Y'mmet's Guide to
What's Beyond Yerus
Chapter 1: Character Creation Options
Races
Cestiviel
"I still remember my first time leaving Crytyk. I remember seeing the unobstructed night sky now just outside my viewport. I remember the sensation of weightlessness as we breached the atmosphere. But most of all, I remember the feeling of being free, being truly unbounded to any one place, knowing that I now had an entire universe to explore." -Hi'var
Beings from the Stars
The Cestiviel are the most intelligent inhabitants of the planet of Crytyk-5, and one of the most intelligent races in the universe. Cestiviels are best recognized from their multicolored fur. From their bright, glowing markings across their body, to star-spotted tufts of hair, no two Cestiviel ever have the same appearance.
The Pursuit of Knowledge
The Cestiviel are consistently curious, dedicating their lives to discovering more about the universe they reside in. Being one of the few races to have achieved space travel, the Cestiviel act as interplanetary emissaries, hopping from planet to planet with the intent of both teaching and learning from the local cultures.
Upgrades, People
As Cestiviel technology evolved, so too did the need to be able to keep up with maintence for this technology. To solve this, Cestiviel began mechanically enhancing themselves. This small trend spread like wildfire, eventually becoming one of the Cestiviel's defining traits.
Cestiviel Names
Translated using Common vernacular, Cestiviel names are often a 2- to 3-syllable long scramble of letters, with the first name and family name separated by an apostrophe.
Cestiviel Names: Y'mmet, S'nni, Um'bria, H'rris, Aje'mmet, R'noth, A'zhur, For'etz, K'lezeth, T'mier
Cestiviel traits
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1. Alternatively, one ability score of your choice increases by 2 and one other ability score of your choice increases by 1.
Age. Cestiviel reach maturity by age 20, and generally live to be 200.
Alignment. Cestiviel are naturally benevolent, greeting other races with open arms. While evil Cestiviel aren't unheard of, most tend towards good alignments.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your base walking speed is 30 feet.
Upgrades. Starting at level 3, you can attune to an additional number of magical items equal to half your proficiency bonus, rounded up. These can only be attuned to Magical Items of the "Augmentation" subtype.
Mechanical Prodigy. Your proficiency bonus doubles whenever you make an ability check pertaining to technology with a skill you are proficient with.
Languages. You can speak, read, and write Common, Cestivan, and one additional language of your choice.
Pseudosapian
Apex of Evolution
Pseudosapians are the sole inhabitant of Ceti Thotopa. Unlike other shapeshifting aliens, Pseudosapians have the unique ability to also mimic the abilities of other races. Pseudosapians look almost like tentacles given form, multiple shifting tendrils making up their base shape.
The Twin Gods
Most Pseudosapians are followers of one of the two main Pseusapian Gods: Xokor, or Wodon. Xokor, the God-Tyrant, is the leader of the Sarnok Clan. This Pseudosapian Clan believes themselves to be Superior to the other inhabitants of the universe, and therefore deserve it. Wodon, the God-Curator, is the inverse. While still believing themselves superior, Wodon and the Altsergilete Clan instead believe that life is worth preserving, and made it their mission to preserve the living beings of the universe. The Sarnok Clan were set on a warpath throughout the universe, gaining control of a sizable empire, before their conquest was stopped by the Commonwealth of Constellations. For now, the Sarnok Clan and the Altsergilete Clan have been at an uneasy peace.
Pseudosapian Names
Pseudosapians lack any concrete naming convention. Instead, most name themselves using other races' naming conventions once they come of age.
Pseudosapian Traits
Ability Score Increase. Increase three different ability scores by 1.
Age. Pseudosapians reach maturity around age 10, and naturally live up to 50. However, this is hardly ever the case, as repeated evolution can extend their life by over 300 years, with some in the Sarnok Clan having lived for over thousands.
Alignment. Pseudosapians tend towards lawful, being obsessed with order. Members of the Sarnok Clan tend towards evil, while members of the Altsergilete Clan tend towards good/neutrality.
Size. In their base form, Pseudosapians are about 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Due to your upbringing, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.
Adaptation. A master of evolution, you can change your appearance based off the DNA you collect. Once per long rest, you can cast Alter Self with this trait to make yourself appear as a member of another race you've been in physical contact with in the past 24 hours. This effect lasts until you choose to shift back. You also gain its size, any non-walking speeds, and one ability of your choice rom that race . You cannot adapt into inorganic races.
Amalgamation. Starting at level 3, you can "Amalgamate" equal to your proficiency bonus. Similar to attunement, you may spend a short rest amalgamating into a creature you've been in physical contact with in the past 24 hours. You choose an ability depending on what type of creature you were in contact with (See the Amalgamations table). Any attempt to amalgamate beyond a character's maximum Amalgamation Limit fails; the character must end one of its prior amalgamations. You can't have more than one of the same ability.
Languages. You can speak, read, and write Common and Pseudocommon.
Amalgamations
This table showcases the possible choices you can choose when amalgamating:
Abberation
Maddening Visage. You gain proficiency in the Intimidation Skill
Tentacles Given Life. You have advantage on grapple checks.
Beast
Claws. Your Unarmed Strikes instead deal 1d4 + Your Strength Modifier Slashing damage.
Beastly Stamina. Your speed increases by 5 feet.
Celestial
Heavenly Resistance. You have resistance against Radiant Damage.
Dragon
Scaled Hide. While not wearing armor, your AC is 13+Your Constitution modifier.
Wings. You have a flying speed equal to half your walking speed.
Fey
Magical Resistance. You have resistance against Magical Damage.
Size Decrease. Your size decreases to small.
Fiend
Fiendish Resistance. You have resistance against Necrotic Damage.
Soul Siphon. When you make an attack, you may regain hit points equal to the damage dealt. You may use this ability once per long rest.
Giant
Weight Advantage. You count as one size larger when grappling.
Slam Attack. Your unarmed strikes gain a bonus equal to both your strength and constitution modifier.
Ooze
Acidic to the Touch. When you are in contact with a creature, the creature must succeed on a DC10 Constitution saving throw or take 1d4 Poison Damage.
Liquid Form. You can move through spaces as if you were one size smaller.
Plant
Regeneration. At the beginning of your turn, you heal 1d4 hit points.
Rooted. You cannot be knocked prone.
Other Amalgamations
At your discretion as the GM, you can allow abilities of monsters as possible amalgamations.
Ctechtorin
"My first time encountering the Ctechorin was...strange to say the least. I had crash landed on an unknown planet. Initial scans had only detected plant life, but something was off. The plant life seemed to be changing, shifting in response to my arrival, almost as if the planet itself was alive. The Ctechorin don't entirely disprove that theory."
-Ch'zall
Floral Fauna
Risiding on the planet of Uldrika, Ctechorin can most closely be described as living mushrooms. Like most fungi, the Ctechorin differ greatly from one another in terms of size, shape, and color. Ctechorin's curiosity rivals that of even the Cestiviel, but in more of a child-like sense of curiosity.
Fungi Kingdom
Ctechorin tribes closely resemble human societies, albeit with less structure, and are separated into four "Guilds": the Sanama, the Sikara, the Shilana, and the Sefara, with each guild having their own specific role in their tribes. The Sanama are the spellcasters, researchers of science and magic. The Sikara are the hunter gatherers, being the main suppliers of food within their tribes. The Shilana are the Guardians of the Tribes, keeping watch to prevent any of Uldrika's other inhabitants from attacking the Ctechorin. The Sefara are the most recent tribe, acting as the abassadors to the Ctechorin in the Commonwealth of Constellations.
Ctechorin Names
The Ctechorin language is a cacophony of clicks and whirs, and their names are no different.
Ctechorin Names: Clkclkhm, Whrclkclak, Vrrhoclk, Clakclakclak, Terclkclk, Vrrwhr
Ctechorin Traits
Ability Score Increase. Your Constitution score increases by 1.
Age. Ctechtorin reach maturity in 1-2 months, and usually live around 40 years.
Alignment. Due to their short life span, Ctechtorin actively choose not to spend it in constant conflict, and as such most are intensely pacifist.
