplification system, allowing you to project your voice three times as loud as normal.
Auto-Ejection: Your machine comes with a scooping mechanism to draw you in and expel you with ease. Entering and exiting the machine costs no movement.
Suspension: Your machine no longer takes falling damage.
Compaction: While no one is inside your Mechanaut's Machine, you can collapse it into a small cube that is 1 foot in all directions, and weighs 30 pounds.
Wheel Mount: Thick wheels or tank treads give your machine an additional 5 feet of movement speed.
Reinforced Frame: Heavy plates increase your machine's AC by 2.
(SPECIAL)Forcefield: A magical shield generator can produce a ward across your machine. As a bonus action, you may spend a fuel cell to activate the ward, gaining 2d10 + your Engineering Skill Modifier temporary hit points.
(SPECIAL)Head Cannon: On the front of your Mechanaut's Machine is a single-shot cannon filled with shrapnel. As an action, you may spend a fuel cell to shoot this cannon, making a ranged attack roll using your Engineering skill modifier, and has a range of 120 feet. On a hit, a creature takes 2d6 piercing damage, and all creatures within 5 feet of that take 1d6 piercing damage.
(SPECIAL)Magic Repulsor: Your machine's core has a large magitechnical field generator. As a reaction, you may spend a fuel cell to add an additional d4 to any saving throw your machine makes as a result of a spell.
Nanomancer
At 2nd level when you take this pilot build, you learn to develop Nanobots. These devices use magitech to connect to your brainwaves and operate semi-autonomously. You gain two Nanobots. At 10th level, you gain a third Nanobot, and at 15th level, you gain a fourth Nanobot.
A Nanobot is a tiny construct with an AC of 15, 1 hit point, and a flying speed of 30 feet. Creatures may exist in the same space as your Nanobots and no creature's movements are blocked by them. Your nanobots must remain within a 60ft. radius of you, losing their aetheric link with you if they travel any further away. If this occurs, they become inoperable and fall to the ground. As an action, you may reactivate them by touching them and re-establishing their connection. Nanobots are deft and supremely agile, and thus are immune to saving throws caused by spells, but not attack rolls.
If a Nanobot is reduced to 0 hit points, it becomes inert and shatters. You can build a new nanobot with a negligible amount of material over the course of a long rest.
As a bonus action, you can command any of your Nanobots, allowing them to move a distance up to their flying speed, and optionally make an attack roll with its magibullet attack. You gain more commands as you gain levels in this class. Magibullets can be affected by fuel cell abilities such as Overdrive.
Magibullet: Ranged Attack (5ft/10ft), Uses your Engineering Skill modifier, One target. On Hit: 1d6 force damage.
Shielding Cells
Also at 2nd level, you can provide a small shield to your allies via you or your Nanobots. As an action, you can spend a fuel cell to place a shield on a creature within 5 feet of you or one of your Nanobots. They gain a number of temporary hit points equal to Xd6, where X is your proficiency bonus. You can have any number of Shielding Cells active at a time, and you can place as many Shielding Cells as you have eligible targets. These temporary hit points last 1 minute.
When these temporary hit points are lost as the result of a creature making a melee attack, that Shielding Cell shatters, dealing an automatic 1d4 force damage to the attacking creature.
Scouter Bots
At 6th level, your Nanobots link to your mind to a greater degree. Your nanobots gain the following attributes:
- You can see through any Nanobot's visual matrix. Nanobots have 60 feet of dark vision, and can only see in shades of green.
- Your Nanobots have a Stealth Mode, and can make Dexterity(Stealth) checks with a bonus of +6.
- Your Nanobots can eminate a 30 foot cone of bright light, and a 60 foot cone of dim light.
Glider Apparatus
Also at 6th level, you or an allied creature you allow can grab onto one of your nanobots and have it carry you around. The creature that grabs the glider apparatus gains a flying speed of 5 feet. As long as you are holding onto one of your nanobots. If you take any damage while airborne, you must succeed on a Strength Saving throw to keep steady, with a DC of either 10 or half the damage dealt, whichever is higher.
Blasters
At 10th level, your Nanobots gain new actions that mimic certain spells, thanks to the chemicals and machinery inside of them. As an action, you can spend a number of fuel cells to cast any of the following spells in the table below. If the spell has an area of effect, it is centered on your Nanobot. These spells use your Pilot DC, and are cast as if they were 3rd level spells, or base level if they are higher.
Spell Replications
Pilot Level | Fuel Cell Cost | Spell Replicated |
---|---|---|
10 | 2 | Sleep, Thunderwave, Fog Cloud |
10 | 4 | Web, Hypnotic Pattern |
15 | 4 | Stinking Cloud, Erupting Earth |
15 | 6 | Wall of Fire |
Repulsor
At 15th level, you can use your Nanobots to create a powerful repulsor blast. As an action, you may spend any number of fuel cells have that number of Nanobots create a repulsor blast. All creatures within a 30 foot cone must make a Strength saving throw or be blown backwards or upwards up to 30 feet. A target can choose to automatically fail this saving throw. If the target does not have a hover or fly speed, it immediately falls afterwards, taking fall damage and landing prone.
Nano Wings
At 18th level, you can connect a nanobot to your back. If you do so, you gain a flying speed of 60 feet. If you already have a flying speed, it increases to 90 feet unless it is already higher. While connected, that particular Nanobot can't be used for any other abilities.
Optional Class Features
The following options are given to certain vanilla classes which provide additional features or options for you to consider. Unlike regular class features, you do not gain the features here automatically. Consulting with your DM, you decided whether to gain a feature in this section when you meet the requirements.
Bard: Bardic Versatility
1st Level Feature
You may choose to use Intelligence or Wisdom instead of Charisma when determining your spellcasting ability.
Monk: Extra Ability Score Improvement
10th Level Feature
You may choose to increase one ability score by 2, or two ability scores by 1 at 10th level. As usual, you cannot increase an Ability Score above 20.
Rogue: Jack of all Trades
6th Level Feature
Instead of additional Expertise options, you may instead choose the Bard's "Jack of All trades" feature.
Sorcerer: Improved Magic
1st Level Feature
You may increase the number of spells learned by the Sorcerer class by 2. For example, at 1st level, you now know 4 spells, then 5 at 2nd, and so on until you reach 17 at 17th level.
Sorcerer: Improved Metamagic
3rd Level Feature
When you select Metamagic options at third level, you instead select three options instead of two.
Warlock: Patron Versatility
1st Level Feature
You may choose to use Intelligence or Wisdom instead of Charisma when determining your spellcasting ability.
Wizard: Favorite Spell
9th Level Feature
When you reach 9th level, you can choose a spell of 5th level or lower that you know. That spell becomes your favorite spell. It is always prepared, and does not count against your prepared total. When you cast this spell for the first time each day, you may choose to apply one of the following Metamagic Options from the sorcerer class list: Distant Spell, Heightened Spell, or Subtle Spell.
Class | Archetype | Description |
---|---|---|
Artificer | Tactician | A warmage that uses battle tactics to plan ahead in combat. |
Barbarian | Path of the Bouncer | A more reactive path of primal rage, focused even harder on resilience and brawling. |
Bard | College of Idols | A superstar fighter that turns every event into a performance. |
Bard | College of Fortune | A shuffling diviner that uses a set of cards to turn the tides. |
Cleric | Domain of Technology | An embracer of progress and evolution, drawing from the past and the future. |
Fighter | Gladiator | A performer that uses a wide array of their favorite weapon types. |
Fighter | Holy Sentinel | A holy knight that preaches to their allies about the good word. |
Monk | Way of the Bulwark | A monk that trades mobility for defense, wielding shields and standing strong. |
Monk | Way of the Grifter | A legendary hero, a storied guide, and a perfect reader of minds... in name only. |
Paladin | Oath of the Hammer | A paragon of worker's rights, standing for those who cannot themselves. |
Ranger | Dark Knight | A true master of shadow, the deepest depths of forbidden magicks. |
Rogue | Plague Doctor | A practitioner of homebrew medicines and surgical precision. |
Rogue | Vagrant | A dashing and daring fencer that prefers to be the center of attention. |
Sorcerer | Streamblooded | A creature of farspace has infested your aether, using noneuclidean effects to your advantage. |
Sorcerer | Mystic Knight | More of a fighter than a sorcerer, channeling their own magic into their flourishes. |
Warlock | Noble Elite | A patron of the secret forces that control the sway of your world. |
Warlock | Grand Automaton | A patron of the god of progress and technology, a martial expert warlock. |
Wizard | School of Magitech | A wizard that fights using makeshift arcane weaponry. |
Wizard | School of Summoning | A familiar that turns into a raging elemental, able to fight alongside you. |
Subclasses
In addition to the four classes introduced in Prime, there are also 18 subclasses and archetypes that are presented to the vanilla classes available in standard fifth edition. Each of these archetypes are designed for use in a Prime campaign, but not all are universal. Your DM is the ultimate arbiter of which of these archetypes are allowed.
Artificer: Tactician
A Tactician is one who has studied battle, not only mastering weapons, spells, and maneuvers, but grander strategies as well. A tactician uses their cunning intellect to lead the charge and exceed in grand battles where a quick change of formation is the deciding factor of life or death. Tacticians make use of their magic in surprising ways, influencing their allies to make powerful and disruptive maneuvers to consistently keep the upper hand. War generals, scholars, and team leaders make the best Tacticians.
Tactics
At 3rd level, you gain the ability to use tactics, an art of battle magic. Select two tactics from the list at the end of this subclass description. You can use these tactics a number of times equal to your proficiency modifier, regaining these uses each time you take a long rest. At 9th level, you may select two more tactics, and two more again at 15th level.
Advanced preparation
At 5th level, your extensive knowledge of strategy has allowed you to plan for any possible contingency. Whenever you prepare new spells from finishing a long rest, select one spell of first level you have prepared. You may cast that spell at the spell's base level without expending a spell slot. You may use this feature once, regaining its use on a long rest. When you reach 11th level, you may select a second level spell, or two first level spells. When you reach 17th level, you may select a third level spell, a second level spell and a first level spell, or three first level spells.
Quick Thinking
At 9th level, you develop your tactics on the fly, and can draw energy from your reserves to further fuel your battle magic. You may add your intelligence modifier to initiative rolls. Additionally, As an action, you may expend an artificer spell slot to gain a number of uses of tactics equal to the slot's level.
Grand Stratagem
At 15th level, your ability to strategize is so well honed, your tactics have an influence greater than anyone can imagine. You gain the following benefits:
- Any friendly creature within 10 feet of you rolls a critical hit on a 19 or a 20.
- When using the Fast Feet, Defensive Positioning, Deployment, Steel Mind, or Unexpected Strike tactics, you may expend one additional use of tactics to target up to two additional creatures.
Tactics List
Advantageous Position
You may expend a use of tactics to use the help action as a bonus action.
Fast Feet
You may expend a use of tactics to grant a party member a 10 foot bonus to their speed until the end of your next turn, as a free action.
Bolstered Elements
When you cast a spell of first level or higher that deals fire, cold, or lightning damage, you may expend a use of tactics to roll 1d8 , and add to the result the spell's level. The target of your spell takes an additional amount of damage of one of the spell's damage types equal to the result of that roll.
Bolstered Healing
When you cast a spell of first level or higher that recovers hit points, you may expend a use of tactics to roll 1d8, and add to the result the spell's level. The target of your spell gains a number of temporary hit points equal to the result of that roll. These hit points last for 1 hour.
Defensive Positioning
As a reaction, you may expend a use of tactics to grant any friendly creature you can see within 30 feet of you advantage on Strength, Dexterity, and Constitution saving throws until the end of your next turn.
Deployment
As a bonus action, you may expend two uses of tactics to direct a friendly creature within 30 feet of you. That creature may move up to half their movement speed without provoking attacks of opportunity.
Displacement
As a reaction to you or an ally within 15 feet of you being the single target of a weapon attack, you may expend two uses of tactics to immediately switch places with the target. The creature standing in the space of the original target becomes the new target. You may use this ability after the attack roll, but before damage is rolled.
Emergency Medic
As a reaction to a creature being reduced to 0 hit points, you may expend two uses of tactics to immediately have that creature instead be reduced to 1 hit point.
Full Throttle
As a bonus action, you may expend a use of tactics to make an additional attack if you take the attack action. This stacks with features such as extra attack. Damage rolls deal an extra amount of damage of the weapon’s type equal to your proficiency modifier until the end of your turn. You can instead target another creature if you use two uses of tactics.
Steel Mind
As a reaction, you may expend a use of tactics to grant any creature within 30 feet of you advantage on Intelligence, Wisdom and Charisma saving throws until the end of your next turn.
Unexpected Strike
As a bonus action, you may expend two uses of tactics to bolster a friendly creature's reflexes. The target may immediately use their reaction to make a single melee weapon attack.
Barbarian: Bouncer
Barbarians who take the path of the Bouncer are typically those who use their rage for more practical, urban reasons. Bodyguards, mercenaries, and, well, bouncers occupy this role. As a bouncer, your rage is a more stoic, patient fury. Used for self defense, and the defense of others.
Scrappy
At 3rd level, you've mastered the brutal art of crushing skulls with whatever you please. You are proficient with improvised weapons and treat one handed improvised weapons as if they had the Thrown property (Range 20/60). Additionally, while raging, your unarmed strikes and improvised weapons deal additional damage, which improves as you gain levels in this class.
Barbarian Level | Damage |
---|---|
3rd | 1d6 |
5th | 1d8 |
11th | 1d10 |
17th | 1d12 |
Power Moves
Also at 3rd level, you gain a deep sense of others and how they confront you, allowing you to deal with opponents as they come. You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain four superiority dice, which are d6s. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Your superiority dice become d8s at 9th level.
Wrestle
At 7th level, you learn how to effectively wrangle and pin creatures. You can grapple creatures up to two size categories larger than you, instead of one, and you have advantage on rolls to grapple creatures. Additionally, when attacking a creature you have grappled, your rage damage bonus is doubled for damage rolls. Finally, your shove action can push creatures up to 15 feet, rather than the usual 5.
Dodge Roll
At 10th level, you learn to reposition yourself when things get tough. You may use your reaction when making a Dexterity Saving throw to move up to half your speed in a straight line. If this movement were to put you outside of the effected area, you still need to make the saving throw, but you take no damage on a successful saving throw, and half damage on a failed one.
Strong Charge
At 14th level, you are nearly unstoppable. When you take the dash action, you can move through the space of large or smaller creatures. Each creature that you move through must Succeed on a Strength saving throw (DC equals your Power Moves DC) or take 1d6 bludgeoning damage and be knocked prone.
Bard: College of Idols
Mysterious masked figures, double-life leading pop stars of Prime, the College of Idols consists of bards who are entirely dedicated to their performance, through and through. To them, everything they do is a creation that must be seen by thousands, if not millions of people. When allied with a party, an Idol Bard can be the face and the star of a party, though as bards typically are, they're nothing without their friends and audience.
Expanded Spell List
The College of Idols lets you choose from an expanded list of spells when you learn a bard spell. The following spells are added to the bard spell list for you.
Spell Level | Spell |
---|---|
1 | Compelled Duel, Guiding Bolt |
2 | Branding Smite, Levitate |
3 | Beacon of Hope, Counterspell |
4 | Bigby's Hand, Death Ward |
5 | Control Winds, Far Step |
Center of Attention
At 3rd level, you have tapped into the art of dance in combat, and can extend such a platitude to your allies. As a reaction to a party member making an attack roll, acrobatics skill check, or dexterity saving throw, you can expend a use of your bardic inspiration to make a Charisma(Performance) check. Your target uses the total of your roll instead of their own roll. You can choose to activate this ability after the roll, but before the DM declares this roll as a success or failure.
Backup Support
At 6th level, you can divvy your inspiration to your allies in a more efficient way. When using your Bardic Inspiration feature, you can instead choose to target a number of creatures equal to your proficiency bonus. Instead of your regular inspiration, they gain a d4 to use, but your inspiration functions the same in any other case.
At 10th level, this feature's die increases to a d6, and to a d8 at 18th level.
Starstruck
At 14th level, you know how to brilliantly end any performance that has enraptured your faithful audience. Whenever you deal damage to a creature charmed or frightened by you with a weapon attack or spell, you can choose to end that condition. If you do, the target takes an additional 6d8 radiant damage.
Bard: College of Fortune
Bards of the fortune college gather knowledge of others, and their relation to the cosmic tempo of the universe. Graspers of fate, these bards prefer to gather in wandering caravans, delivering good fate to travellers, telling fortunes and tales of great legends, and spinning the fabric of the future in their favor with their attunement to the cosmos.
Heart of the Cards
Also beginning at 3rd level, you gain the ability to summon a set of 30 cards known as Star Cards. As an action, you may summon your cards, and you can dismiss them from existence as a free action. These cards are magical, and indestructible. They can appear as playing cards, tarot cards, or even stranger examples like business cards or trading cards.
Your Star Cards count as a weapon you are proficient with. They have the light, finesse, and thrown properties, with a normal range of 30 feet, and a long range of 60 feet. Your Star Cards deal slashing damage equal to your Bardic Inspiration die. Additionally, your star cards can also be used as your spellcasting focus.
Draw
Also at 3rd level, your inspiration contains fragments of aether that further bolster your allies. Whenever you use your Bardic Inspiration ability, you may also draw one of your star cards, infusing it with power. Roll a d6, then consult the table below. The target of your inspiration gains an additional effect depending on the result of the d6. You may choose the target of your inspiration before or after you roll on the draw table. If the result calls for a roll, you roll that die.
D6 | Card | Effect |
---|---|---|
1 | Sol | The target gains a number of temporary hit points equal to a roll of your bardic inspiration die, plus your Charisma modifier. These temporary hitpoints last for 1 hour. |
2 | Luna | On the targets next turn, they gain a bonus to damage rolls equal to a roll of your bardic inspiration die. |
3 | Terra | The target gains a bonus to Armor Class equal to the result of half of a roll of your bardic inspiration die, rounded down, until the end of your next turn. |
4 | Aurum | The target may attack an additional time when they take the attack action until the end of their next turn. |
5 | Argenti | The target gains a first or second level spell slot, if able. |
6 | Caeli | Until your next turn, attacks against the target have disadvantage. |
Shuffle
At 6th level, when you roll a d6 as part of the Draw action, you may reroll the die. You must use the new roll. Additionally, your star cards are considered magic weapons.
Stack the Deck
At 14th level, you've become a master of the cards, able to weave fate in your own image. After you complete a long rest, you may choose one result from the draw table, and store it for later use.
Any time you use your Bardic Inspiration ability, you can forgo rolling a d6 and instead use your stored result. Once you use it, you cannot use this ability again until you store a new card during a long rest.
Cleric: Domain of Technology
Clerics of the newly established Technology domain typically worship gods or avatars associated with the progression of society. This domain is a fringe belief that is interested in progress at all costs, whether that be for the betterment of society or the rule of others. As a Technology cleric, your wisdom is just as important as the intelligence of those who build such wonderous technological creations.
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Spell Level | Spell |
---|---|
1st | Entangle, Identify |
3rd | Knock, Find Steed |
5th | Haste, Major Image |
7th | Freedom of Movement, Summon Construct |
9th | Scrying, Wall of Stone |
Bonus Proficiencies
Starting at 1st level, you gain proficiency with Land Vehicles and Firearms.
City Synchronicity
Also at 1st level, your knowledge of the way societies work, as well as the people inside them, grants you insight into your exploits. While within a city, you can cast the locate object spell without using a spell slot or components. You can only locate magitech with this ability, and once you use this ability, you must finish a long rest before you can use it again.
Channel Divinity: Hack the Mainframe
At 2nd level, you can use your channel divinity to tap into the functions of technology. As an action, you present your holy symbol to disrupt a construct you can see within 30 feet of you. That construct makes a Charisma saving throw. It has disadvantage on this roll if it is not a golem or other similar being of pure magic. On a failure, you can command the construct to use its reaction to immediately move up to its movement speed and make a single melee attack, if able. Once you use this feature on a construct, that construct is immune to this effect for 24 hours.
Minor Magitech
At 6th level, you learn to infuse your holy energy into a few extra tools. You learn two Artificer Infusions from the Artificer class. If that infusion has a prerequisite, you cannot take that infusion.
Potent Spellcasting
At 8th level, you may add your Wisdom modifier to your Cleric cantrips.
Perfect Transit
At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city or another city you have been to at least once, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.
Fighter: Gladiator
Gladiators turn fighting into a spectacle. They train with an assortment of weapons to find their own flair, style, and panache to create a wonderous show. Some are in it for the fame, others for the thrill of a kill.
Favored Weapon
At 3rd level, you've learned to fight well with whatever selection of weapons available to you, so long as they match a few basic properties. You can spend one hour training and practicing with any weapon. This weapon becomes your favorite weapon. While wielding your favorite weapon, you can choose to deal bludgeoning, piercing, or slashing damage instead of the weapons normal damage each time you hit.
Additionally, when you gain this feature, choose one of the following properties: Finesse, Light, Reach, or Thrown. Your favored weapon has that property. If you chose the Thrown property, the weapon has a short range of 20 and a long range of 60. Whenever you gain a level in this class, you may choose a different property to replace your current selection.
Backup Tactics
At 6th level, you know how to control the battlefield, backing up your allies and coaxing them into advantageous positions from any style of approach. You have advantage on attack rolls as long as an ally is within 5 feet of the target of your attack.
Strike with Confidence
At 10th level, you've learned how to fight so well that you know how to exploit any weakness you can see. You add a bonus to your attack rolls equal to half of your proficiency bonus, rounded down.
Extreme Versatility
At 15th level, you can adapt to any weapon quite easily. Changing your favorite weapon can be done with a bonus action, and you may apply your fighting style to any weapon, regardless of its type. For example, if you chose archery as your fighting style, you have a +2 bonus to attack rolls with every weapon.
Play to the Crowd
At 18th level, your willpower can be drawn from the energy of battle, causing you to shirk off almost anything. You gain a bonus to saving throws equal to the number of conscious, friendly creatures within 120 feet that can see you, to a maximum of +5. For the purposes of your bonuses, an amicable audience counts as friendly creatures.
Fighter: Holy Sentinel
The Holy Sentinels are a group of holy fighters that accept a duty. Much like a cleric or a paladin, a Holy Sentinel may take upon the mantle of a god, though not all have to. Holy sentinels use divination magic to guide their path, always making sure that what they are doing is the right thing.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See the player's guide for general rules on spellcasting.
Cantrips.
You learn three cantrips: Guidance, and two of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level.
Spell Slots.
The Holy Sentinel Spellcasting table shows how many spell slots you have to cast your Cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Sanctuary and have a 1st-level and a 2nd-level spell slot available, you can cast Sanctuary using either slot.
Spells Known of 1st-Level and Higher.
You know three 1st-level Cleric spells of your choice, two of which you must choose from the Divination and Evocation spells on the Cleric spell list.
The Spells Known column of the Holy Sentinel Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a Divination or Evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a Divination or Evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability.
Wisdom is your spellcasting ability for your Cleric spells, since you learn your spells through prayer and meditation. 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 Cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Guide to the Light
Also at 3rd level, your Guidance cantrip is improved via the light of Holy Sentinels long passed. Your cantrip is improved in the following ways:
- The cantrip has a range of 60 feet for you.
- The cantrip's duration is increased to 1 hour.
- Your target can use the cantrip's effect on a weapon attack or cantrip they cast.
Quick Support
At 7th level, your guiding light is much stronger, and the Holy Sentinels that provide support are much faster. You can cast your guidance cantrip by forgoing a single attack when you take the attack action.
Channel Divinity
At 10th level, you gain the Channel Divinity feature from the Cleric Class. Additionally, you gain one domain specific channel divinity from any Cleric domain. You can use these abilities twice before you must complete a long rest.
Holy Sentinel
Level | Crantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | ─ | ─ | — |
4th | 2 | 4 | 3 | ─ | ─ | — |
5th | 2 | 4 | 3 | ─ | ─ | — |
6th | 2 | 4 | 3 | ─ | ─ | — |
7th | 2 | 5 | 4 | 2 | ─ | — |
8th | 2 | 6 | 4 | 2 | ─ | — |
9th | 2 | 6 | 4 | 2 | ─ | — |
10th | 3 | 7 | 4 | 3 | ─ | — |
11th | 3 | 8 | 4 | 3 | ─ | — |
12th | 3 | 8 | 4 | 3 | ─ | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 12 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Holy Ward
At 15th level, you have a shield placed upon you that prevents devastating blows. Whenever you would take damage in excess of 40 hit points, but are not killed outright, you can instead reduce the damage taken to 40.
Divine Retribution
At 18th level, you can lay waste to all that oppose you, by turning your pain into willpower. Whenever you take damage in excess of your current character level, you gain a 1st or 2nd level spell slot.
Monk: Way of the Bulwark
The Way of the Bulwark lives by the philosophy of defense and protection. A bulwark monk uses shields to deflect, and then strikes with deadly precision when the opportunity arises. Out of combat, they enjoy leading the charge and supporting those who need it. A master of parries, retreats, and advances, the Way of the Bulwark presents a formidable foe.
Bulwark
Starting at 3rd level, you gain proficiency with shields, if you do not have it already. Additionally, you may still gain the benefits of unarmored defense while wielding shields.
Shield Bash
Also at 3rd level, you may use your shield to attack. Your shield deals bludgeoning damage equal to your martial arts die, and count as a monk weapon for you. Whenever you use Flurry of Blows, you may choose to attack with your shield instead of your unarmed strikes.
While wielding a shield that grants a +1 bonus to your Armor Class, you will also gain a +1 bonus to your attack and damage rolls. This applies with any other bonus.
Shield throw
Starting at 6th level, you have mastered the aerodynamics of your shield, and can use it for ranged attacks. As an action, you may spend 1 ki point to throw your shield. Make a ranged attack roll against any creature you can see within 30 feet that isnt behind any cover. If the attack misses, it returns to your hand. If it hits, it can bounce off the target, allowing you to make another attack roll against a different creature within 30 feet. After the second attack, regardless if the attack hits or not, the shield comes back to you, and you automatically catch and equip the shield.
Phalanx
At 11th level, you've tuned into the strategems of battle, and can better protect your allies. When an ally and another creature's line of sight are interrupted by you, the ally has half cover against that creature. You choose whether the creature gains cover or not. Additionally, Enemies with the Pack Tactics feature cannot gain advantage on attacks that target only you from being within 5 feet of each other. Enemies also cannot gain advantage by flanking you, provided your DM uses this variant rule.
Master of Bulwarks
At 17th level, you are practically a living wall. You can wield two shields, one in each hand, gaining the ability to attack with and the benefits of both.
Monk: Way of the Grifter
As a monk, you are a complete expert in almost everything. You're a teacher, a guide, an adventurer, a doctor, a leader, a forager, an artist, and the best damned salesman you will ever meet... It would be great if all that were true.
Way of the Grifter monks turn their backs on their craft, only having the smallest amount of knowledge and training, while manipulating those around them who don't know any better.
Legendary Guru
At 3rd level, you may add your wisdom modifier in addition to your Charisma modifier to any Deception, Intimidation, or Persuasion checks you make.
Money Talks
Also at 3rd level, coins count as monk weapons for you. You can throw as a weapon attack with a range of 40/120 feet. You can pick up your coins after you use them.
Get Outta Dodge
At 6th level, you can ditch your allies when things start to go south. When you use your Step of the Wind feature, you can also hide as part of the bonus action you take. Additionally, your movement speed increases by 10 feet if you are below half of your maximum hit points.
Grifter's Craft
At 11th level, you've learned how to peddle wares so well that you learn to replicate the effects of magical items... sort of. As an action, you can expend 2 ki points to turn an item into a Grifter's Craft item, as seen in the table below. You can only have up to three Grifter's Craft items active at a time. When you try to create a fourth, the first crafted item loses its potency.
Craft Name | Item Needed | Effect |
---|---|---|
Potion of Immense Healing | A vial of dyed water | As an action, a creature can quaff this "potion" to gain 1d4 hit points. |
Sword of Legendary Sharpness | Any melee weapon | The next attack made with this weapon has a +3 bonus to attack and damage rolls. It becomes inert after that attack. |
Band of Perfect Balance | A bracelet | The wearer has a +1 bonus to Dexterity(Acrobatics) checks. |
Mind Protector | A hat | The first time the wearer takes psychic damage, negate 3 of that damage. This item becomes inert afterward. |
Boots of Elvenishkind | A pair of shoes | The first time the wearer takes the Dash action, they move three times their movement speed. This item becomes inert afterward. |
Scroll of Wish | A piece of paper | As an action, a creature can read the "sacred texts" of this scroll to cast a spell they know as if it were one spell level higher than its base level, only expending a spell slot of the spell's base level. This item becomes inert afterward. |
Potion of Pure Magic | A vial of dyed soda or ale | This item does nothing. It does, however, radiate a strong magical aura of a type of magic of your choice. |
Godly Essence
At 17th level, you are an immaculate figure that knows all. You are considered to have the effects of the glibness spell upon you at all times.
Paladin: Oath of the Hammer
The Oath of the Hammer is one born of togetherness and mutual aid. When a ravenous dragon scorches the farmland to build his own personal hoard, when a greedy baron introduces taxes that cut the blacksmiths to the bone, or when a tyrant rises and forces the innocent townspeople into conscripted service, you can count on the hammer of this paladin to strike true.
Channel Divinity
When you reach 3rd level, you gain the following options for your Channel Divinity feature.
Worker's Harmony. As an action, you unleash a message of unity in a loud, booming voice, calling upon the spirits of laborers. For 1 minute, you and any ally within 10 feet of you that makes an ability check are considered to be aided by the Help Action from everyone working together.
Turn the Bourgeois. As an action, you utter an indictment against all who would trample the rights of your fellow workers, inspiring the same terror they inflict to those they believe are beneath them. The creature within 60 feet of you with the highest maximum hit point total that can see and hear you must make a Wisdom Saving Throw. On a failure, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Solidarity
Beginning at 7th level, you gain the ability to protect your comrades even where you normally wouldn't be able to. Whenever a creature within 10 feet of you takes damage from a weapon or spell attack, you may use your reaction to intercept the attack, dividing the damage evenly between you and your ally. If halving the damage causes an uneven division, the ally takes the higher amount of damage. The ally also must make any saving throw or suffer any additional effect as a result of the damage.
At 18th level, the range of this ability increases to 30 feet.
Mutual Aid
At 14th level, your presence among the commonfolk is grand and noticeable. You have advantage on any Charisma ability checks made when you are standing in or in front of a crowd. Additionally, whenever you take the Help Action, your target may add your proficiency bonus in the d20 roll.
Strength of the People
At 20th level, you can transform into a larger-than-life icon of the working class and their struggle. As an action, you can gain the following benefits, as long as at least one conscious, friendly creature can see you.
- You shed bright light in a 30 foot radius, and dim light for another 30 feet.
- You add a bonus to your attack and damage rolls equal to the number of conscious, friendly creatures that can see you, to a maximum of +5.
- Each creature within 30 feet of you has advantage on all saving throws.
This form lasts for 10 minutes, and you can use this feature once, regaining its use after a short or long rest.
Ranger: Dark Knight
A dark knight ranger is one who walks a forbidden path. Learning secrets from the deepest fringes of societies, and enhancing their powers with dark entities that give no mercy. A dark knight walks the path of demons, either for their own selfish reasons, or as a curse for them and them alone to bear.
Demon's Gem
At 3rd level, you learn to conduct the Dark Rite, an ancient technique used by the earliest demons of prime. This ritual takes 1 hour, and expends 10gp worth of silver dust, sulfur, and various treated salts. By performing this ritual, you unlock abilities beyond what the mortal form can handle in the form of a Demon's Gem. This gem counts as a spell focus for your Ranger spells, and must be attached to a weapon you control. You can create another Demon's Gem by conducting a new ritual. Your Demon's gem allows you to draw upon your life force to use various "Dark Words", detailed below. You learn three Dark Words of your choice. Each time you gain a level in this class, you can replace a Dark Word you know with a different one.
Life Links
Also at 3rd level, you have three Life Links in your Life Link Pool, which represent your etherial bond to your Demon's Gem. You regain all of your expended Life Links when you finish a short or long rest, however, you can also use Life Links when you have zero or less. Doing so usually leaves you with an adverse effect, as you're feeding your own life force into your Demon's Gem. You gain a fourth Life Link at 7th level, and a fifth at 15th level. You cannot use any of your Dark Words if you have -5 Life Links.
Stinging Winds
At 7th level, you can spread damage to other targets using a demonic wind. Once per turn, when you hit a creature that is within 5 feet of another creature, you can choose to force the second creature to make a Constitution Saving throw. On a failure, the second creature takes necrotic damage equal to half the damage you dealt to the first.
Absorb Corpse
At 11th level, you grow a strong urge to absorb the aether of those you slay. When within 5 feet of a corpse that you have slain, you can use an action to absorb the corpse's remaining energy. The corpse grows emaciated, and advances in decay by 1d12 days. You then gain a life link.
Demon Blood
At 15th level, your willpower to keep fighting transfers directly to your willpower to keep living. The first time you deal damage with a weapon attack on your turn, you may gain temporary hit points equal to half of the damage dealt. If you choose to use this ability, you cannot use your stinging winds ability this turn.
Dark Words
Useless
By spending two life links, you can use your reaction to absorb all incoming magical damage into your Demon's Gem. If you use this word while you have 0 or less Life Links, your speed is halved until you have at least 0 Life Links.
Hate
Once per turn, when you hit a creature with a melee weapon attack, you can spend 1 or more life link to deal Necrotic damage in addition to the weapon damage. The extra damage is 1d8 per point spent, to a maximum of 3d8. If you use this word while you have 0 or less Life Links, you cannot recover hit points until you have at least 0 Life Links. You can still gain temporary hit points.
Abuse
As an action, you can spend 2 Life Links and unleash demonic energy. Creatures of your choice within 15 feet of you take 1d8 necrotic damage. This damage increases to 2d8 at 10th level, and 3d8 at 18th level. If you use this word wile you have 0 or less Life Links, you also take the damage, plus an additional 1d8 damage. This damage ignores resistance or immunity to necrotic damage to both you and your targets.
Deny
When you make an opportunity attack, you can choose to spend any number of Life Links, to a maximum of 5. On a successful hit, reduce the target's speed by 10 feet per life point, to a minimum of 0.
Torment
When you hit with a weapon attack, you can expend 1 life link and roll a d6. The target's AC is reduced by the result until the end off your next turn. If you use this word while you have 0 or less Life Links, your AC is reduced by the amount rolled as well until you have at least 0 Life Points.
Malice
As an action, you can spend 2 Life Links to make a weapon attack with advantage against a creature in range. A creature hit with this attack has disadvantage on attack rolls and saving throws during its next turn.
