The Drowned Compendium

by Lannis

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The Drowned Compendium

Pathfinders

The Pathfinder is an hybrid between a spellcaster and a fighter class, it specializes in the both the manipulation of an energy called "Ether" and the use of weapons, through most of them prefer a mastery over weapons instead of being full fledged Spellcasters, their powers with both magic and sword is unmatched. Most Pathfinders spend their lives navigating the sea, but there are also Pathfinders that put their whole life to hone their Mantras and become one with the Song.

Credits


  • This Homebrew is mainly Inspired by Deepwoken,
  • and Library of Ruina.
  • Credits to myself for all the drawings
  • (I'm a great artist i know).
  • Credits to my Insanity for making me do this Homebrew.
  • Credits to Monad Studios for Deepwoken.
  • 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 mantras) require an attack roll to hit unless specified otherwise (or unless they have an aoe).


Feats (or mantras) 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.


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


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


Your mantras cannot damage you, unless stated otherwise.


Movement caused by Mantras does not cause opportunity attacks, unless it's knockback.


Pathfinders are not mages.


When you halve numbers just round them down, unless stated otherwise.


Mantra levels are used only for things like counterspell and are worth nothing in any other case.


If you ever need a visive reference for anything within this homebrew, just google it up, Ex: you want to know how a creature is actually like? just google "(creature name) Deepwoken" and you shall find it.

The Song

Ether is a magical energy which sources from the Song, a being that is synonymous to fate itself. It permeates the air of the world and has been there since its very beginning. Manipulating Ether allows Pathfinders to use special attacks called "Mantras", and to enhance their bodies and reflexes, making them good at both magic and weapons.

The Deep is Calling


Manipulating Ether comes at a cost, you shall inevitably end up hearing the call of the Depths.


It doesn't matter how, even by simply dying, or maybe by following its call and willingly jumping in the abyss. every Pathfinder shall inevitably end up there.


The Depths are a domain found below the oceans controlled by the Drowned Gods that has a really strong bond with both The Song and the Sea itself, and from there come some of the most horrifying creatures the seas have ever known.

Made by Vincy66#8276

Content

Pathfinder


Oaths


Mantras


Echoes


Features


Races


Weapons


Enchants and Curses


Resonances


The Depths


Creatures


Magic Items


Factions


Backgrounds


Miscellaneous

Pathfinder

The Pathfinder
Level Proficiency Bonus Features Ether Echoes Elemental Intensity
1st +2 Deepbound, Ether Casting 10 +0
2nd +2 The Sound from Below, Engage 10 2 +1
3rd +2 Attunement Feat, Oath 10 2 +1
4th +2 Ability Score Improvement 10 3 +2
5th +3 Parry, Roll, Vent 10 3 +2
6th +3 Depth Connections 20 4 +3
7th +3 Attunement Feat, Oath Feat, Faint 20 4 +3
8th +3 Ability Score Improvement 20 5 +4
9th +4 Oath Feat, Parry Master 20 5 +4
10th +4 Attunement Feat 20 6 +11
11th +4 Mercy Kill 20 6 +11
12th +4 Ability Score Improvement 30 7 +12
13th +5 30 7 +12
14th +5 Ability Score Improvement 30 8 +13
15th +5 Attunement Feat, Oath Feat 30 8 +13
16th +5 Ability Score Improvement 40 9 +14
17th +6 40 9 +14
18th +6 Attunement Feat 40 10 +15
19th +6 Ability Score Improvement 40 10 +15
20th +6 Deepwoken, Oath Feat 40 11 +15

Class Features

As a Pathfinder, you gain the following class features

Hit Points

Hit Dice: 1d10 per Pathfinder level


Hit Points at 1st Level: 10 + your Constitution modifier


Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Pathfinder level after 1st

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

Proficiencies

Armor: All Armor


Weapons: Simple, Martial


Tools: Navigator's Tools


Saving Throws: Intelligence, Dexterity


Skills: Choose two from Arcana, Athletics, Acrobatics, Nature, Investigation, Perception, Deception, Intimidation, and Persuasion


  • (a) Light crossbow and 20 darts or (b) any simple melee weapon

  • Any melee Martial weapon and a Leather armor.

Spellcasting

As a Pathfinder, you learn new Mantras by hearing Whispers from the Song when leveling up.

Ether and Tempo

Casting a Mantra for a Pathfinder isn't like casting a spell for a Wizard, Pathfinders use Ether to cast their Mantras,


Each Pathfinder starts with 10 Ether at 1st level, Mantras use different amounts of Ether to cast based on their strength (It's written in the Mantra's material components requirement), Ether fully recovers while out of a fight.


While in a fight, Ether won't recover normally, for it to recover you will need Tempo: you gain 1 point of Tempo each time you land a non mantra attack, you can have maximum 10 points of Tempo and each turn you lose 1 to recharge 10 Ether

Attunements

Each Pathfinder starts with at least one Attunement, there are a 6 of them and each one of them has a different Mantra list.

Attunements
Flamecharm
Frostdraw
Thundercall
Galebreathe
Shadowcast
Ironsing
Attunementless

Each Attunement Gives feats at Levels: 3rd, 7th, 10th, 15th and 18th.


You can only gain feats from one of your Attunements. You can take at most 3 Attunements at once, except Attunementless, taking it will lock you from having any other attunement ever.

Spellcasting Ability

Intelligence is your spellcasting ability for your Pathfinder Mantras, as it represents your affinity towards Ether.


  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mantras

Mantras are the Pathfinder's Magical Attacks.


Pathfinders learn a new mantra every level.

Modifying a Mantra

Mantras aren't like spells, each one of them can be modified to the Pathfinder's wishes, however this will alter their Ether cost; You can modify your mantras while doing a Short or Long Rest, you acquire better modifications at higher levels.


These are the modifications you can put in mantras from 1st level:


  • Cloudstone: +2 Size, -2 Speed, +5 Ether Usage
  • Crystal Lens: +2 Range, -2 Size, +5 Ether Usage
  • Aeon Logstone: +2 Duration, -2 Speed, +5 Ether Usage
  • Drift Shard: +2 Speed, -2 Duration, +5 Ether Usage
  • Vibrant Gem: +3 Intensity, +10 Ether Usage

These are the modifications you can put in mantras from 8th level:


  • Stratus Stone: +2 Size, +5 Ether Usage
  • Perfect Lens: +2 Range, +5 Ether Usage
  • Eternal Logstone: +2 Duration, +5 Ether Usage
  • Rush Shard: +2 Speed, +5 Ether Usage
  • Glass Stone: Invisible, +15 Ether Usage
Modifiers

Size: + 5ft aoe range for each point you add, adding size to a non aoe mantra increases its attack roll / DC by 1.


Range: +5ft range for each point you add.


Duration: +1 turn of Duration for buffs and debuffs for each point you add.


Speed: Increase the DC or Attack roll of your mantra by 1 for each point you add.


Intensity: +1 to your mantra's damage rolls for each point you add.


Invisible: your mantra's targets have disadvantage on Saving Throws related to them, and you have advantage on attack rolls made with invisible mantras.


Negative Modifiers will subtract instead of adding what they would normally give.


For Each 2 levels you have in this class all your mantras gain +1 Intensity.


For each 2 Modifier your mantra has, its level increases by 1 (max 9).

Deepbound

You cannot be resurrected by magic.


On your death, your body will vanish, leaving most of its items behind (everything except your armor and your weapons), and it will be transposed to the Depths's first floor, Scyphozia. Leaving the Depths spawns you back at the place you died (if it is obstructed, you will instead resurrect somewhere near it).


You also have proficiency with Vehicles (water).

The Sound from Below

At 2nd Level, You gain 2 Echoes of your choice, when you gain certain Pathfinder levels, you gain additional Echoes of your choice, as shown in the Echoes column of the Pathfinder table. A level prerequisite refers to your level in this class.


Additionally, when you gain a level in this class, you can choose one of the Echoes you know and replace it with another one that you could learn at that level.

Engage


At 2nd Level, Hitting a creature with your weapon restores 5 Ether.

Oath

At 3rd Level, You can bind yourself to an Oath, Putting yourself under an eternal vow to enhance your strength.

Parry

At 5th level, You can use your reaction to parry an incoming melee attack, roll a Dexterity saving throw, its DC being the attacker's attack roll, on a success, you take no damage and can opportunity attack your opponent with advantage, on a failure your opponent can opportunity attack you.

Roll

At 5th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take reduced damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Vent

At 5th level, as a reaction, you can use 5 Tempo to give disadvantage on an attack directed to you.

Depths Connections

At 6th level Tempo restores 15 Ether instead of 10


at 11th level you gain twice the amount of Tempo and it restores 20 Ether instead of 15.

Feint

At 7th level, You can use your bonus action to feint an attack, the target you feinted on won't be able to use its reaction until your next turn (a feint deals no damage and doesn't use an attack roll).


You can also Feint mantras, everyone in the Mantra's area won't be able to use their reactions until your next turn, however feinting a mantra will consume half of its required Ether (rounded up to the closest multiple of 5).

Parry Master

At 9th level, Become a Master at Parrying, you can parry as many attacks as you want with one reaction, and you won't give an extra attack on a failed parry.

Mercy Kill

You Instantly kill anything that has less than (4*Your Pathfinder level) MaxHP with any attack.

Deepwoken

At 20th level, all your Mantras' Ether cost is halved (rounded up to the closest multiple of 5), you can put up to 2 different Deep Gems on them and their modifiers' buffs are doubled.

Madness

Flamecharm

The power of the sun, in the palm of my hand.

The Flamecharmer's Symbol

Flamecharm
Level Proficiency Bonus Features
3rd +2 Flame Within, Produce Spark
7th +3 Emperor Flame
10th +4 Azure Flames
15th +5 Denial Repulse
18th +6 Phoenix Flames

Flame Within

Put your Heart Ablaze!


At 3rd level, You can put yourself on fire as a bonus action, while on fire, all your attacks and mantras deal your proficiency bonus as extra fire damage and ignite your target for 1 turn (adds to the duration if it is already on fire).


You have resistance to all fire damage for 3 turns after using this feat and you can put your flames out anytime.

Produce Spark

At 3rd level, You can produce sparks from your hands, they are harmless and can be used to put items on fire. Using this feat on Unconscious beings instantly kills them, making their bodies crumble to dust.

Emperor Flame

At 7th level, you gain 1 Flamespark each time you ignite someone (included yourself). When you have 5 or more Flamesparks, your next attack will explode, dealing half of its damage as extra fire damage to everyone in a 10 feet area from your target (exluded yourself) and consuming 5 Flamesparks.

Azure Flames

At 10th level, all your fire Mantras' Intensity is increased by 6, their color becomes blue, as it reppresent their increased intensity and they wont extinguish even while underwater.


using Graceful Flames in Scyphozia restores 1 tier of insanity for each minute you pass beside it and you won't suffer more Insanity from Scyphozia while near it.

Denial Repulse

At 15th level, When you are below half HP, you become immune to fire damage, also you put yourself on fire, gaining all the Flame Within buffs.


You will automatically extinguish this feat's flames when above half HP.

Phoenix Flames

At 18th level, When you die or when your HP hit 0, you will instead recover half of your MaxHP and not die.


This feat can be used once per long rest.

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.

Frostdraw

The Frostdrawer's Symbol

Frostdraw
Level Proficiency Bonus Features
3rd +2 Fragile Freeze, Condensation Drip
7th +3 Ice Age
10th +4 Glacial Ice
15th +5 Orbital Ice
18th +6 Frozen Age

Fragile Freeze

At 3rd level, All your Ice mantras slow your target, giving them a -10ft speed for 3 turns each time they are hit by your ice mantras, if your target reaches below half of its speed, it will freeze, becoming unable to do anything for 1 turn, after which all its slow debuff will fade and they will become immune to both freeze and slow for 3 turns.

Condensation Drip

At 3rd level, You won't need to drink anymore, as you passively condense the air around you and hydrate off of it.

Ice Age

At 7th level, All your Ice mantras will freeze the ground below them and your feet after they are cast, while you stand on ice your Ice mantras cost -5 Ether.


Also, ice doesn't count as difficult terrain for you anymore.

Glacial Ice

At 10th level, all your Ice Mantras' Intensity is increased by 6 and your ice's slow becomes -15 feet, also your ice won't melt anymore because of heat, and will instead disappear after 3 turns, it won't disappear if you are standing on it.

Orbital Ice

At 15th level, When you successfully parry an attack while standing on ice you gain its damage as TempHP for 3 turns, however the TempHP gave by this feat will only absorb half of the damage from attacks, the other half will still hit your HP.

Frozen Age

At 18th level, While standing on ice you have +2 AC (max 20), +6 to both attack and damage rolls, -5 Ether cost for Ice mantras (stacks with Ice Age), and +20 speed, you also leave a trail of ice anywhere you walk for 1 minute after standing on ice (standing on ice made by this effect doesn't count for the 1 minute timer).

Thundercall

The Thundercaller's Symbol

Thundercall
Level Proficiency Bonus Features
3rd +2 Discovery of Fire, Kickstart
7th +3 Static Fakeout
10th +4 High-Voltage
15th +5 Static Blade
18th +6 Jumpstart

Discovery of Fire

At 3rd level, You can use lightning to make items catch on fire.

Kickstart

At 3rd level, You can touch an unconscious target to make it conscious again, and also heal them to 10 HP.


You can use this feat three times per Short Rest.

Static Fakeout

At 7th level, Successfully dodging (with the dodge action) an attack teleports you behind the attacker, allowing you to make an opportunity attack against them with advantage, that deals extra Lightning damage equal to half your weapon's max damage.

High-Voltage

At 10th level, all your Thunder Mantras' Intensity is increased by 6 and each time you make an attack that deals Lightning damage, flip a coin, on heads your target has to succeed a Constitution Saving Throw, getting stunned on a failure.

Static Blade

At 15th level, Each time you attack you gain an Electricity spark, each Electricity spark boosts your speed by 10 ft.


Electricity Sparks disappear after 3 turns, however gaining another one resets the countdown.


Having 3 Electricity sparks will empower your attacks for 6 turns, each one of them will have their attack roll doubled, and will deal extra Lightning Damage equal to half of your weapon's damage.

Jumpstart

At 18th level, You can use Kickstart on yourself, and it heals back 1/4 of its target's MaxHP.

Galebreathe

The Galebreather's Symbol


Even if the symbol has a White background, Galebreathe is green.

Galebreathe
Level Proficiency Bonus Features
3rd +2 Wind Step, Aerogliding
7th +3 Inhale
10th +4 A World Without Song
15th +5 Maestro's Blade
18th +6 After Cut

Wind Step

At 3rd level, You gain +10 speed and can jump up to 30 feet.

Aerogliding

At 3rd level, You can Glide using the power of gales, you also become immune to fall damage.

Inhale

At 7th level, Feinting a Wind Mantra empowers you with the strength of gales, your next Mantra will deal twice its damage.

A World Without Song

At 10th level, all Your Wind Mantras' Intensity is increased by 6 and they apply the status "Suffocate" for 3 turns, attacking a target (even without a mantra) that is already suffocated refreshes its duration and gives you a +10 speed boost for 3 turns (non stackable).

Maestro's Blade

At 15th level, Feinting a Wind Mantra doesn't cost Ether anymore, and Inhaling one will instead give you +10 speed and +4 to your attack rolls for 3 turns (Stackable) and that mantra's damage is added to your next attack (this replaces the effects of Inhale).