Creature Type. You are a Plant.
Size. Ctechorin average at about 2 and a half feet tall. Your size is small
Speed. Your base walking speed is 25 feet.
Trance. You don't need sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours.
Fungal Growth. Your maximum number of hit dice doubles. This doesn't affect the hit points you gain when leveling up. Additionally, you regain all hit dice after a long rest. You may also grow back any missing limbs during a long rest.
Languages. You can speak, read, and write Common, and you can speak Ctech.
The Sanama
Ability Score Increase. Your Intelligence score and your Wisdom score each increase by 1.
Readily Available Ingredients. As a Sanama, you have been trained in the life magics of the universe. You can cast the Entangle spell with this trait. Starting at 3rd level, you can cast the Spike Growth spell with this trait. Starting at 5th level, you can also cast the Plant Growth spell with it. Once you cast any of these spells known with this trait, you can't cast the same spell again until you spend a number of hit dice equal to twice the spell's level as an action. You can also cast these spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this subrace).
The Sikara
Ability Score Increase. Your Constitution score and your Dexterity score increases by 1.
Trained for Speed. As a bonus action, you may spend a number of Hit Dice up to your proficiency bonus. If you do, you gain +5 speed for every Hit Dice spent. This effect lasts for 1 hour. You cannot use this feature again until it finishes its duration.
The Shilana
Ability Score Increase. Your Strength score increases by 2.
Poisonous Cloud. Starting at level 3, you may spend a number of Hit Dice up to your level as an action. If you do, all other creatures in a 10 foot radius centered on you must make a DC10 Constitution saving throw or take 1d4 poisonous damage. Increase the DC by 1 and the damage die by 1d4 for every 2 hit dice spent beyond the first.
The Sefara
Ability Score Increase. Your Charisma score increases by 2.
Commonwealth Experience. As an action, you may spend a number of Hit Dice up to your proficiency bonus. If you do, you add +1 to your next Attack or Ability roll within the next minute for every Hit Dice spent.
Yerusian Chimera
"I had attempted to leave Nmin before the Winter weather set in, but I had misjudged my time. I was stuck in that snowy forest for days, struggling to find any modicum of civilization. That's when I saw it. Some...Thing, some creature, was watching me. Following me. I took off, attempting to outrun it, but it wasn't long before it had caught me. Backed up against a tree, I thought that this was how my story ends.
Imagine my shock when the creature rather warmly greeted me in perfect Common."
-Excerpt from the Necro-Zoological Findings of Tobias Stosk
Warped Biology
Yerusian Chimeras were said to be the a consequence of the War for Yerus. Its been told that after the Assault on Nmin, the blood of the Fallen Pseudosapians seeped into the ground, warping the wildlife, plant life, and the magical properties of the land. Over time, the animals naturally (or rather, unnaturally) evolved into that of the Chimera, a horrid combination of the species that used to live in the Warped Forest of Nmin and the Pseudosapians.
Beasts of Burden
Chimeras average between 7-9 feet tall, are covered in matted fur, but are most often recognized by their protruding skull, giving the Chimera an almost undead look. Despite their ghastly appearance, Chimeras are a generally passive towards other sentient beings, being primarily descendent of common deer. But that's not to say the Amalgam isn't harmless, as being a descendent of every race in the Warped Forest has turned them into capable warriors, and one of the most fearsome predators on Yerus.
Chimera Names
Most Chimeras' names are beastial, almost like a screech in sound, so instead most choose a portion of their original name to refine into a "proper sounding" name.
Chimera Names: Rag, Gala, Rogak, Freya, Al, Cal, Val, Hal, Gohn, Fin, Dae, Noiro, Azhur
Chimera Traits
Ability Score Increase. Your Strength score increases by 2, and your Wisom increases by 1. Alternatively, one ability score of your choice increases by 2 and one other ability score of your choice increases by 1.
Age. Chimeras age similarly to humans, reaching maturity by age 18 and living for around 80 years.
Alignment. Chimeras have no real society, and tend towards chaotic. Despite their appearance, most Chimeras lean towards good/neurality.
Creature Type. You are a Monstrosity.
Size. Chimeras are much taller than humans, reaching between 7-9 feet tall, while only weighing about as much as a human. Your size is medium.
Speed. Your base walking speed is 40 feet.
Keen Smell. You have advantage on Intelligence and Wisdom checks that rely on smell.
Creature of the Wilds. You have proficiency in the Stealth and Survival Skills.
Languages. You can speak and understand (but not read or write) Common and Sylvan.
Leylilian Manaborne
"An intruder to our world, these crystals litter Yerus' Landscape, giving the horizon a subtle purple glow. From initial testing, they appear to be able to store magic for later use. What this 'use' is, we have no idea.
Update: Something came from the Crystals. It calls itself Enthid."
-Excerpt from "The Findings of Project Remedial Chaos" by Amelie Mialeth
Sarnok Sappers
The Sarnok Empire came into being due to their discovery of Leylilian Crystals, growable crystals capable of harnessing primal magic directly from the leylines of the universe, creating a powerful and renewable energy source. Through these crystals, the Sarnok Clan would use them to help conquer planets with considerable connection to leylines, launching leyline crystals down to the surface to both generate energy for themselves and deprive the local mages of access to their magic.
Made of Magic
These leyline crystals would absorb energy at a manageable but slow rate, allowing the Sarnok clan to then siphon off that energy to power their technology. However, when the energy isn't harvested, something phenomenal happens. Once these crystals are "overcharged", they start to fracture and break until a Leylilian Manaborne emerges from the cracked crystal. When a Manaborne dies, like all used leylilian crystals, its inherent magic is released back into the universe, where it's then reabsorbed by leylines and the cycle begins anew.
Manaborne Names
Manaborne choose their names shortly after being born. Strangely, their own naming convention matches the naming convention of nearby civilizations.
Manaborne Traits
Ability Score Increase. Your Constitution Score increases by 2, and one other ability score of your choosing increases by 1.
Age. Manaborne are created fully mature, but their exact length of life is unknown.
Alignment. Manaborne have no set alignment themselves, and instead match the alignment of those who raised them.
Creature Type. You are a Construct.
Size. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Living Construct. You are living construct, and you gain the following benefits:
- You don't need to eat, drink, or breathe.
- You have resistance to poison damage, and you have advantage on saving throws against being poisoned.
- You have immunity to disease.
- Instead of sleeping, you spend at least 6 hours in an inactive, motionless state. In this state, you appear inert, but you aren’t unconscious.
- You benefit from Common Spells that preserve life that otherwise don't affect constructs.
Recharge. Whenever you or a creature within 10 feet of you casts a spell of 1st level or higher, you may use your reaction to regain a number of hit points equal to your level.
Telepathy. You can communicate with any creature within 30 feet of you that you share a language with.
Languages. You speak, read, and write Common and you can speak Leylilian Deep Speech, a form of Deep Speech exclusive to Leylilian Manaborne.
Q'Dorii Siaga
"We Siaga are the smallest race on Q'Dorii. When we built our Juggernauts, we were prideful, we felt incredibly accomplished that we built machines capable of riviling the size of even the mightest of Goliaths. Finding out the rest of the universe was mostly the same size as our mighty machines was jus-...just a bit disheartening."
-Takimo, Nautsmith
Biker Mice from Q'Dorii
The Siaga are a race of tiny mouse-like creatures from the tundra planet Q'Dorii. While short in stature, the Siaga more than make up for it with their invention of the Juggernaut: massive (at least to them) automatons capable of feats well beyond the Siaga's normal strength. Using these robotic companions, the Siaga garnered immense respect from the other races of Q'Dorii, and their expertise in technology was influenctial in the establishment and building of Gyscen, the urban center of Q'Dorii.