Ego
When you are subject to an effect that forces you to make a saving throw, you can use your reaction and spend 1 Life Link to gain advantage on that saving throw. If the saving throw causes damage, and you succeed, you quarter the damage, instead of halving it if applicable. If you fail, you only take half damage instead of the full damage, if applicable. If you use this word while you have 0 or less Life Links, you do not add your proficiency bonus to saving throws until you have at least 0 Life Links.
Rogue: Plague Doctor
Plague Doctor rogues combine masterful knowledge of their opponent's bodies with the surgical precision of a rogue's dirty tactics. Plague Doctor Rogues may or may not include actual doctors, but there are plenty of organ harvesters, alchemists, and other shadier professions in their midst.
Medical Professionalism
Starting at 3rd level, you gain proficiency in the Medicine skill, if you didn't have it already. Additionally, you may use your Intelligence modifier instead of your Wisdom any time you perform a medicine check.
Surgical Attacks
Also starting at 3rd level, whenever you attack and meet the requirements for sneak attack, you may choose to forego the sneak attack damage to instead perform a Surgical Attack. If the Surgical Attack calls for a Saving Throw, you use your Plague Doctor DC. A creature cannot have multiple instances of the same surgical attack effect on them, though they can have multiple different instances. You learn 2 Surgical Attacks from the list below. You may choose another surgical attack at 7th, 11th, and 15th level.
Plague Doctor DC = 8 + Your Proficiency Bonus + Your Intelligence Modifier.
Surgical Precision
Starting at 9th level, when you perform a Surgical Attack, you may roll an additional 2d6 damage of the weapon's type. This damage bonus increases to 4d6 at level 17.
Four Humors
At 13th level, you are able to perform a tricky medical procedure to remove almost anything that ails another. You can cast greater restoration, without requiring material components. You may do this once, regaining its use when you complete a long rest.
Complex Procedures
At 17th level, your hand is swift and accurate. When you perform a Surgical Attack, you may choose two effects to trigger off of one attack.
Surgical Attacks
Pinch the Nerve.
(7th Level Required) The target must succeed on a Constitution Saving Throw or be stunned until the end of its next turn. Creatures without muscle are immune to this ability.
Cut the Heel.
The target's speed is reduced by 10 feet for 1 minute, or until it recovers hit points. Creatures that don't have to physically locomote are immune to this ability.
Bleed Out.
The target must succeed on a Constitution Saving Throw or start bleeding for 1 minute. A bleeding creature takes 1d6 necrotic damage each time they take an action. Creatures without blood are immune to this ability.
Concussion.
(7th level required) The target must succeed on a Constitution Saving Throw or have disadvantage on the next Intelligence, Wisdom, or Charisma save it makes within 1 minute. Creatures without a head or brain are immune to this ability.
Soften Up.
(7th level required) The target must succeed on a Constitution Saving Throw or have disadvantage on the next Strength or Dexterity Saving Throw it makes within 1 minute.
Fracture.
If the target has Multiattack or the Extra Attack feature, it loses one of those attacks during its next turn. Creatures without bones are immune to this ability.
Knock the Wind Out.
The target must succeed on a Constitution Saving Throw or be unable to speak until the end of its next turn. If the target is concentrating on spell, the Constitution Saving Throw it makes as a result of the incoming damage is made at disadvantage. Creatures that don't need to breathe are immune to this ability.
Weakened Body.
The target's AC decreases by 1 until the end of your next turn. Creatures without a solid body are immune to this ability.
Strike the Vitals.
The target's maximum hit point total reduces by the damage dealt with this attack. If the target has the regeneration feature, it also does not regain any hit points its next turn. Creatures without a heart are immune to this ability
Dead Legs.
The target must succeed on a Strength Saving throw or be knocked prone. Creatures huge and larger are immune to this effect.
Rogue: Vagrant
Stalking in the shadows, brooding in a corner, and stealing from the party sounds like nonsense to these rogues. Vagrants are the antithesis to the typical rogue. In fact, they make their exploits as flashy as possible. With a dozen different moves in their repertoire, vagrants make themselves known in the world, by stealing from the powerful (or at the very least, more powerful than they) and using it to gain notoriety and help the destitute.
Panache
Starting at 3rd level, you gain a number of Panache dice, which are d8s, equal to your proficiency bonus. These dice can be expended to do different moves called Flourishes, which are detailed further in this archetype description. When you make a melee weapon attack with a finesse weapon wielded in one hand, and have nothing in your off-hand, you can spend a penache die and add it to your attack roll. You may also perform a flourish. You gain all expended Penache dice when you complete a short or long rest. If you expend a Penache die while attacking, and you do not meet the requirements of sneak attack, you still gain the sneak attack bonus.
If a flourish requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier. On a successful save, the target becomes immune to your flourishes for 24 hours. You may choose any of these flourishes.
Blade Blockade. If the attack hits, you add the result of your Penache Die to your Armor Class until the end of your next turn.
Dizzying Duel. You flash your blade and swing it in a series of twisting, mystifying flourishes. The target of your attack must make an intelligence saving throw. On a failure, its speed is reduced to 0 until the end of your next turn.
Sardonic Slash. You hurl insults and quips as you perform a precise strike to demoralize the foe. The next time the target makes an attack roll, ability check, or saving throw before the start of your next turn, it must roll 1d4 and subtract it from the roll.
Slippery Swing. You target your foe's weapon and strike true. The target of your attack must succeed on a Dexterity saving throw or drop one item of your choice that it's holding. As a reaction, you may choose to either catch the dropped item in your off hand, or fling the item up to 30 feet away.
Pushing Penache. You press the advantage, advancing into your foe's comfort zone. On a hit, the target of your attack is pushed 5 feet away, plus a number of feet equal to the result of your Penache die. If you rolled the maximum result on your penache die, you can also knock the creature prone.
Audacity
At 7th level, your quick wits and silver tongue allow you to stand even against the most terrifying of foes. You have advantage on saving throws against being charmed or frightened. Additionally, if you are charmed or frightened, you can expend a Penache Die to immediately end the effect.
Calling Card
At 13th level, you have an iconic calling card: A catch phrase, an item, a message, or whatever unique idea you come up with. As a bonus action, you can send out your calling card, targeting one creature you can see within 60 feet of you.
The calling card is a subtle clue that is difficult to detect. A creature can spot the card with a Wisdom(perception) check against your Penache DC. While a creature has a calling card upon them, you know their location as long as they are within 10 miles. Additionally, you score a critical hit on a 19 or 20 on attack rolls against this creature. Once you use this feature, you cannot use it again until either you complete a long rest, or you reduce your target to 0 hit points, whichever is shorter.
Enduring Penache
At 17th level, when you roll initiative and have no remaining Penache dice, you regain 2 Penache Dice.
Socerer: Streamblooded
Those very few who have found themselves touched by the wild energies of the space between space become streamblooded sorcerers. Less of an outsider influence, and more of an infestation of a magical material that is not quite aether, streamblooded sorcerers alter the base essences of reality.
Euclidean Leyline
At 1st level, you learn to tap into the zone between the endless shifting realities to draw your magic. As an action, you can expend a spell slot to create a zone called a Euclidean Leyline. This area is a 10 foot sphere that can exist at any point within 60 feet of you. These Euclidean Leylines last for 1 minute. Your laylines are magical, and thus are effected by spells such as dispel magic or anitmagic field, You choose whether you are immune to an effect caused by your Euclidean Leyline. When you create the Leyline, choose one of the following effects:
Compressed Geometry. The ground inside of your leyline folds in on itself. For every movement a creature moves inside this leyline, they must expend 3 feet of movement.
Shredding Essence. When a creature moves into your leyline for the first time on their turn, or when they begin their turn on your leyline, it takes 1d6 slashing damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Darkest Dark. A swirling shadow matter appears inside of your leyline, lightly obscuring the area. You can use your reaction to force any creature you can see inside of your leyline to make a Constitution saving throw. On a failure, that creature is blinded until the end of its next turn.
Caught in the Corners
At 6th level, your leylines become an extension of yourself. When you cast a spell, you may expend one Sorcery Point to cast that spell as if it were from any point inside your leylines. Additionally, you can choose to dispel your leyline early to gain 1 sorcery point.
Unfathomable
At 14th level, your ways and motives are hard to comprehend. You have immunity to psychic damage, and you gain a new metamagic option. This does not count toward your total Metamagic options known:
Seeing Spell
You can target creatures you cannot see if your spell requires sight. This includes creatures behind corners, hidden from you, and invisible creatures. You still cannot target creatures in the Etherial Plane.
Tendrils of Beyond
At 18th level, your leylines don't even follow your own boundaries. As a free action at any time on your turn, you can move your leyline up to 60 feet.
Sorcerer: Mystic Knight
Mystic Knights use their sorcerous bloodline as a form of training, rather than a source of power. The mystic knight order is much more of a "class" than a sorcerous origin, because anyone with innate magic can become a mystic knight. This breed of sorcerers fight with weapons and magic alike.
Bonus Proficiencies
Starting at 1st level, you gain proficiency with light armor, and one melee weapon of your choice.
Origin Style
Also at 1st level, you choose a sorcerous origin. This origin grants you a new suite of abilities to use alongside your Mystic Knight abilities. Choose from the following options:
Aberrant Mind. Any time you attack with a melee weapon on your turn, you can choose to replace your weapon damage with psychic damage. You do not get the bonus damage from your Ability Score Modifier if you do so.
Clockwork Soul. Any time you attack with a melee weapon on your turn, you can use your reaction to change your d20 roll to a result of 10. You still add your bonuses to this roll. You can choose to use this ability after you roll, but before the DM declares the move a hit or miss. You may do this a number of times equal to your proficiency bonus, regaining uses upon completing a long rest.
Divine Soul. Any time you attack with a melee weapon on your turn, you can put a "Minor Smite" into your attack. You may expend a spell slot to deal an additional 2d6 radiant damage when you roll damage. If your target is a fiend or undead, the extra damage becomes 3d6. This damage does not change if you use a higher-level spell slot, unlike a Paladin's Smite.
Draconic Bloodline. Any time you attack with a melee weapon on your turn, you can use your bonus action to attack with a draconic ferocity, using your scaley claws and improved strength. Make an unarmed strike. On a hit, your attack deals 1d6 Slashing damage, plus your Strength or Dexterity modifier.
Shadow. Any time you attack with a melee weapon on your turn, you can choose to replace your weapon damage with necrotic damage. If you do, you take 1d4 necrotic damage in return. This damage ignores resistances and immunities.
Storm. Any time you attack with a melee weapon on your turn, regardless if you hit or not, you can fly up to 10 feet in any direction. This movement does not provoke attacks of opportunity.
Wild. Any time you attack with a melee weapon on your turn, you can choose to gain advantage on the attack roll. At any time within the next minute, the DM can choose to give you disadvantage on any attack roll you make within the next minute. You may only use this feature once, regaining its use either when you complete a short or long rest, or the DM gives you disadvantage.
Spell Charge
Finally at 1st level, you can use your bonus action to start your Spell Charge, a rite used by the Mystic Knights to empower their combat. Your Spell charge lasts 10 minutes, or if you are incapacitated. While your Spell Charge is active, you gain the following abilities:
- You gain a number of temporary hit points equal to 5 times your sorcerer level. These temporary hit points disappear once your spell charge ends.
- Your movement speed increases by 10 feet.
Extra Attack
At 6th level, you can attack twice instead of once when you take the Attack action. Additionally, you can replace one of your attacks with a cantrip.
Absorb Energies
At 14th level, you've learned to protect yourself against strong attacks. As a reaction to making a saving throw, you can expend a spell slot to gain a bonus to that saving throw equal to twice the spell slot's level.
Flashing Cleave
At 18th level, Whenever you cast a spell, you can teleport up to 30 feet away and make a melee attack with advantage as a part of the action.
Warlock: Pact of the Grand Automaton
Your patron is the Grand Automaton, Mason Nailo, the most recently created Avatar of Estray. This being embodies protection, individuality, progress, and striking down those reckless with technology. If you are not playing an Estray campaign, this pact can be used for a wide variety of entities, such as a Docent from Eberron, an Inevitable from the plane of Mechanus, or even more enigmatic creatures like the Lady of Pain from the city of Sigil.
Expanded Spells
You learn the following spells from the list below, at the noted levels. These count as warlock spells for you, and do not count against your total warlock spells known.
Spell Level | Spells Learned |
---|---|
1 | Heroism, Divine Favor |
2 | Blur, Enlarge/Reduce |
3 | Glyph of Warding, Tiny Servant |
4 | Arcane Eye, Gravity Sinkhole |
5 | Circle of Power, Steel wind Strike |
Nightbreeze Technique
At 1st level, you gain proficiency in medium armor, as well as martial weapons and shields. When a creature makes a melee weapon attack against you and misses, you may use your reaction to summon a small force field, making all attacks against you have disadvantage until the end of your next turn. You can do this a number of times equal to your proficiency modifier, regaining uses after you complete a long rest.
Impact Drivers
At 6th level, you gain augments to your attacks to strike with more power. Whenever you make a weapon attack, you may choose one of the following strikes:
Forceful Strike
You may choose to add an additional damage dice on top of your normal damage. Additionally, you add your proficiency bonus to damage rolls. At 11th level, you may add 2 additional damage dice. At 17th level, you may add 3.
Precise Strike
You may choose to add twice your proficiency bonus to your attack roll, and attack twice. If you do, you do not add your Ability Score modifier to your damage rolls. At 17th level, you may attack three times.
Adaptive Armor
At 10th level, Your patron grants you a boon dedicated to your protection. After you complete a long rest, you may imbue a set of armor you are donning or already wearing to gain your choice of two of the following benefits:
- You can breathe underwater or in a vacuum, even while incapacitated.
- You gain resistance to fire damage.
- You gain resistance to cold damage.
- Your long and high jumping distance is tripled.
- You can telepathically speak to others within 120 feet of you.
- You have a +1 bonus to your Armor Class.
Each time you complete a long rest, you can choose up to two different effects.
Giant Buster Mode
At 15th level, you gain the power to bolster your size in order to face large foes. When you cast enlarge/reduce on yourself to increase your size, you can increase your size to Huge, instead of just by one category, for the spell's duration. This growth quadruples your size all dimensions, multiplying your weight by 64. If there isn't enough room for you to quadruple your size, you attain the maximum possible size in the space available. You gain all the effects of the enlarge option, and your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 2d8 extra damage (instead of the spell's 1d4 extra damage) and your reach with these weapons is doubled.
You can use this feature once without using a spell slot. Once you do, you must spend a pact magic spell slot to activate this feature, until you finish a long rest.
Warlock: Noble Elite
Prime is filled with sweeping global forces. Many times, these powerful elites hold grand magic, such as Prince Shieldsa of Bhedse, or Ulkarotzi, who leads Starholmst. Occasionally, these people may adopt scions, and grant them magical power through the gift of a contract.
Expanded Spell List
The Noble Elite lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1 | Identify, Unseen Servant |
2 | Arcane Lock, Locate Object |
3 | Glyph of Warding, Tongues |
4 | Fabricate, Leomund's Secret Chest |
5 | Creation, Geas |
Patron Currency
At 1st level, you gain a number of Currency Dice to draw your power from your patron. These dice are used to gain access to new abilities. The Patron Currency table shows how many dice you get. You have three types of Currency Dice: Copper Dice, which are d4s, Silver Dice, which are d8s, and Gold Dice, which are d12s. You regain all expended Currency Dice when you complete a long rest.
Currency Dice
Level | Copper Dice | Silver Dice | Gold Dice |
---|---|---|---|
1st | 2 | 1 | — |
2nd | 3 | 1 | — |
3rd | 3 | 2 | ─ |
4th | 4 | 2 | ─ |
5th | 4 | 3 | ─ |
6th | 4 | 3 | 1 |
7th | 4 | 3 | 1 |
8th | 4 | 4 | 1 |
9th | 4 | 4 | 1 |
10th | 4 | 4 | 2 |
11th | 4 | 4 | 2 |
12th | 5 | 4 | 2 |
13th | 5 | 4 | 2 |
14th | 5 | 5 | 2 |
15th | 5 | 5 | 2 |
16th | 5 | 5 | 3 |
17th | 5 | 5 | 3 |
18th | 5 | 5 | 4 |
19th | 5 | 5 | 4 |
20th | 5 | 5 | 5 |
Purchase Spells
Also at 1st level, you can exchange your Currency Dice to cast warlock spells you know without using your pact magic spell slots. The table below shows how much mystic currency you must spend to cast a spell. When you do so, roll currency dice, adding the totals together. You may continue to expend additional Currency Dice after your initial roll, further adding to the total until you have the desired result. When your total meets or exceeds the number needed to cast the spell, you do so at it's base level, rather than your Warlock Spell Slot level.
Spell Level | Currency Needed |
---|---|
1 | 5 |
2 | 9 |
3 | 13 |
4 | 17 |
5 | 21 |
Art of the Deal
At 6th level, you know how to cut corners whenever possible. When you cast a spell that requires material components with a specific cost, you require materials of only half of that value to cast the spell.
Bank of Spells
At 10th level, you gain secret access to the library of magic, presented by your patron. You may expend any three currency dice to cast any spell of 5th level or lower from the Warlock Spell List, regardless if you know the spell or not. These still use your pact magic spell slot, or you may instead use your Purchase Spells feature. You cannot roll your expended currency dice if you choose to do so.
Instant Transaction
At 14th level, you can immediately perform a perfect sale with anyone you like. You may expend a Gold Die to target a creature you can see within 30 feet. That creature must succeed on a Strength saving throw or one object it is holding that weighs less than 10 pounds is forcibly pulled towards you and comes to a rest in your empty hand (provided you are able to hold it) or at your feet. The coin you presented is magically teleported to the ground in the creature’s space. At the start of its next turn, the creature becomes aware of what has occurred and might take measures to retrieve the item. Once you have successfully used this on a creature, you cannot use this on that same creature again until you finish a long rest.
Wizard: School of Magitech
Unlike Artificer, who use magic to create their items and tools, the Wizards in the School of Magitech use items to create magic. These magical adepts employ the use of Prime's modern technology to extend and alter their spells.
Magitech Buddy
At 2nd level, you learn the find familiar spell, if you haven't already. Its creature type will always be construct, and it will always have an AC of 15, and a flying speed of 30 feet, unless the creature your familiar takes the shape of has a higher AC or Flying Speed.
Spell Sniper
Also at 2nd level, you gain proficiency in all firearms. Additionally, you can use firearms as your spellcasting focus, as well as cast spells through them.
When you cast a cantrip that requires an attack roll or a spell that requires an attack roll, even if the spell's range is touch, you can instead use your firearm's range as the spell's range. If you attack a creature at your firearm's long range, you have disadvantage on the spell attack.
Additionally, you can target allies with touch spells that automatically give effects, like Tongues, with your firearm's short range.
Magitech Connection
At 6th level, you can enhance a piece of magitech that you or an ally owns. As an action, you can touch a spell focus, firearm, or mechanical weapon. The wielder of that item has a +1 bonus to weapon and spell attack rolls and damage rolls, and their spell save DC also increases by 1. You can only have one Magitech Connection at a time, which is severed when you are incapacitated, or attempt to use this feature on another item. At 11th level, this bonus becomes +2, and at 17th, +3.
Magic Item Savant
At 10th level, you can attune to four magic items instead of three.
Magitech Ward
At 14th level, you have developed a shielding ward to protect you against other wizards. As a reaction to being the target of a spell, you can expend a spell slot to activate your ward. If the spell requires you to make a saving throw to resist its effects, you have advantage on the saving throw. If the spell deals damage, you have resistance against it. Once you use this ability, you cannot use it again until you complete a short or long rest.
Wizard: School of Summoning
Summoner Wizards employ the use of faithful companions, and focus magic into them to bolster their familiar beyond what is typical for basic spellcasting. Masters of multitasking, A Summoner is like having two allies in one mind.
Empowered Familiar
At 2nd level, you have learned the secret rituals to summon an empowered familiar to your side. You learn the Find Familiar spell if you do not have it already, and it is always prepared. The spell does not count against the number of Wizard Spells you know or can have prepared. It also requires no material components. However, you can no longer ritually cast this spell. When you cast this spell, instead of the spell's base effects, it has the following rules:
Your familiar is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Empowered Familiar stat block. You determine the creature's appearence and whether it flies or floats, this has no effect on stats.
In combat, the Empowered Familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it can take without your command is the dodge action, unless you take a bonus action on your turn to command it to use one of the actions in its stat block, or the Dash, Disengage, Help, Hide, or Search actions.
You can expend a spell slot to touch your Empowered Familiar, healing it by Xd8, where X is the level of spell slot used. If it has died, you can recast the spell, and your familiar returns to your side within the nearest unoccupied space with 1 hit point.
At the end of a long rest, you can change the form of your empowered familiar.
Spell Conduit
Beginning at 6th level, your familiar gains a pocket of stored aether with which you can use to channel your own magic. When you cast a spell, you can expend a use of your familiar's Arcane Swell reaction to cast the spell from your familiar rather than yourself, even if the spell does not have a range of touch.
Got Your Back
Beginning at 10th level, your familiar has learned to remain incredibly vigiliant. You cannot be surprised while you both you and your familiar are conscious. Additionally, you may add your familiar's Intelligence bonus to your Initiative rolls.
Empowered Familiar
Small Elemental, Any Alignment
- Armor Class 15 (Natural Armor)
- Hit Points Equal to the Empowered Familiar's Constitution Modifier + Your Intelligence modifier + four times your level in this class
- Speed fly 25ft (hover)
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 6 (-2)
- Saving Throws Dexterity +4, Intelligence +4
- Skills Investigation +4, Stealth +4
- Damage Immunities Fire (Flame form only), Cold (Ice form only), Force (Earth form only).
- Condition Immunities Charmed, Exhausted, Prone
- Senses Darkvision 60 ft, Passive Perception 10
- Languages Can speak, read, and even write the languages you speak
- Challenge X
- Magical Form: At the end of a long rest, the Empowered Familiar chooses a form to take.
- Flame Form: The Empowered Familiar's Speed becomes 30 feet.
- Ice Form: The Empowered Familiar cannot be grappled or restrained.
- Earth Form: The Empowered Familiar gains a +2 bonus to its Armor Class
Might of the Master: The familiar uses it's controller's proficiency bonus.
Actions (requires your bonus action)
Fire Claws (Flame form only). Melee weapon attack: +4 to hit, Reach 5ft, one target. Hit: 1d8+2 Fire damage.
Ice Ray (Ice form only). Ranged weapon attack: +4 to hit, Range 30ft, one target. Hit: 1d6+2 Cold damage.
Rock Slam (Earth form only). Melee weapon attack: +4 to hit, Reach 5ft, one target. Hit: 1d6+2 magical Bludgeoning damage.
Reactions
Arcane Swell (3/day) . As a reaction to the familiar seeing a spell that deals damage or recovers hit points being cast within 60 feet, the familiar empowers the spell, increasing the damage or healing dealt by 1d6+it's proficiency bonus.
As One
At 14th level, you and your familiar are beyond spiritually connected, and become extensions of each other. As a bonus action, you can retreat into your familiar, melding your minds and bodies together. While in this state, you are incapacitated, and stored into a pocket dimesnion. Your familiar uses your skill and saving throw bonuses, speed, Armor Class, and stats, if yours are higher than its own. It still obeys your commands, but cannot attack or use its Arcane Swell reaction. If the Familiar takes damage, you appear in the nearest unoccupied space.
Additionally, the dice rolled by your Empowered Familiar's damage rolls increases by 1 (2d8 or 2d6, depending on its form).
New Feats
Darkness Adept
You have studied and adapted to the shadows themselves. You gain darkvision with a range of 60 feet. If you already had darkvision, your darkvision increases by 60 feet.
You can select this feat multiple times.
Infusion Adept
You have spent your spare time tinkering with magitech, and have learned to create a special toy to be used in your adventures. You gain one Infusion from the Artificer's infusion list. You must follow the same rules as an Artificer when selecting your infusion, such as level requirements.
Demonic Wings
Prerequisite: Tiefling
Your seem to be more closely related to the demon prince solomon than your peers. You sprout wings from your back (or you were born with them if you select this feat during character creation), and gain a flying speed of 50 feet. Your wings cannot keep you aloft for long, so you must land or fall by the end of each of your turns.
Tough Skin
You have developed a calloused, hearty body. You may use your Constitution Modifier, instead of your dexterity, when calculating for Armor Class. The same restrictions for medium and heavy armor apply for your Constitution as they do your Dexterity.
Battle Tactician
You gain one use of tactics, as presented in the Tactician archetype in the Artificer class. You regain this use of tactics when you complete a long rest.
You learn two tactics of your choice from among those available to the Tactician archetype in the Artificer class. If a Tactic you use requires your target to make a saving throw to resist its effects, the saving throw DC equals 8 + your proficiency bonus + your Intelligence modifier (your choice).
Diehard
You must fail 5 death saving throws before you die instead of 3.
Touched by Ra'Yak
Prerequisite: Human or Halfling
You have a small lingering instinct from the divine avatar Ra'Yak. You have advantage on attack rolls as long as there is a friendly creature within 5 feet of your target.
Touched by Balashiir
Prerequisite: Orc or Goblin
You have a small lingering instinct from the divine avatar Balashiir. When you take Acid, Cold, Fire, Lightning, or Earth damage, you can use your reaction to gain resistance to that damage type for 1 minute. You may use this feature once, regaining its use when you complete a short or long rest.
Touched by Morradin
Prerequisite: Elf or Dwarf
You have a small lingering instinct from the divine avatar Moradiin. You gain proficiency in three weapons of your choice. When using those weapons, if you created the weapon yourself, you may increase the damage step by one (d4 becomes a d6, d10 becomes 1d12 or 2d6, and so on).
Wyvern Wings
Prerequisite: Drael or Kobold
Your form takes the shape closer that more closely resembles your greaters. You sprout wings from your back (or you were born with them if you select this feat during character creation), and gain a flying speed of 50 feet. Your wings cannot keep you aloft for long, so you must land or fall by the end of your turn.
Last Breath
Prerequisite: Fartouched
Your alien blood allows you to defy the regular rules of biology. When you are reduced to 0 hit points, you aren't knocked unconscious until the end of your next turn. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. You are weakened in this state, and cannot take the Attack or Cast a Spell actions, but you can still use an object, dash, disengage, or hide.
Nature's Gift
Prerequisite: Plantkin
Your attunement to nature grants you additional abilities. You gain the following benefits:
- Increase your Constitution or Wisdom score by 1, to a maximum of 20
- You gain thick, wooden hide as your armor. While wearing no armor, your AC is 17. You gain no bonus to your Armor Class from dexterity.
Shadow Walk
Prerequisite: Shade
Your connection to the shadow realm becomes so attached to your essence that it is impossible to separate the two. You gain the following benefits:
- Increase your Wisdom or Charisma score by 1, to a maximum of 20
- You gain a levitating speed. This functions similar to a flying speed, but you cannot gain or lose altitude. For example, if there is a 20 foot gap between two buildings on the same height, you can float across the gap. However, if the second building is 20 feet higher, you could not access it.
Prowling Hunter
Prerequisite: Felyne
Your preternatural beastkin senses are closer attuned to cat-like hunting. You gain the following benefits:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20
- You have advantage on Wisdom(perception) checks that rely on sight
- You can perform a pounce. Right after you roll initiative, you can use your reaction to move up to your movement speed and make one unarmed strike.
Hungry like the Wolf
Prerequisite: Lupyne
Your ancient senses granted by your lineage are much more primal. You gain the following benefits:
- Increase your Strength or Wisdom score by 1, to a maximum of 20
- You have advantage on Wisdom(perception) checks that rely on smell.
- You can use your rampage feature whenever you score a critical hit, in addition to its other conditions.
Forest Runner
Prerequisite: Lepryne
Your primordial calling resonates within you. You gain the following benefits:
- Increase your Constitution or Charisma score by 1, to a maximum of 20
- You have advantage on Strength(athletics) checks that require jumping or running
- When you make an unarmed strike and your attack roll exceeds the targets AC by 5 or more, you can push your target 5 feet back as part of the attack.
City Rat
Prerequisite: Rattyne
You've become attuned to your ancestral way of life. You gain the following benefits:
- Increase any ability score by 1, to a maximum of 20.
- You have resistance to poison damage, and immunity to the poisoned condition.
- You gain proficiency in the Stealth and Survival skills.
- Your bite attack's damage becomes a d8.
Harpy Songstress
Prerequisite: Sirenkin
You are much more attuned to your siren nature, granting you the following benefits:
- You learn the friends cantrip. Additionally, you can cast the charm person spell once per long rest. Charisma, or a spellcasting ability determines the DC of these spells.
- Your flying speed increases to 50 feet, if it was not higher already.
Gulari Servos
Prerequisite: Gulari Construct
You still have a lingering aetheric connection to the past. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- Your overclock bonus to Arcana, History, Religion, Investigation, and Nature skill checks becomes 1d10.
- You learn three languages of your choice.
Changeling Personas
Prerequisite: Changeling
You've developed personas that help you focus your talents. Work with your DM to define two unique personas—identities with distinct appearances and personalities. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- Choose a tool and define a persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, you are proficient with that tool. If you are already proficient in it, your proficiency bonus is doubled for any ability check you make using that tool while assuming that persona.
- Choose a skill you're proficient in and define a different persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, your proficiency bonus is doubled for any ability check you make using that skill.
Variant System: Flaws
Flaws are an option for character creation. When you create your character, you may take one flaw. If you do, you gain an Ability Score Improvement. You can increase one of your Ability Scores by 2, or two of your Ability Scores by 1. You may also instead choose a feat. As usual, you cannot increase an ability score over 20 with this feature.
In addition to choosing an Ability Score Improvement or Feat when you earn them from level ups, you can choose to remove your flaw instead.
Lightning Rod
- You have vulnerability to lightning damage
- Whenever a creature within 5 feet of you takes lightning damage, you take lightning damage equal to your level, ignoring your vulnerability.
Flammable
- You have vulnerability to fire damage
- Whenever you take fire damage, you must succeed on a DC10 constitution saving throw or take additional fire damage equal to your level. This extra damage does not trigger another saving throw, and ignores your vulnerability.
Migraines
- You have vulnerability to Thunder and Psychic damage
- Whenever you take Thunder or Psychic damage, make a Constitution saving throw with a DC equal to 10 or half the damage dealt, whichever is higher. On a failure, you can take a bonus action or an action, but not both on your next turn.
Weak Stomach
- You have vulnerability to poison damage.
- While poisoned, your speed is halved, you cannot take reactions, and your AC is reduced by 2.
Cold Blooded
- You have vulnerability to cold damage
- Whenever you take cold damage, your speed is reduced to 10 feet until your next turn.
Divine Sensitivity
- You have vulnerability to Necrotic or Radiant damage (your choice when selecting this flaw).
- Whenever you take damage of the type you chose, you expend 1 of your hit dice. If this were to happen and you have no more hit dice to expend, you instead gain one level of exhaustion.
Unstable
- You have vulnerability to force damage.
- Whenever you take force damage, you fall prone.
Fragile Bones
- You have vulnerability to bludgeoning damage that happens as a result of falling.
Chronically Sore
- Your Strength score decreases by 2.
Clumsy
- Your Dexterity Score decreases by 2.
- You have disadvantage on saving throws to prevent being pushed 5 or more feet, or to be knocked prone.
Sickly
- Your Constituion Score decreases by 2.
- You have disadvantage on saving throws to avoid being poisoned.
Illiterate
- Your Intelligence score decreases by 2.
- You cannot read or write.
Oblivious
- Your Wisdom Score decreases by 2.
- You are considered blind beyond 120 feet.
Horrible Posture
- Your Charisma Score decreases by 2.
- Your walking speed decreases by 5 feet.
Unfit
- When recovering from being reduced to 0 hit points, you gain 2 levels of exhaustion.
Sheltered
- Choose two skill proficiencies you have. You lose those skill proficiencies.
Unlearned
- Choose three skills you do not have proficiency in. You have a -4 penalty to those skills.
Large Opening
- Creatures targeting you score a critical hit on a roll of 19 or higher.
Bottomless Stomach
- You must consume three times the amount of food or water than normal to survive.
Triskaidekaphobic
- Whenever you roll a 13 on an attack roll or saving throw, treat that roll as a 1.
Claustrophobic
- While grappled or restrained, you are considered frightened of whatever is restraining you.
- While frightened, you cannot breathe.
Thalassophobic
- While underwater or on the open sea, and in dim light or darkness, your base speed is halved, and you are considered frightened of the nearest hostile entity you can see.
Entomophobic
- While fighting arachnids, insects, or worms, or any creature that looks like these creatures, you are considered frightened of them. While within 5 feet of any of these creatures, you cannot attack or cast spells.
Nyctophobic
- While in complete darkness, whenever you attack or cast a spell that deals damage, roll a d20. On a 10 or lower, you instead target nothing, percieving a threat that isnt there. If you have darkvision, you instead target nothing on a roll of 5 or lower.
Slow Draw
- You have disadvantage on initiative rolls.
Anemic
- Whenever you roll hit dice, you must roll 2 dice, and use the lower result.
- You only recover half of your maximum hit points, rounded down, when you perform a long rest.
Gullible
- You have disadvantage on saving throws to avoid being charmed.
Weak Grip on Life
- You have disadvantage on death saving throws.
The Origins System
The Origins System is a series of tables and scenarios that let players and Dungeon Masters work together to create compelling character backstories, as well as potential threads for future adventuring endeavors. It even allows characters to gain extra boons such as additional proficiencies, magic items, feats, or more before the campaign begins. The most important features of this system draw upon the works of recent fifth edition works, removing harsh limits on racialized abilities by creating a custom table of abilities that still keep to Fifth Edition's ideal of simplicity.
There are three sections to this system that contain many different tables and descriptors. The "Upbringing" section describes your character's childhood, adolescense, and adulthood, up to and including the day they set out to become an adventurer. This will give your character very minor bonuses, like tool proficiencies, languages, and background features, as well as allies and rivals to include in your stories. Finally, the rest of this system includes the moments that made you who you are, hard questions for your character to struggle with, and then very large boons to give your starting character a bit of a head start.
These tables are not meant to be followed exactly, but rather be vague enough to introduce prompts and story moments for you to work with alongside your DM. If you don't have a character concept in mind, you can use this table to get some inspiration. If you already have an idea of what you want your character to be like, you can replace any results on this table either with one of your choosing, or with whatever you feel fits best for your character. Your Dungeon Master can also use your results to generate personalized villains, allies, and other NPCs with motivations grounded in Prime's world.
Upbringing
The Upbringing section provides you with a series of tables and prompts to determine your character's relationship with the world. Where were they born? Who were they born to? What social class did you belong to? Where did you work before becoming an adventurer? All of these questions can be answered using these tables.
As usual, these are mere templates and may not perfectly ascribe to a vision you have for your character. You may pick and choose from these tables, randomly roll for results, or consult with your DM to come up with a set of results unique to you. You may also skip any of these sections and opt to play a more traditionally crafted character.