After Cut

At 18th level, After successfully landing a Wind Mantra, your target will suffer half of your weapon's damage.

Suffocate

Suffocating target suffer 6 damage each turn and cannot cast any kind of magical effect (mantras and spells).

Shadowcast

The Shadowcaster's Symbol

Shadowcast
Level Proficiency Bonus Features
3rd +2 Sightless Still
7th +3 Devour, Dark Rift
10th +4 Dark God
15th +5 Fear
18th +6 Blooming Darkness

Sightless Still

At 3rd level, Landing a Shadow Mantra gives your target(s) a Stack of Blindness, at 3 stacks of Blindness they have disadvantages on attacks and at 6 they are completely blind. Stacks of Blindness disappear after 3 turns. Does nothing on blind beings, or beings that can see through other senses.


Blindness stacks decay over 4 turns.

Devour

At 7th level, When successfully landing a Shadow Mantra you gain 5 Ether, if Landed on another Pathfinder, it will instead steal 5 Ether from them.

Dark Rift

At 7th level, After successfully dodging an attack you become immune to damage until you attack again (or after 3 turns).

Dark God

At 10th level, all Your Shadow Mantras's Intensity is increased by 3, they apply 2 stacks of Blindness instead of 1, you gain (and steal) twice the Ether, you gain 1 Tempo from landing a mantra and your Blindness also affects beings that are blind or have other special senses.

Fear

At 15th level, Successfully landing a Shadow Mantra scares your target(s) for 1 turn, you have advantage on attacks made on scared targets.

Blooming Darkness

at 18th level, you regain HP equal to the damage you deal with Shadow Mantras.

Ironsing

The Ironsinger's Symbol

Galebreathe
Level Proficiency Bonus Features
3rd +2 Wind Step, Aerogliding
7th +3 Inhale
10th +4 A World Without Song
15th +5 Maestro's Blade
18th +6 After Cut

Metal Rods

At 3rd level, Each time you hit a Creature with a Mantra, You place a Metal Rod on them, as a free action you can pull the target 10 feet closer to you by consuming a Rod.

Malleable Metal

At 3rd level, You can passively repair your equipment by using Ironsing and increase your weapon's damage by your spellcasting modifier.

Thornmail

At 7th level, Each time you get attacked you inflict 1 Metal Rod to the attacker,


Successfully Dodging an attack Coats yourself in Iron, Fully Restoring your Equipment and halving the next attack's damage and inflictin (Your Proficiency Bonus) Metal Rods to the attacker.

Rending Needle

At 10th level, You learn more efficient ways of using your Metal Rods:


You can pull out all your Metal Rods at once, inflicting 1d8 Piercing damage for each rod and 1+(Number of rods Pulled out*2) extra Piercing Damage, also inflict Bleeding for (number of rods pulled out/2 + 1) turns.


You can Consume 3 Metal Rods that you placed on a creature to immobilize them for 1 turn(3 turn cd separate for each creature).


You can Consume 5 Metal Rods that you placed on a creature to create a Conductor Rod for 2 turns, having the creature it is put on suffer half of their elemental (except ironsing) damage on themselves (5 turn cd separate for each creature).


You also double all the effects that apply Metal Rods.

Ironclad Punishment

At 15th level, You gain +5ft on all your attacks and mantras, deal twice the damage on unarmored creatures and your weapon's damage is further increased by your Pathfinder level.

Alloyblood

At 18th level, All your Equipment is Indestructible, you Cannot bleed anymore, Gain Resistance to ALL damage and triple all the effects that apply Metal Rods.

Bleeding

Bleeding Creatures suffer 1/10 of their maxHP as damage each turn.

Attunementless

The Attunementless's Symbol

Attunementless
Level Proficiency Bonus Features
3rd +2 Intense Training, Steel Body
7th +3 Toned Body
10th +4 Steel Wall
15th +5 Toned Mind
18th +6 Perfect Specimen

Some people use otherworldly powers to overcome obstacles. Cast flame upon enemies, strike them with lightning. Some use frozen monoliths to pass large bodies of water, use the wind to soften the fall. While some, use the tools they are given to overcome roadblocks. Train your strength to flatten enemies, use the power of momentum to ignite flames. Use massive battleships to cross water, train legs to become steel. Be what others define as a "Chad". No light shows, no ice cubes, no static, no puffs of wind. Strength, Constitution, Dexterity, Charisma, Intelligence. Hone your body to the perfect specimen. Use your bare hands to overcome all.

Intense Training

At 3rd level, You can get both the feature and the score improvement each time you have an Ability Score Improvement, or 4 points to spend in stats, gain +1 action, your Mantras use both your Intelligence and Strength or Dexterity modifier for their damage roll, and your unarmed strikes use 1d6 for their damage roll, but you cannot ever cast spells (you can still use magic items, oath magic and attunementless mantras, but these only, not even other attunements' mantras).

Steel Body

At 3rd level, while unarmored your AC is 10 + Dexterity modifier + Constitution Modifier.

Toned Body

At 7th level, You gain +1 to all your stats, +10 speed and gain swimming and climbing speed equal to your walking speed (if you have flight speed lower than your walking speed, also increase it), +1 Initiative, +3 to attack and damage rolls, +1 AC (max 20), Your Unarmed Strikes use a d8 for their damage roll, +1 Action, proficiency in Athletics and Acrobatics (or 2 skills of your choice if you already have them) and you can jump 30 feet and suffer no fall damage.

Steel Wall

At 10th level, You gain Resistance to non-magical damage, advantage on Saving Throws against spells and mantras and cannot be knocked prone.

Toned Mind

At 15th level, Your Mantras cost no Ether, but you can only put up to 6 modifiers on them, you learn 2 new languages of your choice, you become immune to fear, charm, Insanity and psychic damage.

Perfect Specimen

at 18th level, All your stats increase to 16, if they already were at 16 or higher they instead gain +1, you gain +10 speed, Your Unarmed Strikes use a d12 for their damage roll, gain +1 action, gain a feat, gain proficiency in a Saving Throw of your choice and you can jump 75 feet.

Oaths


Bind yourself to an Oath to enhance your strength.

Oaths have a Stats requirement to be obtained, You can also chose to not take any Oath until you meet the requirements:









Oathless: No Requirements


Fadetrimmer: No Requirements


Blindseer: 15 Wisdom


Visionshaper: 15 Charisma


Linkstrider: Kill Someone with an Oath


Jetstriker: 15 Dexterity


Starkindred: 15 Strength


Arcwarder: 15 Constitution, have both Flamecharm and Thudercall as your Attunements


Dawnwalker: Have a Resonance


Contractor: Have a Resonance


Silentheart: Kill a spellcaster.

Oathless

You vow to never be bound to any oath; to live your life free of restraint. If free will is an illusion, why not make it a convincing one?


Oathless Gives +2 to all your stats.


You can forfeit this Oath when you reach 10th level, losing its bonus but gaining the ability to choose another oath.

Fadetrimmer

You vow to forever hone your precision with the scissors. There will never be another fringe incident again.


Fadetrimmer grants you the ability to summon all the required tools of a barber, and grants you the ability to wield them to create the best hairstyles ever known to mankind, also allowing you to magically regrow hair with your tools.


the Fadetrimmer's tools disappear once you finished using them.

Blindseer


You vow to not let the horrors of the world pierce your tightly fastened blindfold. Everything is simply as we choose to perceive it.


A Pathfinder who takes this oath loses the ability to see, locking it behind a Blindfold. Your Blindfold has a Magical Symbol over it that represent your mind's Eye.


You gain 30 feet Blindsight, You can add your Wisdom modifier to your Spellcasting Ability and you gain proficiency in Wisdom saving throws.

Mindsoothe


At 3rd level, You can mend the Mind of those who surround you. As an action, you Reset the Insanity of all your allies in a 30 feet area from you, and in turn you get the insanity that they once had, and you also heal them for 1d6 + your Pathfinder Level + Your Prof Bonus HP. Can be used an amount of times equal to your proficiency bonus each short rest.

Tranquil Circle


At 3rd level, You can Vent nearby magic effects, if you or one of your allies in a 30 feet area are going to take damage from a magical effect, you can spend your reaction to Dispel it, and you also make the caster of said effect unable to use magic until its next turn, can be used an amount of times equal to your proficiency bonus each long rest.

Unyielding Focus

Starting at 7th level, your senses and your focus improved cause of your self inflicted blindness, you gain:


60 Feet Blindsight;


Immunity to Charm and Fear but not to insanity.


Your Blindfold melds in with your body and becomes Indestructible until you die;


Tier 1 Insanity has no effect and Tier 2 has half their effects on you.

Sightless Beam

4th Level Blindseer Mantra, Gained at 9th Level


  • Casting Time: 1 Action
  • Range: 45 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Exhaust all the tiers of Insanity you have on yourself to power a beam of energy, it deals a number of d6 of Force damage equal to the tiers of Insanity you had, if it deals more than 20 Damage, your target can roll a Wisdom Saving Throw to halve the damage it would suffer.


At Higher Levels: at 13th level, Sightless Beam uses d8 for its damage, at 20th level it instead uses d12;

Disbelief

Starting at 15th level, your senses reached their maximum, you gain:


Blindsight equal to your normal sight without the Blindfold;


30 Feet Truesight;


Immunity to Illusions;


Killing Something gives you all their tiers of Insanity, removes 1 tier of insanity from nearby allies and heals them by a number of HP equal to your pathfinder level;


You become Immune to the effects of Insanity and you can stack on yourself infinite tiers of insanity.

Seer of Insanity

Starting at 20th level, you reach the peak of the power of a Blindseer, you gain:


You emit an Insane Aura that drives foes mad, every hostile being that ends its turn in a 30 feet area from you has to roll a Wisdom Saving Throw (DC 16), suffering 1 tier of Insanity on a failure;


As an action, you choose 1 target, it must succeed a Wisdom Saving Throw (DC 16), or it has to suffer 3 tiers of insanity, you can use this feat on a willing creature instead to transfer all its insanity to you.


Sightless beam now consumes only half of your tiers of Insanity, but deals damage based on all of them.

Visionshaper


You vow to only see that which you wish to see. Reality itself is malleable. Pliable to your deft hands.


A Pathfinder who takes this oath has its eye color changed to purple and has a wispy ethereal particle effect which stems from its right eye.


You can add your Charisma modifier to your Spellcasting Ability and you gain proficiency in Charisma saving throws.

Malleable Reality


At 3rd level, You can cast the Cantrip Minor Illusion as a 0 cost Mantra, and you can cast Major Image without Concentration that lasts until dispelled as a 0 cost Mantra a number of times equal to your Proficiency Bonus each long rest.

Cheap Trick


At 3rd level, You can Become invisible a number of times equal to your Proficiency bonus each long rest, when your HP are below half, you instantaneously become invisible and invulnerable for 3 turns, or until you do an attack action or cast a Mantra.

Illusory Servants

4th Level Visionshaper Mantra, Gained at 7th Level


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Summon 2 Illusory Clones, they last 3 turns and can perform any action you can do, but they are unable to cast mantras and only deal half damage with their attacks.


At Higher Levels: at 9th level, Illusory Servants summons 3 Clones that last 6 turns, at 15th level it instead summons 5 Clones that last for 9 turns.

Illusionary Counter

4th Level Visionshaper Mantra, Gained at 7th Level


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: S, M (15 Ether)
  • Duration: Instantaneous

As a Reaction to an Attack, spend 15 Ether to cancel that attack and gain an Opportunity attack on who made it.


This Mantra has a 5 Turn CD.


At Higher Levels: at 13th level, Illusionary Counter has a 4 turn CD, at 20th it has a 2 turn CD;

Vanishing Closure


At 9th level, When you reduce a creature to 0 HP, become invisible and intangible for 3 turns, or until you make an attack action or cast a Mantra.


You now summon an Illusory Servant each time you become invisible.

Illusionary Realm

5th Level Visionshaper Mantra, Gained at 9th Level


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

You Create a 30 feet Domain around you, for 3 turns, all your illusions are Tangible and deal Full damage.


This Mantra can be Casted a number of times equal to your proficiency bonus each long rest.


At Higher Levels: at 15th level, Illusory Realm lasts 6 turns, at 20th level it instead lasts 9 turns;

Mirage from the Deep


As of 15th level, as a bonus action while inside your Illusionary Realm, exit the realm and roll a d8, Based on your roll everyone still inside has to fight a different Depths Creature.

d20 Effect
1 Mudskipper
2 Deep Angel
3 Deep Owl
4 Stone Knight
5 Bounder
6 King Thresher
7 Enforcer
8 Nautilodaunt

Shaper of Reality


All your Illusions are Real, they always deal full damage and last until dismissed, also you regain half of your HP after leaving your Illusionary Realm

Linkstrider


You vow to give up your own life for the sake of others. Stepping out of the fray, you become the foundation of your allies' strength.


A Pathfinder who takes this oath gains a peculiar necklace composed of white dots intertwined like the stars in the sky.


Your Intelligence modifier for your Spellcasting Ability is doubled.

Starry Eyed


At 3rd level, Your Pupils's shape is shifted to resemble a Star, this allows you to see normally in both magical and non magical darkness up to 120 feet and allows you to read and write both Deep Speech and Celestial, but not speak nor understand it.

Symbiotic Alteration


Starting at 7th level, you can Sustain Allies you are Linked to, healing them by any amount of HP by using your own HP and you Leech 10 HP from Enemies you are Linked to each time they end their turn.

Stardust Harvester


Starting at 7th level, each time something linked to you dies, you reap a part of its life force to create 1 piece of stardust in the form of a starry rock. you can use Stardust to heal 10 HP to yourself and all linked allies, to double the buffs / debuffs of Symbiotic Link and to keep a link active after you are hit.

Star Reader


Starting at 9th level, each time you link yourself to someone, it gains a special effect on itself based on the alignment of the stars, the effects are negative for enemies and positive for allies, roll a d12 to determine the effect:

d20 Constellation Effect
1 Aries -6 damage suffered
2 Taurus +2 AC
3 Gemini Advantage on the first roll of the turn
4 Cancer Free disengage action once per turn
5 Leo your Pathfider level is added to damage rolls
6 Virgo your Pathfinder level is gained as TempHP
7 Libra lowest stat is increased by 2
8 Scorpius Ignore Armor / Natural Armor
9 Sagittarius +6 to attack rolls
10 Capricornus +15 Speed
11 Aquarius Heal 15 HP
12 Pisces +3 to all rolls if an ally is within 5 feet

Effects from this feat last until the link is broken.

Starry Coat


Starting at 15th level, you are now Surrounded by an Ethereal Coat made out of Stars. You now have 60 TempHP that replenish each shortrest, and now your links won't shatter while you are attacked but still have TempHP.


Your Increased control over Stars now also allows you to force a dice rolled either by you or anyone else to reroll, this can be done a number of times equal to your Pathfinder level each short rest, you can use 5 uses of this feat to force a success (when possible) or a failure.

Star Child


Starting at 20th level, your Brilliance now equals that of actual Stars, you gain:


Your Links won't shatter anymore, also you can create up to 3 links by casting Symbiotic link once;


Starry Coat now gives 120 TempHP;


All effects from Symbiotic Link, Symbiotic Alteration, Stardust Harvester, and Star Reader are doubled;


You can force success and failures on rolls with only 2 uses of Starry Coat.