Pseudosapian Occupation
Q'Dorii was under Sarnok control for many years, the leyline rich planet being used as a simple way to recharge leylilian crystals. During this time, many Siaga and their Juggernauts were freedom fighters, seeking to undermine the Sarnok and save the planet from being entirely drained. Their efforts were noticed by the Commonwealth of Constellation shortly after Yerus' own Inaugration, who, while unable to entirely free Q'Dorii from Sarnok control, were at the least able to impose strict leyline farming regulations, while also enabling the other Q'Dorii'ans to join the Commonwealth. Now with access to an entire Universe's worth of technology, the Siaga's Intelligence and their Juggernauts have only grown in complexity.
Siaga Names
Translated directly to common, Siaga names are incredibly consonant rich, with the letter K appearing in most.
Siaga Names: Kelikm, Jalak, Jezetol, Shorock, Whyk, Syllinkatai, Steferay, Mikir, Johdek, Chachr
Siaga Traits
Ability Score Increase. Increase one ability score by 2, or increase two different abilitiy scores by 1.
Age. Siaga age at the same rate as humans, but live slightly shorter.
Alignment. Siaga are mostly chaotic, having grown accustom to quickly dealing with malfunctioning Juggernauts.
Size. Your Juggernaut's size is medium, but your true size is small.
Speed. Your base speed is 30 feet.
Nautical: As a Siaga, you come equipped with your very own Juggernaut. As a Bonus Action, you can change either being in your Juggernaut, or not being in your Juggernaut. When you leave your Juggernaut, move to an Unoccupied Space adjacent to it. Your Juggernaut remains a motionless suit. You and your Juggernaut can wield different armor and weapons, but you only benefit from one depending on whether or not you're in your Juggernaut. While in your Juggernaut, you receive the benefits of your Mechanical Enhancements, but you cannot use your real hands for anything else, as their too busy piloting. Additionally, you're too small to equip Augmentations (except prosthesis), so only your Juggernaut can have them.
Always Tinkering: You know the Mending Cantrip, and you are proficient with Tinker's Tools. Additionally, you can use these to repair any damaged or lost limbs your Juggernaut has sustained.
Mechanical Enhancements. You have altered the abilities of your Juggernaut. You choose one mechanical enhancement now and one at 5th level. Additionally, these enhancements only affect you when you are in your Juggernaut. See Next page for enhancements.
Languages. You speak, read and write Common and Si'gese, and you can speak Q'dorii Standard Sign Language.
Mechanical Enhancements
When you make a Q'Dorii Siaga, choose one mechanical enhancement:
- Oxygen Tank. When in an oxygen-less environment, you have an additional 5 hours when holding your breath.
- Headlights. You emit light from lights attached to your head, sheding bright light in a 30-foot cone in front of you. As a bonus action, you can stop yourself from emitting light.
- Internal Cooling. You have resistance to fire damage.
- Magic Missile Launcher. You can cast Magic Missile with this trait. Once you cast this spell using this trait, you can't cast it again until you finish a short or long rest.
When you reach level 5, choose one of the options you didn't take at 1st level, or one of the following:
- Armor Plating. You gain a +1 bonus to AC when you're not wearing heavy armor.
- Combat Ready. When you take this ability, choose a weapon with which you are proficient with. This weapon is now integrated into your arm. As a bonus action, you can extend or retract the weapon from your arm. While it is extended, you can use that weapon as if you are holding it, and you can't use that hand for other purposes.
- Self-Destruct. As an action, you eject from your Juggernaut to a point 30 feet away. All creatures within 15 foot radius of your mech must make a DC 15 Dexterity Saving throw, taking 6d6 Bludgeoning damage on a failed save, or half as much on a success. If you use this ability, you must spend two long rests remaking your Juggernaut.
- Security System. You need to sleep, but your Juggernaut doesn't. When danger is detected, your Juggernaut releases a high-pitched alarm, granting you and creatures within a 15-foot radius of you advantage on perception checks if asleep.
Mikalein
Interplanetary Refugees
Many years ago, the Mikaleins were a regal space-travelling race, with many colonies and kindgoms within its own solar system. Everything changed, however, when the planet was suddenly destroyed and the Mikaleins and the rest of their colonies simultaneously vanished. Until 10 Yerusian years ago, a cargo ship taking a shortcut through an explored region of void space suddenly clipped a massive cloaked Mikalein ship, full of survivors.
New Mikaleus
The Mikaleins within the ship stated that they were the only survivors of Mikaleus, which came under attack from a mysterious enemy, and had been searching for a new planet to call home for over 200 years, having run out of fuel and been adrift for 50 of them. Yerus, having recently joined the Commonwealth, was more than willing to give the Mikaleins a place to live while they started recolonization efforts, giving them a large island on Yerus now colloquially known as New Mikaleus.
Mikalein Names and Apperances
Mikaleins take on an ethereal moth-like appearance, their body covered in a layer of soft, short fur, with their necks and the joints of their bodies often exposed, clawed hands and feet, and a pair of wings, which many Mikaleins wrap themselves in as makeshift clothing. Female Mikaleins often have a wider wingspan compared to males, and are often fluffier, with the biggest difference being the lack of exposed neck, which is instead where the female Mikalein is the fluffiest. Mikaleins are most well known for their peculiar antennae: malleable, branch-like appendages connected by a membranous fiber.
Translated to common, Mikalein names are often soft sounded, being vowel-rich and lacking any heavy consonants.
Mikalein Names: Virou, Hefiri, Aaras, Faari, Werear, Elarus, Veseer, Sorue
Mikalein Traits
Ability Score Increaase: Your Wisdom increases by 1, and two other ability scores of your choosing each increase by 1.
Age. Mikaleins age slowly, reaching maturity around 25 and can live up to 400 years.
Alignment. Mikaleins tended towards neutrality, wishing not to interfere with the quarrels of other planets, but after the Great Pilgrimage have no set alignment.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Traveler's Wings. You have a flying speed and a swimming speed of 20 feet.
Plated Wingspan. Your wings are intermittently covered in scale-like pieces of hard chitin. When you aren't wearing armor, your AC is 12 + your dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Webbed Antennae. You can increase your senses to a frightening level. You gain proficiency in Perception. Additionally, you can gain Blindsight within 30 feet of you for 10 minutes as a bonus action. Once you use this trait, you cannot use it again until you finish a short or long rest.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages. You speak, read, and write Mikel, and you can speak Common.
Ojoboroc Thuibidoz
Reservoir Snakes
The Thuibidoz are a race of serpent-like alien hailing from the Ojoboroc Reservoir, the largest reservoir of water in the known universe. Thuibidoz are a revelrous race who often act first and think later, giving the Thuibidoz a slightly deadly reputation, despite most Thuibidoz meaning no harm themselves. Like most races in the Ojoboroc Reservoir, the Thuibidoz have a long lasting rivalry with it's other inhabitants, often to the point of territorialism.
The Great Filters
Unlike other Ojoboroc races, Thuibidoz only breathe oxygen. To account for this, most Thuibidoz cities and colonies are attached to Ojoboroc Filters, massive sentient plants that naturally recycle the water of the Reservoir to ensure the water is oxygenated and purified for creatures to live.
Thuibidoz Names and Apperances
The Thuibidoz most likely resemble snakes, albeit with some differences. Their bodies, averaging about 10 feet long, are covered in scales, with significantly harder scales making up their head, giving the Thuibidoz the illusion of wearing an armored helmet. Furthermore, their tails begin to trifurcate at the end, giving the Thuibidoz a makeshift hand with which to perform actions.
Thuibidoz have no real naming conventions, and instead will name themselves anything that they believe sounds "cool".
Thuibidoz Traits
Ability Score Increase. Your Dexterity increases by 1, and one other ability score of your choosing increases by 2.
Age. Thuibidoz live short lives, reaching maturity by 5 and living until 40.
Alignment. Most Thuibidoz have a "Live Fast, Die Young" mantra, so many are chaotic.
Size. Your size is medium.
Speed. Your slithering speed is 30 feet.
Serpentine Body. You require custom armor and clothing due to your non-conventional form. For purposes of augmentations, you have a head, 2 torsos, an arm, and a hand. Despite your non-conventional form, you are able to wield weapons, shields, and items as usual.
