Gaia Compendium

by Lannis

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Gaia Compendium


I Love Rogue Lineage.


I've put a stupid amount of effort in making this homebrew just because of that.


Have fun using this Mass of Broken Stuff I created.

Content

Classes

Races

Background

Vampirism

Purity and Corruption

Features

Edicts

Weapons

Armors

Enchants and Curses

Spells

Potions

Magic Items

Creatures

Structures and Dimensions

Miscellaneous

Credits


  • This Homebrew is mainly Inspired by the games:
  • Rogue Lineage, Epsilon Lineage 2, Cameo Game Thing 2,
  • The Vast Realm, Deepwoken, RLModded.
  • Credits to myself for all the drawings
  • (I'm a great artist i know).
  • Credits to Vergil for making me motivated.
  • Credits to Rogue Lineage for making me almost go insane
  • for 7 years in a row (I Love Rogue Lineage).
  • Credits to my Insanity for making me do this Homebrew.
  • Credits to Roblox for... idk, having Rogue Lineage on it?
  • Credits to Deepwoken for not releasing Layer 3 Update.
  • Credits to the awesome Rogue Lineage Community.
  • Credits to Monad Studios for both Deepwoken
  • and Rogue Lineage.
  • Credits to FromSoftware for Elden Ring and
  • The Dark souls series.
  • DM me on discord if i forgot to credit someone.

Notes

My homebrew's Discord server (Come if you have questions or just want to roast me).


Unless specified, with turns i mean your character's turns.


All offensive feats (and spells) require an attack roll to hit unless specified otherwise (or unless they have an aoe).


Sometimes, feats aren't ordered by level because i had to rearrange some to make them all fit in the page.


Feats (or spells) that can be used with a bonus action can also be used with an action.


Effects that reduce actions per turn wont make you do less than 1 action.


If an attack (not spell) always hits you still roll the d20, applying critical success or critical failure as normal.


Effects that makes your character immune to charm and fear also make immune to Insanity (unless stated otherwise).


Effects that ignore AC from armors also ignore AC from natural armor.


can be played alongside normal D&D5e stuff.


Deepwoken Stuff Here

Made by Vincy66 (Vincy66 on discord)

Classes


Here you can find all the new classes this homebrew offers, most of the content is inspired by Rogue Lineage and its copies, but with a bit of my insanity mixed to it.

Index

Arcanist

Necromancer


Illusionist


Monster Hunter


Florist

Brawler

Oni


Dragon Sage


Pugilist

Warrior

Sigil Knight


Wraith Knight


Warlord


Sunlight Warrior


Smith

Pit Fighter

Church Knight


Dragon Slayer

Thief

Night Lord


Duelist


Lawkeeper

Prosthetic Warrior

Samurai


Shinobi


Adjudicator

Subclasses

Patron: The Prince of Cures


Patron: Altrum


Subjugation Domain

Arcanist


Arcanist are the Gaia equivalent of Wizards, unlike actual wizards, their spells are unlimited, but they require a successful cast to be used.

The Arcanist
Level Proficiency Bonus Features Regular Spells Class Locked Spells God Spells Snaps Ultimate Spells
1st +2 Arcane Casting 1
2nd +2 Mana Shield 2
3rd +2 Improved Casting, Arcane Archetype 3
4th +2 Ability Score Improvement 4 1
5th +3 5 2
6th +3 Magic Breaktrough 6 3 1
7th +3 Tomeless Casting 7 4 1
8th +3 Ability Score Improvement 8 5 2
9th +4 Snap Magic 9 5 2 1
10th +4 10 7 3 1
11th +4 Soul Snap 11 8 3 1
12th +4 12 9 4 1
13th +5 Ability Score Improvement 13 10 4 1
14th +5 Rune Casting 14 11 5 2
15th +5 15 12 5 2
16th +5 16 13 6 2
17th +6 17 14 6 2
18th +6 Ability Score Improvement 18 15 7 2
19th +6 19 16 7 2
20th +6 Ultimate Spell 20 17 8 2 1

Class Features

As an Arcanist, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Medicine,
  • Nature, Perception, and Religion

Equipment

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


  • (a) Explorer's Pack or (b) Scholar's Pack
  • (a) Light crossbow and 20 darts or (b) any simple melee weapon
  • a Tome and a Leather armor

Spellcasting

As an arcanist, you have a tome containing the Arcanist spells you are attuned to.

Tome

Your tome contains all gestures and magical runes needed to cast the arcanist spells you are attuned to; it can be anything, from a fine piece of art to a rubble of pages held together by a clip.

Spells

You may attune to one more arcanist spell per arcanist level, attuning to a spell requires 2 hours of meditation per spell level: Feat-given spells count as cantrips and require no attunement; you may also cast spells for an unlimited amount of times, but beware, since these spells need to be correctly casted and will unleash a plethora of negative effects if backfired.

Spellcasting Ability

Intelligence is your spellcasting ability for your arcanist spells, since you learn spells through gestures memorization.


Spell save DC = 8 + your proficiency bonus + your intelligence modifier


Spell attack modifier = your proficiency bonus + your intelligence modifier


Spell cast roll = 1d20 + your intelligence modifier

Mana shield

You can use one reaction to instantly block any kind of attack. To successfully block an attack you need to roll a d20 and score higher than your attacker did with its attack roll, you cannot mana shield a critical hit.


You need a tome to use Mana Shield, if you Mana Shield an AoE spell, you negate its damage if you roll above 14.

Improved Casting

Your proficiency with spells makes you able to improve your casting methods, making backfire less likely; you can add your proficiency bonus to your casting rolls; you can also add a -3 to your casting rolls to add 1 level and 1 dice of damage to the spell, normal spells cannot exceed level 6, Godspells can reach up to level 9.

Arcane School

You choose an Arcane School of Magic, modifying the type of spells you are mostly affine to.


Your choice grants you features at level 3, 5, 6, 10, 12, 14, 15, 16, 17 and 18.

Magic Breaktrough

Your mastery in the arcane arts allows you to learn complex spells, named God Spells, from the God spells tab.

Tomeless Casting

Your better attunement to the mana permeating the world grants you the ability to cast spells without the need of a tome, you may just do the required gestures and the spell will be cast, you also can use Mana Shield without the tome and you can cast 2 spells with one action; in addition to this, successfully using your Mana Shield to block a melee hit will make your attacker's weapon bounce off, giving you an opportunity attack.

Snap Magic

Your better attunement to your spells allows you to unlock a variant of a spell you know, called a Snap. You may attune to one Snap when gaining this feat and another at level 14, Snaps can be casted with bonus actions and only 1 can be casted per turn.

Soul Snap

You can use your own life force to force your soul to cast a Snap you didn't attune to, this feat consumes 6 HP each time it is used.

Rune Casting

You learn how to harness mana through your fingers, allowing you to write runes mid air to enhance your spellcasts. This grants you the ability to cast 3 spells per action and you wont suffer the backfire of spells if your cast roll is at or above half of the required throw, but will instead do nothing (nat 1 always count as a backfire).

Ultimate Spell

You reached the summit of an Arcanist's power, this allows you to attune to one spell made by the ancient Arcanists or even Deities themselves, the Ultimate Spells.

Necromancer

"The Goal of all life is Death"


Necromancers are a type of Arcanist that revolves around Curses and Shriekers, a special type of undead. Necromancers worship no god.

Necromancer
Level Features
3rd Necromancy Adept
5th Life Leech
6th Undead Champion
10th Curse Immunity
12th Observe Block
14th Prophet of Death
15th Mana Combat
16th Shriekening
17th
18th Immortal Soul

Necromancy Adept

You can now attune to Necromancer's spells; gaining this feat instantly gives you the spells Inferi and Redditus.

Life Leech

You heal for 2Hp each time your summons deal damage.

Immortal Soul

Your soul is now capable of resisting without a body, this allows you to possess any of your summoned shriekers or Dristini (even your Champion), allowing you to change your possessed body's feats to your original body's.

  • Not having a body to possess won't kill you, it will instead allow you to roam the plane you are in until you find a new body to possess, to possess a body it must be at the blink of death and it must permit your possession willingly.
  • Your voice can only be heard by dying creatures while you are a soul.
  • You cannot be definitively killed unless your soul gets destroyed.

Undead Champion

You can now create an Undead Companion that will follow your orders; this companion acts like a player, you can decide its class, personality, etc.;

  • Your Champion starts at level 2, it can also be resurrected any time by sacrificing one of its levels;

  • Your Champion can have a race, however it wont receive any feats except score increases and proficiencies, it can also change look between a generic shrieker and their race's, this however is a painful process;

  • You can decide your Champion's look at its creation.

  • Your Champion can become an Arcanist Necromancer, but cannot have this feat, they also can only have the “Haunted One” background, their harrowing event being their creation;

  • Undead Champions knows the same languages as their master;

  • Undead Champions start naked, their only tools will be the one you decide to give to it;

  • Undead Champions won't proc the "Life Leech" feature.

Curse Immunity

You mastery over Curses allows you to become immune from Abyssal Curse and Curse of Weakness.

Observe Block

You learnt how to passively harness mana in a way that makes you undetectable by any magic tool and spell.

Prophet of Death

Your mastery over death is now at its peak, granting you the following:

  • You can now learn Prophet of Death spells
  • You attune to the Snaps of Necromancer and Prophet of Death Spell you attuned/attune to.
  • You get x2 corruption Points.

Mana Combat

Your mastery over the flow of mana inside your body allows you to make mana-enhanced attacks:

  • unarmed strikes now deals 3d6 force damage and has a 15 feet knockback.
  • you can only make one unarmed strike per turn, and if you do so you will be unable to cast spells on that turn.

Shriekening

You transform into a Shrieker, this grants you all the feats of the Shrieker race, without modifying any of your old race's feats; you can also change your look to a generic shrieker and your old self at will, however doing so is painful.

Illusionist

"Freedom, Imprisonment... it's all an illusion"


Illusionists are a class of Arcanists that creates illusions and destabilize people's minds with a snap of their fingers, unlike Necromancers, Illusionists Worship no specific god.

Illusionist
Level Features
3rd Illusion Adept
5th Clear of Mind
6th Observe Block
10th Illusion Master
12th Gravity Manipulation
14th Mana Combat
15th Snap Mastery
16th
17th Scion of Teisumas
18th

Illusion Adept

You can now attune to Illusionists' spells, you also instantly learn the spells Hystericus and Apparition as you gain this feat.

Clear of Mind

Your Mind is Pure, it cannot be attacked in any way, You are now immune to: Being Charmed and Frightened, any spell inducted state, and any kind of psychic attack and you can see through illusions.

Observe Block

You learnt how to passively harness mana in a way that makes you undetectable by any magic tool and spell.

Illusion Master

You instantly attune to the Snaps of any Illusionist spell you attune/attuned to.

Gravity Manipulator

"Gravity is an Harness"


Your mastery over illusions reached a point where anything could be an illusion bent under your will, even gravity itself, this feature allows you to learn Gravity Manipulator spells.

Mana Combat

Your mastery over the flow of mana inside your body allows you to make mana-enhanced attacks:

  • unarmed strikes now deals 3d6 force damage and 15 feet knockback.
  • you can only make one unarmed strike per turn, and if you do so you will be unable to cast spells on that turn.

Snap Mastery

You bend your soul under your illusions, allowing you to attune to more Snaps.

  • You can now attune to 4 different Snaps.

Scion of Teisumas

"I have Harnessed the Harness"


You mastered the ways of Teisumas, your control over Gravity is now strenghtened. this allows you to negate any form of fall damage you would receive and also makes your spell Mana Fly duration infinite, however you will fall to the ground if hit by anything while using Mana Fly.

Monster Hunter

"Welcome to the Horde."


Monster Hunter is a class of Arcanist that captures and summons any kind of creature to fight on its side.


Monster Hunters are also worshippers of Ardor, god of Chaos and Freedom.

Monster Hunter
Level Features
3rd Beast Tamer
5th One of Our Own
6th Life Leech
10th
12th Observe Block
14th Beast Master
15th Mana Combat
16th Domain Expansion
17th
18th

Beast Tamer

You can now attune to the Monster Hunter spells;

  • Gaining this feat instantly gives you the spells Coercere and Liber.

  • You can summon up to 1 monster at a time with summoning spells (including Liber) and they will have half hp and AC if not summoned by liber.

  • all your beast either disappear (if summoned via summoning spells) or simply snap out your of control (if summoned with liber) on your death.

One of Our Own

Wild Creatures wont attack you or your allies, they will instead aid you in your efforts; you also learn to communicate with any kind of creature you can capture.

Life Leech

You heal for 2Hp each time your summons deal damage.

Observe Block

You learnt how to passively harness mana in a way that makes you undetectable by any magic tool and spell.

Beast Master

Your Mastery over Creatures is now recognized by Ardor himself, this allows you to attune to the Beast Master spells and also makes you able to open a portal to the All-Dark while not in combat.

  • You instantly attune to the Snap of any Beast Tamer and Beast Master spell you attuned/attune to.

  • You get x2 Purity Points

  • You can also summon up to 2 monsters via summoning spells now and monsters you did not summon with Liber only have half of their HP.

Mana Combat

Your mastery over the flow of mana inside your body allows you to make mana-enhanced attacks:

  • unarmed strikes now deals 3d6 force damage and 15 feet knockback.
  • you can only make one unarmed strike per turn, and if you do so you will be unable to cast spells on that turn.

Domain Expansion

Liber now has 15 slots.

Florist

"Poison is beauty. Spread beauty across the lands"

Florist
Level Features
3rd Botany Adept
5th Alchemy Training
6th Life Sense
10th Poison Immunity
12th Observe Block
14th
15th Crystal Magic
16th Mana Combat
17th
18th

Botany Adept


You can now attune to Florist Spells, you instantly learn Verdien and you become proficient in the Nature skill if you weren't already

Alchemy Training

You Learn how to use plants in alchemy, this rewards you with the following bonuses:

  • You learn each plant’s effects and you are able to combine them to create potions;

  • You can appraise any kind of potion you come across;

  • You can eat any kind of plant, you will be able to digest it, however harmful plants will still damage you when eaten;

  • The drawbacks you receive from drinking a potion are halved, for example: if the potion had the side effect of damaging you, its damage will be halved, if it had the effect of poisoning you, the poison’s duration and damage will be halved, etc.

Life Sense

Your affinity to living beings allows you to gain TrueBlindsight to any kind of living being in a 30 feet area.

Poison Immunity

You are now immune to any kind of Poison, you also attune to any Snap of any Botanist spell you attuned/attune to.

Observe Block

You learnt how to passively harness mana in a way that makes you undetectable by any magic tool and spell.

Crystal Magic

You found a new way to harness poison, Crystals.

  • You can now attune to the Crystal Sage spells, every Crystal Sage spell you attune to comes with its Snap for free.

Mana Combat

Your mastery over the flow of mana inside your body allows you to make mana-enhanced attacks:

  • unarmed strikes now deals 3d6 force damage and 15 feet knockback.
  • you can only make one unarmed strike per turn, and if you do so you will be unable to cast spells on that turn.

Brawler

Brawlers are the Gaia version of Monks, they focus on strengthening their bodies and fighting with only their bare hands, they are strong and often egocentric, there is even some brawlers that thinks that a fist can resolve any problem; at a certain point a brawler can learn a fighting style, this allows them to further increase their strength beyond any standard.

The Brawler
Level Proficiency Bonus Features
1st +2 Advanced Combat
2nd +2 Punch Rush, Iron Body
3rd +2 Fighting Style
4th +2 Ability score Improvement
5th +3 From now on, it depends on the Fighting Style you decided to emulate.
6th +3
7th +3
8th +3 Ability score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability score Improvement
19th +6
20th +6

Class Features

As a Brawler, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple weapons, Caestus
  • Tools: None

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

Advanced Combat

Your mastery in fist combat grants you the following:

  • You can use a d4 for your unarmed strike damage;
  • You can attack with your bonus actions.

Punch Rush

You can use an immense amount of stamina to push your limits further, this allows you to attack another time in your turn.


However, since its incredible energy consumpiton, this feat can only be used up to 4 times a short/long rest.

Iron Body

Training your body gave its rewards:


Your AC is increased by 2 while you are wearing light armor or while unarmored (max 18).

Fighting Style

You learn a fighting style, this choice will grant you feats almost every level.

Equipment

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

  • (a) six javelins or (b) any simple weapon
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • A pair of Caestus and a Leather armor

Oni

Oni are a type of Brawler that revolves around the concept of Strength, Oni base their lives on their strength and their capacity of taking out many targets alone.

The Oni
Level Proficiency Bonus Unarmed Damage Features
3rd +2 1d6 Akuma
4th +2 1d6 Ability score Improvement
5th +3 1d6 Spin Kick
6th +3 1d6 Leg Breaker
7th +3 1d6 Rising Dragon
8th +3 1d6 Ability score Improvement
9th +4 1d6 Hellion Breakthrough
10th +4 2d6 Oni
11th +4 2d6 Demon Step, Misogi
12th +4 2d6 Axe Kick
13th +5 2d6 Ability score Improvement
14th +5 2d6 Demon Flip
15th +5 2d6 +5 Sunaikinti's Bless
16th +5 2d6 +5 Augimas
17th +6 2d6 +5 Consuming Flames
18th +6 2d6 +5 Ability score Improvement
19th +6 2d6 +5 Unanswered Perfection
20th +6 2d6 +5 Raging Demon

Akuma

You start to learn the basics of the Oni fighting style, this grants you the following:

  • Constitution saving throws proficiency
  • 1d6 for unarmed attacks damage
  • +1 action

Spin Kick

You kick your target’s ribcage, breaking one of his ribs, this attack deals 1d6 + your str mod bludgeoning damage, gives the target disadvantage on its next 2 throws. this feat can be used only once per target, this feat uses an action.

Leg Breaker

You kick your target’s leg, breaking his tibia, this attack deals 1d6 + your str mod bludgeoning damage and halves your target’s speed until cured; this feat can be used only once per target, this feat uses no actions.

Rising Dragon

You perform two uppercuts, hitting anything in front of you, the first uppercut deals 2d6 + your str mod, the second one deals 1d6 + your str mod and flings whatever it hits in the air. You need to make an attack roll for each uppercut, this feat uses an action and has a 3 turn cooldown.

Hellion Breakthrough

You sacrifice half of your current HP to enhance your strength and your speed, gaining +20 speed, +20 climb (if you have it), +20 flight (if you have it) and +20 swim for each time this move is used; your damage rolls gets a +2 for each time this move is used; using this feat takes one bonus action and engulfs you in a red aura, the more time you use this feat, the more intense it gets.

Oni

You reach the next step in becoming a true Oni, you learn their fighting style, this grants you the following:

  • Your back is now branded with the Oni’s Mark (天), this mark can be seen through clothes, it also emanates a faint red glow;
  • You can use 2d6 as your unarmed damage dices;
  • You can use Hellion Breakthrough for free once every 4 turns;
  • You gain +1 bonus action;
  • You gain 15 ft climb.

Demon Step

You learn the basic movement of the Oni style, the Demon Step, You can now use one reaction or bonus action to assume a special stance that propels you forward, while going forward with this technique, you are immune to any kind of attack, using this stance makes you advance in a straight line in front of you for a distance of 5 feet, you can also pass through living beings while demon stepping.

Misogi

You can now perform a swift strike to whoever gets flung by Rising Dragon’s second hit, this attack deals 3d6 + your str mod damage and is a free action.

Axe Kick

You Kick your target’s Spine, this attack deals 2d6 + your str mod bludgeoning damage, if your target reaches 10 hp or less to this move, it instantly dies; using Axe Kick on a crawling target deals twice the damage; this feat uses 1 action and can be used once per target.

Demon Flip

You use your Demonic Strength to attack your target with a flip strike, the target is unable to counter or block this attack; this attack deals 3d6 + your str mod damage, this feat uses one action.

Sunaikinti's Bless

You mastered the Oni fighting style by learning its most important part, the Sunaikinti’s Flames, this grants you the following:

  • Your Punches are now engulfed in Black Flames, these flames will burn everyone who gets hit by any of your attacks, dealing +4 fire damage and applying the black flames on your targets, this condition deals 2 fire damage per turn and makes unable to cast any kind of spell, this state lasts 3 turns; you can turn the flames that engulfs your punches on and off anytime;
  • Black flames go through any immunity to fire damage.
  • You can now use Misogi on anyone in a 55 feet area by using one action;
  • you can now Demon Step even while mid-air and it will allow you to glide, while Demon Stepping your eyes will glow a red light;
  • You lose the ability to wield Caestus, however you still get its damage buff when your hands are covered in black flames.

Augimas

You charge up a blast of black flames, this attack deals 2d6 + your str mod fire damage and apply the black flame state, but for each turn it is charged, you deal an extra 2d6 + your str mod fire damage, this move can be charged for a maximum of 3 turns (also charges in others' turns); this feat uses one action if not charged, if charged it will require all your current actions.

Consuming Flames

You roar, for each hostile being in a 120 feet area from you, your damage rolls gets a +3 for 3 turns, using this feat will make you gain a black flame aura for its whole duration, this feat uses one bonus action and has no cd, but cant be used until the buffs it gives run out.

Unanswered Perfection

Your eyes flash red, and then you instantly teleport your target right in front of you, your next attack will always hit and will always be a critical hit; this feat uses no action, but can be used once per target; if you use an attack that deals more than 1 blow, each blow will be critical and will always hit.

Raging Demon

You Release all your demon strength into a devastating attack, turning your eyes red right before demon stepping right behind your target, after doing so, you will unleash a barrage of punches, for a total of 8d8 + your str mod damage; this feat cannot be dodged, countered or blocked in any way, this feat can be used once per target and requires 2 actions, you also blind anyone in a 60 feet area (excluded yourself) while performing this move.

Dragon Sage

Dragon Sages harness lightning and have high mobility

The Dragon Sage
Level Proficiency Bonus Unarmed Damage Features
3rd +2 1d6 Dragon Acolyte
4th +2 1d6 Ability score Improvement
5th +3 1d6 Sage Stance
6th +3 1d6 Steel Will, Fire Fists
7th +3 1d6 Sage Shield
8th +3 1d6 Ability score Improvement
9th +4 2d6 Dragon Sage Style
10th +4 2d6 Lightning Elbow
11th +4 2d6 Lightning Drop
12th +4 2d6 Lightning Dash
13th +5 2d6 Ability score Improvement
14th +5 2d6 Vhiunese Style
15th +5 2d6 Thundering Leap
16th +5 2d6 Eye of the Storm
17th +6 2d6 Electric Smite
18th +6 2d6 + 6 Ability score Improvement, Light-speed Fists
19th +6 2d6 + 6 Seismic Toss
20th +6 2d6 + 6 Kirin

Dragon Acolyte

You learn the basics of the Dragon Sage Style, Dragon Acolyte Style, this grants you the following:

  • Wisdom saving throws proficiency
  • d6 for unarmed attacks

Sage Stance

Using a bonus action, you assume the Sage Stance, this enhances your next 4 attacks, adding 3 force damage + your wisdom modifier to them.

Steel Will

You further train your body to endure any kind of damage, your AC is increased by additional 2 points while wearing light armor or while unarmored (max 18).

Fire Fists

Using one bonus action, you can enhance 2 fists per turn with the power of fire, this gives you a +2 fire damage on hit and ignites your target for 2 fire damage per turn; the flames last 3 turns.

Sage Shield

You can use one reaction to block any incoming damage, this feat can be used once every three turns, your shield cannot block an attack that deals more than your dragon sage level as damage, trying to block an attack that exceeds the limit will break the shield, doubling its cd and stunning you for 1 turn.

Dragon Sage Style

You become a full-fledged Dragon Sage by learning their combat style, this grants you the following:

  • 2d6 for fist damage
  • Your fire fists feat is now substituted with lightning fists, the difference is that you deal +4 lightning damage and don’t ignite or deal fire damage to you opponent, but you block his ability to cast spells until its next turn, you can use lightning fists 4 times per turn;
  • You gain +1 action;
  • You gain 15 feet climb.

Lightning Elbow

You dash, reaching anywhere 30 feet that is on the same height from your initial position, anything between your initial position and your final position gets damaged for 2d6 + your wis mod lightning damage and 1d6+ your str mod bludgeoning damage, you can roll a dexterity saving throw to block this feat’s damage by passing its DC (16); This feat uses one action.

Lightning Drop

You can use this feat only while mid-air, you instantly fall to the ground, nullifying the fall damage and hitting anything in a 10 feet area from your land position for a 1d6 lightning and 1d6 bludgeoning damage; this feat can be used by any height that is greater than 10 feet, every 10 feet of height, this feat’s lightning damage is increased by 1d6 + your str mod; this feat uses one action, hitting anything with this feat will knock it 15 feet away.

Lightning Dash

You can now harness the power of lightning to dash at light speed, you can dash 5 feet instantly, you can use this feat four times per turn without consuming your movement per turn, you cannot use Lightning Dash during someone else’s turn; using Lightning Dash while mid-air will retain your current height.

Vhiunese Style

You learn the most advanced version of Dragon Sage’s fighting style, Vhiunese Style, this grants you the following:

  • Your lightning elbow uses 3d6 for lightning damage and 1d8 for bludgeoning damage;
  • You can use lightning fists as much as you want;
  • Your lightning now are colored, their color can be whatever you want, but you can chose it only once.

Thundering Leap

You charge up lightning, then you leap, this leap allows you to gain 30 feet distance from the ground; this feat uses one action.

Eye of the Storm

You can now use lightning dash 8 times per turn, you can also use one lightning dash as a reaction to try and dodge an attack, to successfully dodge an attack both the attacker and the dodger must throw a d20 that isn’t affected by anything, the one with the highest score wins, dodging allows you to nullify the damage of an incoming attack, failing to do so will cause the damage that you receive to be increased by 1.5x its original power.

Electric Smite

You charge up lightning, dropkicking anyone near you in a 15 feet area; this attack deals 2d10 + your wis mod lightning damage and 1d12 + your str mod bludgeoning damage; this feat uses one action.

Light-Speed Fists

Using an action to attack now instantly teleports you in front of a target within 15 feet from you, your fists now deal +6 lightning damage.

Seismic Toss

You toss your target in the air (20 feet from the ground), then you follow it up and strike it with your fists, this attack deals 2d10 + your wis mod lightning damage and 1d12 + your str mod bludgeoning damage, you can use lightning drop for free once after using this feat.

Kirin

You raise your arm, summoning lightning around you, after one turn of channelling, you summon a lightning dragon to strike down your foes, this dragon will hit whoever you want in a 400 feet area around you, dealing 6d12 + your wis mod lightning damage; this attack isn’t dodgeable and cannot be blocked, you can use this feat only once per long rest, you also use all your action for the current and your next turn to use this feat.

Pugilist

Violence isn't the answer, it's the question.


And the Answer is YES

The Pugilist
Level Proficiency Bonus Unarmed Damage Features
3rd +2 1d6 Erebus Style
4th +2 1d6 Ability score Improvement
5th +3 1d6 Dropkick
6th +3 1d6 Brutal Impact
7th +3 1d6 Crescent Strike
8th +3 1d6 Ability score Improvement
9th +4 2d6 Beowulf
10th +4 2d6 Sudden Step
11th +4 2d6 Caliber Wave, Caliber Smash
12th +4 2d6 Ravage
13th +5 2d6 Ability score Improvement
14th +5 2d6 Wolf
15th +5 2d6 Descend
16th +5 2d6 Enchanted Fists
17th +6 2d6 Monstrous Will
18th +6 2d6 Ability score Improvement
19th +6 2d6 All-out
20th +6 2d6 Style Master

Erebus Style

You start to learn the basics Erebus Style, this grants you the following:

  • Dexterity saving throws proficiency;
  • 1d6 for unarmed attacks damage;
  • for each attack you land on a target, your next attack against that target has a +1 to hit and +1 damage;
  • Your DC for Pugilist Skills is 8 + proficiency bonus + dex mod.
  • +1 action

Dropkick

You Perform a Dropkick in a 10 ft straight line, damaging anyone in the area for 2d6 + dex mod bludgeoning damage. this feat uses an action and has a 3 turns cd.

Brutal Impact

After you land an attack on your target, you can use your bonus action to empower your next fist, it will always hit and deal x2 damage. This feat has a 3 turns cd.

Crescent Strike

You Uppercut your target, dealing 2d6 Bludgeoning Damage, Your target also has to roll a Constitution Saving Throw, and become stunned for 1 turn on a failure. This feat uses one action and has a 3 turn cd.

Beowulf

You Further advance your fighting technique, gaining the following buffs:

  • You can use 2d6 as your unarmed damage dices;
  • You gain +1 bonus action;
  • You gain 15 ft climb.
  • You gain 15 speed and +1 initiative.
  • You wont suffer damage by your redirected attacks or by targets that damage you when you attack them.

Sudden Step

You can use dash as a bonus action, also your dash becomes an instantaneous teleport. You can also use this feat as a reaction to dodge an attack once every 6 turns.

Caliber Wave

You kick the air, sending a wind bullet flying towards a target within 120 feet from you, dealing 2d6 + dex mod damage on hit. this feat uses an action and has a 2 turns cooldown.

Caliber Smash

You Stomp the ground below you, causing a series of quakes in front of you, everyone in a 25 ft cone has to roll a Dexterity saving throw, on a failure they suffer 2d12 bludgeoning damage and get knocked prone, on a success they only suffer 1d8 damage. this feat uses an action and has a 3 turn CD.

Ravage

You dash 5 feet, then you send a massive rush of fist towards one target, it has to roll a Dexterity saving throw, suffering 6d6 on a failure or half as such on a success.

Wolf

You mastered Not only your fighting style, but also other fighting styles, allowing you to switch between them, You can now switch between styles with your bonus action:

  • Oni Style: You add both your strength and dexterity mods when attacking, your attacks also deal + 4 bludgeoning damage. but you lose 1 AC.
  • Dragon Sage Style: You add both your dexterity and wisdom mods when attacking, your attacks also give you 6 TempHP.
  • Erebus Style: You can add twice your Dexterity Mod to your attacks, you gain 10 Speed and can dash twice with your bonus action and you can strike back your attacker with an unarmed attack by using your reaction.
  • Water Stream Fist: You can attack twice with an action, you also gain +1 AC.
  • Lone Fists of Property: Your attacks bypass any immunity or resistance, also your attacks cannot be countered and will always hit (you still roll an attack roll for critical failure/success).

Descend

You dash in a 10 feet line, then attack a target, if this attack hits, you can attack again once for free. you can also use this feat while mid-air to strike your target from above, dealing twice your unarmed damage on hit. this feat uses an action and has a 4 turn cd.

Enhanced Fists

Your Fists are now magic for the purpose of bypassing resistance or immunities, also your fists deal elemental damage based on the style you are using:

  • Oni Style: Fire Damage.
  • Dragon Sage Style: Lightning Damage.
  • Erebus Style: Force Damage
  • Water Stream Fist: Cold Damage.
  • Lone Fists of Property: Poison Damage.

Monstrous Will

When your HP hit 0, you will not go unconscious, but instead recover Half of your hp and gain +6 damage and accuracy to all your attacks. this feat can be used once per long rest.

All-Out

You charge up all your energy for 1 turn, after which you strike any target in a 30 feet area for 15d6 Bludgeoning damage. this feat can be used once per long rest, cannot be blocked or countered and bypasses immunities and resistances and always hits, but renders you unconscious after use.

Style Master

You Passively gain all the styles' buffs.

Warrior

Warriors are the Gaia equivalent of a Fighter, they specialize on the use of many kind of weapons. The warriors have the possibility to emulate the fighting styles of the Chivalrous orders, organizations born to serve a specific god from Gaia.

The Warrior
Level Proficiency Bonus Features
1st +2 Sword Mastery
2nd +2 Pommel Strike, Mercenary Carry
3rd +2 Action Surge, Warrior Order
4th +2 Ability Score Improvement
5th +3 From now on, it depends on your Order.
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability Score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability Score Improvement
19th +6
20th +6

Class Features

As a warrior, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Medium armor
  • Weapons: simple, martial
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose three from Athletics, Intimidation, Perception,
  • Survival, Insight, Religion, Animal Handling

Equipment

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

  • (a) any simple weapon or (b) any martial weapon
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • A Chain shirt, a Longsword

Sword Mastery

You can add your proficiency bonus two times on attack rolls made with a sword, except greatswords. This feat also works on feats that involve the use of a sword.

Pommel Strike

Using a bonus action, you strike a target using the pommel of your sword, this attack Deals 1d4 + your strength modifier bludgeoning damage and gives Disadvantage to the target’s next roll; this feat has a 2 turn cooldown.

Mercenary Carry

Action Surge

This feat allows you to have one extra action On your turn; you can use this feat once per Short/long rest.

Chivalrous Order

You choose a Chivalrous Order to attend to, Your choice grants you features almost every level.

Sigil Knight

Sigil knights are a Chivalrous Order who revolve around attuning their sword with elements and unleashing them, but also buffing and tanking a lot.


  • at level 9 you can also choice to switch your order to
  • Wraith Knight, but you cannot switch back.
The Sigil Knight
Level Proficiency Bonus Features
3rd +2 Lord Stance
4th +2 Ability score Improvement
5th +3 Elemental Charge
6th +3 Counter
7th +3 Disarming Strike
8th +3 Ability score Improvement
9th +4 Elemental Attunement
10th +4 Charged Blow
11th +4 Inspire Courage
12th +4 Mythic Stability
13th +5 Ability score Improvement
14th +5 Pasmarkinti
15th +5 Rod of Narsa
16th +5 Chain of Fate
17th +6 Blessed by Sunlight
18th +6 Ability score Improvement
19th +6 Paladinas
20th +6 Resolve

Lord Stance

You can attack twice with one action when holding a sword. You can optionally change the type of weapon you use once when you gain this feat, all your other features will now work for the chosen weapon instead of the sword.

Counter

This feat can be used as a reaction to a physical attack, it Redirects half of the damage (rounded by excess) to the attacker and Reduces the damage you would take to 0; This feat can be used once every 4 turns.

Elemental Charge

You use one bonus action to imbue your weapon with the power of elements for 3 turns, each element causes a different effect:


Ice Charge

Your attacks slow your target with each strike, for a -5ft. per strike, and to deal an extra 3 cold damage; The slowed debuff lasts 3 turns and stacks until the target can’t move anymore

Flame Charge

Your attacks ignite your targets on hit for 3 turns, you also deal + 3 fire damage with each blow;

Thunder Charge

Your attacks electrocute your targets with each strike, for a 6 extra lightning damage.

Disarming Strike

Elemental Attunement

You are now attuned to the elements, you no longer need to use one bonus action to imbue your weapon with them; the charges now last until you dismiss them or if you change charge. having this feat also makes you get x2 Purity Points.

Charged Blow

You use one action to unleash the current element your weapon is imbued with, you can halve their damage with a dexterity save throw, its dc is 10+ your proficiency bonus, this feat has a 3 turns cooldown, the cooldown isn’t shared between elements; each element has a different effect:

  • Fire: you shoot a flame slash, this slash hits everything in a 30 ft. straight line for 2d6 fire damage, it also ignites them for 3 turns.

  • Ice: you plunge your weapon in the ground, releasing an eruption of ice spikes in a 25 feet cone in front of you, if you hit something, it suffers 2d6 cold damage and its speed is lowered by 10 ft. for 3 turns.

  • Lightning: You dash in a 15 feet straight line at light speed, dealing 4d6 lightning damage to anything you pass, this feat can’t pass walls, if this feat takes someone’s life to 0 or less, it instantly kills them.