Homeland
Most of Estray is civilized. Though some areas have massive gaps in population, you're very likely on your travels to meet people from all over the land. Roll a d100 and consult the table, or choose on your own which region of estray you were born in. If your character was born in one region but raised in another, you can roll on this table twice.
Continent of Origin
d100 | Homeland |
---|---|
01-22 | Loria |
23-51 | Estray |
52-68 | Orakuva |
69-78 | Kusara |
79-84 | Morrigue |
85-98 | Riki |
99-00 | Another Plane or Location |
Homelands of Loria
d100 | Homeland | Language |
---|---|---|
01-50 | Tzaron | N'Orian |
51-86 | Calloco | N'Orian |
87-00 | Icolo | S'Orian |
Homelands of Estray
d100 | Homeland | Language |
---|---|---|
01-22 | Bogridge | Bogridgian |
23-61 | Ohstra | Ohstran |
62-78 | Starholmst | Draconic |
79-98 | Xesper | Xesperian |
99-00 | Yelanis | Language of your choice |
Homelands of The Great West
d100 | Homeland | Language |
---|---|---|
01-48 | Kusa | Kusan |
49-82 | Riki | Rikan |
83-98 | Morrigu | Morrigue |
99-00 | Nowhere | Infernal |
Home Settlement
After your social status and homeland is determined, roll on the appropriate tables to determine which city, town, or other settlement you were raised in. If your character is a traveler, a nomad, a soldier, or any other similar wandering folk, you can roll on this table 1d4 times or select two or three options yourself to find your "favorite" settlements, the ones you stopped by the most.
Each home settlement is discussed in chapter 4. If your home settlement doesn't make sense for your social status, you can either roll again or work with your DM to justify that contradiction. For example, it's very unlikely for you to be wealthy in Yelanis, but maybe your family sent you there to hide from mysterious enemies with a small loan of a million gold marks and a nice cabin retreat.
Bogridgian Settlements
d8 | Settlements |
---|---|
1 | Bhedse |
2 | Jurant'zha |
3 | New Kirisko |
4 | Qu'Nori |
5 | Qu'Soa |
6 | Truehaven |
7 | Uleethe |
8 | Volsthenne |
Ohstran Settlements
d8 | Settlements |
---|---|
1 | Almalo |
2 | Appenbommel |
3 | Eberfort |
4 | Goldpointe |
5 | Helegonne |
6 | Helmenhammar |
7 | Rosemuse |
8 | Rumia |
Starholmstian Settlements
d4 | Settlements |
---|---|
1 | Alvost |
2 | Gorn Maldir |
3 | Non Dharon |
4 | Silvercloud Keep |
Xesperian Settlements
d6 | Settlements |
---|---|
1 | Carrasha |
2 | Evergarden |
3 | Port Tanuu |
4 | Port Watercross |
5 | Sotuku |
6 | Timawyls |
Tzaronian Settlements
d6 | Settlements |
---|---|
1 | Bastalk |
2 | Khorrajon |
3 | Gurirmar |
4 | Ovandil |
5 | Saal Manufar |
6 | Mecil Cecil |
Callocan Settlements
d8 | Settlements |
---|---|
1 | Poton |
2 | Neimera |
3 | Espizales |
4 | Lochachi |
5 | Barijas |
6 | Camp Overlook |
7 | Namamo |
8 | Reroll |
Icolan Settlements
d3 | Settlements |
---|---|
1 | Icolo |
2 | Banam |
3 | The Seven Beastly Steppes |
Kusaran Settlements
d3 | Settlements |
---|---|
1 | Dahari |
2 | Felinn |
3 | Sandreiya City |
Morrigue Settlements
d4 | Settlements |
---|---|
1 | Quanqiu |
2 | Manyong |
3 | Wonseong |
4 | Nomadic Tribe |
Rikan Settlements
d6 | Settlements |
---|---|
1 | Nabunoko |
2 | Kyuta |
3 | Onouka |
4 | Sokana |
5 | Ubuchi |
6 | Yakugawa |
Family
The size of your home settlement and your social status play minor parts in the size and status of your family. Villages in Prime are typically company-towns or rural settlements, and thus families need more children to tend to the toils of everyday life. In larger cities, especially the more industrialized ones, even though the population is greater, family sizes are smaller to accommodate for smaller living quarters and various other circumstances.
Poorer families typically have more children so that they can have more hands to work with, and affluent families have more children to ensure as many routes as possible to continue a legacy. Middle class people either don't have many kids or none at all.
Roll twice on the following tables: Once for the number of parents that raised you, and once to determine the number of siblings you have. The state of your family might change over the course of your backstory with future tables, just as it would over the course of your campaign.
Family Size (Small Settlements)
d100 | Parents | Siblings |
---|---|---|
01-10 | 3 or more | 2d4+1 |
11-60 | 2 | 1d4 |
61-89 | 1 | 1 |
90-00 | 0 | 0 |
Family Size (Large Settlements)
d100 | Parents | Siblings |
---|---|---|
01-05 | 3 or more | 2d4+1 |
06-40 | 2 | 1d4 |
41-89 | 1 | 1 |
90-00 | 0 | 0 |
Parents: You might have been lucky enough to have two loving parents, or maybe you only have one that was able to raise you. Perhaps you were orphaned, or you don't know or remember your parents. Maybe even you were raised communally, or by a nanny or surrogate of some sort.
Siblings: Your siblings can include your parent's other children, half siblings from other marriages or affairs, cousins who are as close as siblings, or beloved friends by bond.
Growing Up
The following two tables include major events that defined your childhood, teenage years, and early professions, if you had any. These grant minor boons like certain skill proficiencies and languages. As always, you can roll on any of these tables, pick your own option, or work with your DM to create your own.
Childhood
d10 | Event |
---|---|
1 | For a long time, your family was homeless. Regardless of your social standing later, you've learned to fend for yourself. You gain proficiency in the survival skill. |
2 | Either you or a family member is very close friends with a celebrity, who has connections with their crew. You gain the Retainers Background Feature. |
3 | Your family is multilingual. You learn your choice of one standard language. |
4 | Your family communes with an outsider, such as celestials or fiends, and you picked up on the rituals over time. You learn your choice of exotic language. |
5 | Your family pressured you from an early age to join their trade. Regardless of if you enjoy it or not, you gain proficiency in one artisan's tool of your choice. |
6 | Your family was always hiding from somebody, for whatever reason. You learned how to hide in the shadows, using allyways and other areas to your advantage. You gain proficiency in the stealth skill. |
7 | You had a lot of free time as a child, but you were alone for most of it. You gain proficiency in three gaming sets of your choice. |
8 | You enjoyed music as a child, and played a lot. If you weren't able to get your hands on an instrument, you made your own. You gain proficiency in one musical instrument of your choice, and you own such an instrument. |
9 | You were known to be a troublemaker, getting in the deep end your share of times. You gain proficiency in thieve's tools |
10 | Your family was well known by ship workers, either waterborn or airborn. Even if you don't know how to drive a ship yourself, you have the ship's passage background feature. |
Adolescence
d10 | Event |
---|---|
1 | You were accepted by a small group of minorities or a secret club in your hometown. You would do anything for them, and they would for you, but there may be another group that doesn't take to your friends so well. You gain the Inspiring Leader feat. |
2 | You were always gifted in public speaking, and made good use of it to get what you wanted. You have proficiency in the Persuasion skill. |
3 | You travelled the road less taken quite often, for whatever reason. Were you a helping hand to your city's nightwatch, or were you a part of a bandit team? Either way, you have memorized the shadier streets. You gain the City Streets background feature. |
4 | You spent much of your adolescnese lying, deflecting, and blaming. Its best you don't worry about who you've effected. You gain proficiency in the Deception skill. |
5 | You spent your time around high ranking businessmen, lawyers, and other figures of note. You may or may not have picked up on what they say in meetings, but you do know the words. You gain the Legalise background feature*. |
6 | You were very active, and spent your formal years competing. Eventually, you even had a little bit of renown when you bested a haughty, arrogant rival. You gain the Name Dropping background feature*. |
7 | In public, you presented a totally different persona than what you are when alone. You gain the False Identity background feature. |
8 | You never lost touch with the common people. You helped out with either labor or resources any time you could, and you've become a bit of a household name. You gain the Rustic Hospitality background feature. |
9 | You had a childhood friend who was a bit of a troublemaker. You gain the Criminal Contact background feature. |
10 | You had a mentor that you eventually surpassed. They were cruel, coniving, and didn't do a good job actually teaching you. You did, however, learn how to read them to get by without punishment. You have proficiency in the Insight skill. |
Professions
d20 | Event |
---|---|
1 | You researched the aetheric complexities of herbs and oils. You gain proficiency in your choice of Herbalist's Kit, Alchmist's tools, or Brewer's Supplies. |
2 | You found yourself in an Arcane institution without knowing any of the fundamentals. You had to spend a lot of time catching up with your peers, and you gain proficiency in the Arcana skill. |
3 | You were trained by an association to perform on a stage. You gain proficiency with the Performance skill. |
4 | You had an extremely boring data entry job. You goofed off most of the time and learned how to multitask. You gain the Supply Chain background feature*. |
5 | You worked in a temple that had a confusing amount of contracts that you had to sign. You knowingly or unknowingly broke a contract and are indebted to this temple. You gain the Shelter of the Faithful background feature. |
6 | You were a bouncer or bodyguard for a bar or club for a time. You gain proficiency in the Intimidation skill. |
7 | You served in a hospital. You have proficiency in the Medicine skill. |
8 | Your profession involved interrogation. Were you a detective, uncovering crimes, or were you the one committing them? You have proficiency in the Insight skill. |
9 | You know all about poisons. Perhaps you studied them to help cure others, or maybe you made or sold them. You have proficiency in Poisoner's kits. |
10 | You worked for a scam company. Without knowing it, you picked up how to keep a good smile going, and lightly exagerrate the effectiveness of your useless product. You gain proficiency in the Deception skill. |
11 | Your work involved treacherous terrain, such as loose mountains or unstable scaffolding. You've had your brush with a nasty fall way too many times. You have proficiency in the Acrobatics skill. |
12 | You're a famous and recognized performer. You gain the By Popular Demand background feature. |
13 | You were a city informant, museum guide, or other information based job. You gain proficiency in navigator's tools. |
14 | You were an inspector. You checked cargo, food, safety regulations, and nothing eluded you. You have proficiency in the Investigation skill. |
Professions (Cont'd)
d20 | Event |
---|---|
15 | You served as a quartermaster or the leader of a stagecoach. You gain proficiency in your choice of two of the following: Land, Water, or Air vehicles. |
16 | You were a trainer or drill runner. You gain proficiency in either the Athletics or Performance skill (your choice), and increase your Strength or Constitution score by 1, to a maximum of 19. |
17 | You were an officer back in your hey day. You have the Military Rank background feature. |
18 | You studied the wilderness. You have proficiency in the Nature skill. |
19 | You were a chef, either a barhop in a tavern or an apprentice in a magnificent bistro, and you have proficiency in the Performance skill and Cook's Utensils. |
20 | You didn't work. You instead picked pockets and shoplifted whenever you wanted. You gain proficiency in the Sleight of Hand skill. |
Fateful Moments
The final table in this section include the biggest moments that sparked your journey to leave what you had (or had not) behind, and become an adventurer. Sometimes, those who become adventurers just want to escape the drab and dreary routines of their lives, not even realizing they're about to be swept up in some grand heroic destiny.
If a fateful moment grants you a proficiency you already had, choose any proficiency of the same type (armor, skill, language, tool, or weapon). If a fateful moment doesn't make sense for you character (for example, involving family members when you don't have any) you can roll a new result or consult with your DM to adapt it. You can also forego rolling upon this table completely, working with your DM to create your own custom moments.
Fateful Moment
d20+d10 | Event |
---|---|
2 | Your parents, friends, neighbors, or siblings were murdered in front of you. You hid from them, and the trauma has given you proficiency in the Stealth and Survival skills. |
3 | A stranger grabbed you on the street. As you turned back, they uttered a cryptic phrase, such as "I'm glad I got to see you one more time..." and then faded from existence. You don't know who they are, but they looked familiar. Ever since then, mysterious events sometimes happen around you. You have the Divine Intervention ability from the Cleric feature list, except you can only attempt it once per week, and a successful attempt locks the feature for a month. |
4 | You found a corpse in the wilderness. It was hanging from a tree, and had mysterious sigils carved into it. Around its neck was an Amulet of proof against detection and location, along with a locket containing a picture. |
5 | You saved an injured creature of CR 1/2 or lower that looked far from their home. They took a liking to you, and it loyally follows you wherever you go. |
6 | A famous warrior trained you at some point. They had a mysterious masterwork weapon made of expensive material. They gave this weapon to you, before walking off, never to be seen again. You have a weapon of your choice, tipped with silver, and you have proficiency with it. Additionally, you have the Martial Adept feat. |
7 | While traveling with a group, you were raided by a group of bandits and vagrants wielding strange magic. Did you fight back or run away? You have proficiency in either martial weapons or the Stealth skill (your choice). |
8 | A wizened mage tutored (or tortured) you in the arcane arts. You have a spellbook, and either the Magic Initiate or the Mage slayer feat (your choice). |
9 | You ended up joining a traveling troupe of performers, salesmen, or another group. You have proficiency in Disguise kits, as well as the Acrobatics, Deception, or Performance skills (Your choice). |
10 | You were press-ganged into military service by your family, your country, or your own moral compass. You have proficiency with armor one step above yours (for example, if you are proficient with no armor, you have proficiency in light armor. If light armor, you are proficient in medium armor, and so on.), as well as shields or firearms, (your choice). |
Fateful Moment (Cont'd)
d20+d10 | Event |
---|---|
11 | You accidentally wandered into a druid's grove, and dryad guardians attacked you. If you fought back, the grove perished, and influenced you with dark magic. You know the Poison Spray or Chill Touch cantrip (Your choice). If you surrendered, the dryads understood your mistake, and gave you a blessing. You know the Thorn Whip or Sacred Flame cantrip (Your choice). |
12 | You had a brush with death. You were on the brink of destruction, and saw the visage of Luala, the Flower Girl. She looked at your soul and decided that now is not the time. You then awakened on the side of a road. Necromantic energy lingers within you. You gain the Hollow One character option, and you can cast Speak with Dead once per week at will, requiring no components. |
13 | You nearly died from a terrible disease. The DM chooses whether you are permanently blinded, deafened, or silent. However, a member of a guild heard word of your illness. They gave you a Periapt of Health, which supresses this disease while you wear it. |
14 | You were accused of a crime and were exiled, imprisoned, or sentenced to death. Whether you escaped or simply served your time, you picked up a lot of tricks along the way. You have proficiency in the Intimidation skill, you know thieves' cant, and you have the Bad Reputation background feature. |
15 | A rogue field cruiser crashed into your house. You spent time tinkering with it, and repairing it. You own a Field Cruiser, and have proficiency with land vehicles. |
16 | A riderless Brumal, Riding Horse, Devil Ox, or Yelanese Climber crossed your path (your choice, see later). It had a full harness and supplies. After searching, it's owner was nowhere to be found. You own this animal and have proficiency in the Animal Handling skill. |
17 | While reading through a book from your family, you found a strange map of a country of the DM's choice. The map is weathered, and is missing modern cities. It has 3 locations circled on it, of the DM's choice, with what you think is blood. You have been searching for these lands for a while, and have the Wanderer background feature. |
Fateful Moment (Cont'd)
d20+d10 | Event |
---|---|
18 | You saw the silhouette of an Ancient Gem Dragon in the sky, the color of which is determined by the DM. A scale fell in front of you, a symbol of great luck. You have a Large Gem Dragon Scale. |
19 | A family member on their deathbed gave you an item and told you to keep it safe at all costs. Roll on magic item table B in the DMG. If you roll a consumable item, roll again until you get a permanent item. |
20 | You received a letter stating you have inherited a noble estate in a city of the DM's choice. You were sure it was a scam, until you found that attached to the parcel was 100 gold pieces to ensure a safe travel. |
21 | You woke up one day to find your physical appearance altered. Everyone in your community told you that you were now destined for greatness. You can cast the Alter Self spell. Charisma is your spellcasting ability for this trait. Once you use this spell, you cannot use it again until you finish a short or long rest. |
22 | An errant shot or targeted hit brushed by your head, just barely scraping the surface of your skin before plunging into the wall behind you. The arrow had your name on it. That paranoia has stuck with you. You gain the uncanny dodge feature from the Rogue class, but you can only use it once per day. |
23 | While venturing too close to a Cluster Zone, a mysterious and magically charged storm assaulted you. You had to use every ounce of wit you had to brave the storm, and some of the magic still lingers within you. You have the Elemental Adept feat, and learn a cantrip associated with the type of storm you were caught in: Acid Splash (Acid Rain) Ray of Frost (Snowstorm), Shocking Grasp (Thunderstorm), Firebolt (Wildfire) |
24 | Your village or city was assaulted by an unknown threat. Though you ran and hid, you could have sworn that numerous assailants noticed you, and ignored you. You may or may not know why, but that moment has stuck with you. You have the Alert feat. |
25 | You delved too deep into a burrow and fell into a dungeon. You survived by the scruff of your neck for days until you escaped. You may be traumatized by those days, but you picked up on tricks of the dungeoneering trade. You have the Dungeon Delver feat, as well as proficiency in the Acrobatics and Athletics skills. |
Fateful Moment (Cont'd)
d20+d10 | Event |
---|---|
26 | You were saved from a dangerous situation by the leader of a group. This ally was inspiring in every way, and you still remember their speeches. You gain the Inspiring Leader feat, and you may increase your charisma by 1, to a maximum of 19. |
27 | You found a Gulari Construct sitting in the forest, covered with moss and overgrowth. when you touched it, errant magic entered your mind. You gain proficiency in the History skill, increase your intelligence by 1, to a maximum of 19, and gain the Discovery background feature. |
28 | You were forced into a cruel service that wore down your mind and body. When you finally had the chance to recover, you learned that you've become quite resilient. You have resistance to your choice of Poison or Psychic damage. |
29 | You experienced a lengthy period in which your dreams sent you into the consciousness of others. You remember each of these dreams perfectly, and recognize general areas from anywhere. You can never be lost, even under magical circumstances. |
30 | You never had a fateful moment. Instead, you worked and worked at your job until you just felt like leaving. You double your proficiency bonus for a skill or tool you are proficient with, but you must choose expertise in a skill that makes sense for your previous profession. |
Finishing Touches
Because of the highly variable nature of this system, some failsafes have been added to make sure the power disparity between players is not too high. Variability is fun, but being over or under powered is not.
After your character has been fully created, take a look at your table results, and adjust according to these "Finishing Touches", listed below. Your DM can add their own touches, or remove some from this list, so always consult with them to make sure you're character is correct and ready for a campaign.
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Add 2 skill proficiencies of your choice. If this would lead to your character having 8 or more total skill proficiencies, remove skill proficiencies until you have 7 or less. (Tool and Vehicle proficiencies, as well as Languages do not count toward this rule.)
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Your character cannot have a total of over 2 background features. If they do, remove them until you have 2 or less. If they do not have any, add one of your choice. If your character removes background features, they may replace them for a tool or vehicle proficiency, or any language.
Ch 4
Prime Gazetteer
The Scarred Plains of Estray
Across the western waters of the Arcadian ocean and Cirran Sea, the tumultuous landscapes of Estray pierce the clouds and dig deep into the depths. With modern history defining the intense political landscape of this continent, Estray is a varied zone that is brimming with adventure. While not the largest continent, Estray is the most populated one. Clustered in the western hemisphere of Prime, Estray is notable for its vast, broken terrain, and its four major countries: Bogridge, Ohstra, Starholmst, Xesper, along with smaller provinces like the Scattered Isles and Yelanis.
After the Rending, many people in Estray were displaced, causing the masses to immigrate, and cluster together in ever expanding cities. This makes Estray as a whole very cosmopolitan and interconnected, but also drives political tensions of nationalism and the rise of various cold wars. The governments of Estray are smart enough to not nudge the pot too hard, but that won't stop each country from legislating everything they can to come out on top as Prime's largest economic force.
Bogridge
The kingdoms of Bogridge were once considered the heart of Estray. Located in the Easternmost half of the continent, it is defined by by two distinct environments: The Qu'roli lowlands, filled with flatlands, moors, swamps, and rivers, and the Rildaren badlands, noted by its gently sloping mesas contrasted against jagged cliffsides.
Bogridge has plenty of bounty in its lands, from the delicious berries to the rivers teeming with crawfish and catfish, to the gold and mithral that hide deep under the highlands. Bogridge is a wet and murky climate, featuring thick, labyrinthine swamps and marshes, with stagnant and rainy days all year. Summers are particularly brutal and oppressively humid, and winters are cold and grey. The land is scarred and fractured by numerous craters, ravines, and erosion from eons of harsh waters and other terrible events such as moonraze and the rending.
Over the course of Estrayan history, Bogridge knew naught but struggle. Living in harmony with the land and its never ending gifts, the people developed a harmonic lifestyle that emphasized ritual and care over rapid development, the exact antithesis to Ohstra. The country saw itself razed and conquered by the militant Ohstran forces, and were assimilated into the country for many decades. The only cities safe from the infamous Ohstran Advance were Kirisko, who received help from the Kusaran military, and Lylfa, which was hidden in the deepest depths of the Villarine Wildwood in the Highlands. From the years 1100 to 1351, Bogridge wasn't even a country, though pressure from outside forces allowed the land to gain its independence once more.
Bogridge's history is filled with unanswered questions, thanks to the doings of so many different entities out of the land's control. Rotthir's assault on prime removed large amounts of space from Bogridge, the rending destroyed their capitol, the Ohstran empire assimilated them for centuries until they broke off once more.
A Bogridgian citizen may feel conflicted and confused about their own national identity. The country has plenty of large villages and settlements where anyone can point to, but small encampments, hamlets, and singular houses are very common as well. Small communities or even just a few families living off the land, working with (or against) the fey creatures that live there, or using the harsh terrain as a hiding place will frequently dot the landscape. The larger tribal cities have anything an adventurer would need, but not always the most industrialized version one could find. Any magitech in bogridge is either newly invented or bought, taken, or found. Bogridge leans heavily on the "magi" side of magitech, still employing the use of traditional ritual and humanoid hands. Instead of a thundershot, one might find a rune engraved piece of treated wood encased in a tuning fork, that unleashes a small wave of sonic force.
Politically, the Lowlands operate on a newly established democratic system, with a council consisting of a single elected leader in any Bogridgian settlement with over 400 citizens, which is currently at six members. There is a single citystate that recognizes itself as the capital of Bogridge, named Bhedse, but this is in name only, as the members of the lowlands despise this floating mageocracy.
Interesting Things about Bogridge
- Not only does Bogridge have the highest concentration of Gulari ruins, but also there are plenty of exposed regions of Estray's Underdark as well. These areas are surrounded by toxic gasses that neutralize in sunlight, and the strange flora and fauna of the corrupted underworld have begun to spread out.
- Ohstrans and Bogridgians both resent the citizens of Bhedse, for completely different reasons. Ohstrans call them "traitors" to the empire, while Bogridgians accuse them of stealing their land and then literally hanging it above their heads.
- Bogridge has the most diverse climate of any country in Estray, not counting the scattered isles. Badlands and marshes, mountains and swamps, oceans and arid cliffs, the amount of confluencing aether allows these climates to exist together in such a small space.
Bogridgian Characters
Settlers. The Bogridgian lowlands is a great setting to explore western style stories and themes. Perhaps your paladin is a lone sherriff that occupies a badlands mining town full of embezzlement and fraud, multiclassing into rogue for extralegal tactics. Maybe your cleric is the town preacher, surrounded by the downtrodden. A druid could be an enigmatic traveller providing guidance and safe passage through the harsh wilds.
Regrets. Both Bhedse and the Lowlands have one thing in common: It's a perfect place to leave your past behind. Whether through the hedonism of the post-scarcity floating city or the dark underbelly of the hidden lowland networks, Bogridge brings renegades, deserters, escaped convicts, or refugees. Here, its fairly easy to work and potentially a find a life.
Pity. When the rest of the world imagines the Lowlands, they think of a fetid, backwater set of towns where idiots go to persue useless get-rich-quick schemes, risking their lives for nothing. While flawed, this assumption is not necessarily an inacurate one... For the businessmen and missionaries. For natives, what really sprouts from these communities are proud, hardened folk with plenty of wisdom to spare, who are a little rough but welcoming, even to the Ohstrans flooding back into their gates.
Notable Cities
Bhedse
Population: 206,000 (32% Humans, 28% Elves, 12% Lupynes, 10% Goblins, 8% Drael, 8% Leprynes, 2% Other)
Government: Prince Shyeldsa and his Union of Bogridge regulate the city-- nearly completely independent from other governments.
Commerce: Druidic, Arcane, and Magitechnical ritual have provided ample space and opportunity for the city to ritually create its own magic food and natural resources. The only time the city descends to the lowlands is to gather or trade for stone, oils, or other nonrenewable items.
Religion: Bhedse is mostly very secular in stark contrast to the rest of Bogridge, but temples of most main faiths can still be found. The city is mostly run by the web of insurance, entertainment, and banking industry.
Directly after the rending, a large group of Ohstran Seperatists despised the new regulations and laws placed upon them. Though there were many just like them, this group was particularly powerful, consisting of a few masters of the arcane, including a 16 year old elven boy named Esterin Dol Shieldsa, a child prodigy of an archmage. After some time, an impossible arcane act was performed: A mountain was lifted from the land, and began to fly high above the skies of Bogridge. No arcanists have come even close to replicating whatever spell created this effect. From then, a city was created upon the mountain, and slowly terraformed into a massive flying ship, born of metal and stone. Over time, the spell's power began to wear off, but the city invested into aetherological reseach to build gravity engines, which now keep the mountain aloft to this day under the watch of Prince Shieldsa, who somehow, is still adolescent.
Bhedse is a layered city featuring one main walkway which runs from the base to the town's summit. Businesses line inside of the metal walls, while the road breaks off into residential zones. Everyone in Bhedse is either amazingly affluent or working as housekeepers or businessmen from within. The income inequality here is massive, though the citizens do not seem to care too much. The city operates in a strange post-scarcity yet still commodified economy. While everyone has their base needs covered, thanks to recovered gulari tech and the magical arts, there is still a need for business to circulate between the wealthy, causing a large spike in businesses such as entertainment, insurance, banking, and casinos. The commonfolk, while basically ignored by the elite, have plenty of fresh food, their apartments are plentiful, and the city has everything they need in less than a 5 miles walk from one edge to another. Even with all the conviniences, however, the class struggle still seems evident.
Lylfa
Population: 14,550 (24% Leprynes, 20% Felynes, 14% Lupynes, 12% Elves, 10% Rattynes, 10% Orcs, 10% Other)
Government: Lylfa primarily operates as a pseudo capital, thanks to its history and location, though the town itself is under the watch of Firewarden Jade Oulfan and her guild of protectorates and priests.
Commerce: Lylfa produces many vegetables, fruits, spices, and herbs that are exclusive to the Villarine Wildwood, but keeps them on a regulated trade route. As such, these bounties are incredibly rare, and considered a great delicacy.
Organizations: The Firewarden and their organization takes care of religious service, dedicated to the avatar Ironhazel, as well as the triad of Light, and many guards and arcanists in Lylfa host minor cleric abilities. Due to its seclusion, most businesses are small, local, and keep to themselves.
The rustic, treeborn city of Lylfa is nestled far into the Villarine Wildwood, a rendfield that hosts landscapes influenced by the light and dark mirror realms in conjuction. At the center of this forest, just beyond the town lies Ironhazel, the avatar tree that protects forests across prime. The system of families that run the city appoint a Firewarden, who in turn runs a guild of apothecaries, guards, and clergy who keep the city in check. Becoming one under the Firewarden's wing is a voluntary service in which you dedicate yourself to the preservation and continuation of Bogridge's, and nature itself's prosperity.
The streets of Lylfa are multilevelled, and bend between the massive trees that line the city's walls. The houses are large, cylindrical cabins carried upon the branches, with the grounded floor contains cobblestone roads lined with enchanted lanterns. Clearings are created to host many gardens and farmland.
Lylfa is dedicated to protecting their avatar, Ironhazel, who in turn keeps the forested village safe from the threats of the Wildwood. This area is under consistent threats from the Mirror Worlds, essences of light and dark coellescing in the corrupted aethers that surround the place. The forest holds many secrets and a rich culture, and the Firewarden's Guild does their best to keep these vital essences intact, consulting with the other governments of Bogridge.
As Lylfa was never conquered by the Ohstrans, classical Bogridgian culture is much more easily found. The simple fabrics that make up their fashion scene can be found donned by most of the citizens, and a museum archiving many of the artefacts once thought lost to the rending and conquest sits here. The city unfortunately has a problem with many other residents of Bogridge, especially in the more destitute settlements, breaking into the museums, stealing the wealth from the Firewarden's Guild, and vandalizing the Villarine Wildwoods, which has only caused them to draw themselves in further and further. As a result, Lylfa is not too kind to outsiders, and has been using its relative power within the councils to continue their isolationist policies.
Volsthenne
Population: 4,200 (24% Elves, 20% Humans, 15% Orcs, 12# Lupynes, 10% Goblins, 10% Leprynes, 9% Other)
Government: An Orcish man known as Elko Dol Cloudcut runs the city, working with the Bogridgian union and the Sky Riders guild to pierce through the Crystal Wall, which has been going well thus far.
Commerce: The city used to be a center of commerce to loria and the great west, but the Crystal wall has since destroyed that route. Volsthenne still has a self sustaining fishing economy.
Organizations: The largest temple to Triad of Balance exists in Volsthenne, a massive ziggurat that stands as a pinnacle of perserverance.
Travelling down a winding path of badland steppes, the city of Volsthenne lies in the eastern oceans of Estray. Volsthenne is a port town with canals that breach beyond the dusty, orange stone. The walls are lined with light, sun bleached, weather-worn woods taken from the Wildwoods to the north. The town is smaller than many others, but used to be a large port town connecting to North Kusara. Ever since the rending, however, a massive rendfield in the ocean which blocks passage and causes airships to malfunction have plummeted the city into a shell of the company town it once was.
Volsthenne now holds the largest effort to break beyond the Crystal Wall, dubbed Project Piercer. The job is sponsored and funded by the Sky Riders guild, and has provided quite a bit of wealth for even the untrained citizens, and Volsthenne's economy has been doing wonderfully thanks to this. However, there are two parties currently working against Project Piercer: Xesper, who currently holds a monopoly on Lorian and Kusarikan trade, has been ramping up attempts to sabotage their base located in the crystal wall. The other is Elko himself, who is secretly in ties with the City of Bhedse, who is frightful of the surge in wealth that lower Bogridge will surely gain.
New Kirisko
Population: 1,600 (22% Orcs, 18% Goblins, 15% Lupynes, 15% Felynes, 5% Leprynes, 5% Rattynes, 20% Other)
**Government:**This small village is overseen by a group of Nobles from the original Kirisko, they are only concerned with recovering their position by any means reasonable.
Commerce: New Kirisko has little infrastructure, though various Bhedsean and international "charity" efforts have planted various businesses within the town's walls.
Organizations: Many adventurers have offered their help in recovering Kiriskan artifacts and heirlooms, and businesses operate around the city limits, especially ones unable to establish themselves in Bhedse.
During the rending, the largest city in all of Bogridge, Kirisko, was destroyed in an instant. A massive walled city of tightly packed, vibrant architecture, decorated in golden streets and bountiful miniature fruit farms, shellfish breeding shores, and beautiful dark lumber mills created from Gulari tech. The city was a bastion against the Ohstran empire in its prime, as one of the few Bogridgian cities able to withstand the advance. As its notoriety grew, so too did its population and influence, until a community half the size of Rumia was solidly set.
The rending transformed the Golden City into a crumbling mound of white ash. The only survivors were those living in the city's outskirts, the farmers and working class. Left with nowhere to go, they migrated north, further and further as the white ash spread, until 35 PR, when the rends were closed. New Kirisko itself is more of a settlement still getting its bearings. As time has been slowly healing the wounds of the rends, a smaller society that takes after its ancestor formed. While not nearly as vibrant and opulent as the original city was, New Kirisko is still a tightly knit community that places values on perserverance and adherence to tradition. The Streets are notably more sepulcher but the temples that mark the center of the community stands tall as a testament to the Bogridgian people.
The people of New Kirisko, without the experience of high end politics, struggle to this day to firmly set themselves into the global economy. The village does its best to carry on Kiriskan tradition, though a few businesses have taken advantage of the influx of low skilled workers here, placing plenty of magitchnical factories, strip malls, and warehouses just outside the borders of this otherwise traditional village.
Areas
Rildaren Range
A large canyon that spans most of Northern Bogridge. Despite being relatively barren in terms of resources, there are many forms of fauna that graze upon the dry grasses here. Travelers that want to reach the populous regions of Bogridge must make the trek through the flatlands to the east, or via the Redboya River to the west.
The Burn
One of the stranger rendfields, the Burn is a land of grey nothingness. Absolute ashy devastation is all that remains of this incredibly large span of earth. The ruins of Kirisko and many other smaller early Bogridgian townships reside here.
Villarine Wildwoods
Though this land seems to share many qualities with rendfields, the Villarine Wildwood has existed for eons. The forest contains concentrated essences of the "Mirror Planes", alternate dimensions of prime flooded with light and darkness. This plane also hosts Ironhazel, a treant who became an avatar after destroying a celestial that tried to claim dominion of the Dark Mirror.
Lake Abyss
This massive freshwater lake in the center of Bogridge seems to stretch below the surface for miles, even deeper than the surrounding oceans. Occasionally, strange events are reported from the center of the lake, such as sightings of creatures larger than anything seen before, or mysterious sounds only a few can hear. It is currently unknown how far deep the lake goes.
Yogull
The island of Yogull is untouched by man, but rather a haven for tropical wildlife, many species that none have even seen before. The isle seems to have remnants of societies scattered around, but with no apparent rhyme or reason, and in the strangest of spots. The city of Volsthenne has tried to settle into the islands to no avail.
Ohstra
Located in the wide center of Estray, featuring desolate plains dotted with thick forests and cold, marshy terrain, Ohstra is a colder and grayer land marked with frosts and evergreens. The weather is mild, muggy, and gray, with temperatures nestled in the 40s to 70s almost year-round. The windy currents of the incredibly large Estrayan Lakes mingle with the blasting winds of the lowland keeps, making for a turbulent lowland environment filled with peat bogs and healthy crops.
Ohstra is a vast, massive country with a colorful people and an incredibly dense history, especially for how young it is. In essence, Ohstra is a fractured country still recovering from being both the center of the world and an incredible imperial force responsible for almost plunging the world into chaos. Ohstra has the most people of any country on Prime, and also has some of the largest cities in the world. The country is rich in hard stones and strong lumbers, as well as long-lasting crops that helped the country establish itself through the natural struggles.