Jetstriker


You vow to flow with the song itself, drifting across where the trails may take you. If the song permeates everything, then let it be your conduit, and you its master.


A Pathfinder who takes this oath has its eye color changed to azureish-white and has small whirlpools of air forming around them.


You can add your Dexterity modifier to your Spellcasting Ability, you gain proficiency in Athletics and Acrobatics.

Momentum


At 3rd level, you can store your Momentum. For each 15 feet of movement you do, gain 1 point of Momentum; each point of momentum increases your speed (also climb, fly and swim speed if you have them) by 5 ft, hitting a creature with any melee attack disharges all your points of momentum on them, giving +2 to the attack and a +1 (max 25) to the damage rolls for each point, also giving advantage on the attack if you discharged 4 or more points.


You can store a maximum of 6 points of Momentum, they dissipate if you end your turn without moving.

Rush of Ancients


Starting at 3rd level, While you have 3 or more points of Momentum you can, once per turn, use Dash as a free Action, also each time you do a dash action you also make a dodge action for free.

Stratos Step


Starting at 7th level, While you have at least 1 point of Momentum you can walk over air as if it was solid ground, however ending your turn while mid-air thanks to this feature removes 2 points of Momentum.

Prevaling Westerlies


Starting at 9th level, Your agility improves:


You gain twice the points of Momentum by moving;


You gain 2 points of Momentum each time you dash, or each time you gain a speed boost;


You can hold up to 16 points of Momentum;


You instantly gain max Momentum for 1 turn when your HP go under half;


You can make 2 Actions per Turns;


You Discharge only half the points of Momentum when attacking.


You have advantage on Dexterity Saving Throws.

Vigil's Grace


Starting at 9th level, for each 10 Points of Momentum you have, you can make an extra attack when you take the attack action (Max 2).

Windchaser


Starting at 15th level, Your steps are assisted by the winds, you gain:


You gain thrice the points of Momentum by moving;


You gain 4 points of Momentum each time you dash, or each time you gain a speed boost;


You can hold up to 32 points of Momentum;


Stratos Step no longer consumes Momentum;


You no longer Discharge points of Momentum when attacking;


You always succeed Dexterity Saving Throws.

Windrunner


Starting at 20th level, You become one with the winds, you gain:


You always have at least 10 points of momentum;


Your base speed (also swimming, flying and climbing if you have them) is set to 60 (if it was lower);


You can hold up to 64 points of Momentum;


You can make 3 Actions per turn;


You can Dash for free 3 times per turn.

Starkindred


You vow to feel the knowledge of all that is, all at once. Your heart beats with the world itself, as the Stars above watch over you.


A Pathfinder who takes this oath gains a white spinning halo around its neck.


You can add your Strength modifier to your Spellcasting Ability, you gain proficiency in Strength Saving Throws and you learn Celestial.

Celestial Wings


Starting at 3rd Level, Each time you cast a Mantra, you will temporary grow a pair of Celestial Wings for 3 turns. While you have these Celestial Wings all your mantras deal +6 Damage, and you can jump up to 30 feet. Celestial Wings can be of Any color.

Celestial Assault

4th Level Starkindred Mantra, Gained at 7th Level


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You deliver two slashes, one that goes upward, taking you and your target 15 feet in the air, and one that goes downward, knocking your target to the ground. Each slash deals Your weapon's damage. Your target has to roll a Dexterity Saving throw, getting knocked prone on a failure.

Sinister Halo

4th Level Starkindred Mantra, Gained at 7th Level


  • Casting Time: 1 Action
  • Range: 45 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You Emit a Spinning ring of Celestial energy, the ring lunges forward until it reaches a target, that it then begins to shred, the hit creature has to roll a Constitution saving throw, suffering 8d4 on a failure, or half as much on a success.


At Higher Levels: at 9th level, Sinister Halo deals 10d4 slashing damage, at 15th level, it doesn't use a Saving Throw anymore and at 20th level it deals 10d6 slashing damage.

Celestial Blade

5th Level Starkindred Mantra, Gained at 9th Level


  • Casting Time: 1 Action
  • Range: 25 feet Cone
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You rise in the air, before Releasing a Gigantic plume of elemental energy in front of your, dealing 3d12+4 of any kind of damage to all the creatures who step in its wake.

The Prodigal


Starting at 9th level, your Ever-growing Knowledge Reaches new Heights, and as it does your Celestial Wings also evolve, you gain:


All your attacks count as magical in order to bypass resistances and immunities;


You can change the damage type of any of your attacks;


You are now proficient in using any weapon and any armor, also gain 2 skills of your choice;


You gain another pair of Celestial Wings, this grants you 30 Feet flight while you have them, also they last for 6 turns now.

Ascension

Let it be Known that Divinity is Mine.


Starting at 15th level, your Knowledge is almost at its peak, and as it increases, your Celestial Wings evolve, you gain:


Your attacks will always bypass resistances;


You gain another pair of Celestial Wings, They can now be summoned at will and last until dismissed, also your bonus for having them is now +12 Mantra Damage and 45 feet Flight;


Your Proficiency Bonus is doubled, you gain 3 skills of your choice and you instantly learn all languages.


You are now classified as a Celestial, you no longer age, no longer need to sleep, eat, breathe, drink, etc.

Everlasting Lord of Arcane Wisdom

I am the All-knowing God.


Starting at 20th level, your Knowledge Reaches its peak, as you ascend into something greater you gain:


Your attacks always bypass resistances and immunities, also they deal damage as if their target was vulnerable to them if it has not a resistance or immunity to that type of damage;


You can obtain 2 Resonances, and will obtain one as you gain this feat;


You can put twice the amount of Deep Gems on your Mantras;


You are now proficient in everything;


You always have the buffs from your Celestial Wings even while you haven't summoned them, you also gain 60 feet flight.

Arcwarder


You vow to be a shield for your comrades, to wear your regalia with pride and serve the greater collective. From each according to their ability, to each according to their needs.


A Pathfinder who takes this oath Gains the Arc Suit, the armor of the Ignition Union's most notable Dwellers.


You can add your Constitution modifier to your Spellcasting Ability and you gain proficiency in Constitution saving throws.

Arc Suit

5th Level Arcwarder Mantra, Gained at 3rd Level


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Conjure and Equip your Arc Suit, for 2 turns, you gain 2 AC, you suffer -3 Damage from attacks and gain resistance against non magical piercing, slashing and bludgeoning damage.

Arc Module: Eject


At 3rd level, While in your Arc Suit and get hit by an attack, you can eject yourself from the suit, canceling the damage you would suffer.

Arc Module: Guardian

Starting at 7th level, Your proficiency with your Arc Suit Deepens, and you gain:


  • Your Arc Suit lasts 4 turns instead of 2;
  • Your Arc Suit gives 3 AC instead of 2;
  • Your Arc Suit makes you suffer -5 damage instead of -3;
  • You can jump up to 20 feet while wearing your Arc Suit;
  • Your Dash Actions while using your Arc Suit give +15 speed;
  • Your Arc Suit uses 5 Ether instead of 10

Arc Wave

4th Level Arcwarder Mantra, Gained at 9th Level


  • Casting Time: 1 Action
  • Range: 20 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Stomp the ground, Releasing a wave of Arc Energy, dealing to anyone in the area 1d12+3 Lightning and 1d12+3 Fire damage.


At Higher Levels: at 15th level, Arc Wave has a +8 instead of a +3 to its damage rolls, at 20th level it instead has a +12;

Arc Beam

4th Level Arcwarder Mantra, Gained at 9th Level


  • Casting Time: 1 Action
  • Range: 30 feet (5 feet area)
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Shoot a Plasma Beam from your suit, dealing 1d10+3 Lightning and 1d10+3 Fire Damage.


At Higher Levels: at 15th level, Arc Beam has a +6 instead of a +3 to its damage rolls, at 20th level it instead has a +10;

Arc Module: Nullify

Starting at 15th level,


  • Your Arc Suit lasts 6 turns instead of 4;
  • Your Arc Suit gives 4 AC instead of 3;
  • Your Arc Suit makes you suffer -8 damage instead of -5;
  • You gain 15 ft flight speed while wearing your Arc Suit;
  • You Can Dash as a free action once per turn;
  • You have advantage on Dodge Actions;
  • You become immune to Backstabs and Sneak Attacks while
  • wearing your Arc Suit;
  • All the Incoming and Outcoming Magical effects are nullified
  • while you are wearing your Arc Suit;

Arc Module: Titan

Starting at 20th level,


  • Your Arc Suit lasts until dismissed;
  • Your Arc Suit gives 6 AC instead of 4;
  • Your Arc Suit makes you suffer -12 damage instead of -8;
  • Your flight speed is increased to 30 while
  • wearing your Arc Suit;
  • You become resistant to all kinds of Damage
  • while Wearing your Arc Suit, both magical and non magical.
  • You become immune to Fire and Lightning Damage while
  • wearing your Arc Suit.
  • Arc Suit costs no Ether instead of 5 and can be
  • casted with a Bonus Action.

Dawnwalker


maybe one day it shall be done

Contractor


Your heart is forever now eternally tied to Zi'eer, the 4th Prophet of the Ministry. You swear to server under his will, no matter the cost.


A Pathfinder who takes this oath has 4 puppet strings attached to its body and has dark purple eyes.


Your Intelligence modifier for your Spellcasting Ability is doubled.

Hidden Tendril


At 3rd level, each time you touch or attack a creature with a melee non-mantra attack you attach an Hidden Tendril to it, those tendrils resemble black strings similar to the ones that control puppets. For each tendril you attach to a creature, it has a -1 to all of its rolls and you have a +1 to all your attack and damage rolls made against it. By consuming 3 tendrils you can impose a disadvantage on one of the creature's rolls or give yourself advantage on a roll made against said creature.

Judgment

5th Level Contractor Mantra, Gained at 9th Level


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You envelop your target in black tendrils and tear it apart, dealing 1d12+3 slashing damage, if this mantra hits a creature that has less than 3 times your Pathfinder level as HP, it instantly executes it, tearing all of its limbs apart. for each 2 hidden tendrils you have on your target, this mantra gains another dice for its damage roll, and it deals +1 damage for each tendril your target has. This mantra sets your target's tendrils to 1 after it damages it.


At Higher Levels: at 13th level, Judgment deals 2d12+6 slashing damage and sets its target's tendrils to 2, at 20th level it deals 3d12+9 and sets its target's tendrils to 4.

Equalizer

5th Level Contractor Mantra, Gained at 9th Level


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: S, M (10 Ether)
  • Duration: 1 turn

As a reaction to an attack, make your attacker roll a Constitution saving throw, on a failure you hang with a tendril, canceling their attack and immobilizing them for 1 turn. If the attacking creature has at least 2 tendrils on them, they have disadvantage on the save, if they have 6 or more tendrils they automatically fail the save.


This mantra has a 3 turns CD.


At Higher Levels: at 15th level, Equalizer has a 2 turn CD, at 20th level it has no cooldown.

Lords Slice

4th Level Contractor Mantra, Gained at 7th Level


  • Casting Time: 1 Bonus Action
  • Range: Sight
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

This mantra can be used only on targets that have at least 1 tendril on them.


Pull your target towards you and slice them, dealing 1d12 slashing damage +3 for each tendril the target has on itself, if the target goes below 50 HP to this mantra's damage, it instantly gets executed by being sliced in half.


At Higher Levels: at 13th level, Lords Slice deals 2d12 slashing damage +6 for each tendril and executes at 75 hp or less, at 20th level it deals 3d12 slashing damage +9 for each tendril and executes at 100 hp or less

String Trick

Starting at 9th level, You attach twice the amount of tendrils and their effects are doubled, you only use 2 tendrils to impose advantage and disadvantage, and you also attach a tendril with any attack.

Unending Contract

As your contract deepens, Starting at 15th level you become something different:


You are now an humanoid puppet, you no longer need to eat, sleep, drink, breathe, etc.;


You no longer feel pain, you can control each one of your limbs separately, even if they are detached from your body, and can even replace them with someone else's;


You cannot die unless your HP reach -your MaxHP, you also are immune to: stun, charm, fear, paralysis and exhaustion.

Puppet Master

Your strength now rivals even Zi'eer itself, Starting at 20th level you gain:


You attach 4 times the tendrils;


You can use a bonus action to attach 2 tendrils to a creature you can see;


You can mind control a creature for 3 turns if they have at least 10 tendrils on them, each 2 tendrils over 10 increases the duration of the mind control by 1 turn;


You can control the body of a creature you killed, it can do any action as if it was alive but it can't receive any kind of healing and will die once its HP reach 0.

Silentheart


You vow to reject the Words of the Song, denying yourself of mantras in pursuit of your own path to true strength, no matter the cost.


A Pathfinder who takes this oath has its eye color changed to a duller, darker shade and has red vein-like tattoos on its weapon-wielding arm that can be seen through clothes.


You gain proficiency in Strength or Dexterity Saving Throws.


As you take this Oath, you forever lose the ability to ever cast ANY magical effect again, included attunementless mantras, and cannot use items that require magic to function.

Dread Fighter


At 3rd level, Each time you successfully attack or parry a creature you gain 1 stack of Dread, You can have a maximum of 10 and each stack gives:


  • +2 to attack and damage rolls;
  • -2 damage suffered from magical effects;
  • spreads the vein tattoo across the body by a little.

You lose a stack of Dread each turn, and each time you suffer damage from magical effects.


Your maximum Dread Stacks increase each 3 levels by 5, and lose their maximum at 18th level;


You gain twice the Dread Stacks at 8th level, thrice at 12th and four times at 15th level.


At 10th level, your Dread Fighter stacks provide twice the bonuses.


At more than 4 Dread Stacks, you begin to muffle every sound, except the sound that weapons make.

Merciless Blade


At 3rd level, if your attacks lower your target's HP at or below 0, it instantly kills them.

Mani Katti


Starting at 5th level, you can use 1 stack of Dread to reroll a failed attack roll, and 2 stacks to perform an additional attack after a successful one (can be done at most 2 times, additional attacks cannot be rerolled with stacks of Dread).

Ankle Cutter


Starting at 5th level, you can use 1 stack of Dread to perform a sliding attack, dealing 1d12 slashing damage to anyone in a 5 feet area and lowering their speed by 10 for 2 turns.

True Vantage


Starting at 7th level, Venting makes your attacker's attack automatically fail and gives you an opportunity attack on them, and a 10 feet speed boost for 1 turn. Your vein-like tattoo also spreads to most of your torso.

Silent Weaponry


Starting at 7th level, you can store up to 9 weapons within your soul, and recall them as you like, forever binding you to those weapons, in turn making them unbreakable.

Lodestar


Starting at 9th level, parrying a Magical attack makes its caster unable to use any kind of magic for 2 turns. You also become resistant to magic and your tattoo spreads to your other arm and most of your lower body.

Silencer


Starting at 15th level you become immune to magic, Mani Katti won't allow for additional attacks but you can attack with each of your Silent Weapons once per turn with an action (this only grants Dread Stacks once), also not consuming ammunition if they required it. Your tattoo is now spread across all over your body except your head.

The Black Silence


At 20th level your tattoo turns black, it now covers your face with a mask and your hands with gloves, you gain:


All Magical Effects in a 120 foot area from you are nullified, included weapon and armor enchants;


Sound of anything but weapons is always muffled around you;


By using 20 Dread Stacks you can use an ultimate attack, unleashing the strength of all your weapons on a single target, always hitting and dealing 6 times the damage you normally would;


Your attacks always hit, ignore resistances and immunities and nullify passives that would reduce their damage.