Inspire Courage

You inspire yourself and up to 6 more targets, giving 8 + Charisma modifier temp hp and +2 to every roll they make to each (except damage rolls); this buff lasts 3 turns, this feat can be used once every 6 turns after the buff ends.

Mythic Stability

You can’t get executed, your body will endure any hit that should instantly kill you, but you will lose 1/3 of your hp when you use this feat; you can only die by failing death save throws.

Pasmarkinti

You gain a new Charge through the powers of Narsa, your attacks always hit even trough shields and deals an extra 4 radiant damage; this buff lasts until you change charge or dismiss it; If you use charged throw while Pasmarkinti is on, you will perform a triple strike for a total of 3d8+6 radiant damage.

Rod of Narsa

Your unbreakable faith rewards you with a new power, the Rod of Narsa. You can now summon a steel rod, this rod is unbreakable and cannot deal any damage, but you can teleport to wherever you rod is; this rod can be thrown and has infinite range, doing so in combat will cost you one action, teleporting costs no actions if the rod is anywhere in a 25 feet area from you, if it isn't, you have to focus for 1 turn to successfully teleport; this rod also attaches to any surface it hits after being thrown and stays in place until summoned again, if you didn't throw the rod you cannot teleport to it.

Chain of Fate

You can pull right in front of you a target you can see in a 45 feet area, doing so requires 1 bonus action, this feat has 3 turns of cooldown and doesn't work on flying targets.

Blessed by Sunlight

While in direct contact with Sunlight, you gain 8 hp regen per turn and gain 6 temphp per turn.

Paladinas

You naturally gain 20 temphp when out of combat, you also gain + 4 to any throw you make, except damage throws, which have a +2 bonus;


you cannot use “Inspire Courage” on yourself anymore.

Resolve

Each blow you take/deal will charge you 1 stack of resolve, at 8 resolve stacks, you can deal a devastating blow, you can halve this feat’s damage if you succeed a dexterity saving throw, DC = 16, this blow’s effects changes based on the charge you have on:

  • Fire: you emit two full circles of fire around you, these circles expands to a 60 feet radius, dealing 4d8 fire damage to anything they hit.

  • Ice: You create an icy zone surrounding you, this zone is a 60 feet radius circle, ending your turn inside the zone will lower your speed by 10 and will deal 3d6 - 4 cold damage (except to the feat’s user and its allies), this zone lasts 5 turns.

  • Lightning: You hit all your targets in a 60 feet radius, each target receives 6d6 lightning damage.

  • Pasmarkinti: You charge at your target, sending him flying, then you strike him with your sword and then crush him into the ground. This attack deals 5d6+2 radiant damage.

Wraith Knight

Wraith Knights are a Chivalrous Order that initially mimics the Sigil Knights, but then turns into a soul stealing edgelord with funny flames

The Wraith Knight
Level Proficiency Bonus Features
3rd +2 Lord Stance
4th +2 Ability score Improvement
5th +3 Ice Charge
6th +3 Flame Charge, Counter
7th +3 Thunder Charge, Disarming Strike
8th +3 Ability score Improvement
9th +4 Wraith's Oath, Soul Rip
10th +4 Dark Charges
11th +4 Rune Mastery
12th +4 Dark Eruption
13th +5 Ability score Improvement
14th +5 Jester's Scythe
15th +5 Soul Ripping Strike
16th +5 Chase
17th +6 Mirror
18th +6 Ability score Improvement, Hunt
19th +6 Soul Burst
20th +6 Final Chaos

Lord Stance

You can attack twice with one action when holding a sword. You can optionally change the type of weapon you use once when you gain this feat, all your other features will now work for the chosen weapon instead of the sword.

Counter

This feat can be used as a reaction to a physical attack, it Redirects half of the damage (rounded by excess) to the attacker and Reduces the damage you would take to 0; This feat can be used once every 4 turns.

Elemental Charge

You use one bonus action to imbue your weapon with the power of elements for 3 turns, each element causes a different effect:


Ice Charge

Your attacks slow your target with each strike, for a -5ft. per strike, and to deal an extra 3 cold damage; The slowed debuff lasts 3 turns and stacks until the target can’t move anymore

Flame Charge

Your attacks ignite your targets on hit for 3 turns, you also deal + 3 fire damage with each blow;

Thunder Charge

Your attacks electrocute your targets with each strike, for a 6 extra lightning damage.

Disarming Strike

Wraith's Oath

You betray the sigil knight’s order by swearing loyalty to Altrum, doing so grants you the following:

  • Your Armor and sword are now converted to the Wraith sword and Wraith Armor;
  • You get x2 Corruption Points;
  • You can Summon your Wraith Sword and Wraith Armor anytime.
  • Your “Lord Stance” feat is replaced with “Wraith Stance”, the only difference is that your attacks have advantage;
  • You can access the Wraith Knights’ Home base, the Hall of Mirrors while not in combat; in order to reach it, you must walk into any Mirror, leaving the hall of mirrors also has to be done by walking into a mirror, this will lead the player back in front of the mirror they came from originally (any reflecting surface is a valid mirror for a Wraith Knight).

Soul Rip

You can now rip the soul out of unconscious beings, doing so will require you to touch the unconscious being and to concentrate for 12 seconds (2 turns), successfully soul ripping something will grant you a rune, this rune can be consumed to enter a “Rune Berserk” state, in which you will inflict + your proficiency bonus damage, receive - your proficiency bonus damage, cannot be disarmed, and have advantage on strength rolls, but you cannot control yourself anymore, you will attack the nearest enemy for 3 turns; you can have up to 16 runes, they are shown on your arms (8 per arm), they are visible through your Armor; at the end of the “rune berserk” state, you get a 1d4 necrotic damage.


to get a rune from soul rip, your target has to have a soul.

Dark Charges

All your charges are now shifted to a dark version of them, this changes the type of damage they deal to half necrotic and half elemental, this also makes the elemental damage of your charges go through any kind of immunity, except for necrotic damage, who your opponents can still be immune to. your charges also gain bonus effects:


Dark Flame Charge: being ignited by black flames will make you unable to cast any kind of spell, black flames cannot be put off and will last for the entire state's original duration.


Dark Ice Charge: if your target hits 1/4 of their original speed speed by this charge’s effect, they will be ignited in dark icy flames for 3 turns, these flames deal an extra 1d8 + 4 necrotic damage and cannot be put off.


Black Lightning Charge: Lightning charge now also deals electrocute damage per turn, targets afflicted by this charge’s debuff receive 2 necrotic and 2 lightning damage per turn for 3 turns and have disadvantage on their next throw.


Green Flame Charge: You can Imbue your Wraith Sword with Green flames, adding 2d6 fire damage to any blow dealt with said sword for 3 turns, being hit by this sword while it is imbued with green flames also ignites you for 3 turns, each tier of purity your target has also amplifies this damage for a +3 per purity tier; if your target has no tiers of corruption, you can deal extra damage based on their alignement, example: Lawful Good = Apotheosis and will make your opponent recieve +12 Fire damage.


You also don’t need to use a bonus action to activate a charge anymore, the charges now last until you change it or if you dismiss them.

Rune Mastery

Your runes no longer make you lose control and no longer harm yourself, you also can now float up to 1 feet above ground; you can now resist death by using a rune, you also gain climb 30 feet while in the rune berserk state; you can still die by failing three times a death saving throw.

Soul Burst

You channel a giant explosion by consuming all your runes, its damage is totally based upon the consumed runes, each rune adds +1d6 necrotic damage, up to 16d6 necrotic damage with 16 runes. Using this feat costs all your actions.

Final Chaos

You use all your actions to become untargettable and fly up in the sky, then you start summoning a horde of jester scythes, striking everyone in a 60 feet area, you summon a total of 10 scythes, each one targets a different being in the area, if there are less than 10 targets, they will restart from the first one they hit and so on, each scythe deals 1d8 necrotic and 1d8 slashing damage; after the horde is over, you summon one last giant jester scythe, this one deals 6d8 necrotic damage to everyone (except you) in the area; this feat also consumes your next turn actions; this feat can be used once every 12 turns.

Dark Eruption


  • Based on your current charge, you execute a powerful move:
  • Dark Flame Charge:
  • You Plunge your sword in the ground, summoning 4 pillars
  • of black flame whenever you want in a 30 ft. radius;
  • these pillars deal 3d8 necrotic damage and 1d10 fire
  • damage, they also ignite your target with black flames,
  • for 3 turns, making them unable to cast spells and adding +6
  • extra necrotic damage to the ignited condition.
  • Dark Ice Charge:
  • You Plunge your Sword in the ground, freezing it in a 15 feet
  • area, everyone stepping on the ice gets burnt for 2d6 necrotic
  • and 1d10 fire damage, and cant cast spells for 3 turns.
  • Dark Thunder Charge:
  • You raise your sword, summoning black lightings above up to
  • 3 targets, each of them rolls a Constitution saving throw and
  • gets stunned for 1 turn and suffer 3d6 necrotic and
  • 1d12 lightning damage, damage is halved on a success
  • Green Flame Charge
  • You rapidly spin in circles, dealing 3d8 Fire damage to
  • anyone in a 5 feet area, this attack's damage scales as
  • wrote in the Green Flame Charge feat.
  • this feat requires one action and each element has a separate
  • 4 turn cd.

Jester's Scythe

You can now summon a magic scythe, this scythe will float above your back and can be used to attack with a bonus action, this attack deals 1d8 necrotic damage and 1d8 slashing damage, this attack cannot miss unless you roll 1; this scythe can be anywhere in a 30 feet area around you, while you don’t directly control it, the scythe will automatically over above your back, unless you command it to stay where you left it. you can also see everything around the scythe with a 10ft blindsight; the scythe is indestructible, but if it gets hit it will automatically unsummon itself, summoning the scythe requires 1 action; the scythe's appearance changes from Wraith Knight to Wraith Knight.

Soul Ripping Strike

Attacking with your Scythe now grants 1 rune.

Chase

you use one of your runes to teleport your target to your scythe position; this feat can target anything, living or not, in a 120 feet area and has a 3 turn cd.

Mirror

you use one rune to cut through time and space with your scythe, doing so will generate a portal to a target spot that you can see, the portal lasts 5 seconds; you can also use Mirror to reach the Hall of Mirrors while not in combat. This feat has a 3 turn cd.

Hunt

You chose a target by using one action and a rune, your target now has to roll a dexterity saving throw to try and dodge a series of 4 dark flame balls for three turns, the DC is 16; getting hit by one of those balls will ignite you in dark flames for 3 turns, you also take 1d6 necrotic and 1d6 fire damage on hit. This feat has a 3 turn cd.

Warlord

Warlord revolve around the use of a greatsword and having a heavy hitting but slow moveset, still being able to withstand a good amount of damage.

The Warlord
Level Proficiency Bonus Features
3rd +2 Greatsword Training, Ardor's Legion
4th +2 Ability score Improvement
5th +3 Unyielding, Spin Strike
6th +3 Shoulder Bash, Forward Thrust
7th +3 Abyss Walker
8th +3 Ability score Improvement
9th +4 Abyssal Scream
10th +4 Wrathful Leap
11th +4 Abyssal Bomb
12th +4 Abyssal Imbuement
13th +5 Ability score Improvement
14th +5 Abyss Dancer
15th +5 Great Cyclone
16th +5 Unstoppable Force
17th +6 Abyss Slicer
18th +6 Ability score Improvement, Deflecting Spin
19th +6 Spinning Soul
20th +6 Abyssal Rain

Greatsword Training

You can add two times your proficiency bonus on every attack roll Made with a Greatsword, this includes feats that require a Greatsword; Pommel Strike now uses a d8 for its damage roll.

Ardor's Legion

You applied to join Ardor's Legion of Abyss walkers, this grants you a place in his ranks and, as a symbol of trust, Ardor grants you the Abyss Greatsword.

Unyielding

You are immune to knockback and cannot lose stability; If something tries to grapple you, you can perform a Strength saving throw to counter attack, the DC is 10 + Grappler's Strength Modifier; also, when under 1/3rd of your HP, you gain a +2 to all your rolls (included damage) and -2 to any damage you suffer

Spin Strike

You Spin your Greatsword around you, Everything in a 10ft. area suffers 2d6 slashing damage; this feat requires 1 action.

Shoulder Bash

you bash a target within 5 feet with your shoulder, dealing 1d4 bludgeoning damage and giving it disadvantage on its next roll. This feat uses an action and has a 2 turn cd.

Forward Thrust

You rapidly make a forward thrust with your greatsword, moving in a straight 20 feet line and hitting anything in the area, dealing 2d6 piercing and 2 necrotic damage, you can use this feat twice in a row, doing so will make you unable to move on your next turn; this feat can be used once every 3 turns and uses all your movement for your turn.

Abyss Walker

You are now an official member of Ardor’s Legion of Abyss Walkers, this grants you free access to their home base, the All-Dark; You can open and traverse a portal to the All-Dark while not in combat. at your first visit in the All-Dark, you will be granted the Abyss Walker Armor. You get x2 Corruption points.

Abyssal Scream

You make an otherworldly scream, everyone in a 30 feet area from you (included yourself) has to roll a Wisdom Saving Throw, DC being 8 + your proficiency bonus + your Constitution modifier or suffer from the Abyssal Curse for 3 turns, The curse cannot be avoided and goes past resistances. This feat uses 1 bonus action and has a 5 turn CD.

Wrathful Leap

You leap with all your force, unleashing black abyss clouds in a 15 feet area, when you land, you deal 3d6 +str mod piercing damage to everything in a 10 feet area; the black abyss clouds inflict abyssal curse for 3 turns; the clouds vanish after you land; the black abyss clouds can be dodged with a dexterity saving throw (DC 14), this feat uses 1 action and has a 4 turn cd, this feat also makes you immune to fall damage until you land.

Abyssal Bomb

You plunge your sword in the ground and concentrate abyssal energy in your hands, then you throw it anywhere in the 35 feet area, this will detonate the ball of energy, dealing 2d6+4 necrotic damage to anything in the 15 feet area, this feat also inflicts abyssal curse for 2 turns, uses an action and has a 3 turn cd.

Abyssal Imbuement

by using all your actions, you can start accumulating the power of the abyss, after your turn ends you get a buff of +2 to every roll you make for 3 turns and release part of the energy you accumulated, dealing 2d6 necrotic damage to everything in a 15 feet area, you can use this feat once every 10 turns after the buff ends.

Abyss Dancer

Your strength is now recognized in the Legion of Ardor, on your next visit to the All-Dark, you will be rewarded with the Abyssal dagger.

Great Cyclone

You charge up a powerful attack using all your actions; for each action (and bonus action) this attack deals 2d4 + str mod slashing and 1 necrotic damage, up to 8d4 + str mod slashing and 4 necrotic damage, you can use this feat only once every 4 turns after its end; this feat can hit multiple targets; after you charged up, you begin spinning, dealing the damage above to everyone around you in a 10 feet area, if someone is 5 feet or nearer to you, it suffer +8 necrotic damage.

Unstoppable Force

All your attacks (and spells) now deal damage through any kind of resistance and immunity.

Abyss Slicer

You imbue your greatsword in abyssal energy and then slash the air, this will cause an abyssal slash to hit anything in a 20 feet line, dealing to all the targets 2d6 slashing damage and 1d6 necrotic damage, this feat applies abyssal curse for 2 turns to anything it hits, uses an action and has a 3 turn cd.

Deflecting Spin

This feat can be used as a reaction to any kind of attack, it Reduces the damage you would take to 0; this feat can be used once every 5 turns.

Spinning Soul

You surround yourself in abyssal energy, making you able to withstand any kind of attack without moving an inch for 2 turns, this allows you to counterattack any kind of physical attack, this feat uses an action and has a 5 turn cd.

Abyssal Rain

at the start of your turn by using all your actions You can plunge your sword in the ground and start accumulating abyssal energy in your knife, on your turn's end you release all your accumulated energy from the knife, shooting 15 abyssal projectiles from it; each one chases a different target (you can decide not to hit certain targets), each projectile seeks its target until it eventually hits it, dealing 6 necrotic damage; after a projectile hits a target it vanishes; this feat can be used once every 12 turns.

Abyssal Curse

Abyssal Curse makes its bearer suffer x2 damage for its duration.

Sunlight Warrior

They chad greatsword

The Sunlight Warrior
Level Proficiency Bonus Features
3rd +2 Greatsword Mastery
4th +2 Ability score Improvement
5th +3 Unyielding, Sunlight Imbuement
6th +3 Champion Strike
7th +3 Radiant Skewer
8th +3 Ability score Improvement
9th +4 Sunlight Crusader
10th +4 Purifying Flame
11th +4 Sunlight Spear
12th +4 Solar Kiln
13th +5 Ability score Improvement
14th +5 Sunlight Stake
15th +5 One with the Sun
16th +5 Sunlight Storm
17th +6 Unwavering Resolve
18th +6 Ability score Improvement
19th +6 Heavenly Rays
20th +6 Lord Of Sunlight

Greatsword Training

You can add two times your proficiency bonus on every attack roll Made with a Greatsword, this includes feats that require a Greatsword; Pommel Strike now uses a d8 for its damage roll. The DC for your feats is 8 + const bonus + prof bonus.

Unyielding

You are immune to knockback and cannot lose stability; If something tries to grapple you, you can perform a Strength saving throw to counter attack, the DC is 10 + Grappler's Strength Modifier; also, when under 35% HP, you gain a +2 to all your rolls (included damage) and -2 to any damage you suffer

Sunlight Imbuement

You use your bonus action to imbue your Greatsword in fiery Sunlight, adding 1d6 fire damage to all your attacks and buffing some of your offensive feats for 3 turns;


All your fire damage dealt with Sunlight Imbuement are doubled against fiends, undeads and dragonians, it can be considered radiant to avoid immunities or resistance. This feat has a 3 turn cd after its effect is over.

Champion Strike

You Slam your Greatsword to the Ground, dealing 1d10 and creating a shockwave under your feet, anyone excluded you in a 5 feet area has to roll a Dexterity saving throw or fall to the ground.


Sunlight Variant: You create 3 shockwaves instead, increasing the range of the feat to 20 feet, also adding 2d8 fire damage.


This feat has a 3 turn cooldown and uses an action.

Radiant Skewer

You Rush 15 feet in a line with your Greatsword, dealing 1d10 to anyone in the line.


Sunlight Variant: You instead dash 30 feet and deal an extra 2d6 fire damage.


This feat has a 2 turn cooldown and uses an action.

Sunlight Crusader

Your Faith in the Sun rewarded you with some cool buffs:

  • Your Sunlight Imbuement uses 2d6 for its damage and has its cd lowered to 2 turns.
  • You can’t get executed, your body will endure any hit that should instantly kill you, but you will lose 1/3 of your hp when you use this effect; you can only die by failing 3 death save throws.
  • You gain +1 action per turn.

Purifying Flame

You leap 30 feet with your greatsword, damaging anyone in a 5 feet are where you land, dealing 2d6 slashing damage


Sunlight Variant: You instead deal damage in a 15 feet area and deal an additional 2d6 fire damage.


This feat has a 3 turn cooldown and uses an action.

Sunlight Javelin

You charge a bolt of Sunlight in your hand, and then throw it, dealing 2d6 fire damage in a 30 feet line, this feat's damage can be considered radiant to avoid immunities or resistances, also its damage its doubled against dragonians, undeads and fiends.


Sunlight Variant: deal an additional +5 fire damage.


This feat uses and action and has a 3 turn cooldown.

Solar Kiln

You charge up a beam of sunlight anywhere in a 30 feet area, anyone in a 10 feet area from the beam has to make a Constitution saving throw, suffering 2d6 Fire damage on a failure, and half as such on a success


Sunlight Variant: You instead deal damage in a 20 feet area and deal an additional 2d8 Fire damage.


This feat has a 4 turn cooldown and uses an action.

Sunlight Stake

You charge up a stake of Sunlight in your hand and smash it right before you, dealing 3d8 Fire damage to anyone in a 10 feet area, this feat can also be used on a single target and will deal double damage. this feat's damage can be considered radiant to avoid immunities or resistances, also its damage its doubled against dragonians, undeads and fiends.


Daylight Variant: deal an additional +6 fire damage while using this feat under direct sunlight and you deal damage in a 20 feet area.


This feat has a 3 turn Cooldown and uses an action.

One With The Sun

While under direct Sunlight, you gain the following buffs:

  • You Gain 8 TempHP per turn;
  • You heal Yourself 12 HP per turn;
  • You deal +6 damage and suffer -6 damage;
  • You gain 1 AC (max 20)

Sunlight Storm

You Charge up a Sunlight Javelin in your hand, throwing it to the sky, at the end of your turn, anyone in a 15 feet area you decide anywhere in a 30 feet area from you has to roll a Dexterity Saving Throw, suffering 6d6 Fire damage on a failure, or half as much on a success;


Sunlight Variant: deal +12 fire damage


This feat uses and action and has a 5 turn cooldown.

Unwavering Resolve

When your HP hit 0, you will not go unconscious, but instead recover Half of your hp and gain +6 fire damage to all your attacks. this feat can be used once per long rest.

Heavenly Rays

You summon a small sun, this sun lasts 3 turns; when this sun is summoned, it shoots a beam of radiant energy to anyone under it (excluding yourself and your allies) that deals x2 damage to undeads, fiends and dragonians; the sun beams’ damage is 4d6 Fire damage. This feat can be used once every 7 turns.

Lord of Sunlight

Everywhere in a 30 feet area around you is always coated in sunlight and counts as standing in direct sunlight; Sunlight Imbuement's duration is infinite until you dismiss it, and requires no action to use.

Smith

Smiths are tanks that can summon their creations to defend themselves.

The Smith
Level Proficiency Bonus Features
3rd +2 Smith Training, Smith Spellcasting, Verto, Analysis
4th +2 Ability score Improvement
5th +3 Remote Smiting, Silver Guard, Vulnere
6th +3 Better Smithing, Heat Resistance, Enhancement
7th +3 Percutiens Eam
8th +3 Ability score Improvement, Venenum
9th +4 Martial Mastery, Projection, Magic Tools
10th +4 Aureus
11th +4 Repono
12th +4 Infernum
13th +5 Ability score Improvement
14th +5 Improved Remote Smiting
15th +5 Supreme Smiting
16th +5 Smith Lord
17th +6 Millionfold
18th +6 Ability score Improvement
19th +6 Crepitus
20th +6 Gate of Kalvey

Spellcasting

Spells

You attune to new Smith spells as you level up, casting a smith spell costs (spell level - proficiency bonus) HP (minimum 1 hp)

Spellcasting Ability

Constitution is your spellcasting ability for your Smith spells, as it requires physical willpower to cast spells.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Smith Training

You are now proficient in using smith tools; you can now summon smith tools and a pickaxe whenever you want, except if you are in combat; the tools you summon last until you dismiss them, or if you get in combat; you can also use any kind of armor and weapon.

Silver Guard

lvl 3 Smith Spell


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V, M (half your money)
  • Duration: Instantaneous

You use half your money (at least 10 gp) to gain resistance to all damage, the next 3 attacks you would receive have disadvantage on their damage rolls and deal half damage.

Martial Mastery

You gain proficiency with every kind of weapon and armor, in addition to this, you can add twice your proficiency bonus on every attack roll you make.

Verto

Smith Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You can store any kind of item you create, The item is sent to a storage dimension who only you can access, this storage dimension can’t hold more than 10 items, no matter their size or shape; you can’t directly enter your dimension, but you can summon the item you created in your hand anytime; you can also store any kind of item/weapon you are holding, if no one else has contact with it while you do so.

Analysis

Smith Cantrip


  • Casting Time: 1 action
  • Range: Same as your sight
  • Components: None
  • Duration: Instantaneous

You can analyze a weapon you can see by using one action, doing so will give you insight on said weapon depending on your proficiency bonus, insights can be used to enhance or project weapons.


You gain half the insight while using analysis on Artifact weapons and only 1 insight while using it on unique weapons.

Better Smithing

Your forge now gives x2 the materials you smelted with it and Crafting weapons now takes half the price it would normally take.

Heat Resistance

You are now immune to fire damage. You can swim in magma and its derivatives (lava, etc.) like it is hot water.

Remote Smithing

2nd-level Smith Spell


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

You can summon a forge whenever you want at a location you can see in the 10 feet area; you can summon also summon a grindstone, touching the grindstone will increase the damage of your weapon by 3 for 3 turns, while in combat, the grindstone lasts 3 turns. if not in combat, the grindstone works like a normal one and lasts until you dismiss it, or until you get in combat; if the grindstone is summoned first of getting in combat, it will shift to its combat functions, but will disappear after 1 turn. this spell cannot summon the forge while in combat; the forge lasts until you dismiss it, or if you get in combat.

Vulnere

Smith Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You can summon the weapons you stored to attack your target, their damage is the same they would deal with a normal blow, their speed is 30 ft./s; you can also summon items and use them on your target, doing so will require one bonus action; you can control up to 6 items/weapons; you can’t dodge an attack made with this feat, however you can halve its damage by succeeding a constitution saving throw; after the weapons hits their target, they are automatically unsummoned and summoned back at the Smith’s position; while not being directly controlled by the spell, the weapons/items stand in the exact place the caster left them.

Enhancement

4rd-level Smith Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You can enhance a weapon which you have at least 1 insight on with an Enchant, the enchant lasts for a number of turns equal to your smith level, or indefinitely if you are above 10th level;


You can change or nullify the enchantment anytime.

Magic Tools

You enhance your Smith tools and your pickaxe, now your pickaxe extracts double the material it normally would and your tools can enchant any weapon for 12 hours, the weapons can be enchanted with your Smith level as extra damage of any type (except slashing, bludgeoning and piercing). You can also apply a permanent Enchant (or curse), by using materials that are up to your DM to decide (can also use nothing), doing so applies a random enchant. roll a d20, follow Unstable's table for the result, on a 1 you instead apply a random curse and on a 2 you can also choose to apply blazing instead of chilling.

Percutiens Eam

5th-level Smith Spell


  • Casting Time: 1 action
  • Range: 30 feet (15-feet cylinder)
  • Components: V, S
  • Duration: Instantaneous

You summon a shard of a celestial gem, then you crush it to summon a beam of light upon your target location and deal 3d6 radiant damage; if the beam hits an undead or fiend, they will receive x2 damage; the feat’s user is immune to the beam’s damage; your targets can roll a constitution saving throw to halve the damage they would take.

Venenum

5th-level Smith Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You summon a shard of a toxic gem, then crush it to summon a swarm of toxic insects underneath you, getting hit by one deals 1d8 poison damage; you summon a total of 4 insects, the type of insect they resemble is up to the user, they last 3 turns; they are made of toxic gas, so they can’t get hit by physical attacks, either you wait for them to disappear, or you ignite them, causing the gas to burn and the summoned insect to explode and deal 2d8 fire damage to anyone in a 10 feet area.

Improved Remote smiting

The forge you summon can now be used to smith every kind of thing as long as you know how to craft it and you have the materials, Your grindstone is also improved, it can now sharpen every kind of weapon; its combat buff is now 6 extra damage for three turns.

Smith Lord

You reached the peak of a Smith’s Skill, your crafts are now recognized from Kalvey itself; his blessing grants you the ability to detect any kind of material or item you need for your crafts if you close your eyes and focus on it; you also receive a 160ft. TrueBlindsight for weapons and items.

Projection

6th-level Smith Spell


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You can project in your hands a copy of an existing weapon you have insight in, and based on how many insight you have, your copies will become as strong as the original:


  • Having 3 insight allows you to project a weapon, but its damage will be halved, you cannot use its abilities and it will shatter after one blow.

  • Having 10 insight allows you to project a stronger copy that can last 3 turns without breaking, and can use its abilities at the cost of shattering right after, its damage is also halved.

  • Having 25 insight allows you to project a copy that lasts 6 turns, deals full damage and can use its abilities at the cost of half its duration.

  • Having 60 insight allows you to project a perfect copy, that has no differences from the original.

You cannot use Analysis or Verto on projected weapons, but they can be used as projectiles by Vulnere.

Aureus

5th-level Smith Spell


  • Casting Time: 1 action
  • Range: 30 feet Sphere
  • Components: V, S
  • Duration: Instantaneous

You summon a shard of a frost gem, then you crush it to summon an ice explosion, this explosion deals 2d12 + 4 cold damage; the feat’s user is immune to the explosion’s damage; you can roll a constitution saving throw to halve the damage you would take.

Repono

Your pocket dimension gets bigger and is now livable, its space is infinite so you no longer have a cap to your stored items, you can open a portal in front of you for people (including yourself) to come in; in your dimension, time flows differently, 6 hours in your dimension is 1 second in the normal one; opening the portal counts as a level 1 Smith Spell and can’t be done while in combat; While in your dimension, you can control up to 12 weapons/items with Vulnere, and you also can cast Projection without using any action.

Infernum

5th-level Smith Spell


  • Casting Time: 1 action
  • Range: 20 feet Cone
  • Components: V, S
  • Duration: Instantaneous

You summon a shard of an infernal gem, then you crush it to summon a swarm of fireballs around you, each fireball deals 4d6 + 2 fire damage; you summon a total of 10 fireballs, whoever is in a fireball’s area can roll a dexterity save throw to avoid getting hit by one; this feat’s user is immune to the fireballs’ damage.

Supreme Smiting

You can now craft anything as long as you have the materials for it. The material for each thing you craft is up to the DM to decide; each weapon you craft has +2 the damage the original had (rounded by excess); each consumable item you craft has +1 use; each magic item you craft has a buff x1.5 stronger than the original one (rounded by excess); each Armor you craft has a +1 AC bonus (you can’t craft an Armor with more than 22 AC); you also know what materials you need for your crafts.

Millionfold

9th-level Smith Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You can force every being in a 60 feet area to enter your pocket dimension, however they will leave after 6 turns. You can use this spell once per long rest

Crepitus

8th-level Smith Spell


  • Casting Time: 1 action
  • Range: 60 feet (10 feet Sphere)
  • Components: V, S
  • Duration: Instantaneous

You can blow up your summoned weapon/items, the explosion deals 5d8 force damage to anything in a 10 ft. area, including yourself and makes you unable to summon the exploded item for 1 hour.

Gate of Kalvey

9th-level Smith Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You summon all your stored weapons and attack the same target with each one of it at once. you can use this spell once per long rest. if you can’t talk, just thinking this spell’s name will suffice the vocal requirement.

Pit Fighter


A special kind of Fighter from Gaia who focusses on the use of spears, they either train into a Dragon Slayer, or devote their lifes to serve the Prince of Cures.

The Pit Fighter
Level Proficiency Bonus Features
1st +2 Spear Mastery, 360°Strike
2nd +2 Triple Strike, Fighter Footwork
3rd +2 Serpent Strike, Spear Order
4th +2 Ability score Improvement
5th +3 From now on, it depends on the Spear Order you decided to associate to.
6th +3
7th +3
8th +3 Ability score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability score Improvement
19th +6
20th +6

Class Features

As a Pit Fighter, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple
  • Tools: None

  • Saving Throws: Dexterity, Strength
  • Skills: Choose two from Athletics, Acrobatics, Perception, Religion, Animal Handling, Survival, Insight

Equipment

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

  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • (a) six javelins or (b) any simple melee weapon
  • A Spear and a Studded Leather armor.

Spear Mastery

You can add twice your proficiency bonus on Attack rolls made with a spear and feats that use a spear.

360° Strike

You hit everyone around 5ft or closer to you for a 1d6 + your dex mod of slashing damage. Consumes one action requires a spear to be used.

Triple Strike

After a successful attack roll, you can Use this feat to attack 2 more times but these attacks deal -2 damage each. Can be used as a bonus action. requires a spear to be used. Can be used once every 2 turns.

Fighter Footwork

You can perform dash and disengage as a bonus action; This feat cannot be used if you wear Medium or heavy Armor.

Serpent Strike

You can use an extra action to Add 1d4 + your dex mod poison damage to your attack. After using this feat the target Takes 1d4 poison damage for 3 turns, requires a spear to be used, can be used only once every 2 turns, this feat wont affect someone under the poison gave from this feat.

Spear Order

At level 3, you can choose an order to apply to, which allows you to use its style in combat. The Order you chose grants you features almost each level.

Church Knight

Church Knight has many ways of dealing damage and can even regain its HP with some of its feats.

The Church Knight
Level Proficiency Bonus Features
3rd +2 Church Knight's Oath
4th +2 Ability score Improvement
5th +3 Church Leap
6th +3 Impale
7th +3 Light Piercer
8th +3 Ability score Improvement
9th +4 Prince's Bless, Chain Pull
10th +4 Deep Sacrifice
11th +4 Bloodthirsty
12th +4 Leviathan Plunge
13th +5 Ability score Improvement
14th +5 Eternal Servant
15th +5 Transfiguration
16th +5 Tethering Lance
17th +6 Void Spear
18th +6 Ability score Improvement, Dislocation
19th +6 Aura of Despair
20th +6 Soul Syphon

Church Knight's Oath

You become a follower of the Prince of Cures and gain the following features:

  • You gain Proficiency with medium Armor;
  • all your weapons and armors you currently carry gets replaced with a copy of the Prince’s Holy Artifact, the Sanctum spear and the Church Knights' Set (Helmet and Armor);
  • You gain one action for a total of 2 actions per turn;
  • Fighter Footwork works with any armor now;
  • Every heal from the Church Knight Features that exceeds your maximum HP converts into XP at a rate of 1hp to 25xp.

Church Leap

You perform a 20ft leap, When you land, you deal 1d8 slashing damage to everyone In a 5ft area, if you land on a target, you instead deal 2d8 + your strength mod piercing damage to said target. Using this feat uses 1 action and makes you Unable to move for the reminder of the turn.

Impale

You use an attack action to Deal 2d8 + your str mod damage to a target and Give him the "impaled" state, which Makes him immune to any form of healing for the next 2 turns. this feat cannot be used on someone who has the “impaled” state and has a 3 turns cooldown

Light Piercer

You Shoot 3 light beams in the shape of The sanctum spear, these beams Can go past any resistance or immunity; Each beam does 1d4 + your proficiency bonus piercing damage; Your targets can roll a constitution saving throw to halve The beams' damage, The DC of the save equals 8 + your Dexterity modifier.; These beams cannot be stopped until they reach the End of their range, which is 35 ft.; Using this feat costs 1 action and recharges every 2 turns.

Prince's Bless

Your Loyalty to the Prince of Cures increases, this grants you a place in its upper ranks and grants you the following:

  • You can no longer take off your Armor/helm;
  • your Armor will clean itself over time;
  • you are now immune to psychic damage
  • you can eat food and drink water by absorbing them through your armor;
  • you now gain blindsight for 60 ft, after which you can still normally see;
  • Your Armor now gains +1 AC;
  • You can no longer age by any mean, you also become immune to necrotic damage;
  • Your Armor and helmet are now blue.
  • You get x2 Corruption Points
  • If your personality, ideals, bonds or even flaws conflict with your role as a servant of the Prince of Cures, they shift into something that doesn't.
  • Your intelligence score and your charisma score are now Set to 10, you lose all your proficiencies with charisma related skills but You don’t lose intelligence related skills; all the points Subtracted to the charisma/intelligence score can be reassigned To strength, dexterity or constitution, you can also become proficient in a number of skills equal to the number of charisma related skill that were removed by this feat;

Chain Pull

This feat allows you to perform an attack which consists in You throwing your spear at the enemy and then pulling it back, Moving your target in front of you; This attack has a 15 ft. range; this attack can’t be missed or blocked, This attack also deals 2d6 + your str mod piercing damage and uses 1 action. this feat has a 3 turn cd.