Caught and Coiled. You count as one size larger when determining grappling. Additionally, you have proficiency in athletics, you don't need a free hand to grapple, and you can grapple creatures up to 10 feet away from you.
From the Reservoir. You have a swim speed of 30, and you are capable of holding your breath for an additional hour in oxygen-less environments.
Languages. You speak, read, and write Common and Thubideze.
Pestrill
Pestrills are a race of aliens from the desert planet Vivas on the edge of the Commonwealth. Pestrills resemble that of humanoid sharks, with large back fins, sleek bodies, and large jaws. Their bodies are well adjusted to surviving the deserts of Vivas, with tough claws and leaner builds that make burrowing through the ground faster and easier. Their skin is usually either gray or a dull yellow to match their environment, but they can more rarely be orange or red.
Prioritizing Survival
Due to the barren and resource scarce nature of Vivas, a Pestrill's highest priority is finding food and water in order to survive. Travelling in usually groups of five to ten, Pestrills have one of two jobs: either hunting for small animals or burrowing to find underground caches of water. To match this lifestyle most Pestrill groups are nomadic, following wherever the creatures they hunt go. While most Pestrills travel in small groups, there have been a few instances of multiple groups coming together to form more permanent cities and settlements burrowed into the side of mountains.
Pestrills off Planet
Vivas itself does not have the resources available to achieve space travel, but there have been many instances of space explorers coming to Vivas and leaving with a group of Pestrills asking for transport. On planets with better established infrastructure, Pestrills are regarded as extremely useful whether it be as laborers, survival guides, or even bodyguards.
Pestrill Names
Pestrills names are often rough sounding and are only one or two syllables. Most Pestrill names end in either -ak, -an, -ar, or -at.
Pestrill Names: Tarvak, Thann, Mezar, Bellan, Chakat, Mar, Gemat, Statchar.
Pestrill Traits
Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1
Age. Pestrills mature at the same rate as humans, but they're considered young until they reach the age of 40. On average, they live about 200 years.
Size. Pestrills stand between 6 and 7 feet tall and average about 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. In addition, your burrowing speed is 10 feet.
Darkvision. Accustomed to digging deep in the earth, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Strong Jaws. You can use your incredibly powerful jaws as a strength based unarmed attack. On a hit, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Tremorsense. You are used to feeling for minute movements in the earth. You have 15 feet of tremorsense in a radius around you.
Languages. You can read, speak, and write Common and Pestrillian.
Awakened Animal
Visallite
Moon Visallite
Subraces
Shedalik Draconaut
Subrace: Dragonborn
Ability Score Increase. Your Intelligence increases by 2, and your Wisdom increases by 1
Vestigial Wings. You have arms and a small pair of hands where your wings should be. These hands can be used to swim, climb, hold things, pick up things, grapple, and be equipped with augmentations, but are unable to use shields and weapons. Additionally, you also require custom armor due to your unconventional form.
Draconic Resistance. You have resistance to the damage type associated with your draconic ancestry.
Draconic Precision. You are proficient with two tools of your choice. Whenever you make an ability check with a skill or tool you are proficient with, roll a d4 and add the number rolled to the check's total
Ancestries
Across the stars of Eceltevis, ancient progenitors pass their legacy down through the various people of the galaxy. Ancestries are a new way to add variety to your character. Similar to subraces, Ancestries are an option you can choose during character creation, providing new traits to further boost what your character is capable of. Ancestries can also provide a background to your character and their history.
Some traits granted by your Ancestry may be redundant. In these circumstances, you use the traits granted by the Ancestry unless stated otherwise. Ancestries function as an "open" Subrace, being an option most races can choose. However, you are unable to choose both an Ancestry and a Subrace.
Draconic Ascendant
Requirement: Reptilian Race
Speed. You base walking speed is 30 feet.
Darkvision. You've been blessed with the vision of your ancestors. 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.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry Table. You retain any previous Draconic Ancestry you had before if you are choosing this Ancestry.
Draconic Resistance. You have resistance to the damage type associated with your draconic ancestry.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful System Reference Document 5.1 6 one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Draconic Soul. Starting at 3rd level, you can use your action to release the dragon within you, causing your eyes and scales to be set ablaze and two draconic wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet. Additionally, when a creature deals damage to you, you can use your reaction to deal an amount of damage of your chosen draconic ancestry to that enemy equal to your level.
Once you use this trait, you can't use it gain until you finish a long rest.
Languages. You can speak, read, and write Common and Draconic. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Subclasses
Monastic Traditions
Way of Gravitation
Attraction and Repulsion
3rd-Level Way of Gravitation Feature
You can use ki to infuse your strikes with gravitational energy, warping the directional force of gravity to your benefit.
As a bonus action, you can spend 1 ki point to bend the downwards pull of gravity to bring a creature you can see within 30 feet of you to the nearest unoccupied space adjacent to you. Creatures moved this way travel in a straight line towards you, passing over gaps. An unwilling target can make a Strength saving throw to resist this effect. If while being moved towards you, the target hits an obstacle such as a wall or another creature, they instead take 1d6 force damage and are no longer being pulled towards you.
After successfully hitting a creature with an unarmed strike, you can spend 1 ki point to cast levitate on that creature without requiring components.
Warped Zone
6th-Level Way of Gravitation Feature
As a bonus action, you can spend 2 ki points to create a 10-foot cube of warped gravity at a point you can see within 30 feet of yourself. Whenever a creature starts its turn in the cube, their movement speed becomes 0. If a creature enters the cube during their turn, their movement speed is halved while inside of it. At the start of a creature’s turn inside of this cube, they must succeed on a Strength Saving throw. On a success, their movement returns to normal and they may leave the cube. The Warped Zone lasts for 1 minute and you are immune to its effects.
Debilitating Pressure
11th-Level Way of Gravitation Feature
With your increased control over gravity, you can increase the magnitude of a target's center of gravity with your strikes. Everytime you hit a creature with a melee attack on your turn, you may reduce their movement speed by 10 feet until the start of your next turn.
Crushing Blows
15th-Level Way of Gravitation Feature
With your mastery over the control of gravity, you can increase the density of your fists tenfold. When you hit a creature with a melee attack, you can expend up to 5 ki points to increase the intensity of your strike. For each ki point spent, you can increase the attack's damage by an additional 1d10 force damage.
Ranger Conclaves
Astral Operative
Astral Operative Magic
3rd-Level Astral Operative Feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Astral Operative Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Astral Operative Spells
Ranger Level | Spells |
---|---|
3rd | Feather Fall |
5th | Kinetic Jaunt |
9th | Enemies Abound |
13th | Gravity Sinkhole |
17th | Mislead |
Utility Belt
3rd-Level Astral Operative Feature
A good Operative never goes anywhere without their trusty utility belt. You gain proficiency with Navigator's Tools and two different tools of your choice. You also gain these tools.
Optional Rules. If you are playing in a space-themed setting, you are also proficient with Space Vehicles.
Lickety-Split
3rd-Level Astral Operative Feature
You've learned to always be on your feet if you want to survive. If you've moved at least 20 feet from where you started your turn before you attack, you deal an additional 1d8 damage on hit. You can use this feature only once each turn. When you reach 11th level in this class, the additional damage increases to 2d8.
Evasive Maneuvers
7th-Level Astral Operative Feature
You've better mastered the abilities of the tools at your disposal. As a reaction, you can temporarily increase your AC by 1d6 if a creature makes an attack against you. Additionally, if the attack misses, move to an unoccupied square that you can see up to half your speed away from you. This movement does not provoke an opportunity attack.
Domino Effect
11th-Level Astral Operative Feature
You've learned to fire as fast as you can pull the trigger. If you've hit with a weapon attack twice on the same target, you may attack it an additional time.
Full Battery
15th-Level Astral Operative Feature
As a bonus action, if you have no temporary hit points and you haven't taken damage for 1 round, give yourself a number of temporary hit points equal to 1d8 + Wisdom Mod temporary Hit Points (minimum of 1).
While you have temporary hit points granted from a Ranger Feature, you have resistance to all bludgeoning, slashing, and piercing damage.