You can use Mani Katti to make an additional attack but for a 8 Dread Stacks Cost.


Each Dread stack instead of spreading the Tattoo now creates and expands a black aura around you.

Mantras

Here you can find all the Pathfinder's Mantras.

Flamecharm Mantras

Fire Blade

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You slam down your weapon covered in flames, dealing your weapon's damage + 1d8 fire damage, this mantra ignites your target for 2 turns.

Flame Repulsion

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You stand still while charging up flames, on your next turn you deal 2d6 + half of the damage you took while charging this mantra as fire damage, also igniting everyone hit for 2 turns.


While charging flames you have resistance to all damage.

Burning Servants

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure six burning warriors in a circle that attack one after the other in quick succession at your position, before all striking one final time at the center, dealing a total of 1d12 + 6 fire damage, also igniting everyone hit for 2 turns.

Fire Gun

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You ready and propel bullets of flames from your hands towards one or more targets, dealing 1d4 fire damage per bullet, you can also propel more than 2 projectiles by using more ether: 5 Ether each 2 new bullets.

Flame Grab

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You lunge forward for a grab that slams and burns your target into the ground, dealing 2d6 fire damage and igniting your target for 2 turns.

Ash Slam

4th level Flamecharm Mantra Requires 5th level


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You strikes twice in front of you, creating two fiery blasts that deal 1d8 + 3 fire damage each and igniting everyone hit for 2 turns, this Mantra uses both your intelligence and strength modifiers for its damage.

Fire Palm

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 20 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You release a burst of flames in front of you, dealing 2d6 flame damage and igniting everyone hit for 2 turns.

Fire Eruption

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You slam your weapon into the ground below and cause 2 consecutive explosions, the first one makes your targets make a Dexterity Saving throw, suffering 2d6 fire damage on a failure and none on a success, the second one always hits, deals 1d6 fire damage and knocks your targets 15 feet away. Both the explosions ignite everyone they hit for 2 turns.

Fire Forge

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You throw 3 knives made out of fire towards one or more targets, each dagger deals 1d4 + 3 fire damage.

Rising Flame

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You spin and release a fury of flames that sends both you and your target 15 feet into the air, also igniting your target for 2 turns.

Relentless Flames

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You unleash a flurry of flame infused slashes on your target, each dealing half your weapon's damage as fire damage. You unleash up to 7 slashes, but if you miss or get parried, the flurry will end prematurely.

Flame Assault

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You spin and release a fury of flames around you, dealing 2d6 fire damage in a 10 feet area, also igniting everyone hit for 2 turns.

Flame Blind

3rd level Flamecharm Mantra


  • Casting Time: 1 Bonus Action
  • Range: 120 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You blind anyone that is looking in your direction for 1 turn.

Flame Leap

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: Self (5 feet area)
  • Components: M (5 Ether)
  • Duration: Instantaneous

You leap 30 feet in the air, everyone in a 5 feet area around you also goes in the air, you do not suffer fall damage after using flame leap.

Flame Wisp

4th level Flamecharm Mantra


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You summon a Flame Wisp that allows you to regain HP equal to the damage you deal with the Ignited status, but halves its damage. Lasts 3 turns

Graceful Flame

3rd level Flamecharm Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You summon a soothing flame that assist your rest, everyone resting 30 feet or closer to the flame regains twice the amount of HP and is immune to terrain hazards (like insanity).

Flame of Denial

4th level Flamecharm Mantra


  • Casting Time: 1 Bonus Action
  • Range: 10 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You set your soul aflame for 3 turns, if you reach 0 HP or less during these 3 turns, you instead go to 1 HP.


If this Mantra procs, it cannot be used again until you finish a Short Rest.

Flaming Scourge

5th level Flamecharm Mantra Requires 8th Level


  • Casting Time: 1 Action
  • Range: 15 feet area
  • Components: S, M (15 Ether)
  • Duration: Instantaneous

You gather flames in your hands and spin it like a whip grabbing enemies around yourself, before slamming them into the ground, deals 2d12 +3 fire damage and gathers all hit creatures around you.

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.

Flame Ballista

5th level Flamecharm Mantra Requires 8th Level


  • Casting Time: 1 Action
  • Range: 160 feet (5 feet area)
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You gather fire in your hands and twists it into an arrow head, unleashing a powerful projectile towards a creature, dealing 1d12 +2 fire damage to its target and half of that damage to other creatures in a 5 feet area, the projectile cannot be dodged as it automatically adjusts its aim towards its target.


You can also charge up this mantra for a total of 3 turns, each turn after the first you charge it up its damage doubles.

Frostdraw Mantras

Ice Spikes

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 30 feet (5 feet aoe)
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You make an ice spike erupt anywhere in a 30 feet area, the spike deals 1d12 cold damage.

Ice Beam

3rd level Frostdraw Mantra


  • Casting Time: 1 Bonus Action
  • Range: 15 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You fire a penetrating beam of ice that deals 2d6 cold damage, deals + 1 cold damage for each 5 feet of speed your hit target has lost by frostdraw slow.

Ice Grab

1rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You lunge forward for a grab that slams and freezes your target into the ground, dealing 2d6 cold damage and slowing your target for an additional -5 speed.

Warden's Blades

4th level Frostdraw Mantra


  • Casting Time: 1 Bonus Action
  • Range: Self (5 feet)
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You conjure 4 ice blades around yourself, if someone ends its turn 5 feet or closer to you, it has to roll a Dexterity saving throw, or suffering 3d6 cold damage on a failure, or half as much on a success. this mantra lasts 2 turns.

Frozen Servants

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure six Frost warriors in a circle that attack one after the other in quick succession at your position, before all striking one final time at the center, dealing a total of 1d12 + 6 Cold damage.

Ice Laser

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You shoot a bullet of Ice towards your target that deals 1d8 cold damage, for each 2 points of size this mantra has it will shoot 1 more projectile.

Ice Daggers

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You throw 3 knives made out of ice towards one target, each dagger deals 1d4 + 3 cold damage and applies the slow effect.

Ice Blade

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure 2 blades of ice and swing each of them twice at your target, dealing 1d8 cold damage per swing hit, your target has to roll a Dexterity saving throw, on a success you only swing once per sword.

Ice Chain

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You chain to the ground one target in a 20 feet area, this target suffers 1d6 cold damage and is restrained until it succeeds a strength saving throw, or for 2 turns.

Ice Forge

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure 4 ice shuriken and fling them towards one or more targets, each shuriken deals 1d6 cold damage, if more than 1 shuriken hits the same target, it won't be slowed down more than once.

Ice Eruption

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 25 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You stomp the Ground, forming a path of ice spikes in front of you, dealing 2d6 cold damage and freezing the ground along its path.

Ice Smash

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You create a giant Ice Mace in your hands and smash it over your target, dealing 2d12 cold damage.

Ice Lance

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You create an Ice Lance in your hand and dash towards your target, piercing it with the lance dealing 1d8 piercing and 1d8 cold damage.

Ice Fissure

5th level Frostdraw Mantra Requires 8th level


  • Casting Time: 1 Action
  • Range: 5 feet (30 feet area)
  • Components: S, M (15 Ether)
  • Duration: Instantaneous

You create an ice monolith in front of you, each time your turn ends the monolith releases a burst of frost energy from it, damaging anyone for 1d12 cold damage. The monolith lasts 3 turns.

Ice Cubes

5th level Frostdraw Mantra Requires 8th level


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: M (10 Ether)
  • Duration: Instantaneous

You summon three Ice Cubes behind you, as a free action you can shoot one of the cubes towards a target, dealing 1d8 + 3 Cold Damage and freezing the ground below said creature, the Ice Cubes home in their targets and therefore cannot be dodged.

Glacial Arc

3rd level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You create an Arc of Ice, this arc deals 2d8 cold damage if it hits a target, but this mantra's damage can be totally avoided by succeeding a Dexterity Saving Throw. The Ice Arc lasts for 1 minute, but you can dismiss it earlier.

Ice Skate

4th level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (10 Ether)
  • Duration: Concentration

You Can summon ice under your feet to quadruple your speed until you keep concentrating, this mantra consumes 5 ether for each turn you concentrate on casting it.

Iceberg

5th level Frostdraw Mantra Requires 5th level


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (10 Ether)
  • Duration: Instantaneous

You freeze yourself until your next turn, while frozen you are resistant to all damage and heal for your Pathfinder level as HP.


This Mantra also slows twice anything that ends its turn 5 feet or closer to you.

Rising Frost

4th level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You conjures a glaive of ice and swing. If you hit a creature, launch them in the air and slam them down, dealing a total of 2d6 +2 cold and 1d6 bludgeoning damage.

Ice Carve

4th level Frostdraw Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You form a disk of ice that rapidly cuts creatures in front of you, dealing 6d4 cold damage which can be halved with a dexterity saving throw.

Frost Wisp

4th level Frostdraw Mantra


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You summon a Frost Wisp that travels around you placing ice below your feet once per turn. Also shoots a beam attack whenever you vent, dealing 1d8 + 3 cold damage to the attacker.

Thundercall Mantras

Lightning Blade

3rd level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You dash forward, attacking twice with your lightning infused blade, each swing deals your weapon's damage + 6 Lightning Damage.

Jolt Grab

3rd level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 15 feet (10 feet area)
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You lunge forward for a grab that slams and Shocks your target into the ground, dealing 2d6 Lightning damage in a 10 feet area.

Electro Carve

4th level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You create an electromagnetic field in front of you, everyone inside the area has to roll a Constitution Saving throw, suffering 3d4 + 6 Lightning damage on a failure or half as much on a success.

Lightning Impact

4th level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You jump into air, slamming down your opponents in a 10 feet area for 2d6 Lightning Damage, also flip a coin, on heads this Mantra also Ignites its targets for 1 turn.

Lightning Clones

3rd level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure a clone of yourself beside you, it will attack a target of your choice and then disappear, it also disappears after 3 turns if it didn't hit anything.

Lightning Beam

3rd level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 15 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You fire a penetrating beam of Lightning that deals 2d6 Lightning damage, deals + 1 Lightning damage for each 5 feet of distance between you and your target.

Lightning Strike

4th level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 60 feet (5 feet area)
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You conjure a strike of thunder where you desire in a 60 feet area, the thunder hits anything 5 feet or closer to it and deals 2d6 Lightning damage, this Mantra ignores cover.

Thunder Kick

3rd level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You kick your target while enhanced with the power of thunder, dealing 1d8 bludgeoning and 1d8 Lightning damage, also knocks the target 15 feet away.

Storm Blades

4th level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You summon 6 explosive blades of lightning around you, everyone in the area has to roll a Dexterity saving throw, suffering 3d6 +4 Lightning damage on a failure or half as much on a success.

Grand Javelin

3rd level Thundercall Mantra


  • Casting Time: 1 Bonus Action
  • Range: 60 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You throw a spear of lightning in front of you that deals 2d6 lightning damage and knocks 5 feet away hit targets.

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.

Bolt Piercer

4th level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 30 feet (10 feet area)
  • Components: S, M (10 Ether, 5 HP)
  • Duration: Instantaneous

You sacrifice some of your lifeforce to summon a storm of lightning where you desire in the 30 feet area, everyone in a 10 feet area from where you summoned the storm has to roll a Dexterity Saving Throw, suffering 3d8 + 4 Lightning damage on a failure, or half as much on a success.

Lightning Stream

3rd level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You create a stream of Lightning towards your target, it this mantra hits, it deals 1d6 Lightning damage and pulls the target in front of you, allowing you to make an opportunity attack.

Rising Thunder

5th level Thundercall Mantra Requires 8th level


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (15 Ether)
  • Duration: Instantaneous

Rise up with your target, Cutting your Opponent with Thousand of Flashing Strikes and crash down as a Bolt of Lightning, your target has to roll a Constitution Saving Throw, suffering 12d4 Lightning Damage on a failure, or half as much on a success.

Sapped

Mantras Cost twice the Ether for its duration, also makes normal Spellcasters unable to cast spells that require Concentration.

Spark Swap

3rd level Thundercall Mantra


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You swap your position with your target's.

Lightning Assault

3rd level Thundercall Mantra


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You slash a target in the blink of an eye thanks to the power of thunder, appearing right behind it afterwards, dealing 2d8 Lightning damage. This mantra pierces TempHP, and deal damage directly to the HP.

Lightning Cloak

5th level Thundercall Mantra Requires 8th level


  • Casting Time: 1 Bonus Action
  • Range: 5 feet (30 feet area)
  • Components: S, M (15 Ether)
  • Duration: Instantaneous

You Envelop your body in a Cloak of Lightning, granting for 3 turns: +1 action, +15 speed, +6 lightning damage to all your attacks and mantras, +6 to your attack rolls, advantage on Dexterity saving Throws, using the dash action causes you to teleport anywhere in a 30 feet area and dodging an attack also gives the same effect, with halved range.


This Mantra has a 6 turn cd after its effects are over and can be used twice per long rest.

Thunder Wisp

4th level Frostdraw Mantra


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You summon a Thunder Wisp that travels around you Giving the Sapped Status to the first Creature you attack on your turn for 3 turns and shocking them at the end of the status, dealing 1d6 +2 Lightning damage.

Galebreathe Mantras

Wind Blade

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You slice the air in front of you, creating a wind blade that slashes the first target in its path for 1d8 slashing + 1d6 force damage.

Air Force

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure a strong blast of wind in the direction you're facing, dealing 2d6 force damage to anyone in the area and knocking them 10 feet away.

Tornado Kick

4th level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You perform a kick that send a projectile of wind towards your target that deals 1d12 force damage and, if it hits, you follow up with 3 more projectiles that deal half of the main projectile's damage.

Gale Lunge

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You lunge forward with your weapon coated in wind, dealing 1d8 force + 1d8 slashing damage.

Tornado

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area (30 feet)
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure a small vortex of air surrounding you, it deals 2d6 force damage and can be flung anywhere in a 30 feet area.

Heavenly Wind

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You Leap high into the air before diving down, striking a target for 1d6 force + 1d6 bludgeoning damage.

Galetrap

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 20 feet (5 feet area)
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure a small green landmine, Stepping on it makes it stick to yourself and creates a tornado that deals 1d6 force damage each turn for 3 turns.

Gale Punch

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 15 feet cone
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure a wind punch that deals 2d6 force damage and knocks its targets 15 feet away.

Champion's Whirlthrow

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You grab your opponent and proceeds to spin them in 360 degrees before tossing it 20 feet away, this Mantra deals 2d6 force damage, + 1d6 Bludgeoning if you toss your target in a wall.

Rising Wind

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You uppercut your target and propel yourself into the air, dealing 1d6 force and 1d6 bludgeoning damage, your target has to roll a Dexterity saving Throw, on a failure it gets knocked prone.

Wind Gun

3rd level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You Fire a penetrating bullet of wind that deals 1d8 force damage.

Wind Carve

4th level Galebreathe Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You perform a huge amount of rapid gale cuts, creating an area of slashes in front of you, everyone in the area has to roll a Dexterity Saving Throw, suffering 6d4 force damage on a failure, or half as much on a success.