Fun Fact: Church Knight is my favorite class.

Deep Sacrifice

You raise your spear and deal 6 damage to every being in A 25 ft. area (including yourself), with each target hit (including yourself) You heal 6 HP. This feat consumes 1 action and it can be used once every 4 turns, this feat does not require an attack roll.

Bloodthirsty

This feat grants you a 12 hp + (1/3 of your target's MaxHP) heal on kill.

Leviathan Plunge

You use an action to plunge your spear in The ground, granting your attacks the ability to reap life force from your targets and heal your wounds, this heal equals to half the damage you deal; this buff lasts 3 turns and can be used once every 8 turns after the buff ends.

Eternal Servant

Your Strength and Loyalty to the Prince of Cures are now well renowed, this grants you the following:

  • Your Armor and your helmet totally fuse with Your body, giving you the sense of touch even Through your Armor, this also means that you now are unarmored, but You can’t wear any Armor;
  • Your gain Trusight equal to your Blindsight;
  • Your ac becomes 19 (the helmet doesn't count anymore towards your AC) and you can’t make it higher in any way;
  • Your Sanctum spear is now replaced with the Sanctum of the Unknown;
  • You gain the Two-Weapon Fighting Feat;
  • Your mind will be no longer affected by purity and corruption and any influence they had will instantly vanish as you gain this feat, but you gain 3 blessings.
  • You cannot lie anymore.
  • You can now talk telepathically with someone you are touching, you can also apply a state of confusion for one turn to whoever you touch;
  • You can create a mouth from any part of your body, you can use it to talk and to eat, eating with a mouth generated this way will turn the food into energy instantly, without leaving any residue;
  • You gain +1 action for a total of 3 actions and 2 bonus actions per turn;
  • deep sacrifice’s damage and healing is now doubled.
  • Light piercer now always deals 2d6+2 force damage per beam; it also has an infinite Range and, after dealing damage to the target, they rotate around it, dealing 2d8 force damage to everyone in a 5ft area near the target;

Transfiguration

The Prince Transfigures you in one of his Archangels:

  • You can no longer feel pain;
  • you no longer need food or water;
  • you do not suffer fall damage anymore;
  • you Gain Climb 30ft and you swim at the same speed you walk
  • you no longer need to breath;
  • Your hair grow long enough to come out of the helmet and become lilac;
  • Your body will shift its appearance to be similar to a normal human being: You will lose your racial appearance (example: if you are a kenku, you lose your beak, if you are a tortle, you lose your shell, etc.) however scrooms won’t lose their appearance.
  • You gain the ability to shift your armor into whatever you please, and it will still have its full effects, no matter how you shape it, you can also shape it to uncover part of your body, removing the helmet will give you a red halo instead.
  • You regain Your Charisma and Intelligence Scores and any proficiency related to them, while also keeping any improvement you received by lowering them, also your personality, ideals and bonds are no longer altered by the Prince.

Tethering Lance

This feat allows chain pull to be used As an extra action and increases its Range to 30ft, chain pull no longer pulls The enemy towards you but instead leaves One of the spears stuck in the target's body, Each attack delivered by this feat's user now Automatically hit the target. (You still need to respect the moves Range and to do an attack roll, but its effectiveness only takes Place if the roll is 1, which is a fail, and 20, Which is a critical hit), you can use an action Or an extra action to teleport the target 5 ft. In front of you, doing this makes you regain the Sanctum you pulled. If you miss your target, you instantly resummon the spear you pulled, without Using any action.

Void Spear

You target a 10 ft. area and then teleport to everyone inside (From left to right, from the closest to the farthest) (The maximum distance you can pick the area is 30ft) and deal to Everyone 3d6 + 4 for each target hit piercing damage; This feat uses 1 action.

Dislocation

You can modify the shape of your body, but Your volume needs to stay constant. Example: you can have long arms at the cost of them Being thin or getting thin or shorter legs etc.; you can split in two, but the two sides have to Be reunited within the end of your turn, or 10 seconds, else you die (you cannot split in more than 2 parts); You can shapeshift to avoid being hit, but This requires you to skip your next turn. You can also become a puddle, this requires you to use Every action and bonus action you currently have, but make you Un-targetable and immune to damage until you chose to reform also, You cannot perform any action except moving until you reform. You can also form wings that allows a 30ft fly.

Aura of Despair

This feat gives you an aura that instantly Cancels any form of healing in a 30ft radius, You can still heal yourself/be healed.

Soul Syphoon

You can use one action (or one extra action after using chain pull) To raise a target within 5ft, both you and the target are unable to perform Any action until the attack ends; this attack deals 16 damage to the target (This damage has no type, so you can't help but take it) per turn, You also heal 16 HP per turn. This attack lasts for a maximum of 3 turns, it can also End earlier if the user gets moved. (You can raise everything while using this attack, even if the target Is much bigger and heavier than you). If this move kills the opponent, you heal by 50% of his MaxHP, and the extra healing becomes TempHp for 3 turns.

Dragon Slayer

Dragon Slayers are An High damage spear class with a few mobility options.

The Dragon Slayer
Level Proficiency Bonus Features
3rd +2 Dragon Knight
4th +2 Ability score Improvement
5th +3 Spear Crusher
6th +3 Dragon Roar
7th +3 Dragon Blood
8th +3 Ability score Improvement
9th +4 Dragon Slayer
10th +4 Thunder Spear Crush
11th +4 Wing Soar
12th +4 Dragon Awakening
13th +5 Ability score Improvement
14th +5 Dragon Rider
15th +5 Justice Spears
16th +5 Ensnaring Strike
17th +6 Call Drake
18th +6 Ability score Improvement, Reverse Spears
19th +6 Spear Volley
20th +6 Undying

Spear Crusher

You make a devastating blow with your spear This deals 2d8 + 4 + your strength mod piercing damage; You can use this feat once every 3 turns. Using this feat takes 1 action.

Dragon Knight

You apply to the Dragon Knight's Order and begin your training to become a full fledged Dragon Slayer, this grants you the following:

  • You gain medium Armor proficiency;
  • You can now visit any dragon knight outpost To get for free a Breastplate and a crystal that allows you to send telepathic messages to the nearest outpost and vice versa, the crystal can play the messages to anyone who puts it on his ear, to record a message and send it you have to say a specific password that only the dragon knights know, when you receive a message from the crystal it shakes until the message is heard;
  • You can use the feat "Fighter Footwork" with Every type of Armor on;
  • Serpent strike now deals 1d6 + your str or dex mod poison damage And 1d6 poison damage per turn for 2 turns;
  • 360°Strike now deals 1d8 + your str or dex mod damage;
  • You gain one action, for a total of 2 actions per turn.

Dragon Blood

You can activate and deactivate this feat at will; you deal +4 damage but You lose 2hp per turn, activating this feat uses 2hp and makes you lose 0hp at the end of the first turn.

Dragon Roar

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 50 feet from you that can hear you must succeed on a Wisdom saving throw or become Frightened until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Strength modifier; This feat can be used once every 4 turns, a creature can only be frightened once by this feat.

Dragon Slayer

You become a full fledged Dragon Slayer, this grants you the following:

  • You now deal x2 damage to every form of draconic entity;
  • Dragon blood now gives a +6 damage and doesn’t damage yourself anymore, but lowers any heal you recieve by 2;
  • any spear you wield now deals an extra 1d4 + 3 piercing damage.
  • You get x2 Purity points.

Thunder Spear Crush

You fly 20 ft upwards and then Strike from above an area that is maximum 25ft further from Your original location, this attack deals 3d8 + your str mod force damage and can be used Once every 5 turns; requires a spear to be used; If you cannot fly 20ft up, you cannot use this move. You can also use this move to cancel fall damage, but using it this way Will make you unable to choose where to go, you can just fall straight from where you started. Your targets can halve this feat’s damage by rolling a dexterity save throw, The DC of the save equals 8 + your proficiency bonus + your Strength modifier.

Wing Soar

as an action, you can conjure a pair of wings that can make you soar 25ft and then hover. Thunder Spear Crush now deals more damage the more you was high in the sky, 5ft / + 1 damage (the 20 ft. from thunder spear crush dont count).

Dragon Awakening

You can heal to half your MaxHP once you reach 0 or less health. You can’t use this feat if you get instant killed; You can use this feat once per long rest.

Dragon Rider

You become an even stronger Dragon Slayer, to the point even dragons will hear your orders, you gain the following:

  • Your spear gets replaced with an Energy spear; You can now use thunder spear crush once every 4 turns and spear crusher once every 2 turns; You can use the feat “Triple Strike” once every turn. You learn Draconic language, if you already knew it, you can choose another language of your choice.

Justice Spears

You can conjure three energy spears to hit a target, These spears always hit, your targets can halve the damage they deal by succeeding a Constitution saving throw, The DC of the save equals 8 + your proficiency bonus + your Dexterity modifier; Their base damage is 1d8 + your proficiency bonus force damage per spear; The spears can multitarget. (You have to roll the saving throw for each spear)

Ensnaring Strike

You conjure a horde of Energy Spears out of the ground, this Attack deals 3d8+4 piercing damage; if there is no ground To conjure the spears from, you can form a circle of energy Where you want them to appear from (doing so will make the Saving throw easier (-2 to the DC)); Your targets can halve the damage by succeeding a Constitution saving Throw, The DC of the save equals 8 + your proficiency bonus + your Dexterity modifier.

Call Drake

You can conjure a drake (which has the same color as the spear) This drake can fly 60 ft. per turn, and has 1 ac, 1hp and 10 to every stat; This drake can shot fire from his mouth for 4d6 of fire damage; You can use this feat once every 6 hours, its cooldown cancels if you use dragon awakening.

Reverse Spears

You can change your spears trajectory at will, doing so will Make the target unable to dodge the spear and will have to make a Constitution saving throw against it to halve the damage DC 8 + your proficiency bonus + your Dexterity modifier.

Spear Volley

You throw the spear you wield in your main hand, conjuring a horde of spears from it, This attack deals 4d8+4 piercing damage in a 30ft cone, the targets can halve its damage by Succeeding a dexterity save throw, The DC of the save equals 8 + your proficiency bonus + your Strength modifier; you can use this feat once every 4 turns, requires a spear in your hand to be used.

Undying

You can use dragon awakening even if you get instant killed, it doesn’t matter if your body got totally destroyed or anything, it will reform, Generating a shockwave that repulses everything in a 30ft radius and deals 25 force damage (this damage goes through resistance etc.) and fully healing you to your MaxHP; Using this feat also counts as a long rest (this feat's long rest doesn’t count for dragon awakening, you still need to do a long rest after using it in order to re-use it). Dying after using Undying will make your body melt into a puddle.

Thief


Thieves are the Gaia equivalent of Rogues, they focus on being fast and dealing high damage, but at the cost of having low HP.

The Thief
Level Proficiency Bonus Features
1st +2 Thief Spellcasting, Dagger Throw
2nd +2 Superior Agility, Stealth
3rd +2 Thief Archetype
4th +2 Ability score Improvement
5th +3 Speedster
6th +3 From now on, it depends entirely on your archetype.
7th +3
8th +3 Ability score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability score Improvement
19th +6
20th +6

Class Features

As a Thief, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple, Rapier
  • Tools: Thieves' Tools

  • Saving Throws: Dexerity, Charisma
  • Skills: Choose three from Athletics, Persuasion,
  • Intimidation, Acrobatics, Perception, Religion,
  • Sleight of Hand, Insight, Deception

Equipment

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

  • (a) Explorer's pack or (b) Thieves' Tools
  • (a) Dagger (b) Sickle (c) Rapier
  • Leather armor

Spellcasting

Casts

You can cast spells by using your casting points, you have 15 + proficiency bonus + dex mod casting points.

Spells

You attune to new Thief spells as you level up, casting a Thief spell costs (spell level - proficiency bonus) casts (minimum 1 cast), also casting a spell requires you to hold a dagger in your hand.

Spellcasting Ability

Dexterity is your spellcasting ability for your Thief spells, as it requires High Reflexes and Fast speeds to cast spells.


Spell save DC = 8 + your proficiency bonus + your Dexterity modifier


Spell attack modifier = your proficiency bonus + your Dexterity modifier, you apply the attack modifier to the total damage, not the single hit damage.


If not specified, your spell's cooldown is 2 turns.

Dagger Throw

Thief Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You conjure a shadow knife out of thin air and throw it, if your target doesn’t succeed a dexterity saving throw, he will receive 1d4 + 2 + your dex mod slashing damage, this spell's daggers will disappear after 1 minute.

Superior Agility

You now move with superior dexterity, you gain 5*your dexterity modifier feet to your walking speed, this bonus applies to swimming, flying and climbing speed too if you have them.

Stealth

lvl 2 Thief Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration

You focus in order to become transparent; you can remain transparent as long as you are focussed, to stay focussed you need to roll a Charisma saving throw with its DC being 10 every 4 turns; using any kind of offensive action while transparent will end the spell, but your attack will receive 1d6 extra damage; since this spell only makes you transparent, someone can notice your presence by successfully rolling a perception check that beats your spell DC’s score.


Gaining this spell also gives proficiency in the "Stealth" Skill.

Thief Archetype

You choose a Thief Archetype to emulate, this allows you to gain features almost each level.

Speedster

You gain actions per turn based on your dexterity modifier:


  • Dex mod +1: +1 Action;
  • Dex mod +2: +1 Action, +1 Bonus Action;
  • Dex mod +3 or more: +2 Actions, +1 Bonus Action.

Night Lord

Night lords, also called Faceless, formed a Legion that was considered one of the strongest assassin guilds in Gaia, with their special techniques they become one with the shadows and swiftly assassinate any of their targets.

The Night Lord
Level Proficiency Bonus Features
3rd +2 Dagger Mastery, Backstabber
4th +2 Ability score Improvement
5th +3 Triple Dagger Throw
6th +3 Bane, Enhanced Stealth
7th +3 Lethality
8th +3 Ability score Improvement
9th +4 Faceless One, Shadow Step
10th +4 Shadow Fan
11th +4 Chain Lethality
12th +4 Ethereal Strike
13th +5 Ability score Improvement
14th +5 Friendless One
15th +5 Predator Instinct
16th +5 Call Shadow
17th +6 Falling Darkness
18th +6 Ability score Improvement, Flash of Darkness
19th +6 One with the Shadows
20th +6 Last Breath

Dagger Mastery

You become a master at using daggers, this feat adds twice your proficiency bonus on every attack roll made with a dagger-like weapon(not sickles), this feat’s effects also applies to spells/other feats using a dagger(except if thrown).

Backstabber

Attacking a Target who cannot see you makes the attack deal twice the damage.

Triple Dagger Throw

lvl 2 Thief Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You Throw 3 Daggers, each one dealing 1d4 slashing damage, You can dodge these daggers by succeeding a dexterity saving throw; this spell’s daggers will disappear after 1 minute and cannot be held by someone that isnt the one who threw them.

Bane

lvl 3 Thief Spell


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You instantly teleport behind your target.

Enchanced Stealth

Your “Stealth” spell now makes you invisible, it also raises its spell level to 3.

Lethality

You swing your dagger with masterful precision, slicing your target multiple times, dealing a total of 5d4 + your spell attack bonus, this feat can be used once per target and once every 3 turns; this feat instantly kills anything with 0 or less hp and requires one action to use; your target can roll a constitution saving throw, its DC being equal to your spell DC, to half this feat's damage.

Faceless One

You learn how the Night Lords erase their faces, this allows you to hide or show your face as you wish, your face cannot ever be seen by any mean if you hide it. Also, your mastery over daggers rewards you with a flat +2 damage to any of your attacks/spells that use a dagger, and you also get +12 casts.

Shadow Step

You learn the basic ability for a Night Lord, Shadow Step,


you are now able to teleport anywhere in a 10 feet area from you at will, this can be done twice with an action.

Shadow Fan

lvl 5 Thief Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You Throw 7 daggers, each one dealing 1d4 slashing damage, you can also teleport to any of the summoned daggers, after you use this spell, you can cast “Triple Dagger Throw” for free; this spell’s daggers will disappear after 1 minute and cannot be held by someone that isnt the one who threw them, these daggers can be dodged with a dexterity saving throw.

Chain Lethality

Using Lethality will now hit everyone in a 30 feet area (you and your allies excluded), for each target lethality hits, its damage its increased by 2.

Ethereal Strike

You learn how to perform an attack with your target that breaches through any defence and immunity, dealing 3d8 + your dex mod piercing damage. you can use this feat every 4 turns.

Friendless One

Having no face for a long time begins to have its effects, shifting your perception of the world to a darker one, this gives you the following:

  • You gain total control on your instincts, this gives you a +2 to any saving throw you make;
  • your dexterity score is improved by 2;
  • you gain +12 casts.

Predator Instinct

You gain Blindsight 200 ft. for every being that isn't definitely dead.

Call Shadow

lvl 6 Thief Spell


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V
  • Duration: 2 Hours

You call forth a living shadow that mimic exactly all your actions, this shadow is always near your right side, if your shadow is hit, it instantly disappears; this shadow will also replicate all your casts and your feats.

Falling Darkness

lvl 6 Thief Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

You raise your knife, making small shards of darkness rain upon your target, said target has to roll a constitution saving throw, on a failure this spell deals 6d6 slashing damage, if the save is performed sucessfully, the target will only get half of the damage; this spell can be used once every 4 turns.

Flash of Darkness

lvl 4 Thief Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You Blind everyone (except you and your allies) in a 60 feet area around you for 1 turn, this spell doesn’t work on target who have been blinded 3 or less turns ago.

One with the Shadows

While in any light below dim light, you are totally invisible

Last Breath

if your health reaches 0 or less, you will not faint; you continue to fight until your targets are dead, but if your health reaches - your max hp your body will dissolve into shadows.

Whisperer

Whisperers are a Quick and Mobile class that instead of going for a rapid kill, go for an hit and run tactic, Destroying their enemies without losing too many HPs.

The Whisperer
Level Proficiency Bonus Features
3rd +2 Rapier Mastery
4th +2 Ability score Improvement
5th +3 Interrogator, Silver Guard
6th +3 Balanced Landing
7th +3 Mother of Whispers' Marks
8th +3 Ability score Improvement
9th +4 Elegant Slash, Double Jump
10th +4 Needle's Eye, Visceral Strike
11th +4 Whispers, Disarming Strike
12th +4 Mana Gun
13th +5 Ability score Improvement
14th +5 Duelist Dash
15th +5 Mana Grenade, Whispers
16th +5 Bomb Jump
17th +6 Reload
18th +6 Ability score Improvement, Bullseye
19th +6 Charged Shot
20th +6 High-Power Barrage

Rapier Mastery

You can add twice your proficiency bonus on every attack roll made with a rapier or feats that requires the use of a rapier, after a failed attack against you, you can strike your enemy with your rapier as a reaction; your “Dagger Throw” feat now uses d8 for its damage roll and it’s called “Rapier Throw”, it now conjures a rapier instead of a dagger, also your spells require you to hold a rapier instead of a dagger now.

Interrogator

People cannot escape your grapple, while grappling someone you can stun them for 2 turns with a precise blow, you can also steal all of the grappled target’s money, however you cannot hit the grappled target; the grappled target will automatically escape your grapple after 2 turns;


You can also chose to grapple your target normally and not having any of the effects of this feat.

Silver Guard

lvl 3 Thief Spell


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V, M (half your money)
  • Duration: Instantaneous

You use half your money (at least 10 gp) to gain resistance to all damage, the next 3 attacks you would receive have disadvantage on their damage rolls and deal half damage.


This spell has a 3 turn CD after its effects are exhausted, or after 3 turns.

Balanced Landing

You take half fall damage; if you get knocked prone you don’t have to spend movement on getting up.

Mother of Whispers' Marks

You make a pact with the Mother of Whispers, this grants you one of her 3 blessings:

  • Mark of the Soul You gain 30 ft climb, climbing using this feat attaches you to the wall you are trying to climb.

  • Mark of the Shadow While Standing Still (or moving for a maximum of 1 feet away from the location you used this feat) you are invisible.

  • Mark of the Wraith While in the shadows, you can teleport to another location you see that is covered by shadows.

Elegant Slash

You perform a masterful strike with your rapier, leading to a series of other strikes, dealing a total of 6d6 + your spell atk bonus slashing damage, you need to successfully pass an attack roll in order to use this feat; your targets can halve this feat’s damage by passing a constitution saving throw, its DC being the Whisperer’s spell DC

Double Jump

You can jump up to a 15 feet height, you can jump another 15 feet while mid-air; you can jump mid-air once, afterwards you need to land to reuse Double Jump. you also negate any kind of fall damage by using double jump.

Needle's Eye

You dash in a 30 feet line, striking anyone who got in a 10ft area near you for 3d6 + your spell atk bonus Slashing damage; This feat uses one action; its damage can be halved by successfully passing a constitution saving throw, its DC being the Whisperer’s spell DC.

Visceral Strike

As an Action, you can perform an unmissable attack that goes past any resistance and immunity with your rapier.


This feat has a 3 turns cd.

Whispers

You can get another of the Mother of Whispers’ Marks.

Disarming Strike

Mana Gun

And for his neutral special, he wields a gun


the Mana Gun is a strong artifact bound to the Whisperer, this feat allows him to summon and unsummon it with the use of one bonus action; The Mana Gun can shoot a beam, damaging the first thing it collides with, dealing 1d8 + your spell atk bonus force damage, this beam has a max range of 30 feet; using one action to shoot with the mana gun can disarm the opponent by scoring more than 17 on its attack roll; obtaining this feat also gives +12 casts.

Duelist Dash

lvl 6 Thief Spell


  • Casting Time: 1 action
  • Range: 5 feet (30 feet line)
  • Components: S
  • Duration: Instantaneous

You dash 5 feet, then shoot 8 beams with your mana gun in rapid succession; these shots cannot disarm your opponent; Your target can halve this spell’s damage by succeeding a constitution saving throw.

Mana Grenade

lvl 5 Thief Spell


  • Casting Time: 1 action
  • Range: 30 feet (15 feet sphere)
  • Components: S
  • Duration: Instantaneous

You throw a concentrated ball of mana that explodes after a short amount of time; dealing 3d8 force damage and disarming anyone in a 15 feet area; You can dodge this spell by succeeding a dexterity saving throw.

Bomb Jump

lvl 5 Thief Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You propel yourself with one of your grenades, giving you a 60 feet dash in any direction, this also repulses anyone in a 10 feet area near you for a 20 feet knockback.

Reload

Thief Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

This spell consumes one action to recover all your expended casts, this spell also counts as a short rest for your spells; This spell can be used only once per long rest.

Bullseye

lvl 6 Thief Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You shot anyone in the area (except you and your allies) in their weak spot, dealing twice the damage of a normal shot; this spell is not dodgeable or blockable.

Charged Shot

lvl 9 Thief Spell


  • Casting Time: 1 action
  • Range:
  • Components: S
  • Duration: Concentration

You charge up one big shot from your mana gun, after one turn of concentration, you shot a hyper beam, destroying anything in its path, when colliding with someone this spell deals 6d8 force damage; you can halve this spell damage by succeeding a constitution saving throw; You can use this spell once every 5 turns.

High-Power Barrage

lvl 9 Thief Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You shoot 24 beams with your mana gun in rapid succession, these shots deal half the damage of a normal one; these shots cannot disarm your opponent, however they will pierce their target instead of stopping until the end of their range.

Lawkeeper

They wield a Sickle, cuz its cool

The Lawkeeper
Level Proficiency Bonus Features
3rd +2 Sickle Mastery
4th +2 Ability score Improvement
5th +3 Fighter Footwork
6th +3 Censure
7th +3 Headhunter
8th +3 Ability score Improvement
9th +4 Oathsworn
10th +4 Headhunter's Mark
11th +4 Excommunication
12th +4 Death Vow
13th +5 Ability score Improvement
14th +5 Executioner
15th +5 Quickened Steps
16th +5 Purifying flames
17th +6 Justice Incarnate Awakening
18th +6 Ability score Improvement
19th +6 Execution
20th +6 Deathless

Sickle Mastery

You become a master at using Sickles, this feat adds twice your proficiency bonus on every attack roll made with a Sickle, this feat’s effects also applies to spells/other feats using a Sickle(except if thrown), also you need to hold a sickle instead of a dagger to cast your spells now.

Fighter Footwork

You can perform dash and disengage as a bonus action; This feat cannot be used if you wear Medium or heavy Armor.

Censure

You dash 5 feet twice, each time dealing 2d6 + Your dex Mod slashing damage to anyone nearby, This feat uses an action and has a 3 turn cooldown.

Headhunter

lvl 3 Thief Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You slice the air, sending a blade of wind towards your target and dealing 2d6 slashing damage.

Oathsworn

You swear you will murder all those who oppose the law, gaining the following buffs:

  • Censure now has a 2 turn cooldown;
  • You can Dodge with your bonus action;
  • You can use Fighter Footwork with any armor;
  • You can summon and unsummon your Sickle at will.

Headhunter's Mark

Hitting someone with Headhunter marks them, as a bonus action you can teleport behind a marked target by consuming its mark and your next attack against it will have advantage and a +3 to its damage roll.

Excommunication

This feat allows you to teleport in front of any target in a 15 feet area, and then slash them, dealing 2d8 + Your dex Mod slashing damage.


This feat uses an action and has a 3 turn cooldown.

Death Vow

You slice any target in a 5 feet area, dealing 3d6 + your dex mod slashing damage and igniting them for 3 turns.

Executioner

Killing something grants you:

  • 12 HP heal;
  • +3 to your damage and attack rolls for 2 turns;
  • +3 casts.

You also lose 1 tier of exhaustion and insanity each 10 kills.

Quickened Steps

You can Dash once per turn for free.

Purifying Flames

Your Sickle is now aflame with the flames of justice, all your attacks deal +8 radiant damage and deal x2 damage to any fiend, undead, monstrosity and abomination.

Justice Incarnate

As your HP reach 0, instead of getting knocked unconscious you can restore half of your MaxHP and continue fighting, you also get double the buff of Purifying Flames for 3 turns.


This feat can be used once per long rest.

Execution

You sentence to death a target in a 10 feet area, if it has less than 40 HP it instantly dies, else you deal half of its HP as damage, reaching 0 HP by this feat's damage instantly kills you.


This feat can be used once per long rest, uses and action and if this it kills its target, you can use it again without a long rest.

Deathless

if your health reaches 0 or less, you will not faint; you continue to fight until your targets are dead, but if your health reaches negative your max hp your body will dissolve.

Prosthetic Warrior


Prosthetic warriors are an extremely peculiar class of fighters who diffused around the world after the arrive of the Unknown, they are known because of their prosthesis and their strange weapons, made out of an auto repairing metal.

The Prosthetic Warrior
Level Proficiency Bonus Features
1st +2 Prosthesis
2nd +2 Handle Strike, Mercenary Carry
3rd +2 Action Surge, Prosthetic Style
4th +2 Ability score Improvement
5th +3 From now on, it depends entirely on your Style.
6th +3
7th +3
8th +3 Ability score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability score Improvement
19th +6
20th +6

Class Features

As a prosthetic warrior, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple, Your Starting Weapon
  • Tools: Prosthesis Maintenance Tools

  • Saving Throws: Dexerity, Intelligence
  • Skills: Choose three from Athletics, Acrobatics, Perception, Survival, Insight, Investigation, Sleight of Hand, Medicine

Equipment

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

  • (a) Katana (b) Tanto (c) Scythe
  • (a) Explorer's Pack or (b) Dungeoneer's pack
  • Prosthesis Maintenance Tools, a Leather Armor

Prosthesis

You have a missing arm substituted by a prosthesis, this The Prosthesis requires maintenance once a week, if you skipped one week Of maintenance, you gain disadvantage on each throw you do that involves The use of it; after 1 month of skipped maintenance, your prosthesis Will stop working until it gets maintenance; The prosthesis allows you to use 1d4 + your dexterity modifier for unarmed strikes; The Prosthesis grants +1 AC and weights 10 lb.; The Prosthesis is made out of a special metal, it can repair itself over time; if broken, The Prosthesis can fully repair itself after 8 hours if completely destoyed, 4 hours if you lost only your forearm, 2 hours if you only lost your hand, and 10 minutes per finger lost, if the arm regenerates itself after being completely destoyed that also counts as maintenance.

Handle Strike

You strike a target using the handle of your weapon, this attack Deals 1d4 + your strength modifier bludgeoning damage and gives disadvantage on the Target’s next roll, this feat uses one action.

Mercenary Carry

Action Surge

This feat allows you to have one extra action on your turn; You can use this feat once per short/long rest.

Prosthetic Style

You choose a Prosthetic Style to Emulate, Your choice grants you features Almost every level.

Samurai

Samurais are Katana users, their style is a mix between speed and strength.

The Samurai
Level Proficiency Bonus Features
3rd +2 Katana Mastery
4th +2 Ability score Improvement
5th +3 Triple Slash
6th +3 Flowing Counter
7th +3 Blade Flash, Disarming Strike
8th +3 Ability score Improvement
9th +4 Calm Mind
10th +4 Flash Step
11th +4 Faster Drawing
12th +4 Flashing Strike
13th +5 Ability score Improvement
14th +5 Double Edge
15th +5 Serenity
16th +5 Tatsumaki
17th +6 Undying Flame
18th +6 Ability score Improvement
19th +6 Tranquility
20th +6 Purgatory

Katana Mastery

You can add twice your proficiency bonus on Attack Rolls Made with a Katana, using a feat That involves the use of a katana also Counts for this feat; Handle strike now uses 1d6 for its damage roll; You learn how to create your own samurai outfit.

Triple Slash

After you successfully land a blow on someone, You can use this feat to attack two more times but they have -2 to their damage; This feat can be used once every 3 turns.

Flowing Counter

This feat can be used as a reaction to counter any kind of attack you receive, Redirecting half of the damage (rounded by excess)to the source and Reducing the damage you would take to 0; This feat can be used once every 4 turns; this feat can counter anything, unless it is specifically said that it cannot be countered by this feat.

Blade Flash

In the blink of an eye, you strike the opponent with your katana; This attack deals 1d8 + your proficiency bonus + your dexterity modifier and has 30 ft. range; This attack can’t hit targets at 6 ft. or less from the user; This attack uses one bonus action.

Disarming Strike

Calm Mind

This feat allows you to enhance every Throw(except damage rolls) you make with half your proficiency bonus, also you can use your bonus action to add your proficiency bonus to a throw, both of these buffs can be also used on throws that already included it.

Flash Step

You can dash to any place in a 20ft. area in the blink of an eye, This feat doesn’t consume your movement in combat and Requires 1 bonus action and can be used once per turn.

Faster Drawing

You can sheathe/unsheathe your weapon without using actions; you gain +1 bonus action.

Flashing Strike

You can strike one target distant 50 ft. or less from you for 2d6 + twice your proficiency bonus + your dexterity modifier; This feat uses 1 action and can be used once every 3 turns.

Shallow Reversal

You perform an unmissable attack that Goes through any form of defence, This attack deals 2d8 + your proficiency bonus + your dexterity modifier; you can use this feat once every 3 turns and uses an action.

Double Edge

Your affinity with your blade increases, granting you the following buffs:

  • Your sword splits in two, you now have two Cursed Katanas instead of your katana (you can also chose to have only one cursed katana that deals +4 damage);
  • You gain the Two weapon fighting feat;
  • You gain +1 Action;
  • You can use Action Surge twice per Long Rest.

Serenity

You Focus yourself and enter a state of Serenity, then you instantly strike anyone in a 15 feet area, dealing twice your weapon's damage.


This feat has a 3 turns cd.

Tatsumaki

You rapidly rotate your swords in a swirl motion creating a tornado of slashes, dealing 2d12 + your prof bonus + your dex bonus slashing damage to anyone in a 15 feet area.


This feat uses an action and has a 3 turn cd and uses an action.

Undying Flame

When your hp hits 0 (or go negative), you instead go to 1 hp, gain 15 temporally hp and all your attack deal +4 fire damage on top of their normal damage for 6 turns; this feat can be used once per long rest.

Tranquility

You focus yourself and enter a state of Tranquility, then you slash a target in a 5 feet area four times, flinging them 20 feet in the air and dealing 6d12 + your proficiency bonus + your dexterity modifier slashing damage that go past resistances and immunities.


This feat uses all your actions and has a 12 turn cd.

Purgatory

While Below half of your HP, you can release all your strength in a single blow, putting your swords ablaze, like your hearth, you release an enormous twirl of fire while dashing towards your target, instantly putting their HP to 0. You can also use this feat when your are at 0 HP instead of getting knocked unconscious, however after you use it, you will have disadvantage on your next 2 death saving throws.


using this feat makes you unconscious and gives you 1 level of exhaustion, this feat uses all your actions and can be used once per long rest, while you do not have levels of exhaustion gave by this feat.

Shinobi

Shinobis are the Tanto users, they focus on being both fast an very mobile, like an assassin.

The Shinobi
Level Proficiency Bonus Features
3rd +2 Tanto Mastery, Stealth
4th +2 Ability score Improvement
5th +3 Bane, Fighter Footwork
6th +3 Shadow Dagger Throw, Flash Step
7th +3 Agility, Lethality
8th +3 Ability score Improvement
9th +4 Grapple, Feather Fall
10th +4 Shadow Rush
11th +4 Owl Slash
12th +4 Resurrection
13th +5 Ability score Improvement
14th +5 Shura
15th +5 Autumn Rain
16th +5 Cruel Wind, Rising Cloud
17th +6 Unbreakable Bound
18th +6 Ability Score Improvement, Flash Recover
19th +6 Mortal Blade
20th +6 Immortal Resurrection

Tanto Mastery

You can add twice your proficiency bonus on every attack roll made with a Tanto, this includes Feats that requires the use of a Tanto; also, attacking a Target who cannot see you deals twice the damage; you also learn how to create your own shinobi outfit.

Stealth

You focus in order to become transparent; you can remain transparent as long as you are focussed, to stay focussed you need to roll a Charisma saving throw with its DC being 10 every 4 turns; using any kind of offensive action while transparent will end the spell, but your attack will receive +6 extra damage; since this spell only makes you transparent, someone can notice your presence by successfully rolling a perception check DC 15.

Bane

This feat makes you able to teleport behind a target that is not more than 20ft. farther from you, This feat takes no action to use and can be used once every 3 turns.

Fighter Footwork

You can perform dash and disengage as a bonus action; This feat cannot be used if you wear Medium or heavy Armor.

Shadow Dagger Throw

You throw three daggers, each dagger Deals 1d4 + your proficiency bonus + your dex mod slashing damage; The target of this feat can perform a dexterity Saving throw to halve the damage, DC = 8 + your proficiency bonus + your dexterity modifier.


This feat takes 1 bonus action to use and has a 3 turns cd.

Flash Step

You can dash to any place in a 30ft. area in the blink of an eye, This feat doesn’t consume your movement in combat and Requires 1 bonus action.

Agility

Your speed is now doubled, you also gain +1 action and +1 bonus action.

Lethality

You swing your Tanto with masterful precision, slicing your target multiple times, dealing a total of 5d4 slashing damage, this feat can be used once per target and once every 3 turns; this feat instantly kills anything with 0 or less hp and requires one action to use; your target can roll a constitution saving throw, its DC being equal to 8 + your proficiency bonus + your dexterity modifier , to halve this feat's damage.