The heart of the nation is Rumia, located in the northwest of the country. This sprawling metropolis is almost a nation on its own, having the most control on the general directions and policies that Ohstra's fledgling senate put into motion. Drawing ire from every surrounding country for causing the rending, they have just recently begun attempts atoning for their past by
switching from a kingdom to a parliament, and furthering social programs. Many feel this as an overcorrection, as Ohstra is now a massive tangle of political moves, where every individual represents a set of differing and conflicting interests, leading for hyperpartisan attempts at reform and disenfranchised, overly policed commoners.
For the last hundred and thirty-something years, the Ohstran republic has slowly built itself back to a position of international power once again, though under the strict supervision of the other lands. Using a rigid hierarchal and bureaucratic system, it trades only as much as it needs to while keeping to itself, which is rather difficult considering is it is surrounded by every other country in Estray on all fronts.
As a country born from conquering, colonization, and assimilation, the towns of Ohstra are rather diverse. Each city has its own cultural values, though they're all represented, advertised to, expected of, and dealt with in the same manner. Rivalries between larger cities can become very tense, as the government systems squabble over public perception. All but outright civil war can break loose, all because one city's representative class wants to be viewed as "The true image of Ohstran values".
The country bore witness to a massive population shift immediately after the rending. What was the least racially diverse country in the entire mainland is now by far the most. As such, the Ohstran Parliament is publicly rather progressive, but the citizens of Ohstra bend toward the opposite side of the spectrum. With immigrant families integrated into Ohstran culture, and a massive and instant political shift, a rise in traditionalist groups and political opponents is currently being dealt with from all fronts, both in the streets and in the political houses of the Gilded Plains.
Interesting Things about Ohstra
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Rumia is the largest city in Prime by far. It's almost an entire nation in its own, featuring a massive tangling web of sky scraping towers and bridges, and is a hub for shady crimes and intrigue.
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The Night Eyes criminal syndicate operates in Ohstra, and under the hood of public interest, holds just as much sway in politics as the Council. Any criminal activity's details will be quickly swept up in a sea of rumors that all eventually lead back into the Night Eyes. They have achieved such a status within Ohstran culture that its a common annoyance for the natives of other countries to have to deal with talk of them during their entire stay.
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Ohstra's cities are incredibly cosmopolitan, due to the refugee crisis after the rending. Some cities that are near rendfields found their demographics to be completely flipped, causing some political tensions. Despite this, Ohstran culture typically does not have any prejudices based purely on race, uncaring what you are... as long as you're Ohstran.
Ohstran Characters
Disenfranchised. Many Ohstran characters feel left out of life, and typically have a... "shakey" relationship with the law. Ohstran officers known as the Ruby Brands can be found everywhere, constantly spending more time recruiting the downtrodden into their military ranks, and filling in every public area with as many overworked, underpayed enforcers as possible, rather than actually enforcing the law they write. Nobody can blame either party, however, considering how stretched thin they are between the mazelike streets of Rumia and Rosemuse and the long expanses of field and forest that cut between the traveler's paths. Those who are particularly desperate begin to look for more insidious ways to squirm past the tired yet watchful eyes of the Brands. Even if your character is well off, they can feel like a replaceable cog in the uncaring scramble of modern metropolitan life, as if their true calling is always just out of reach.
Local Traditions. Every town in Ohstra has their own traditions, architecture, policies, history, and slang. In fact, many cities can feel like completely different nations, from the cavetowns in the west mountain ranges to the large farms and deep forests to the east. Every Ohstran town operates upon the belief that they willingly agreed to be a part of the country, whether they actually chose to or not, and many Ohstran cities develop friendly and not so friendly rivalries with each other, especially in the sports and industry fields.
Efficient. The rapid pace of magitech development, combined with the long travels and bustling flow of workers leaves little room for luxury. Ohstrans take pride in their humble natures and exploits to earn as much free time as they possibly can within their tight schedules. A fast and simple meal will almost always be preferred over a laboriously planned supper. Performances at theatres and concert halls can seem shockingly quick, reaching under an hour in length sometimes. Non native folk find the Ohstrans to be impatient, sloppy, and uncultured, but you relish in your ability to quickly absorb knowledge, multitask, and be effortlessly punctual.
Notable Cities
Rumia
Population: 550,000 (30% Humans, 10% Dwarves, 60% Other)
Government: Ten distinct senators oversee and run every descision in the city. Rumia also holds the actual house of commerce that the Gilded Parliament meet in. As such, an entire district is dedicated to them.
Commerce: Rumia has several artificial lakes that magically simulate different climates, and is surrounded by the largest wheat field in prime. With as many people as the city has, most imports are sent there as well. The city is an economic powerhouse despite its exorbitant taxes.
Organizations: It's nigh impossible to figure out the complicated web of business, political, criminal, and religious organizations, and the lines between the four are blurry at best. The structure of the city is designed to be an informational barrage to laypeople.
The largest city in all of Prime, the self proclaimed capital of the world, the grand towers. Rumia is an incredibly large web of multi-tiered towers and skyscrapers. Illusory billboards hang off of bridges, highways travel between districts, and guilds trade and commune on the daily. 1/3rd of the population is human, a smaller but significant number are dwarven, and then the rest of the city is an incredibly diverse hub of culture, featuring small districts dedicated to housing immigrants from other countries. The city operates on a 24 hour basis, with constant shift rotations and endless bustle. Those from quieter towns and villages may find themselves irritated by the endless sounds of magitech whirring by.
The core of this city is the Grand Order. Protected by heavy walls on three sides, and bordering a man made lake on its fourth, this is where all members of the Gilded Parliament meet and stay. Along with them are the absolute elite, who display their wealth through penthouses that peek above the walls, viewing the entirety of the city below.
In the lower districts, the tiered structure, while efficient, does make way for a very obvious caste system. Lavishly decorated and pristine highways run over old apartments that lead out to the muddy, dusty lower floors. Litter can find its way from the very top towers to the realm below, and there is a direct relation between the height at which one lives and their wealth. The Ohstran government tries its best to rally the commonfolk of Ohstra, especially recently with wartime propaganda, and it only works to a mild degree. The people of Rumia are very disenfranchised, and political dissidence is on the rise.
Goldpointe
Population: 60,000 (32% Dwarves, 28% Drael, 22% Humans, 10% Kobolds, 8% Other)
Government: Goldpointe is run by six different Gilded Parliament senators, each of them wriggling their way into total control of increasingly small niches. It's Mayors, are still to this day obsessively investigating into potential cult activities to a harmful degree.
Commerce: Similar to Appenbommel's Ghostmash, the peaks of the mountains above Goldepointe grow a hearty yellow berry called Goldberries, which makes a wonderful dry wine.
Organizations: Goldpointe is one of the few religious hubs of Estray, featuring an entire district within reach of anyone full of temples and places of worship. This is still limited to certain beliefs, however.
Goldepointe is the largest of Ohstra's three cavetowns, the others being Almalo and Helmenhammar. Situated south of Rumia and closest to the Xesperian border, the City makes use of its location as a tourist destination, traveler's checkpoint, and rich economic source of stones and soils. The city is situated in the Golden Range, a large series of mountains rich with gold and an amber bitter berry called Goldberries. These cold and wet mountains host pristine beige streets lined with small patches of moss fields which produce very clean and fresh air. The inside of the mountainous walls are carved with glorious statues of personified gods and world leaders, capped off with a magical artifical sun that operates on a timer.
The people of goldpointe operate on a relatively organized schedule, favoring routine and stubborn adherence to family trade and tradition. This doesn't mean that the city is a prudish, regimented single file line, however, as nightfall makes way for the illustrious magical lights to shift to a vibrant nightlife scene.
In the year 85 PR, Goldpointe was run by a neurotic elderly human named Cirian Dol Taelkos, appointed by one of the Senators that oversee the city. Unopposed, this human has run the city for 38 years, and, until that point, was generally accepted. However, in the last few months of his rule, he has cracked down on any activity he deemed suspicious and cult-like, which just so happened to be most activities. Taelkos' only child was murdered, and unable to be raised in any capacity. Ever since he mysteriously disappeared, the Gilded Parliament keeps a keen eye upon the current governor to make sure those lockdowns were to never happen again.
Rosemuse
Population: 128,500 (22% Halflings, 20% Elves, 18% Humans, 8% Drael, 32% Other)
Government: Rosemuse, being the largest city in Eastern Ohstra, is ruled by 6 Senators of the gilded parliament. A seventh, named Tellan Syl Lain, while not associated with the city, is the headmaster of the college that resides in Rosemuse.
Commerce: Rosemuse is famous for its fashion, dyes, art, and rustic foods. Combined with its arcane college, Rosemuse is a wonderful tourist destination, providing a wonderful blend of nature and magic within its canopy.
Organizations: Rosemuse is unique in that it is run fairly autonomously, with the Arkariin Academy and a few other aristocratic figures holding a little more public sway.
Rosemuse is one of the oldest cities in Ohstra. It was built on top of an old Gulari Ruin, one of the largest in its area, and that ruin was built on top of another pre-gulari ruin. The city has a rich history, run and dominated by many forces who are now comemmorated in history via statues and museums. A hilltop skyline surrounded by a cold, temparate pine forest, the city is a bastion of color, with the teal-green branches cradling birghtly colored buildings and large plots of flowery fields.
Much of Rosemuse's success stems from the Arkariin Academy along with Amnesis Infinitus, two guilds dedicating to advancing magic which holds many of the East's brightest mages. Unfortunately, many of the arcane secrets the two guilds have developed are kept solely within their walls, disallowing access of these fruits to the commonfolk.
The people of rosemuse value their arts and tradition, as well as more fantastical elements. As a community nestled deep within a dangerous Ohstran forest, there are plenty of ruins to discover, threats to ward off, syndicates to be wary of, and adventure to be had. Many family clans run the various monopolized guilds across the cities to ensure that the money of Rosemuse stays circulating but doesn't exchange hands too quickly.
Eberfort
Population: 5,500 (25% Humans, 22% Halflings, 12% Goblins, 10% Lupynes, 10% Rattynes, 21% Other)
Government: The city is run by 2 Senators: Overseer of Eberfort Aldwin Verasa, and headmaster of Delta Communications and Commerce Viri Dol Onsun. The former handles civilian matters, while the latter controls the Ruby Brands, and rather overbearingly.
Commerce: While the swampy fields yield naught but rice and strong military members, the proximity to two other countries allow for imports to be cheaper in this area.
Organizations: Eberfort is a military base that has grown into a village of it's own, but still retains the Traditional Ohstran bustle and regiment. Surplus shops, warehouses, and churches can be found in droves.
After the rending and Bogridge reclaiming its land, the international council agreed to have Ohstra's Borders stop specifically at Eberfort. This city, though originally a bogridgian camp, was converted into an Ohstran military base during the advance, and has since lost much of its origins. The city was once a Bogridgian sector of tribes which have congregated and formed a full city utilizing agriculture and irrigation within the northern reaches of the Rildaren Badlands.
Culturally, the divide between Ohstra and Bogridge has blurred, into a melting pot of cuisines and cultures, a tightly knit community. Politically however, the massively conflicting ideals has fractured the city into a mess of beaurocracies and guilds. Eberfort's council and senators try their best to keep up appearences as the model Ohstran town, but under the surface, crime and tension is on the rise. The attempts to keep it secret have led to an influx of espionage and tax avoidance, leading to underfunding in many areas. They city could be on it's last legs, as advances in travel have led to less stops in its previously strategic position as well.
Areas
The Roil
The Roil seems to be one of the few rendfields that refuses to die out over time. A confluence of floating water and land-dwelling sea creatures, This is an incredibly dangerous area that used to be a series of quaint fishing villages.
The Phantom Forest
A rendield that has given the forest life. Not in the typical sense, but rather an invasive series of alien plants that think and feel on their own, corrupting the forest and feeding off decay and detritus. The area is foggy, and muddled with a sort of preternatural angst and dread.
West Crags
A rough, massive mountain range that hosts inhospitable terrain and deadly creatures. The mountains contain not many resources other than coal, and navigation devices seem to break down upon entry.
The Great Lakes
Four lakes, all connected to the Saltwick sea and Northern Seas via the Grand Central River that runs through Estray's core, have provided the surrounding areas with nutrition and hydration since they formed thousands of years ago. Though, they have never been politically viable, as their immediate shores are all in very difficult locations.
Rosemuse Forest
The largest forest in Estray, featuring rolling foothills and expansive vistas. This temperate forest is filled to the brim with classic mountain dwelling monsters, as well as innumerable ruins of Gulari society. Often, one may find a camp of archeologists or aetherologists examining the area.
Dullu Lowlands
A barren, Desolate flat tundra to the northernmost reaches of Ohstra, the stretch turns into the Dullu Lowlands. These salty, windy cliffsides drop off into the frigid Northern Seas, and the lower areas to the west have clams and oysters washing up onto shore.
Ohstrakov's Throne
The western mountain ranges of Yelanis are supposedly where Willamus Dol Ohstrakov's remains reside, locked inside a tomb overlooking all of Ohstra. Foolish parties that travel the ranges seem to never find such a site, however, leading many to believe the mausoleum to be a hoax.
Xesper
Far to the west, Xesper is the warmest and lushest country of estray. While not exsactly tropical, the landscapes offer very warm and mild climates, where many tourists stop by to experience the salty winds of the lowlands and shores. The dusty white sands and large limeston deposits give the landscape and archetecture a pale, pastel color scheme, worn by the harsh loose sands that occasionally blow in dust storms.
Xesper is a continent that wraps around the southwestern corners of Estray, crawling across the Cirran and Arcadian Oceans. Cut off by the Golden Range of western Ohstra, it hosts a merchant based political system where the thirteen most wealthy families, known as the House of Thirteen, own the country and create its laws. As a result, Xesper is extremely lax in terms of actual legal systems, as the thirteen families consistently form alliances between each other and subtley battle for more power.
In Xesper, a household that isnt constantly clawing for every scrap of power is a household that's wasting its time. Everything is privatized in Xesper. While this certainly does provide a semblence of benefits for the commonfolk, such as the lack of taxes, there are also extremely loose regulations as well. Every public service is handled by a corporation, typically one owned by single house member, and every field of work is monopolized via a system of one person deligating how every corporation functions. This has led to a massive divide in class, where the gaps between the elites and the less fortunate are as wide as the oceans they control. It's bordline feudal.
Xesper has managed to stay relatively out of every other country's business, only trading with Starholmst and occasionally showing in diplomatic international meetings. As such, plenty of outsiders don't have too many opinions about the economic state of Xesper. The house of thirteen use this to their advantage, loosening any existing labor laws and transforming everything into a branded, consumable commodity. While technically, on paper, a Xesperian commoner makes slightly more money than any other country, a Xesperian has to pay for more as well. Due to the lax systems, even things like public restrooms are sponsored, advertised, and require payment to enter.
Despite all of this, the cultural scene in Xesper is rather vibrant. Adventurer and Swashbuckler lifestyles are advertised and idolized here over anywhere else, the coast's rich oceans and lush forests provide the ingredients for a complex food culture, and entertainment agencies prefer to establish and test new innovations in Xesper thanks to its lax regulations. Xesper has perfect weather almost year-round, and numerous tourist destinations make use of that. Regularly, each summer in Helvas, a strange, magical typhoon pelts the coast for a full week, harboring dangerous creatures with wild aether. Xesperians are always on the lookout for hunters and protectors to handle the event when it comes.
Interesting things about Xesper
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Xesper is the home base of operations for the Red Jesters crime syndicate. The guild is true to its name, committing terrible acts and violations, but is also a massive business that sells their logos and style on merchandise in an attempt to hide their real members more easily.
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Adventuring Idol companies like the Aurumplate Soundworks originate from here. In fact, most innovations in the entertainment industry come from Xesper, including the recently unveiled "Dream Parlors", where customers are put to sleep under enchantments allowing them to control their own dreams.
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The lush forests and harsh mountains that surround the borders of Xesper and Ohstra are technically still unincorporated territory. Both countries send military squads out to these areas, while companies like the Steel Wolves sell weaponry to both sides. A soft war has been raging in the background of these areas for ages.
Xesperian Characters
Lavish. Even the lower class of Xesper prides themselves on their possessions. People save their hard earned coin for years just to buy a fancy Everbright Lantern, Glamerweave is common, and homes are designed to be roomy and full of space for decoration. Art flourishes here, if you're lucky enough to find an agency to distribute it. Xesperians tend to enjoy decadent dinners and abstract, artsy performances. Outsiders tend to view this lifestyle as hedonistic, and the people as snobby, but you should take pride in your refined artistic palette.
The Endless Pursuit. Whatever your circumstances, Xesperians are always looking to the future. Whether it be for themselves, their business, or their country, tomorrow is a new day. Though, the past always seems a little lost on you. While you may be able to shrug off difficult situations and rise back to the occasion faster than anyone else, sometimes you have trouble learning from your mistakes. Low wisdom and high intelligence or charisma seems to be common for individuals in Xesper.
Dealing with the Dark. Greed is something that touches even the most vituous of souls in Xesper. How do you deal with it? How do you react when you see the effects of it, and how much are you willing to let it consume you? If you've been in the higher class, are you ignorant of the struggles of the poor? If you're downtrodden, maybe the sudden influx of wealth the adventuring business brings causes you to lose sight of your roots. Whatever the case, consider your character's relationship with money with your DM.
Notable Cities
Sotuku
Population: 333,300 ( 24% Humans, 20% Elves, 18% Orcs, 12% Drael, 10% Felynes, 16% Other)
Government: Sotuku, as the capital, is led by each of the Thirteen Houses. Some are more prevalent in action than others, however. The city is also in constant struggle against influence of the Red Jesters.
Commerce: The city handles imports, but is mostly a town of fishing and art. Recent magitech discoveries have allowed the city to use its empty space as magical, self sustaining gardens owned by one of the houses.
Organizations: Sotuku is home to the largest headquarters for the Sky Riders and Amnesis infinitus in Xesper, not to mention the Owner of the Red Jesters residign here.
Sotuku is the capital of Xesper, and the oldest city of Western Estray. From the ruins of an enormous gulari lighthouse, the base of such an impossible structure was refurbished into a pristine, perfectly circular limestone wall that houses a massive city within. Sotuku is built upon platforms, bridges, walls, and interconnecting highways, and is a microchasm of Xesperian Culture itself.
The city sports dozens of buildings, each coated in whitish limestone, with the typical Xesperian cylindrical design, the walkways that circle around the buildings create a high-tech rounded design across the multitude of layers. The city is dense, with businesses of all kinds overtaking residential zones. At the highest point lies the Thirteen's Villas, and at the lowest lies Lowtown, a shaded, delapidated squalor. In between are hundreds of streets to explore, including an entire district dedicated to hedonistic acts such as drinking, gambling, and partying.
Cerrasha
Population: 1,150 (38% Humans, 20% Elves, 10% Halflings, 10% Leprynes, 22% Other)
Government: A local council of rice farmers run the village. Various conglomerates have been in recent talks to sponsor or purchase the farms.
Commerce: This small, homely village produces high quality rice for miles around city borders, which is sent all over xesper.
Organizations: The city has a few immigrants from places like the Villarine wildwood, and as such, the largest temple in town is to Ironhazel.
The least artsy and active city of Xesper, though still extravagant in its own ways, Cerrasha is a small village dedicated to cultivating blackrice, a high quality, protein-packed grain that's shipped out to many other cities. The food culture of Cerrasha is lively and unique, considering how far locked into the land the village is compared to the other port cities. The village is built upon an irrigated hill with waterways feeding the blackrice farms, small bridges connecting the shorter, flatter cobblestone streets.
Cerrasha is run by the Green Griffon, a small force of collective farmers headmastered by an Elvish druid named Eski Dol Cerras. The Dol Cerras line has been a part of the Green Griffon since 900 MR. Adventurers who happen upon Cerrasha in their travels like to come back, and live a quiet life away from the bustle of places like Sotuku or Rumia, and there's been a surge in underground magitech culture growing.
Evergarden
Population: 28,000 (28% Elves, 20% Humans, 15% Goblins, 10% Orcs, 10% Drael, 10% Tieflings, 7% Other)
Government: Evergarden is-- or at least, WAS-- protected, overseen, and kept aloft by House Griswald's Bluecoatee Corporation, a strange company that provided prisoners and the destitute with service jobs. Today, the city is run by House Adira, a decorative weapons and luxury magitech company that supports a rather robust welfare system.
Commerce: Evergarden, despite being a fraction of the size of the capital, is the herald of Xesperian magitech production. Weaponry and Entertainment is very common here.
Organizations: House Griswald left the Thirteen in the year 102 PR, after a group of scrappy adventurers inadvertantly caused a rebellion. Now, the city has a deep rooted faith in the Avatar Mason and the primordial soul Xhiann.
Evergarden is a city consisting of a series of four disc-shaped plates that rest upon the edge of the Delve of Ages, a jungle that grows inside a canyon. One of these discs floats above the delve,
connected to the others via large bridges. The fourth disc, which is a residential block, was recently built in the last decade or so.
The city has an incredibly storied history. The delve of ages contained an underground prison that housed particularly heinous individuals from surrounding cities like Swallowfell. Evergarden, which established itself just after the rending, was first owned by a member of the Thirteen, House Griswald. They created the Bluecoatee Corporation, an indentured servitude agency that places prisoners into baseline service jobs, clad in their iconic blue coats. The city was built and kept up on the backs of the Bluecoatees, so much so that they were virtually slaves. House Griswald controlled every aspect of their sentencing, their tasks, and their living spaces. Faced against any civil rights backlash, Griswald would always explain to the populace that their wokers were the lowest dredges of society, only the worst prisoners were their workers. This of course led to Evergarden's overpolicing, feeding the cycle further.
Eventually, a group of adventurers came around and caused a rebellion, though inadvertantly, with the help of the coatees. Using places like old temples and seedy bars, the Bluecoatees organized a mass strike, plummeting Evergarden's economy. This strike lasted only a month and a half, but over those 45 days, House Griswald gave into demands and removed the organization. Over time, they lost their savings, allowing for a new house, House Adira, to step in and aleviate many of the struggles brought forth by the Bluecoatee Corporation.
Port Watercross
Population: 700 (25% Goblins, 18% Halflings, 16% Humans, 10% Rattynes, 10% Drael, 21% Other), around 7,000 tourists or visitors at any time.
Government: As an incredibly small checkpoint that connects the Arcadian ocean to the Xesperian rivers, the town does fine with a small team of Emerald Tides members that report to Sotuku, who manages the port.
Commerce: Despite its diminuitive stature, boats from across the entire southern continent travel through here. Imported goods are traded, stolen, and distributed above all else.
Organizations: The Sky Riders have a warehouse here, and uses it to full effect for its waterborn shipping expeditions. Religion is scarce, since this checkpoint is dedicated to naught but work.
Port Watercross is just that-- A port in which you cross the water. If you've traveled by boat along the southern coast of Estray, you've seen this small boardwalk filled with warehouses, rest stops, resupplying stations, and chain restaurants.
Though the native population to Port Watercross is very small, the amount of people actually occupying the boardwalk can reach into the upper thousands. A group of Emerald Tides from Sotuku take rotating schedules of vigilantly watching the areas, checking cargo, and accepting bribes. Crime is very common here, though almost all of it is nonviolent. Regardless, theft is one of the few universal Xesperian misdeeds, and those who are more savvy know to avoid thievery in the port if they can.
Areas
Crystal Quagmire
Separating east and west Xesper, this thick bog is known for its Auracite deposits, as well as its incredibly dangerous living conditions. While not nearly as swampy as some other areas in Estray, the creatures exposed to the high concentrations of Aether grow large and ravenous.
Jade Coast
One of Xesper's biggest attractions, the Jade coast is a long, sandy beach with green and yellow sand, giving the area its name. The area is filled with parks and hotels.
Rotthir's Cradle
A strange rendfield, born of two supernatural phenomina. Said to be Prime's hidden 13th moon, it appears this sporadic hunk of earth didn't quite make it's journey into orbit. The land is still scarred to the bone here, unnaturally and inhospitably hot.
Hissing Weald
A blackened, murky swamp filled with dark aether and rolling, moldy vistas, the Hissing Weald gets its name from the giant cicadas and mosquitos that live there. On certain yearly cycles, the hissing can get so bad that it can be heard from miles away, even reaching the ears of Cerrashans recently.
Drachenspire
A series of low rolling foothills to the south of the western mountains of Estray, home to many younger dragons. They seem to congregate here for some reason.
The City of Myth
The City of Myth is a failed experiment by the House of Thirteen, Xesper's Government, to create a city that floats in the Saltwick Sea, where each house member may live, away from the commoners. The 10 year project only lasted a measly three before a single, low-level tsunami razed the site, leaving nothing but a barnacle-infested series of scaffoldings. It has the nickname "Lore Rectangle" from numerous rumors spread amongst conspiracy theorists about the true intention of this location.
Starholmst
Far to the northwest of Mainland, separated by the foggy and roiling Cirran Sea, is Starholmst, the magitech empire of Estray. Starholmst is a series of connected tundras and cliffsides, covered in soft snow fields. Societies live both above and underground, for the farming of hearty tubers and fruits, and the mining of rich gemstones and rock, respectively.
Under the snowy banks, the caves of Starholmst seem like a technical paradise. City streets are bright, populated, and heated through wonderful gemladen magitech. The cielings of the caves are coated in paintings upon marbled masses of chiseled stone. Everyone seems happy, and crime is rare. However, Starholmstian society features the Six Scale Order, a secret police owned by the descendants of the clan leaders of the six cities. These clan families tout themselves as the creators of Starholmst, though only a few of them have political power these days. House Dirvaiss, a massive family in particular, holds the most captial and political power in Starholmst outside the elected officials.
Starholmst is a Shogunate, where the military branch heads most of the country's legal decisions. However, it's not a tyranny. Though overseen by the Shogunate and the clans, each city operates under a set of three democratically elected representatives with lax requirements and a supported political sphere. The Six Scale Order happens to report to these with total transparency. Starholmstians seem happy with this system, and outsiders may misinterpret that as falling for propaganda, though a Starholmstian may reply that its not like every other country has their own secret enforcement systems, theirs is just out in the open.
The continent has amicable relationships with every other nation, especially xesper, through trading the fruits of precious metallic and gem-rich resource deposits found within its deep caverns. The above plains create herbs and fruits with exotic tastes that make rounds across the world as well. Starholmst is a very strict culture that prides itself on technique, tradition, honor, and knowledge. Due to that, and the harsh lifestyles, magitech is slightly more advanced here than in anywhere else.
Interesting Things about Starholmst
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The steel wolves can be found in the vast, sparsely populated fields of Starholmst testing new inventions. Its common for travelling outsiders to see a roving squad using new, never-before-seen technology. Failed experiements, including Guardian scrapyards, are found around the inhospitable fields.
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House Dirvaiss invented the Cell Stone, the most common piece of household magitech. And by invented, they mean they stole the technology from Amnesis Infinitus. Using early versions of the cell stone, they established the largest news organization that operates around the entire world: The Prime Times.
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Starholmst is incredibly faithful, and has plenty of churches, including megachurches with exclusive sectors dedicated to each god. A typical Starholmstian belief is that the gods design their magitech, and the mortals merely bring those divine thoughts into the world.
Starholmstian Characters
Knowledge is Power. Starholmst prizes knowledge above all else, whether it be academic or spiritual. You value the pursuit of greatness more than any other. Sage is a suitable background, and so is spy or even charlatan. Classes that have an affinity for intrigue and mental accuity are common in Starholmst. Melee fighters are rare, while Rogues, Wizards, and bards are the majority of native adventurers. Outsiders think of you as cloistered, reclusive, antisocial rich kids, but you take pride in your craft, your talent, and your legacy.
The Six Scale Order. If any, what ties do you have to the Starholmstian secret police? A number of citizens, particularly Sorcerers and Aasimar, serve as the eyes and ears of the Order. Maybe you were conscipted by your family to join, or you could even be on the run from their antics. The Criminal background, both the regular version and the Spy variant, are common here.
Magical Talent. Why use your hands when you can fetch something with a mage hand? Why have a sword when a thundershot would do? Why worry about hot water when you can druidcraft the snow around you, heating it up? When making a starholmstian character that isn't a spell slinger, consider taking the magic initiate feat or going into a subclass like Arcane Trickster or Eldritch Knight. Whether its about damage or utility, most Starholmstians learn at least a little magic.
Notable Cities
Non Dharon
Population: 46,500 (25% Drael, 18% Humans, 12% Dwarves, 15% Orcs, 10% Lupynes, 20% Other)
Government: Non Dharon is the capital of Starholmst. The Ancient Silver Dragon Ulkarotzi sits atop the highest of towers, and watches over the city with the help of the three elected officials.
Commerce: Mining, Logging, and magitech development are Starholmst's staples, and all three of them are extremely lucrative. Non Dharon is the leading field in entire continent for magitech development.
Organizations: The Steel Wolves' first foray into Estray was in Starholmst, and Non Dharon is where the largest headquarters reside. The city is also a massive hub for faith, with temples dedicated to Mason, Bahamut and Tiamat, and other gods.
Built atop a towering mountain, its magnificent streets circling around the rocky bluffs, providing a warm light in the face of the harsh cold-- Such is the city of Non Dharon. Throughout the ages, this city has been a shining beacon of Drael innovation, Dwarven resilience, and Orcish adaptability. Surviving throught the age of myth, Non Dharon is where tradition and innovation meet. The city itself is a bustling scape of sound and sights, the warm illumination shining against the blackened cold mountains.
An ancient Silver Dragon who resides as the leader of the entire country named Ulkarotzi oversees the city. At the ripe old age of 860, he has seen more than most mortals can dream of, as such, he firmly believes he is the only one capable of running the city and the country. While his descisions are backed by their ruthless efficiency, and loads of experience, many citizens feel those descisions are becoming more and more antiquated. Ulkarotzi seems, from an outsider perspective, unable to keep up with the rest of the shogunate's rapid development in the modern age, as the Silver Dragon doesn't understand magitech.
Alvost
Population: 6,200 (10,000 including the glacierpacts) (16% Dwarves, 14% Humans, 12% Drael, 10% Rattynes, 8% Lupynes, 8% Elves, 32% Other)
Government: The small port village is run in joint by House Selenne, a family of the Council of Thirteen from Xesper, along with the typical three mayoral system of Starholmst.
Commerce: All shipments between Xesper and Starholmst lead here. The city has fishing zones set up, but shipping is by far its most lucrative business.
Organizations: Those who travel to Ruun Skelg have made a long and arduous journey, whether it be land or sea. As such, aside from the shipping companies that operate here, such as the Sky Riders, the town has many magitechnical entertainment and comfort companies. Theatres, spas, department stores, and the like.
Ruun Skelg sits along the southernmost shore of starholmst, where the weather is more mild, and serves as a sort of introduction to Starholmstian culture and ecology. The port is situated in such a position that seafarers from xesper are provided with the easiest journey there. They travel north along the Cirran Sea, stopping for supplies and breaks at the three smaller islands in between, known as glacierpacts. The city is a confluence of Xesperian and Starholmstian values and archetecture, much in the same way that Port Tanu is.
Recently, a wave of Ohstran immigrants and exiles have come into Ruun Skelg from Silvercloud Keep, the parliaments neglected mass prison. While the city welcomes them, and provides them with work or correctional services, the higher ups do so begrudgingly. The common citizens of Ruun Skelg don't tend to mind, however, as they're always in need of more low-skilled labor, and, despite being prisoners, not many of them seem to be prone to criminal activity above extremely minor cases such as petty theft or drug use.
Silvercloud
Population: 1,600 (26% Humans, 23% Halflings, 10% Elves, 10% Dwarves, 31% Other)
Government: Silvercloud has no specific governing system. Existing at the border of Ohstran-Occupied starholmst land, the village essentially exists for smuggling cargo and people back to the mainland.
Commerce: Stolen shipments are taken to Alvost, and transported to the mainland via Silvercloud and the smaller islands in between.
Organizations: The Night Eyes criminal syndicate hides out here when things get rough on the mainland. They also send out regular recruiters to this area, taking advantage of the dispossessed townsfolk.
In the year 1243 MR, the Gilded Parliament of Ohstra declared it unconstitutional to hold public executions for crimes, abolishing the death penalty in the process. With a little over a hundred Ohstran criminals waiting in queue for execution, the parliament needed a place to store such offenders. They decided to make a deal with Ulkarotzi, and purchase a piece of land, 20 miles wide on the southwest, barren tundras of Starholmst to build an isolated prison complex.
Silvercloud keep consists of six large, concrete facilities. Five of which to house criminals, and the remaining one to be used for Ruby Brands activity, such as guards and wardens. However, due to the absolute difficulty of setting something like this up from scratch, the prison has been underfunded and neglected, only a facade of a correctional facility. Over the last few decades, those inside of the keep, many wrongfully accused, or not nearly as large enough offenders to warrant such a punishment, have established themselves a new town.
Inside the concrete walls lie converted cells, black markets, and a struggling, yet hearty population. The ruby brands building has been bombed, and lies a pile of rubble to this day. By 1300 MR, the Parliament has simply given up on maintining the keep, much to the fury of Starholmst. Many of the houses of starholmst decided to instead convert Silvercloud into a fully Starholmstian city in name, though the people of the country refuse to recognize that.
Gorn Maldir
Population: 38,300 (24% Dwarves, 20% Drael, 20% Humans, 18% Orcs, 10% Kobolds, 8% Other)
Government: As typical with starholmstian cities, three elected officials oversee commerce, infastructure, and other city effects, while a member of the shogunate oversees the Amethyst watch and the Six Scale Order from within. This city happens to have a fourth elected official, however, that manages the far northern farms just outside.
Commerce: Just outside Gorn Maldir's walls are large, northern orchards that grow snowplums, a rare treat for anyone outside the island.
Organizations: Thanks to the large farms and densely packed housing structures, protection is something always on the minds of Gorn Maldir's people.
Located in the northern mountain ranges of Starholmst, Gorn Maldir was the first cave society in recorded Estrayan history. Built in the age of strife by dungeon-dwelling kobolds, the outsiders of this land used the tunnel systems for much needed shelter from the harsh winters. A deal was struck, and the Dwarves of Morradin worked together to turn the haphazard tunnels into wonderous caveborne structures.
The city is densely packed into a rather small area, just big enough to allow for comfort. Unlike the cavetowns of ohstra, which are large, open spaces, Gorn Maldir features many alleyways and alcoves, with some larger pockets. The tunnels are only a dozen or two feet across in any direction, and the larger alcoves, where you can find houses built into the walls, Typically only span about 250 feet in any direction, with cielings only reaching into a third story or so. As such, a communal trust has needed to develop, to protect against crimes that are much easier to get away with.