Roguish Archetypes
Arcane Agent
You are gifted with innate magical abilities which you use to enhance your roguish endeavors, sometimes to the point where it almost seems like cheating. Using conjuration and transmutation as the agent of their cunningness, these rogues are highly sought after by criminal organizations for the versatility of their abilities. That said, Arcane Agents are often as incredibly rare as they are dangerous.
Spellcasting
3rd-Level Arcane Agent Feature
You can augment your martial prowess with the ability to cast spells.
Cantrips. You learn three cantrips: Message and two other cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
Spell Slots. The Arcane Agent Spellcasting table shows how many spell slots you have to cast your sorcerer 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 Ice Knife and have a 1st-level and a 2nd-level spell slot available, you can cast Ice Knife using either slot.
Spells Known of 1st Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the conjuration and transmutation spells on the sorcerer spell list.
The Spells Known column of the Arcane Agent Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a conjuration 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 sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic is inherent to your character. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Arcane Agent Spellcasting
Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | Message + 2 | 3 | 2 | - | - | - |
4th | Message + 2 | 4 | 3 | - | - | - |
5th | Message + 2 | 4 | 3 | - | - | - |
6th | Message + 2 | 4 | 3 | - | - | - |
7th | Message + 2 | 5 | 4 | 2 | - | - |
8th | Message + 2 | 6 | 4 | 2 | - | - |
9th | Message + 2 | 6 | 4 | 2 | - | - |
10th | Message + 3 | 7 | 4 | 3 | - | - |
11th | Message + 3 | 8 | 4 | 3 | - | - |
12th | Message + 3 | 8 | 4 | 3 | - | - |
13th | Message + 3 | 9 | 4 | 3 | 2 | - |
14th | Message + 3 | 10 | 4 | 3 | 2 | - |
15th | Message + 3 | 10 | 4 | 3 | 2 | - |
16th | Message + 3 | 11 | 4 | 3 | 3 | - |
17th | Message + 3 | 11 | 4 | 3 | 3 | - |
18th | Message + 3 | 11 | 4 | 3 | 3 | - |
19th | Message + 3 | 12 | 4 | 3 | 3 | 1 |
20th | Message + 3 | 13 | 4 | 3 | 3 | 1 |
Psychic Messenger
3rd-Level Arcane Agent Feature
You can cast Message as a bonus action and without the use of verbal or material components. The range of the spell has also been increased to 240 feet.
Metamagical Wit
9th-Level Arcane Agent Feature
You gain the ability to use magic to supplement your roguish abilities. You may pick from one of the following options for this feature:
Elemental Ambush. You can imbue your attacks with elemental energy. When you land a sneak attack on a target, you may change the damage type of the attack to one of the following: Fire, Cold, Lightning, Poison, or Acid.
Sneaky Spellcaster. You can stealthily cast spells through extensive training. When you cast a spell, you can make a Dexterity (Slight Of Hand) check with advantage to cast the spell undetected, contested by the observer’s Wisdom (Perception) check.
Aerial Dash. You can dash in midair using your magic. When you use the Dash action as your cunning action, you gain a fly speed equal to your walking speed for the movement of the dash. You only have the fly speed during your Dash.
Thief of Voices
13th-Level Arcane Agent Feature You gain the ability to magically steal voices. If you pose a question to a humanoid and it responds to you, either verbally or telepathically, you may attempt to steal its voice using a reaction. When you use this feature, the target must succeed on a Charisma saving throw against your spell save DC or be silenced for 1 hour. Casting a spell that includes a verbal component will be impossible for the silenced creature. While the target is silenced like this, you may perfectly replicate its voice when you speak.
The replicated voice is indistinguishable from the original. If a wary creature suspects something is amiss when you use the target’s voice, you have advantage on any Charisma (Deception) check you make to avoid detection.
Once you use this feature, you can't use it again until you finish a long rest.
Remote Assassin
17th-Level Arcane Agent Feature
You gain the ability to magically teleport behind an opponent and strike them while they are off-guard.
If you can see a creature within 200 feet of you and you are successfully hidden from that creature, you can teleport within 5 feet of the creature in an unoccupied space, and may attack the creature using a melee weapon attack as an action along with the teleport. As a bonus action, you may teleport back to your initial position at which you activated this feature. You remain hidden.
You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
Enforcer
While most scoundrels prefer subterfuge and infiltration to resolve issues, you prefer to face them head on with violence. Enforcers are individuals who employ tactics that involves facing against enemies in combat with sturdy armor and larger weapons, but unlike traditional warriors, they utilize the dirty tricks of thieves and vagabonds. Thieves guilds often use enforcers as the muscles of their organizations and are used to intimidate rivals or uncooperative clients.
Arms Specialist
3rd-Level Enforcer Feature
When you choose this archetype at 3rd level, you can use a wider range of weapons for your Sneak Attack. In addition to finesse weapons and ranged weapons, any melee weapon that lacks the heavy or special properties can be used for your Sneak Attack.
Bruiser
9th-Level Enforcer Feature
You gain proficiency in Athletics or another skill of your choice if you already have it, and you can use the bonus action granted by your Cunning Action to attempt to shove or grapple a creature within 5 feet of you. In addition, you can use your sneak attack against a creature that you are grappling as long as you don't have disadvantage on the attack roll.
Extra Attack
13th-Level Enforcer Feature
You can attack twice instead of once, whenever you take the Attack action on your turn.
Dirty Work
17th-Level Enforcer Feature
You learn to beat and cripple your foes to ensure they don't fight back. Whenever you land a Sneak Attack on a creature, you can force them to make a Constitution saving throw, the DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the target is stunned until the start of your next turn.
Warlock Patrons
The Collective
Your mind floods with the thoughts and voices of hundreds of individuals, each one discordant and seemingly independent of one another. These voices are all connected to the same Hive Mind entity that you formed a bond with. You can acutely feel all of these individual’s thoughts, feelings, and experiences; and you suspect that they feel yours too. Usually Collectives or Hive Minds bond together for one of two reasons: gathering information or amassing power for conquest. Hive Minds care very little for each individual, instead prioritizing the good of the entire entity.
Expanded Spell List
1st-Level Collective Feature
The Collective 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.
Collective Expanded Spells
Spell Level | Spells |
---|---|
1st | Command, Dissonant Whispers |
2nd | Enhance Ability, Warding Bond |
3rd | Nondetection, Overwhelming Expanse |
4th | Compulsion, Phantasmal Killer |
5th | Legend Lore, Telepathic Bond |
Link Minds
1st-Level Collective Feature
Once per short rest, you can temporarily link the minds of you and up to five other allies within 60 feet of you. As a bonus action, you mentally link with your allies for 1 minute. You and your allies gain the following benefits while linked:
- You choose one damage type that a linked ally has resistance to when activating this ability. You and all linked allies have resistance to the selected damage type.
- You choose either Wisdom, Intelligence, or Charisma. You and all linked allies have advantage on that type of saving throw for the duration.
Allies receive these benefits as long as they are within 60 feet of you. If an ally leaves this radius, they can receive the benefits again by reentering the range.
Psychic Entanglement
6th-Level Collective Feature
Your connection to the Collective has made you more adept at attacking the mind of targets directly. Once per turn when you hit a creature with an attack roll, you can replace the damage type of the attack with psychic damage.
Hardened Psyche
6th-Level Collective Feature
The power of your mind and your psychic spells have grown more potent through long-term connection to the collective. Whenever you roll damage for a spell that deals psychic damage, you may roll an additional die.
Powerful Mental Presence
14th-Level Collective Feature
The combined conscience of your Collective patron can be felt through the air around you. Any time a creature starts its turn or moves within 30 feet of you, you may force them to make a Wisdom saving throw against your spell save DC, taking 2d6 psychic damage on a failure. On a successful save, the affected creature takes half damage.