Grapple

You learn to use your prosthetic arm to its finest, You can now throw a grapple, this grapple’s length is 90 ft.; The grapple is made of the same metal of your arm, it will regenerate itself at a rate of 10ft. each 10 minutes; Throwing the grapple will take you to whatever you aimed at, if your target Weights less than three times your weight, you can instead pull both in air (25ft.) Using this feat consumes one bonus action

Feather Fall

You can no longer take fall damage.

Shadow Rush

You rush while holding your Tanto, the rush’s length is based on your speed, If you hit something while rushing, you damage it for 1d6 + your dex mod slashing damage, then you use it As a trampoline and propel yourself over the ground (25 ft.), then you strike again For 2d6 + twice your proficiency bonus slashing damage; This feat takes 1 action to be performed, you can only use this feat once every 3 turns; You can use this feat while you already are mid-air, but it will deal instead 3d6 + twice your proficiency bonus slashing damage.

Owl Slash

After you successfully grapple on anything, you can strike it for 1d10 + your proficiency bonus + your dex mod slashing damage; If your target hits 0 or less hp, it instantly dies. Using this feat requires one action.

Resurrection

Using this feat makes you able to instantly Succeed three death saving throws and restore your hp to half, You also ad 1d4 + your proficiency bonus fire damage to every damage You deal for three turns.

Shura

Every being you killed led you to become stronger, this allows you to evolve into something greater than a simple shinobi. This feat grants the following buffs:

  • You gain Two Weapon Fighting Feat;
  • You gain x2 Corruption points.
  • Your Can summon and unsummon a Wakizashi and your Tanto at will;
  • Your grapple will now follow your will, meaning You cannot fail to use your grapple on something anymore.
  • You can use “Shadow Rush” once every 2 turns, “Stealth” once every 2 hours and “Bane” once every 2 turns;
  • Your Tantō now uses 1d8 for its damage roll;
  • You can summon back your Tantō for free if you get disarmed/throw it;
  • any Armor you wear now always gives 15 AC + Your Dexterity Modifier, this also applies to clothes.

Autumn Rain

You can now jump while mid-air, Your jumps can now reach 15 ft. of height; Your “Shadow Dagger Throw” Feat is replaced by “Kunai Throw”, it no longer needs you to hold your tanto And uses a d6 for its damage roll.

Cruel Wind

You spin your Tanto and Wakizashi around, dealing 2d6 + your proficiency bonus + your dex mod to anything 10 ft. or closer to you; this feat takes 1 action to be used and also gives an extra use of Rising Cloud for your current turn.

Rising Cloud

You summon a gust of air and send your target flying 20 ft. above ground; You can use this feat twice per turn; You can use grapple for free after the first rising cloud.

Unbreakable Bound

Your prosthetic arm and your grapple are now indestructible; They no longer need maintenance.

Flash Recover

You can teleport to whenever your Tanto or your Wakizashi are; using this feat while in combat takes one bonus action.

Mortal Blade

Your Tanto and Wakizashi can now kill everything, immortal or not; Your Tanto and your Wakizashi gain a bonus 1d6+2 necrotic damage to its attacks, This bonus applies to every feat that requires the use of a Tanto; something killed by your Tanto cannot ever resurrect or come back to life in any way ever again.

Immortal Resurrection

Your “Resurrection” feat can be used twice, to recharge one use You either kill something or do a long rest; Your “Resurrection” counts like a long rest now, but this rest doesn’t affect “Resurrection” itself.

Adjudicator

They wield a Scythe, cuz its cool

The Adjudicator
Level Proficiency Bonus Features
3rd +2 Scythe Mastery
4th +2 Ability score Improvement
5th +3 Agility, Adjudicator Footwork
6th +3 Silence
7th +3 Life Hunter
8th +3 Ability score Improvement
9th +4 Reaper
10th +4 Night Shroud
11th +4 Pursuit
12th +4 Dismember
13th +5 Ability score Improvement
14th +5 Soul Reaper
15th +5 Ensnare
16th +5 Binding Chain
17th +6 Death's Subordinate
18th +6 Ability score Improvement, Chain Grapple
19th +6 Pain Split
20th +6 Chain Burial (kleptophobia)

Scythe Mastery

You can add twice your proficiency bonus on Attack Rolls Made with a Scythe, using a feat That involves the use of a Scythe also Counts for this feat; Handle strike now uses 1d6 for its damage roll; You can summon an Adjudicator outfit on yourself by replacing your current clothes as a bonus action.

Agility

As a bonus action, you can add 5 times your dexterity mod to your speed, this feat has a 3 turn cd (after its end).

Adjudicator Footwork

You can perform dash and disengage as a bonus action.

Silence

You dash 5 feet twice, each time dealing 2d6 + Your dex Mod slashing damage to anyone nearby, This feat uses an action and has a 3 turn cooldown.

Life Hunter

As a bonus action after a successful attack, you can mark your foe for 4 turns, you can teleport behind a marked target and strike them as a bonus action, the attack made by this feat has a +3 to both damage and attack roll

Reaper

The more you kill, the more you become attuned to death, this grants you the following:

  • Each Time you kill someone, you recover half of the killing blow's damage as HP;
  • Each Time you kill someone, all your current CDs are lowered by 1 turn;
  • Each Time you kill someone, your next attack will have a +3 to both its damage and attack roll;
  • Each Time you kill someone, your Agility feat has its cd refreshed;
  • You gain +1 Action.

Night Shroud

You become one with the Night, this grants you the following:

  • Agility now lasts 3 turns and grants invisibility for its whole duration, however performing any offensive action will make you briefly visible.

While in Night Shroud, your feats become empowered:

  • Silence: Using Silence while under the effect of Night Shroud gives +2 to the first 2 dashes, and adds a third dash that deals 2d10 + dex mod +2 slashing damage, ends Night Shroud and marks their target, allowing the use of the Life Hunter Teleport Strike.
  • Life Hunter: Your Teleport Attack on a marked target refreshes Night Shroud's CD.

Pursuit

You dash 10 feet in a straigth line, dealing 2d8 + dex mod slashing damage to anyone in the area.


Night Shroud: While under Night Shroud, Pursuit deals half damage but can be used indefinitely with only 1 action until you fail your attack roll.


This feat uses an action and has a 2 turn cd.

Dismember

By using an action, you strike down your target with your Scythe, dealing 2d6 + dex mod Slashing damage and healing for 1/4 (rounded down) of your damage dealt.


Night Shroud: Your attack also deals an extra 1d4 necrotic damage.

Soul Reaper

Your Affinity towards death become absolute, granting you the following:


Killing someone grants you its soul, you can hold up to 6 souls at a time and you can use them to:

  • Heal 2d8 HP;
  • Empower Certain Feats;
  • Add +6 to your next attack and damage roll;
  • Reset 1 of your feats' cooldown;
  • Gain 1 Action (4 turn CD);
  • Gain Advantage on your next roll.

You gain +1 Bonus Action

Ensnare

Your cast a Chain right in front of you(10 feet range), if it hits a target, it has to succeed a Constitution Saving Throw, DC 8 + your dex mod + your proficiency bonus, and it becomes grappled by the chain for 1 turn, everyone gains advantage on attacks made on it and it suffers 1d6 necrotic damage on a failure, or suffer 1d12 damage and get pulled towards you on a save; You can use one soul to give your target Disadvantage on the Saving Throw


Night Shroud: Your Target has disadvantage on the Saving Throw while you are in Night Shroud (Stacks with the Disadvantage gave by using a soul).


This feat uses an action and has a 3 turns cd.

Pain Split

You use the power of a soul to subtract half of your target's current HP and gain them as a heal, at the cost of giving away half of your current HP to your target as a heal.


This Feat uses an action, a soul and has a 6 turn CD.

Binding Chain

You Cast a Chain towards a target, both you and your target cannot be further than 15 feet away from the other, or your target will be teleported right in front of you, this effect lasts 2 turns.


Night Shroud: You instead cast the chain below your target, summoning a Shadow Explosion that deals 2d8 + 6 Necrotic Damage and ends Night Shroud, this Explosion cannot be reacted to.


This feat uses an action and has a 3 turns cd.

Death's Subordinate

You instantly die as you hit 0 HP, but as you die, you will resurrect at Half HP, and all your attacks will deal +6 Necrotic Damage for 6 turns, also all the effects that should vanish on your death remain, and are also doubled for 3 turns. You do not instantly die while this feat is in cd.


This feat can be used once per long rest.

Chain Burial

You fully exhaust the power of a soul onto your target, it has to roll a Constitution Saving Throw, DC = 8 + prof bonus + dex mod, suffering 6d12 Necrotic damage on a failure, or half as much on a success; This feat Instantly kills your target if it is below Half HP.


Night Shroud: Your Target has disadvantage on the saving throw, this feat also ends Night Shroud, clears Life Hunter's marks on all those who have them in a 120 feet area and increases this feat's CD to 16 turns.


This feat uses all your actions, a soul and has a 12 turn cd.

Warlock: The Prince of Cures

Expanded Spell List

The Prince of Cures lets you choose your Warlock spells from the Arcanist spells table, and lowers those spells' levels by 2 (anything from level 0 and below counts as a Cantrip). He also grants you the ability to learn one god spell of your choice at levels 9, 12, 16 and 20, and to cast them as 5th level spells. You can also choose God spells as spells for your Mystic Arcanum feat

Miracle Worker

Starting at 1st level, you become a follower of the Prince of Cures and gain the following features:


You gain Proficiency with medium Armor;


All your weapons and armors you are currently wearing gets replaced with a copy of the Prince’s Holy Artifact, the Sanctum spear(which also works as an Arcane Focus) and the Church Knights' Set (Helmet and Armor);


The Prince grants you a fraction of his power and gives you the ability to cast Dolor and Decima as cantrips;


Creatures affected by your healing will recover from being unconscious after 1 turn;


You gain 8 MaxHP.

Dolor

Warlock Cantrip


  • Casting Time: 1 action
  • Range: 160 feet
  • Components: S, M (6 HP per target each turn)
  • Duration: Concentration

You Invoke The Healing Powers of the Prince of Cures in Your Hand, Casting Golden Rays on as many targets as you want, Healing 10 HP each turn using your own life force.


Snap version: s

Decima

Warlock Cantrip


  • Casting Time: 1 action
  • Range: Self (10 feet area)
  • Components: S, M (10 HP)
  • Duration: Instantaneous

You Invoke Healing Power using your Life Force and create a Golden Area below you that will last 3 turns and heal 5 HP to whoever ends their turn inside it.


Snap version: You Collapse the Area, anyone inside becomes Tethered to you for 3 turns.

Prince Bishop

Starting At 6th Level, your Faith to the Prince of Cures increases, this grants you the rank of Bishop in the Prince's Church and also the following:


You can no longer take off your Armor/helm;


your Armor will clean itself over time;


you are now immune to psychic damage;


you can eat food and drink water by absorbing them through your armor;


you now gain blindsight for 60 ft, after which you can still normally see, because your helmet works as an eye; Your Armor's AC is now 16 (the helm still gives a +1, making your total AC 17);


You can no longer age by any mean, you also become immune to necrotic damage;


Your Armor and helmet are now blue;


Damage taken by a recipient of your Dolor will be transferred to you, so long as Dolor remains active while they are taking damage.


You can see the MaxHP, current HP and TempHP of any creature you can see;


If your personality, ideals, bonds or even flaws conflict with your role as a servant of the Prince of Cures, they shift into something that doesn't;


The Prince grants you another fraction of his power and gives you the ability to cast Judicum and Tributum as cantrips;


You gain 10 MaxHP;


Dolor and Decima's HP requirement is halved.

Judicum

Warlock Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You Invoke The Powers of The Prince to create a swarm of 10 Light Piercers on your target, those Light Piercers only deal (Your Charisma Modifier) Piercing Damage but cannot miss and bypass any kind of block.


Snap version: You Summon a single Chained Light Piercer and cast it to a target, chaining it to the ground for 3 turns, making it unable to move 10 feet from where it was hit and giving disadvantage on dodges.

Prince Cardinal

Those closest to His name, and those who can directly hear His voice. They head Churches, and call upon the aid of the Prince to carry out his judgement.


Starting at 10th level, your Faith to the Prince of Cures is now well renowed, this grants you the rank of Cardinal within his church and the following:


Your Armor and your helmet totally fuse with Your body, giving you the sense of touch even Through your Armor, this also means that you now are unarmored, but You can’t wear any Armor (You now are a living Armor and you are classified as an humanoid);


Your gain Trusight equal to your Blindsight;


Your ac becomes 19 (the helmet doesn't count anymore towards your AC) and you can’t make it higher in any way;


Your mind will be no longer affected by purity and corruption and any influence they had will instantly vanish as you gain this feat, but you gain 3 blessings.


You can now talk telepathically with someone you are touching, you can also apply a state of confusion for one turn to whoever you touch;


You get x2 Corruption Points;


You learn the Snap Versions of all the spells the Prince granted you trough feats;


You gain 12 MaxHP.

Tributum

Warlock Cantrip


  • Casting Time: 1 action
  • Range: 60 feet (15 feet area)
  • Components: S
  • Duration: Instantaneous

You Invoke The Powers of The Prince to summon a 15 feet shockwave anywhere in a 60 feet area, anyone caught by the shockwave is Tethered to You for 3 turns and suffers 12 Force Damage.


Snap version: Remove Any Tether you have and deal all the Heal and Damage remaining as Piercing Damage to the Tethered creatures.

Transfiguration

Starting at 14th level, your Faith to the Prince of Cures is now absolute, awarding you with the gift of transcending your human form and becoming one of the Prince's Archangels:

  • You can no longer feel pain;
  • you no longer need food or water;
  • you do not suffer fall damage anymore;
  • you Gain Climb 30ft and you swim at the same speed you walk
  • you no longer need to breath;
  • Your hair grow long enough to come out of the helmet and become lilac;
  • Your body will shift its appearance to be similar to a normal human being: You will lose your racial appearance (example: if you are a kenku, you lose your beak, if you are a tortle, you lose your shell, etc.) however scrooms won’t lose their appearance;
  • You gain the ability to shift your armor into whatever you please, and it will still have its full effects, no matter how you shape it, you can also shape it to uncover part of your body, removing the helmet will give you a red halo instead;
  • Your personality, ideals and bonds are no longer altered by the Prince;
  • You gain 20 MaxHP.
Tethered

A Tethered Creature suffers 8 unavoidable damage at the end of its turn and heals the Creature who tethered it 12 HP.

Warlock: Altrum

Expanded Spell List

Altrum lets you choose your Warlock spells from the Arcanist spells table, and lowers those spells' levels by 2 (anything from level 0 and below counts as a Cantrip). It also grants you the ability to learn one god spell of your choice at levels 9, 12, 16 and 20, and to cast them as 5th level spells. You can also choose God spells as spells for your Mystic Arcanum feat

Dark Spells

Starting at 1st level, Altrum alters every offensive spell you cast and turns half of its damage to necrotic, also, all your offensive spells makes your targets unable to cast spells for their next turn.


Gaining this feat also makes you learn the Abyssal language if you didn't already know it.

Darkness Resistance

At 6th level, your affinity to dark spells increases, giving you resistance to Necrotic damage and immunity to effects that locks your ability to cast spells.


Your resistance to Necrotic damage becomes an immunity at level 12.

Altrum's Blessed

At level 10, Altrum grants you the ability to traverse any reflective surface to enter the Hall of Mirrors while not in combat, Altrum will also bestow you control over a maximum of 2 Evil Eyes and grants you the ability to leave from the Hall of Mirrors to any reflective surface you ever saw in your life.

Dark Master

Starting at 14th level, your mastery over Dark Spells reaches its maximum extent, allowing you to bypass any necrotic resistance or immunity, also, all the necrotic damage you deal is doubled.

Pact Boon

Pact of the Wraith

Prerequisite: Altrum Patron


Altrum grants you the ability to rip souls out of unconscious living beings as described in the Soul Rip feat from the Wraith Knight.


Altrum also allows you to summon a Wraith Sword that works as an Arcane focus, you also have proficiency in using it.

Eldrich Invocations

Arcane Initiate

Prerequisite: 5th Level


You gain the snap version of any level 1 or 2 arcanist spell you know as a cantrip

Arcane Breakthrough

Prerequisite: 15th Level


You can cast the snap version of any godspell from the Arcanist spell table you know as a level 8/9 spell for your Mystic Arcanum.

Rune Mastery

Prerequisite: Pact of the Wraith, 12th Level


Your runes no longer make you lose control and no longer harm yourself, you also can turn on/off a float feature, you will always stay around 1 feet above ground; you can now resist death by using a rune, you also gain climb 30 feet while in the rune berserk state; you can still die by failing three times a death saving throw.

Wraith's Appareal

Prerequisite: Pact of the Wraith, 6th Level


You gain the ability to summon the Wraith Knights' Helmet and the Wraith Knight's Armor on yourself and gain proficiency with them, those override your previous equipment until you dismiss them, or until you die.

Cleric: Subjugation Domain

The Deity of this Domain is Solan.

Subjugation Domain spells

Chosing this Domain lets you choose your Cleric spells from the Arcanist spells table, and lowers those spells' levels by 2 (anything from level 0 and below counts as a Cantrip). This also grants you the ability to learn one god spell of your choice at levels 9, 12, 16 and 20 as level 5 spells.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Insight Skill.

Holy Chains

Starting at 1st level, you can imprison one (two at level 4) target of your choice in holy chains, making it unable to move for his next turn, you can also use your bonus action to inflict 2d6 radiant damage to any target you imprisoned;


All the radiant damage you deal is doubled when inflicted to fiends or undead targets.

Channel Divinity: Solan's Presence

Starting at 2nd level, you can use your Channel Divinity to exert a menacing presence over others.


As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be imprisoned for 3 turns.

White Flame Charge

At 6th level, your faith in Solan grows, and you get rewarded with his holy fire.


You can Imbue your weapon with White flames, adding 2d6 radiant damage to any blow dealt with said weapon for 3 turns and makes them suffer 1d6 radiant damage per turn for 3 turns, each tier of corruption your target has also amplifies this damage for a +3 per corruption tier; if your target has no tiers of corruption, you can deal extra damage based on their alignement, example: chaotic evil = anathema and will make your opponent recieve +12 radiant damage.


If you manage to get the Sealed Sword, you will gain the ability to use its charged blow and resolve charged blow even if you are not a Sigil Knight (you will be able to use its resolve charged blow once every 12 turns without any resolve stack, since you cannot recieve any).

White Flame Expurgation

At 8th level, while your weapon is imbued with the white flame charge, as an action you can plunge it in the ground and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be imprisoned for 3 turns, any creature that gets imprisoned by this feat also suffers 2d6 radiant damage and gets ignited in white flames for the whole duration of the imprisonment, receiving 1d6 radiant damage each turn.


this feat can be used once every 6 turns.

Holy Possession

Starting at 17th level, as a bonus action you can try to take control over the mind of a target who has been imprisoned by you, the target has to roll a Wisdom saving throw or be under total control of this feat's user until they decide to dismiss the spell, or until they die.


While controlling someone with this feat, your main body faints and you awaken in the target's body, when the possession ends your consciousness returns to your main body.


This feat can be used once per Long rest if you succeed to possess your target, if it fails it can be used again after 3 turns.

Imprisoned

An Imprisoned target cannot move and has disadvantage on all their moves

Dzin

Once were people of mystic will,

Who meditated on mountains and hills,

They opened their eyes,

Saw naught but lies,

And went blind, from then, till."

-Poems from Gaia, Dzin

Dzins

Description

  • Dzins (Pronounced Jins) are a humanoid race, known in the land for having powerful prowess in their eyes. They excel in situational awareness, avoiding attacks, and resisting mental damage.

Appearance

  • Dzins typically have dark red skin, orange eyes, and brown hair. They also have a rarer variant in which they have blue skin, blue hair and purple eyes.

General informations


Age: Dzin’s life duration is the same as human’s


Alignment: Any.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Dzin

Abilities

  • +2 Wisdom

Iron Mind

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 discern colors in that darkness as shades of gray.

World’s Pulse

When Dzins close their eyes and concentrate, they gain 35 ft. TrueBlindsight on any conscious being; they however can use this power only 20 minutes per long rest, abusing this power leads a Dzin to Blindness through 2 Stages:

  • 1st stage: You begin to lose your sight, your vision dims and you see everything a stage darker than it actually is; this stage is obtained after abusing world’s pulse once, it stays for around a week but can be cured with restoring spells, and you can continue to use world’s pulse for another 20 minutes without further drawbacks, unless you break the 20 minutes limit again.
  • 2nd stage: You see absolutely nothing except whatever World’s Pulse lets you see; this stage is obtained after abusing World’s Pulse while having the 1st stage of blindness and can only be cured by magic.

Level 8:

Awakened

Once every 10 turns, a Dzin can open a third eye on his forehead, this allows them to automatically succeed the next 2 saving throws and also allows them to dodge 2 attacks; the cool down on this feat starts when all the effects given are used, or after 3 turns.

Level 15:

Raullan

Your Race Evolves into its Khei variant, this changes your appearance and some of your feats:

  • “World’s Pulse” is now called “Gudriba’s Eye”, the effective changes are that the TrueBlindsight range is now 1 mile and its duration is infinite without any drawback, you also don’t need any concentration to use Gudriba’s Eye and can use it with your eyes open;

  • “Awakened” is now called “Swiftfoot”, the effective changes are that you get one more dodge and one more assured saving throw.

  • You now have Golden hairs and Tan skin, if you was a blue Dzin you instead have Lilac Hair and pink Skin.

Raullans

Vind

Keepers of Sky,

Wild and Free,

Keep watch of our lands,

Down to the deep blue sea."

-Ballad of Keepers of Sky, Stanza 1

Description

Vinds are a wind-based humanoid race that possess abilities that lend themselves to many classes;

Appearance

Vinds have lavender skin, light pink/Magenta eyes, and grey hair.

General Information


Age: Vind’s life duration is around 120 years.


Alignment: towards Good.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Skyian

Abilities

  • +2 Intelligence +1 Dexterity

Sky’s Sailors

Vinds have an unnatural wind-elemental blood; this allows them to deal +3 damage with wind spells, they cannot get permanent scars and cannot become vampires (vampires cannot even feed on vinds, their blood acts like a poison).

Tempest soul

Vinds can use their reaction to completely counter a magic attack directed at them redirecting its damage right where it came from; this, however, can be used only once every 6 turns.

Level 15:

Ascended Vind

Vind ascend to their Khei variant, this changes their appearance and some of their feats:

  • Tempest soul now lasts 1 whole turns once used (when used as a reaction it will last until the end of your next turn).
  • You get some cool markings on your body, these marks can be whatever you want, but usually are 2 red marks under the vind’s eyes.

A Vind

An Ascended Vind

Fischeran

Keepers of Sky,

Wild and Free,

Keep watch of our lands,

Down to the deep blue sea."

-Ballad of Keepers of Sky, Stanza 1

Description

Fischerans are a gelatinous humanoid race that possess abilities that allow themselves to use their peculiar composition to avoid damage;

Appearance

There are three Fischeran variants; sea-green, teal and pink. Teal Fischerans have cyan or teal hair, while sea-green Fischerans have greener hair, Pink Fischerans have pink hair. Fischerans have eyes that match their skin color.

General Information


Age: Fischeran’s life duration is the same as human’s


Alignment: towards lawful.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Skyian

Abilities

  • +2 Dexterity +1 Constitution

Sky’s Sailors

Fischerans have an unnatural wind-elemental blood; this allows them to deal +3 damage with wind spells, they cannot get permanent scars and cannot become vampires (vampires cannot even feed on Fischerans, their blood acts like a poison).

Wind Shield

Fischerans are able to phase through an attack once every 5 turns, phasing through a melee attack causes them to inflict 1d6 cold damage to the attacker.

Level 5:

Dissolve

Fischerans are able to dissolve into a puddle for one minute. while dissolved, fischerans are immune to any kind of damage, except fall damage, and won’t be able of doing any action except moving, they also have their speed halved; Fischerans can use this feat once every 15 minutes.

Sea Green Fischeran

Teal Fischeran

Morvid

Soul of sinners,

Sights to behold,

Usher your flock,

With culling untold.”

-Prophecy of Sin

Description

Morvids are a humanoid race with bird-like features; They were once born from the depths of the All-Dark, since their evolution requires them to eat other morvids, they are never truly happy and will mostly be sad or neutral.

even through they are bird-like creatures, they do not lay down eggs.

Appearance

They have dark purple skin and red eyes. In their first form they are bald, have 4 red eyes, and a beak. After evolving into their second form, they gain hair. After evolving into their final form, they lose 2 eyes and their beak. They get a human-like mouth and their eyes also become more human-like;

General Information

Age: Morvid’s life duration is the same as human’s

Alignment: towards Chaotic.

Size: Medium (from 5 to 6 feet)

Speed: walking speed is 35 feet

Languages: Common, Morvid

Abilities

  • +2 Dexterity, cannot become vampires.

Feather Falling

Morvids takes only half of the fall damage they should

Sinful Evolution

Morvids evolve at level 8 and 15, each evolution changes their appearance and abilities a bit; these stages can be reached earlier by eating other Morvids, each morvid you eat will take away 2 levels from the requirements of the evolution, you need to eat at least 1 other morvid to get the second stage and 2 other morvids for the third stage.

  • Second Stage: You grow hairs, your Feather falling totally negates fall damage now.

  • Third Stage: You lose 2 eyes and your beak; you instead get a human-like mouth and your eyes also become more human-like;

  • Third Stage morvids can glide in the air and have access to a new move:

Flock

You decompose in a bunch of Shrieking Crows, and then recompose anywhere 20 feet or closer since your initial position; this feat can be used as a reaction to an attack; this feat can be used once every 6 turns, but the cooldown is doubled if used as a reaction.

First Stage

Second Stage

Third Stage

Dinakeri

I mirror your soul.

Inscribe your being on flesh.

You live on through me.”

-Poems from Gaia, Dinakeri

Description

it’s unknown where they truly came from, they’re speculated to be one of the first “dark creatures” that were ushered into this world by Altrum, or, as most believe, a mockery of our ancients, our ideas, our beliefs, sentient creatures that mirror our image, from the plane that Altrum controls.

Appearance

People of charcoal black skin, pure white hair and eyes that burn with infernal colors of blue, white or green.

General Information

Age: Dinakeri’s life duration varies between 200 and 250 years.

Alignment: towards Evil.

Size: Medium (from 5 to 6 feet)

Speed: walking speed is 30 feet

Languages: Common, Abyssal

Abilities

  • +2 Strength +1 Constitution

Altrum’s Spawn

Since Dinakeris were made by Altrum, all his creatures are neutral towards them, and won’t attack unless harmed; same goes for Wraith Knights.

Soul Rip

You gain the Soul Rip Feat from the Wraith Knight, but as a Dinakeri your runes are stronger, granting you:

  • You can now soul rip any unconscious being instantly without any concentration required as a bonus action;
  • You wont suffer damage and wont lose control of yourself while in Rune Berserk;
  • You can eat runes to replenish your hunger and thirst;
  • You can use 5 runes to heal 12 HP
  • You can use a rune to automatically succeed a casting roll (Arcanist's Spells)
  • you can use a number of runes equal to the spell's level to cast it for free (Non Arcanist's Spells)
  • if you decide to become a Wraith Knight your runes will instead give your profinciency bonus + 2 damage taken/dealt.

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 discern colors in that darkness as shades of gray.




Level 15:

Godstruck

Dinakeris ascend to their Khei variant, this alters their appearance and grants them some other feats:

  • You have tan skin, green eyes, and greenish-white hair.

  • You gain access to a new feature:

Regalia

You use one of your runes to surround your character in a mana shell, giving 35 temp HP. You can use regalia only once every 6 turns, the cooldown starts after your temp HP reaches 0.

A Dinakeri

A Godstruck

Madrasian

Shifted skin, stolen every year,

Fangs produced, amongst ghastly fear,

When pulled right across, from ear to ear,

Grants wicked smiles, to those held dear.”

-The Book of Ruin

Description

Madrasians are the shapeshifting race of Gaia.

Appearance

Normally they have grey hair, green eyes, and white/pale skin.

General Information


Age: Madrasian’s life duration is the same as human’s


Alignment: towards Chaotic.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Madrasian

Abilities

  • +2 Charisma +1 Dexterity

Shift

You can change your look into any living being you can see that is your size or below, you can un-Shift at will.

Crime Lords

Madrasian have proficiency in the Deception and Sleight of Hand skills

Level 5:

Fangs

Once a day, you can spit out of your mouth a dagger shaped bone, this weapon is called “Fang”, it counts as a dagger and deals 1d6 +2 slashing damage per hit.

Level 8:

Trinket Shift

You can now use Shift on everything your size or below, but you do not retain the original effects of the thing you shifted into.

Level 15:

Iqaran

Madrasians ascend to their Khei variant, Iqarans, this changes their appearance and their feats:

  • You now have tan skin and black hair;
  • Shift’s name is now changed to “Maskuoti”, its effective changes are inexistent lol.
  • You get a new feat:

Switch

You can switch between a +1 AC buff and a +10 speed buff

A Madrasian

An Iquaran

Lesser Navaran

Blank stares, for all to see, Endless hunger, endless thirst, I think they’ll consume me,


A single bite, spew blood first.

Weighty gaze, with green skin,


Unknown traveller, given wide berth,

Unknown stranger, mysterious birth,


Eaten, from head to shins.”

-Poems from Gaia, Navaran

Description

Commonly referred as Navaran,


Lesser Navarans are a species that evolves by consuming other species and stealing their traits and abilities. They're thought to come from the unknown depths of space, from some kind of entity that split up into many fragments in order to divide and conquer and become some kind of supreme being

Appearance

Navarans resemble featureless humanoids with black, empty eyes. Typically with a greenish-blueish, white or tan color. White Navarans may have human eyes close up;

General Information


Age: Lesser Navarans live up to 200 Years


Alignment: Unaligned


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Deep Speech


Lesser Navarans' names are just a mixture of random numbers, but are always more than 2 numbers (Lesser Navarans basically cannot be called 1,2,3,4,5,6,7,8 or 9, but can be called any other number, though their name is spelt with numbers took at couples and not the whole number (112 is eleven two, not one hundred twelve)).

Abilities

  • +1 to three ability scores of your choice

Unmoving Expression

Lesser Navarans cannot feel any emotion, this results in them being Unaligned, since they cannot feel emotions, they can’t even distinguish good from bad, but they are still capable of thinking and usually won’t do anything that might cause them trouble, this also makes immune to the Charm and Frightened conditions.

Devour

Lesser Navarans can eat any organic being without drawbacks, their stomach will eliminate any kind of toxin etc., eating at least 1 pound of any organic being will restore 2d6 HP.

Alien body

Lesser Navarans’ body is immune to any kind of disease (included vampirism) and immune to non-magical poison. Lesser Navarans are also immune to magic inducted blindness and deafness.

Emulate

Lesser Navaran can emulate one feat they saw of their level or inferior (the total of all your levels, capped at 20) and use them at will (obviously the Navaran still needs a matching type of weapon in case that feat required one), this feat cannot emulate passive feats, they can change what feat they emulate anytime.

A Lesser Navaran

Scroom

DEATH TO ALL BUT ONE.


CULL ALL THOSE WHO DESECRATE,


OUR LANDS BENEATH THE SUN.”

-Scroom chant of remembrance

Description

Scrooms are a race characterized by their fungus-like anatomy, lack of bones, and unique speech.

Appearance

Scrooms have a special appearance consisting of no clothes and a large mushroom cap, making all of them the same except in the place of a head: their cap have five different colors: blue, red, green, brown, or a special Glowscroom that radiates a Teal light. The Glowscroom is the rarest of the five, but these colors are simply cosmetic, and do not effect anything.

General Information


Age: Scroom don’t actually age, they work similarly to plants


Alignment: Towards Evil.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Scroom

Abilities

  • +2 Constitution

Fungal anatomy

Scrooms have no ears, mouth, or eyes, but they can still see with a 160 feet blindsight, after which you have normal blurred sight that can only discern shades of grey; they can hear like any other creature, since its entire body works like an eardrum and they can emit their voices through some special organ in their chapel; Since their particular anatomy, Scrooms cannot break limbs, since they have no bones, however they can be cut off; Scrooms are immune to poison, if a scroom’s head is cut off, but touches a ground they can decompose on, they will not die, instead they will begin rebuilding their body from there, this will take up to 6 days; vampires cannot feed on scrooms, their blood is poisonous, and scrooms cannot become vampires.

Decompose

Scrooms cannot eat normally, they must Decompose their body in the ground, this allows them to simultaneously feed and heal their wounds, each minute, a Scroom will heal 1d6 HP while being decomposed, this can also restore lost limbs; Decomposing also counts as resting, with 1 hour of decompose counting as a short rest and 8 hours of decompose as a long rest; While decomposed, a scroom only shows its chapel to the outside, all their limbs go underground to absorb nutrients etc., while like this a scroom could be passed as an ingredient and not a sentient being; while at night, Scrooms regen twice the amount of HP; Decompose works on different materials, and can decompose on more and more materials with the total amount of level gained:

Decompose
Level Material
1st Soil
5th Wood
8th Fabric
13th Sand
15th Rock
17th Slate and other dry rocks
20th Anything

Level 5:

Detoxify

While decomposing, scrooms can release a burst of toxic spores all around its chapel, dealing 3d8 poison damage to anything in a 5 feet area around the chapel, this also knocks 15 feet away in addition to the poison damage.

Level 15:

Metalscroom


From the moment I understood the weakness of my flesh, it disgusted me.


I craved the strength and certainty of steel.


I aspired to the purity of the Blessed Machine.


Your kind cling to your flesh, as if it will not decay and fail you.


One day the crude biomass that you call a temple will wither, and you will beg my kind to save you.


But I am already saved, for the Machine is immortal…"

-Probably a Metalscroom

After a long time harvesting various nutrients, scrooms evolve into a better, stronger and cooler version of themselves, Metalscrooms.


Evolving to a Metascroom changes some of your feats and your appearance:

  • you reinforced your body with iron;
  • While Decomposing, you only take a maximum of 6 damage from any attack;
  • You learn Gaian Language, you also learn gaian’s repair ability;
  • Your AC increases by 1, blocking with your arms counts as a shield;
  • You take -3 damage from slashing and piercing;
  • You deal +3 damage with lightning spells;
  • You gain Iron Mind
  • Detoxify is now called Exhaust, the difference is that it now deals fire damage.
  • You have oil as blood.

This race’s strength disgusts and at the same time amuses me.

A Red Scroom

A Glowscroom

A Metalscroom

Gaian

Dear childe of Gigel…


Dare not weep,


The blessing of truth,


Given to those who are meek.”

-Psalms of Solan

Description

Gaians are the robot race of Gaia, even though they are not actual robots, they are more like living metal infused with a soul.


  • they were created by Gigel as protectors of Gaia;

Appearance

their base appearance is just a grey, mechanical body, however they can upgrade their body to change their appearance twice.

General Information


Age: Gaians don't age


Alignment: towards lawful.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Gaian

Abilities

  • +2 Constitution +1 Intelligence, cannot become vampires.

Robot Anatomy

Gaians have oil for blood (which is toxic for vampires); also, Gaians can block hits with their arms as if they had a shield; Gaians cannot be deafened or blinded, since you are a machine you require no food or water. Gaians can repair themselves and upgrade their body at specialized engineers all around the world, these engineers can be easily found in big cities. Gaians can buy up to 2 upgrades for their bodies:

  • First Upgrade:

you gain climb 15 ft., you gain +5 speed, and you gain +1d8 to your total HP.