Areas
Swiftmetal Tundras
A large and open expanse of hilly terrain, uneven yet clean and barren, perfect for various tests and trainings. The guilds of Gorn Maldir specifically have tested many war machines on these scarred plains. You may even find a broken colossus or two.
Glacierpact
A joint-checkpoint owned by both Xesper and Starholmst, the small town serves as a checkpoint for shipping and travelling ships to restock and rest. The town boasts few residential zones, and is mostly comprised of warehouses, taverns, brothels, and other entertainment for the weary northern sailor.
The White Talls
The taigas that reach across the lower reaches of Starholmst, the white talls are a misty, aether rich taiga filled with incredibly dangerous snowborn threats. Dire wolves and mammoths, and plenty of other more esoteric threats reside within. It is common to find abandoned camps of people trying to discover the aetherological phenomina deep within.
The Ancient Walls of Loria
At the center of the realm, the largest and oldest continent of Prime resides. Whereas Estray is incredibly cold and wet, Loria is very warm and mostly very, very dry. Hosting the Tzaronian Desert to the north, and the Riol Dorodiro jungle to the south, Loria is a living tale of struggle and conquest. There are two main countries of Loria, Calloco and Tzaron, with a smaller community to the far south known as Icolo.
Tzaron
Covering the northern expanse of Loria, Tzaron is an old country, built and thriving through years of innovation and hearty resilience. What was once a series of isolated travelling groups found solas in the mountains, creating the crater city of Bastalk, and branching out over time.
Tzaron was once an empire spanning the entirety of Loria (Aside from Icolo). Over the course of eons, the powerful, resilient, and advanced military of Tzaron took over the ancient Callocan lands, assimilating them into their culture and exploiting their abundant resources. The gold, silver, auracite, and food that was found here catapulted Bastalk and the Tzaronians into luxurious lives, and by the time the Callocans left the state in a grisly battle, the damage had been done.
Tzaron stands as a testament to strength and trade, though forceful it may be. The country is known for its massive, complicated business system, its economy-first government, and being the secret supplier behind many magitcechnical advancements, especially in the fields of new and burgeoning scenes like transport and entertainment.
From Ovandil do Gurirmar, each large city in Tzaron is a haven against the elements, but not from the state itself. Each city state, since the dawn of the country, does indeed claim to be their own city state, but much of their wealth is directed and funneled straight into the capital of Bastalk.
Culturally, Tzaron is very communal. Almost in stark contrast to its breakneck business scene, festivals, community dinners, public weddings, and spur-of-the-moment concerts and performances are fairly common. The people of Tzaron until very recently until travellers. Children are encouraged to invest in travel and learn as much as they can through other people. This leads to a very friendly surface, while its common to see those "unfit" for the cutthroat adult world to be consistently undercut, backstabbed, and thrown under the bus... Sometimes literally.
As Tzaron is a desert, the people will typically wear light, loose clothing. Their leathers are scored, filled with plenty of openings and pockets. They don't make use of too many metal plates, though shoulder pads and shin guards are fairly common. When someone arms themselves in full armor, it will typically be in the form of splint mail with many openings, or stuffed with special absorbent fleeces. Long, flowing coatees and dresses are a symbol of wealth, especially if you have the funds and man-hours to keep them clean in the sandy streets of Tzaronian Villages.
Interesting Things about Tzaron
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Bastalk is the oldest city in prime. Though not the largest or richest, it has a (literal) mountain of tradition, and museums are a plenty.
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The Tzaronian Desert is more populated than you might find at first glance. A colony of tribal cactus-kin, massive underground insect colonies, pockets of moisture in between the canyon crags, there is life everywhere here.
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The Sultana of Tzaron personally funded the Steel Sands guild in their attempt to destroy Drahn, a corrupted avatar. The once run-down brothel that they were given in Bastalk has been converted into a magical item shop, Prime's Largest.
Tzaronian Characters
Silver Tounges. The people of Tzaron are friendly, and many are also masters of language. In a realm where trade rules all, its useful to know all the tricks front and back. Does your character fit right in with the crowd, or do they struggle to keep up with the rapid development of slang, trade-words, borrowed terms, and halftruths? For a Tzaronian character, consider getting proficiency in Deception or Persuasion, even if you're playing a character with low Charisma.
Monopolized. Though the Tzaronian government has laws preventing a complete monopoly on multiple businesses, the "guilds" system that Tzaronians join when employed is very close to that. If you're a janitor, for example, you're either part of the Tzaronian Streetsweeper's Guild, who control your wages, job site, and more, or you're an independent, who will most likely be outcompeted in a month unless you're just that good. Are you a member of a Tzaronian guild? What are your opinions of them? Is your guild a union?
Experienced Travellers. Tzaronians are encouraged from an early age to travel. Emigrants are common, though few stay in the same place too long. Most traveling done by Tzaronians are through their work, commuting via river or sand beast to move from one spot to the next. If your character commits themselves to this lifestyle, they should be eager to take up some of the traveling tasks in game. Or, perhaps they have a resentment toward this attitude, and don't like leaving their comfort zone too often.
Notable Cities
Bastalk
Population: 321,500 (22% Elves, 22% Dwarves, 14% Humans, 12% Leprynes, 11% Drael, 9% Other)
Government: Bastalk is the home to the Sultana, a descendent of Synami Tzaron named Ilmeno Tzaron. Ilmeno controls most of Tzaron, but especially Bastalk, and oversees the worker's guilds, dictating what economic rights they have.
Commerce: Bastalk typically trades in resilient desert herbs along the Arinar River, but makes most of its money in outsourcing talent. Many people come to bastalk to prove their worth, especially in the sports scene.
Organizations: Alongside the Sultanate, Bastalk is home to one of the original post-moonraze adventuring guilds, the Sandweaver Traveller's Corp, and the headquarters of the Prime Continental Sports League, or PSCL.
The oldest city in Prime, Bastalk has seen it all. Established in the center of a canyon, this tiered sandstone city has been the forefront of Lorian innovation for millenniums now. The city itself is built across the iconic flat canyons that congregate around the center of the Tzaronian Desert, and is next to the largest lake in east Loria. The buildings are painted with accents of rare dyes, nestled in the shade of the water worn sandstone overhangs, with one massive, sloped main street dictating all commerce into smaller clusters of business and residency. Bore into the center of the city to see an incredibly massive modular colesseum which has been used internationally as a place to host the biggest games of any sport.
Bastalk is commonly referred to as the Ur-City, as it has existed for eons, shortly after mortals began to walk the earth. Inside bastalk, you'll find that most Tzaronian culture developed here, and is practiced with the most fervor within the city's walls. Bastalk has exponentially more people and resources than most other Tzaronian Cities.
Khorrajon
Population: 6,700 (29% Humans, 21% Drael, 12% Lupynes, 10% Leprynes, 8% Tieflings, 20% Other)
Government: In conjunction with the Sultanate, Khorrajon reports findings and ships supplies up the Arinar river, as Bastalk sends researchers down to discover the depths.
Commerce: In addition to being an archaeology hub, a few warehouses exist that bring supplies to Calloco and west Tzaron. Workers that aren't brave or qualified enough to investigate the ruins typically run shops and inns that cater to them.
Organizations: Amnesis Infinitus has tried to overtake this area for a while now, but is stifled in their actions via the research companies that already occupy Khorrajon, namely a mysteriously new associated called the "Mist Finders".
The city of Khorrajon was established next to a surface Gulari ruin, and used salvaged technology to advance more quickly than other cities. Tied directly to Bastalk through the Arinar River, the two cities live in mutualist harmony with each other, in which the culture is produced by Bastalk, and the Tech is innovated by Khorrajon. The streets are paved with old Gulari technology, and a few of the recently awakened Gulari Constructs can be found here. Buildings are form-over function, very square mudbrick and sandstone houses that have been reinforced with strong supports, creating a multi-tiered series of square bricks.
Marking the center of the city is a near-mile wide opening, descending miles into the depths of the earth. This abyss contains multiple layers of one of the largest Gulari ruins ever discovered, left undisturbed for thousands of years, allowing for numerous dangers to occupy the desecrated tunnels. Nobody, as of yet, has discovered the bottom of this pit.
Mecil Cecil
Population: 235 (79% Undead, 20% Plantkin, 1% Other)
Government: Mecil Cecil is not large enough to be considered a true city by Tzaron. Instead, a guild of five undead beings oversee the city. Attempts to raid or purge the village have been stopped by these particularly strong undead.
Commerce: Foolhardy adventurers and opportunistic companies venture north for the exotic flora and fauna, only to never come back the same.
Organizations: Other than the plantkin tribes to the south that interact with Mecil Cecil in times of need, it's not common to see any company or faith here.
Just beyond the northern Tzaron Desert, The strange city of Mecil Cecil lies. The city was founded years and years ago by vagrants, exiles, and merchants who went north instead of south when traveling across Loria, and decided to stop their journeys at the closest water source they could find. Turns out the northern bogs of Loria are the Elzhin Swamps, a den of poison. This city is rather destitute compared to many other Tzaronian Settlements, featring worn down buildings made of warped wood, sitting atop the corpses of the megafauna that occupy the swamps. The walkways are protected and covered by dragon bones, the basements are carved out of massive tortoiseshells, and the wells dotting the ramshackle village have run dry ages ago.
The city is a wasteland, mostly a ghost town occupied, well, by actual spirits. Undead creatures tainted and corrupted by the swamps try their best to live out their lives in harmony with the plantkin of the area, who are able to biologically filter the toxins out of the water they drink. The undead that occupy the hamlet are not necessarily evil, as many of them retain their souls and thoughts, though they are tainted by the malice of the Cubia Lake's surrounding swamps. They are constantly filled with a dreaded hunger that can easily drive them to mindlessly attack any living creature, and are ostracized from civilized communities.
Ovandil
Population: 16,000 (23% Humans, 18% Elves, 12% Dwarves, 10% Drael, 10% Goblins, 27% Other)
Government: Ovandil is run exclusively by the mayor, an Elvish Archdruid named Sorini Misthold. She oversees the agriculture and is active within the community, providing ritualistic bounty to the farmlands around.
Commerce: Ovandil supplies almost all of the vegetables to the entirety of Tzaron. while smaller gardens and farms exist in other places, those all exist as emergency stock.
Organizations: Ovandil has a lot of power in the political scene of Tzaron, and also has the largest concentration of Tzaron's primary faiths.
Ovandil is Tzaron's primary exporter of all things grown and tended. A massive irrigated field allows for growth of Silverwheat, Rice, Lentils, Chikpeas, and more, as well as Brumals for travel across the desert. The city wraps around the Tzaronian Agricultural Field, which is an area of rapid growth and neverending fertility. through hundreds of years of Ovandilian druid ritual, the area is staunchly defended year-round against pests, thieves, and chemical attacks.
Ovandil is a flat city without much verticality unlike the other Tzaronian settlements, causing the districts to be very spread out, wrapping around the farmlands. Giant Brumals can be seen travelling across the desert to the Arinar River.
Areas
Meteos
Meteos was the site of a meteor that landed over 60 years ago. The crash was so intense that it shook the mountains of Tzaron to their core, creating the Twinspire Trail. The meteor was made of a material similar to auracite, but much more potent. It has since been mined completely out, leaving nothing but a ghost town.
Selkni
Bordering the Elzhin Bog, Thick, hearty shrubs and cacti grow through the crags here. The surrounding fog still has unclean nutrients flowing around, but droves of nomadic plantkin seem to claim this area as their homeland.
Niimu
Not much is known about the massive, lichen-wrapped floating ruins of Niimu. Apparently inhabited by halflings hundreds of years ago, the city ruins are caught in a mix of deep burial, and floating islands.
Xaasas Falls
The Xasaas falls are is the largest waterfall in prime, collecting water from around The Spine and collecting under a series of mile-wide cliff faces. The lake is lush and warm year round, and is a popular tourist destination.
Wyold Clouds
A neverending cloud of infinite sandstorm, the Wyold is a mysterious location, even to the patrols of Gurirmar. The dust devil used to move across all of Tzaron, and even break into Calloco, but recently, ritual casting via the druids of Ovandil have kept it dormant in a small pocket.
Arinar River
The Arinar River leads from the dense crags of Meteos into the Tzaronian Desert, forming thick, layered canyons that springwater flows from. The river stays relatively clean, and flows through many rapids and small caves. This is the main road that leads to Khorrajon, then to Calloco through lake Xaasas.
Calloco
Calloco in general, is no stranger to struggle. Resting right in the middle of the Riol Dorodiro, a massive jungle that covers nearly half of Loria, and subject to tyranny from Tzaron, dangers both political and natural have wrecked the land. It's people however, remain stalwart and content in their ways.
Calloco is a very traditional, ancient country. Though it's been torn apart and rebuilt countless times, the city stands tall as a beacon of perseverance and strength in community.
The country is technically a democracy, with a President (Moya Derenda, tiefling male), parliament of 17 elected officials, and a mayoral system similar to Ohstra, the whims of the people in power, and even at the bottom leads the country in a stubborn rut of continuing previous Tzaronian political theory. The businesses of Calloco run the country, especially its capital, Poton, and are practically merchant kings in all but name. The political scene of Calloco is constantly wrought with active young revolutionaries and older, conservative folk.
Though politically similar to Tzaron, culturally, it's a whole different beast. The country of Calloco is starkly independent in terms of its religion, as it allows open and free worship of any gods, unlike Tzaron which has a list of approved deities. It also has a wide and complex face paint culture, in which most people decorate their bodies and faces with paints to denote various events, classes, genders, and more. It is considered rude for foreigners, even those who live in Calloco, to wear these face paints during casual days, but are generally encouraged to wear paints during special events.
As Calloco is a harsh jungle, thin, yet hearty wear is seen around its people. Incense, oils, and ointments have been developed to keep hydration up, heat down, and insects away, and thus Callocans typically wear much less clothing than other cultures.
Interesting Things About Calloco
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Magic in Calloco is ancient and traditional. The influence of the divine can be seen anywhere, and arcane magic, especially the creation of new spells and various artifice is generally met with some skepticism.
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The Riol Dorodiro is the richest and most biologically diverse jungle in prime. Containing strange, massive lizardlike creatures known as "Dinosaurs", as well as incredibly large deposits of gold, and a unique floating metal known as Straightsilver.
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Boat culture in Calloco is huge. Collector's models, boat shows, custom jobs, and boat mechanics can be seen across the Riol and its water based travel routes.
Callocan Characters
Decorated. Facepaints are a large part of your culture. Men wear vertical markings on their cheeks, and women wear horizontal markings. Though it's still taking time to be culturally accepted, many individuals outside the gender binary are using circles or crosses to denote their identity. White is the typical color for casual experiences, days of import such as holidays, business meetings, or balls are marked with yellow or blue, and funerals employ maroon paints.
Theological. Most people in Calloco are polytheistic, and pray to whatever gods they need. Even darker gods like Atmus and Rotthir are accepted here, as sometimes people really do need a bit of power and chaos in their lives. Consider going into a divine class, or at least taking a feature that grants you a slight divine edge. Alternatively, you could reject religion entirely.
Notable Cities
Poton
Population: 240,600 (21% Human, 19% Felyne, 17% Lepryne, 12% Goblin, 10% Tiefling, 21% Other)
Government: The southernmost pyramid is lavishly coated in precious minerals, marking the congregation spot and living quarters of the Callocan president, Moya Darenda and his family of 6. Guards known as shields heavily patrol the city, and are sent off on seasonal duties across the country.
Commerce: Poton is a melting pot in both culture and ancestry. Aside from the ancient pyramids, and thus imports and exports a multitude of product.
Organizations: As with any large city, a group known as the Zoras operate in the shadows of the massive city structures, organized into tightly knit "families" of smugglers and bandits that put pressure on the shields and commonfolk.
The captial of Calloco is built upon the ancient pyramids of civilizations past, nestled into a fertile stream. Surrounded on all sides by a lush grassland in between the large mountains and forests of the Riol Dorodiro. Its exotic flairs and ease of access make it an economic powerhouse, filled with business of all types.
The city itself sits atop four dark pyramids with magical green flames marking the top of each. These pyramids are absolutely enormous, large enough for the buildings of the city to sit on top or inside. The buildings themselves are exotic and blocky, filled with murals, bridges, and people rushing back and forth. The insides of the pyramids are infamous for hosting a large network of black markets and criminal underbellies, and unless its required, most people ignore the insides.
Barijas
Population: 1,200 (24% Humans, 17% Orcs, 13% Felynes, 10% Tieflings, 46% Other)
Government: The city is mostly self governed, with help from the Lighthouse Sages, a highly theocratic association of strong spellcasters that oversee the port.
Commerce: As close as the city is to the Gulch, one can almost guarantee that any of the ecclectic goods found here were acquired dubiously.
Organizations: The lighthouse sages, small yet dedicated Shields force, and retired adventurers keep track of the activity within the town to make sure the Dreadwings or other piratical groups dont overtake Calloco, an effort the rest of the country seems to ignore.
Serving as a transition between the rough and tumble Scattered Isles and the calmer Trilake Pact, Barijas is a port town famous for bringing a gritty flair to Callocan culture. The city is wedged between two large cliffs, and a white coast that quickly transforms into the rolling lush fields of Monteru. Barijas, thanks to its more lax relationship with the rest of the Callocan Confederacy,
is filled with refugees and travellers from both the northern Tzaronian sands and the Grim Isle Gulch. Although it is a very small city, its people are proud of what they have created, a safe haven for those looking to leave the life they once held.
Thanks to its population, Barijas is in no shortage of mercenaries and sellswords that pick up the slack of the rather neglectful Callocan city builders, to the point where the city doesn't even have a political sector, rather a few mages and druids that oversee the city. These sages congregate in the large lighthouse that sits upon the shores and practice their faith.
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The Tri-lake Pact
Population: 125,000 (24,000 in Lochachi, 64,000 in Espizales, and 37,000 in Neimera. A roughly even distribution of Humans, Elves, and Beastfolk.)
Government: The three cities are each run semi-independently by a merchant group known as the Pact Holders.
Commerce: Almost all of the trade between the Tri-lake pact stays within the Tri-lake pact. If not for the various Tzaronian and Callocan military forces they employ, the three cities could reasonably break off into its own self sufficient nation.
Organizations: Black markets and secret business are aplenty, but anything official is overseen and inspected by the Pact Holders. The lake's bounties are nigh endless, and many adventuring companies are looking to use this economic wild west to their adventage, exploring the depths.
The Tri-Lake Pact was established during the Callocan Revolution, as a way to mitigate tensions between the vague at best borders between the two lorian countries. To ensure that each country would not squabble over the exact lines of the borders too much, both countries decided to use the great Dragiigue lake of Loria and its three largest port cities-- Tzaron's Neimera, and Calloco's Espizales and Lochachi-- as a semi-independent, semi-cooperative series of citystates, in which neutral actors known as the Pact Holders moderate the lake in accordance with both countries laws.
The three cities have their own distinct (not so) friendly rivalries between each other, working on harvesting the lake's offerings, building industry, and scouting the best minds they can find between each other. Espizales is by far the largest, but Neimera can occasionally pull ahead thanks to the secret funding via the Tzaronian Sultanate.
Entering the Dragiigue lake as outsiders may result in suspicion and a few tarriffs, as they typically don't like having much competition, especially from foreign lands, who may "siphon" the Pact's profits.
Malado
Population: 1,150 (32% Humans, 18% Leprynes, 14% Lupynes, 12% Felynes, 10% Tieflings, 14% Other)
Government: The Shields of Calloco are sent to Malado en masse during their numerous tourist-attracting events, but outside of that the city is overseen by a Mayor, Etto Cerara, an old felyne man who is a retired field cruiser racer.
Commerce: Malado has an incredibly large factory for field cruisers and other automobiles, making the city nearly a company town. The people who work in Malado collect ores from the western wastes and nearby rivers to help with production.
Organizations: As a town dedicated to automobiles, so too are new-age biker gangs that patrol the streets.
Sitting at the western edge of the Lorian rivers, Malado is a secluded, homely town filled with far-spread out houses. The town is home to a large field cruiser culture, and even began developing their own models. Scattered in a long line across the western wastes, the city is structured around a large road made of a new form of concrete created by local engineers. This is what caused the automobile industry to explode in the city, as more and more precious metals and asphalt get shipped into the city, the more it expands.
The city may only number in the low thousands in locals, but hundreds of tourists come down seasonally to watch the breakneak, intense field cruiser races that take place there. Rumor is a new sports league may pop up out of Malado at any time.
Areas
The West Wastes
The origins of this once lush wasteland's destruction is completely unknown. Remnants of dried mosses, warped trees, and numerous crags and craters are the only things that populate this area. Even around the water, plantlife refuses to bloom. However, the location proves necessary to Loria's development, as materials in the substrate seem to filter the salt out of the water as it flows into Dragiigue Lake
Esmacando Field
A low, rolling, fertile grassland filled to the brim with wildflowers and simple ranges of bison, rattlesnakes, and other large creatures that feed upon the roaming beasts. This area has a few roads and trade routes, but is generally left completely undisturbed in favor of the mineral and food rich Riol Dorodiro.
Riol Dorodiro
The Silvered River, as it's known by outsiders, is a shifting, warbling series of subtropical sands upon rich deposits of floating stone known as straightsilver. The mines that permeate the area are always flooded very quickly, as the shifting rivers literally do shift, changing shape over the course of weeks. As the bogs get closer and closer to the ocean, the saltwater swamps take hold.
The Redlands
Thick, towering redwood trees, and massive mushrooms are found in these dangerous woods. The Talls are a network of thousands of identical trees that sprout from a single root system. As the seasons change, the mushrooms and the Talls overtake eachother in perfect balance.
Dragiigue Lake
The Center of Life in Loria, and the primary lifesource to all of Calloco, The Dragiigue lake is one incredibly large ancient lake, practically an ocean in its own right. The water stretches for miles below the surface, and Moonraze only made the lake larger. It now spills forth into the Riol Dorodiro Jungles, providing food and water to the largely river-based economy of Calloco
Penino Peatlands
A small, sunken area of the Riol Dorodiro bogs, where cold ocean winds flow into and chill the area. The land is known best for its peat moss, used all over prime as a natural filter for agriculture.
Icolo
Population: 26,000 (47% Elf, 35% Felyne, 14% Human, 6% Other)
Icolo is a singular city-state, deep within the cold southern mountains of Loria. A stalwart city, indeed, isolating itself from most of the affairs of other countries. Additionally, Icolo also formed a strict theocracy, worshipping an entity that no others have heard about, their own Primordial Soul: Cruceron, the embodiment of Strength. Aetherologists who have come to Icolo for study have noticed that the casters of this land manipulate aether in completely unknown ways.
Due to its policies and isolationism, Icolo has developed in a very strange way. They are just as, if not slightly more technologically savvy than most other countries in prime, but also have a few developed traditional tech alongside their more holy, ritualistic magic. Guards in Icolo are equipped not with thundershots, but actual rifles that use gunpowder. They have mass transit, but not in the Magitech monorails-- Rather a steam train runs between the city's districts.
Icolo is a theocracy, though in recent memory has been slowly segregating the church and state. The nation's religion is that of Cruceron, and worship of other deities are strictly forbidden. While not punishable by law, if you are caught worshiping another god, you'll find yourself in social hot water very quickly. The church creates and manages laws and freedoms, while a newly developed business sector manages everything that doesn't have to do with basic personal laws like murder, theft, and so on.
Culturally, Icolo is what most would consider "proper", at least if you're being polite. Manners and decorum are an important part, especially to the middle and upper classes. Everything done in Icolo is meant to impress. You'll see shined shoes, polished jewelry, swept streets, and elegant signposts. Suitcoats, dresses, corsets, trousers, and tophats are common in the upper class, while the lower ranks still use thick vests, jackets and well kept shirts. The land is shrouded in high-altitude cold, and so gloves, hats, and any other coverings for sensitive areas are common and where many like to throw in their personal flairs.
Intersting Things About Icolo
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The rolling fields below the mountaintops are populated with dozens of smaller, nomadic folk of not only natives, but displaced or exiled Icolans. Niether group has any interest in the other.
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Icolan airships are incredibly strange. Rather than being shaped like a sea-ship and powered by a pulse engine, these airships feature smaller passenger spaces, flat, stationary wings, no sails, and a strange windmill-like device on the front that spins rapidly, powered by a thick, viscous material drilled from the earth, of all things.
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Icolo is one of the very few places in which you can readily find Griphon Meat. As a city in the cold mountains, they take what they can get, and a popular dish is Griphon Thigh and Onion Jelly.
Icolan Characters
Isolated. It takes a lot to make an Icolan go adventuring. Consider your character's motivations. Are they an exile? Perhaps they were seeking religious freedom? Maybe they got lost or left in the ranges? Alongside that, as an Icolan, you're probably less knowledgable of the outside world. Even if you're playing a high wisdom, high intelligence character, consider making yours a little oblivious, gullible, or stubborn to different ways of life.
Subversive. The arcane is much less practical, and more esoteric in Icolo. As a caster, you're drawing upon aether in a strange and unorthodox, taxing way. This gives you access to certain forms of magic that some traditional casters can't access. If you're playing a caster, consider playing something like a Dunamantic wizard, and if you're playing a martialist, consider something like the Runekeeper, an Eldritch Knight, or a Pilot with the Magic Initiate feat.
Mysterious. Nobody from prime really knows anything about Icolo, and even in the adventuring crowd, you stick out like a sore thumb. Whether it be your fashion sense, your strange accent, your slang, the way you eat, or something else, your quirks will inevitably shine through.
Notable Cities
Banam
Population: 412 (35% Human, 32% Felyne, 13% Elf, 10% Tieflings, 10% Other )
Government: The loose collection of tribes and farmers are overseen by icolo, and far too small to fight them back.
Commerce: Those within the lower fields only exist to provide Icolo with farmed goods. Those who engage in other activity, including trade between others, is disallowed.
Organizations: Occasionally, those who have managed to escape may form together and provide others with help, but most run up north toward Calloco.
Banam is a small farming hamlet right next to the Arkeria forest, and a bountiful grassland that can grow grain and vegetables. Icolo, nestled hard into the mountains, needed a more stable source of food as they advanced. Thus, they stepped out of their extremely isolated ways, only to take land in the north from the less developed Callocan Tribes south of the Riol Dorodiro. For centuries, this small village has been used to ship food to the city proper.
Areas
Arkeria Forest
This hilly, pine forest may be filled with untold treasures... too bad the area is blocked off from everyone except for Icolo, and navigation into it is incredibly difficult. Technological, magical, and even biological senses of direction are ruined as you cross the river. The natives of the area seem to be the only one not affected by this mysterious effect, though the land is kept just out of their reach.
Icebreaker Isle
Surrounded on all sides by fields of salted ice, this massive isle is a glacier frozen in an ice floe. The glacier has seen buildup of soils in which sprouts small, ice-covered mosses and shrubs.
The Seven Beastly Steppes
Across the southern lorian plains, past the Riol Dorodiro, where the temperature cools, the Seven Beastly Steppes reside. This hilly land is filled with primitive ruins of villages past, loosely connected to each other. It is one of the least developed lands in prime.
Orakuva
Orakuva is a surprisingly self sufficient colony of islands and surface-piercing coral reefs, populated with plenty of creatures that you don't see too often anywhere else, given their biology. Due to western Calloco being much less populated than it's jungled east, Orakuva is fairly left alone to it's own devices thanks to it's geography.
The country is run as a collective of independent cities that band together through unions. This means that the people of Orakuva are typically left to do what they please, but also leaves room for a very confusing set of personalized and district-specific laws, as well as a thriving black market and piracy scene. While not as bas as the Scattered Isles, Orakuvans are consistently worried of Piratical onslaughts.
Culturally, Orakuvans are explorers by heart. The union of cities means that inter-island travel is extremely common, and the various disparate guilds set up across the lands leave room for tightly knit communities, even amongst pirates. For fashion, orakuvans pride themselves on their tattoos and silks. Cloaks, sashes, hoods, and other coverings are a staple, made with water-resistant silks, easy to pull over your head or around your body when the rain or mosquitos come rolling in. They wear bright, flashy colors and enjoy many forms of mixed drinks containing sweet fruits.
Intreresting Things About Orakuva
- Unlike the plainsfolk that inhabit the entirety of prime in varying demographics, Orakuva is the only place in which you will find Prime's native Lizardfolk and Tortles. Of all demographics to immigrate and adapt, the Sea Elves and Goblins are not found most anywhere else.
- Orakuva has a very deeply ingrained tattoo culture, and even were the first country to create magical tattoos. A few haughtier citizens swear that if your magical tattoo didn't come from Orakuva, it's weaker than theirs. A common one is to get Lumina Coat, a wonderful colorchanging mark upon your skin.
- Endreiyanis, the coincidentally named White Leviathan, is an eel-shaped dragon serpent that travels in the island conglomerate's central maelstrom. Although he is docile and friendly, collecting and hoarding fallen ships and their treasures, legends say if you see him, he knows your ship may soon fall.
Orakuvan Characters
Adventurous. Orakuvans are typically rather curious and multicultural, always looking for something new to see. Coming from an area with a lot of danger, pirates, storms, and waterbeasts, you are well aware of the risks in your profession. Consider playing a high wisdom character, or alternatively a character with proficiency in survival and nature skills, to show that you're more ready than your friends for the road.
We're all Family. Bonds with family are just one relationship. Your friends should be just as dear as your crew, and coworkers, ancestors, and anyone on the streets. Orakuvan characters tend to be very personable, even if that can get them into trouble... Especially in certain more lonely communities like Icolo, Starholmst, or Ohstra.
Scrapmasters. Though this has recently changed with the advent of better travel, Orakuva isn't known for its rich resources. You may have fruit and fish, but wood, stone, and other processed materials are still rather hard to come by. When designing your character and their weapons, consider obsdian blades, or processed spiked boneclubs, or boomerangs. An Orakuvan Artificer could be the master of piling together scrap metal foraged from drowned ships. Or, perhaps you have all the metal you need as a symbol of wealth.
Notable Cities
Teluwit
Population: 23,150 (21% Goblins, 19% Elves, 17% Humans, 14% Crocodynes, 29% Other)
Government: Teluwit's Government buildings take up a large part of the city's available space, and many, many international conferences are had here to take advantage of the idyllic weather. As such, Teluwit is very concerned with appearing perfect at all times.
Commerce: Teluwit wraps around the entirety of one of the larger Orakuvan islands, trading in all directions domestically and internationally.
Organizations: Alongside the traders and the merchant guilds, the city has a big underground scene, almost literally, with the tide sewers. The downtrodden and homeless can find themselves in a protective gang quite easily.
The Capital of Orakuva, Teluwit is a large city of vibrant neon colors stacked on top of simple archetecture. The island city sits at the center of all Orakuva, making it the perfect trade hub and observation point for the entire country. As Teluwit functions as a mid point between Loria and The Great West, people stop by and leave just as quickly, rumors and stories spread like wildfire. These rumors range from Teluwit being a perfect and equal ocean society to an oppressive tyranny in which fear rules. In reality, Teluwit typically follows the same rules as any other big port city.
Trade and money dominate the culture of Teluwit and its general approach to interacting with the rest of the world. As a dormant volcano that leads to large, weatherworn caves and mountains, precious stones and interesting fauna lead most of the country's exports.
Esqugao
Population: 8,560 (22% Elves, 18% Goblins, 28% Humans, 20% Orcs, 12% Other)
Government: Esqugao is currently overseen by a merchant king, a Crocodyne Man named Usu Gao of the Gao family. The Gao family was about to be usurped until the invention of airships, allowing them to trade.
Commerce: The city is the only place on prime that grew olives of all types. Olive oil is a recently introduced staple that many people of prime are now obsessed with. It is sold at a great premium, along with rare corals and volcanic stone.
Organizations: The Gao family keeps a tight grip on the commerce internationally, but domestically, Esqugao is rife with sky pirates that patrol the airborne travel routes.
Esqugao was a completely isolated community at one point, a stiff and sharp volcano surrounded on all sides by a ring of firey corals. When airships were first invented, various people stopped by this inaccessible island to discover that there were people living upon it. With a boom in trade, especially in the unique and exclusive olives that populate the island, Esqugao became a full mercantile force.
The city is very vertical, and people may ride magic cable cars to get from place to place. Bleached wooden paths and a multitude of layers make this area very unique. Today, people ride very small, altered boats and even modified Field Cruisers capable of flight to get around. The cultural scene is one where the newfound machinery is at the heart of interactions. Drag races, model shows, and the like.
The Great West
The final three continents of Prime are close to each other, and smaller than Loria and Estray. Due to this, people call them the Great West. These three continents consist of the storied empire of Kusara, the Floating Islands of Riki, and the ancient lands of Morrigue. Each continent have their own systems, stories, and views.
Kusara
Kusara is an old empire that has stood as a singular country for a very long time. It has quite a storied past involving quite a lot of aggression from many sources. Modern religion to various avatars actually began in Kusara, and most of the nation's people practice various sects of avatar worship. While this is an exception in other places, it is the norm here. For as long as people can remember, Kusara has been a theocracy. Run by a church dedicated to Vylphine, the Avatar of truth and word. Vylphine was seen as a provocative spirit, and thus the people of Kusara were provocative as well.
In their search for truths and power, the people and political powers of Kusara traveled across Prime to find answers. They learned of magitech, and of international relations, and learned that the massive continent that floats off their western coast has had little to know expeditions. Thinking this as the key to their rule, they invaded Riki, and were caught in a long war of colonization and strife.
Culturally, Kusarans are typically rather curious and and antagonistic. While they support their theocracy, they may be opposed to mortal authority. Kusarans live in a warmer environment with average rainfall, and thus typically wear thicker material that still provides enough room to breathe. Flashy, regal colors are the name of the game in regards to fashion, as are lavish jewels, thanks to the cheap access to good stone along the landscape.
Interesting Things About Kusara
- For a country dedicated to learning, there is hardly much innovation in Kusara. Much of the magitech and other various inventions that improve the quality of life have been taken from somewhere else. As such, Kusara works hard to facilitate trade.
- Felinn is the hub for culture in the Great West, and to an extent, a lot of prime. They have recently begun exploring the entertainment field, with a huge amount of theatre performances that spread around the world.
- The Sandreiya forest is locked in an eternal autumn, which has shown much of the same properties as rendfields do, though it is much older. Aetherologists are still puzzling this quandary.
Kusaran Characters
Proud. Many Kusarans are proud of their heritage, even if it has some shady things in the past. Is your character proud to support your country? Or maybe you're looking to break away from it?
Trendy. As the forefront of entertainment, Kusarans are always quick to pick up on new trends. Consider going with very exotic looks, such as unnatural eye and hair colors, lavish makeup, and other exotic flairs.
Honorable. Nothing upsets Kusarans more than tactics that they deem "dirty". Many fights and duels, which are legally permitted in the city, operate on an incredibly strict code of honor. If you are playing a martial class, consider basic subclasses like Champion or Samurai for the fighter.