Gale Forge

4th level Galebreathe Mantra


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Perform a quick gesture with your hands, conjuring up a line of 4 wind projectiles before sending them towards your target, each projectile deals 1d6 + 2 Force damage, the projectiles home into their target and therefore cannot be dodged.

Astral Wind

5th level Galebreathe Mantra Requires 8th level


  • Casting Time: 1 Action
  • Range: 5 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You perform Several fast, wind-enhanced slashes in a form a star, dealing 2d12 Force + 1d12 of your weapon's type of damage

Gale Wisp

4th level Galebreathe Mantra


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You summon a Gale Wisp that gives you +15 speed for its duration, lasts 3 turns.

Wind Passage

4th level Galebreathe Mantra


  • Casting Time: 1 Bonus Action
  • Range: 20 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You Rush forward towards the direction you're facing in a blink of an eye, leaving much wind after cuts for the distance you traveled, dealing 3d6 Slashing Damage.

Shadowcast Mantras

Dark Blade

3rd level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You enhance your weapon with Shadows, and then dash 15 feet to strike your target twice, each swing has its damage converted to Necrotic.

Shadow Gun

3rd level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 15 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You shoot a piercing projectile of Shadows from your hand, dealing 1d8 Necrotic damage.

Clutching Shadow

4th level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You raise your hand an point it towards a target and magically choke it, it has to succeed a Constitution Saving throw, suffering 10 Necrotic damage and getting knocked prone on a failure, or suffering half damage and not getting knocked prone on a success.

Shadow Chains

3rd level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You chain to the ground one target in a 20 feet area, this target suffers 1d6 Necrotic damage and is restrained until it succeeds a strength saving throw, or for 2 turns.

Shadow Eruption

4th level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 20 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You focus Shadows in your hand and release them, everyone in a 20 feet area suffers 2d8 Necrotic Damage.

Shadow Seekers

4th level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S, M (10 Ether)
  • Duration: Concentration

You shoot a barrage of 5 Shadow Spirits that will home into your target, said target has to roll a Dexterity Saving throw, suffering 1d6 Necrotic damage per spirit on a failure or half as much on a success, this mantra can also target multiple beings at once.

Shadow Roar

3rd level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 20 feet cone
  • Components: S, M (5 Ether)
  • Duration: Concentration

You send a wave of Necrotic in front of you that lasts 2 turns, anyone in the area suffers 1d8 Necrotic damage.

Rising Shadow

3rd level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 20 feet area
  • Components: M (5 Ether)
  • Duration: Concentration

You summon Shadow tendrills and hurl them towards everyone in the 20 feet area, they have to roll a Dexterity Saving Throw, suffering 1d12 Necrotic damage and getting knocked prone on a failure, or nothing on a success.

Shadow Meteors

4th level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 60 feet (10 feet area)
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You summon 3 Shadow Meteors above a target area, everyone 10 feet around that area has to roll a Dexterity Saving Throw, suffering 2d6 Necrotic damage per meteor on a failure, or half damage on a success.

Shade Bringer

5th level Shadowcall Mantra Requires 8th level


  • Casting Time: 1 Action
  • Range: 10 feet cone
  • Components: S, M (15 Ether)
  • Duration: Instantaneous

You Concentrate your shadows to create a huge Greatsword of Darkness, and then swing it in front of you, dealing 2d12 Necrotic + 1d8 slashing damage.

Shade Devour

4th level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (10 Ether, 6 HP)
  • Duration: Concentration

You concentrate your shadows within yourself, as long as you keep concentration all your attack rolls and damage rolls will be boosted by your spell attack bonus, but you will suffer 6 Necrotic Damage each turn you keep this Mantra on.

Shadow Assault

3rd level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You become a shadow and dash in a 30 feet straight line, while you are a shadow you can pass through people, passing through someone deals 2d6 Necrotic Damage.

Devouring Eye

3rd level Shadowcall Mantra


  • Casting Time: 1 Bonus Action
  • Range: 5 Feet (Sight)
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You summon an Eye in front of you, Any hostile creature that cast a mantra within its gaze will give half the ether they used to cast the mantra to the one who summoned the eye.

Shade Wisp

3rd level Shadowcall Mantra


  • Casting Time: 1 Bonus Action
  • Range: 30 feet line
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You summon a Shade Wisp that travels around you, cloaking you in shadows, giving advantage to Stealth rolls and also giving you 1 Tempo each turn.

Shadow Travel

5th level Shadowcall Mantra Requires 5th level


  • Casting Time: 1 Action
  • Range: Sight
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Channel Shadows into yourself to become a shade yourself. while in this form you can teleport anywhere you can see in a 30 feet area, you can teleport further, but for each 10 feet of distance between the end of the 30 feet area and your destination you lose 6 HP.


At 10th level, you use 6 HP each 30 feet instead. While in combat this mantra requires 1 turn to cast.

Encircle

3rd level Shadowcall Mantra


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You summon shadows around your target and then teleport-strike them from behind, dealing your weapon's damage as Necrotic damage.

Eclipse Kick

5th level Shadowcall Mantra Requires 8th Level


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (15 Ether)
  • Duration: Instantaneous

You performs a slow shadow axe kick in front of you, dealing 2d12 + 12 Necrotic and 1d12 + 6 Bludgeoning Damage, which can be halved with a Dexterity Saving Throw.

Shadow Vortex

5th level Shadowcall Mantra Requires 5th Level


  • Casting Time: 1 Action
  • Range: 30 feet Area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You casts a vortex in the direction you are facing, creating an area that will pull up and keep rocks and creatures above its center for 1 turn, afterwards it explodes, dealing 2d8 + 4 Necrotic and 1d8 Bludgeoning damage to anyone caught in the explosion. Firing Shadow Gun at the Vortex will cause it to explode earlier, Adding the Shadow Gun's damage to the explosion's damage.

Ironsing Mantras

Metal Eruption

3rd level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 25 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You stomp the Ground, forming a path of Metal spikes in front of you, dealing 2d6 Piercing damage and inflicting Bleeding for 1 turn.

Needle Barrage

3rd level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure 3 Needles and fling them towards your target, each needle deals 1d6 piercing damage and is unavoidable.

Metal Kick

4th level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 10 feet area
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You perform a flip kick that deals 2d6 + your str mod bludgeoning damage, if your target reaches 10 hp or less to this move, it instantly dies; using Metal Kick on a prone target deals twice the damage.

Metal Rain

4th level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 60 feet (10 feet area)
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Rain down Twice Your Pathfinder Level as Metal Rods on your Target area, each creature within it has to roll a Dexterity Saving Throw, suffering 3d6 Piercing Damage on a Failure and getting Metal Rods placed on them (splits evenly between everyone that failed the saving throw).

Caltrops

3rd level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 15 feet (10 feet area)
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You conjure a set of caltrops in an area, each time a creature enters or ends its turn on that area it has to roll a Dexterity Saving Throw, Suffering 1d6 piercing damage, 1 turn of Bleeding and getting a Metal Rood placed on them on a failure.

Firing Line

4th level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 45 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You conjure 5 rifles behind yourself, which will start auto-aiming and firing once at your target, dealing 1d6 + 2 piercing damage and applying one metal rod each.

Oxidizing Rush

4th level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 10 feet line
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You conjure and rapidly spin 4 swords and then lunge in front of you, dealing 4d4 + 6 Slashing damage and applying 5 Metal rods to whoever you hit.

Iron Slam

5th level Ironsing Mantra Requires 5th level


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: S, M (15 Ether)
  • Duration: Instantaneous

You form a giant Metal Rod and slam it down in front of you, dealing 3d12 + 6 Bludgeoning damage.

Iron Hug

5th level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You enhance your arms with iron and grab a creature, crushing them with your hug, dealing 2d8 + 3 Bludgeoning damage and, if the target is your size or smaller, giving them disadvantage on saving throws for 3 turns .

Metal Gatling

5th level Ironsing Mantra Requires 8th Level


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (15 Ether)
  • Duration: Instantaneous

You rise your hand and swing it downward before summoning a barrage of Metal Rods impaling the target from all angles dealing 12d4 + 12 Piercing Damage and applying 12 Metal Rods, which can be halved with a Dexterity Saving Throw.

Rocket Lance

5th level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 15 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You create an Iron Lance in your hand and dash forward, this mantra stops at the first creature hit, dealing 2d8 + 4 Piercing damage and propelling said creature 45 feet away.

Metal Armament

5th level Ironsing Mantra Requires 5th Level


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You cover yourself in Fluctuating metal bits, for 3 turns the first attack you do against a creature will be followed up by the metal bits that will take the shape of a metal Greatsword and deal 2d6 + 4 Slashing damage and apply a rod.

Chain Pull

3rd level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You Summon a chain out of your hand that pulls a creature towards you.

Iron Skin

4th level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Coat your skin with metal, gaining 6 AC and resistance to all damage but slowing you down to 10 speed, and making you unable to fly or swim for 3 turns.

Metal Wisp

4rd level Ironsing Mantra


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You summon a Metal Wisp that travels around you, Automatically Repairing your gear and increasing your AC by 1 (max 20).

Metal Rampart

3th level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You summon a Metal Rampart Below you of up to 20 feet, which can be increased by 10 for an additional 5 ether. The Rampart lasts 1 minute or until you dismiss it.

Metal Ball

3rd level Ironsing Mantra


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You Encase yourself in a spiky metal ball and rush forward, stopping at the first creature hit, dealing 3d4 + 3 Piercing damage and inflicting 3 Metal Rods.

Bleeding

Bleeding Creatures suffer 1/15 of their maxHP as damage each turn.

Attunementless Mantras

Strong Left

4th level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You send a strong punch towards your target, it has to roll a Constitution saving throw, on a failure, this feat goes past TempHP, Ignores AC, deals 2d12 Bludgeoning damage and knocks your target 15 feet away, on a success your target only suffers half of the damage and no knockback.

Rapid Punches

3rd level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You Send a barrage of 4 Punches at your target, each punch has to hit its attack roll, for each 2 points of speed this mantra has, it adds 1 punch to the barrage.

Strong Leap

3rd level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You leap 30 feet in the air, you do not suffer fall damage after using strong leap, but the leap is halved if you are below half HP.

Rally

3rd level Attunementless Mantra


  • Casting Time: 1 Bonus Action
  • Range: Self (30 feet)
  • Components: S, M (5 Ether)
  • Duration: Concentration

You raise your hand, removing all of your allies' posture and reducing your posture gain by 2 for 3 turns.

Reinforce

4th level Attunementless Mantra


  • Casting Time: 1 Bonus Action
  • Range: self (30 feet area)
  • Components: S, M (10 Ether)
  • Duration: Concentration

You raise your hand, reducing all the damage taken by you and your allies by 6, also increasing for the same amount the damage that you and your allies deal for 3 turns.

Brace

4th level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Brace yourself against attacks, until your next turn every time you get melee attacked, you can opportunity attack your opponent back.

Shoulder Bash

4th level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: 15 feet line
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Dash forwards with your Shoulder infront, colliding with something makes its suffer 2d8 Bludgeoning damage, deals x4 damage to structures, if the first to collide with you is a creature, flip a coin, on heads it gets stunned for 1 turn.

Revenge

4th level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You Dash towards your target and slice them, dealing your weapon's damage on hit, this Mantra deals x2 damage when you have less than 3/4 of your HP, x3 damage when you have less than half of your HP and x4 damage when you have less than 1/4 of your Hp.

Adrenaline Rush

5th level Attunementless Mantra Requires 8th level


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: M (15 Ether)
  • Duration: Concentration

You use your Ether to gain a brief Rush of Adrenaline, for 3 turns you regenerate double the Ether without consuming Tempo, you gain +15 speed and 15 climb speed.

Summon Cauldron

3rd level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: M (5 Ether)
  • Duration: Instantaneous

You summon a cauldron in front of you, the cauldron can be used to make potions, making potions in this cauldron doubles their effects, the cauldron lasts indefinitely until you either dismiss it or go further than 20 feet from it.

Prediction

5th level Attunementless Mantra Requires 6th level


  • Casting Time: 1 Action
  • Range: Self
  • Components: M (15 Ether)
  • Duration: Instantaneous

Until your next turn, any type of damage that were to be dealt to you will get reflected back onto the attacker, including it's negative effect.

Gaze

3rd level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: Sight
  • Components: M (5 Ether)
  • Duration: Concentration

You stare your target, if it can see you, it has to roll a Wisdom saving throw, on a failure it suffers 1 tier of Insanity and lose 5 feet of speed for 3 turns, on a success it only gets slowed

Glare

4th level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: Sight
  • Components: M (10 Ether)
  • Duration: Concentration

You stare your target, if it can see you, it has to roll a Wisdom saving Throw, of a failure it won't be able to act or move until you do, for a maximum of 2 turns.

Exhaustion Strike

3rd level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (5 Ether)
  • Duration: Instantaneous

You Strike your target with your weapon, exhausting all your posture on them, the weapon damage is halved, but the posture damage they receive is doubled.

Taunt

3rd level Attunementless Mantra


  • Casting Time: 1 Bonus Action
  • Range: Anyone that can Hear you
  • Components: V, M (5 Ether)
  • Duration: Concentration

You Taunt your enemies, if they can hear you they will deal + 3 damage towards you, but they will suffer + 6 damage from any attack for 3 turns.

Sing

3rd level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: Anyone that can Hear you
  • Components: V, M (5 Ether)
  • Duration: Concentration

You sing, any target of your choice that can hear you has to roll a Charisma saving throw, being Charmed of a failure.

Rapid Slashes

4th level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: S, M (10 Ether)
  • Duration: Concentration

You Rush down your target, attacking them twice with your weapon.

Master's Flourish

4th Attunementless Mantra


  • Casting Time: 1 Action
  • Range: 5 ft area
  • Components: S, M (10 Ether)
  • Duration: Concentration

You Slice everything in a 5 ft area around you, dealing twice your weapon's damage, this mantra ignores AC and TempHP.

Pressure Blast

4th level Attunementless Mantra


  • Casting Time: 1 Action
  • Range: 30 feet line
  • Components: S, M (10 Ether)
  • Duration: Instantaneous

You send a pressure blast in a 30 feet line in front of you, everyone in the are suffers your weapon's damage and gets knocked 5*Your Strength mod feet away.

Echoes

Empower Yourself through Ether


Eruption Path: Lava Serpent

Requires any Flamecharm Mantra and 6th level


Your Flamecharm mantras do not ignite anymore, they instead explode, dealing 1d8 + Mantra Intensity fire damage to anyone in a 5 feet area except you, the explosion's aoe also increases with the Mantra's Size (like described in the Size modifier).

Meteor Impact

Requires Rising Flame or Flame Leap


After landing Rising Flame or Flame Leap, you can strike for free everyone that got in the air other than you once with your weapon.

Phoenix Impact

Requires 6th level and Meteor Impact


You heal for half the damage that the attacks made with Meteor Impact do.

Wildfire

Requires Fire Palm


Changes Fire Palm's range from 20 feet line to 15 feet cone

Dancing Steps

Requires any Flamecharm Mantra


You move 5 feet in front of you before casting a Flamecharm mantra.

Graceful Steps

Requires Dancing Steps


Dancing steps also grants +10 speed for 2 turns.

Elemental Rebound

Requires 6th level


You regain 5 Ether each time you land a Mantra.

The Final Act

Requires any Flamecharm Mantra and 3rd level


Landing a Flamecharm mantra after an attack makes your target explode, dealing half of the mantra's damage to anyone (except you and the exploding target) in a 5 feet area.