  • Second Upgrade:

Your body will slowly repair itself, you heal yourself your proficiency bonus as HP each 3 turns.

Gaian Armor

Gaians are immune to poison and will deal +3 damage with lightning spells, also Gaians receive -4 damage from slashing and piercing damage; your AC is set to 16, you cannot improve it with any feature, but you can improve it with a magical object, and your body counts as an armor;

Repair

Gaians can repair their bodies with a special substance there are capable of producing indefinitely, using this feat regenerates 1d6 HP every turn you focus on repairing your body, the heal you receive becomes 2d6 at level 8, 3d6 at level 13 and 4d8 at level 18.

Overheat

If your body’s temperature is high, your punches will deal an extra 1d4 fire damage

Iron Mind

Tier 1 Gaian

Tier 2 Gaian

Tier 3 Gaian

Kasparan

From fires breath,


To scales of stone,


Eluding death,


and Succor’d home”

-Kasparan Mantra

Description

Kasparans are a dragon-like race, known for their resilience and powerful fire.

Appearance

Kasparans have purple, red or green skin, reptillian eyes, and a pair of horns. They also have no hair. Very rarely, Kasparans are born with white skin and red eyes, these Kasparans are commonly known as Albino Kasparans.

General Information


Age: Kasparans age at the same rate of dragons, but they reach adulthood at 65


Alignment: towards lawful.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Draconic

Abilities

  • +2 Constitution +1 Wisdom

Dragon Born

Kasparans Deal +3 damage with fire spells, they also take half damage from fire and suffer -3 damage from slashing and piercing damage; you won’t die on your third failed death saving throw, but instead you die at your fourth.

Level 5:

Respirare

Kasparans can breathe fire from their mouths, using this feat makes a Kasparan breath fire in a 20 feet cone in front of themselves, each creature in the cone will always get 2d6 fire damage + 1d4 for each level after 12

Level 12:

Ascended Kasparan

At level 12, Kasparans Ascend to their Khei variant, this modifies their appearance and features:

  • Kasparans’ horns grow wider and longer, they also get a cool mark that indicates their ascension, this mark can be whatever you want, but usually it is 2 red marks under your eyes; occasionally, Ascended Kasparans can also have a tail and wings that do not allow them to fly or glide.
  • You can save from death with only 2 successful rolls and you won’t die on your third failed death saving throw, but instead you die at your fourth.

A Red Kasparan

A Red Kasparan Over Heaven

Castellan

Ancient’s advice, fear the night…


Creatures will wander as daylight dies…


One’s blue-eyes open, wide-awake…


not cov’rd by quilt, the child, they’ll take…”

-Castellan Lullaby

Description

Castellans are the mage race of Gaia.


  • Castellans are also known for their rigid cult of Solan, god of Orderly and subjugation, they in fact practice slavery of Rigans or any castellan who doesn’t have the gift of magic.

Appearance

Castellans are a humanoid race, they have pale skin, blue eyes, and blonde hair. They are sometimes born with greyish hair;

General Information


Age: Castellans' life duration is the same as human’s


Alignment: towards lawful.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Castellan

Abilities

  • +2 Intelligence +1 Charisma

Magic Affinity

As a Castellan, your affinity to magic grants you:

  • +6 damage with spells
  • advantages on cast rolls
  • advantage to resist any magical effect and have resistance to magical inflicted conditions;
  • you gain an extra level 6 spell slot when you unlock your first 8th level spell slot, if you are an arcanist, you can instead have one more free snap at level 12.
  • Material, HP or other requirements for casting spells (not actions) is halved (both in price and quantity).

Level 15

Tsorian

Castellan Ascend to their Khei variant, Tsorian, this changes their appearance and feats:

  • Their eyes turn green and their hair become light red.
  • You can get 2 more blessings, also you receive a blessing on your first tier of purity/corruption; if you achieved your first tier of corruption/purity before ascending, you will receive you bless right after your race ascends.

A Castellan

A Tsorian

Ashiin

Body of fire,

Eyes of green,

Raze the lands,

For all is seen.”

-Prophecy of Sin

Description

Ashiins are known for their being battle ready even since their birth, since most ashiins are trained as warriors in the young age.

Appearance

Ashiins are an humanoid race, they have Tan skin, red hair and green eyes;

General Information


Age: Ashiins’ life duration is the same as human’s


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Ashiin

Abilities

  • +2 Strength +1 Dexterity

Trained Fists

Ashiins can use a d6 for their unarmed strikes

Mercenary Carry

Ashiins are born with the Mercenary Carry feat.

Agility

Ashiins can run twice as fast for 3 turns every 6 turns, this feat’s cd starts at the end of its duration.

Level 8:

Shoulder Throw

Ashiins can grab a target and slam it into the ground, dealing 1d6 bludgeoning damage and recovering half of their actions; shoulder throw’s cd is 8 turns.

Level 15:

Ilyrian

Upon reaching level 15, Ashiins evolve into their Khei variant, Ilyrians, this changes their feats and abilities:

  • Ilyrians have light skin slightly tinted yellow, and ginger hair.
  • You no longer have the trained combat feat from your race, but instead deal +3 damage with any kind of melee attack.
  • You get 1.5x exp.
  • You cannot die unless you fail 3 death saving throws.

An Ashiin

An Iliryan

Rigan

From ashen skin,

To blackened bones,

Mystic eyes arose,

From under’s home.”

-Book o’ Fables and Mysteries

Description

Rigans are mostly known for their affinity to mana. Rigans origin from the All dark, since they are a creation of Ardor himself.

Appearance

Rigans are a humanoid race, with greyish green or ash skin, dark brown hairs and eyes that reflect their soul's color;

General Information

Age: Rigans’ life duration is the same as human’s

Alignment: Any

Size: Medium (from 5 to 6 feet)

Speed: walking speed is 30 feet

Languages: Common, Rigan

Abilities

  • +2 Wisdom +1 Intelligence

Mana Affinity

Rigans are really affine to mana, this allows them to use it not only to cast spells but also gain:

  • Twice their original speed for 1 turns after standing still (or by doing actions that does not require particularly motion) for 1 turn;
  • 20 feet climb (you climb by sticking yourself to the wall with mana);
  • +1 spell slot of every level they have;
  • You can walk on fluids;
  • Advantage on Casting Rolls.

Cold Affinity

Rigans deal +6 damage with cold spells.

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 discern colors in that darkness as shades of gray.

Flood

Rigans gain 60 ft climb and doubled speed for 30 seconds (5 turns) after which they will be unable to use the Mana affinity feat for the entire duration of flood’s cooldown, flood’s cooldown starts at its end and lasts 8 turns.

Level 15:

Menulisian

Rigans ascend to their Khei variant, Menulisian, this changes their appearance and feats:

  • Menulisians have light blue skin, teal eyes and grayish blue hair, they also have cool markings under their eyes.
  • You get a new feat:

Sage

Once every 6 turns you can cast a spell from the Base Arcanist spell tab without tome and casting roll.

A Rigan

A Menulisian

Haseldan

Will of iron,

Born of mettle,

Steel yourselves,

Against their metal.”

Description

Haseldans are a race that learnt how to bend their rage into strength, Despite popular belief, Big Hoss is a red haired Haseldan, not an Ashiin.

Appearance

Haseldans are a humanoid race, their skin is Yellow, their hair are dark brown and they have brown eyes, there are rare occasions where haseldans can be either born with orange eyes or red hairs.

General Information


Age: Haseldans’ life duration is the same as human’s


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Haseldan

Abilities

  • +2 Constitution +1 Strength

Last Stand

When a haseldan’s health goes below 1/4, Last stand will activate, increasing damage and defence by +6 for 40 seconds (around 7 turns)( you deal +6 damage and suffer -6 damage);


this feat can be activated once every 6 hours; if you become unconscious and last stand didn’t already activate, it will and it will make you conscious again, healing 1d6 hp.

Level 8

Bloodline

When activated, this feat restores 3d6 hp and gives you x2 attack for 30 seconds (5 turns), when Bloodline ends, you will become unconscious, this feat can be used once every 6 hours and can be used while unconscious, if not used already, to return conscious for all its duration.

Level 15:

Askarian

At level 15, Haseldans will evolve into their Khei variant, Askarian, this will change their appearance and feats:

  • Askarians have pastel brown hair, green eyes, and very lightly tanned skin.
  • “Last stand” is replaced with “War Focus”, the actual difference is that the defence and damage buffs is now +9 instead of +6 and it will trigger at 50% hp, also during “War Focus”, Askarians won’t be able to go unconscious.
  • “Bloodline” is replace with “Fury”, the actual difference is that it won’t make the user unconscious after its end, and it will restore 4d8 hp on use; also its buff is changed, instead of giving x2 damage, you get +10 damage and defence (this means you take -10 damage).

An Haseldan

An Askarian

Glacien

A Glacien

Description

Glaciens are hybrids between humans and an Ice Elementals, their origin is unknown; they usually live in cold places, since their skin cannot sustain hot climates until they reach a state of adulthood.

Appearance

A race with a body made of literal ice, they have blue eyes and ice for hair. It is also important to notice that Vampire Glaciens are instead crimson, with red eyes and crimson hair

General Information

Age: Glaciens live for around 600 years.


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Glacien

Abilities

  • +2 Constitution +1 Wisdom.

Temperamental

Glaciens are vulnerable to fire.

Origin of Frost

Glaciens are immune to ice damage and can live in very cold climates without any drawback, their icy skin also makes Glaciens able to substain more damage, giving them a +1 Max HP per level

Level 5:

Everfrost

After reaching the age of maturity, the skin of glaciens becomes more like the natural races', this means they lose their vulnerability to fire, they also learn to partially manipulate ice, which allows them to freeze water in a 5 feet area from them, also, while walking on ice (and snow, which also does not count as a difficult terrain), glaciens receive x2 speed.

Level 8:

Frost Shield

Your control of ice gets stronger and now allows you to harden your skin and protect yourself for a limited amount of time as a bonus action.


for 6 turns you will suffer half damage and will deal 1d6 cold damage to anyone who hits you with a melee attack.


This feat can be used once every 12 turns after its effect ends.

Slime

A slime.

Description

Slimes are extremely compassionate to other fellow slimes, so much so that they will give gold, helpful information, and even their lives to save one another.

Appearance

The slime race typically possesses a faceless, slightly transparent head and more opaque body that can come in almost every color, most of them shape themselves to resemble human beings.

General Information


Age: Slimes live for around 250 years.


Alignment: Any.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Slime

Abilities

  • +2 Charisma +1 Constitution, cannot become vampires.

Assimilate

Slimes are capable of assimilating the aspect of their victims, saving their appearance which can be copied anytime. The first level of assimilate only copies the victim's hair and takes 12 seconds to complete (around 2 turns). Assimilate can only be used on unconscious humanoids and it will kill them.

Morph

Using this feat allows the slime to morph into their last assimilated target. Depending on the level of Assimilate, incomplete or complete transformation may occur. At this level, Morph only grants a slimy version of your Assimilated target's hairs, but Morphing into anyone grants you their race's score increases lowered by 1.

Level 3:

Morph Improvement

You get a More effective Morph, it now replicates skin color and hair perfectly. You also acquire a random face, but lack any racial distinctive features (like beaks, shells, fur, etc.)

Level 5:

Perfect Copy

You get a Completely identical morph. There is no way to tell apart the original from the copy beside blood color.

Level 5:

Slime Regeneration

After practicing, slimes have used their body to learn to regenerate faster, this grants them a 1d4 hp regeneration every 3 turns.

Level 7:

Faster Assimilation

Assimilation can now be performed quicker, imitating the target body with ease. it only requires 1 turn (6 seconds) to totally assimilate someone; you also get another slot for your morph, meaning you can have 2 beings assimilated at a time, assimilating a new being makes you able to decide which of the 2 old morphs you have to remove; you can use only 1 morph at a time.

Level 8:

Gel Body

Slimes, through practice, are able to take less fall damage because of their gelatinous and squishy body. It is unknown whether this is a technique or just them learning how to soften their body appropriately; this allows them to gain:

  • Fall damage is absorbed if lower than 20;
  • resistance to poison;
  • 1d6 hp regeneration for their "Slime Regeneration" feat.

Octopsian

An Octopsian

Description

Octopsians are the Octopus race of Gaia, their original settlements where all destroyed by the Unknown, but their race managed to survive somehow.

Appearance

Octopsians come in a variety of colors which can change at times. They have notable white insides in their hair and have a unique squid face, it's also notable that their hair color matches their skin's.

General Information

Age: Octopsians’ life duration is the same as human’s


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet, Swim speed is 40 feet


Languages: Common, Octopsian

Abilities

  • +1 to all scores

Inked

Octopsians are Immune to the effects of other Octopsians' ink.

Waterborne

Octopsians cannot drown, as they can breathe underwater, they also have +10 to their speed while its raining.

Level 4:

Ink Jet

Octopsians are capable of spitting harmless balls of ink at their targets, which hits with an AOE (10 feet); this ball halves their targets' speed for 3 turns and blinds them for 1 turn; this feat can be used once every 7 turns.

Level 7:

Camouflage

Once per hour, an Octopsian can become transparent, this state lasts until dismissed but others can see you by suceeding a DC 12 Wisdom (Perception) Saving Throw.

Level 9:

Ink Bomb

Camouflage now has a DC of 16, they also emit an ink explosion when they dismiss their camouflage, blinding for 1 turn and halving their speed for 3 anyone in a 10 feet area.

Construct

For the construct, Hailed from cold,


Paid naught of coin, but soul.


He’ll chop, He’ll slice, He’ll prod and dice,


Change you, up whole, Change you whole.”

-Excerpt from “An Ode to Them”,

Description

Construct are the first attempt of Lannis to create its own servants, they are really rare, like, a rare race amongst rare races.

Appearance

Constructs are an humanoid race, they have pale skin, green eyes and dark blue hair;

General Information

Age: Constructs live up to 250 years.


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: any language the character knew before becoming a construct (or Common).

Obtaining Method

Good luck finding a mad scientist that can turn you into one, just pray your parents where constructs i guess.

Abilities

  • You keep your old race’s ability score increases and extra proficiencies, if you are born as a Construct, you instead get +2 Constitution and +1 Intelligence.

Winterborn

Construct take half cold damage.

Galvanize

You are able to use this feat only while unconscious, this will make you conscious again and will regenerate 6d6 HP, this feat also stuns anyone in a 15 feet area for an entire turn; this feat can be used once every 6 hours.

Artificial Blood

Constructs have unnatural green blood, this is due to the fact that they are made in a laboratory. This fact allows construct to be immune to any kind of disease, including vampirism, and will also cause vampires to take 2d6 poison damage when trying to feed on their blood; constructs also can drink any kind of potion without receiving any kind of drawback.

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 discern colors in that darkness as shades of gray.




Level 15:

Homunculus

You evolve into your Khei variant, Homunculus, this changes your appearance and your feats:

  • Your appearance is mostly the same, but your eyes become white and resemble a dinakeri's.
  • “Galvanize” is now called “Battery”, the effective changes are that it now heals half of its original value and can be used up to 9 times, at the 9th time you instantly die;
  • regaining one use of Battery requires 1 week of time, you must use battery every time your HP reaches 0.
  • You don’t need to eat or drink anymore.

A Construct

An Homunculus

Azael

Crimson horns,

With Gem-cut eyes,

An apple fell,

From a Serpent’s lies.”

-Planewalkers

Description

Azaels are a race well known for its teleportation ability and its demonic appearance; but Azaels are not demons, and that’s a fact; even though this race can also be obtained through a deal with Baima (there are also Azaels who didnt become one becouse of Baima), this doesn’t influence its alignment and requires no corruption.

Appearance

Azaels have red skin, black hair with a pair of horns and gem-cut red eyes.

General Information


Age: Azaels live for around 2000 years


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Any language you knew before becoming an Azael (or Common) and Azael.

Obtaining Method

you can become an Azael by using the Azael Soul, or by being born as one.

Abilities

  • You keep your old race’s ability score increases, extra proficiencies, and an extra +1 Charisma, if you are born as an Azael, you instead get + 2 Charisma, cannot become vampires.

Gate Mastery

Azaels have an innate spellcasting ability that lets them cast the snap version of the spell Gate anytime, they can also set gate locations instantly.

Hellish Appearance

Azaels are immune to any kind of fire damage, except green and white flames, they also deal +5 damage with fire spells and have advantage against resisting fire attacks, they also deal a flat +2 fire damage with melee attacks.

Baima's Curse

Azaels are cursed by Baima herself, they will die at their second failed death saving throw.

Devil Deal

Roll a d20, if you score below 10, you will suffer x2 damage from the next attack you receive, if you score equal or above 10, you will deal x2 damage with your next attack.


This feat has a 3 turns cd.

An Azael

Dullahan

A Dullahan

Description

A Really rare race that can be obtained only during a specific period in the year called Hallow's Retreat.

Appearance

Dullahans are headless beings, with a carved jack-o-lantern where their heads should be, They have pastel green skin.

General Information


Age: Dullahans don't age.


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Any language you knew before becoming a Dullahan (or Common) and Dullahan.

Obtaining Method

you can only become a Dullahan during the Hallow’s Retreat, this event happens once a year, when all the bad emotions proved by anyone fall back down into the world and cause the Stranger’s Grove and Witch Malady to appear in the world.

Abilities

You keep your old race’s ability score increases and extra proficiencies and get an extra +1 Dexterity, if you are instead born as a Dullahan, you instead get +1 Dexterity and +2 Constitution; cannot become vampires.

Dullahan

You have no head, but can talk through the pumpkin; you can also hear and see without the pumpkin, you have blindsight 60 feet; you also don’t need to drink or eat, you count as an undead.

Pumpkin Grenade

You can throw your head anywhere in a 25 feet area, after around 3 second it will explode, dealing 2d6 fire damage to anything in a 10 feet area; the head grows back after 4 turns.

Level 3

Lit Head

When a Dullahan hits level 3, their head will become able to light up, providing dim light in a 20 ft area, the color of the light is usually an orange/yellow glow, but rarely it can be blue.

Level 6

Biting Grenade

as a bonus action, you can chose a target as an action, said target will be hit by a biting pumpkin grenade, that will explode after 1 turn, dealing 3d6 fire damage to anyone in a 10 feet area; this feat can be used once every 5 turns.

Cameo

Betrayer of four,

A wicked being,

Ascend yourself,

unto me.”

-Lannis, Father of Lies

Description

Cameos are wicked beings who betrayed everyone in order to achieve greater power, they are compared to cats because of their abilities who resemble cats, like having 9 lives and taking less fall damage.

Appearance

Cameos have purple eyes, pale skin and white hair.

General Information


Age: Cameos don't Age


Alignment: Any, but most cameos are evil.


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Any language you knew before becoming a Cameo.

Obtaining Method

you can only become a Cameo by using an Amulet of the White King.

Abilities

  • You keep your old race’s ability score increases and extra proficiencies, cannot become vampires.

Cat Lives

A Cameo’s life cannot end by normal means, each time their HP hits 0, they will instead lose a life, and regain full HP; Cameos also regenerate a life each 2 days and start with 9 lives, which is their lives' limit.

Cat’s Coat

Cameos are immune to cold damage.

Cats Always Land On their feet

Cameos take half fall damage

Soulless

The transformation into Cameo Destroyed your soul, its fragments are still linked to your being but you still count as soul less, and so, you cannot cast spells.

Everlasting Stomach

Has the same effect of the blessing, this feat also doesn’t count as one but will remove Everlasting Stomach from the blessing pool.

Watery Assurance

Has the same effect of the blessing, this feat also doesn’t count as one but will remove Watery Assurance from the blessing pool.

Level 15

Reunited soul

The fragments of your soul reunite and adapt to your new being, if you become a cameo at level 15 or higher, your soul doesn't shatter at all.

this allows you to cast spells once again.

A Cameo

Sanguine

why even bothering having a race when you can have

buffed vampire.

Description

i hate epsilon

Appearance

Sanguines usually have Pale skin, red eyes and grayish hair.

General Information


Age: Sanguines live for around 6000 years


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 35 feet


Languages: Common, one of your choice

Abilities

  • +1 Strength +1 Dexterity +1 Charisma

Free Elder Vampire

Ancient Being

you do not suffer extra damage by normal flames and get half sun damage.

Undead Nature

You count as an Undead, you don't have to drink or eat, instead you need to feed on blood, having less than 1 feed stack will give you 1 level of exhaustion until you get a stack back, also you lose 1 feed stack each time you do a long rest.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Ponomariov

The only race that will remain a drawing

Description

howlers are cute when they don't want to rip your insides out

Appearance

Ponomariov are a sentient humanoid howler race, they can either have purple or gray hair and have 5 eyes of any color, they also have a howler tail and howler ears.

General Information


Age: Ponomariov age at the same rate as humans


Alignment: Towards Chaotic


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 35 feet


Languages: Common, Howler

Abilities

  • +1 to all your scores

Shadow Portal

Allows you to teleport to a area that you can see, leaving a portal effect behind. Has a range of 35 feet.

Light Footed

You take half fall damage and if you get knocked prone you don’t have to spend movement on getting up.

Magic Repulse

When hit by a spell (Except Mori), you are able to negate all its effects.


this effect takes 3 turns to recharge.

Lesser Seraph

Description

AYO FREE SERAPH?

Appearance

Lesser Seraphs usually have Pale skin, Golden/purple eyes and white/light blonde hair.

Obtaining Method

You can become a lesser seraph by either be born as one or by drinking a seraph's blood while the seraph itself wants you to become a lesser seraph.

General Information


Age: Seraphs don't age


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Celestial

Abilities

  • +1 to all your scores

Gate Mastery

Lesser Seraphs have an innate spellcasting ability that lets them cast the snap version of the spell Gate anytime, they can also set gate locations instantly and cannot backfire gate at all.

Angelic Descent

you fly 30 feet upwards and strike back down, knocking away anyone in a 15 feet area for a 30 feet knockback and damaging them for 2d4 radiant damage, x2 damage to undeads and fiends.

Heavenly Footed

You don't take fall damage and if you get knocked prone you don’t have to spend movement on getting up.

Holy Flames

All of a Lesser Seraphs' flames are converted to white flames (see white flame charge), also they have a 1/4 chance to ignite a target of any of their attacks on white flames (roll a d4, if it scores 4 you ignite the target) for 2 turns.

Divine Nature

Lesser Seraphs dont have to drink or eat.

A Seraph

Background


This is only background available, it is basically the isekai'd.

Gaia Refugee

This Background can only be chosen if you have a race from Gaia.


You were transposed from your house in the dimension of Gaia into this brand new world by the Unknown;


you learnt local traditions and habits over the time but the skills that helped you survive in your old dimension are still engraved in your mind.


This background grants you the following:

  • Skill Proficiencies: chose 2 from: Deception, Perception, Sleight of Hand, Stealth, Survival.
  • Tool Proficiencies: One type of artisan’s tools or thieves’ tools
  • Languages: chose one language between any Gaia language (the races' dialets, Abyssal, Deep Speech, Celestial, Draconic).
  • Equipment: a set of common clothes, a silver coin from your old dimension.

Suggested Characteristics


Personality Traits

1 - I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past.


2 - Being transposed to a new world was a surprise, but a welcome one.


3 - Being Transposed there is probably my god’s bidding, I will do my best to serve him even from there.


4 - Time to pillage another dimension.


5 - Like in Gaia, I expect danger around every corner.


6 - I don’t usually talk about anything regarding Gaia.


7 - I put no trust in this dimension’s fake gods, the only true gods are Gaia deities.


8 - I constantly talk about my old days in Gaia and often confront this dimension with Gaia.

Ideals

1 - One day, I will go back to Gaia. (Neutral)


2 - I Shall serve my deity eternally, even from this dimension. (Any)


3 - There like in Gaia, only the strong survive, the weak deserve what they get. (Evil)


4 - I Will show my race’s dominance even there. (Chaotic)


5 - I Shall find whatever brought me there and destroy it for the sake of whoever is still in Gaia. (Good)


6 - I will do my best to not repeat my previous life’s mistakes. (Lawful)

Bonds

1 - I will continue my lineage in this new dimension


2 - I’m alone in this new world, but it’s up to me to ensure my household’s name will become a legend even there.


3 - My family, household or friends are the most important things in my life, even when they are far from me.


4 - My deity means everything to me.


5 - It’s my duty to spread my lineage.


6 - I will prove to anyone who has laughed at me in Gaia that I can become stronger than them.

Flaws

1 - I often wake up in tears, because I dream about my old life in Gaia.


2 - Like Gaia taught me in the past, always assume the worst in people.


3 - I disrespect local traditions or religions who conflict with mine


4 - I may be too cautious sometimes.


5 - I won’t save those who can’t save themselves. it is natural that only the strong survive.


6 - Violence is my answer.

Vampirism


Do you want to be Broken and regen a lot of HP without casting spells at the cost of being vulnerable to fire? Vampirism is here to help! With its incredible and over powered abilities, Vampires can outregen even my mental strain! Try it now, you only need a flower; may have the side effect of burning your brain and making you dumb as hell


anyone (except races that are immune to fire) can become vampires, it won't change your race and will give you vampire feats.

Vampire

Obtaining Method

Cut youself on the thorn of a Bloodthorn, a flower which grows in dark forests, or drink a vampire's blood.

Curing Vampirism

Drinking a Silver Sun cures any stage of vampirism instantly.

Features


Unhuman Strength: your strength score increases to 14, else you get +1 Strength


Unhuman Dexterity: your dexteirty score increases to 14, else you get +1 Dexterity


Fast Regeneration: you regenerate 1d6 (or 4) HP every 2 turns, this consumes a charge of feed. Fast Regeneration cannot be used if you have no Feed charges.


Feed: you can drink an humanoid's blood without any drawback by biting them, Drinking for at least 1 turn gives 1 feed charge; an humanoid can only give 2 feed charges every 3 days, eating a bloodthorn also gives 1 feed charge.


Sunlight Weakness: While in contact with Sunlight, you get 20 fire damage per turn (this damage isn't affected by fire weakness), reaching 0 HP while in contact with Sunlight will instantly kill you, turning your body into ash.


Fire Weakness: you get x3 damage from fire, +15 damage from white and green flames, and lose any kind of fire resistance you had, also, reaching 0 HP from fire damage instantly turns your body into ash.


  • Becoming a Vampire also Makes your eyes Red and
  • makes your skin a tone paler

Elder Vampire

Obtaining Elder Vampire

Elder Vampire is gradually obtained by feeding a determined amount of times, each feature given by elder vampire is obtained every 50 total feed charges (at 50, 100, 150 and 200 total feed charges) and is random, so it requires you to roll 1d4 each time you get a new one.

Features


  • 1 Hyper Regeneration: Replaces "Fast Regeneration": you heal 10 HP every turn, this consumes a charge of feed. Hyper Regeneration cannot be used if you have no Feed charges.

  • 2 Lesser Fire Weakness: Replaces "Fire Weakness": you get +8 damage from fire, +15 damage from white and green flames, and lose any kind of fire resistance you had, also, reaching 0 HP from fire damage instantly turns your body into ash.

  • 3 Lesser Sunlight Weakness: Replaces "Sunlight Weakness": While in contact with Sunlight, you get 12 fire damage per turn (this damage isn't affected by fire weakness), reaching 0 HP while in contact with Sunlight will instantly kill you, turning your body into ash.

  • 4 Healty Feed: Feeding on someone will also give you a 12 HP heal.

Purity and Corruption


Purity and corruption is a measure of how much a soul is resistant to or tainted by the Unknown;


Purity represents that which is divine. It is the antithesis of Corruption.


Corruption is the antithesis to Purity; it represents the corrupting influence of The Unknown; Though it brings power, it rots the mind and soul, leaving nothing but a beast behind.


Becoming tainted by the corruption requires you to sacrifice humanoid’s souls to Baima, the incarnation of the Unknown, doing so requires a special feature.


Becoming Resistant to corruption requires you to consume the souls of evil beings with a special feature.


There are unlimited tiers of corruption and purity the first 4 grants a visual, tier 2,3,4 and 5 also give a blessing.

Corruption Tier 1:


The Unknown has begun to taint your soul. Dark-purple smoke beings to resonate from your character.


Corruption Tier 2:


A power fills you. Her influence grows stronger. The smoke becomes more visible.


Corruption Tier 3:


Dark particles float around you.


Corruption Tier 4:


The pain and suffering you went through has been fierce. You have proven yourself to be Baima’s blessed servant, you spread even more dark particles.


(this tier of corruption is also called Anathema)

Purity Tier 1:


A small light circle resonates from the divinity of your soul (the circle comes out sometimes).


Purity Tier 2:


Lust and desire are no longer a part of your soul. A second light circle forms (they also appear at a higher rate than T1).


Purity Tier 3:


You feel whole again, the light circles envelop your body.


Purity Tier 4:


You’ve became something divine, pulsating light symbols forms around you (this tier of purity is also called Apotheosis).

You can unlock more than 4 tiers, but they do nothing except giving you the possibility of rerolling all your blessings at once, except the fifth tier, which gives another blessing.

CR is converted to levels with a rate of: 2 levels = 1 CR Sacrifice per tier tab:

Sacrifice's Value Points per Tier Numbers of Blessings
Level 1 to 4: 0.5 Tier 1: 10 Points 0
Level 5 to 8: 1 Tier 2: 25 Points 1
Level 9 to 13: 1.5 Tier 3: 50 Points 2
Level 14 to 18: 2.5 Tier 4: 100 Points 3
Level 19 and 20: 5 Any tier after 4: 10 Points 4

Purity and corruption's points can be described as a value, where gaining corruption removes points and makes the number go negative, and gaining purity adds points; You start at 0 points.


when reaching Apotheosis or Anathema, you will periodically have visions or hear messages


Gaining Corruption also changes your Personality, Ideals, Bonds and flaws to be something more evil, shaping your mind into a distorted version of yourself who principally seeks death and destruction, this will happen gradually as you gain tiers of corruption, reaching its peak at Anathema.


Gaining Purity also changes your Personality, Ideals, Bonds and flaws to be something more pure, changing your way of thinking, by making it less aggressive and more focussed on destroying corruption and helping others, this will happen gradually as you gain tiers of purity, reaching its peak at Apotheosis.

Blessings

Blessings are gifts recieved respectly by The Unknown or The Source, these blessings gives really useful features and in order to get them you need tiers of either corruption or purity.

Roll a d20 each time you have to get another blessing, if you find something you already have, reroll.

1 – Blood Heart: when you take someone’s life, you regenerate 10 HP


2 – Everlasting Stomach: You no longer need food to live; if you already have this capability, you instead regenerate 2 HP every 2 turns.


3 – Mana Body: You suffer -2 damage from any attack


4 – Mana Arm: You deal +2 damage with any attack.


5 – Cold Heart: You Gain 1d6 regeneration each 2 turns while in a cold place or while your temperature is low.


6 – Molten Heart: You gain 1d6 regeneration each 2 turns while in a hot place or while your temperature is High.


7 – Nature’s Blessing: You are immune to any kind of disease.


8 – Steel Soul: You gain +1 AC (max 18)


9 – Spell Affinity: You gain 1 spell slot of level 6 to your disposal, if you are an arcanist you instead get another free snap.

10 – Watery Insurance: You no longer need Water to live; if you already have this capability, you instead regenerate 2 HP every turn.


11 – Unhuman Strength: You gain +2 Strength (max 20).


12 – Celerity: You gain +1 Initiative (max 20).


13 – Keen Mind: You gain +2 Intelligence (max 20).


14 – Colossus' Endurance: You gain 10 MaxHP.


15 – Elder Wisdom: You gain +2 Wisdom (max 20).


16 – Devil's Tongue: You gain +2 Charisma (max 20).


17 - Supernatural Reflexes: You gain +2 Dexterity (max 20)


18 - Built Different: You gain +2 Constitution (max 20).


19 - True Shift: You can change your actual body into any other humanoid form.


20 - Linguist: You learn every Language.

Edicts


  • Legends tell stories about mysterious abilities that only a few
  • chosen ones own,
  • powers beyond immagination capable of bending the world's
  • rules under their will with a snap of fingers,
  • such abilities are called Edicts.

Each Edict has a different power and a quest ("Obtaining Method") required to unlock it, it has 3 Tiers of Progression, which are achived by doing said quest again and again, also, completing 4 times the quest makes the mark of said Edict appear on your forehead. Edicts use your highest stat for their Spellcasting Ability/DC(base 10)/Attack Bonus

Edicts Tiers
Tier Quest Repetition
1 1 Time
Forehead Mark 3 Times
2 5 Times
3 10 Times

Edicts are not known to anyone, not even their owners acknowledge the fact they unlocked it until they unintentionally use its abilities (since Edicts use willpower to activate), this makes Edicts really hard to unlock intentionally.

Edicts

Seer Edict

Healer Edict

Blademaster Edict

Jester Edict

Adventurer Edict

Seer Edict

The Mark of the Seer

Obtaining Method

Successfully complete 50 tasks that someone else asked you to do.

Effects

Tier 1

Analysis

You can access the character sheet and read the mind of one target you can see. this feat can be used anytime for free.

Tier 2

Intent

You can see up to 6 seconds (1 turn) in the future, this also gives you advantage on every saving throw you make and gives your enemy a disadvantage when it tries to hit you.

Tier 3

Watchful

You cannot be percieved through anything that is not a living being's natural senses (this means that you cannot be percieved by someone if their senses are altered by magic (Anyone that can only see via magic senses can still see a Seer Edict user if it is within sight range).

Healer Edict

The Mark of the Healer

Obtaining Method

Heal a total of 2.5k HP

Effects

Tier 1

Healer

You can innately cast Mederi as much as you want (you can only get Mederi by obtaining this edict).

Mederi

Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration

  • You can heal 1 target (excluded yourself) for 6d4 HP each
  • turn you focus on casting this spell, you can also change
  • target for free without losing concentration, this spell also
  • heals any phisical and magical condiction
  • (ex: missing limbs, illness, curses, etc.)
Tier 2

Greater Mederi

Mederi now can target up to 6 targets and always heals yourself, the healing will be split between all the target healed (except for you, you always get 100% of Mederi's healing).


Mederi uses 6d6 for its healing now.

Tier 3

Eyes of Elemira

You always know the MaxHP, current HP, and TempHP of every being in a 60 feet area.


Mederi uses 8d8 for its healing now.

Blademaster Edict

The Mark of the Blademaster

(My best drawing tbh)

Obtaining Method

Kill 750 living beings with any kind of weapon

Effects

Tier 1

Recall Weapon

You can make the weapons you are holding vanish and recall them anytime for free (you cannot vanish more than 2 weapons).

Tier 2

Control Weapon

You can move any weapon you touched in the last 10 turns with your force of will, however your control is limited to a 25 feet area

Tier 3

Destroy Weapon

You can destroy one weapon you perceive once every 12 turns, if the weapon is not magic, you can destroy it for free anytime. If the weapon is an artifact or unique, you instead make the weapon vanish for 12 turns.

Jester Edict

The Mark of the Jester

Obtaining Method

Steal a total of 10k GP, decieving someone into giving you money counts as an extra 100 GP towards the quest completition, money earned by selling stolen goods also counts toward the quest completition.

Jester Edict also splits in 2 versions, α and β. It's up to your DM to decide what version you get.