Notable Cities
Felin
Population: 128,000 (23% Humans, 21% Orcs, 18% Leprynes, 13% Felynes, 25% Other)
**Government:**Ever since the colonizing waves have stopped, the military force of Kusara has waned. As the capital, a large presence can still be seen, though the government has become a lot more loose and misdirected as of late.
Commerce: Felin exports primarily in magitech and entertainment. Stuck in their rut, slightly behind the rest of the world, however, they make most of their money on cheap knockoff material.
Organizations: Felin and the Churches of Kusara typically dictate the paths the city takes when it isn't working on it's next get-rich-quick schemes.
Built atop an artificial mountain created by magic, the skyscraper city of Felinn is almost as wealthy as Bhedse, almost as imposing as Rumia, and almost as old as Bastalk. The key word being Almost. The city is a powerhouse in its own right, but seems to be trapped in an inferiority complex, driving it to begin, scrap, fail, and push numerous "projects" to become the strongest city in Prime. These failures are finally beginning to build up, as the city is currently racked with incredible debts.
The city itself is impressive, despite the comedic status it may have to outsiders. Colorful and vibrant streets made of exotic dyes and lavish statues of blueish stone, when Felin wants to put forth local traditions and stick to what it knows, it can produce incredible product. The food culture alone makes it a must-go spot for international tourists and many adventurers.
Dahari
Population: 6,380 (20% Orcs, 19% Leprynes, 13% Lupynes, 12% Humans, 4% Gulari Constructs, 32% Other)
Government: Dahari is overseen by a business tycoon named Babhru Ugna, an Orcish man who runs a drilling company. He is convinced he will find some sort of ancient magic that will grant wishes inside the surrounding ruins.
Commerce: Dahari operates on a system of retrieving scrap and magitech, and selling it off in auctions to collectors.
Organizations: The city expressly forbids any charities or archivist guilds like Amnesis Infinitus from entering, on account that they "Steal" the artifacts and refuse to sell them.
Home to plenty of people looking to escape the hustle and bustle of Felinn, Dahari is a natural, riverside town focused on its deeply ingrained religious sect, and its ancient archetecture. The mystical druidic traditions purify the rivers and streams the town is built on, providing some of the most clean, rich water in prime. This druidic ritual takes very specfic conditions, and citizens of Dahari are expected to follow the code of the city. Recently, however, the town has transformed from a quiet settlement to a gold rush town.
Surrounding Dahari on all sides are a loose collection of ancient ruins from both the age of myth and the Gulari society, making this a wonderful spot for recent excavations. Unfortunately, many ruins have already been completely cleared out or disturbed, which is causing some environmental damage. While typically, a state may step in to stop outsiders tampering with their land, Kusara has turned Dahari and the surrounding areas into a cultural flagstone, encouraging anybody to step in and take artefacts that prove Kusara was the origin point of all science, or whatever message the country thinks will work.
Sandreiya City
Population: 45,160 (24% Humans, 18% Lupynes, 14% Orcs, 10% Tieflings, 10% Leprynes, 24% Other)
Government: Sandreiya City is typically left alone to its own devices, but reports to Felin with any breakthroughs in the arcane field they may or may not find. The need to automatically report anything so that it may be taken and patented by Felin has caused frustration in the upper eschelons of the city.
Commerce: Other than highly skilled users of the arcane, Sandreiya city produces lumber and dyes from the permanently autumnal forests that surround it.
Organizations: Ascent Academy also functions as a guard force, with highly trained magical assassins that have been sent across the world. Nobody is quite sure the intentions of these people, known only to the public as Dead Ringers.
Built into the ancient, timeless forests of Kusara, the city of Sandreiya is a giant ruinous castle, taller than any mortal today would ever need. As such, surrounding structures have been built up, and carved into the castle, forming a strange collection of houses inside one much larger house. The city is home the Kusara's largest arcane college and Prime's largest library --Ascent Academy-- as well. The city itself is a very unique destination, built inside of a mighty castle. The walkways are paved in auburn wood collected from the corridor forest.
Not much is known about the creation of Sandreiya Castle. It does not appear similar to any Gulari ruins, nor does it appear to share any qualities with modern architecture. Some theorize that it used to be the domain of Solomon, the archfiend that would go on to create the Tieflings of prime, though this is unconfirmed. Many of the original inscriptions inside of the tower have been magically wiped clean by archmages past.
Areas
The Corridors
Strangely named, and strangely decorated, the timeless forest of the Corridors are a dense collection of fiery trees, blackened stalks and leaves of orange. The land is populated by thousands and thousands of wildcats, giant snakes, monkeys, and other subtropical critters aptly acclimated to the temperate landscape.
Losurra Hills
Losurra are the lowlands of southern Kusara. These lands are surprisingly fertile, hiding many species of game and plants. There are dozens of ancient temples here, lost to time, and to gods that were never recorded.
The Levels
The Levels are a strange field, much like just a typical grassland-- Spices, wheat, rye, all grown here. The interesting thing is that these levels are completely, well, level. Incredibly flat zones, with 90 degree cliffs that reach up in sporadic zones. When holes are dug.
Mirsusa Jungle
An incredibly dense jungle that reaches through the southern point of Kusara, with its earthy mist and carnivorous plants. Aetherological studies have recently been underway that this rainforest is false, a construct, the result of technology. It has been there for as long as anyone can remember. Perhaps it is of Gulari origin?
Island Reef of Cerulos
Cerulos is in the middle of the Salt Lake, where the oceans pool into a lake, forming a large inland saltwater expanse. Rising from the center, a bioluminescent coral reef shines in the distance. The province of Sandreiya City patrols the lake with utmost vigilance, protecting and exploiting the few resources that happen to lie within.
Riki
Riki is a continent with an incredibly storied history, with a lot of unique qualities. The most notable of these qualities being the island floats miles in the sky. Hoisted aloft by some unique materials in the soil and old, ancient divine ritual, the country has always had struggles in gathering resources and finding stable water sources. Combine that with their history of colonization and conquest via Kusara being larger in number and more advanced in technology, the Rikiitsu are a strong, resourceful people proud of their heritage.
After becoming independent from Kusara, Riki is generally run on a dual government system. The northnernmost and southernmost cities, Nabunoko and Kyuta are the two capitals. The former takes care of economic growth, art, and agriculture, while the latter dictates the military force. Both branches of the government, while overseen by the Grand Emporer, a Human man in his 50s (The names of the grand emporers are kept secret), are independent from each other and may push whatever actions either please. Though they can at many times directly conflict with each other, many Rikiitsu agree that this system allows for the specialized branches to connect more with the people and their needs.
Being so high in the sky, at around two miles, the Rikiitsu in the early days were convinced they were the only inhabitants of Prime. That changed when the Kusarans first invented airships. The people in this early feudal society had many traditional stories of underworlders to keep children from exploring the edges of the islands, and upon their arrival, the Rikiitsu attempted to drive them back, convinced that the Kusarans --who were generally of larger builds and different skin tones-- were fiends. Politically, these ancient stories have their consequences today, as many people have the misconception that the early Rikiitsu "deserved" their enslavement, being ignorant tribesmen, when in reality they were faced with a threat of outsiders they have never seen, with terrifying technology.
Riki is a mild climate filled with ancient, dormant volcanoes. Shrouded in mist and thick exotic foliage, the cities are typically rather large and centralized, with very few sparce settlements around. The people wear thick leathers and feathers from the sky beasts that roam the plains, and exist in a very formal, polite society. The guard force ride upon Sky Deer (see appendix _) and practice many ancient traditions.
Interesting Things About Riki
- Nabunoko hosts the largest farming project in the entirety of prime. Over 80 square miles of centralized and unionized farmland are tended to by a series of small guilds that employ druidic magitech.
- During Moonraze, a small chunk of land containing a Gulari Ruin was flung into the underside of riki. That ruin has since introduced species and monsters the Rikiitsu have never seen before, and still remains almost entirely unexplored. Every archeology company worth their salt has that ruin at the top of their priorities.
- Using stolen technology from broken Kusaran ships, Riki has now become the primary driver in air technology, including the popular Flight Cruiser model. Riki has expanded in wealth incredibly as of late, since economic speculation points towards air travel being the future.
Rikiitsu Characters
Honorable. As a general rule, rikiitsu are incredibly polite, routined individuals. The culture of the land necessitates cooperation, and a strict series of formal rules is how they ensure that everyone can be on an equal social playing field. Your character may use larger words, honest speech, and have observant listening skills. Perhaps you fit into the strictly enforced role of a Model Citizen, or maybe you found yourself a rambunctious rebel who goes against the chuff of society. Either way, consider proficiency in skills such as Insight or Performance, even if you're not very wise or charismatic.
Stubborn. You're slow to change your ways. You're even slower at making good friends, but if you find those you can mix with, you're there for good. While many others may get frustrated with your adherence to the way you and your people do things (You might as well do it correctly, right?), You should be proud of your conviction, dedication, perserverance, and ability to withstand being swayed by others.
Innovative. Rikiitsu have been experiencing a massive wave of technological development, especially in the realm of items made of renewable resources. While not as developed as areas like starholmst, Riki is generally making waves in the magitech field, causing a rise in classes like Artificers, Pilots, and skilled crafters.
Notable Cities
Nabunoko
Population: 47,800 (32% Humans, 21% Halflings, 17% Drael, 10% Goblins, 10% Kenku, 10% Other)
Government: Nabunoko is the Artistry Capital of Riki, and hosts the house of internal affairs, where many economists and diplomats meet in the lavishly decorated halls. The governor of the city, a Halfling man named Torotsu Inuku is also the first Minor Emporer. The city is kept under watch.
Commerce: Many Rikiitsu, as well as prodigies from around the world, come to Nabunoko to persue a field in the arts. Comic books, pottery, and the newly created illusory animations are created and distributed here.
Organizations: In addition to Governor Inuku's oversight and farming guilds, Many entertainment companies are packed within the tight corners and streets of this metropolitan world, forming almost its own microstate.
One of the dual capitals of Riki, this city is a shining beacon of Prime's artistry and culture. A magnificent blend of entertainment industries and agriculture, the city is a popular tourist destination as the people take pride in their festivals, events, and innovations in the entertainment field.
Riki is a marvel for outsiders to walk through. The city is densely packed and multi layered, with some buildings reaching into the dozens of stories. Lights and neon signs born from illusory magics line the walls, forming a rainbow beacon that can be seen from miles in the nighttime. The streets are clean and winding, circling around this incredible settlement. Just a bit farther lies a quiet, secluded farmland, with shrines to the gods peppering the landscapes. The opportunity for adventure within this city is boundless.
Ubuchi
Population: 4,500 (21% Kenku, 20% Halflings, 18% Humans, 12% Drael, 29% Other)
Government: Ubuchi is in Kyutan Jurisdiction, and many training regimens are conducted here as a result of the wide, open fields that do not house many important flora and fauna like the Honey Fields do.
Commerce: The village finds its wealth primarily in exotic poultry. Many companies have displaced the local coveys, producing factory bred and produced avian livestock. While this has increased the reach of these exotic goods, many say it's just not quite the same.
Organizations: The main company here, aside from the Kyutan military, is the Munekazu Corporation, which has established a large breeding organization for the large beasts of burden that Riki uses.
Ubuchi is a coastal town along the eastern coasts of Riki, famous for capturing the large exotic birds that travel between the sky currents. During the summer months, the city hunkers down in the face of large monsoons. In the winter, however, the mild weather and swift currents turn the city into a wondrously bustling, hard working city full of exotic fletchers and falconers trying to strike rich.
The village is one of the only true "Coastal" towns of Riki, thanks to its large population of bird and Sky Deer riders that protect anybody unlucky enough to fall off the island. The animals that live here need the skies to thrive. The buildings themselves are open and airy, with town squares that feature a surprisingly diverse set of materials, from anything avians can produce. Food, quills, plush materials, and many other items.
Kyuta
Population: 31,850 (28% Humans, 22% Drael, 14% Goblins, 12% Halflings, 10% Kenku, 14% Other)
Government: Kyuta is run by the Second Minor Emporer Katsu Kabu, a Half-Drael, Half-Human woman with an iron fist (Quite literally). She dictates the military force of the country, and decides where to distribute them. She is incredibly overworked, but will never let that show.
Commerce: Kyuta produces very little. They create food with the gardens that border on the Ebufun swamp, but its biggest production is soldiers for the Rikiitsu military. These soldiers undergo harsh and strict training, and are trained in air-cavalries and magic. Those who happen to be born into Kyuta with no military interest typically end up in the magitech field.
Organizations: While opportunities for crime syndicates are incredibly scarce, some have still managed to pop up, in terms of mafias and crime families.
Kyuta is a large, flat, and relatively basic city, functioning as the antithesis to Nabunoko's flashing lights and crowded vistas. Here, routine and tradition are extremely important. As one wanders through the perfectly paved streets, taking sharp turns into clearly defined districts, they will most definitely see crowds of Kyutan soldiers marching along the streets, performing drills with their Sky Deer, and shipping large containers filled with rations and weaponry.
Many people upon seeing Kyuta, will consider it some sort of dystopian police state. While not necessarily a tyranny, there are certain restricting factors brought about by turning one of the largest towns in a country into a military training zone. Many natives feel afraid to leave or to not join into conscripted service, even though nothing is technically enforced. Still, many Rikiitsu can't argue against the results; the strength of the Military is undeniable.
Some countries and organizations are keeping an eye on kyuta, paranoid about its intentions with military expansion. As of recent, the city looks to be expanding and pushing recruitment as hard as it can, for unknown reasons...
Sokana
Population: 820 (87% Human, 13% Other, almost entirely kenku, goblins, and halflings.)
Government: While under Nabunokan jurisdiction, the government has agreed to let Sokana be completely autonamous.
Commerce: The Sokanan people do not trade with outsiders.
Organizations: The Sokanan people do not associate with outsiders.
The village hidden in the Shade, Sokana is a far-reaching series of spread out, disparate communities, mostly human. Willingly locked inside of the Tsutino Forest, a land enshrouded in eternal twilight, The villages consist of small families who wish to adhere to traditional, ancient practices, to the extent that they will not associate with any modernity whatsoever. Little else is known about Sokana.
Areas
Tsutino Forest
An ancient ritual has shrouded this cold pine forest in dusk, permanently locked in a state of darkness through incalculably strong magic. The Tsutino forest is secluded and resource rich, being the homeland of the Rikiitsu Humans. However, due to an unknown reason, the forest is waning in strength. Fires, blights, and floods are becoming more common, causing a wave of emigration.
Honey Fields
A rolling grassland populated with special Hachimiki, or "Honeytrees", these fields, and the small settlements surrounding them, host millions of colonies of bees and wasps, which pollenate the wildflowers that grow here. Kyuta enforces strict envirnmental regiment here, that nobody except for sanctioned individuals may harvest, propagate, or interact with the animals and plants in these fields. Nobles say that Rikian Honey is the best.
Sunward Path
An old and angry forest, malformed with murderous intent, the people of Nabunoko know not to venture too far into the Sunward path without proper precaution. Spirits infest these unhallowed halls, and you may find the dreaded yokai that live within are far worse than any folklore.
Nabunokan Riceport
These incredibly massive fields of irrigated farmland provide most of riki with its food. Soybeans, rice, and freshwater fish populate these areas. The shore is lined with tourist destinations, and roads that lead into Nabunoko, which can be seen for miles. A truly marvelous feat of agricultural engineering.
Ebufun Swamp
In the southern reaches of Riki, the serpent-infested saltswamps of Ebufun reside. These deep marshes are known for housing eels, snakes, basilisks, drakes, and all other forms of serpent, as well as tree squids that hunt from above. When the tides roll away, mud dwelling creatures such as lungfish and large crabs rise from the earth, defending their territory.
Mount Okoriki
Known for its ring of smog and floating spires, Mount Okoriki is the largest volcano in Riki, and responsible for most of the continent's land. It created the Jagato Range and continues to actively erupt to this day. During the seasons in which it erupts, every 8 years or so, people congregate to view the strange sight of fire and ice melding and mixing, causing pure obsidian crystals to form at the top of the mountain.
Morrigu
Morrigu is the landmass that occupies the northernmost section of the western hemisphere of Prime. It is utterly unique in relation to the other large settlements. While not necessarily undeveloped, the country and the tribes of people that reside within are quite nomadic, and only a few cities are full structures. The people use traditional techniques augmented not with magitech, but rather magic in its purest form. The archmages of Morrigu are some of the most talented weavers of the arcane that history has ever seen. Even Kusara in its early days couldn't stand against their magics when trying to conquer their entire continent.
Morrigu sits along open, yellowed grasslands and cliffs that reach into the skies, the people travel between the sparse cities on the backs of large horses. The climate is temperate and dry, and the culture is ancient and deep. It is said to be the birthplace of the original avatars, and that the levelled cliffs are the scars of some of the largest battles in history. While unconfirmed, one can simply survey the landscape to see that the multitude of cliffs weathered by millenia do not match the simple paths carved by tectonic plates or glaciers.
Those who live inside the walls of these old cities practice just as much tradition as the nomadic people of the steppes do. They wear loose clothing, and work in a communal fashion, developing a wide range of skills so that anybody can take the place of anybody else without much training. The industries that have appeared since the modern age typically revolve around exporting whatever they can to visitors and passers by. The country of Morrigu is not wealthy by any stretch of the imagination, but its also a country that doesn't really need to be. It is self sustained, and that's what works for them.
Morrigue people do not have traditional gender roles as seen everywhere else in Prime. Rather, they are a mono-gendered people, and typically use "Zer/Zers" Pronouns (pronounced like "Air" with a Z), though They/Them will work in a pinch, especially for foreigners learning the ropes. The community of Morrigue people are not isolationist, and allow anybody willing to go through a few trials of endurance and community relationships to become Morrigue. This involves accepting a new name and adopting the Zer pronouns.
Interesting Things About Morrigu
- There are, as of date, absolutely no Gulari Ruins anywhere in the entirety of the country. Interestingly enough, just across the borders, down in Kusara and north in Nowhere, they seem to be plentiful. Theories range from suggesting the celestial wars occupied too much space, to a theory that they're actually there, just invisible.
- Morrigue Wrestling is making huge waves in underground sports rings, and is a huge part of Morrigue culture. When making a Morrigue character, consider boosting their strength, or taking proficiency in athletics or acrobatics to show your acumen with physical activity.
Morrigue Characters
Experienced. Many outsiders still see the Morrigue as a savage people, stuck in their ways, and unable to accept modernity. This is blatantly untrue, as your homeland's outposts demonstrably use plenty of magitech. Many outsiders may also have difficulty understanding your identity, but those who do will prove to be great companions. Consider making a character that doesn't necessarily fit into modern roles as easy when making a Morrigue character, adopting an ecclectic series of traits, and more well rounded ability score lists. Classes like Barbarian, Bard, Geomancer, and Shaman are common for the Morrigue.
Anti Materialist. The Morrigue typically take what they need, and leave the rest. As a nomadic culture, its best to typically ensure that you have enough to make it through the day, and cover for emergencies. Many of the Morrigue barely use money outside of the few large cities where trade is best done through tokens rather than bartering. Does your character follow that philosophy and find little use for goods, or was the appeal of hoarding wealth what drew you to adventuring?
Outsiders. Morrigue history is barely explored outside the shamans and sages that wander your lands. Most people from outside your little island have very little idea of what you're like. Many people, especially from the technologically advanced countries may see you as a wandering savage. Are you one to prove that wrong, or maybe play into it with to show that you're culture isn't as mysterious as they think?
Manyong
Population: 12,600 (31% Orcs, 24% Drael, 10% Leprynes, 10% Humans, 25% Other)
Government: Manyong is the largest city in Morrigu, and is overseen by the Moon Seer, someone who is in touch with the goings on of the outside world. The current Moon Seer, a silver Drael named Rimas Xji, is supported by the most talented shamans and mages of the continent.
Commerce: As a permanent structure bordering upon a lake, Manyong's commerce is in fishing and agriculture. The city has a stockade of magically preserved food excess that is distributed along the tribes during particularly harsh famines.
Organizations: The Moon Seer and Zer council keep tabs on the people as well, with a strict but efficient system of laws and rules that accept no deviations.
Built around the cliffsides of the continent, Manyong is a vertically aligned cityscape that wraps around the rocky walls of Morrigu. Magically treated wooden bridges provide stable walkways into small crevices which function as buildings, and impressive galleons dedicated to fishing and trade are constantly circling the waters. The grassy fields that lie just outside the city's borders are a labyrinth of shrubbery and grain that reaches above anyone's sightlines, making raids and access to the city difficult from the mainland.
When a mage of Morrigu proves their worth as a particularly studious individual, they will typically come to Manyong to sharpen their skills and join the council under the Moon Seer's watch. Many trials await those who make their living here, thanks to the dangerous beings that lurk in the depths of the oceans below.
Xiokhun
Population: 4,200 (23% Orcs, 20% Humans, 18% Leprynes, 12% Drael, 10% Fartouched, 17% other)
Government: Relatively autonomous, Xiokhun reports to Manyong with any word of piratical activity. The city and its Grand Fleet is head by master Zhu Ra, a Lepryne, and Zer shipwrights.
Commerce: Xiokhun forages the seas and coasts for just enough rations for their own. They do not trade.
Organizations: The people and the shipwrights make absolutely sure no elicit activity takes place here. With the crystal wall blocking Eastern Estray, the shipwrights find themselves with a lot of free time.
Xhiokhun is the heart of the Morrigue military, if you can call it that. A series of strong mages and fighters who patrol the western shores of the subcontinent, the town only accepts the best of the best. This was necessary in the early days of civilization as Bogridgian and Kusaran traders and pirates sailed the seas, but with the rending and Kusara's disinterest in Morrigu,
the shores have been rather boring as of late.
Made of long, winding docks and floating platforms, the settlements of Xiokhun are mostly just docked galleons, that occasionally depart and sail around the coasts. Those who are here pride themselves on their ruthless naval tactics, performing destructive spells from a distance.
Quanqiu
Population: 850 (21% Drael, 19% Humans, 15% Orcs, 10% Leprynes, 10% Fartouched, 25% Other)
Government: Quanqiu develops magic alongside the few benevolent denizens of Nowhere and is under the perview of a Sage that's part of the Moon Seers council: Khu Roazi, an Orcish Morrigue with a pension for teleportation.
Commerce: Though magical ritual and powerful magitech is created here, not much of it spreads outside those seen as worthy by the Morrigue.
Organizations: Double agents from Nowhere are quick to leak information whenever they can get their hands on it, but are typically thwarted by the sage's seemingly omniscient presence.
Quanqiu borders a place called Nowhere, a land of sentient monsters caught in the midst of harsh blackened terrain and almost constant storms. Nowhere is an interesting place that hosts numerous of scientific anomalies, that the entirety of Prime wishes to exploit. However, Quanqiu happens to be allied with nowhere, and thus anyone who wants in must go through them.
As such, Quanqiu is less of a city and more of a military outpost. Those who are born in the vicinity may be sent off at an early age to the roving nomads of the land.
Areas
The River's Nest
The oceanic river that rests in the middle of the River's Nest digs deep through the mountains. After millions of years of erosion, the river is now a tunnel, that rushes into the Salt Lake. Around it, now that they don't receive water any more, the mountains surrounding the river is arid, desolate, and warped into a dull brown expanse of cracked earth.
Skullbreaker Cliffs
The Skullbreaker Cliffs are a desolate, barren range of purplish mountains, wrapped in continual lightningstorm. Even when it's snowing, lightning and thunder are constantly shrouding the land in a white and violet haze. Those few that are unlucky enough to find themselves here are met with one of the most precarious lands in all of prime, rivalling the rendfileds in danger level.
Smaller Areas
The Churning Island
This island, sparsely populated, was affected by the rending just as any other land, though it appears impossible to enter or exit, thanks to a mysterious alien barrier of prismatic light shrouding most of the island in a crystalline haze. It is unknown what lies beneath the waters of this mysterious island.
Tabulae Ruinus
Drifting in the farthest currents of the southern Bylthegan Ocean lies a strange superstructure called Tabulae Ruinus. Whatever befell this place is lost to time. Technology found within the ruins seem to loosely resemble late gulari innovation, but in a completely alien, non-euclidean archetectural style. Things here do not function properly. Time and space seem polluted and weakened in this area. Creatures are warped with tenebruous energies, surviving off of latent aether in the realm. Many international groups are incredibly interested in charting out this mechanomagical anomaly, but getting anything over there seems to be an immense difficulty.
Eudaimonium
Created by some of Starholmst's greatest mages, Eudaimonium is a scholarly community built atop an artificial mountain. the entire biostructure seems to function as a record of all facets of the universe: Magitech, Biology, Geography, Aetherology, and more. Creatures are taken from all over the land and housed within the facilities of this area, and only the greatest scientists and magicians of all time are allowed access within. The rulers of Eudaimonium, which include a Moon Dragon by the name of Cir-mim, keep an absolute tab on all activity within Eudaimonium to ensure that this knowledge doesn't enter the wrong hands.
Grim Isle Gulch
Off the coast of Xesper, close to Calloco, this series of small mobile islands drift along a strong current created by the largest central island: Grim Isle Gulch. This land of ruffians and pirates are led by the Dread Dragon, Gurulgansha. She has her very own respected pirate fleet called the Dread Wings, who operate as a ruthless business of bandits. The tropical island is left free, but those who live there are subject to an incredible tax and a dreadful feeling of being watched.
Nowhere
North to Morrigu lies a land filled with strong storms and deep black mineral. Gulari ruins and other strange artifacts, as well as the latent surging aether has caused the rough monstrous entities of this land to gain sentience and free will. Nowhere's main "City" is Kestrel, a place learning to establish a civilized society in a group that has no experience and a wide variety of body types, from massive centipedes to armored landsharks.
Yelanis
The largest and coldest mountains of estray mark the Yelanian Range, filled with its own interesting anarchist political atmosphere. Those that live in this semi-country reside in old abandoned business projects, along with many small societies trying to make things work with whatever they can get their hands on.
Ch 5
The Faiths of Prime
The Pantheon of Prime
Prime's pantheon of gods is different than most typical fantasy settings. While they are provably real, they can feel incredibly distant. Even clerics of the highest order will rarely, if ever, be granted the chance to see or communicate with their god. Religion in estray is just another extension of idealogy, and the main gods of the realm, the Primordial Souls, represent that.
Avatars are the other form of deity that exists within Estray, which are different in a few distinct ways. Avatars are mortal beings that were granted aether by an outsider, to be ambassadors of their ideology. This process is known as "Championing". For example, the Treant Ironhazel cultivated an entire wood, spreading harmony and bountiful harvests with druidic power, all in the name of an archangel within Sin. Ironhazel's unwavering kindness and dedication to harmony also pleases Kinera, the soul of cultivation, and infused the tree with a massive amount of divine aether, transforming Ironhazel into an immortal being.
Direct worship of specific Avatars are rare, as that would be equivalent to direct worship of the pope. Avatars are nothing but supremely powerful representations of their patrons themselves. However, many like to adopt the same ideologies or interpretations of Avatars, as they do tend to vary ever so slightly. For example, Mason is supported most by followers of Xhiann, but Mason's commandments are uniquely tied to the advancement of technology, despite no commandments of Xhiann ever mentioning magitech in any capacity. House Oulfan of Kirisko are known for their direct work as heralds of Ironhazel, protecting its domain and restoring the balance of nature back to the rendfields.
In Prime, there aren't many gods of a specific domain. As beings of ideology, you grow in divine power based on your interpretation of the gods' ideals. Many people in Prime who are religiously inclined will also worship multiple gods. A farmer might pray to Kinera for a bountiful harvest, Odos for good fortune, and Kytris for outcompeting their rival, all in the same breath without drawing the ire of other divines. If you are playing a religious character and are having trouble picking a specific domain, you can instead pick a triad of gods that represent one specific line on the alignment spectrum.
Aehisis, God of Unity
"Look to your sides, and see that no mortal barrier will ever breach our faith. In this crowd alone, we commune along Human and Orc, Elf and Halfling, children of dragons, and of the far reaches of the universe. But we all share amongst us an unbreakable bond of faith. Together, we will build a world connected, a world in which all reap the spoils they deserve... guided by the unifying light of Aehisis."
-- An introductory statement by a priest of Aehisis in a megachurch.
Aehisis is the primordial soul that represents unity, protection, and community. Many interpret the commandments of Aehisis to revere powerful, benevolent creatures who create and unify diverse communities. Those who are inclined to the divine feel surges of Aehisis's power when they perform selfless acts that strengthen the ties of others.
Aehisis has a holy day known as the Rememberance, Solvas 20th, in which fallen family are paid tribute by placing a coin upon the member's grave. These coins disappear by morning, and any attempts to keep watch of graveyards are mysteriously thwarted, as local guards simply do not remember the past night. This is a common phenominon across Prime. Aehisis is mostly worshipped by guards, leaders, and many of the general public who work with others.
Commandments
- Work alongside others. Different perspectives breed better solutions.
- Be an example of good, and lead others in your image, but never fall to hubris. Self importance is not a vitrue
- Sacrifice what you can, but do not destroy yourself in the process. The world needs as many people to operate as best they can. Two broken hands cannot build a house.
Kinera, God of Cultivation
"We gather here today to partake in the fruits of our creation. Whether you be the butcher, the baker, or even the candlestick maker, you all have done well cultivating your community. This evening, we enjoy the harvests so generously provided by the hard workers of this city, to commune and revel together under the pristine embrace of Kinera."
-- A follower of Kinera speaking at the Harvest Festival in Rosemuse.
Kinera champions the concept of "Cultivation", both in a literal, agricultural sense, and in ideology and praxis. Kinera appreciates services and plans to expand upon society, through the use of bountiful harvests and social works. Those tied to the divine feel Kinera's influence in charity events, distribution efforts, and community markets.
Kinera's holy day is the Harvest Week, the ten final days of Valvas, in late summer, where followers gather in community festivals in which all harvests are not sold, but rather given, a difficult and taxing feat for simple farmers and crafters to achieve.
Commandments
- Perfect your craft. After all, the best impression you can leave on this world is a masterpiece.
- Pleasing others is pleasing in of itself. The more selfless acts we perform, the happier everyone is.
- Appreciate where you came from, and where you can go. A bountiful harvest requires knowledge of your land.
Xhiann, God of Action
"It was not by Xhiann's hand that we are given the tools to make right. They simply showed us the possibilities ahead. It was we that built the hammer, It was we that forged the nails, and it will be we who usher forth an age of limitless potential. That is what Xhiann wants of us, and that is what we will do."
-- A speech at the Steel Wolve's headquarters in Non Dharon.
Xhiann is the herald of Action. Followers preach the power of the passion, of pushing society forward, and protecting your sense of self. Freedom is the most important axiom of anybody who follows this entity. People who are sensitive to divine influence can feel power when they lead a charge, overrule a tyrant, or analyze problems and develop plans to fix them.
Xhiann's holy day is Cyclebreak, on the very last night of each year before the Turning. Followers write their resolutions on cured parchment called "commitment sheets", then set them ablaze in a bonfire whose kindling is made of an object that represents something holding them back. Legends say that xhiann reads into the flames and gives followers the strength to make their commitments a reality.
Commandments
- Xhiann is not what changes the world, its you. Recognize your power, and don't rely on those outside your reach.
- Change is inevitable. Hope for peace, prepare for revolution.
- Never let your identity slip. There's power in who you are, because you are you, and nobody can replicate that.
Odos, God of Karma
"Each action has its equal and opposite reaction. Such a fundamental truth of physics can also be applied to the whims of faith. It is our duty, as followers of Odos, to facilitate the conditions by which harmful reactions are mitigated. Those looking to destabilize the universe are lurking just beyond our sight, and we must be vigilant for the slightest falter in their strength."
-- A common call to action for priests of Odos.
Odos represents the concept of karma, or more specifically, reaction. Whether it be the physical laws of nature, or responses to environmental or psychological stimuli, the followers of odos work to ensure balance in all creations. Nothing is inherently good or evil, but followers believe its their responsibility to ensure that one reaction doesn't overpower all in its wake.
Odos' holy days are the second days of Tirvas and Polvas, known as Bounty Days. On Bounty Day, followers are encouraged to meditate, and reflect upon themselves. Large gatherings will hold ceremonies for this, and end by eating a specific dish called Kuraask, a dish similar to polenta with cured cheeses and greens.
Commandments
- Everything happens for a reason. Look at the roots, the big picture.
- Positivity will always be greater than negative enforcement.
- Bolster your allies, break your enemies.
Dhoma, God of Willpower
"There are beings in this world that wish to see us fall. Fiends from the depths below may tempt us, they may suade, and coerce, and threaten. But remember this: The corrupted are not the enemy, they're the victim. Brave the shadows, for Dhoma will always be with you, Reach into the depths and pull with all your might. You just might save a friend."
-- The final statement of a church meeting for Dhoma.
Dhoma is the god of free will, of perserverance, and of value through strife. Those who follow this god value individual power, and the importance of driving dark influence from the world. They are antithetical to cult leaders, or individuals who claim to be above others through lies and deception. Even Dhoma itself has never championed an avatar, sticking true to the ideal of the individual will.
Dhoma does not have a specific holy day.
Commandments
- Even the truth cannot do as much good as its appearence can do evil.
- Embrace and respect the savage nature of the world. Exist in harmony with it.
- Uphold and teach the importance of reason, perception, and truth in guiding one's emotions and path.
Kytris, God of Competition
"There is nothing more invigorating than the thrill of winning a hard fought battle. Whether it be combat, your craft, the pursuit of knowledge, or even something as simple as your morning stretches, it is the drive to become better, to perfect yourself that creates a better society. A devoted community is a community that is strong in the face of the arrogant, that is what Kytris tells us."
-- A morale boosting seminar given at an Ohstran war camp.
Kytris represents the spirit of competition and devotion in mortality. The drive and passion to become the greatest, by whatever means. While not necessarily a god of war, combatants are quick to look to Kytris for power and faith. People sensitive to divine influence can feel Kytris lending power to anybody fully confident and driven to best their rival.
Kytris' holy day is Flightcrest, which is the 11th of Farvas. It was supposedly the day that Bahamut and Tiamat, Kytris's champions, fell against Rotthir. The day is celebrated through creating kites in the image of the twin serpents, and fighting them, and is taken very seriously by those devoted to Kytris. Enchantments, illusions, and magical weather effects are on display at these events.
Commandments
- Uphold and promote loyalty to your family, loyalty to your clan, and loyalty to your people.
- Legacy is paramount. To be something that lasts is to change the world for the better.
- Wounds heal. Stay stoic and you will be back in the fray.
Atmus, God of Revenge
"The world is full of those looking to push you down. Those who wish to exploit, to take advantage of your naivete. Those are the ones truly touched by shadow. We, as followers of Atmus, wish to right those wrongs. Think about everyone who has betrayed you. Your friends, your country? How many more? For what reason did they do such a thing? It is our responsibility as mortals to ensure that they never wrong us again, to create a truly fair and just world."