Hell's Partisan

Requires Fire Forge and 3rd level


if all the daggers of Fire Forge hit the same target, a spear will fall over it, dealing an additional 1d8 fire damage and igniting them for 1 turn.

Warding Radiance

Requires Hell's Partisan and 5th level


Each Time you land a Flamecharm mantra you gain an halo stack. at 3 halo stacks you will proc Hell's Partisan's effects with every Flamecharm mantra you use.

Flamewalker

Requires Hell's Partisan


Each Time Hell's Partisan lands on your target, you leave a trail of fire behind you for 2 turns, anyone except you and your allies that steps on the trail suffers 1d6 + 3 fire damage.

Cauterized Wounds

Requires any Flamecharm Mantra


You suffer -3 Slashing and Piercing Damage from attacks and are immune to bleeding.

Mirage Clone

Requires any Flamecharm Mantra and 8th level


Dodging an attack (with the dodge action) creates a clone of yourself that ignites your attacker for 1 turn.

Exploding Mirage Clone

Requires Mirage Clone and 8th level


Mirage Clone Also deals 2d8 fire damage in a 5 feet area.

Agitating Spark

Requires any Flamecharm Mantra


Attacking an ignited targets spreads the flames to anyone (included yourself) in a 10 feet area, causing them to suffer the ignited state for 1 turn.

All-Consuming Flame

Requires any Flamecharm Mantra


If someone reaches 0 HP by fire damage caused by your Mantras, they instantly crumble to ash and die.

Corpse Explosion

Requires All-Consuming Flame


targets that die because of the All-Consuming Flame effect also explode, dealing Your Pathfinder level as fire damage to anyone in a 10 feet area.

Wraith Path: Twisted Puppets

Requires 10th level, any Flamecharm and any Shadowcast Mantra, Mutually exclusive with Lava Serpent


Your Flames are now Black, your burn from Flamecharm Mantras deals no damage but steals 10 Ether per turn and summons a Twisted Puppet Each Turn, and your Shadowcast mantras apply burn that doesn't summon Twisted Puppets but deals normal damage.


Twisted puppets are black flame humanoids that will run 30 feet each turn towards any burning target and then explode, stealing 10 Ether and dealing 1d6 +3 necrotic and 1d6 +3 fire damage. Twisted puppets disappear in 2 turns.

Burning Sacrifice

Requires Wraith Path: Twisted Puppets and Emperor Flame


You can Consume a Twisted Puppet that was just summoned to gain 5 Flamesparks for Emperor Flame.

Explosive Rage

Requires Wraith Path: Twisted Puppets


If a Twisted Puppet Explodes, all other twisted puppets will double their speed and damage for 3 turns. (also including twisted puppets that are summoned during these 3 turns)

Explosive Finish

Requires any Flamecharm mantra and 6th level


Attacking a creature ignites it for 1 turn, if it is already ignited it suffers 6 Fira damage and gets knocked 15 feet away.

Ice Trap

Requires Ice Spike


Your Ice Spike Mantra sets an invisible ice trap that releases the Ice Spike effect when someone other than you steps on it, you can place a number of invisible traps equal to half of Ice Spike's Size modifier (at least 1) with one casts.

Chilling Flourish

Requires any Frostdraw Mantra and 7th level


Creatures you hit with your weapon or mantras leave a trail of ice under their feet for 2 turns.

Cool Head

Requires any Frostdraw Mantra


You are immune to being ignited while standing on ice.

Cryostasis

Requires any Frostdraw Mantra and 5th level


After being hit by an attack that dealt more than 20 damage, freeze yourself until the next turn, you are immune to all damage while frozen.

Rude Awakening

Requires Cryostasis and 7th level


If you are attacked while frozen by Cryostasis, send back all the damage as Cold damage.

Chilling Flourish

Requires Ice Beam


Creatures you hit with Ice Beam become frozen.

Frozen Legs

Requires any Frostdraw Mantra

Glass Path: Crystallization

Requires any Frostdraw Mantra and 6th level


Your Frostdraw mantras don't slow creatures anymore, they instead add a crystal onto their bodies that lasts 3 turns (a crystal appears for each 5 feet of slow you wouldve dealt), attacking with your weapon a creature that has on or more crystals in its body will shatter them, making said creature suffer 1d8 cold damage for each crystal you shattered.

Frostbite

Requires any Frostdraw Mantra and 3rd level


Creatures you hit with your Frostdraw mantras cannot receive heals for 2 turns.

Bottom Freeze

Requires Ice Forge and 7th level


Hitting a Target that is standing on ice with Ice Forge freezes said target's legs, making them unable to move until your next turn.

Frozen Pin-Cushion

Requires Ice Daggers and 5th level


A Creature hit by your Ice Daggers will instantly freeze.

Saint Jay

Requires any Frostdraw Mantra


Any healing directed towards a creature you attacked with a Frostdraw mantra in the last 3 turns is redirected towards you.

Crystal Shrapnel

Requires Glass Path: Crystallization and 10th level


Shattering a Crystal will make it explode, dealing its damage and applying 1 crystal to each creature in a 5 feet area.

Temperature Shock

Requires Glass Path: Crystallization and any Flamecharm Mantra


Your Flamecharm Mantras deal +5 damage to creatures with crystals and detonate them.

Volcanic Glass

Requires Crystallization and Lava Serpent


Shattering a Crystal Triggers an explosion, like described in the Eruption Path: Lava Serpent Description.

Surge Path: Unstable Capacitor

Requires any Thundercall Mantra and 10th level


Replaces High-Voltage. Your Lightning attacks no longer have a chance to stun but instead build up a stack of Surge, if a Creature has 3 Stacks of Surge, they Overload, Dealing 1d12 + Your Spellcasting Bonus to every enemy in a 30 feet area, arching once to other enemies indefinitely as long as they are 30 feet from each other. Your Thundercall's color is also turned to a Blueish Purple.

Human Battery

*Requires Surge Path: Unstable Capacitor


You Can remove 1 Stack of Overload from a Creature to recover 5 Ether anytime as a free action.

Closed Circuit

Requires Surge Path: Unstable Capacitor


If an Overload doesn't Arch, it deals 3 times the damage to its target.

Fried Circuits

Requires Surge Path: Unstable Capacitor


Overloading a Creature applies Sapped for 2 turns.

Sapped

Mantras Cost twice the Ether for its duration, also makes normal Spellcasters unable to cast spells that require Concentration.

Resolve Crusher

Requires any Thundercall Mantra


After successfully landing a Thundercall mantra on a creature, all the damage the Creature deals is converted to Lightning Damage and has a -3 for 3 turns.

Authority Intimidation

Requires Resolve Crusher and 5th Level


Resolve Crusher Also gives a -10 ft speed.

First Interrogation

Requires any Thundercall Mantra


Suffering Lightning Damage Restores 5 Ether and 1 Tempo.

Second Interrogation

Requires First Interrogation


If a creature attacks you with an Attack that deals Lightning Damage, it has disadvantage on it.


You become Resistant to Lightning Damage.

Grand Skewer

Requires Grand Javelin


Your Grand Javelin now carries the creature it hits through the air, until the end of its range.

Jolting Current

Requires any Thundercall Mantra


Your Thundercall Mantras deal damage in a 20 feet area while in water (increases the mantra's area by 20 feet if it is already aoe).

Raging Static

Requires any Thundercall Mantra and Requires 3rd Level


You can Shock yourself with lightning, suffering 6 lightning damage and increasing your next attack and damage roll by 4

Static Allure

Requires Static Link


Creatures linked to you can only move towards each others and towards you.

Jumper Cables

Requires any Static Link and 8th Level


Reaching 0 or less HP while having a Static Link between you and a creature drains said creature of enough HP to heal you to 1 HP, ending the Link between you and it. Can be used once per Long Rest.

Stormcaller Slash

Requires any Thundercall Mantra


After using a Thundercall Mantra, you can use 5 Ether to attack a creature with your weapon without using an action.

Discharge

Requires any Thundercall Mantra and 6th Level


Attacking twice in a row the same creature makes anyone (except you) in a 10 feet area suffer 1d8 lightning damage.

Rain of Static

Requires Lightning Impact and 5th level


After Jumping in the air for the effect of Lightning Impact, you can shoot up to 6 projectiles of lightning towards one or more targets, each projectile deals 4 damage. After shooting the Mantra continues normally.

Static Flash Clone

Requires Lightning Clones and 5th level


Using Lightning Clones makes you invisible until you attack ot until your next turn, an attack made while invisible has advantage.

Drifting Winds

Requires any Galebreathe Mantra and 5th level


Creatures hit by your offensive Galebreathe Mantras are winded for 2 turns.

Gale Coil

Requires A World Without Song


Suffocation lasts for 1 more turn.

Stifled Breath

Requires A World Without Song


If a creature that has the suffocating effect because of you will be stunned for 1 turn if they jump, dash, or dodge.

Aeronade

Requires Galetrap


Galetrap Detonates instantly after it lands.

Vacuum Punch

Requires Gale Punch


Gale Punch now pulls creatures it hits towards your direction, granting you an opportunity attack on them if they are within 5 feet of you.

Reverse Gale Kick

Requires Rising Wind


After uppercutting your target, you kick them towards the ground, making them suffer an extra 1d6 bludgeoning damage and giving them disadvantage on their saving throw.

The Old Wind

Requires any Galebreathe Mantra


You can Glide Straight without losing height with the power of gales.

Tailwind

Requires Inhale


Inhaling a mantra Grants +10 speed for 3 turns (stackable).

Tempest Wind

Requires Wind Blade and 5th level


Wind blade is now a 10 feet aoe of slashes, and deals 2d6 force + 2d6 slashing damage, creatures struck by Wind blade can roll a Constitution Saving Throw to only suffer half the damage.

Gale Dash

Requires any Galebreathe Mantra


after dodging an attack (with the dodge action), you can dash once for free.

Cyclone Blade

Requires Gale Dash and 5th level


after dodging you also gain +3 to your next attack and damage rolls.

Haunted Gale

Requires any Galebreathe Mantra and 5th level


After successfully landing 2 Wind mantras on the same target, they suffer half of your weapon's damage.

Haunted Path: Specter

Requires Haunted Gale and 10th level


Your Galebreathe is now White, Haunted Gale will now summon an apparition, dealing your weapon's damage instead of half. Also summon an apparition towards your attacker if you dodge its attack.


You cannot apply Suffocation anymore, you now apply Winded instead.

Phantom Step

Requires Haunted Path: Specter


After a Successful Dodge you can enter Phantom Step, doubling your speed and giving you a free dash per turn for 2 turns.

Vanishing Wraith

Requires Phantom Step


The first weapon attack you do in your turn while in Phantom Step Teleports you behind the creature you want to attack (15 feet range) and gives you advantage on said attack.

Winded

A winded creature has -10 speed.

Dark Synergy

Requires any Shadowcast Mantra


After attacking a creature with your weapon, they receive a stack of Blindness

Overwhelming Drain

Requires Shadow Eruption and 6th level


If your Shadow Eruption hits more than 1 target, flip a coin, on head you can stun for 1 turn one of them.

Shadow Overflow

Requires any Shadowcast Mantra


Each time you absorb Ether with Devour, you deal the absorbed ether as necrotic damage to everyone except yourself in a 5 feet area.

Dark Synergy

Requires any Shadowcast Mantra


After attacking a creature with your weapon, they receive a stack of Blindness.

Blighted Song

Requires Shadow Chains


Attaching your shadow chains to a creature make both you and it unable to cast spells and mantras for 2 turns and you take -6 damage from non chained creatures for the same duration.

Singularity

Requires any Shadowcast Mantra


After successfully landing a Shadowcast mantra on a creature, it suffers a -5 speed debuff for 1 turn.

Shadow Rain

Requires Shadow Gun


Shadow gun Becomes a barrage of beams, instead of dealing 1d8 necrotic damage it now deals 3d6 Necrotic damage but its base cost is 10 Ether.

Black Hole

Requires Singularity and 5th level


Creatures affected by Singularity can only move towards you.

Energy Siphon

Requires Singularity and 5th Level


At the end of Singularity's Speed debuff on someone, you regain 5 HP.

Gilded Path: Scrapsinger

Requires any Ironsing Mantra and 5th level


Attacking a Creature with your weapon will remove all the Metal Rods from them, increasing your AC by +1 for each 2 metal rods consumed. lasts for 2 turns.


Also turns your Ironsing Mantras and other effects Golden.

Artisan's Blade

Requires Gilded Path: Scrapsinger


Gilded Path: Scrapsinger now also summons a Golden blade hovering behind you for each point of AC you gain from its effects, this Blade can be used anytime as a free attack towards a creature in a 30 feet area, dealing the same damage as your weapon.

Masterwork

Requires 7th level and Artisan's Blade


Your golden blades now deal +6 damage and apply 2 Metal Rods on hit.

Refine and Reuse

Requires 8th level and Gilded Path: Scrapsinger


While having Increased AC by Gilded Path: Scrapsinger you become immune to effects that bypass, lower or ignore AC.

Reshape and Remold

Requires 10th level and Gilded Path: Scrapsinger


Gilded Path: Scrapsinger now reduces the Creature's AC by the same value of AC you gain from it, and if the Creature reaches 8 or less AC from this echo it also becomes vulnerable to all attacks.

Piercing Metal

Requires any Ironsing Mantra and 5th level


Each 2 Rods you place on a Creature reduce their AC by 1.

Polished Armor

Requires any Ironsing Mantra


Increase your AC by 1 (max 20) if wearing heavy armor.

Metal Eater

Requires any Ironsing Mantra


While Wearing Heavy Armor, you can Reduce your AC by 1 for 1 turn to reduce a Mantra's cost by 10.

Metal Shackles

Requires any Ironsing Mantra


Each Time you Pull a Rod from a Creature, halve their speed for 1 turn. (not stackable)

Heavy Shoulders

Requires any Ironsing Mantra


If a Creature has more than 3 Rods, it has Disadvantage on Dexterity Saving Throws and cannot use the Dodge action.

The Irony

Requires any Ironsing Mantra and Charismatic Cast


Creatures that you Charmed recieve twice the amount of Metal Rods.

Laced Trap

Requires Caltrops


Creatures that step on a Caltrop have their speed halved for 2 turns.

Metal Absorption

Requires any Iron Hug


Your Iron Hug Mantra now Increases your AC by 2 (max 20) and Decreases your target's AC by 2 for 1 turn on a successful cast and if the target has an armor.

Blood Shadow

Requires Reinforce and 6th level


You Steal HP from anyone you reinforce until you reach Max HP (works only if the reinforced creature consents).

Grand Supporter

Requires Reinforce


Anyone you Reinforce recovers 6 HP.

Lord Commander

Requires Reinforce and 6th level


You Heal by 3 HP for each being you reinforce.

Encore

Requires Sing


Sing will stun for 1 turn creatures that are already charmed.

Tree-felling Blow

Requires Strong Left


Your Strong Left deals x6 damage to Structures.

Eyes behind the Back

Requires Glare or Gaze


Glare and Gaze ignore if your target sees you or not.

Everchanging Aegis


You Receive -6 damage from a damage type you decide each short rest (that is not slashing, piercing and bludgeoning), and +6 damage from any other type (not from slashing, piercing and bludgeoning).