Effects

α

Tier 1

Conjure Snowball

You can conjure a harmless snowball and magically fling it towards somebody, successfully hitting your target will blind them for 1 turn, you can use this feat once every 3 turns.

Wallet Swipe

You can steal all of someone's money by touching it.

Time Stop Movement

You are able of moving while time isn't flowing.

Tier 2

Time Halt

You briefly stop time in a way that makes you able of moving up to 10 feets from your initial position, this feat can also be used as a reaction to avoid being hit; however this will double the effort needed to use this feat and will double its cooldown, which is 3 turns.

Tier 3

Time Stop

You stop time around you for 1 turn, this feat can be used for free and has a 10 turns cooldown;


  • Using this feat also gives you one free turn while time is
  • froze, but all your non-melee attack will be froze too,
  • meaning they will start only when time resumes.

β

Tier 1

Conjure Snowball

You can conjure a harmless snowball and magically fling it towards somebody, succesfully hitting your target will blind them for 1 turn, you can use this feat once every 3 turns.

Wallet Swipe

You can steal all of someone's money by touching it.

Epitaph

You can dodge one attack once every 6 turns.

Tier 2

Time Skip

You can skip time ahead a turn in a 30 feet area. All actions during this time will occur as if they already happened, creatures will be moved forward in what direction they were going, attacks will occur instantly (and always miss), if somebody was in air they would be skipped to the ground, fire will burn players instantly, the effects of spells are accelerated, etc.

Tier 3

Time Erase

You Erase the effects of any action that occurred last turn, except movement, grants you an opportunity attack on any creature nearby, 10 turns cd.

Adventurer edict

The Mark of the Adventurer

Obtaining Method

Earn 5k GP only by looting dungeons, the money earned by selling goods found in a dungeon and eventual rewards received by quests that required to do something in a dungeon also counts towards the quest completion.

Effects

Tier 1

Looter's Sense

You gain a special sense that always tells you the position of valuable items in a 30 feet area around you.

Tier 2

Danger Sense

You gain a special sense that always tells you the position of traps and enemies in a 30 feet area around you.

Tier 3

Adventurer's Gate

you can innately cast a non-backfireable snap version of Gate, you can also memorize locations instantly.

Weapons

There you can find all the new weaponry that this Homebrew Offers.


Caestus

Appearance

The Caestus is a gauntlet of leather bound with sinew to your forearms, with brass studs on the knuckles. The leather makes it more comfortable to punch and the brass studs increase pain.

Stats

Simple weapon, Special


Using these gauntlets counts as unarmed, all your unarmed strikes have a +1 to their damage while wearing this.

Wraith sword

Appearance

Stats

Martial Weapon, Special


1d8+3 slashing damage;


Wraith Knights can summon this sword at will, also this sword is indestructible.

Abyss Greatsword

Appearance

Stats

Martial Weapon, Heavy, Reach (5ft.), Versatile (2d8), Special


2d6 slashing + 4 necrotic damage;


This weapon is indestructible.

Abyss Dagger

Appearance

Stats

Simple weapon, Thrown (Range 20/60), Special


1d6 slashing + 1d6 + 2 necrotic damage;


can be summoned/unsummoned at will, even after being thrown, holding the dagger and the greatsword together allows you to perform a special attack once per turn, this attack consumes 1 action and 1 bonus action but deals 3d6 + 2 slashing and 2d6 + 4 necrotic damage on successful hit;


This Weapon is indestructible.

Sanctum Spear

Appearance

Stats

Simple weapon, Special, Finesse


1d8 + 2 Piercing Damage


You can’t be immune or resistant to this weapon's damage;


This weapon is bounded to the church knight's hand with a indestructible magical link, This means you can't be disarmed and you can't be more than 15ft distant from it;


This weapon is indestructible.

Sanctum of the Unknown

Appearance

Stats

Simple weapon, Special, Finesse


1d10 + 6 piercing damage;


The Sanctum of the unknown is bound to the church knight and can be summoned and dismissed at will without wasting actions; You can summon up to 2 of them.


This weapon is indestructible.

Energy Spear

Appearance

Stats

Simple Weapon, Finesse, Versatile, Thrown(60ft.), Special


1d8 + 6 Piercing Damage;


If thrown, this weapon goes past every obstacle and deals 1d8+4 force damage to every Being hit by the spear.


The Weapon's color varies from Dragon Rider to Dragon Rider.

Katana

Appearance

Stats

Martial weapon, Versatile(1d10), Finesse, Special

1d8 + proficiency bonus Slashing Damage;


You have to spend one bonus action to unsheathe the katana;


This weapon Repairs itself over time, fully reconstructing the blade takes up to 8 hours.

Cursed Katana

Appearance

It differs for each of its bearers.

Stats

Martial weapon, Versatile(1d12), finesse, Special


1d10 slashing damage + 3 + your proficiency bonus in necrotic damage;


This weapon deals +5 necrotic damage to non-humanoids;


This weapon can repair itself with blood;


this weapon cannot be stolen, it will just appear back near its owner;


This weapon Repairs itself over time, fully reconstructing the blade takes up to 8 hours.

Scythe

Appearance

Stats

Martial weapon, Versatile(1d10), Finesse, Special

1d8 + 2 Slashing Damage;


deals double damage to fiends and undeads;


This weapon Repairs itself over time, fully reconstructing the blade takes up to 8 hours.

Tanto

Appearance

Stats

Martial weapon, Light, Finesse, Thrown(range 30, 60ft.)


1d4 + your proficiency bonus Slashing Damage;


This weapon Repairs itself over time, fully reconstructing the blade takes up to 3 hours.

Wakizashi

Appearance

Stats

Martial weapon, Light, Finesse, Thrown(range 30, 60ft.)


1d4 + your proficiency bonus + 2, also gains any buff your Tanto has, like feats given buffs or enchantments;


This weapon Repairs itself over time, fully reconstructing the blade takes up to 4 hours.

Sickle

Appearance

Stats

Martial weapon, Light, Finesse


1d6 + 3 Slashing Damage;


This weapon deals double damage to fiends and undeads.

Armors

There you can find all the new armors that this homebrew offers, the prices for some of these armors is up to the DM to decide (there obviously are different versions for male and female, i just draw the male version, the other one is up to your imagination ( ͡° ͜ʖ ͡°).


Necromancer's Outfit

Appearance

Stats

Light


12 + your dexterity modifier AC


+2 to your cast rolls if you are a Necromancer


mostly Sold in Ardor's temples.

Illusionist's Outfit

Appearance

Stats

Light


12 + your dexterity modifier AC


+2 to your cast rolls if you are an Illusionist


Sold anywhere

Monster Hunter's Outfit

Appearance

Stats

Light


11 + your dexterity modifier AC


+2 to your cast rolls if you are a Monster Hunter


Mostly sold in Ardor's temples

Florist's Outfit

Appearance

Stats

Light


12 + your dexterity modifier AC


+2 to your cast rolls if you are a Florist


Sold anywhere

Oni's Outfit

Appearance

Please capcom do not strike me down

Stats

Light


12 + your dexterity modifier AC


Sold Anywhere.

Sage's Outfit

Appearance

Stats

Light


12 + your dexterity modifier AC


Sold Anywhere.

Errant Armor

Appearance

Stats

Medium


14 + your dexterity modifier (max 2) AC


Sold in any sigil knight outpost.

Wraith Knight's Armor

Appearance

Stats

Medium


14 + Your dexterity modifier (Max 2) AC


Received for free with the feature "Wraith's Oath"


Indestructible

Wraith Knights' Helmet

Appearance

Stats


+1 AC


Received for free with the feature "Wraith's Oath"


Indestructible

Abyss Walker's Armor

Appearance

Stats

Medium


14 + Your dexterity modifier (max 2) AC


Received for free at your first visit in the All-Dark as an Abyss walker, can also be repaired for free in the All-Dark.

Lapidarists' Armor

Appearance

Stats

Heavy


17 AC


Sold Anywhere

Church Knight's Armor

Appearance

Basic Church Knights' Set.

How your armor looks like with the "Prince's Bless" Feature.

Stats

Medium

13 + Your Dexterity Modifier (Max 2) AC (becomes 15 + dexmod with "Prince's Blessing", and 18 with "Eternal Servant" (the helmet is fused to the armor whit these feats).


Indestructible


Gained for free with the feat "Church Knight's Oath"

Church Knights' Helmet

Appearance

Base Church Knight helmet,

Wore with pride by any Church Knight.

How your helmet looks like with the "Prince's Bless" Feature

How your head look like with the "Eternal Servant" Feature.

Stats

+1 AC


Gained for free with the feat "Church Knight's Oath"

Dragon Slayer's Outfit

Appearance

Stats

Medium


14 + your dexterity modifier (max 2) AC

Night Lord's Outfit

Appearance

Stats

Light


13 + Your Dexterity Modifier AC


Easily found in any black market or not so recommended shop.

Spy Master's Outfit

Appearance

Stats

Light


13+ Your dexterity modifier AC


Sold anywhere.

Samurai's Outfit

Appearance

Stats

Light


13 + Your dexterity modifier AC


Most Samurais create their outfit by themselves.

Shinobi's Outfit

Appearance

Stats

Light


13 + Your Dexterity Modifier AC


Most Shinobis create their outfit by themselves.

Adjudicator's Outfit

Appearance

Stats

Light


13 + Your Dexterity Modifier AC


Adjudicators can summon this armor at will.

Enchants and Curses


Did you ever felt that sensation of delusion when a random goblin damaged you even if you have a full plate armor? Do you feel that using normal attacks is underwhelming when you can cast huge pillars of dark flame at your enemies? Enchants are just what you needed to Fix all your problems, with these, even the most boring swing will become an huge anime attack, if you ever manage to get your hands on one.


This is the list of all available enchants and curses for weapons:

Blazing

Type: Weapon Enchant


Effect: Flip a coin each time you attack, on heads your attack deals +1d4 fire damage and ignites your target for 1 turn.


Appearance: the Weapon is covered in flames.

Chilling

Type: Weapon Enchant


Effect: Flip a coin each time you attack, on heads your attack deals +1d4 cold damage and halves your target's speed for 1 turn.


Appearance: the Weapon is covered in an ice blue mist and its color is turned to light blue.

Deferred

Type: Weapon Enchant


Effect: You deal +4 damage with each attack you do with this weapon, but the targets gets damaged on your next turn.


Appearance: the Weapon is covered in Red and Yellow Haze.

Detonation

Type: Weapon Enchant


Effect: Flip a coin each time you attack, on heads your attack explodes, doing +2 damage and harming every enemy in a 5 feet area from your target


Appearance: the Weapon's blade's color is bright orange, the rest of the weapon is red and black, also the weapon releases some flame sparks.

Elastic

Type: Weapon Enchant


Effect: When you attack a target, it has its speed halved if it tries to walk away from you.


Appearance: the Weapon is covered in a Pink Haze.

Gluttony

Type: Weapon Enchant


Effect: if you damage a target that has TempHP, you gain the amount of TempHP you destroyed with your attack.


Appearance: the Weapon is covered in Brownish Mist.

Grim

Type: Weapon Enchant


Effect: Attacking twice the same target will make it suffer x2 damage from any attack for 1 turn.


Appearance: the Weapon is completely black and covered in Red and Black Mist.

Heroism

Type: Weapon Enchant


Effect: You deal twice the damage with attacks while you are full HP.


Appearance: the Weapon's color is gold and it emits a bright yellow glow.

Metal

Type: Weapon Enchant


Effect: Attacking a target with an armor or weapon will steal their durability, repairing your armor and weapons.


Appearance: the Weapon is completely metallic.

Obfuscation

Type: Weapon Enchant


Effect: Flip a coin each time you attack, on heads your can attack again for free.


Appearance: the Weapon is Transparent.

Sear

Type: Weapon Enchant


Effect: On hit flip a coin, on heads your target loses 6 AC for 3 turns.


Appearance: Weapon glows yellow and gives off yellow particles.

Astral

Effect: You deal +12 damage to non-humanoids.


Appearance: the Weapon is covered of stars.

Stone

Type: Weapon Enchant


Effect: You ignore 2 point from your target's AC.


Appearance: the Weapon is covered in Stone.

Storm

Type: Weapon Enchant


Effect: Flip a coin each time you attack, on heads your target has to roll a Constitution saving throw, DC 12, or be stunned for 1 turn.


Appearance: the Weapon is covered in Purple Lightning.

Stormbreaker

Type: Weapon Enchant


Effect: effect of the Storm enchant, and you can throw and recall your weapon with a bonus action, hitting a creature with a thrown weapon deals the same damage as an attack.


Appearance: Weapon is covered with the storm enchant, and its metallic parts are blue.

Vampirism

Type: Weapon Enchant


Effect: You heal 6 HP each time you land an attack.


Appearance: the Weapon's blade is glowing red.

Nemesis

Type: Weapon Enchant


Effect: Hitting a creature marks it with a red eye above its head, for the next 3 turns you are able to perform a special attack that teleports you behind the marked target, has advantage and consumes the mark.


Appearance: Covered in a crimson color and and a crimson aura, also has some eye particles coming out of the aura.

Solar

Type: Weapon Enchant


Effect: Hitting a creature marks it for 3 turns, everyone in a 120 feet area can clearly see it and has advantage on attacks made against it.


Appearance: The weapon radiates Sunlight.

Umbral Knight

Type: Weapon Enchant


Effect: Flip a coin each time you attack, on heads your target suffers 1/4th of the attack as extra damage.


Appearance: the Weapon is covered in a black and red mist and its metallic part are blue.

Tears of Edenkite

Type: Weapon Enchant


Effect: Flip a coin each time you attack an humanoid, on heads you summon bubbles that home into the target and deal the total of your levels as Cold Damage. Doesn't work in Scyphozia.


Appearance: Weapon is covered with the a sky blue and black aura and Bubbles rise from the wielder.

Unstable

Type: Weapon Enchant


Effect: Roll a d20, your weapon does a different effect based on your roll:

d20 Effect
1 Blazing
2 Chilling
3 Deferred
4 Detonation
5 Elastic
6 Gluttony
7 Grim
8 Heroism
9 Metal
10 Obfuscation
11 Sear
12 Stone
13 Storm
14 Vampirism
15 Nemesis
16 Astral
17 Solar
18 Stormbreaker
19 Tears of Edenkite
20 Umbral Knight

Appearance: the Weapon's blade Switches color constantly.

Curse of the Unbidden

Type: Weapon Curse


Effect: On hit, a purple portal appears behind your target, for 3 turns it drains 10 ether per turn from the nearest target. Your Parry is changed to a counter, When the counter lands, you will take no damage and your opponent does -10 damage to you until your next turn.


Side Effect: You can also get hit by the portal.


Appearance: The weapon is covered in purple Corruption.

Curse of the Bloodthirsty

Type: Weapon Curse


Effect: You deal +10 damage.


Side Effect: Missing an attack will make you suffer 10 damage.


Appearance: the Weapon is completely red and surrounded by a red mist.

Curse of Yun'Shul

Type: Weapon Curse


Effect: Your Attacks Deals twice the damage.


Side Effect: Flip a coin each time you attack, on heads your attack also damages you.


Appearance: the Weapon is totally black and slightly transparent.

Curse of the No-Life King

Type: Weapon Curse


Effect: Your attacks deal twice the damage.


Side Effect: Holding your weapon will give you uncurable tier 2 Insanity until you stop holding your weapon, you also gain 1 tier of insanity per turn while holding your weapon, becoming unconscious cause of Insanity will instantly kill you.


Appearance: the Weapon is totally black, with three red and black flames erupt from it

Curse of Zariff's Absorption

Type: Weapon Curse


Effect: Your attacks Steals the enchant of your target (if it has one), allowing your next hit to use it on your next attack, automatically succeeding coin flips and always having their max effect.


Side Effect: Flip a coin, on Heads You suffer the effect as well.


Appearance: the Weapon is covered in static purple flames.

This is the list of all available enchants and curses for armors:

Adhesive

Type: Armor Enchant


Effect: When someone tries to attack you flip a coin, on heads it has disadvantage.


Appearance: Your Armor is covered in a purple haze.

Allure

Type: Armor Enchant


Effect: When hit flip a coin, on head Charm the attacker.


Appearance: Your armor sometimes emits red hearts

Bounce

Type: Armor Enchant


Effect: When hit, fling your attacker 5 feet away from you.


Appearance: Your armor is covered in semi-transparent black bubbles

Displacement

Type: Armor Enchant


Effect: You gain +10 speed when hit for 3 turns, this buff is stackable.


Appearance: Your armor is covered in white mist.

Drowned

Type: Armor Enchant


Effect: Your armor gives +1 AC and gives +5 speed


Appearance: Your armor is covered in a slightly black mist.

Entanglement

Type: Armor Enchant


Effect: When hit flip a coin, on head halve your speed, but reduce all damage taken by 6 for 3 turns.


Appearance: Armor is covered in vines.

Multiplicity

Type: Armor Enchant


Effect: When hit flip a coin, on head gain half of the attack's damage as TempHP


Appearance: Your Armor is covered in white electricity

Stench

Type: Armor Enchant


Effect: When hit flip a coin, on head deal 6 poison damage to anyone in a 5 feet area.


Appearance: Your armor is covered in a green mist

Viscosity

Type: Armor Enchant


Effect: You suffer damage after on the next turn of the attacker, if the attacked dies before its next turn you dont suffer damage, also you can endure an hit with 1 HP once every long rest.


Appearance: Your armor is slightly viscous

Providence's Thorn

Type: Armor Enchant


Effect: Each time an enemy fails an attack roll against you, it suffers 6 damage.


Appearance: the Armor's Metallic Parts are Glowing White.

Auto-Repair

Type: Armor Enchant


Effect: Your armor completely repairs over the span of 2 hours.


Appearance: Your Armor is Shiny.

Ferocity

Type: Armor Enchant


Effect: While you are not Full HP, you have a +5 to damage and attack rolls.


Appearance: Red blood droplets surrounding the equipment.

Spells

There you can find all the Arcanists' Spells, Sorcerers and Wizards can also learn normal spells and God spells.

Spell Index


Ignis

2nd-level


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You summon flame waves through your free hand, burning everyone in the area for 3d6 fire damage, you also ignite whoever you hit for 3 turns.

  • Backfire: you instead deal damage to yourself and ignite yourself for 2 turns.

  • Snap version: You cast a fireball that deals the same damage as normal ignis, this fireball has a 30 feet range and explodes damaging anyone in a 5 feet area.

Gelidus

2nd-level


  • Casting Time: 1 action
  • Range: 25 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You summon Icy waves of wind through your free hand, freezing everyone in the area for 3d6 ice damage, you also slow whoever you hit, this makes their speed halved for 3 turns; Hitting someone on fire with Gelidus will put out the flames on them.

  • Backfire: you instead damage and slow yourself for 2 turns

  • Snap version: you create ice under your feet and skate over it, quadrupling your speed until you dismiss this spell or cast another snap, however, using this spell for more than 3 turns automatically dismisses the spell and makes you suffer 2d6 cold damage.

Celeritas

2nd-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <10

  • You target someone, your target’s speed is doubled and he can do one more action per turn until you concentrate on casting this spell and until it is in the 60 feet area.

  • Backfire: Your speed gets halved and you can do one less action per turn for 2 turns.

  • Snap version: You can swap places with something you can see as an instantaneous effect.

Pondus

2nd-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <10

  • You target someone, your target’s speed is halved and he can do one less action per turn until you concentrate on casting this spell and until it is in the 60 feet area.

  • Backfire: Your speed gets halved and you can do one less action per turn for 2 turns.

  • Snap version: the spell becomes instantaneous and everyone 10 feet or closer to you suffers the debuff, and it can also be stacked by continuing to use snap Pondus, hitting 0 speed to snap Pondus' effects will make you unable to make any action.

Trahere

2nd-level


  • Casting Time: 1 action
  • Range: 60 feet (15 feet Sphere)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You Summon a 15 ft. vortex sucking everything to its centre and deal 2d6 force damage to whoever is struck by it.

  • Backfire: you damage yourself for 2d6 force damage and also halve your speed for this turn.

  • Snap version: this spell deals twice the damage and has twice the range, this spell also halves your target’s speed for 1 turn.

Sraunus

1st-level


  • Casting Time: 1 action
  • Range: 15 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You propel yourself forward, engulfing anyone you pass by in flames, dealing 2d4 fire damage.

  • Backfire: you suffer 3d4 fire damage.

  • Snap version: this spell goes twice as far and deals twice the damage.

Gourdus

2nd-level


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, M (this spell consumes a pumpkin)
  • Duration: Instantaneous
  • Casting Range: <16

  • You Summon a Scarecrow guarding a table full of food, this food can be eaten by anyone you want, if someone you don’t want to eat with approaches the table, the scarecrow will bash it and deal 2d6 piercing damage.

  • Backfire: you only summon the scarecrow, who will attack anyone in its range (20 feet) and then vanish.

  • Snap version: This spell instantly feeds you and other 3 targets of your choice (you can chose to feed no one except yourself).

Nosferatus

2nd-level


  • Casting Time: 1 action
  • Range: 30 feet (20 feet area)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You Summon a Blood orb anywhere in the 30 feet area, this orb will attack any hostile target in a 20 feet area, each time your turn ends this orb will deal 2d6 necrotic damage to any target in its range, this spell also heals you 2 hp per target struck.

  • Backfire: you damage yourself for 2d6 necrotic damage.

  • Snap version: this spell deals twice the damage and has twice the range.

Sagitta Sol

2nd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You Summon one sunlight archer next to you, this archer will shoot the nearest hostile target in a 60 feet area on the start of your turn for 4 turns, the arrows the archer shoot deal 2d6 radiant damage, this damage is doubled when hitting an undead or a fiend; you can summon a max of 3 archers.

  • Backfire: you deal 2d6 radiant damage to yourself.

  • Snap version: you summon a sunlight warrior that hits anything in a 30 feet line in front of you, being hit by this warrior deals 2d6 radiant damage, disarms and knocks 5 feet away your targets.

Scrupus

2nd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You Create a sword made of the material you are stepping on, this sword deals slashing damage dependant on the material, as shown in the tab below, this sword vanishes after 6 turns or when you dismiss it.

  • Snap version: you magically fling the sword you created towards an enemy.

Sword Damage
Material Damage
Organic 1d6
Stone 1d8
Metal 1d10

Viribus

2nd-level


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You shake the ground around you, giving disadvantage on the next throw and dealing 3d6 bludgeoning damage to whoever is hit by the spell.

  • Backfire: this spell’s effects are only suffered by you and your allies.

  • Snap version: this spell’s damage, area and debuffs are doubled.

Contrarium

2nd-level


  • Casting Time: 1 action
  • Range: 60 feet area
  • Components: S
  • Duration: Concentration
  • Casting Range: <12

  • You Create an Anti-Magic Area all around you, this area lasts until you stay focussed on maintaining it; The Anti-Magic area doesn’t affect you or your allies.

  • Backfire: you are unable to cast spells until the end of your next turn.

  • Snap version: the spell becomes instantaneous and you make everyone in a 15 feet area around you except yourself and your allies unable to cast spells for 3 turns.

Velo

1st-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You create a light orb over your shoulder, this orb illuminates an area of 60 feet.

  • Snap version: You blind anyone 30 feet or closer to your orb, this doesn’t include you and your allies.

Telorum

2nd-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You conjure a magic bow to hit one specific target in a 60 feet area, if casted correctly the arrow cannot miss and deals 3d4 radiant damage, this spell deals double damage to undeads and fiends, this spell’s damage cannot be blocked.

  • Backfire: You take the damage instead.

  • Snap version: : You summon 3 light swords dealing half the damage of normal Telorum each, these swords hit the same target and deal double damage to undeads and fiends, this spell’s damage cannot be blocked.

Glacies

1st-level


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You create a shockwave of sharp ice shards, impaling anyone that is 15 feet or closer to you; this spell deals 3d6 ice damage.

  • Backfire: You instead damage yourself.

  • Snap version: this spell has double range and +8 damage, this spell also slows struck targets, halving their speed for 3 turns.

Eruptio

1st-level


  • Casting Time: 1 action
  • Range: 10 feet Cylinder
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You create a pillar of flames all around you, knocking away and burning everyone in the area, the knockback is 20 feet, the damage is 2d6 fire damage.

  • Backfire: the pillar you summon damages only you and your allies.

  • Snap version: you can summon up to 3 flame pillars and they can be summoned anywhere in a 30 feet area.

Mana Augmentation

1st-level


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You enhance your physical performance with mana, this allows you to run twice as fast and to deal +4 the damage with any kind of physical attack for 3 turns.

  • Backfire: you deal -6 damage with physical attacks and have your speed halved for 3 turns.

  • Snap version: This spell’s buffs apply to yourself and your allies in a 15 feet area.

Armis

1st-level


  • Casting Time: 1 action
  • Range: 35 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You shoot a blue projectile that disarms any being it hits.

  • Backfire: you disarm yourself.

  • Snap version: You disarm any hostile target in a 20 feet area.

Snarvindur

2nd-level


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You clap your hands, generating a blow of wind that knocks away any target in the area, if the target hits a wall, they also receive 4d6 bludgeoning damage; the knockback is 45 feet.

  • Backfire: you knock yourself away and you always get 2d6 bludgeoning damage even while not hitting a wall.

  • Snap version: You always deal the damage even if the targets don’t hit a wall, also the spell now hits in a 15 feet area.

Glintstone Greatsword

2nd-level


  • Casting Time: 1 action
  • Range: 10 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

  • You Create a huge blade of magic and swing it in front of you, dealing 1d8 force + 4 slashing damage.

  • Backfire: You suffer 1d6 force + 3 slashing damage

  • Snap version: You Swing three times, the first hit is sure to hit, but the next 2 require an attack roll.

Phalanx

2nd-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You summon an arch of 4 defensive blades, if an enemy enters a 15 feet are around you the blades will automatically attack him, dealing 1d6 force damage for each blade, the blade needs to succeed an attack roll to hit and disappears after attacking.

  • Backfire: you suffer 2d6 force damage.

  • Snap version: You Instead summon 8 Blades.

Nocere

2nd-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <14

  • You target an unconscious being in the 60 feet area, each turn of concentration, one of the target’s bones breaks.

  • Backfire: You break one of your bones.

  • Snap version: the spell becomes instantaneous and has another effect: You magically choke your target, making it unable to do any action and breaking one of his bones for each turn he fails to save itself, to escape this snap, the target has to roll a d20 and score more than 12; however, while being chocked, the target cannot be attacked.

Arcane Cannon

2nd-level


  • Casting Time: 1 action
  • Range: 20 feet (10 feet area)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You Summon an explosive projectile of mana, shooting it anywhere in a 20 feet area, the projectile deals 2d6 force damage in a 10 feet area.

  • Backfire: You suffer 2d6 force damage

  • Snap version: Your spells shoots twice, and has double the range.

Arcane Piercer

2nd-level


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

  • You Create a blade of magic and impale a target, dealing 2d6 force + 5 slashing damage, you need to do an attack roll to hit this spell.

  • Backfire: You suffer 1d8 force + 4 slashing damage

  • Snap version: Your Piercer now creates a beam after hitting your target, also dealing the damage to everyone in a 30 feet line behind the target

Unseen Form

2nd-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You Conceal your form, making yourself semi-transparent, you can be seen by rolling a Perception Check that surpasses your spell DC.

  • Backfire: You Suffer 6 force damage.

  • Snap version: You become totally invisible.

Enchant Weapon

2nd-level


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You enhance your weapon with a 1d6 force, cold, fire, lightning, necrotic, radiant, poison or acid damage.

  • Backfire: You Suffer 6 force damage.

  • Snap version: You enchant up to 3 weapons at a time.

Magmatic Fury

2nd-level


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You Summon an explosion of magma in a 15 feet area, dealing 2d6 fire damage and scorching the area for 2 turns, if anyone ends their turn in the area they have to roll a Constitution save, or suffer 8 fire damage.

  • Backfire: You Suffer 2d6 fire damage.

  • Snap version: The scorched area becomes of 30 feet and lasts 6 turns.

Arcane Bolt

2nd-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You shoot a bolt of mana, dealing 1d8 force damage to your target.

  • Backfire: You Suffer 1d6 force damage.

  • Snap version: You instead shoot 3 bolts.

Arcane Bow

2nd-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You Summon a bow and shoot an arrow at a target, it always hits and deals 1d6 force damage

  • Backfire: You Suffer 6 force damage.

  • Snap version: Your bow lasts 3 turns and can shoot twice with one action.

Unseen Blade

2nd-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You Conceal your blade, making it completely invisible, attacks with an invisible blade have advantage.

  • Backfire: You Suffer 10 force damage.

  • Snap version: You make up to 3 blades invisible.

Lightning Spear

2rd-level


  • Casting Time: 1 action
  • Range: 30 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You charge a bolt of lightning in your hand, and then throw it, dealing 2d8 lightning damage in a 30 feet line.

  • Backfire: You suffer 1d8 lightning damage

  • Snap version: Your Spear's range is doubled and deals +6 radiant damage.

Darkness

2rd-level


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You release a shroud of magical darkness in a 15 feet area, you and your allies can see through the darkness.

  • Backfire: You suffer 1d8 necrotic damage

  • Snap version: The darkness shroud's range is 30 feet

God spells

There you can find all the God spells

Fimbulvetr

7th-level


  • Casting Time: 1 action
  • Range: 1 Mile
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You summon a storm cloud over a certain position in a 1 mile range, after 1 turn, this cloud shoots an ice chain to the ground, when the chain hits the ground, it creates an ice explosion in a 60 feet area, this explosion deals 5d6 cold damage and instantly freezes anything it touches, erasing its capacity to move and halving its actions for 2 turns.

  • Backfire: you damage and freeze yourself. until the start of your next turn.

  • Snap version: the storm cloud will instead rain icicles that deal 1d6 cold damage each and slow struck targets for 2 turns, halving their current speed; the storm cloud summoned by this snap lasts 3 turns and hits once a turn, it also has a 30 feet range, it won’t damage or slow you or your allies.

Manus dei

7th-level


  • Casting Time: 1 action
  • Range: 1 Mile
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You summon a meteor over a certain position in a 1 mile range, after 1 turn, the meteor falls down, dealing 5d6 fire damage to anything in a 30 feet area, being struck by this explosion knocks you 60 feet away and puts you on fire, being put on fire by this spell makes you receive 1d6 fire damage each turn for 3 turns.

  • Backfire: You suffer 7d6 fire damage.

  • Snap version: you summon 3 meteors, each one dealing half the damage one normal meteor would, but blocking one always makes you get hit by the other 2.

Hoppa

7th-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • Using this spell propels you 60 feet up from your initial position and makes you immune to fall damage until you touch the ground again.

  • Backfire: you fling yourself in the air, you become incapable of doing any other action during the flight and you do get fall damage.

  • Snap version: You give this spell’s backfire effect to anyone 10 feet or closer to you, except you and your allies.

Terra Mea

8th-level


  • Casting Time: 1 action
  • Range: 30 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • When casted this spell will set up 12 traps around its user; When someone stands on said traps. A Pillar of earth will rise from the ground and hit them into the air, dealing 2d6 bludgeoning damage and knocking 5 feet away the target; the traps are briefly visible for 1 second, then they turn invisible, the caster and its allies won’t trigger the traps.

  • Backfire: the caster gets flung by an earth pillar, receiving 2d6 bludgeoning damage and getting knocked 5 feet away its original position.

  • Snap version: This spell uses 3d8 piercing for its damage roll, the number of traps is doubled and so is the range; the damage up is caused by the earth pillars becoming earth spikes.

Percutiens

8th-level


  • Casting Time: 1 action
  • Range: 60 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You shoot a lightning bolt in front of you, being struck by it deals 4d8 lightning damage and immobilizes the target for 1 turn.

  • Backfire: you get the damage and get immobilized for the rest of your turn.

  • Snap version: You shoot 3 lightning bolts, each one dealing half the damage one normal bolt would, these bolts don’t immobilize but are unblockable.

Gate

8th-level


  • Casting Time: 1 action
  • Range: Infinite
  • Components: V, S
  • Duration: Instantaneous
  • Casting Range: Read Description

  • You can memorize one location you can teleport to anytime using this spell, memorizing a location requires you to meditate on said location for 1 hour, after meditating you have to name the location and then you can teleport to said location by using this spell and saying the location’s name, the gate you summon can teleport you and everything around you and lasts up to 6 seconds; if the gate location you created gets obstructed, it will move itself at the nearest free spot.

  • Backfire: If you roll less than 5 when using this spell, you and everything that comes into the gate will be erased from existence, if you roll less than 16 you will be teleported to a random location you memorized instead of the one you actually wanted to teleport to, if you roll more than 16, the spell will work as usual; this spell is NOT affected by rune cast, meaning you need to correctly cast this spell anytime you want to use it.

  • Snap version: You only get erased if you roll 1, If you didn’t roll 1 you will always get to the desired location, also, you can memorize a location for your gate in half the time it would normally take; using this snap while in combat uses instead the normal spell backfires.

Lux

7th-level


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You shoot a giant light sword, this sword will chase down the nearest hostile target in the 120 feet area and will explode on impact, dealing 5d6 radiant damage to it and everything in a 20 feet spherical area surrounding it; this spell deals 2x damage to undeads and fiends.

  • Backfire: you take the damage instead.

  • Snap version: You instantly teleport anywhere in a 20 feet area.

Umbra

8th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You summon a black pit in any location near you, this pit will chase down the nearest hostile target in the 30 feet area and will start to swallow it, dealing a total of 5d6 necrotic damage; after swallowing someone, the pit will spit it out.

  • Backfire: this spell’s effects apply on you.

  • Snap version: you summon a burst of dark energy under your feet, thrusting yourself 30 feet forward and knocking away anyone near you 15 feet away.

Radium

8th-level


  • Casting Time: 1 action
  • Range: 120 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You shoot a beam of fire right in front of you; hitting any target will cause the beam to damage him for 3d6 fire damage and will make the beam bounce, after the bounce, the beam will hit the nearest target until its 120 feet range is over.

  • Backfire: you take 3d6 fire damage

  • Snap version: your beam does not bounce, but it always hits the target you are aiming at and will deal 8d6 fire damage.

Arcane Stream

8th-level


  • Casting Time: 1 action
  • Range: 45x15 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You shoot a beam of pure mana right in front of you; hitting any target will cause the beam to damage him for 3d6 force damage;

  • Backfire: you take 3d6 force damage

  • Snap version: your beam is now a 60x30 feet line and deals 4d8 force damage

Ultimate Spells

There you can find all the Ultimate Spells.

Mori

9th-level


  • Casting Time: 1 action
  • Range: Infinite
  • Components: V, S
  • Duration: Instantaneous
  • Casting Range: <18

  • You shoot a purple projectile, said projectile will chase down a specific target until it hits it, when the projectile hits the target, said target will instantly die and its soul will get totally erased, this also removes any extra life and any chance of resurrection from the target it kills, someone dead by this spell will stay dead.

  • Backfire: You instantly die.

  • Snap version: you cast a horde of Mori projectiles, but these projectiles can hit you and your allies; this snap can be backfired if you roll less than 19.

Infecta

9th-level


  • Casting Time: 1 action
  • Range: 60 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You spit a green cloud out of your mouth, if the cloud touches any living or undead being, said being will be infected, infected targets have their speed, maxhp and actions halved, an infected target must cough every turn, coughing will infect any other being in a 10 feet area; the infection cannot be cured, it will automatically vanish after 1 hour; you and your allies are immune to this plague.