Backgrounds
Escaped Experiment
Skill Proficiencies: Sleight of Hand, Survival
Tool Proficiencies: Thieves Tools
Factory World Citizen
Skill Proficiencies: Investigation, Insight
Tool Proficiencies: Smith's Tools
Languages: One of your choice
Uploaded Consciousness
Skill Proficiencies: History, Perception
Tool Proficiencies: A tool of your choice
Feats
GMO (Genetically Modified Organism)
Choose one Amalgamation from the available Pseudosapian Amalgamations. You permanently gain that Amalgamation.
Racial Feats
Software Update
Prerequisite: Construct Race
You got the latest update to your processing system, providing the following benefits:
- Increase your Wisdom Score by 1, to a maximum of 20.
- Increase your Speed by 10 feet.
- You can communicate telepathically with other construct races that you share a language with.
Shattered
Prerequisite: Manaborne
Your body is broken apart, held together in chunks by your primal magic. You gain the following benefits:
- Increase your Dexterity by 1.
- Your walking speed is replaced with a hover speed, allowing you to hover over surfaces. You are unaffected by difficult terrain, and are able to stand on unstable terrain without falling. However, you cannot hover more than 2 feet off any surface.
- You have advantage on grappling checks made against you.
Metallic Joinery
Prerequisite: Manaborne
Your body has been broken apart, but you've mended it together through metal. You gain the following benefits:
- Increase your Strength by 1.
- Recharge heals for an additional die. This die is determined by your hit die.
Sea Louse Tongue
Prerequisite: Aquatic Race
You weren't paying attention when you were swimming, and a sea louse ate and replaced your tongue. It was painful at first, but you've since managed. You gain the following benefits:
- Increase your Dexterity by 2, but decrease your Constitution by 1.
- You have resistance against being poisoned, and you have advantage on saving throws against being poisoned.
- You gain the Acid Splash cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it. Choose when you gain this feat.
Overclock
Prerequisite: Siaga
During a short rest, you may spend it converting your Juggernaut into its Speed Mode. In Speed Mode, your Juggernaut resembles more a motorcycle rather than a humanoid. Additionally, your speed increases to 75, you cannot wear armor or wield weapons while in your Juggernaut, and the only attack you can make is a simple melee attack against one target, dealing 2d4 + strength modifier on hit. If you move at least 20 ft. straight towards a target to attack it, you deal an additional 2d4 damage and the creature must succeed on a DC 13 Strength Saving Throw or be knocked prone.
Chapter 2: Magic and Machinery
Spells
Acrid Dart
Evocation Cantrip
- Casting Time: 1 Action
- Range: 90 Feet
- Target: A creature that you can see within range
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Druid, Sorcerer, Wizard
You launch a missile of corrosive liquid at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 acid damage and is covered in yellow ooze. At the end of the creature's next turn, it takes acid damage equal to your spellcasting ability modifier.
At Higher Levels: This spell’s damage increases at certain levels. At 5th level, the initial damage increases to 2d4 and the damage at the end of the creature's next turn increases to 1d4 + your spellcasting ability modifier. Both damage rolls increase by 1d4 at 11th level (3d4 and 2d4) and 17th level (4d4 and 3d4).
Analogue Scream
5th Level Abjuration
- Casting Time: 1 Reaction
- Range: Self
- Target: Self
- Components: V
- Duration: Duration
- Classes: Bard, Warlock
You let out a scream at an otherworldly frequency in an attempt to drown out all nearby sound. You can cast Analogue Scream as a reaction in response to a creature within 20 feet of you trying to make a sound. Analogue Scream can cancel out normal speech, spells of 5th level or lower that require verbal components, or other sound-based abilities such as a Vrock's Stunning Screech. If a spell or ability is cancelled in this way, the spell slot used to cast it is still expended. Additionally, any creature within 20 feet of the caster that can hear the caster must succeed on a Constitution saving throw, taking 6d6 thunder damage on a failure or half as much damage on a success.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Asphyxiation
4th Level Necromancy
- Casting Time: 1 Action
- Range: 60 Feet
- Target: A Target of your choice you can see within range
- Components: V, S
- Duration: Concentration, Up to 1 Minute
- Classes: Warlock
You create a vacuumous bubble around the head of a target you can see and force the air out of their lungs. When targeted by this spell, the target must succeed on a Constitution saving throw or be stunned for the duration of the spell. At the beginning of their turn, the target takes 3d4 force damage as they suffocate. The target may repeat their saving throw at the end of their turn, ending the effects of the spell on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Creative Approach
1st Level Conjuration
- Casting Time: 1 Bonus Action
- Range: Self
- Target: Self
- Components: V
- Duration: Concentration, Up to 1 Minute
- Classes: Artificer, Ranger, Sorcerer, Wizard
You imbue yourself with magic that will allow you to close the gap between the enemy and yourself. The first time you hit a creature within 30 ft. of you with a thrown or ranged weapon attack during this spell's duration, you magically teleport to the space closest to the creature. If you used this spell with a thrown weapon, the weapon returns to the hand that you used to throw it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the distance the creature must be within for the spell to take effect increases by 30 ft. for each slot level above 1st.
CRANK!
1st Level Transmutation
- Casting Time: 1 Action/1 Bonus Action
- Range: 60 Feet
- Target: A Target of your choice you can see within range
- Components: V, S, M (A small silver gear)
- Duration: Instantaneous
- Classes: Wizard, Artificer
You rotate an object or creature 90 degrees in the direction of your choosing. If the spell affects a creature, the creature must make a Constitution saving throw. The spell casts faster depending on the size of the object or creature you are CRANK!-ing.
Action: Medium Creatures or Objects
Bonus Action: Small Creatures or Objects
At Higher Levels: For every two spell slots used beyond the first, increase the size category by one for each casting time.
Metalosis
2nd Level Transmuation
- Casting Time: 1 Action
- Range: 60 Feet
- Target: A manufactured metal weapon you can see within range
- Components: V, S, M (A piece of iron and a seed)
- Duration: Concentration, Up to 1 Minute
- Classes: Artificer, Wizard
Choose a manufactured metal weapon that you can see within range. You cause the object to warp and contort, digging into the flesh of the creature wielding it. While the creature is wielding the object, subtract 1d4 from attack rolls it makes. To remove the affected piece of metal, the creature must succeed on a Strength check.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the penalty increases by an additional 1d4 for each slot above 2nd.
Memories
8th Level Evocation
- Casting Time: 1 Action
- Range: 30 Feet
- Target: A Target of your choice you can see within range
- Components: V, S, M (A copper thread)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Wizard
You swiftly read a creature's thoughts and add their memories to your own. When you target a creature you can see with this spell, it must make an Intelligence saving throw, which is modified by how well you know the target and have a connection with it. If the creature you choose has an Intelligence of 3 or less, the creature is unaffected. The target creature can also willingly fail the saving throw if it is aware that you are casting the spell.
Connection — Save Modifier
Target is unfamiliar — +2
Spoken to the Target for at least one minute — 0
You know the target well — -2
You have a body part of the target (hair, nail, etc.) — -5
On a failed save, you learn all of the creature's conscious memories from within the last 24 hours. You can recall the most detailed of events which happened to that creature during this timeframe, such as entering in a secret passcode or having an important conversation. You also are able to recall the emotions that the target creature felt while experiencing these memories.
Overwhelming Expanse
3rd Level Enchantment
- Casting Time: 1 Action
- Range: 60 Range
- Target: A creature that you can see within range
- Components: V, S
- Duration: Concentration, Up to 1 Minute
- Classes: Druid, Wizard
You attempt to unravel reality for a brief moment, revealing to a target creature the unending nature of the universe. The target creature must succeed on a Wisdom saving throw or take 4d8 psychic and be frightened of the caster for the duration of the spell. On a success, the target takes half damage and is not frightened. The target can repeat the Wisdom saving throw at the start of their turn, ending the effect on two consecutive successes.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell can target one additional creature for each spell slot above 3rd level.