-- Words spoken to a young tiefling in silvercloud keep after a wrongful conviction.
Atmus champions the concept of revenge, justice, and preparation. The will to take what's yours, and to strike back at any that you've been wronged by. While reclaiming what's yours may seem virtuous, Atmus also encourages preventative measures, which many will take to drastic measures. Many will feel Atmus' delight when they push others to join them in their efforts, and there is no greater punishment than death.
Commandments
- Assert dominance and power over others. Show your strength of will in Atmus' image
- Repay cruelty done unto you with further evil. If others show you kindness, exploit it.
- As you ascend to power, do not pity or show mercy to those you climb over to get there.
Mirdos, God of Secrets
"Knowledge is power, and knowledge in the hands of the corrupt will only lead to that power being forbidden for people like you... people like us. Your enemies are lurking in the shadows, they control your lives without you even knowing. From atop their ivory towers, they want to see your civilization fall. You family, your homeland, all of it. It's a difficult truth to bear, but now that you're burdened with this knowledge... You know what you must do."
-- A strange news article placed in the Prime Times without the consent of the company.
Mirdos lives to hoard information and seal it away, while misleading their followers. The people to worship Mirdos are the type to do the very same. Those who present their followers misleading, counter-intuitive, dissonant information, then retreat into the shadows to meander amongst their fellows. Mirdos is an odd figure for worship, as few will do so directly. Instead, Mirdos sihpons worship from other gods whenever a grifting individual preaches to a crowd. In a pantheon were thought reigns supreme, the ones that control the information are the ones with ultimate power.
Commandments
- Learn all you can, and keep hidden that which you know. Reveal what pieces you must, but never the whole.
- Express and cultivate the evil within yourself, and in doing so, recognize it in others to exploit them for your own benefit.
- Seed the ruin of all who worship other deities, until only those who kneel before Mirdos remain.
Rotthir, God of Slaughter
"Ruin them. Make their homes ash. Reduce their numbers, and show them their weakness. Conquer them. Then, use them to build a better world."
"And if they refuse?"
"They die, and we do it ourselves." -- A conversation between two people at an unknown time, recorded on Amnesis hardware found in a sunken ruin.
Rotthir is possibly the only diety that will be met with near universal desposition. Rotthir is the god that manifest and caused the terrible Moonraze calamity. To worship a god of slaughter is a deathwish, and specific information retaining to Rotthir has been redacted by most of history.
Oriyuma, God of Passion
"Today is a day to let your instincts run wild. Indulge in yourself, enjoy every second, and remember it for ages to come. You all have been brought here together through your shared discipline, and it is now time to reject the shackles that bind you. Enjoy yourselves. You have earned it.
-- The opening line to a love ceremony
Oriyuma is presented as the God of Love and Passion, to overwhelming emotion, and the rejection of personal discipline. The followers of Oriyuma strive to keep their true instinctual selves in check, to let it burst forth in intense emotions when permitted. Those who dedicate their lives my seem very stoic, but have incredible meetings amongst each other in grand displays of explosive art and beautiful action.
Oriyuma's Holy Day, celebrated by many, is Passion's Peak, on the 13th of Sol'vas, just as a breed of pink trees bloom in the early spring. These "lover's trees" are the main symbol of Oriyuma.
Commandments
- Practice discipline, for the release is far greater if you do so.
- It is unfair to the world to hide your destiny. Do what you want, and try whatever you can to make what you want to do happen.
- Others are deserving of love, but those who wish to stifle your love deserve the swift hand of a beautiful justice.
Luala, God of Finality
"Mortality is something we cannot escape. Even those who abade it for a time will eventually find themselves coming to an end. That is not something to fear, however. That is something to embrace. Make what you will of your life. Do not let others tell you what you're allowed to experience."
-- A part of a speech given at a funeral.
Luala, also known as the flower girl, is supposedly what people see when they pass away. According to legend, the god manifests how you think it would, and lays down a trail of petals that lead you into an unknowable sea of afterlife. Those who worship Luala are typically those who value the prospect of finality, associated with clerics who celebrate life and death in equal measure.
Rather than a holy day, a near universal funural rite is performed during the death of loved ones, involving the person's favorite flowers withering and wrapping around the corpse of the fallen. Clerics of luala typically procure and initiate this rite.
Avatars in Prime
While this book references many different avatars, or mortal beings championed by the outsiders of the realm, Prime is intentionally very vague with its demigods. Leave space in your interpretation for players or yourself to come up with your own deities, which souls approve of them, and how they interact with the world. As a general rule, most avatars exist within their own demiplanes as to not be able to influence the world too easily.
Ch 6
Custom Systems
Auracite Item Crafting
In Prime, magic items are incredibly common, and so too are the various artisans that create magic items. It is suggested in a prime campaign not to hand out any magic items, but rather, allow downtime between sessions so that players with tool proficiencies can create items with the gems, materials and auracite they collect in their adventures.
Auracite
Auracite
Auracite is a porous, white, flakey material that is used in magitech. In addition to allowing item crafting, a creature can expend ounces of auracite to replace up to 50 gold pieces worth of a consumed item cost per ounce expended.
Auracite itself is rather difficult to create on an individual scale, due to the expense of the machines that create it, and the material cost provided. As such, characters will typically find or buy auracite.
Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many days it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the item's combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.
A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.
Proficiency | Items |
---|---|
Herbalism kit | Antitoxin, potion of healing |
Leatherworker's tools | Leather armor, boots |
Smith's tools | Armor, weapons |
Weaver's tools | Cloaks, robes |
If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.
Crafting Magic Items
Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.
Potions of healing and spell scrolls are exceptions to the following rules. For more information, see "Brewing Potions of Healing" later in this section and the "Scribing a Spell Scroll" section, below.
To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. A formula can be researched, told, or discovered via premonition. Players are encouraged to scour for their own magic items, allowing the DM to come up with scenarios in which they can access the formula.
An item invariably requires exotic materials to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should be part of an adventure, or require a contact or patron, such as a wealthy collector, skilled hunter, or archmage to provide the items. An item also requires either auracite or gemstones that equal a specifc cost
Magic Item Crafting Time and Cost
Item Rarity | Workweeks* | Cost* |
---|---|---|
Common | 1 | 50 gp |
Uncommon | 2 | 150 gp |
Rare | 5 | 1,500 gp |
Very Rare | 12 | 15,000 gp |
Legendary | 24 | 150,000 gp |
Potion of Healing Creation
Type | Time | Cost |
---|---|---|
Healing | 1 day | 25 gp |
Greater healing | 3 days | 75 gp |
Superior healing | 1 workweek | 750 gp |
Supreme healing | 2 workweeks | 3,000 gp |
Spell Scroll Costs
Spell level | Time | Cost |
---|---|---|
1st | 1 day | 25 gp |
2nd | 3 days | 250 gp |
3rd | 1 workweek | 500 gp |
4th | 2 workweeks | 2,500 gp |
5th | 3 workweeks | 5,000 gp |
6th | 5 workweeks | 15,000 gp |
7th | 8 workweeks | 25,000 gp |
Collecting Materials
When adventuring, it's possible to find common and exotic materials which are used to craft new objects and gear. In this section you will find new rules for collecting materials, which can be used for crafting new weapons, armor, clothing, and other kind of gear. This document expands the crafting rules found in the downtime revisited section of the Xanatar's Guide to Everything to focus on the process of collecting new materials for crafting magic items.
Material Sources
When the characters are camping in a forest, exploring an abandoned mine, diving in the ocean, or surviving in a dungeon, they can also search and gather raw materials for crafting.
Every day, characters can collect materials while traveling through the wild or exploring a dungeon or a cave. These materials can be found by mining a mineral vein, gathering plants and herbs for potions and other concoctions, and harvesting or collecting creature parts for later use.
Creatures
Creature parts are mostly used as alchemical materials and for creating armor and weapons. Others take some of the creature parts as trophies and decorations for their armor and houses.
When characters hunt down or finds a dead creature they can attempt to harvest some parts for crafting and surviving. Since creatures and monsters varies in type and rarity, the characters must make a specific ability check. The Extracting Creature Parts table shows which ability check a character must make to extract some parts from a creature. The DC for harvesting a part equals to 10 plus half the creature's challenge rating.
Extracting Creature Parts
Creature Type | Ability Check |
---|---|
Aberration, construct, dragon, elemental, ooze | Arcana or Survival |
Beast, giant, humanoid, monstrosity, plant | Nature or Survival |
Celestial, fey, fiend, undead | Religion or Survival |
The number of checks a character can make depends of the size of the creature. Every harvest check takes 1 hour to complete, even if the character fails the roll. Each successful check gives the character a number of units which can be used for crafting new pieces of equipment, objects, and other kind of gear.
The DM determines the number of checks the party can make for each part they want to harvest, which is typically only 1.
The DM also decides the amount of units a character get, but the number of units cannot exceed the maximum shown in the table below.
Creature Size |
Maximum Units per Check |
---|---|
Tiny | 1 Unit |
Small | 1 Unit |
Medium | 2 Units |
Large | 3 Units |
Huge | 4 Units |
Gargantuan | 4 Units |
Parts Values
The value of each harvested unit goes from 1% to 50% of the experience of the creature. The harvested parts of common creatures have a value of 1% of the creature's experience, while the rarer creature's parts value is close to 50% of the creature's experience. You can determine the values of each extracted part in the following table.
Units Value
CR | Creature rarity | Unit value |
---|---|---|
6 or less | Common | 1% of the creature exp. |
7-12 | Uncommon | 5% of the creature exp. |
13-18 | Rare | 10% of the creature exp. |
19-24 | Very Rare | 25% of the creature exp. |
25+ | Legendary | 50% of the creature exp. |
As examples, if a character harvest one unit of feathers from a hippogriff (CR 1), the value of the feather unit will be 1% of the base experience (200 exp), which is 2 gp. A unit of pseudodragon's scales is worth 5 sp (CR 1/4), and a unit of an adult blue dragon's scales is worth 1,500 gp (CR 16).
Other Materials
In addition to the materials a character can collect from creatures, there're plenty of other sources for gathering raw materials for crafting and other uses. These materials are divided in minerals (like orichalcum and obsidian), non-minerals (like darkwood), and plants and herbs.
Adding the Price to Your Crafts
Creature parts also carry magical energy within them. If the unit's type makes sense, a character can add item's value to the cost of the item. For example, if you have a blue dragon scale worth 150 gp and you're creating a lightning-based magic item, you can remove 150 gp from the cost of the item, but not if you are creating a necrotic-based magic item.
Foraging Variant: Getting Meat
While the characters can forage to survive on the wilderness, they also can hunt down and kill a creature to harvest the meat and use it as food. The meat they yield spoils after a single day if uneaten. Eating spoiled meat might require a Constitution saving throw (DC 15) to avoid throwing up the food or getting diseased.
A character can make a Wisdom (Survival) check to try to collect meat as food. The DC for the check is typically 15, but it’s up to the DM to modify the DC. The amount of meat harvested is determined by the creature size, as shown in the Creature Food Yield table below.
Getting meat does not count on the maximum harvest checks you can make to harvest a creature, but doing so might destroy other parts such as the creature hide and organs.
Creature Food Yield
Creature Size Food Gained Tiny 1 lb. Small 4 lb. Medium 16 lb. Large 32 lb. Huge 64 lb. Gargantuan 128 lb.
Plants and Herbs
Plants are mostly used for creating alchemical mixtures, cooking, and in some cases for creating dyes for painting.
To gather plants, herbs and other similar resources the character must success a DC 15 Intelligence (Nature) check. On a success, the character collects a number of units equal to 2d4 + its Intelligence modifier (minimum 1 unit).
The time used for gathering equals to 1 hour for each check, and you can make a number of checks per day equal to your Intelligence modifier (minimum 1).
Buying and Selling
It's up to the DM to determine if collected materials can be sold (and in some cases, bought). The value of each unit depends of the material. For more information about special materials and values, read the material description section of this supplement.
Plants and Herbs by Areas
In the following tables you can see examples of plants for various environments. When a character succeeds a roll to gather plants and herbs, the DM can chose one of the following plants or roll a d20 to determine it randomly. You can read more information about each plant in the material description section.
Arctic
1d20 | Name | Rarity |
---|---|---|
1-5 | Blue herb | Common |
6-10 | Drojos ivy | Common |
11-15 | Ucre bramble | Common |
16-18 | White poppy | Uncommon |
19 | Kreet paste | Rare |
20 | Angel flower | Very Rare |
Caves
1d20 | Name | Rarity |
---|---|---|
1-5 | Twilight wormwood | Common |
6-10 | Blue herb | Common |
11-15 | Mandrake root | Common |
16-18 | Abyss flower | Uncommon |
19 | Chromatic Mud | Rare |
20 | Blackleaf rose | Very Rare |
Desert
1d20 | Name | Rarity |
---|---|---|
1-5 | Drojos ivy | Common |
6-10 | Ellond scrub | Common |
11-15 | Ucre bramble | Common |
16-18 | Dried ephedra | Uncommon |
19 | White Poppy | Rare |
20 | Ebrium fungus | Very Rare |
Forests
1d20 | Name | Rarity |
---|---|---|
1-5 | Twilight wormwood | Common |
6-10 | Drojos ivy | Common |
11-15 | Ellond scrub | Common |
16-18 | Blood herb | Uncommon |
19 | Thunderleaf | Rare |
20 | Wisp stems | Very Rare |
Lakes, rivers and ocean
1d20 | Name | Rarity |
---|---|---|
1-5 | Twilight wormwood | Common |
6-10 | Blue herb | Common |
11-15 | Mandrake root | Common |
16-18 | Aniseed sap | Uncommon |
19 | Kreet paste | Rare |
20 | Chromatic mud | Very Rare |
Mountains
1d20 | Name | Rarity |
---|---|---|
1-5 | Drojos ivy | Common |
6-10 | Ellond scrub | Common |
11-15 | Mandrake root | Common |
16-18 | Othur chives | Uncommon |
19 | Ucre Bramble | Rare |
20 | Dragontongue petals | Very Rare |
Plains
1d20 | Name | Rarity |
---|---|---|
1-5 | Ellond scrub | Common |
6-10 | Mandrake root | Common |
11-15 | Ucre bramble | Common |
16-18 | Aniseed sap | Uncommon |
19 | Lunar nectar | Rare |
20 | Dragontongue petals | Very Rare |
Swamps
1d20 | Name | Rarity |
---|---|---|
1-5 | Twilight wormwood | Common |
6-10 | Blue herb | Common |
11-15 | Ucre bramble | Common |
16-18 | Frenn moss | Uncommon |
19 | Lorian laurel | Rare |
20 | Spineflower berries | Very Rare |
Material Description
In the following section you can find a list of materials, their unit value and properties. Some of this materials might have other special features. For example, an armor made with dragon bones could grant you resistance to the dragon's breath weapon damage type.
Unless the materials are used for crafting magic items, a piece of gear crafted with any of these materials is non-magical.
Minerals
Adamantine
A shiny pure white metal, known as one of the hardest substances in existence.
Unit value: 250 gp.
Armor: Used to craft the adamantine armor.
Weapon: Used to craft the adamantine weapons.
Other: Used to craft items that are indestructible.
Asmoroch Steel
A black scorched-like metal which is cold to touch.
Unit value: 500 gp
Armor: Used to craft an armor of necrotic resistance (metallic armor only)
Weapon: Used to craft necrotic damage dealing weapons, such as the sword of life stealing.
Other: Used to craft items that produce or manipulate darkness and life.
Cold Iron
This iron is worked entirely while cold, known for its effectiveness against fey and demonic creatures.
Unit value: 100 gp
Weapons: When you hit a fey or a fiend with a cold iron weapon, you can roll the damage again and use either result.
Armor: When you take damage from a fey or fiend's melee attack, negate 3 of that damage.
Other: Used to craft items that cause banishing effects.
Darksteel
A darkened blue metal that only forms in areas affected by thunderstorms, known for having that energy inside of it.
Unit value: 250 gp.
Armor: Used to craft an armor of lightning resistance (metallic armor only).
Weapons: Used to craft lightning damage dealing weapons, such as the javelin of lightning.
Other: Used to craft lightning related magic items, such as the wand of lightning bolt.
Dwarvenstone
This marble-like ore is used by dwarves to create their ceremonial armor for the defenders of their cities, even though is heavier and bulkier than other metallic armors.
Unit value: 500 gp
Armor: Used to craft a dwarven plate or other similar armors.
Weapons: Weapons created with Dwarvenstone have the heavy property. Additionally, Increase the damage step of the weapon by 1.
Other: Items crafted with Dwarvenstone weigh three times the regular weight.
Infernal Steel
A blood red metal found in the infernal planes which is very resistant and captures the hot and flames.
Unit value: 750 gp
Armor: Used to craft an armor of fire resistance (metallic armor only) or a demon armor, or other similar items.
Weapon: Used to craft fire damage dealing weapons, such as the flame tongue.
Other: Used to craft fire damage dealing magic items, such as the staff of fire.
Mitrhal
This white-silver metal is lighter and flexible than common steel.
Unit value: 250 gp
Armor: Used to craft the mithral armor.
Weapon: Two handed weapons made with mithral lose the heavy property and all the other weapons gain the light feature.
Other: Items created with mithral weigh a third of the regular weight.
Orichalcum
This bronze orange metal is used to absorb the essence of magic.
Unit value: 500 gp
Armor: Used to craft an armor of force resistance (metallic armor only).
Weapons: Used to craft items that have anti-magic properties.
Other: Used to craft anti-magic items, such as the ring of mind shielding.
Plaguesteel
This ancient mossy-like metal has small spores floating around it.
Unit value: 250 gp
Armor: Used to craft an armor of poison resistance (metallic armor only), or other similar poison negating items.
Weapons: Used to craft poison damage dealing weapons, such as the dagger of venom.
Other: Used to craft poison related magic items, such as the staff of the adder.
Non-Minerals
Aerocrystal
A light blue, glass-like crystal known for creating quick, precise weapons.
Unit value: 500 gp
Armor: Used to craft armor with movement or flight-based properties.
Weapons: Thrown weapons made with Aerocrystal have their short and long range increased by 20 feet, as does ammunition.
Other: Used to craft items with movement or flight-based properties.
Aethercoral
Mostly used by sea and waterborne creatures to create their weapons and armors.
Unit value: 100 gp
Armor: Replaces the metal. While wearing armor made with coral, your swimming speed increases by 10 feet, or you gain a swimming speed of 10 feet if you do not have one.
Weapons: Any melee weapon made with coral doesn't have disadvantage on the attacks rolls while underwater.
Other: Used to craft water based magic items.
Darkwood
This piece of wood is as hard as normal wood but very light.
Unit value: 100 gp
Armor: Replaces the metal of any armor.
Weapons: Replaces the metal of any weapon.
Other: Replaces the metal of any item. Used to craft nature-based magic items.
Eternal Ice
This cold white-blue block of ice resist high temperatures, being unable to melt in normal conditions.
Unit value: 500 gp
Armor: Used to craft armor of cold resistance, or other similar cold based armors.
Weapon: Used to craft cold damage dealing weapons, such as the frost brand.
Other: Used to craft cold damage dealing magic items, such as the staff of frost.
Leafweave
Alchemically processed leaves that are hard as leather, used also as camouflage.
Unit value: 100 gp
Armor: Used to create weightless Leather, Studded Leather, or Hide armor, or clothing.
Other: Used to craft the boots of elvenkind and the cloak of elvenkind., or other stealth based clothing.
Obsidian
This black to deep purple glass-like stone is known to be very sharp.
Unit value: 250 gp
Armor: While wearing a medium or heavy armor (non hide) made with obsidian, An enemy attempting to grapple or swallow you must succeed on a DC12 Constitution Saving throw or cancel the attack.
Weapons: Used for crafting the sword of sharpness.
Shadowfell Linen
A dark and purple linen found in the shadowfell.
Unit value: 750 gp
Armor: Used to craft an armor of psychic resistance.
Other: Used to create items that establish psychic connections, such as Sending Stones.
Plants and Herbs
Abyss Flower
A dark pink flower with a thorny stem used to create poisons.
Unit value: 10 gp
Alchemy: Used to craft the poison called malice, and other blinding effects.
Angel Flower
This tiny white yellow flower is found in mountains near rocks and stones.
Unit value: 40 gp
Alchemy: Used to craft potions of flying, and other ranged effects.
Aniseed Sap
This amber like fluid is known for its resistance against cold.
Unit value: 10 gp
Alchemy: Used to craft potions of cold resistance, and other warming effects.
Othur Chives
This plant grow in clumps from underground bulbs and produce round, hollow gray leaves.
Unit value: 10 gp
Alchemy: Used to craft the poison called burnt othur fumes, and other smokey effects.
Blackleaf Rose
This blood red rose have a black stem with small reddish thorns.
Unit value: 80 gp
Alchemy: Used to craft the poison called midnight tears and other incredibly powerful poisons.
Blood Herb
A dark red herb found in forests, with a similar shape to the blue herb.
Unit value: 10 gp
Alchemy: Used to craft potions of poison, and other illusory effects.
Blue Herb
A medicinal dark blue herb that grows in almost every terrain near water sources like rivers and lakes.
Unit value: 10 gp
Alchemy: Used to craft potions of healing.
Chromatic Mud
This rare mud can be found near oceans, and it reflects the light from any light source, glowing faintly.
Unit value: 40 gp
Alchemy: Used to craft oils of sharpness, oils of slipperiness, and other oils.
Dragontongue Petals
These golden petals are spicy when eaten, giving a similar effect as drinking firewater.
Unit value: 10 gp
Alchemy: Used to craft potions of fire breath and other volatile effects.
Dried Ephedra
A brown shrub found in warm arid regions which has tiny scale-like leaves.
Unit value: 10 gp
Alchemy: Used to craft potions of fire resistance and other chilling effects.
Drojos Ivy
A purple climbing or ground-creeping woody plant used by animals and humanoids as natural ropes in jungles and forests.
Unit value: 5 gp
Alchemy: Used to craft potions of climbing and other sticky effects.
Ebrium Fungus
This brown fungus is known by its strong odor and potent poison when dried and grinded.
Unit value: 40 gp
Alchemy: Used to craft the poison called torpor and other long term effects.
Lorian Laurel
An aromatic evergreen shrub with green, glabrous leaves that grows in swamps.
Unit value: 20 gp
Alchemy: Used to craft potions of poison resistance and other fortifying effects.
Ellond Shrub
A dried looking woody plant which is smaller than a tree and has several main stems arising at or near the ground.
Unit value: 5 gp
Alchemy: Used to craft alchemist's fire and other explosive effects.
Frenn Moss
A blue gray moss that grows in swamps and marshes.
Unit value: 10 gp
Alchemy: Used to craft the poison called essence of ether and other sleeping effects.
Kreet Paste
A thick viscous fluid extracted from a Kreet mushroom, found in humid cold places.
Unit value: 20 gp
Alchemy: Used to craft potions of greater healing.
Lunar Flower
The nectar from this white tiny flower can only be harvested under moonlight.
Unit value: 20 gp
Alchemy: Used to craft potions of force resistance. and other antimagic effects.
Spineflower Berries
Small purple brown berries that grows in the center of the spineflower, a rare plant with sharp petals and a stem filled with spines.
Unit value: 40 gp
Alchemy: Used to craft potions of superior healing.
Thunderleaf
These yellow leaves are soft to touch and known for never fell from a thundertree because of wind.
Unit value: 20 gp
Alchemy: Used to craft potions of flying and other levitating effects.
Twilight Wormwood
A purple gray fibrous plant with straight stems, growing up to 3 feet tall. The leaves are spirally arranged, and they're known for their poisonous properties.
Unit value: 5 gp
Alchemy: Used to craft basic poison vials.
Ucre Bramble
A white rough tangled prickly shrub with thorny stems that grows in almost every plain, no matter the temperature.
Unit value: 5 gp
Alchemy: Used to craft potions of radiant resistance and other divine effects.
Wisp Stems
This tiny flower looks like a bright blue dandelion seed head. Even though it looks pretty, the stem is the only usable part for alchemical concoctions.
Unit value: 40 gp
Alchemy: Used to craft potions of vitality and other bolstering effects.
White Poppy
A beautiful white flower that grows up to 4 feet tall and it have 5 petals, giving it a small star shape.
Unit value: 10 gp
Alchemy: Used to craft potions of growth and other sizing effects.
Mandrake Root
This root have small air bags inside of it, and when the root is squished the air sounds like screams for a few seconds.
Unit value: 5 gp
Alchemy: Used to craft potions of thunder resistance and other sound based effects.
.
Expanded Travel System
In the mystical realm of Prime, sometimes the journey can be just as exciting as the destination. Presented here are various systems in order to easily manage and expand overworld travel in your games. The tables presented in this section are modular, and able to be tweaked on the fly to create a more engaging experience.
The essence of this system is to provide every player a chance to do something as they trek along the countryside. Each day of travel (Or few days/weeks, depending on the length of your journey, the size of the world, and your group's preferences) is called a "Travel Cycle", and they present a series of challenges-- Skill checks with a DC dependent on biome and weather. Every class or archetype has room to shine as well.
Travel speeds for various mounts and methods are listed in Part 1 of this book.
Calculating Travel DC
Step 1: Biome
Each biome presents its own unique encounters, landscapes, and difficulties. Some biomes, like a rolling plain, are easier to traverse than others, such as a volcanic crag. The biome determines the Base Travel DC.
Biome Table
Type | Base Travel DC |
---|---|
Grasslands | 10 |
Badlands/Hills | 11 |
Forests | 12 |
Taigas | 13 |
Tundras/Deserts | 14 |
Caves/Tunnels | 15 |
Mountains | 16 |
Volcanic Crag | 18 |
Alien Terrain | 20 |
*If the party is travelling on a major road or highway, the Base Travel DC is reduced by 4.
Step 2: Weather
While weather can vary, from blizzards to heatwaves, every travel has a universal table of Weather Categories. This is a roll the GM makes every in game morning to determine how harsh the weather conditions are in the area. The actual conditions will change depending on the area, but the categories are below. The end of this system's description has a list of sample weather conditions a GM may use. Some areas may have mild weather simply be clouds overhanging the sky, with no additional effects. Particularly dangerous areas, however, may have mild weather equivalent to safer land's severe weather, and it will only get worse from there.
By adding together the weather category and the base travel DC, you will find the difficulty in all "travel tasks", that an adventuring party can perform.
Weather Table
d100 | Weather Condition |
---|---|
01-50 | Clear weather. No Impact |
51-75 | Mild weather. Travel DC +1 |
76-90 | Harsh weather. Travel DC+2 |
91-00 | Severe weather. Travel DC+4 |
Travel Tasks
After the Travel DC has been set, the party can perform travel tasks. These tasks are activities that take a whole active day to perform. As such, incapacitated characters, sleeping characters, and characters who are performing other downtime activities such as crafting, carousing, or scribing spells cannot perform a travel task.
There are two categories of travel tasks, mandatory and voluntary. Mandatory tasks must be performed each Travel Cycle, hence the name. Voluntary tasks are optional, and only provide additional benefits, provided you do them. Failing a voluntary task does not hinder progress. A character can handle one travel task at a time. If you are playing a ranger, you can handle two. Alternatively, you can help another character with their task, granting them advantage at the cost of being unable to perform your own task.
Mandatory Tasks
Navigation. A Character with worldly knowledge must use navigator's tools to make sure the party is travelling in the correct direction. They make an Intelligence Check, adding their proficiency bonus if they are proficient in navigator's tools, or with disadvantage if they do not possess any.
- Success: The party moves in the intended direction.
- Failure: The party moves in a random direction, and may or may not realize that they are lost. If on a traditional hex crawl, the GM can roll a d6 and count clockwise to determine the direction. If using an open map, grid, or theatre of the mind, the GM may roll a d8, and count the 8 cardinal directions starting at north. A party with a ranger, or another class or feature that prevents them from getting lost will still move in the inteded direction, but will move at half speed.
Lookout. A character with keen eyes must keep watch on the surrounding area, in order to prevent disaster. They make a Wisdom(Perception) check.
- Success: The party spots any landmarks, curiosities, or events along their travels. Alternatively, if a dangerous encounter is rolled, they are able to see the threat ahead of time, and have a moment to prepare accordingly.
- Failure: The party misses any special landmarks, provided they are not ones they are specifically looking for. For example, if a party was told to go find a ruined tower, and they know the tower's vague location, they will still find the tower, but they'll miss the chance to see the magic hot spring along the way. If a dangerous encounter is planned, the party will be surprised, or ambushed in some way.
Vanguard. A character with strength and zeal must help everyone march in line, overcoming any barriers to progress they may find. They make a Strength(Athletics) check.
- Success: The party continues to travel as normal, able to climb walls, lift up fallen trees, wade through currents as needed.
- Failure: The party suffers a setback as determined by the GM. In safer areas, it may just be a few points of damage across the board, or slower travel. In harsh climates or weather, the punishment may be more severe, as exhaustion, disease, or poison settles in. A party that fails multiple consecutive Vanguard rolls may need to stop travelling and rest in their current area to recuperate.
Voluntary Tasks
Foraging, Hunting, or Fishing. A character attuned to the wild can search the area for food, be it foraging for plants, or catching live game. Provided the area has resources, they make either an Intelligence(Nature) or a Wisdom(Survival) check, with advantage if they own a Hunting Trap (Hunting or Fishing only). This is impossible to do in the air.
- Success: The character finds either 1d4 units of herbs relevant to their biome, or 1d8+Their Intelligence or Wisdom modifier's pounds worth of food (Player's Choice). The food spoils in one day unless stored and preserved properly.
Morale Boost. A character with amazing conviction may attempt to boost their allies' morale. Player Characters are capable of working together on their own, but NPCs need a bit more encouragement. As long as your travel cycle has NPCs alongside you, such as a crew of pirates, hirelings, or escorts, a character may make either a Charisma(Persuasion) or Charisma(Intimidation) check.
- Success: The NPCs are motivated for the day, able to add 5 to one task, mandatory or voluntary, potentially turning a failure into a success.
Covering Tracks. A character who wishes to stay subtle can cover the tracks of their party. Provided a character is travelling on the ground, they may make a Dexterity(Stealth) check. This is impossible to do in the air or on the sea.
- Success: The party's tracks are covered, and any checks made by potential tails are made with disadvantage. If a Natural 20 is rolled, the party will also automically learn if they are currently being followed.
Remember that if you do not choose to undertake a task, you can always perform a downtime action, craft new gear, or grant advantage on another player's task.
Training
Presented as a new downtime activity, characters may now train to learn new skills, features, spells, or feats through work or study. When a player character has a day free to themselves, they may begin training.
Training allows a character to pick up a new proficiency with enough time. In order to gain this proficiency, the DM determines a "Training Threshold", and the character must make a skill check to work. A single day of training takes 8 hours, and must be done uninterrupted.
A character may also Cram or Crunch. Cramming involves working at a quick pace. The training day only takes 4 hours, but the Skill Check must be made at disadvantage. Crunching lets you work well into the night. The training day becomes 12 hours. You roll with advantage, but you gain a point of exhaustion when you complete your next long rest. Once you make the ability check, you add it to a total. When your training total exceeds the threshold, you learn what you were striving to learn.
Training requires you to find some sort of resource by which you can learn. For example, if you are training to learn a new spell, you must find either a book detailing spells of that type, or an old wizard that can personally teach you.
The thresholds for training are presented below.
Training Thresholds
Desire | Threshold |
---|---|
Simple Weapon | 50 |
Martial Weapon | 100 |
Special Weapon | 250 |
Armor* | 500 |
Feat | 300 |
Common Language* | 250 |
Exotic Language* | 500 |
Skill* | 200 |
Tool | 150 |
Vehicle | 50 |
Air Vehicle | 300 |
Cantrip | 100 |
Spell* | 200 + 50 per spell level |
Armor
When training for armor proficiency, you can only train for an armor type that is one category above what you currently have. For example, if you are only proficient with light armor, you can train for hide armor, but not for plate armor.
Common and Exotic Languages
If any of the languages you are training share a script with one you currently know, the threshold is reduced by 100.
Skill
You cannot have any more than 10 total skill proficiencies, before magic items or effects come into play. If you gain an 11th, you must remove a skill proficiency you currently have.
Spell
You may only train for a spell you have the slots which to cast, and you must have a mentor that knows such a spell, unless you are inventing or flavoring your own custom spell.
Lingering Injuries (improved)
If you'd like to add some danger into your games, but not so much danger so that characters will barely be able to function 3 fights into the campaign, you can use this improved lingering injuries system.
When a player character is reduced to 0 hit points, they must make a Constitution saving throw, with a DC of 10 or half the damage, which ever is higher. On a success, they fall unconscious and everything is normal. On a failure, however, they gain a lingering injury. The player rolls on a table that matches the type of damage they have taken.
Some lingering injuries are incredibly simple, and just require some rest. Others are very detrimental, and require a lot of resources to fix. Most injuries will heal over time. If the character takes some downtime to rest, they recover as if they had just spent 2 days for every 1 day of comeplete, uninterrupted rest.
Lingering injuries within this system have a category of severity. There are 5 distinct classifications: Minor, Major, Severe, Permanent, and Special.
Minor Injuries are simple scars that will heal relatively quickly, and don't pose too much of a threat. Minor injuries heal in 5 days.
Major Injuries are harsh wounds that will leave a lasting effect. Major injuries heal in 10 days.
Severe Injuries are massive system damage that will severely inhibit you for an extended amount of time. Major injuries heal in 20 days.
Permanent Injuries are permanent, and typically involve a major part of your body ceasing to exist. Permanent injuries do not heal without the aid of magic.
Special Injuries require the injured character to succeed on a DC14 constitution saving throw each time they complete a long rest. On a success, the injury is recovered. If resting, this check is made with advantage.
Spells
The spell regenerate will cure any injury, including permanent injuries. The spell lesser restoration will cure special injuries. Additionally, three new spells exist to aid you, presented later in this chapter: cure minor injury, cure major injury, and cure permanent injury.