  • Backfire: you infect yourself and everyone 30 feet or closer to you.

  • Snap version: the same as the normal spell but being infected will cause you to take 1d6 of poison damage each turn, until the end of the infection.

Dei Maledicta

9th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You snap your fingers, causing a rain of cursed meteorites to fall down to the ground, each meteorite deals 6d6 fire damage and 2d6 necrotic damage, being hit by a meteorite also puts on you the curse of weakness for 3 turns; you can summon up to 2 meteorites, you and your allies are immune to this spell.

  • Backfire: You hit yourself with one of said meteorites.

  • Snap version: you cannot backfire this spell and you shoot 4 meteorites.

Maledicta Terra

9th-level


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You summon 10 enormous pillars of earth anywhere in the 120 feet area, these pillars are indestructible and will last until dismissed; being struck by one of said pillars will cause you to take 8d6 bludgeoning damage and halves your actions for 6 turns.

  • Backfire: you summon one of said pillars underneath your feet, this makes you and anyone near you take the damage and the debuff.

  • Snap version: You cannot backfire this spell and you instead summon 25 enormous pillars.

Necromancer Spells

There you can find all the Necromancers' Spells.

Tenebris

3rd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You punch the a target in the 5 feet area, said target will receive 2d4 necrotic damage and will also receive the curse of weakness for 3 turns.

  • Backfire: you get cursed for 1 turn and suffer the damage.

  • Snap version: you summon 4 spheres of dark energy around you, these spheres can be casted to up to 4 targets at a time, each one applying the curse of weakness for 2 turns and dealing 1d4 necrotic damage.

Inferi

Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <2

  • You shoot a green projectile, if the projectile hits an unconscious being, it will turn it into a shrieker, Shriekers created this way will act as normal shriekers except the fact they won’t hit you

  • Backfire: You get 4d6 necrotic damage.

Redditus

Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You turn any shrieker you created with the “inferi” spell into a bound shrieker, bound shriekers are simply marked pages that can be used to summon a shrieker at your command, shriekers summoned with a bound shrieker can be re-bounded anytime; bound shriekers can be used only by the necromancer who cast redditus, destroying a bound shrieker releases the creature like if the necromancer used the page; you cannot turn your shrieker champion into a bound shrieker. you cannot create a bound Dristini in any way.

  • Backfire: this spell does absolutely nothing and you wasted your action.

Ligans

4th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You link your hp to any of your allies (included your shriekers) this allows them to take the damage you would take until the spell is dismissed.

  • Backfire: the hp link is inverted, you will take the damage instead of your target.

Secare

4th-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You summon a dark longsword, this longsword deals 2d4 necrotic damage on each swing and applies the state “curse of weakness” for 3 turns, this state makes whoever has it take 1.5x damage.

  • Backfire: you get 2d4 necrotic damage and you get the curse of weakness for 3 turns.

  • Snap version: you instead fling the summoned sword at a target in a 60 feet area, dealing the same damage as one swing and applying the curse of weakness for 2 turns.

Furantur

4th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <15

  • You target someone in the 60 feet area, this allows you to leech said target’s hp until you stay focussed every time your turn ends, the damage it deals is 2d6 necrotic damage, the heal you receive is the same as the damage you dealt.

  • Backfire: you get 2d6 necrotic damage.

  • Snap version: works like the normal spell but heals you and your summoned Undeads.

Curse of Weakness

Suffering the Curse of weakness causes you to suffer +6 damage from any attack.

Maledicicte

3rd-level


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You summon Cursed Flame waves from your free hand, burning everyone struck by it for 2d6 fire damage and 1d8 necrotic damage; this spell applies curse of weakness for 3 turns, also this spell ignites your targets for 3 turns, being ignited by this spell adds a +4 necrotic damage to the ignited condition

  • Backfire: you suffer the spell's effects

  • Snap version: you shoot a cursed fireball that hits one target in a 30 feet area, dealing the same damage as the normal spell does and applying the curse for 2 turns.

Summon Shrieker

4th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You instantly summon 2 Shriekers, these shriekers cannot be bounded using the spell “Redditus”, these shriekers also won’t attack you and your allies.

  • Backfire: these Shriekers are hostile towards you and your allies, and friendly towards your enemies.

  • Snap version: You detonate your Shriekers, each detonation will cause everyone in a 10 feet area to suffer 3d6 necrotic damage.

Command Undeads

3rd-level


  • Casting Time: 1 bonus action
  • Range: Infinite
  • Components: V
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You impart telepathically orders to your undeads, these orders can always be heard and must be followed by any undead you imparted the order to.

Pest Threads

3rd-level


  • Casting Time: 1 action
  • Range: 20 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You shoot 3 threads of sticky goo towards your target, it has to roll a Dexterity saving throw, being grappled by the threads for 1 turn on a failure, and suffering -10 speed on a failure.

  • Backfire: You become grappled for 1 turn.

  • Snap version: your target always fails the saving throw

Swarm of Flies

3rd-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You release a swarm of flies towards your target, making it suffer 1d8 piercing damage, your target has to roll a constitution saving throw, and becomes unable to get healed for 3 turns on a failure.

  • Backfire: You suffer 4 piercing damage an you cannot get healed for 1 turn

  • Snap version: your target always fails the saving throw and you can choose up to 3 targets

Bloodflame Talon

3rd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You slash your target with fiery talons of blood, dealing 2d6 fire and 1d6 slashing damage, you can always succeed this spell's cast roll by sacrificing 5 HP.

  • Backfire: You suffer 1d6 fire and 1d6 slashing damage

  • Snap version: your slash twice.

Prophet of Death Spells

Mana Fly

5th-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You concentrate mana into your body, this gives you a flight speed equal to your walk speed for 5 turns (30 seconds).

Worm Bomb

5th-level


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You shoot a thread ball, this ball will chase down the nearest hostile target and will explode on contact, the explosion deals 2d6 necrotic damage and summons a Dristini under your command.

  • Backfire: you get 3d8 necrotic damage.

  • Snap version: you Detonate your Dristini and Shriekers, each detonation dealing 3d6 necrotic damage and disarming everyone in a 10 feet area.

Worm Blast

4th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You chose a target, at the end of your turn said target will receive 3d4 necrotic damage and you will heal for the amount of damage the spell dealt; if this spell kills its target, said target will become a Dristini under your command.

  • Backfire: you get the damage, if you die by this spell, you cannot change vessel.

  • Snap version: You deal twice the damage but won’t turn your target in a Dristini on its death.

Call of the Death

9th-level


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration
  • Casting Range: <16

  • You focus for one entire turn, after that you will summon an horde of 20 Dristini under your command; this spell can be used once per short/long rest.

  • Backfire: these Dristini are hostile to you and allied to your enemies.

  • Snap version: you summon half the amount of Dristini, this snap cannot be used if you already casted the normal version of this spell; you can use this snap once a short/long rest.

Ancient Death

5th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You summon a burst of 6 hunting souls, each dealing 1d8 necrotic damage.

  • Backfire: you get 2d8 necrotic damage.

  • Snap version: You summon a burst of 9 soul instead of 6.

Worm Bomb

5th-level


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You shoot a thread ball, this ball will chase down the nearest hostile target and will explode on contact, the explosion deals 2d6 necrotic damage and summons a Dristini under your command.

  • Backfire: you get 3d8 necrotic damage.

  • Snap version: you Detonate your Dristini and Shriekers, each detonation dealing 3d6 necrotic damage and disarming everyone in a 10 feet area.

Explosive Ghostflame

5th-level


  • Casting Time: 1 action
  • Range: 15 feet Area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You summon a burst of souls beneath you, everyone in the area has to roll a Dexterity saving throw, suffering 4d8 necrotic damage and 3 turns of curse of weakness on a failure, and half as much on a success.

  • Backfire: you get 3d8 necrotic damage.

  • Snap version: can summon the explosion anywhere in a 30 feet area.

Illusionist Spells

There you can find all the Illusionists' Spells.

Hystericus

Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <12

  • You chose a target and then focus, until you stay focussed, said target will have 2 disadvantages on each throw it makes and will walk in the opposite direction of where it wants to go.

  • Backfire: you give this spell’s debuff to your closest ally for 2 turns.

  • Snap version: You can control your target’s actions on its next turn, however casting this spell makes you faint until your target’s turn is over.

Trickstus

3rd-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <12

  • You chose a target and then focus, until you stay focussed, said target will be both blind and deaf.

  • Backfire: the spell will hit any of your allies in a 15 feet area around you.

  • Snap version: the spell becomes instantaneous and the debuff applies to any hostile target in a 15 feet area from you.

Deceptive Burst

4th-level


  • Casting Time: 1 action
  • Range: 30 feet sphere
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You explode your summoned clones, it doesn’t matter how far they are, being struck by the explosion will make you receive 3d6 psychic damage and will give you disadvantage your next throw.

  • Backfire: The explosion will damage you and your allies and not your enemies.

  • Snap version: Your explosion deals half the damage but doesn’t destroy the clones.

Blinding Lights

3rd-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You emit an intense light from all your summoned clones, it doesn’t matter at what distance, this light will blind anything in a 30 feet area for 1 turn and it also gives disadvantage on the next 2 throws the blinded targets do.

  • Backfire: you instead blind and give disadvantage to you and yourr allies.

  • Snap version: Your Blind duration is doubled, the disadvantage caused by the spell is doubled.

Card Trick

4th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You throw a card, this card will fly over the ground and will start shooting clones of itself at the nearest target for 3 turns, being hit by a clone of the card will deal 2d6 piercing damage.

  • Backfire: the cards will instead rain over your nearest ally (or yourself if you are the nearest target).

Transfer

3rd-level


  • Casting Time: 1 action
  • Range: infinite
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You instantly switch position with one of your summoned clones.

  • Backfire: you destroy the clone you wanted to transfer to.

  • Snap version: you transfer the position of one or more clones anywhere else in a 30 feet area.

Custos

3rd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You create an illusory wall in front of you, this wall can be of whatever size you want, this wall can also be totally invisible or can project an illusion; if someone except you and your allies make contact with said wall, they will be knocked 30 feet away and will receive 3d6 force damage.

  • Backfire: you get 3d6 force damage.

  • Snap version: you create a cube instead of a wall.

Observe

4th-level


  • Casting Time: 1 action
  • Range: Infinite
  • Components: V, S
  • Duration: Concentration
  • Casting Range: Cannot be Backfired

  • You sit on the ground and enter a meditating stance, while in this position, saying the name of someone and staying focussed on its image will make you able to see his prospective by a third person view. Observing someone who can spell cast whose level is at least more than half yours will make him know you are observing them.

  • Snap version: you can show what you see to others.

Globus

4th-level


  • Casting Time: 1 action
  • Range: 30 feet Sphere
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You create a shockwave all around you, this shockwave will push back anything except you and your allies for a 30 feet knockback; after the shockwave, you can create a sphere that will push 30 feet away for the same distance as above anyone touching it, this sphere can also have an illusion on it.

  • Backfire: you instead get pushed away and you have to waste one action on your next turn to get up.

  • Snap version: you can create the shockwave and the sphere anywhere in a 160 feet area.

Claritum

3rd-level


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You make a target of your choice immune to illusions for 3 turns, this spell can also be used to permanently cure mental issues.

  • Backfire: you apply a state of confusion for 1 turn over your target, if used on yourself, this backfire does nothing.

  • Snap version: this spell can have infinite targets.

Intermissum

4th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <14

  • You focus your spell on a target, for each turn this spell is focussed on it, it suffers 1 tier of insanity.

  • Backfire: the spell instead hits any ally in a 15 feet area around you.

  • Snap version: the spell instantly gives 1 tier of insanity that vanishes after 3 turns.

Dominus

4th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <14

  • You chose a target, until you focus on said target and until it is in the spell area, it will go berserk and attack any nearby being.

  • Backfire: you instead make any ally (or yourself) in a 15 feet area around you go berserk.

  • Snap version: the spell is instantaneous and lasts 3 turns.

Nightmare

4th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <15

  • You chose a target, this target will become frightened and run away from everything it sees until you focus and until it is in the spell’s range.

  • Backfire: You instead frighten any allied target in a 10 feet area.

  • Snap version: You Frighten up to 3 targets instantaneously for 2 turns.

Apparition

Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You create a clone of yourself, this clone can only move and cast spells you know, but their spells won’t have any effect; you can create as much clones as you want.

  • Backfire: you make one clone you summoned disappear.

  • Snap version: You Summon 2 clones instead, but they cannot cast fake spells.

Subterlabor

3rd-level


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You create a clone of yourself in your exact position and then turn invisible for 1 turn.

  • Backfire: you waste your action.

  • Snap version: you become invisible for 2 turns and the clone you summoned with this snap’s spells actually do what they are supposed to do.

Frenzied Flames

3rd-level


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You Shoot a burst of frenzied flames, dealing 2d8 fire damage to anyone in the area, after casting this spell, roll a Wisdom check, DC being your spell's and get a tier of Insanity on a failure.

  • Backfire: you suffer a tier of Insanity

  • Snap version: You deal 3d8 fire damage in a 20 feet area instead.

Inescapable Frenzy

3rd-level


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You grab your target, it has to roll a Wisdom saving throw and get a tier of Insanity on a failure.

  • Backfire: you suffer a tier of Insanity

  • Snap version: You also deal 2d6 force damage.

Frenzied Burst

3rd-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You Shoot a burst of frenzied energy from you eyes, dealing 2d8 radiant, after casting this spell, roll a Wisdom check, DC being your spell's and get a tier of Insanity on a failure.

  • Backfire: you suffer a tier of Insanity

  • Snap version: You make your target suffer a tier of insanity.

Gravity Manipulator Spells

God Observe

5th-level


  • Casting Time: 1 action
  • Range: infinite
  • Components: V, S
  • Duration: Concentration
  • Casting Range: Cannot be Backfired

  • You sit on the ground and enter a meditating stance, while in this position, saying the name of someone and staying focussed on its image will make you able to see his prospective by a third person view. God Observe ignores any kind of observe immunity.

  • Snap version: you Show anyone near you the same thing you see.

Mana Fly

5th-level


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You concentrate mana into your body, this gives you a flight speed equal to your walk speed for 5 turns (30 seconds).

Duobe

5th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You create a mini black hole anywhere in the 60 feet area, said black hole will start sucking anything in a 30 feet area to its centre; after 1 turn, this spell’s effect ends; this spell doesn’t affect you or your allies.

  • Backfire: this spell only affect you and your allies.

  • Snap version: you make the black hole you summoned explode, dealing 4d4 force damage to anyone in a 10 feet area.

Collapsing Stars

5th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

  • You shoot a barrage of 4 Gravitational shot, each dealing 2d6 force damage, and then flinging your target 10 feet in any direction

  • Backfire: You suffer 2d6 force damage

  • Snap version: You instead shoot 6 shots.

Compress

5th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You magically fling your targets in the air, and then you crush them into the ground, this spell deals a total of 2d6 bludgeoning damage and 2d6 force damage, also, targets flung by this spell need to use an action to recover from the fall.

  • Backfire: you apply this spell’s effects on yourself.

  • Snap version: this spell only struck one target but deals double damage.

Terra Rebus

5th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You rise a boulder from the ground, and then you fling it anywhere you want in the 60 feet area, hitting something with this boulder causes it to take 4d6 bludgeoning damage and 2d6 force damage, this spell cannot be blocked; this spell can also be used to deflect any kind of object being flung by using a reaction.

  • Backfire: you take the damage.

  • Snap version: you make the ground in a 60 feet area around you quake, giving disadvantage on every hostile target’s throws for 3 turns.

Gravitas

5th-level


  • Casting Time: 1 action
  • Range: 60 feet Sphere
  • Components: S
  • Duration: Concentration
  • Casting Range: <10

  • You create an anti-gravity field that will make hostile targets float randomly in its area but will make you and your allies have complete control on where to go exactly, you need to focus to maintain the field active.

  • Backfire: you cannot move for 1 turn.

  • Snap version: the spell becomes instantaneous and lasts 3 turns.

Monster Hunter Spells

There you can find all the Monster Hunters' Spells.

Coercere

Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: Cannot be backfired

  • You focus on any wild non-humanoid being in the area, after 1 + (beast’s size compared to you*beast’s current hp) turns you capture it and put it in your domain, your domain has 10 slots, a beast occupies a number of slot equal to as shown in the tab below:

  • A tiny beast occupies 0.25 slot,

  • a small beast occupies 0.5 slot,

  • a medium beast occupies 1 slot,

  • a large beast occupies 2,5 slots,

  • a huge beast occupies 5 slots,

  • a Dragon occupies 10 slots.

  • A Gargantuan Beast occupies all your slots.

for each size the being has over you, the number for the math up there increases by one, if the being is smaller than you, it will instead be 0.5, no matter how many less sizes it is compared to you;

10 current hp equal to 1 point for the maths up there;

example: you want to capture a dragon, your size is medium, this dragon’s size is huge, and its maxhp are 200, since you are medium and the dragon is huge the scaling goes like this:

medium - you

Large - 1 size bigger

huge - 2 sizes bigger

the math here is: 1 + (220) = 41, it would take 41 turns of concentration to capture a huge full hp dragon; let’s say this dragon got damaged, and its current hp are now 10, the math here is 1 + (21 ) = 3 it would take 3 turns of concentration to capture a huge dragon with 10 hp.

Fiery Roar

3rd-level


  • Casting Time: 1 action
  • Range: 30 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You speak a magical enhanced roar, everyone in a 30 feet are has to roll a wisdom saving throw, or be scared for 1 turn.

  • Backfire: You get scared for 1 turn

Liber

Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: Cannot be Backfired

  • You summon one of the creatures in your domain and put it under your complete control.

  • Snap version: you instantly put one of your summoned creatures back into your domain.

Scribo

3rd-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be backfired

  • You turn a tiny or small creature in your domain into a bound page, using a bound page will summon the creature you used to create said page instantly and this creature will be totally under your control; if you ever want to re-bound a creature summoned from a page, you need to recapture it first; bound pages can only be used by the Monster Hunter who made them; destroying one bound page will summon the creature that the page held, creatures summoned this way are still loyal only to the Monster Hunter who wrote the page.

Command Monsters

3rd-level


  • Casting Time: 1 bonus action
  • Range: infinite
  • Components: V
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You impart telepathically orders to your monsters, these orders can always be heard and must be followed by any monster you imparted the order to.

Fire Breath

3rd-level


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You spew fire breath from your mouth, dealing 2d6 fire damage to anyone in the area.

  • Backfire: You suffer 1d8 fire damage

  • Snap version: You deal 2d8 fire damage and ignite your targets for 3 turns, each turn they suffer 4 fire damage.

Summon Shriekers

3rd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You summon 2 shriekers, these shriekers cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another couple of shriekers, or if your summoned beasts died.

  • Backfire: the shriekers turn hostile towards everyone.

  • Snap version: the spell becomes instantaneous and lasts 3 turns.

Summon Howler

4th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You summon an Howler, this Howler cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Howler, or if your summoned beast died; The howler you summon isn’t a pack leader.

  • Backfire: the Howler turns hostile towards everyone.

  • Snap version: you unsummon the Howler.

Summon Lava Snake

4th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <17

  • You summon a lava snake, this lava snake cannot be captured with Coercere and won’t attack you or your allies; summoning a lava snake makes you unable to summon any other beast, you cannot summon the lava snake if you already summoned something else. you can use this spell only if you didn’t already summon another Lava Snake, or if your summoned beast died; becoming a Beast Master will make this summon available even when other summons are used and it won’t prevent you from summoning other beasts; you can get this spell only as the last spell from the beast tamer spell list.

  • Backfire: the Lava Snake turns hostile towards everyone.

  • Snap version: you unsummon the Lava Snake.

Summon Evil Eye

4th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You summon an evil eye, this evil eye cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Evil Eye, or if your summoned beast died.

  • Backfire: the Evil Eye turns hostile towards everyone.

  • Snap version: you unsummon the Evil Eye.

Summon Shrieking Scroom

3rd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You summon a Shrieking Scroom, This Shrieking Scroom cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Shrieking Scroom Scroom, or if your summoned beast died.

  • Backfire: the Shrieking Scroom turns hostile towards everyone.

  • Snap version: you unsummon the Shrieking Scroom.

Rotten Breath

3rd-level


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You spew rotten breath from your mouth, dealing 2d6 necrotic damage to anyone in the area.

  • Backfire: You suffer 1d8 necrotic damage

  • Snap version: You deal 2d8 necrotic damage and poison your targets for 3 turns, each turn they suffer 4 necrotic damage.

Beast Master spells

Mana Fly

5th-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You concentrate mana into your body, this gives you a flight speed equal to your walk speed for 5 turns (30 seconds).

Summon Giant Dristini

5th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <11

  • You summon a Giant Dristini, this Giant Dristini cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Giant Dristini, or if your summoned beast died.

  • Backfire: the Giant Dristini turns hostile towards everyone.

  • Snap version: you unsummon the Giant Dristini.

Summon Gorpig

5th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

  • You summon a Gorpig, this Gorpig cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Gorpig, or if your summoned beast died.

  • Backfire: the Gorpig turns hostile towards everyone.

  • Snap version: you unsummon the Gorpig.

Summon Griffin

5th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You summon a special Griffon breed made by Ardor himself, called Griffin; this Griffin cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Griffin, or if your summoned beast died.

  • Backfire: the Griffin turns hostile towards everyone.

  • Snap version: you unsummon the Griffin.

Summon Rot Wyrm

5th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You summon a Rot Wyrm, this Rot Wyrm cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Rot Wyrm, or if your summoned beast died.

  • Backfire: the Rot Wyrm turns hostile towards everyone.

  • Snap version: you unsummon the Rot Wyrm.

Summon Ardor's Harpy

5th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You summon a special Harpy breed made by Ardor himself, this Harpy cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Harpy, or if your summoned beast died.

  • Backfire: the Harpy turns hostile towards everyone.

  • Snap version: you unsummon the Harpy.

Summon Golem

5th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You summon a Golem, this Golem cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Golem, or if your summoned beast died.

  • Backfire: the Golem turns hostile towards everyone.

  • Snap version: you unsummon the Golem.

Summon Arocknid

5th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

  • You summon an Arocknid, this Arocknid cannot be captured with Coercere and won’t attack you or your allies; you can use this spell only if you didn’t already summon another Arocknid, or if your summoned beast died.

  • Backfire: the Arocknid turns hostile towards everyone.

  • Snap version: you unsummon the Arocknid.

Beast Claw

3rd-level


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You summon a claw that slashes anything in front of you, dealing 3d6 slashing damage and making your targets suffer a Constitution saving throw, they suffer 8 damage per turn for 2 turns on a failure.

  • Backfire: You suffer 2d6 slashing damage.

  • Snap version: You use d8 for the damage rolls instead and the spell hits in an area instead of a cone.

Florist Spells

There you can find all the Florists' Spells.

Verdien

Cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You instantly grow a plant of your choice in an habitat suitable for such plant.

  • Backfire: you entangle yourself in roots for one turn

  • Snap version: you try to entangle every hostile in a 15 feet area around you in roots, they must succeed a Constitution Saving Throw or be entangled for 1 turn, while entangled the targets cannot make any action.

Fons Vitae

3rd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

  • You create a cauldron out of the same kind of stones present in your current location, this cauldron is fully functional and can be used to make any kind of potion.

  • Backfire: You suffer 2d6 poison damage.

  • Snap version: You Instantly consume the Poison effects you applied on any of your targets, this has infinite range; consuming the poison instantly deals the rest of damage over time of the poison status.

Floresco

3rd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You create an invisible trap flower in front of you, if someone steps on said flower, they will be poisoned and entangled in vines: the poison lasts 3 turns, it deals 2d6 poison damage per turn, this poison also makes vulnerable to snap Fons Vitae; the entangled state lasts for the whole target’s turn, this makes them unable to make any more actions.

  • Backfire: you get 2d6 poison damage and become entangled for 1 turn.

  • Snap version: You Summon Waves of Vines in a 30 feet line in front of you, being hit by these vines makes you suffer 3d6 poison damage and poisons you for 3 turns, each turn you suffer 1d6 poison damage till the end of the effect.

Perflora

4th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

  • You create a flower capable of releasing a poisonous cloud around it, this poisonous cloud is 10 feet wide and will apply a special poison to anyone inhaling it, this poison deals 2d6 poison damage per turn; while staying in the poisonous cloud, the poison’s duration can potentially be infinite, but if your target leaves the poisonous cloud, the poison’s effects will vanish in 3 turns; inhaling this poison also makes you vulnerable to Snap Fons Vitae.

  • Backfire: the poisonous cloud has no effect on your enemies and poisons you and your allies.

  • Snap version: You summon 5 poisonous flowers and fling them at your targets, each flower deals 2 poison damage and applies a poison effect, that makes the target suffer 1d6 poison damage every turn for 2 turns; this poison makes targets vulnerable to snap fons vitae.

Naturae

4th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

  • You shoot a sphere of concentrated poison, this sphere explodes when it touches anything; the sphere’s explosion causes the concentrated poison to hit anyone in a 10 feet area, being hit by this poison deals 2d6 poison damage and also poisons the targets for 3 turns, this poison deals 2d6 poison damage per turn and makes you vulnerable to snap Fons Vitae.

  • Backfire: you suffer 4d6 poison damage.

  • Snap version: Creates a root to impale one target, being impaled by this root makes you suffer 3d6 piercing damage and poisons you for 3 turns, each turn you suffer 1d6 poison damage until the end of the poison state.

Vites

3rd-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You surround your armor in poisonous vines, this increases your AC by 1 (for a max of 18) and poisons whoever tries to attack you; the poison lasts 3 turns and deals 2d6 poison damage per turn, this poison also makes you vulnerable to snap Fons Vitae.

  • Backfire: You suffer 2d6 poison damage

  • Snap version: You enhance every ally in a 15 feet area (and yourself) whit the spell’s effect.

Situ Vasta

4th-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You instantly create a tree under yourself, attacking this tree causes the damage to be reflected to the attacker in form of poison damage; this spell can also be used as a reaction to an attack, but using the spell like that makes the spell’s casting range <16 instead of <14.

  • Backfire: you suffer 2d6 poison damage

  • Snap version: You can use this spell once while one of your allies is being attacked, this will make the tree appear under said ally, but will take away your possibility to react to anything else for this turn.

Flagellum Spinae

4th-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You summon a sentient being made out of poisonous vines, this creature will attack any hostile target until it is killed or dismissed, the creature’s hp are 20, its AC is 10 and its damage per hit is 2d6 poison damage.

  • Backfire: the creature is hostile to everyone

  • Snap version: You summon 3 creatures with half of the normal creature’s stats (10 hp, 5 AC and 1d6 poison damage).

Nebula

3rd-level


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

  • You create a 60 feet area with a thick fog, only you and your allies can see clearly through said fog.

  • Backfire: your enemies can see through the fog, you and your allies can’t.

  • Snap version: The fog’s area increases to 200 feet.

Crystal Sage Spells

Spyndulis

5th-level


  • Casting Time: 1 action
  • Range: Infinite
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You instantly create a giant crystal out of nowhere, its origin being any place you can see; being hit by this crystal will deal 4d6 poison damage and will poison you for 3 turns, this poison deals 4d4 poison damage per turn and makes you vulnerable to snap fons vitae; if the crystal is originated on a moving target, it will disappear after your turn’s end.

Krusa

5th-level


  • Casting Time: 1 action
  • Range: 160 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You summon a crystal over any target you choose in the 160 feet area, then you make it fall until it reaches its target and then you make it explode, this explosion deals 6d4 poison damage and poisons every struck target for 3 turns, this poison deals 4d4 poison damage per turn and makes you vulnerable to snap fons vitae.

Mirgeti

5th-level


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You instantly teleport anywhere in the 120 feet area, this spell can also be used as a reaction to an attack, but to successfully use it in that way you have to roll a d20 and score more than your attacker did with his attack roll; this spell can also teleport you to any crystal you created using Spyndulis, Mirgeti has no range limitation when teleporting to a Crystal.

Cructus

5th-level


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You create a shockwave of crystals all around you, hitting whoever is in the 15 feet area, this knocks the struck targets away, for a 15 feet knockback; this spell also does 2d6 poison damage and poisons your targets for 3 turns, this poison deals 4d4 poison damage per turn and makes you vulnerable to snap fons vitae.

Mana Fly

5th-level


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

  • You concentrate mana into your body, this gives you a flight speed equal to your walk speed for 5 turns (30 seconds).

Crystal Burst

4nd-level


  • Casting Time: 1 action
  • Range: 10 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

  • You shoot a barrage of 5 Crystal bullets, each dealing 2d6 poison damage, and poison your target for 2 turns, each turn they suffer 1d6 poison damage.

  • Backfire: You suffer 2d6 poison damage

  • Snap version: You instead summon 8 bullets.

New Potions

This homebrew adds some new potion to the mix.

Health Potion

heals 1d6 hp, with the drawback of dealing 1d6 poison damage if drunk more than twice in 1 hour, this potion is red.

Sooth Sight

gives a +3 to any Wisdom (Perception) check that uses sight for 1 hour, this potion however has the drawback of dealing 1d4 poison damage when drunk; this potion is grayish-white.

Soothing Frost

this potion restores any burn injury, with the drawback of dealing 1d4 poison damage when drunk; this potion is ice blue.

Slateskin

This potion halves your speed but gives resistance to all damage for 5 turns with the drawback of dealing 1d6 poison damage when drunk; this potion is stone gray.

Silver Sun

Cures any form of vampirism without any drawback, This potion is snow white.

Mind Mend

this potion prevents any kind of psychic attack and insanity for 1 hour, with the drawback of dealing 1d4 poison damage when drunk; this potion's color is Cactus Green.

Inner Fire

this potion prevents any kind of cold damage for 1 minute, with the drawback of doubling fire damage for the same duration and dealing 1d6 poison damage when drunk; this potion is orange.

Scar Serum

this potion heals any permanent scar without any drawback; this potion's color is gray.

Bone Growth

this potion heals any broken bone with the drawback of dealing 1d4 poison damage when drunk, this potion is Lime.

Maidensbane

this potion gives +10 damage to all your attacks and x2 speed for 1 hour, however drinking this potion will cause instant death, that can only be avoided by constructs, but even so, this potion cannot be drunk more than once every 8 hours and prevents constructs from drinking Kingsbane or Lordsbane for the same amount of time; this potion is purple.

Kingsbane

this potion gives x4 speed for 1 hour, however drinking this potion will cause instant death, that can only be avoided by constructs, but even so, this potion cannot be drunk more than once every 8 hours and prevents constructs from drinking Maidensbane or Lordsbane for the same amount of time; this potion is purple.

Lordsbane

this potion doubles any damage you deal for 1 hour, however drinking this potion will cause instant death, that can only be avoided by constructs, but even so, this potion cannot be drunk more than once every 8 hours and prevents constructs from drinking Kingsbane or Maidenbane for the same amount of time; this potion is purple.

Feather Feet

prevents any kind of fall damage for 1 hour with the drawback of dealing 1d4 poison damage when drunk; this potion is pink.

Tespian Elixir

heals 1d6 HP if who drinks it has a good alignment, else it deals 1d6 poison damage; this potion is pure white.

Switch Witch

switches the gender of whoever drinks it (male / female), this potion is bright green.

Fire Protection Potion

this potion prevents any kind of fire damage for 1 minute, with the drawback of doubling cold damage for the same duration and dealing 1d6 poison damage when drunk; this potion's color is blue.

Liquid Wisdom

gives one free cast of a spell you know on its lowest possible level, or gives advantage to the next 3 cast rolls for Arcanists but inflict 1d6 poison damage; this potion is cyan.

New Magic Items

Most of these items come from ancient tales or even myths, but one thing is certain, they exist and are at our reach, will you be able to conquer one of those items for yourself?

Index

Very Rare


Phoenix Down

Unique


Sealed Sword

Artifacts

Lannis' Amulet


Ritual Knife


Amulet of the White King


Philosopher's Stone


Fairfrozen


Memory Disc


His Fragment


Phoenix Feather


Nightstone


Sunstone


Spider Cloak


Rift Gem


Ancient Plating


Holy Aura


Azael Soul


Blood Ring


Staff of Pain


Dark Blood


Pocket Watch


Dienis Locket


Baima's Mask


Unwavering Focus


Heirloom

Lannis' Amulet

Appearance

Attunement

Lannis' Amulet attunes to the first being that wears it, and becomes an indestructible of the owner's body until it's death.

Effect

When hit by a spell (Included Mori), you are able to negate all its effects.

this effect takes 6 turns to recharge.

Sealed Sword

Appearance


This sword is also called Solan's Sword, since it has been blessed by Solan himself.

Attunement

Find the Sealed Church, have max Purity and pull the sword out of its pedestal, if you try to pull the sword without max purity, you will instantly die; The sword remains attuned to whoever pulls it until its owner dies, on its owner's death the sword vanishes and reappears at the Sealed Church.

Effect

Martial Weapon, Special, Versatile (2d10)

2d8 slashing damage


  • Can be summoned/Unsummoned with a bonus action, you don't need to hold the sword to unsummon it;

  • Pulling the sword changes your personality, ideals, bonds and flaws if they are in conflict with Solan's;

  • This sword is indestructible;

  • Pulling this sword instantly makes you proficient with it and also gives you the following feat:

White Flame Charge

You can Imbue your Sealed Sword with White flames, adding 2d6 radiant damage to any blow dealt with said sword for 3 turns, being hit by this sword while it is imbued with white flames also ignites you for 3 turns, this state makes you suffer 1d6 radiant damage per turn, each tier of corruption your target has also amplifies this damage for a +3 per corruption tier; if your target has no tiers of corruption, you can deal extra damage based on their alignement, example: chaotic evil = anathema and will make your opponent recieve +12 radiant damage. this feat cannot be used if the one wielding the sword doesn't have tier 4 or higher Purity; this charge is affected by the Sigil Knight Skills and also has a Charged blow and Resolve Charged Blow:

Charged Blow

You create a white portal in front of you, this portal will shoot white flame orbs for 30 feet in the direction it is pointing at, such orbs can be avoided with a Dexterity saving throw, its DC being 12, on a failed save, you suffer 2d10 radiant damage and get ignited in white fire for 3 turns, on a successful save, you get half the damage and 1 turn of being ignited in white flames.

Resolve Charged Blow

you create a white portal in front of you, this portal will shoot a beam in a 30 feet straight line the direction it is facing, this beam cannot be avoided and will deal 4d8 radiant damage and ignite its targets with white flames for 3 turns.

Ritual Knife

Appearance

This artifact appears as a gray sphere while unattuned

The Ritual Knife.

Attunement

Attuning to this artifact requires you to meditate with it in its spheric form for 2 hours.

Effect

Simple Weapon, Special


2d6 slashing damage


Can be summoned/Unsummoned with a bonus action, you don't need to hold the knife to unsummon it;


This Knife will return to its spheric state when its user dies;


Attuning to this dagger instantly makes you proficient with it and also gives you the following feat:

Dagger Cascade

You conjure up to 12 daggers and fling them at your enemies, each dagger deals 1d6 slashing damage and cannot be avoided.


This feat has a 3 turn cd.

Howler Friend

Appearance

Looks like a chewed and slightly glowing Bone.

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

All kind of Howlers and Wolf like creatures are friendly towards you, even if attacked, also makes said creatures able to talk to you and understand you.

Harpy Friend

Appearance

Looks like a slightly glowing Harpy Feather.

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

All kind of Harpy and Harpy like creatures are friendly towards you, even if attacked, also makes said creatures able to talk to you and understand you.