Pulsing Waves
3rd Level Evocation
- Casting Time: 1 Action
- Range: Self (15 ft. Cube)
- Target: Self
- Components: V, S
- Duration: Concentration, Up to 1 Minute
- Classes: Bard, Sorcerer, Wizard
You create a line of energy that emits thundering pulses in a 15 foot cube from you in a direction you choose for the spell's duration. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it takes 3d8 thunder damage and is pushed 15 feet in the direction you chose and becomes deafened until the start of their next turn. On a successful save, it takes half damage and isn't pushed and deafened.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the pulses blast.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away by the spell's effect, and the spell emits a periodic, thunderous boom audible out to 600 feet for the duration.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d8 and the area increases by an additional 5 feet for each slot level above 3rd.
Sea of Tranquility
6th-Level Evocation
- Casting Time: 10 Minutes
- Range: Touch
- Target: A Touched Point
- Components: V, S, M (A container of Purified Water)
- Duration: 10 Minutes
- Classes: Cleric, Druid
You touch a spot on the ground, imbuing it with comforting energy in a 30 foot radius. Any creature standing within the radius of this spell gains the following effects:
- For every minute a creature spends in the spell's radius, they regain 5 hitpoints.
- After spending 1 minute in the spell's radius any creature within is cured of any effects with the intent to charm, frighten, or reduce maximum hitpoints.
- As long as a creature is within the spell's radius, the first time they try to intentionally cause harm to another creature on their turn, they must roll a Wisdom save against the caster's spell save DC. On a failure they cannot attack until the start of their next turn.
Solar Ray
Evocation Cantrip
- Casting Time: 1 Action
- Range: 120 Feet
- Target: A creature that you can see within range
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Wizard
A beam of light streaks from your hand at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and sheds bright light in a 5-foot radius and dim light for an additional 5 feet until the start of your next turn.
At Higher Levels; The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spatial Anchor
5th-Level Conjuration
- Casting Time: 1 Minute
- Range: 1 Mile
- Target: Up to three willing creatures within 5 Feet
- Components: V, M (Onyx gems worth 500 gp, which the spell consumes)
- Duration: Concentration, Up to 1 Hour
- Classes: Sorcerer, Wizard
You drop a magical anchor at your current location and teleport yourself from your current location to another spot within range. You arrive at the desired location as long as the space is both within range and unoccupied by creatures or objects. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and appear in the nearest unoccupied space. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring up to three willing creatures of your size or smaller who is carrying gear up to their carrying capacity. The creatures must be within 5 feet of you when you cast this spell. Whenever concentration is broken or the duration of the spell ends, all creatures teleported by this spell are brought back to their anchor at the location they initially teleported from. If the location they return to is occupied, you and any creature traveling with you each take 4d6 force damage, and you appear in the nearest unoccupied space.
Static Line
4th Level Evocation
- Casting Time: 1 Action
- Range: 120 Feet
- Target: Two Points within Range.
- Components: V, S, M (A strand of copper wire)
- Duration: Concentration, Up to 1 Minute
- Classes: Artificer, Sorcerer, Wizard
Choose two points within range that are within 30 feet of each other. For the duration, wires of electricity form between the two points that extend 10 feet high with 1 foot spacing between each wire.
When the wires appear, each creature within its area must succeed on a Dexterity saving throw. On a failed save, a creature takes 8d6 lightning damage or half as much damage on a successful save. The first time a creature moves through the wires on a turn or ends its turn there takes 8d6 lightning damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Time Skipping Jolt
3rd Level Evocation
- Casting Time: 1 Action, then 1 Bonus Action
- Range: Self, then 100 Feet
- Target: Self, then a target of your choice you can see within range
- Components: V, S, M (A bit of fur; A rod of amber, crystal, or glass; 1 silver pin)
- Duration: Up to 8 hours, then Instantaneous
- Classes: Sorcerer, Warlock, Wizard
You snap your fingers, sending a bolt of lightning into stasis to be used at later opportunity. As a bonus action, you can call upon that suspended bolt of lightning and fire it at a target of your choice. The target must make a Dexterity saving throw. The target takes 6d6 lightning damage on a failed save, or half as much damage on a successful save. While a Time Skipping Jolt is suspended, you cannot cast this spell again.
At Higher Levels: When you cast this spell using a spell slot of 4th level higher, you fire an additional, smaller bolt that deals 1d6 damage at the same time at the same target.
Thunderous Approach
3rd Level Conjuration
- Casting Time: 1 Bonus Action
- Range: Self
- Target: Self
- Components: V
- Duration: Concentration, Up to 1 Minute
- Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard
The first time you hit a creature within 60 ft. of you with a thrown or ranged weapon attack during this spell's duration, you magically teleport to the space closest to the creature. When you teleport to this spot, a thunderous boom erupts from the target. The target and all creatures within 10 feet of the creature targeted by your initial attack (other than you) must make a must make a Constitution saving throw, taking 2d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. If you used this spell with a thrown weapon, the weapon returns to the hand that you used to throw it.
At Higher Levels: When you
Vacuum Guard
4th Level Transmutation
- Casting Time: 1 Action
- Range: 30 feet
- Target: Up to Three Targets of your choice within range
- Components: V, S, M (Breathable air surrounding the caster)
- Duration: 1 Hour
- Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
This spell protects up to three creatures you can see within range protection from the harsh vacuum of space. For the duration of the spell, all affected creatures are immune to the harmful effects of a vacuum, and can breathe regularly within it. Affected creatures also retain their normal mode of respiration.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Venom Sting
Evocation Cantrip
- Casting Time: 1 Action
- Range: 60 Feet
- Target: A creature that you can see within range
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
You release a toxic spike at a creature you can see within range. Make a ranged spell attack against the target. On a hit, it takes 1d6 poison damage and unless the target is immune to being poisoned, subtract 1d4 from the next attack roll or ability check it makes before the end of its next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Vortex Swap
5th Level Conjuration
- Casting Time: 1 Action
- Range: 60 Feet
- Target: Two Targets of your choice you can see within range
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Wizard
You magically twist space to switch the positioning of two creatures you can see within range (which can include yourself). The targets each must succeed on a Constitution saving throw (the targets can choose to fail), or the targets will instantaneously swap places. If either of the targets succeed on the saving throw, the spell fails. Both creatures must be on a surface or in a liquid that can support each target without it having to squeeze.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the range of the spell increases by 30 feet for each slot level above 5th.
Winter's Breath
Evocation Cantrip
- Casting Time: 1 Action
- Range: Touch
- Target: A creature that you can see within range.
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
You emit a blast of icy wind to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 cold damage, and if it is sized Large or smaller you can push it 5 feet away from you.
At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Yoink!
1st Level Conjuration
- Casting Time: 1 Action
- Range: 30 Feet
- Target: An Object you can see within in range
- Components: V (in which you say "Yoink!"), S
- Duration: Instantaneous
- Classes: Artificer, Wizard
You extend a hand towards a non-magical object within range and attempt to teleport it directly into your hand. Yoink!-able objects can be anything that fits within a 1' cube or an object with handles or straps, such as a sword or shield. If the targeted object is being held by another creature, the creature makes a Strength saving throw. On a success, the spell fails and the targeted item is not Yoink!-ed. You cannot Yoink! an object that is currently being worn.
Zap
7th Level Evocation
- Casting Time: 1 Action
- Range: Self (10-foot wide, 30-foot long line)
- Target: Self (10-foot wide, 30-foot long line)
- Components: V, S
- Duration: Concentration, Up to 1 Minute
- Classes: Sorcerer, Wizard
You extend your hand and lightning shoots from your fingertips. Each creature in a 10-foot wide, 30-feet long line originating from you must make a Dexterity saving throw. When a creature enters the spell's area for the first time on a turn or starts its turn there it must also make a Dexterity throw. On a failed save, a creature takes 8d8 lightning damage and its movement speed becomes 0 until the start of its next turn. On a successful save, the creature takes half as much damage and can move normally.
While you are concentrating on this spell, your movement speed is halved and you may only use your Action to adjust the spell's direction. You cannot take bonus actions or reactions.
Augmentations
This page offers some of the new magic items with the Augmentation subtype. These items relate to space and technology. Your GM determines if, when, and where these items are found.
Augmentations are a type of magic item, and therefore have the same rules. However, Augmentations have their own rules unique to them.