Acid/Fire Table
d6 | Injury | Effect | Severity |
---|---|---|---|
1 | Corroded Limb | The acid has destroyed a limb, chosen at random. It is not amputated, but is functionally useless. Other tables have rules for missing limbs. | Permanent |
2 | Exposed Skin | The deepest layers of your skin is exposed. Your AC is reduced by 3. | Severe |
3 | Partial Blindness | You are blind in one eye. you have a -2 penalty on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. | Major |
4 | Blisters | You have large blisters that impede your abilities. You have a -2 penalty on Dexterity checks and melee attack rolls. | Minor |
5 | Destroyed Senses | You automatically fail any Wisdom (Perception) checks that rely on smell. | Special |
6 | Minor scars | You have a sizeable burn scar somewhere on your body. | None |
Bludgeoning/Force Table
d6 | Injury | Effect | Severity |
---|---|---|---|
1 | Broken Leg | Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. | Severe |
2 | Broken Arm | You can no longer hold anything with two hands, and you can hold only a single object at a time | Severe |
3 | Concussion | You have disadvantage on Intelligence checks and Wisdom checks, As well as Constitution saving throws to maintain concentration. | Major |
4 | Bad Bruising | You have large bruises that impede your abilities. Whenever you take damage, you take an additional 2 damage. | Minor |
5 | Head Trauma | You cannot take reactions. | Special |
6 | Minor scars | You have a sizeable scar somewhere on your body. | None |
Cold/Necrotic Table
d6 | Injury | Effect | Severity |
---|---|---|---|
1 | Frostbite | Your fingers have wasted away. You can no longer hold anything with two hands, and you can hold only a single object at a time | Permanent |
2 | Ocular Damage | You have disadvantage on Wisdom (Perception) checks that rely on sight, as well as ranged weapon attack rolls. You are considered blind beyond 100 feet. | Severe |
3 | Neuralgia | When you roll initiative, you must succeed on a DC15 constitution saving throw or you are stunned for the first round of combat. | Major |
4 | Bad Bruising | You have large bruises that impede your abilities. Whenever you take damage, you take an additional 2 damage. | Minor |
5 | Aether Damage | When you cast a spell, roll a d20. On a 5 or less, your spell slot is wasted. | Special |
6 | Minor scars | You have a sizeable black scar somewhere on your body. | None |
Lightning Table
d6 | Injury | Effect | Severity |
---|---|---|---|
1 | Heart Injury | Your heart is weakened. Your Constitution Score is reduced by 3. | Permanent |
2 | Muscle Deterioration | You have disadvantage on strength checks and saving throws. | Severe |
3 | Neuralgia | When you roll initiative, you must succeed on a DC15 constitution saving throw or you are stunned for the first round of combat. | Major |
4 | Arc Flash | Roll on the Acid/Fire table. | -- |
5 | Static Cling | You gain a vulnerability to fire damage. | Special |
6 | Minor scars | You have a sizeable lightning shaped scar somewhere on your body. | None |
Piercing/Slashing Table
d6 | Injury | Effect | Severity |
---|---|---|---|
1 | Eye Injury | You are blind in one eye. you have a -2 penalty on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. If you were already missing an eye, you are now blinded. | Permanent |
2 | loss of a limb | destroyed a limb, chosen at random. It is not amputated, but is functionally useless. Other tables have rules for missing limbs. | Severe |
3 | Grisly Wound | Your hitpoints are reduced by 4 times your proficiency modifier. (minimum 10 hit points.) | Major |
4 | Minor Wound | Whenever you take damage, you take an additional 2 damage. | Minor |
5 | Heavy Bleeding | Your Constitution Score is decreased by 1. | Special |
6 | Minor scars | You have a sizeable, long scar somewhere on your body. | None |
Poison Table
d6 | Injury | Effect | Severity |
---|---|---|---|
1 | Disease | You gain one level of exhaustion which cannot be removed by normal means. | Severe |
2 | Weakened Immune System | You gain vulnerability to poison damage. | Severe |
3 | Impeded Focus | You have disadvantage on Constitution saving throws to maintain concentration. | Major |
4 | Festering Wound | Your hitpoints are reduced by 4 times your proficiency modifier. (minimum 10 hit points.) | Minor |
5 | Dizzy Spells | You have disadvantage on Dexterity (Acrobatics) checks. | Special |
6 | Minor scars | You have a black scar somewhere on your body. | None |
Psychic/Thunder Table
d6 | Injury | Effect | Severity |
---|---|---|---|
1 | Brain Injury | You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. | Major |
2 | Weakened Mind | You gain vulnerability to psychic and thunder damage. | Major |
3 | Impeded Focus | You have disadvantage on Constitution saving throws to maintain concentration. | Major |
4 | Long-Term Madness | Roll on the Long-Term madness table. | Major |
5 | Dizzy Spells | You have disadvantage on Dexterity (Acrobatics) checks. | Major |
6 | Headaches | Sometimes you get a minor headache. | None |
Radiant Table
d6 | Injury | Effect | Severity |
---|---|---|---|
1 | Blindness | You are blinded. | Permanent |
2 | Overexposure | When you receive magical healing, you must succeed on a DC14 Constitution Saving throw or are stunned until the end of your next turn. | Severe |
3 | Sunlight Sensitivity | You have disadvantage Wisdom (Perception) checks made while in bright light. | Major |
4 | Blisters | You have large blisters that impede your abilities. You have a -2 penalty on Dexterity checks and melee attack rolls. | Minor |
5 | Radiant Poisoning | You gain vulnerability to radiant damage. | Special |
6 | Minor scars | You have a sizeable, white scar somewhere on your body. | None |
Getting around Permanent Injuries
Throughout most of a campaign, players may not have access to spells like regenerate. However, many alternatives exist. Work with your DM about following one of these courses of action:
- an artificer in the party can use their infusions to create a prosthetic limb
- an archdruid may create a living limb out of tough vines or wood
- an alien parasite or symbiote may take on the form of a lost limb.
- a friendly mimic can live inside of you.
- your patron or an archmage can create a new limb made of pure solid magic
- You can use a combat wheelchair or an armblade.
Dark Magic
Players who have a story reason to have interesting or forbidden forms of magic can optionally take the Dark versions of existing spells. These spells should be handed out in unique circumstances to characters that have an in-lore reason to use these spells. The esoteric powers of dark magic are a very rare feature. Work with your group to determine if you can use dark magic.
Dark Magic Examples
Class | Lore |
---|---|
Artificer | Your character uses unreliable Gulari Technology |
Bard | Your character uses song to weave in unknowable secrets. |
Cleric | Your character worships a long-lost diety. |
Druid | Your circle hails from a corrupted zone, such as Nowhere or a Rendfield. |
Geomancer | Your character destroys nature, rather than protecting it. |
Paladin | Your character broke their oath, yet keeps their powers. |
Ranger | Your character employs more primal, savage magicks. |
Runekeeper | Your magic is attached to a long lost gulari soul. |
Shaman | You use your wisdom to lead others to their destruction. |
Sorcerer | Your character is completely unaware of the source of their magic. |
Warlock | Your patron comes from beyond this plane. |
Wizard | Your character has studied forbidden texts. |
Is Dark Magic Evil?
All magic can be used for good or evil. Prime's people know that. So why is it called "dark magic"?
Dark magic is a dangerous art. It corrupts the existence of aether and may have consequences beyond your control. It is a volatile and slapdash way of practicing the arcane, therefore it is highly discouraged.
Casting a dark magic spell
When casting a dark magic spell, the DM may determine, for whatever reason, to have the spell altered in some ways. This ranges from negative effects like the spell not working at all, or being cast at its lowest possible level, to neutral effects, such as the Wild Magic surge, to positive effects such as upcasting the spell, however, the most common effect is creating a Null Zone. A null zone is a 10 foot radius sphere of complete antimagic. Only a wish spell can restore aether to this Null Zone.
Dark Magic Spells
Abduction
7th level Transmutation
- Casting Time: 1 minute
- Range: 10 miles
- Components: V, S, M (A silver saucer)
- Duration: Concentration, up to 1 hour
This spell teleports a creature you have seen within range to your location. An unwilling creature can make a Charisma saving throw to resist this effect. Moreover, you must know the target's precise location when you cast this spell. If the target is more than 100 feet from its supposed location, it has advantage on its saving throw. If it is more than 500 feet away, the spell fails. On a failed save, the target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted. If the spell ends early, the creature is teleported back to its original location.
Aetheric Anomoly
1st level Abjuration
- Casting Time: 1 action
- Range: Self (30 ft radius)
- Components: V, S, M (A chunk of auracite worth at least 50gp)
- Duration: Concentration, up to 1 minute
You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components.
Arcana Thief
6th level Evocation
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
You channel a distorting wave of aether, then draw it back into your essence. Make a melee spell attack against a creature you can reach. On a hit, the target takes 10d4 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. On a hit, the target loses one of its highest level spell slots, if it has any.
At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot.
Vacuum
1st level Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A bit of kindling)
- Duration: Instantaneous
You create a spherical area nearly devoid of air centered on a point within range for the duration. The sphere can have any radius you choose, up to a maximum of 30 feet. Any creature in the area that breathes air must hold its breath or begin suffocating. If the point you choose is on an object you are holding or one that isn't being worn or carried, the sphere is centered on the object and moves with it. Airborne substances such as poisonous gas, smoke, or fog can't enter the sphere, and any such substances already within the sphere's area are destroyed. If such a substance is created by a spell of a higher level than this one, it is unaffected.
Mana Needle
Evocation Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You condense light into a razor-sharp pinpoint that you can effortlessly guide. A target you can see within range takes 3 piercing damage. This spell's damage increases by 3 when you reach 5th level (6), 11th level (9), and 17th level (12).
Hold Vehicle
3rd level Enchantment
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S, M (A handful of gears)
- Duration: Concentration, up to 1 minute.
Choose a vehicle you can see within range. The target's pilot must make a Wisdom saving throw. If there is no creature in that role, the save automatically fails. On a failed save, the target's speed is reduced to 0 for the duration, and any weapons mounted on it can't be fired. If the target's pilot is at their station and not incapacitated, they can attempt the saving throw again at the end of each of their turns, ending the effect on a success.
Airborne vehicles stay completely stationary in the air, and waterborne vehicles are not effected by currents, waves, or even gravity.
Erase
9th level Exaltation
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Instantaneous.
Bringing all your magical powers to bear, you snap your fingers and attempt to simply end a creature's existence. Make a spell attack roll against a creature you can see within range. On a hit, the target takes 10d6 + 40 damage. If that spell were to reduce a creature's hit points to 0, they are erased from existence. They no longer exist. Any records of this creature's existence, as well as their created items or works crumble to dust. Memories of the creature become cloudy, able to be recalled, but at the expense of all details, including the creature's name, personality, abilities, and impact on others.
Polymagus Arms
4th level Conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A handful of gears)
- Duration: Instantaneous.
Two muscular arms consisting of brilliant arcane energy appear on a creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make two additional melee weapon attacks using the arms. These attacks do not add the user's ability modifier to the damage roll, even if they would otherwise.
Black Hole
8th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You condense gravity into an immeasurably dense orb at a point you can see within the spell's range. The orb fills a 10-foot radius sphere around it with darkness, which no light, magical or mundane, can illuminate.
When a creature enters within 30 feet of the orb for the first time on a turn or starts its turn there, it must make a Strength saving throw or be pulled 10 feet toward the orb. When a creature enters within 5 feet of the orb for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 10d10 bludgeoning damage on a failed save or half as much on a successful one.
The orb's gravitation makes moving away from it incredibly difficult. While within 10 feet of the orb, a creature moving away from the orb must spend 4 feet of movement for every 1 foot it moves. While within 30 feet of the orb, a creature moving away from the orb must spend 2 feet of movement for every 1 foot it moves.
In addition, unsecured objects that are completely within the area of effect are automatically pulled into orb. Small nonmagical objects that come within 5 feet of the orb are immediately destroyed.
Dazzling Gleam
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: Instantaneous
You release a burst of light. Each creature within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and is not blinded.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Ionizing Wind
4th-level evocation
- Casting Time: 1 action
- Range: 40 feet
- Components: V, S
- Duration: Instantaneous
A blast of electrified wind erupts from your hands. Each creature in a 40-foot cone must make a Strength saving throw. On a failed save, a creature takes 6d8 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Quasar
6th-level evocation
- Casting Time: 1 action
- Range: Self (100-foot line)
- Components: V, S
- Duration: Instantaneous
You produce a beam of radiance in a line, 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A target takes 10d8 radiant damage and is blinded for 1 minute on a failed save, or half as much damage and is not blinded on a successful one.
A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Devour Will
2nd Level Enchantment - Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (A dehydrated eye)
- Duration: Instantaneous
You mentally siphon the willpower from a creature you can see within range, leaving them a husk for a short time. The creature must succeed on a Wisdom saving throw or take 2d10 Psychic damage, or half as much on a successful save. If they fail the saving throw, roll 3d6. If the number rolled exceeds the creature's wisdom score, they are incapacitated for 1 minute. The creature can repeat the Saving Throw at the end of each of their turns, recovering on a success.
At Higher Levels: When you cast this spell with a slot of 3rd level or higher, the damage increases by 1d10 for each level after 3rd. If you cast this spell using a slot of 5th level or higher, the dice you roll after damage increases to 4d6.
Improved Spells
The following vanilla spells have been changed to increase their power and encourage players to take lesser known and forgotten spells.
Chaos Bolt
1st level Evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Thunder |
5 | Lightning |
6 | Poison |
7 | Force |
8 | Psychic |
If you roll an even number on the attack roll, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d8 extra damage of the type rolled for each slot level above 1st.
Color Spray
1st level Illusion
- Casting Time: 1 bonus action
- Range: Self (15-foot cone)
- Components: V, S, M (A pinch of powder or sand that is colored red, yellow, and blue)
- Duration: 1 round
A dazzling array of flashing, colored light springs from your hand. Creatures in a 15-foot cone originating from you (ignoring unconscious creatures and creatures that can’t see), must succeed a dexterity saving throw or be blinded until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the cone affected by that spell increases by 5 feet for each slot level above 1st.
Divine Favor
1st level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Once per turn until the spell ends, when you hit a target with an attack, you can choose that the target takes an extra 1d8 radiant damage.
Ice Knife
1st level Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a drop of water or piece of ice)
- Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage and the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd- or 4th-level, you can create and fling one more shard of ice. You can fling it at the same target, or choose to throw it on an other creature within range. When you cast this spell using a spell slot of 5th-level or higher, you can create and fling up to 3 shards of ice.
Longstrider
1st level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M
- Duration: 8 hours
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Sleep
1st level Enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M
- Duration: 1 minute
This spell sends creatures into a magical slumber. Each creature within 20 feet of a point you choose within range must succeed a Constitution saving throw with a DC of 11 or it falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being charmed aren’t affected by this spell. Charmed creatures make the constitution saving throw with disadvantage, and creatures that are currently fighting make the constitution saving throw with advantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, The DC of the constitution saving throw increases by 1 for each spell level above 1st.
Witch Bolt
1st level Conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a twig from a tree that has been struck by lightning)
- Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature.
On a hit, the target takes 1d12 lightning damage, and at the start of each of its turns for the spell duration, if the target is within 30 feet of you and doesn't have total cover from you, it automatically takes 1d12 lightning damage. If the target is not within 30 feet of you (or if it has total cover from you) at the start of its turn, the spell ends.
You must use one free hand to maintain the arc, but you can use your other hand freely (for making weapon attacks, using objects, casting a spell etc.) while concentrating on that spell.
At Higher Levels. When you cast this spell using a 3rd or 4th level spell, the target takes an additional 1d12 lightning damage every time it should take damage from that spell (for a total of 2d12). The damage is also increased by 1d12 when you use a 5th or 6th level spell slot (for a total of 3d12), and when you use a 7th or higher spell slot (4d12).
Aganazzar’s Scorcher
2nd level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a red dragon's scale)
- Duration: Instantaneous
Choose a point you can see within range. A line of roaring flame 30 feet long and 5 feet wide emanates from that point in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Barkskin
2nd level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a handful of oak bark)
- Duration: 1 hour
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s base AC can’t be less than 14, regardless of what kind of armor it is wearing.
Cloud of Daggers
2nd level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a sliver of glass)
- Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. Moreover, when you cast this spell with a 4th- or 5th-level spell slot, you can fill a second 5 feet cube with spinning daggers. That second cube must be adjacent to the first one. When you cast this spell with a 6th-level spell slot or higher, you can fill 2 more 5 feet cubes (for a total of 4). They must be adjacent between them. A creature only takes damage from this spell once per turn, even if it moves through multiple cubes of spinning daggers.
Crown of Madness
2nd level enchantment
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make as many attacks as it can against a creature other than itself that you mentally choose. You can make the target draw a weapon or reload a ranged weapon as part of that attack. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Darkness
2nd level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of black sand)
- Duration: Concentration, up to 1 minute
Magical darkness spreads from a point you choose within range to fill a 15-foot radius Sphere for the Duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd Level or lower, the spell that created the light is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it can dispell light created by spells of a same level or lower (a 5th level Darkness can dispel light created by a 5th level spell for instance).
Dust Devil
2nd level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of dust)
- Duration: Concentration, up to 1 minute
Choose an unoccupied 10-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that enters the dust devil for the first time of the turn must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over a creature, the creature suffers the same effect as if it had entered the dust devil itself (see above). It is then immune to your dust devil effects until the end of the turn. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Enthrall
2nd level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically. On a failed save, the target considers any creature but you as hidden (as if every creatures nearby succeeded a hide action). As an action, the target can search for creatures hidden thanks to your enthrall spell. When it does so, it makes a wisdom saving throw, ending the spell on a success. A creature also automatically reveals itself if it attacks the target or cast a spell that affects it before the spell ends. The spell ends if you are incapacitated or can no longer speak.
Find Traps
2nd level divination
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 10 minutes
All traps within range start to glow softly (even those that are outside of your line of sight). The DC required to find them is decreased by 5.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator.
Thus, the spell would reveal an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
Magic Weapons
2nd level transmutation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
Choose up to 3 nonmagical weapons or shields you can see within range. Until the spell ends, those weapons become magic weapons with a +1 bonus to attack rolls and damage rolls. If you target one or several shields, they become magic shields with a +1 bonus to AC.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Earthen Grasp
2nd level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a miniature hand sculpted from clay)
- Duration: Concentration, up to 1 minute
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is restrained for the spell’s duration.
As an bonus action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both when grabbing and crushing) increases by 1d6 for each slot level above 2nd.
Acid Arrow
2nd level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
- Duration: Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. That attack counts as a critical hit on a roll of 18, 19 or 20. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. On a critical hit, the damage dice rolled at the end of the target's turn are also doubled.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Pyrotechnics
2nd level transmutation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose an area of flame, magical or nonmagical that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Ray of Enfeeblement
2nd level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength, has disadvantage on Strength checks and Strength saving throws, and has its carry capacity halved until the spell ends on that target.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends on that target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target on additional creature for each slot level above 2nd. The creature must be within 30 feet of each other when you target them.
Snowball Storm
2nd level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a piece of ice or a small white rock chip)
- Duration: Instantaneous
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage and has its speed reduced by 10 feet until the end of its next turn on a failed save, or takes half as much damage and doesn't get its speed reduced on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjure Barrage
3rd level conjuration
- Casting Time: 1 action
- Range: Self(60-foot cone)
- Components: V, S, M (one piece of ammunition or a thrown weapon)
- Duration: Instantaneous
You throw a weapon or fire a piece of ammunition into the air to create a cone of identical weapons made of pure darkness that shoot forward and then disappear. Make a range attack (with the weapon or ammunition you used as component) against each creature in a 60-foot cone as if it was in the normal range of your weapon.
The damage type is necrotic, instead of the one the weapon or ammunition used as a component.
Daylight
3rd level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 hour
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it can dispell darkness created by spells of a same level or lower (a 5th level Daylight can dispell darkness created by a 5th level spell for instance). Moreover, If you cast Daylight with a spell slot of 5th level or higher, the light it creates counts as sunlight.
Wall of Water
3rd level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a drop of water)
- Duration: Concentration, up to 10 minutes
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.
Elemental (fire, cold, lightning, thunder, acid or poison) damage is halved if the elemental effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. If none of the sections of the wall are frozen, you can move and/or reshape the wall as an action (the wall disappears and you can make a new one within range as if you just had casted the spell).
Word of Radiance
Evocation cantrip - Cleric
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
This spell's damage increases by 1d6 (2d6) and range increases to 10 feet when you reach 5th level. This spell's damage increases by 1d6 (3d6) when you reach 11th level, and again by 1d6 (4d6) and range increases to 15 feet when you reach 17th level.
Sword Burst
Conjuration Cantrip - Artificer, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You create a momentary circle of spectral blades that sweep around you. All other creatures within range of you must succeed on a Dexterity saving throw or take 1d6 force damage. You choose the range of the spell as you cast it.
This spell's damage increases by 1d6 (2d6) and maximum range increases to 10 feet when you reach 5th level. This spell's damage increases by 1d6 (3d6) when you reach 11th level, and again by 1d6 (4d6) and maximum range increases to 15 feet when you reach 17th level.
True Strike
Divination Cantrip - Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action.
- Range: Self
- Components: V, S
- Duration: Concentration, 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. You give yourself advantage on your next attack roll on the current turn. You can use this spell only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Resistance
Abjuration Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a miniature cloak)
- Duration: 1 minute
You draw a sigil of protection on a willing creature. For the duration of the spell, whenever your target should roll a saving throw, if you can see it, you can use your reaction to activate the sigil. When you do so, the target can roll a d4 and add the number rolled to the result of its saving throw. It can roll the die before or after the saving throw. The spell then ends. You can only protect one target at a time. If you use this spell on a second target, its effect end on the previous target.
New Spells
The following spells are added to the various core classes in fifth edition. A full list is presented at the end of this section.
Forceful Smite
1st Level Evocation - Artificer, Druid, Paladin, Ranger, Runekeeper, Warlock
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S, M (A weapon)
- Duration: Instantaneous
You imbue your weapon with an unnaturally strong force. The next melee weapon attack you hit with this turn deals an additional 1d6 force damage, and you may also choose to knock the creature back 10 feet, or prone.
At higher levels: When you cast this spell using a slot of 2nd level or higher, this spells damage increases by 1d6 for each level above 1st.
Stinging Shadows
2nd Level Evocation - Warlock
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (A handful of iron sand)
- Duration: Concentration, up to 1 minute
You sprinkle dust around you, which animates and turns into a deathly shroud of cutting winds. The dust reaches out 10 feet in all directions, and follows you. As a bonus action, you may command the dust to wrap around a creature within the range, dealing 1d6 necrotic damage.
At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the damage increases by 1d6 for each level above 2nd.
Holy
8th level Evocation
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (a pure white pearl studded with diamonds worth at least 2,500 GP)
- Duration: Instantaneous
You present a luminous stone, which shines with divine radiance. Each creature of your choice within 30 feet of you must succeed on a Constitution Saving Throw or take 8d10+20 Radiant damage, or half as much on a success. Then, roll a D4. Creatures that fail the saving throw are affected by the effect listed on the table.
d4 | Additional Effect |
---|---|
1 | The explosion is blindingly bright. All creatures that fail the save are stunned until the end of their next turns. |
2 | The explosion is unusually hot. All creatures that fail the save take an additional 4d10 Radiant damage. |
3 | The explosion is incredibly loud. All creatures that fail the save are deafened for 1 minute. They may repeat saving throws at the end of each of their turns, ending this effect on a successful save. |
4 | The explosion is ridiculously forceful. All creatures that fail the save are knocked prone. |
Shine
Evocation Cantrip - Bard Cleric, Druid
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You throw a mote of pure light at a creature, which lingers for a short amount of time. Make a ranged spell attack. On a hit, a creature takes 1d8 Radiant damage. That creature cannot turn invisible and has disadvantage of Dexterity (stealth) checks until the end of its next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Mudshot
1st Level Conjuration - Artificer, Druid, Sorcerer
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (A drop of tar)
- Duration: Instantaneous
You create a disgusting stream of viscous, hot, wet mud that instantly hardens on contact. Make a ranged spell attack. On a hit, the target takes 2d8 bludgeoning damage, and all ground within 5 feet of the target becomes difficult terrain.
At Higher Levels: When you cast this spell using a slot of 2nd level or higher, the damage increases by 1d8 and the radius of difficult terrain created increases by 5 feet for each level above 1st.
Gamble
5th Level Evocation - Bard, Soulsword, Sorcerer, Warlock
- Casting Time: 1 action
- Range: 180 feet
- Components: V, S, M (A 100 sided die)
- Duration: Instantaneous
You launch a ball of completely warbling energy, unstable and volatile. Make a ranged spell attack. On a hit, the target takes 1d100 Force damage.
At Higher Levels: When you cast this level using a slot of 7th level or higher, you may reroll any damage roll under 25. At 8th level, reroll any result under 50, and at 9th level, reroll any result under 75.
O'Durren's Dastardly Entrance
3rd Level Transmutation - Runekeeper, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You make a wonderful enterance onto the battlefield, staggering foes with absolute force. After casting the spell, you leap into the air, and land in a point within 30 feet of you. Once you land, all creatures on the ground within 15 feet of you must succeed on a Strength Saving Throw or take 6d6 Force damage. Creatures within 5 feet of you take half damage on a successful save. If the saving throw is failed by 5 or more, that creature also falls prone.
At Higher Levels: When you cast this spell with a slot of 4th level or higher, the amount of feet you can jump increases by 10 feet and the damage increases by 1d6 for each level after 4th.
Devour Will
2nd Level Enchantment - Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (A dehydrated eye)
- Duration: Instantaneous
You mentally siphon the willpower from a creature you can see within range, leaving them a husk for a short time. The creature must succeed on a Wisdom saving throw or take 2d10 Psychic damage, or half as much on a successful save. If they fail the saving throw, roll 3d6. If the number rolled exceeds the creature's wisdom score, they are incapacitated for 1 minute. The creature can repeat the Saving Throw at the end of each of their turns, recovering on a success.
At Higher Levels: When you cast this spell with a slot of 3rd level or higher, the damage increases by 1d10 for each level after 3rd. If you cast this spell using a slot of 5th level or higher, the dice you roll after damage increases to 4d6.
Shadow Screech
2nd Level Necromancy - Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (the shell of a cicada)
- Duration: Instantaneous
You conjure a terrifying skull that screams meddening phrases in front of it. Choose a point within range that you can see. Each creature within a 15 foot cone centered on that point must make a Constitution Saving Throw, or take 4d6 necrotic damage. If a creature fails the Saving Throw by 5 or more, that creature's maximum hit points are also reduced by the damage taken.
At Higher Levels. The spells damage increases by 1d6, and the area of the cone increases by 5 feet for each level above 2nd.
Brand
Transmutatuion Cantrip - Cleric, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Until Dispelled
You burn a small image into a creature or object. If the target is a creature, that creature must succeed on a Constitution saving throw or take 1 fire damage and have a small mark burned into their skin. Objects automatically fail the Saving throw. The image can be any symbol you want, but cannot exceed 2 inches in any dimension. The brand can be concealed, but it cannot be removed, as the brand will simply shift places if the one attempts to carve off the image. If this spell is cast on the target a second time, the first brand immediately fades.
Terra Broom
2nd level Transmutation - Geomancer, Ranger, Wizard
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (Dried hay plucked from a broom)
- Duration: 1 minute
You pull the essence of land itself and tether it to the whim of a creature you can see within range. For the spell's duration, the space the creature occupies, as well as all space within 5 feet cannot be difficult terrain. Water less than thigh-deep is blown away, mud and quicksand hardens, undergrowth is pushed aside, and slopes contain footholds.
Ironhazel's Hot Springs
3rd Level Conjuration - Artificer, Bard, Druid, Shaman
- Casting Time: 1 Minute
- Range: 10 feet
- Components: V, S, M (A divetted stone)
- Duration: 1 hour
You summon a stone ring on a flat surface, which creates a temporary hot spring. The hot spring is 3 and a half feet deep, and 10 feet in diameter. Any creature that performs a short rest inside of the hot spring may gain 3d6 hit points. Additionally, they recover one level of exhaustion upon completing the rest. A creature only needs to spend 15 minutes inside of the hot spring during this rest to gain the effects of this spell.
Close Wounds
Necromancy Cantrip - Artificer, Cleric, Druid, Geomancer, Shaman, Warlock
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You draw out a creature's natural healing process and amplify it. As part of the spell, the target may expend one of their hit dice, roll it, and add their constitution modifier to the roll. The creature gains that many hit points. You cannot target an unconscious creature with this spell.
Bio
Necromancy Cantrip - Artificer, Bard, Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 round
You rapidly expand existing weaknesses within your target's body. A creature you can see within range must succeed on a Constitution Saving Throw or take 1d8 poison damage. If that creature is afflicted with the blinded, deafened, poisoned, paralyzed, exhausted, or petrified conditions, that damage instead increases to 1d12. Additionally, the next attack that hits the target deals an additional 1d4 poison damage.
This spell's damage increases by 1d8 or 1d12 when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Acid Bubbles
2nd level Conjuration - Artificer, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S, M (Coagulated Blood)
- Duration: Concentration, up to 1 minute.
You form two bubbles of acid that float slightly above the ground on any unoccupied spaces you can see within range. These bubbles are small size, have 1 hit point, AC 10, and can hover. As a bonus action, you may move any number of bubbles up to 15 feet in any direction. As part of that bonus action, you can pop any of the bubbles. The bubble is also popped if it is reduced to 0 hit points, or if you lose concentration on the spell. When an acid bubble pops, each creature within 5 feet of it must succeed on a Dexterity Saving Throw or take 2d8 Acid damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create another two bubbles for each spell slot above 2nd.
Zap
Evocation Cantrip - Sorcerer
- Casting Time: 1 Action
- Range: 10 foot line
- Components: V, S
- Duration: Instantaneous
You fling a line of electricity in a direction of your choice. Any creature within a 10 foot line must succeed on a Dexterity Saving Throw or take 1d8 Lightning damage.
When you reach 5th level, the damage increases to 2d8 and the line increases to 15 feet. At 11th level, the damage increases to 3d8. At 17th level, the damage increases to 4d8 and the line increases to 20 feet.
Break Circuits
2nd level evocation
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 5 feet of you that you can see.
- Range: Self (15 foot radius)
- Components: V, S
- Duration: Instantaneous
You let out a burst of electricity, shocking those nearby and temporarily overloading devices. Each creature within 15 feet of you must make a Dexterity saving throw or take 2d6 lightning damage, or half as much on a successful save. Each piece of magical technology within range is also disabled until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
Twin Bolts
1st level Evocation - Artificer, Runekeeper, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S, M (a piece of ice and a piece of coal)
- Duration: Instantaneous
You create two magical bolts, one of pure fire and one of pure ice. You fire both bolts at creatures you can see within range. Both bolts must hit different creatures. Make a single spell attack roll. You use that attack roll against all targets' ACs when determining if you hit. On a hit, a target takes 2d10 fire or cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional bolt for each level above 1st. You choose whether the bolt is fire or cold.
Flash Freeze
2nd level Transmutation - Artificer, Druid, Shaman, Sorcerer
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (a drop of treated water.)
- Duration: 1 hour
You create an instant blast of absolute zero. Roll 8d8. the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is stunned and encased in a small ring of ice that appears around their feet. Creatures who are encased in ice must expend 20 feet of movement to break free before they can move again.
Alternatively, this spell can be used to create a solid platform of ice with a 20 foot radius if you target a pool of water. The ice can reliably hold up to 1,000 pounds without breaking.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 2d8 for each slot level above 2nd.
Fossil Strike
Conjuration Cantrip - Druid, Wizard, Warlock
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You kick into the ground to summon a large clump of petrified fossils and oil, and swing it forth towards a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and is pushed 5 feet back from the direction of the spell. Large or larger creatures cannot be pushed.
When you reach 5th level, the damage increases to 2d6. At 11th level, the damage increases to 3d6. At 17th level, the damage increases to 4d6.
Healing Ray
4th level Necromancy - Cleric, Runekeeper
- Casting Time: 1 Action OR 1 reaction to a creature being reduced to 0 hit points
- Range: 30 feet
- Components: V, S, M (A tiny parchment with a word of prayer upon it)
- Duration: Instantaneous
You command a divine word of healing, causing a creature you can see within range to gain 3d10 hit points.
Word of Misfortune
Enchantment Cantrip - Bard, Cleric
- Casting Time: 1 Action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute.
You hiss a word of crippling cruelty. Choose one creature you can see within range. The next time the creature makes a saving throw during the spell's duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.
Liquification
4th level transmutation - Druid, Geomancer, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S, M (a vial of saltwater)
- Duration: Concentration, up to 1 hour
Each nonmagical object that is not being worn or carried in a 20-foot cube within range liquefies into water with the same appearance and shape of its original material. For example, a stone statue liquefied with this spell retains its shape, color, and appearance without collapsing or dripping. The water is retains the color and opacity of the object, potentially obscuring creatures and objects submerged in it. Water created with this spell can't be moved out of the spell's area, and magically refills if removed.
When the spell ends, the water solidifies back into solid matter, and each creature or object submerged within the water is shunted to the nearest unoccupied space.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the cube increases by 10 feet for each slot level above 4th.
Simple Magitech Weapons
Name | Cost | Damage | Weight | Range | Properties |
---|---|---|---|---|---|
Thundershot | 75gp | 1d6 Bludgeoning | 6lb. | 30/120 | Light, Magitech |
Martial Magitech Weapons
Name | Cost | Damage | Weight | Range | Properties |
---|---|---|---|---|---|
Heavy Thundershot | 125gp | 1d10 Bludgeoning | 9lb. | 80/320 | Two-Handed, Magitech |
Flameslinger | 150gp | 2d8 Fire | 7lb. | 30 | Two-Handed, Loading, Magitech |
Stunner Shot | 100gp | 1d8 Lightning | 9lb. | 60/180 | Nonlethal, Magitech |
Pump Sniper | 150gp | 2d8 Bludgeoning | 12lb. | 180/560 | Two-Handed, Heavy, Loading, Magitech, Special |
Automatic Thundershot | 200gp | 1d8 Bludgeoning | 9lb. | 80/320 | Two-Handed, Automatic, Magitech |
Driller | 100gp | 1d8 Piercing | 4lb. | 30/120 | Destructive, Magitech |
Exotic Magitech Weapons
Name | Cost | Damage | Weight | Range | Properties |
---|---|---|---|---|---|
Antimaterial Rifle | 250gp | 3d6 Bludgeoning | 12lb. | 60/180 | Destructive, Heavy, Two-Handed, Magitech |
Zapper | 150gp | 1d12 Lightning | 4lb. | 20 | Light, Loading, Magitech |
Mounted Thundercannon | 750gp | 3d10 Bludgeoning | 150lb. | 180 | Destructive, Loading, Magitech |
Slash Shot | 100gp | 1d6 Slashing | 3lb. | 60/120 | Automatic, Light, Magitech |
Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make
Magitech: This weapon is magical. However, it does not deal magic damage. It is still effected by anti-magic effects and abilities.
Automatic: When you make an attack with this weapon on your turn, you can choose to make two attacks with disadvantage instead. These attacks always have disadvantage, regardless of circumstance.
Destructive: Damage dealt toward objects with this weapon is doubled.
Nonlethal: Creatures reduced to 0 hit points with this weapon are stabilized as they fall unconscious, and do not make death saves. You cannot kill a creature with this weapon, unless you use it outside its intended purpose.
Special: The Pump Sniper has disadvantage on targets that are 50 feet or closer.