Charismatic Cast

Requires 14 Charisma


Landing a Mantra on a creature makes it roll a Charisma saving Throw, DC being 10 + your Charisma modifier, on a failure it gets charmed for 1 turn.

Lasting Charisma

Requires Charismatic Cast


Any charm you apply lasts 1 more turn.

Morale Booster

Requires Charismatic Cast


Allies that are charmed have a +3 to attack and damage rolls.

Chaotic Charm

Requires Charismatic Cast


You Receive -6 damage if you charmed someone and are below half HP.

Tough Love

Requires Charismatic Cast


You Deal +6 damage to creatures that you charmed.

Mantra Permanence

If you or reduce to 0 or less HP a creature with a mantra, it costs no Ether.

Neuroplasticity

Requires 16 Intelligence or 16 Charisma or 16 Wisdom, and 8th level


Your Mantra Modifications' Overall Ether cost is halved (rounded up to the nearest multiple of 5).

Ether Bullets

Requires 6th Level


You no longer need ammunition for weapons (ex: you no longer need arrows for bows, darts for crossbows or bullets for guns), as you can summon them for free if you have more than 0 Ether. Evolves to True Ether Bullets at 8th Level.

True Ether Bullets

Requires Ether Bullets and 8th Level


Grants the effects of Ether bullets and ammunition summoned with Ether Bullets has its damage type based on one of your Attunements and deals +3 damage.

All the Dead Gods

Requires 8th Level


Attacking a creature makes it unable to heal for 1 turn.

Endurance Runner

Requires 15 Dexterity


When below 1/4th HP, ignore all speed debuffs.

The Eleventh Hour

Requires 6th Level


While below 1/4 of your Max HP your mantras cost no Ether.

Saint of Blades

Requires 7th level, mutually exclusive with Return to the Dark Ages


You deal double damage with weapons, but no damage with Mantras.

Return to the Dark Ages

Requires 7th level, mutually exclusive with Saint of Blades


You become resistant to any type of damage that isn't slashing, piercing or bludgeoning, but your mantras deal no damage.

Showstopper

Requires 16 Strength


If a creature dodges one of your attacks, you stun it.

Blade Dancer

Requires 14 Dexterity


landing an hit Allows you to use Dodge as a Bonus Action once.

Bloodiron Spirit


Killing something restores your equipment's durability.

Golden Tongue

Requires 14 Charisma


Once a Short or Long Rest, you can buff yourself and your allies with your voice, granting +3 to attack and damage rolls for 3 turns.

Million Ton Piercer

Requires 18 Strength


You ignore half of your target's AC with non-magical attacks.

Steady Footing

Requires 12 Dexterity and 10 Strength


You ignore Hard Terrain.

Graceful Landing

Requires 12 Dexterity


You do not suffer fall damage if it is lower than 10.

One-Eyed King

Requires 20 Strength


Increases your Strength score to 22.

Windrunner

Requires 20 Dexterity


Increases your Dexterity score to 22.

Great Wall

Requires 20 Constitution


Increases your Constitution score to 22.

Vital Point

Requires 15 Dexterity


When you hit a creature that can't see you, ignore 4 points of its AC.

Triathlete

Requires 14 Dexterity


You gain Swim speed equal to your walking speed.

Brick Wall

Requires 18 Constitution, 18 Wisdom and Perseverance


You become completely immune to stuns, grapples, and any other effect that would restrain you.

Firmly Planted

Requires 14 Constitution and 12 Wisdom


All Slowing effects are halved on you.

Perseverance

Requires 16 Constitution and 16 Wisdom


You have advantage on Death Saving Throws.

Reinforced Armor

Requires 18 Constitution


Your AC cannot be bypassed by any effect.

Steel Filter

Requires 14 Strength


You gain +3 to attack rolls made against targets who have a speed boost.

Underdog

Requires 14 Wisdom


You gain +5 to attack rolls and damage rolls made against targets who have more HP than you

Defiance

Requires 14 Wisdom


When you are below half HP, debuffs applied on you have their duration halved.

Omniscient

Requires 20 Intelligence


Increases your Intelligence score to 22.

Sage

Requires 20 Wisdom


Increases your Wisdom score to 22.

Mr Charm

Requires 20 Charisma


Increases your Charisma score to 22.

Last Resort

Requires 16 Wisdom


When you are below 1/4th of your MaxHP, deal +6 damage with all your attacks.

Give and Take

Requires 14 Charisma


Deal and Receive half damage from allies.

Exoskeleton

Requires 16 Consitution and 8th level


You gain a layer of fortified Natural Armor, each short rest you gain +2 AC that are nullified after suffering more than 1/4th of your MaxHP as damage.

To the Finish

Requires 16 Constitution


You suffer -6 damage from attacks when below half hp.

Dirty Boxing

Requires 14 Dexterity and Feint


Hitting an opponent with your fists after feinting an attack makes them suffer +3 damage and gives them disadvantage on their next roll.

Uproar

Requires 16 Constitution


After being hit three times in a fight, you can opportunity attack anyone that attacks you until the end of your next turn.

Defiant until the End

Requires 16 Wisdom


Being hit while having 0 HP won't add a failed death saving throw.

Comeback Kid

Requires 14 Wisdom


Regaining Consciousness after being unconscious makes you unable to go unconscious again for 3 turns.

Lose Your Mind

Requires 16 Wisdom


Your attack and damage rolls gain +3 for each tier of Insanity you have.

Piercing Will

Requires 16 Wisdom


Ignore 1 point of AC from your targets for each tier of Insanity you have.

Thresher Scales

è un abilita base ora diocane


Your Equipment Automatically Repairs after you Long Rest.

Thresher Claws

Requires 8th level


Ignore 2 points of AC from your target.

Shared Misery

Requires 16 Wisdom


While you have at least 2 tiers of insanity and land an hit flip a coin, on heads your target suffers 1 tier of insanity.

Health pack


Regain half of your MaxHP upon winning a fight.

Ether Kit


Gain +10 Max Ether

Fast Blade

Requires 14 Dexterity and Parry


Extend all your speed boosts after a successful parry

Shield Breaker

Requires 16 Strength


You Ignore AC gave from shields.

Turtle Shell

Requires 16 Constitution


Your Shield gives AC even while not in your hand.

Cheap Shot

Requires 16 Dexterity


Your Attacks ignore 1 Point of AC while you have a speed boost.

Spinning Swordsman

Requires 14 Dexterity


Your Attacks gain +3 to damage and attack rolls while you have a speed boost.

Vow of Mastery

Requires 14 Charisma


Gain the Ability to initiate a Vow of Mastery with a subject, granting you the power to fully control your subject.


Also allows you to always know the location of your subjects.

Command: Run

Requires 14 Charisma and Vow of Mastery


Command your servant to run with all their might, granting them +30 speed for 3 turns but making them unable to perform any action except running and picking you up for the same duration.


Can be used once per servant every Short Rest.

Command: Fight

Requires 14 Charisma and Vow of Mastery


Command your servants to fight for their master, granting them +10 speed, +2 AC, +3 to their damage and attack rolls for 3 turns, also make them immune to fear and charm for the same duration but also make them unable to flee the fight until the command's effect ends.


Can be used once per servant every Short Rest.

Command: Leech

Requires 14 Charisma and Vow of Mastery


Conjure the ether of your vow into essence and transfer it to yourself, transfering up to half of your Servant's Max Ether to you.


Can be used once per servant every Short Rest.

Command: Sacrifice

Requires 14 Charisma and Vow of Mastery


Sacrifice the health of a servant in order to restore your own, transfer up to half of your Servant's Max HP to you.


Can be used once per servant every Short Rest.

Command: Return

Requires 16 Charisma and Vow of Mastery


Command your servant to obey your vow and return to your side, instantly teleporting them in front of you if they are within the same plane of existance as you.


Can be used once per servant every Short Rest.

Command: Live

Requires 18 Charisma and all other Commands


Command a servant to defy all odds and obey your command - Live, fully regenerating their HP and granting it the effects of a Long Rest.


Can be used once per servant every Long Rest.

Speed Demon

Requires 16 Dexterity and Spinning Swordsman


Your Attacks gain and additional +3 to damage and attack rolls while you have a speed boost, for a total of +6.

Neural Overload

Requires 16 Intelligence


You can add 3 free modifiers to all your Mantras.

Freezing Wight

Requires Haunted Gale and any Frostdraw Mantra


Hauted Gale now applies a 10 feet slow for 3 turns.

Knife's Journey

Requires 17 Dexterity


Your attack rolls made with dagger-like weapons can score critical hits on both 20 and 19.

Decisive Strike

Requires Knife's Journey


You also score a critical hit on a 18 after being successful in a Dexterity Saving Throw.

True Pain

Requires 18 Dexterity and Knife's Journey


Your critical hits deal triple damage.

Rule Through Fear

Requires 16 Charisma and 15 Strength


Rendering Unconscious a creature Overcharms you and your allies, allowing you to instantly kill anything that reaches 0 HP by your attacks and to charm enemies that they attack.

Audacity

Requires 18 Charisma and 16 Strength


After Rendering Unconscious or killing a Creature, stun for 1 turn every enemy in a 15 feet area.

Scuba Drowner


Every 10 minutes, if you are unconscious in water, you won't drown and will stay afloat until you regain consciousness.

Chronostasis


When you attack roll a d4, on a 4 your target cannot use its resonance until its next turn.

Approaching Singularity

Requires 18 Intelligence


All your Mantras' attack rolls and DC gain a +4.

Pressure Detonation

Requires a World Without Song and any Shadowcast Mantra


on a Successful Shadowcast mantra flip a coin, on head the creature that suffered damage from it and everyone in a 10 feet area are pulled together and become suffocated for 2 turns.

Fan The Flames

Requires Inhale and any Flamecharm Mantra


Inhale now also works on Flamecharm Mantras and ignites for 1 turn on hit.

Fan The Flames

Requires any Thundercall and any Flamecharm Mantra


Hitting an ignited creature causes them to suffer 6 Lightning Damage.

Overflowing Dam


You Deal +6 damage with every attack while you have Max Ether.


This Echo has no effect if you can't cast mantras or if you can and they deal no damage.

Perfect Flash


You Deal +8 damage with every attack while you have Max HP.

Eureka

Requires 14 Intelligence


When Casting a Mantra roll a d4, on a 4 regain 5 Ether.

Ether Absorption


You gain 5 Ether when hit by any magical effect.

Ether Conduct


Successfully landing a Mantra gives you 1 stack of motivation, each 2 stacks of motivation gives +2 damage to mantras.


Stacks of Motivation decay after 2 turns.

Deep Gems


Rare Gems typically found in the Depths, they can be used to further improve your mantras.

Usage


While you perform a rest, you can recall and equip a gem to a mantra, giving it an extra bonus on top of its modifiers.


Each Mantra can have only one Deep Gem.

Insignia Gem


Appearance: A Dark Blue Gem


Effect: Reduces the casting time of your mantra to a bonus action.

Bloodless Gem


Appearance: A Red Gem


Effect: Your Mantra will deal only half damage, but will heal you for all its damage.

Blessed Gem


Appearance: An Azure Gem


Effect: Your Mantra's Cooldowns are halved.

Blue Gem


Appearance: A Blue Gem


Effect: Your Mantra's Ether Cost is halved (rounded down to the nearest multiple of 5).

Wayward Gem


Appearance: A Gray Gem


Effect: When your Mantra lands, you teleport to the creature it hit.

Wind Gem


Appearance: A White Gem


Effect: When your Mantra lands, you gain a 10 ft Speed Boost.

Features

Savior


After clearing one or more ailments or stabilizing a dying creature, gain a 5 feet speed boost for 3 turns.

One-Handed Training

Requires 16 Strength


+1 Strength


You can ignore the "Two-Handed" Property with no drawbacks.

Time to Go

Requires 12 Dexterity


+1 Dexterity


When you kill a creature, gain a 10 ft speed boost for 3 turns.

Blood Frenzy

Requires 16 Dexterity and Time to Go


+1 Dexterity


Time to go gives a 20 ft speed boost for 6 turns.

Scaredy Cat

Requires 12 Dexterity


+1 Dexterity


If you get ambushed, gain a 15 feet speed boost for 3 turns.

Giantslayer

Requires 14 Wisdom


+1 Wisdom


You gain +3 damage for every size your target is bigger than you.

Swift Rebound

Requires 12 Dexterity


+1 Dexterity


When gain a 10 feet speed boost after a Successful Dodge Action.

Concussion

Requires 14 Strength


+1 Strength


When you attack a creature near a wall flip a coin, on heads it gets stunned for 1 turn.

Concussive Force

Requires 12 Strength


+1 Strength


Enemies that reach 0 HP because of you have disadvantage on their first Death Saving Throw.

Iron Gut

Requires 13 Constitution


+1 Constitution


You cannot be poisoned by food.

Berserker

Requires 13 Constitution


+1 Constitution


When you make a creature reach 0 HP, you gain 6 AC for 2 turns.

Replenishing Knockout


+1 to a Stat of your Choice


When you make a creature reach 0 HP, regain 10 HP.

Polite Awakening


+1 to a Stat of your Choice


After you reach 0 HP and get stabilized, get up with 1/4th of you HP replenished.


Can be used once per short rest.

Ready or Not


+1 to a Stat of your Choice


The first attack to hit you in a fight has its damage halved.

New Races


Here are all the races that this homebrew adds.

Index

Felinor


Etrean


Celtor


Adret


Canor


Gremor


Khan


Vesperian


Capra


Ganymede


Tyran


Chrysid

Felinor

The Waifu Race.

Description

Enjoy being a Neko.

Appearance

Felinors usually have Pale skin, any eye and hair color, they have cat ears and some even a cat tail.

General Information


Age: Felinors’ 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, Cat

Abilities

  • +2 Dexterity +1 Charisma

Darkvision

You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Cat Combat

Felinors can use their cat claws as their unarmed attack; their claws deal 1d6 slashing damage.

Light Footed

You have resistance to fall damage and if you get knocked prone you don’t have to spend movement on getting up.

Keen Eyes

You gain a +3 to any Wisdom (Perception) check you do that relies on sight.

Etrean

Being both snake, racist, and weeb, this is my fav race.

Description

Etreans are commonly depicted as Isolationist and have a Japanese / Chinese like culture.

Appearance

Etreans are described as snake-like people, who commonly have pale skin, and slit purple/yellow/magenta eyes.

General Information

Age: Etreans’ 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, Etrean

Abilities

  • +2 Dexterity +1 Intelligence

Molt

The Duration of all status effects you suffer (both buffs and debuffs) is halved, you are resistant to acid and poison damage.

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.

Celtor

Green Jewish Racoon.

Description

Celtors are portrayed as rich, greedy and prideful. They formerly had a place to call home, the Celtorian City, but was sunken into The Depths; They resemble racoon-like people.

Appearance

Celtors have a pale-ish green skin, greyish green hair and a racoon-like marking on their face.

General Information


Age: Celtors’ 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, Celtor

Abilities

  • +2 Charisma +1 Intelligence

Seaborne

Celtors have advantage on Persuasion and Deception Checks. They also have proficiency in Vehicles (Water)

Adret

The blue ocean thingy with Marks.

Description

The Adrets are a historically recently-arrived race of spiritually adept individuals that make up the bulk of the greatest force in the world; The Adretian Authority. The spirituality derives from the markings that are upon their face, representing future in life/what they are to be. When gaining these markings, it is up to the Adret on what they mean. Others will always interpret their own markings one way or another.