Amulet of the White King

Appearance

Effect

Requires 4 people who trusts you to use, this artifact will kill all of them and will turn you into a Cameo.

Philosopher's Stone

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

As an Arcanist, you wont be able to backfire any spell, except Mori, which will have a casting range of 12, and its snap will have a casting range of 14.


As a Wizard, you get a bonus spell slot of every level.


The Philosopher's Stone attaches to its owner's hand and works as a tome, it can assimilate spell tomes and make you use any spell contained into it (obviously using cast rolls / spell slots).

Fairfrozen

Appearance

While unattuned, the Fairfrozen appears as an azure ball

Attunement

Attuning to this artifact requires you to meditate with it in its spheric form for 2 hours.

Effect

Simple Weapon, Reach (5ft.), Finesse, Special, Versatile (1d10 piercing, 2d6 cold)


1d8 piercing + 2d6 cold damage.


Can be summoned/Unsummoned with a bonus action, you don't need to hold the Spear to unsummon it.


This Spear will return to its spheric state when its user dies.


As a Church Knight, you instead add 2d6 cold damage to your spears' damage and get the feat.


Attuning to this Spear instantly makes you proficient with it and also gives you the following feat:

Subzero Strike

You strike a target in a 10 feet area, said target will instantly freeze for 2 turns, while frozen it wont be able to do anything; if your target is resistant or immune to cold damage it will instead freeze for only 1 turn. the freeze's duration is 1 for huge+ creatures and 0 for cold damage immune huge+ creatures.

Memory Disc

Appearance

I guess you all know how a CD look like.

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

When attuned to, this disc allows you to get one feature of your liking from any source, it can be a racial feat or a class feat, it doesn't matter, as this disc's only limitation is that it cannot clone other artifacts' effects.

His Fragment

Appearance

Effect

When this gem touches a weapon, it will cover it in a transparent magenta film, this will add to that weapon's damage rolls The total of its wielder's levels as Psychic damage.

Phoenix Down

Appearance

Use

a correct use requires you to say your target's full name while holding this artifact.

Effect

Using this artifact will make you able to instantly cast the spell "True Resurrection" once, without any cost. This artifact vanishes after resurrecting one target, and won't work if either the target isn't willing to be resurrected, if the target died more than a week ago, or if the target got already resurrected by a PD in the last week.

Phoenix Feather

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this artifact will make you able to regen 1/8 of your MaxHP every 3 turns.

Nightstone

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this artifact will give you a 60 feet area of true night around you, if you enter the area of a Sunstone, both these artifacts' effects will be nullified until the areas aren't conflicting anymore.

Sunstone

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this artifact will give you a 60 feet area of true Day around you, if you enter the area of a Nightstone, both these artifacts' effects will be nullified until the areas aren't conflicting anymore.

Spider Cloak

Appearance

This artifact appears as a Orange sphere while unattuned

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to the spider cloak gives you an armor that grants 60 feet climb and +25 speed, and having the AC of the previous armor you wore.

Rift Gem

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

attuning to this gem gives you the innate ability to cast the spell Gate

Ancient Plating

Appearance

This artifact appears as a Red sphere while unattuned

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this artifact gives you and armor that grants +2d6(or 7) max hp and -15 speed, and having the AC of the previous armor you wore +2 (max 20).

Holy Aura

Appearance

Attunement

The Holy Aura attunes to the first being that wears it, and becomes an indestructible part of the owner's body until it's death.

Effect

Attuning to this Artifact makes you suffer -6 from any damage you take.

Azael Soul

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this Artifact will turn you into an Azael, but you will still retain your old race's ability scores and feats.

Blood Ring

Appearance

Attunement

The Blood Ring attunes to the first being that wears it, and becomes an indestructible part of the owner's body until it's death.

Effect

This ring regenerates 3 HP for every target you successfully hit with any kind of attack, being it physical or even a spell.

Staff of Pain

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

This staff has the same effect of the Philosopher's Stone, but also gives 1d6 HP regeneration for every spell you successfully cast, but reduces your MaxHP by 12.

Dark Blood

Appearance

Its a Really Dark and Tick Substance


After Drinking the Dark Blood, you skin gets a tone darker

Attunement

Drink it.

Effect

Drinking this thick black substance will give you +4 AC, but removes 1/4 of your MaxHP.

Pocket Watch

Appearance

This artifact appears as a Silver pocket watch.

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

You can summon/unsummon a Pocket Watch in your hand;


While you hold your Pocket Watch, you can slow down and accelerate time up to x2 (or x0.5) their normal speed, accelerating time gives you +1 action, slowing down time gives everyone except you -1 action.


As a bonus action while holding your Pocket Watch you can Stop Time for 1 turn, effectively giving you one extra turn, however thia has a 3 turn cd.


On your death you will instead turn back in time by 1 hour, however this effect works only once per long rest.

Dienis Locket

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

You receive the Blessed by Sunlight Feat, if you already have it you can instead resurrect at full hp on your death for 1 time each long rest.

Baima's Mask

Appearance

Attunement

Baima's Mask attunes to the first being that wears it, and becomes an indestructible part of the owner's body until it's death.

Effect

You can summon/unsummon this mask at will.


Wearing this mask gives you the capability of avoiding an attack by rolling a d6 and scoring a natural 6.

Unwavering Focus

Appearance

It is tick and gray substance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

You become immune to spell blocking effects, also you can attack your enemies back as a reaction.

Heirloom

Appearance

It resembles a trinket that has a special significance to the one who wields it

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

On your death, you will reincarnate in a adult being of any race you want (including Cameo), however you will only have: one level 6 class, all the possible equipment from said class (if there is a choice on the class' equipments, take both), 100 gp and can use Snap Gate as a racial ability.

New Creatures


Creatures more like "I want to kill my players now",


These are all the creature this homebrew has to offer, have fun sending 3 Gorpigs on your party of level 3 all rogues.

Index

CR 1

Shrieker


Shrieking Scroom


Harpy


Arocknid

CR 2

Dristini

CR 3

Giant Dristini

CR 4

Evil Eye


Howler


Griffin


Crystal Lizard


Golem

CR 5

Lava Snake


Gorpig

CR 8

Rot Wirm


Gorhog


Valkyrie

You do not wanna find 50 of those in snail.

Additional Info

Shriekers are undead humanoid creatures summoned by Necromancers; They have black, empty eye sockets. They have gray skin and have signs of bodily damage like stitches. Shriekers cannot be found naturally, as they are only created through the spell “Inferi” or by summoning them; Shriekers will instinctively try to murder and eat any nearby being.


Shrieker can also naturally come to life from the spoils of someone who died by a spell cast by a Necromancer.

Race

Having Shrieker as your race will give you all your past race's ability score increases and extra proficiencies (or +2 Strength, +1 Dexterity and your proficiencies), all of Shrieker's senses, languages, feats, condition immunities and actions, pyrophobia isn't included; you can have Shrieker as your race only through the Arcanist necromancer's feats.


Shrieker

Medium Undead, Chaotic Evil


  • Armor Class 12
  • Hit Points 32
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 4 (-3) 8 (-1) 2 (-4)

  • Condition Immunities None
  • Senses Darkvision (120 ft.), passive Perception 9
  • Languages Shrieker
  • Challenge 1

Curse Immunity. Shriekers are immune to any kind of curse.

Pyrophobia. Shriekers are scared by any source of fire and will never be anywhere 15 feet or closer to it; Shriekers also take x2 damage from fire, fire attacks will always hit them no matter what.

Actions

Shriek. the Shrieker Shrieks, everyone hearing this Shriek will receive the curse of weakness for 1 turn, this action is always used as first action when a Shrieker spots any being except its master.

Rip.* Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 1d6 + 5 necrotic damage, curse of weakness for 1 turn

Devour. Shriekers will devour the bodies of their victims, replenishing their HP pool by 2d12 +6 for each body devoured.

This dude is made of worms, thats gross.

Additional Info

Dristini are undead Monstrosities summoned by Necromancers; even if they seem to have an humanoid form, they are not human, they are a Colony of sentient string-like worms, inhabiting a body; These kind of Dristini can be found lurking near Abandoned Graveyards or other Grim places where they can feed on corpses unnoticed.

Race

Having Dristini as your race will give you all your past race's ability score increases and extra proficiencies (or +1 Strength, +2 Dexterity and your proficiencies), all of the dristini's senses, languages, feats, condition immunities and actions, pyrophobia isn't included; you can have Dristini as your race only through the arcanist necromancer's feats.


Dristini

Medium Monstrosity, Chaotic Evil


  • Armor Class 14
  • Hit Points 32
  • Speed 45ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 18 (+4) 12 (+1) 10 (0) 2 (-4)

  • Condition Immunities None
  • Senses Blindsight (120 ft.), passive Perception 12
  • Languages Worm, Shrieker
  • Challenge 2

Curse Immunity. Dristini are immune to any kind of curse.

Pyrophobia. Dristini are scared by any source of fire and will never be anywhere 15 feet or closer to it; Dristini also take x2 damage from fire, fire attacks will always hit them no matter what.

Superior Undead. Dristini also counts as an undead, they also know how to talk the language of Shriekers, this plus their mild intelligence allowsthem to make good enough combined attacks and strategies.

Stitching. Dristini's Peculiar anatomy allows them to use their Worms to reattach fallen body parts or even replace them entirely.

Actions

Shriek. the Dristini Shrieks, everyone hearing this Shriek will receive the curse of weakness for 1 turn, this action is always used as first action when a Dristini spots any being except its master.

Rip and Tear. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 2d4 + 7 necrotic damage, curse of weakness for 1 turn

Replica. Dristini can clone itself by sharing the Worms that animates it with a dead body.

Consume. Much like Shriekers, Dristini will eat the bodies of their victims, replenishing their HP pool by 2d6 +12 for each body consumed. (Dristini don’t eat with their mouth, but instead envelop their prey in worms that steadily consumes it)

Big Fat Worm

Additional Info

Giant Dristini are undead Monstrosities summoned by Monster Hunters; even if they seem to have an humanoid form, they are not human, they are a bunch of sentient string-like Worms, inhabiting a body; These kind of Dristini can be rarely found naturally in places where a big massacre happened.


Giant Dristini

Huge Monstrosity, Chaotic Evil


  • Armor Class 13
  • Hit Points 65
  • Speed 45ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 18 (+4) 12 (+1) 10 (0) 2 (-4)

  • Condition Immunities None
  • Senses Blindsight (160 ft.), passive Perception 12
  • Languages Worm, Shrieker
  • Challenge 3

Curse Immunity. Giant Dristini are immune to any kind of curse.

Pyrophobia. Giant Dristini are scared by any source of fire and will never be anywhere 15 feet or closer to it; Giant Dristini also take x2 damage from fire, fire attacks will always hit them no matter what.

Superior Undead. Giant Dristini also counts as an undead, they also know how to talk the language of Shriekers, this plus their mild intelligence allowsthem to make good enough combined attacks and strategies.

Stitching. Giant Dristini's Peculiar anatomy allows them to use their Stitching to reattach fallen body parts or even replace them entirely.

Actions

Shriek. the Giant Dristini Shrieks, everyone hearing this Shriek will receive the curse of weakness for 1 turn, this action is always used as first action when a Dristini spots any being except its master.

Tenderize. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 3d8 + 8 necrotic damage, curse of weakness for 1 turn

Consume. Much like Shriekers, Giant Dristini will eat the bodies of their victims, replenishing their HP pool by 2d6 +12 for each body consumed. (Giant Dristini don’t eat with their mouth, but instead envelop their prey in worms that steadily consumes it)

Kinda cute ngl

Additional Info

Evil Eyes are twisted creatures made from the corruption of the abyss, these horrendous abominations’ form tries to replicate a dark, twisted worm, with 2 skeletal hands as their only mean of interaction, yet these hands are strong enough to allow them to lift their bodies and walk at a decent speed.


their main feature is their eye, whose ominous gaze can break even the strongest minds into submission, and their mouth, shaped in a never ending malicious laugh, capable of ripping limbs apart with ease.


These creatures are creations of Altrum, made with the intention to aid his wraith knights, these creatures can be easily found in the hall of mirrors, almost like they were wraith knight’s pets, they also can come out of mirrors along with Wraith Knights to help them in their deeds.


because of their great intelligence, these creatures are often used as coordinators of the Wraith Knights during their assaults, while in absence of any other general, or even used as negotiators or mounts by the Wraith Knights; Evil eyes could also infest inhabited caves or other dark places if a mirror is placed inside them.


Evil Eye

Medium Monstrosity, Chaotic Evil


  • Armor Class 13
  • Hit Points 35
  • Speed 60ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3)

  • Saving Throws Charisma +6, Wisdom +5
  • Condition Immunities None
  • Senses TrueBlindsight 120 ft., Passive Perception (14)
  • Languages Abyssal, Common
  • Challenge 4

Curse Immunity. Evil Eyes are immune to any kind of curse.

Keen Sight. Evil Eyes has advantages on Wisdom (perception) checks that rely on sight.

Mirror Walkers. Evil Eyes have the ability to walk into mirrors (its considered a valid mirror any kind of reflecting surface), walking into a mirror leads them to the Hall of Mirrors, but from there they can follow Wraith Knights or just pop up from other mirrors anywhere in the world, they never walk into mirrors placed near sources of light unless told to.

Intimidating Presence. Since their abominable appearance, Evil Eyes have advantage on any charisma check.

Pitch Black skin. since their totally black skin, Evil Eyes have advantage on Dexterity (Stealth) checks while trying to hide in a dark spot.

Actions

Bite. Melee Attack: +8 to hit, reach 5 ft., one target Hit: 3d8 + 12 Slashing damage

Inflict Insanity. Evil Eyes can Bestow a state of mental instability when looked in their eye, this state can be avoided by successfully passing a dexterity saving throw (DC 8) to avoid making eye contact, In case you look into an Evil Eye’s eye you will instantly gain Tier 3 Insanity.

The OP snake

Additional info

The Lava Snake is a giant serpent-like creature with a cracked stone body that reveals lava inside the serpent; they are usually found in really hot places, mostly sleeping or guarding their hoard.


Lava Snake

Large Elemental, Chaotic Neutral


  • Armor Class 17 (1 against bludgeoning or cold damage)
  • Hit Points 78
  • Speed 15ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+2) 17 (+4) 8 (-1) 18 (+4) 2 (-4)

  • Saving Throws Constitution +7, Wisdom +7
  • Condition Immunities Ignited (except Black, Green or White flames).
  • Senses Darkvision 75 ft., Passive Perception 15
  • Languages Common, Ignan
  • Challenge 5

Magma Body. Lava Snakes’ physiology allows them to be resistant to any kind of damage except bludgeoning and cold damage, however this resistance can be tricked by hitting the end of its tail, that is not covered from any kind of armor.

Water Susceptibility. For every 5 feet the snake moves in water, or for every gallon of water splashed on it, it takes 8 cold damage.

Fiery Aura. Being 80 feet or closer to the Lava Snake for more than 15 minutes will make you faint.

Actions

Fire Breath. The Lava Snake exhales fire in a 25 feet cone. Each creature in that area must make a DC 12 dexterity saving throw, taking 3d12 fire damage on a failed save, or half as such on a successful one.

Fire Ball. The Lava Snake concentrates fire in its mouth and, after 1 turn, the Lava Snake shoots a fireball, the fireball explodes at the first target it hits, any target 15 or closer to the point where the fireball exploded will have to make a DC 13 dexterity saving throw, taking 5d12 fire damage on a failed save, or half as such on a successful one.

Coiled Strike. The Lava Snake coils and then spins, any creature in a 10 feet are or closer to it must make a DC 8 dexterity saving throw, taking 2d6 fire + 3d6 bludgeoning damage on a failed save, or half as such on a successful one.

Headbutt. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 3d8 + 8 Bludgeoning + 1d6 fire damage

Bury. While not in combat, the Lava Snake will bury its entire body underground.

Adorable


Shrieking Scroom

Medium Plant, Neutral Evil


  • Armor Class 8
  • Hit Points 45
  • Speed 25ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 20 (+5) 8 (-1) 6 (-2) 7 (-2)
  • Saving Throws Strength +8, Constitution +7
  • Condition Immunities None
  • Senses Blindsight (60 ft.), Passive Perception (10)
  • Languages Scroom, Shrieker
  • Challenge 1

Pyrophobia. Shrieking Scrooms are scared by any source of fire and will never be anywhere 15 feet or closer to it; Shrieking Scrooms also take x2 damage from fire, fire attacks will always hit them no matter what.

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target Hit: 3d12 + 10 Slashing damage

Additional Info

Shrieking Scrooms (also referred as “Zombie Scrooms” even if they are not undeads) are cursed plants created by the Duke of Worms; Their appearance is exactly like a giant grey fungus, with the exception of them having a cursed tag on their chapel, this cursed tag is a rectangular yellow parchment with the Duke’s Stitching forming an incomprehensible series of symbols that magically animate the fungus it is attached to, automatically turning its color scheme to greyish colors and growing it a mouth under its chapel; these fungus cannot be found naturally, yet sometimes they pop out of the ground in grim forests or any other places that has both nature and death involved in it; these creatures won’t attack on sight, they will first try to intimidate their target, and afterwards they will charge at it, biting it with their full strength; these creatures are also capable of eating corpses and digesting it, leaving no trace of their bodies; these creatures seems able to understand Scroom language and they don’t seem aggressive to Scrooms in general.

Howler? Oh man.

Additional Info

A grayish wolf found in cold climates, their fangs are incredibly sharp and its bite can break bones, this wolf also has the peculiarity of having 6 eyes; it’s said that Lannis managed to create its legendary amulet that negates any kind of magic attack from an howler’s soul; like any other creation of Ardor, Howlers needs no food or water to live, they only kill for the thrill of carnage.


Howlers also have the capability of choosing a pack leader, who can summon the rest of the pack with just an howl.


Howler

Medium Beast, Chaotic Evil


  • Armor Class 13
  • Hit Points 27
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (0) 15 (+2) 7 (-2)

  • Saving Throws Strength +7, Wisdom +5
  • Condition Immunities Any spell inducted condition.
  • Senses Passive Perception 14
  • Languages None
  • Challenge 4

Teleportation. Howlers can teleport in front of their prey if it is 15 feet or closer to them.

Magic Proof. Howlers are immune to any kind of magic attack and any kind of magical effect, but not immune to magically enhanced physical attacks.

Keen Senses. Howlers have advantage on Wisdom (Perception) checks that rely on hearing, smelling and seeing.

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

Snow Camouflage. Howlers have Advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Howl. The Howler Howls, summoning 5 more Howlers, this action can only be done once by a pack leader and is always done first.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 3d8 + 8 Slashing damage

Bone Breaker. Melee Weapon Attack: +8 to hit, reach 5ft., one target Hit: 2d6 +8 bludgeoning damage, this attack cripples its target, halving its speed until the condition its healed; this condition can be applied multiple times, each time halving furthermore the target’s speed.

There is Always a Bigger Monkey

Additional Info

Abominations created by Ardor himself to plague the wildest places in the world, Gorpigs are a mix between a pig, a giant ape and an eagle, this makes them both strong and mobile but they lack intellect, which results in them having messy tactics and doing many errors that could lead them to death; these creatures are able to speak their own language, which is a primitive mess of verses; these creatures can easily be found in jungles and other wild places in the world, they live in tribes leaded by a Gorhog; these creatures usually hunt for food and fight with whoever they find.


Gorpig

Large Monstrosity, Neutral Evil


  • Armor Class 15
  • Hit Points 56
  • Speed 30 ft., Flight 15 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 8 (-1) 8 (-1) 8 (-1)

  • Saving Throws Strength +9, Constitution +8
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Gorpig
  • Challenge 5

Actions

Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 4d8 + 6 Slashing damage

Slam. The Gorpig jumps incredibly high into the air and slams into the ground, dealing 2d12 + 12 bludgeoning damage to anyone in a 15 feet area from where they collide with the ground.

Unga Bunga

Additional Info

Leaders of the Gorpig Tribes, Gorhogs are a wilder and deadlier version of the Gorpig that wields two axes and uses them to unleash flurries of attacks with their unending might.


Gorhog

Huge Monstrosity, Neutral Evil


  • Armor Class 15
  • Hit Points 126
  • Speed 45 ft., Flight 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 22 (+6) 8 (-1) 8 (-1) 8 (-1)

  • Saving Throws Strength +11, Constitution +9
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Gorpig
  • Challenge 8

Actions

Multiattack: The Gorhog uses Slash 5 times

Slash: Melee Weapon Attack: +2 to hit, reach 5 ft., one target Hit: 1d6 + 4 Slashing damage

Upward Slash: The Gorhog does an upward slash with its axes, if it hits a target it suffers 1d12 + 6 Slashing Damage and has to roll a Dexterity Saving Throw (DC 12), getting knocked prone on a failure.

Powerful Slash: Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 3d12 + 12 Slashing damage

Slam: The Gorhog jumps incredibly high into the air and slams into the ground, dealing 2d12 + 20 bludgeoning damage to anyone in a 10 feet area from where they collide with the ground.

The first Griffin was called "Peter"

General Info

An Unnatural breed of Griffon made by Ardor himself that can spit ice from its mouth.


Griffin

Huge Beast, Chaotic Evil


  • Armor Class 12
  • Hit Points 60
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+4) 8 (-1) 18 (+4) 2 (-4)

  • Saving Throws Strength +7, Constitution +7
  • Condition Immunities None
  • Senses Darkvision 60ft., Passive Perception (15)
  • Languages None
  • Challenge 4

Keen Sight. Griffins has advantage on Wisdom (Perception) Checks that rely on sight.

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 1d8 + 4 Piercing damage

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target Hit: 2d6 + 4 Slashing damage

Ice Spit. The Griffin spits a large ball of ice out of its mouth, this ball explodes when it first touches anything and deals 3d6 cold damage to anyone in a 10 feet area from the explosion.

The OP op snake

Additional Info

Unlike its counterpart, the Lava Snake, Rot Wyrms are creations of Ardor, made in the shape of these elementals, who emulate their combat capabilities, but improved with Ardorian magic.


Rot Wyrm

Large Monstrosity, Neutral Evil


  • Armor Class 17 (1 against bludgeoning or cold damage)
  • Hit Points 78
  • Speed 15ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+2) 17 (+4) 8 (-1) 18 (+4) 2 (-4)

  • Saving Throws Constitution +7
  • Condition Immunities None
  • Senses Darkvision 75 ft., Passive Perception 15
  • Languages None
  • Challenge 8

Magma Body. Rot Wyrms’ physiology allows them to be immune to any kind of damage except bludgeoning and cold damage, however this immunity can be tricked by hitting the end of its tail, that is not covered from any kind of armor.

Water Susceptibility. For every 5 feet the Rot Wyrm moves in water, or for every gallon of water splashed on it, it takes 2 cold damage.

Fiery Aura. Being 80 feet or closer to the Rot Wyrm for more than 15 minutes will make you faint.

Actions

Fire Breath. The Rot Wyrm exhales Cursed flames in a 25 feet cone. Each creature in that area must make a DC 12 dexterity saving throw, taking 2d10 fire damage and “curse of weakness” for 2 turns on a failed save, or half as such and no curse on a successful one.

Fire Ball. The Rot Wyrm concentrates fire in its mouth and, after 1 turn, it shoots a Cursed fireball, the fireball explodes at the first target it hits, any being 15 or closer to the point where the fireball exploded will have to make a DC 13 dexterity saving throw, taking 3d8 fire damage and “curse of weakness” for 2 turns on a failed save, or half as such and no curse on a successful one.

Coiled Strike. The Rot Wyrm coils and then spins, any creature in a 10 feet are or closer to it must make a DC 8 dexterity saving throw, taking 2d6 fire + 3d6 bludgeoning damage on a failed save, or half as such on a successful one.

Headbutt. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 3d8 + 8 Bludgeoning + 1d6 fire damage

Bury. While not in combat, the Rot Wyrm will bury its entire body underground.

Keep Them Away from Bards.


Harpy

Medium Monstrosity, Chaotic Neutral


  • Armor Class 11
  • Hit Points 40
  • Speed 30 ft., flight 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 12 (+1)

  • Condition Immunities None
  • Senses Passive Perception (10)
  • Languages None
  • Challenge 1

Actions

Talons Melee Weapon Attack: +3 to hit, reach 5 ft., one target Hit: 2d6 + 2 Slashing damage.

Harpy's Ascent After Successfully Grappling a target, The Harpy flies up in the sky and lets its target go out of its grasp, leaving the victim on a free fall.

Additional Info

Harpies are dangerous creatures of the sky, they possess a humanoid head and torso with birdlike wings and legs with extremely sharp talons. With their deceiving dance they lure in inexperienced adventurers only for them to tear them apart and feast on their flesh. They are often called Sirens of the Sky for this reason. Sometimes Harpies also like to stop what they are doing and dance for apparently no reason.

Keep Them KILOMETERS Away from Bards.


Valkyrie

Large Monstrosity, Chaotic Neutral


  • Armor Class 15
  • Hit Points 120
  • Speed 45 ft., Flight 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 16 (+3) 14 (+2) 10 (0) 14 (+2)

  • Condition Immunities None
  • Senses Passive Perception (16)
  • Languages None
  • Challenge 8

Actions

Talons Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d8 + 8 Slashing damage.

Claws Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 2d12 + 4 Slashing damage.

Valkyrie's Descent. Valkyries will strike from above by rapidly spinning their entire body and descending on to their targets, leaving them into an hurl of sharp claws, dealing 8d8 + 12 Slashing Damage, which can be halved by succeeding a Dexterity Saving Throw (DC 14) (if the roll goes >=18 then you suffer no damage at all).

Additional Info

An Elite version of the Harpy who wields superior agility and an helmet that distinguishes them from normal Hapries, the Valkyries are Fierce Fighters of The Sky which usually stand guard to their nests or go hunting.

It's soo sad that Steve Jobs died of Ligma.

Additional Info

Golems originated from the Earth Leviathan Dirvas, usually found in deserted biomes; they are not a threat until you step close enough to them.


According to the book “The Golem Prince”:


Dirvas used to be the only beast of the earth. He would search far and wide for other beings like him, but never found any. As a result, he was terribly lonely and suffered. In order to end his suffering, he started creating Golems out of the same earth and stone as him.


However, they possessed no life, humanity or free will. They were simply his puppets. He would reflect on these creations in anguish because he was still alone—they were only extensions of himself.


Golem

Large Constructs, Chaotic Evil


  • Armor Class 16
  • Hit Points 124
  • Speed 15ft.

STR DEX CON INT WIS CHA
17 (+4) 8 (-1) 18 (+4) 8 (-1) 18 (+4) 2 (-4)

  • Saving Throws Strength +7, Constitution +7
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
  • Senses Darkvision (120 ft.), Passive Perception (10)
  • Languages None.
  • Challenge 4

Stone Mind. Golems are immune to psychic damage.

Stone Body. immune to: Bludgeoning, Piercing and slashing damage from non-magical attacks; Golems’ form cannot be shifted, golems also have advantages on saving throw against spells and other magical effects, golems’ attacks are magical.

Actions

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target Hit: 3d8 + 6 Bludgeoning damage.


That was until the creation of Seimaitis. This golem was originally no different than the others and it is unknown how he gained the ability to speak, think, and feel freely.


One day, Dirvas learned about his son meeting with a Human friend of his. In his rage, he created tremors and earthquakes to rile the ocean, sending a massive wave towards the Valley. As a result, the village of Seimaitis' friend ended in peril.


Seimaitis sacrificed himself to fix the damage his father had created, and as such, perished. Dirvas, only after his rage absided, realised what he had done—he destroyed the very son he held so dear.


With his sadness and sorrow, Dirvas burrowed deep into the core of Khei, never to be seen again.”

Confused Rock Spider


Arocknid

Small Beast, Chaotic Neutral


  • Armor Class 16
  • Hit Points 27
  • Speed 60ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 18 (+4) 12 (+1) 10 (0) 7 (-2)

  • Saving Throws Constitution +7
  • Condition Immunities Poisoned
  • Senses passive Perception 6
  • Languages None
  • Challenge 1

Stone Camouflage. Arocknids can hide in their shells and look exactly like a stone, this allows them to pass any stealth check unless investigated.

Actions

Multiattack: The Arocknid makes two attacks: one with its Fangs and one with its claws.

Fangs. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 1d8 + 4 Piercing + 1d6 poison damage

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d6 Slashing damage

General Info

Arocknids are unusual monsters, most of their time they pass their time hidden as rocks, waiting for a prey to step upon them just to easily execute them with its poisonous fangs and eat; they pass all their lives doing this routine so they impose no threat, unless you step on one of course; there are many type of Arocknids, each one evolved to adapt its surroundings, but they are almost all the same; these creatures can be found anywhere, even so they are still a rare creature to encounter.

Confused Rock Spider


Crystal Lizard

Medium Beast, Chaotic Neutral


  • Armor Class 16
  • Hit Points 56
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 8 (-1) 10 (0) 7 (-2)

  • Saving Throws Constitution +7
  • Condition Immunities Poisoned
  • Senses passive Perception 8
  • Languages None
  • Challenge 4

Crystal Camouflage. Crystal Lizards can hide their lower bodies in the darkness and look like a crystal while in a dark cave, this allows them to pass any stealth check unless investigated or unless under dim light.

Actions

Roll: The Crystal Lizard curls up in a ball and begins rolling towards a target, on hit the target suffers 6d4 + 6 bludgeoning + 2d6 + 3 poison damage, bludgeoning damage can be halved by succeding a Dexterity Saving Throw (DC 12)

Crystal Cloud: The Crystal Lizard releases a burst of microscopic crystals in a 10 feet area from itself, knocking any creature in range by 20 feet and dealing 3d6 + 4 poison damage.

General Info

The Crystal Lizard is a lizardlike monster, their bodies are fully made out of stone with a big crystal growing on their backs and they possess eight legs in total, they can be found inside of Crystal Caves. The crystal on their back seemingly radiates some kind of energy which pushes away anyone close to them.

Structures and Dimensions

Gaia

Gaia is the starting dimension of the game "Rogue Lineage", every character you create who has the Gaia Refugee Background which is under level 15 as starting level comes from there.

Khei

Khei is the Second dimension of the game "Rogue Lineage" and is also the main dimension in which the game "Tales from the Valley" takes place, every character you create with the Gaia Refugee Background and more than 15 as starting level comes from there.

Baima's Wells

Baima's wells are structures whose only reason to exist is to serve as a shrine for Baima and the Unknown, these structures can be found inside the deep centres of dangerous forests, and contains just a few objects, the statue of Baima and a pink liquid coming out from it, drinking the liquid that comes out of the statue makes your character obtain the feature necessary to gain corruption.

Flagellant's Spires

Flagellant's Spires are structures whose only reason to exist is to make anyone able to repent for their sins and to ward off from the infuence of the Unknown, these structures are basically really hight towers covered in stone spines, being wounded by these spines grants your character the feature necessary to gain purity; these spires are mostly found in desertic or inhabitated places.

Witch Malady's Mansion

This peculiar Mansion only appears during Full moons to those who seek it, inside of it you can find Lady Malady, which can give you dullahan in exchange for a piece of your soul.

The Abyss

The parallel dimension ruled by Altrum, god of evil and malice, this dimension is a mockery of gaia, and contains nothing more than chaos and death.

The Hall of Mirrors

The Hall that serves as home base for Wraith Knights, it contains unlimited barracks for its Knights, and can also provide Wraith Knights with nourishment, at the cost of runes. These halls are also walked by Evil Eyes.

The All-Dark

Not to be confused with the Abyss, even if it seems the same, this is the dimension ruled by Ardor, god of Chaos and Freedom, there can be found... pretty much nothing, except for the All-Dark inn.

The All-Dark Inn

The only thing present in the All-Dark, there all of Ardor's legion members can regroup and drink in company, there are also the barracks for the members of the legion, which offers a free room for each one of them; the bartender and owner of the inn is Enibras, Ardor's Seraph, he is also the one who gives abyss walkers their equipment.

Castle Rock

Originally, this was the fortress created by Lannis Shallow himself to prevent anyone from disturbing him during his researches, now, after the Unknown corrupted Gaia, this place's remnants where scattered around all of the world, but somehow they are different from the original, they can be found in the most harsh places and are filled with traps, creatures from both Gaia and Khei and, most importantly, Mori Turrets, these turrets are for the most broken, but the working ones will shot a mori beam at the nearest target after it stays for more than 1 turn in its range (60 feet), its unknown how these turrets cannot harm the creatures present in the castle. At the end of the Castle Rock, Resides Lannis' Laboratory, a place which has a really high chance to contain the precious artifacts that come from Gaia.

Sealed Church

The hall in which the Sealed Sword resides, can only be found in extremely cold enviroments and requires you to beat a series of monsters to open its doors.

Miscellaneous


There can be found features that are shared between classes and other Conditions.

Mercenary Carry


  • You cannot be encumbered from carrying something, unless it weights 3 times more than what your carrying capacity allows you to carry.

Two-Weapon Fighting


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

Iron Mind


  • You are immune to any magic inducted mental condition, immune to any psychic attacks, immune to being charmed, frightened, and immune to Insanity.

Disarming Strike


  • You Perform a blow with the intent of disarming your target, To not be disarmed, you target must succeed a dexterity save throw, DC = 8 + your proficiency bonus + your strength or dexterity modifier; If the target fails to succeed the save throw, it suffers 1d6 + Your str or dex modifier slashing damage and has to use one of his actions to get his weapon back; If the target succeeds the save throw, it suffers 1d8 + your Str or dex modifier slashing damage.
Imprisoned

An Imprisoned target cannot move and has disadvantage on all their moves

Tethered

A Tethered Creature suffers 8 unavoidable damage at the end of its turn and heals the Creature who tethered it 12 HP.

Ignited

Being ignited makes you suffer 1d8 + 4 fire damage every turn until its end, you can spend an action to put the flames out.

Curse of Weakness

Suffering the Curse of weakness causes you to suffer +6 damage from any attack.

Abyssal Curse

Abyssal Curse makes its bearer suffer x2 damage from any attack.

Insanity


Insanity is a debuff that comes in 5 stages:


  • Tier 1: You Start to hear incomprehensible whispers,
  • -1 to all your rolls

  • Tier 2: Your vision shakes, you can't bear the whispers
  • Anymore, -2 to all your rolls, you suffer 2 Damage per turn.

  • Tier 3: You start to comprehend what the whispers are
  • Saying, -3 to all your rolls, you suffer 3 Damage per turn,
  • When you can see a cliff, roll a Charisma saving throw,
  • DC 13, On a failure you jump off the cliff.

  • Tier 4: It is all so clear now, all of the debuffs above, you will
  • Instinctively bow down to the ground once every 2 turns,
  • Wasting all your actions, you begin to have visions, ending
  • Your Turn Around 15 feet from them will stun you.

Tier 5: you become unconscious, roll for death saving throws and add your wisdom modifier to them, dying by insanity will result in your head exploding.


  • Before reaching Tier 5 Insanity you can roll a
  • Wisdom Saving Throw, DC 15 to stay at tier 4.

  • Curing insanity requires a spell that clears you of magically
  • Inflicted conditions, one cast per insanity tier,
  • The first two tiers of insanity can also be cured by succeeding
  • A Wisdom saving throw, DC 12 at the start of your turn.

Unfortunately, My Insanity IRL cannot be cured.

Page 177, My Insanity comes to an End. See you with a 50 pages update when another Rogue copy or Deepwoken layer 3 comes out
 

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