- There are two classes of Augmentation: Major and Minor
- You can only have one Major Augmentation per Body Part (provided you meet attunement requirements)
- You can have any number of Minor Augmentations per body part (provided you meet attunement requirements)
- Some Augmentations have Synergy with other Augmentations, giving you the listed bonus effect provided you meet the requirement
The attunable body parts are:
Body Part | |
---|---|
Brain | |
2 Ears | |
2 Eyes | |
Mouth | |
Throat | |
Torso (or Armor) | |
2 Arms | |
2 Hands | |
2 Legs | |
2 Feet | |
Graft |
Alien Biology
Attunable Body parts may change per race. Check your selected Race for any of these changes
The Armory
Major Augmentation (Arm), rare, requires attunement
Choose a weapon you are proficient with. You may spend a short rest integrating this weapon into your arm, becoming inseparable from it. As a bonus action, you can extend or retract the weapon from your arm. While it is extended, you can use that weapon as if you are holding it, you have +2 to attack rolls made with the weapon, and you can't use that hand for other purposes.
A character may spend a short rest un-integrating a weapon from their arm.
ASTRAL
Minor Augmentation (Throat), uncommon
You can speak and understand every known language.
Spring-Loaded
Major Augmentation (Arm), uncommon, requires attunement
You may attack with a reach of 10 ft. as though your weapons and unarmed attacks have reach.
Synergy: This counts as a Minor Augmentation if you are already attuned to another Major Arm Augmentation.
Auto Recorder
Minor Augmentation (Throat), common
You can record audio and play it back on command.
Handy Helper Unit
Major Augmentation (Hand), rare, requires attunement
As an action, you can deploy a small drone. This drone can fit through tiny openings and activate switches and levers. See next page for the Drone statblock.
Synergy: If you have the Cyber Eye Augmentation, you may see through the drone while it is deployed.
Subdermal Armor
Major Augmentation (Armor- Light, Medium, or Heavy), rare, requires attunement
This armor resides in a liquid form underneath your skin. While you are not wearing armor, you can equip this armor as an action. This armor has a +1 bonus.
Synergy: If you also have the Subdermal Shield Augmentation, you may summon both in the same bonus action.
Subdermal Shield
Major Augmentation (Arm), rare, requires attunement
This shield resides in a liquid form underneath your skin. As a bonus action, you can summon or unsummon this shield. You can only summon this shield if you have an empty hand.
Arm Bracers
Major Augmentation (Arm), rare, requires attunement
Your strength score increases by 2 to a maximum of 22.
Synergy: This counts as a Minor Augmentation if you are already attuned to another Major Arm Augmentation.
Leg Suspension
Minor Augmentation (Leg), uncommon, requires attunement
You can walk on nonmagical difficult terrain as if it were normal terrain. Additionally, your speed increases by 10 feet.
Arm Compartment
Minor Augmentation (Arm), common
You have a small compartment inside your arm. This compartment can hold to 5 lbs. worth of items (granted it can fit in your arm).
Prosthetic Part
Minor Any Augmentation, Common
This prosthetic replaces any damaged or missing body part.
Cyber Eye
Major Augmentation (Eye), rare, requires attunement
Your Wisdom increases by 1. This cannot exceed 20. Additionally, your Perception skill increases by 5, you gain the Danger Sense feature, and you gain proficiency in Survival.
Telescopic Fingers
Major Augmentation (Hand), rare, requires attunement
Your dexterity score increases by 2 to a maximum of 22. Additionally, if you are proficient in the Performance skill, your proficiency bonus is doubled for Performance checks.
Synergy: This item requires no attunement slots if you are attuned to another Major Arm Augmentation.
Iron-Lined Stomach
Minor Augmentation (Torso), uncommon
You can eat inedible plants and foods as though they were edible. Additionaly, you are immune to poison.
Existing Augmentations
The Following Items from other D&D Products can be considered Augmentations. Rarity and Attunement Cost Remains the same, only addition are the major and minor body part specifications.
- Molten Bronze Skin- Major Armor Augmentation
- Animated Shield- Minor Graft Augmentation
- Living Armor- Major Armor Augmentation
- Armblade- Major Arm Augmentation
- Ventilating Lungs- Minor Torso Augmentation
- Tentacle Whip- Major Hand Augmentation
- Arcane Propulsion Arm- Major Arm/Hand Augmentation
- Tasha's Tattoos- Minor Any Augmentation Augmentation
- Docent- Minor Any Augmentation
- Earworm- Minor Brain Augmentation
- Living Gloves- Major Hand Augmentation
Handy Helper Drone
Tiny Contruct, neutral
- Armor Class 12
- Hit Points 10 (1d20)
- Speed 30ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 10 (0) 10 (-0) 14 (+1) 6 (-2)
- Condition Immunities Poisoned, Charmed, Unconscious
- Senses passive Perception 14, Darkvision 30ft
- Challenge 0 (10 XP)
Levitate. This construct only flys.
Size Doesn't Matter. Despite being a tiny construct, you are capable to interacting with objects as if you were a small creature.Actions
Grab. The drone extends a set of miniature prongs, capable of grabbing objects. The drone can't activate magic items or carry more than 10 pounds.
Chapter 3: Friends and Foes
Bestiary
Inkling
Inkling
Tiny Elemental, True Neutral
- Armor Class 13
- Hit Points 7
- Speed 25 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 12 (+1) 7 (-2) 11 (+0) 12 (+1)
- Skills Performance +3, Stealth +5
- Senses Passive Perception 10
- Languages -
- Challenge 1/8 (25 XP)
False Appearance. While the Inkling remains motionless on a piece of parchment, it is indistinguishable from an ink drawing.
Paper Stride. Once on the Inkling's turn, it can use 10 feet of its movement to step magically into one piece of parchment within its reach and emerge from a second piece of parchment within 60 feet of the first piece, appearing in an unoccupied space within 5 feet of the second piece. The pieces of parchment used for this ability cannot be smaller than 6"x6".
Actions
Inky Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 4 (1d4+2) Slashing damage.
Chapter 4: Coming Soon!
What's Next
Hey y'all, Y'mmet's Guide to What's Beyond Yerus isn't done just yet! Here's a sneak peek at what we have planned next:
- More Character Creations Options: more races, more subclasses, and some new backgrounds and feats
- Actual lore for running a game on Yerus (and Beyond)
- More Spells, Augmentations, and Magical Items
- Way more Friends and Foes in the Bestiary
- Spaceship Rules
- Continual Touch-ups and Updates
- More Art
- Possible adaptation to 3.5E and Pathfinder/Starfinder
Art Credits
Planetary Snow: Shaheen Khan.................................................1
Starforged: Brea Foster .................................................................2
Shapeshifter: Luetche ...................................................................3
Fungis: Iris Muddy ..........................................................................6
Wendigo: @SatogaCrank ..............................................................8
Crystal Golem: shwlg.....................................................................9
Greasefang, Okiba Boss: TAPIOCA........................................10
Ghyrson Starn, Kelermorph: Aaron J Riley............................20
Loved One: Brea Foster...............................................................30
The Surveyor: Phil Piercy....................................................Poster
Assorted Credits
Creation, Writing, and Formating: Me (@See Ya at the Bottom, Pizza Boy#4013)
Brewing
Noah (@Seagull#4425)
Reece (@maniacalMAU5#3999)
Ranger (@BeanBean#7997)
Cooper (@Cooper#7627)
Assorted Editing:
Shane (@Chikenwizard#6358)
Evan (@Evan (he/him)#6946)
Jared (@SilverInc#6762)
John (@Gear#3403)
And the wonderful people in the Pitt RPG Discord
Watercolor Stains
u/flamableconcrete
Hosting
GMBinder
The Homebrewery
Y'mmet's Guide to What's Beyond Yerus is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Subject to Change
Y'mmet's Guide to What's Beyond Yerus is always adding and changing material. Mechanics and rules presented in this book are subject to change.
Warning
The Options available in this book are heavily related to science and machinery, and as such can have a big impact on a campaign's setting. Your Game Master should thoroughly consider the impact of allowing them in their campaign.