Appearance

Cyan to dark blue humanoids with orange / light orange eyes, light to dark blue hair and yellow/red/black tattoos on their faces.

General Information


Age: Adrets’ 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, Adret

Abilities

  • +2 Wisdom +1 Charisma

Maudet

You can get both the feature and the score improvement each time you have an Ability Score Improvement, or 4 points to spend in stats.

Canor

The non furry dog race.

Description

Canors have a German culture and are described as dog like people.

Appearance

Canors have Tan skin or, as an Incredibly rare chance, Dark Green skin, Orange/Golden/Black/Lightly Red Hair, Green/Brown Eyes, Sideburns and hair in the back of the head

General Information


Age: Canors’ 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, Canor

Abilities

  • +2 Strength +1 Charisma

Loyalty

Your allies have resistance to your damage and you have resistance to theirs.

Gremor

The Deer dudes with fancy fists.

Description

Deer-horned pariahs who lived a peaceful life as nomads before the tides came. Tolerant of extremes that many others would avoid.

Appearance

Gremors have Green, Brown, or Reddish-Brown Skin, Purple / Magenta eyes, Green or Brown Hair and Deer Horns.

General Information


Age: Gremors’ 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, Gremor

Abilities

  • +2 Constitution +1 Strength

Navae's Guidance

Gremors can magically mark any location they have visited in their minds an infinite amount of times, Gremors always know the way to reach one of their marked locations, Gremors are resistant to Exhaustion.

Fists of Navae

Gremors can use a d6 for their unarmed attack damage rolls, the dice increases to 2d6 at level 9 and 3d8 at level 15.

Khan

Monkey God Race

Description

Brimming with pride yet attentive to the finer details. Known as steadfast warriors and mercenaries the world over.

Appearance

Khans have Pale Skin, Golden/White/Black Hair and Facial Hair, Silver/Golden crown with different designs (mostly Asiatic) and Red/Blue/Yellow/Purple Eyes.

General Information


Age: Khans’ 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, Khan

Abilities

  • +2 Strength +1 Dexterity

Versatile

You become proficient with things twice as fast, you also start with proficiency in 2 skills (or a language).


Khans need half the requirement to get something (like a feat) or wield something (like an artifact).

Vesperian

Hollow Knight fans

Description

Never seen without their masks, Poorly understood, but begrudgingly appreciated due to their natural talents.

Appearance

Vesperians have Brown, Green or Murky Green Skin, White mask with different colored markings and Skin colored the same as the hair, Vesperians actually have a face under the mask, it is like the Ganymede's.

General Information


Age: Vesperians’ 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, Vesperian

Abilities

  • +2 Constitution +1 Wisdom

Chitin

Vesperians have +1 AC and +1d6 Max HP.

Capra

Probably the race of a cultist leader.

Description

Keepers of old knowledge, they wander the lands offering their experience to those in need of it.

Appearance

Capras have Green, Blue or Reddish Skin, Yellow goat eyes and Medium jungle green hair, their most important feature is the Goat Bones that they wear.

General Information


Age: Capras’ 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, Capra

Abilities

  • +2 Intelligence +1 Wisdom

Choose 1 Mark:

Mark of Ku

While doing a Short or Long Rest, you and your allies always regenerate 2 Hit Dices of HP for free.

Mark of Nemit

Doing a Short or Long rest will remove any tier of Insanity and Exhaustion from both you and your allies.

Mark of Jurik

After a Short or Long Rest, you and your allies have advantage on the next 4 Saving Throws.

Ganymede

Final Fantasy Fans.

Description

Peculiar folk who are often known for their wisdom and intelligence. Though quite rare, Ganymede science still leads man forward.

Appearance

Ganymedes have Black/Blue Skin, Cyan/Yellow/White Eyes, White Hair and always have an hat with them since their birth, their faces are particular, as they present nothing else than their eyes, that can have many shapes.

General Information


Age: Ganymedes live up to 250 years


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: walking speed is 30 feet


Languages: Common, Ganymede

Abilities

  • +2 Wisdom +1 Intelligence

Deepfolk

Ganymedes have advantage on resisting Insanity and can strike better deals with Yun'shul.

Tyran

The Cool Bird Race

Description

Solitary folk seldom seen below the clouds.


Sharp and independent, though strongly protective of those who earn their respect.

Appearance

Tyrans have Brown/Pale/Dark blue Skin, Red/Orange/Yellow Eyes, Blue/Red/Black/Blond Hair and have Feathers on their Heads.

General Information


Age: Tyrans’ 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, Tyran

Abilities

  • +2 Dexterity +1 Wisdom

Feathered Soul

Even through they have no feathers, Tyrans can Freely glide in the air and suffer no fall damage.

Chrysid

The Moth race.

Description

Deeply spiritual folk who have an uncanny knack for deciphering the emotions of others while keeping their own a closed book.

Appearance

Chrysids have White/Lightly Tanned/Deep Blue/Gray/Greenish Skin, Brown/Red/Deep Blue/Green/Orange Eyes, White/Brown/Deep Blue/Black/Greenish Hair and have Moth Antennae

General Information


Age: Chrysids’ 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, Chrysid

Abilities

  • +2 Wisdom +1 Charisma

Mothwing Dust

Being attacked causes you to release Mothwing Dust, granting you vision of your attacker for 3 turns and giving them disadvantage on their next roll.

Weapons

Very Rare


Shattered Katana


True Seraph's Spear


Hero Blade of Flame


Hero Blade of Frost


Hero Blade of Lightning


Hero Blade of Wind


Hero Blade of Shadow

Hero Blades and Artifact Weapons Cannot be Enchanted.


Hero Blades and Artifact Weapons' damage counts as magical for the sake of bypassing immunities and resistances.

Artifacts


Enforcer's Axe


Enforcer's Hammer


Enforcer's Blade


Light's Final Toll


Railblade


Flareblood Kamas


Ignition Deepcrusher


Crypt Blade


Stormseye


Curved Blade of Winds


Gran Sudaruska

Shattered Katana


Appearance

Stats

Martial Weapon, Versatile (2d12), Special


1d12 + 6 Slashing Damage


Ignores Armor AC

Description

Fashioned after the legendary blade said to be wielded by the King of Etrea, the Splinterblade. An exceptionally lethal blade that makes short work of heavy armor.

True Seraph's Spear


Appearance

Stats

Martial Weapon, Reach (5ft.), Versatile (1d12), Special


1d8 + 8 Slashing Damage;


This weapon applies Bleeding for 1 turn on hit.

Bleeding

Bleeding Creatures suffer 1/10 of their maxHP as damage each turn.

Description

...

Hero Blade of Flame


Appearance

Stats

Martial Weapon, Versatile (1d12), Special


1d8 + 4 Slashing Damage;


Damage is Increased by your Spellcasting Ability modifier instead of Strength/Dexterity.


Procs shadowcast effects as if a mantra was cast when this weapon hits a target.


Can only be wielded by a Flamecharmer, Becomes Blue if the user has Azure Flames or Black if the user has Wraith Path: Twisted Puppets.

Special Move


The user and phantom summon a brief fire tornado in a 10 feet area, dealing 2d8 + 10 fire damage and applying Ignited for 1 turn to creatures hit. Has a 3 turns CD.

Description

A blade said to be enruned with a passage of the song, it evokes the overwhelming heat of geothermal vents.

Hero Blade of Frost


Appearance

Stats

Martial Weapon, Versatile (1d12), Special


1d8 + 4 Slashing Damage;


Damage is Increased by your Spellcasting Ability modifier instead of Strength/Dexterity.


Procs Frostdraw effects as if a mantra was cast when this weapon hits a target.


Can only be wielded by a Frostdrawer.

Special Move


The user and phantom summon multiple waves of ice in a 10 feet area, dealing 1d8 + 6 cold damage and immobilizing anyone within, the user can continue to cast this move for a maximum of 3 turns, being unable to do anything else while doing so. Has a 3 turns CD (starts after the move is over).

Description

A blade said to be enruned with a passage of the song, it evokes the freezing oblivion of the cold wastes.

Hero Blade of Lightning


Appearance

Stats

Martial Weapon, Versatile (1d12), Special


1d8 + 4 Slashing Damage;


Damage is Increased by your Spellcasting Ability modifier instead of Strength/Dexterity.


Procs Thundercall effects as if a mantra was cast when this weapon hits a target.


Can only be wielded by a Thundercaller, becomes blueish purple if the user has Surge Path: Unstable Capacitor.

Special Move


The user and phantom summon a 15 feet line of thunder in front of themselves, dealing 2d8 + 6 Lightning damage and stunning hit Creatures for 1 turn. Has a 3 Turn CD. Instantly Overloads hit Creatures instead if the user has Surge Path: Unstable Capacitor.

Description

A blade said to be enruned with a passage of the song, it evokes the hair-raising trepidation for the incoming storm.

Hero Blade of Wind


Appearance

Stats

Martial Weapon, Versatile (1d12), Special


1d8 + 4 Slashing Damage;


Damage is Increased by your Spellcasting Ability modifier instead of Strength/Dexterity.


Procs Galebreathe effects as if a mantra was cast when this weapon hits a target.


Can only be wielded by a Galebreather, Becomes White if the user has Haunted Path: Specter.

Special Move


The user and phantom summon a strong whirlwind in front of themselves, pushing back hit targets by 100 feet and dealing 1d6 +4 force damage, if the target hits a wall they suffer 2d8 + 10 bludgeoning Damage. Has a 2 Turn CD.

Description

A blade said to be enruned with a passage of the song, it evokes the inescapable force of a hurricane.

Hero Blade of Shadow


Appearance

Stats

Martial Weapon, Versatile (1d12), Special


1d8 + 4 Slashing Damage;


Damage is Increased by your Spellcasting Ability modifier instead of Strength/Dexterity.


Procs Shadowcast effects as if a mantra was cast when this weapon hits a target.


Can only be wielded by a Shadowcaster.

Special Move


The user and phantom lunge 10 feet forward, dealing 2d8 + 4 Necrotic damage if you hit a target. Can be used once per turn.

Description

A blade said to be enruned with a passage of the song, it evokes the merciless void of the darkest shadows.

Enforcer's Axe


Appearance

Stats

Martial Weapon, Versatile (2d12), Special


2d8 + 12 Slashing Damage;


This weapon is Indestructible.


Mercy Kill's calculation is now (6*Your Pathfinder Level).


Killing a Creature with this weapon makes the user recover 30 HP.

Special Move


The User Starts Spinning, holding its weapon out, everyone in a 10 feet area has to roll a Dexterity Saving Throw (DC 14), suffering 4d12 + 10 slashing damage on a failure, or no damage on a success.

Description

The titans known as Enforcers are faithful servants of the Cathedral, rarely found outside its grounds. It is said that they are the tortured souls of those who have failed the Trial, twisted into fiends that deny mortal souls salvation.

Enforcer's Hammer


Appearance

Stats

Martial Weapon, Versatile (2d12), Special


2d8 + 12 Bludgeoning Damage;


This weapon is Indestructible.


This weapon's Attacks Ignore AC from any source except Dexterity.

Special Move


The User Starts Spinning, holding its weapon out, everyone in a 10 feet area has to roll a Dexterity Saving Throw (DC 14), suffering 4d12 + 10 bludgeoning damage on a failure, or no damage on a success.

Description

The titans known as Enforcers are faithful servants of the Cathedral, rarely found outside its grounds. It is said that they are the tortured souls of those who have failed the Trial, twisted into fiends that deny mortal souls salvation.

Enforcer's Blade


Appearance

Stats

Martial Weapon, Versatile (2d12), Special


2d8 + 12 Slashing Damage;


This weapon is Indestructible.


You have Advantage and +8 to your parries.

Special Move


The User Starts Spinning, holding its weapon out, everyone in a 10 feet area has to roll a Dexterity Saving Throw (DC 14), suffering 4d12 + 10 slashing damage on a failure, or no damage on a success.

Description

The titans known as Enforcers are faithful servants of the Cathedral, rarely found outside its grounds. It is said that they are the tortured souls of those who have failed the Trial, twisted into fiends that deny mortal souls salvation.

Light's Final Toll


Appearance


The Praying Beads are a part of the weapon.

Stats

Martial Weapon, Special


2d8 + 12 Force Damage;


This weapon is Indestructible.


This weapon's damage also increases by your Wisdom Modifier.


insanity caused by this weapon will last as long as the hostile is in a fight with the user.

Special Move


You ring the Bell, any hostile creature that can hear its ringing has to roll a DC 16 Wisdom Saving Throw, Suffering 1 Tier of Insanity on a failure, 2 Turns CD, can be used as a bonus action.

Special Move 2


You slam the bell to the ground, releasing a shockwave that deals 2d12 + 10 force damage in a 10 feet area in front of you, and makes hit targets roll a DC 16 Wisdom Saving Throw, Suffering 1 Tier of Insanity on a failure, 3 Turns CD.

Description

A reminder that all songs must come to an end.

Railblade


Appearance

Stats

Martial Weapon, Reach (5ft.), Special


2d12 + 8 Slashing Damage;


This weapon can only be used one handed.


This weapon will use Azure Flames or Wraith Path instead if you have them.

Special Move


You dash up to 10 feet in a straight line and then spin with your sword, creating a small whirlwind of flames in a 10 feet area, dealing 1d12 + 6 slashing and 2d8 + 12 fire damage. 3 turns CD.

Special Move 2


You jump into the air and propel yourself downwards with your sword, dealing a devastating blow to one target. this move deals 2d12 + 10 slashing and 1d8 + 6 fire damage. 3 turns CD.

Description

A now legendary blade devised by the Ignition Union to exterminate the terrifying foes lurking deeper within the Depths. Said to constantly generate a warding heat that protects the wearer against the insidious chill of the Eternal Gale.

Flareblood Kamas


Appearance

Stats

Martial Weapon, Dual Handed, Special


1d12 + 6 Slashing Damage per kama;


This weapon applies Severe Bleeding for 2 turns on hit.

Special Move


You unleash a 10 feet explosion of blood in a place you can see, launching your target into the air and making them roll a DC 15 Dexterity saving throw, getting prone for 1 turn on a failure. any hit target suffers Severe Bleeding for 2 turns. 3 Turns CD.

Description

A twisted weapon devised by the Scholar of the Burning Blood, Chaser, during his apprenticeship under the Second Prophet. A seething concoction of tainted blood swirls within, waiting to be unburdened of its prison.

Severe Bleeding

Severe Bleeding Creatures suffer 1/8 of their maxHP as damage each turn.

Ignition Deepcrusher


Appearance

Hammer Stats

Martial Weapon, Versatile (1d12), Special


1d8 + 8 Bludgeoning Damage;


Holding This weapon doubles the amount of Metal Rods you inflict by x2

Special Move


This weapon can freely swap between an hammer and a sword.

Description

It is said that every blacksmith always keep one of these handy should someone ever stiff them on the bill.

Bleeding

Bleeding Creatures suffer 1/10 of their maxHP as damage each turn.


Sword Stats

Martial Weapon, Versatile (1d12), Special


1d8 + 10 Slashing Damage;


This weapon inflicts +2 damage for each Metal Rod on its target.


Inflicts Bleeding for 1 turn.

Special Move 2


The user shoves their weapon into the floor and releases a metal eruption of spikes surrounding the user, the shove as well as the spike eruption both deal 2d12 + 8 Slashing damage, and inflict bleeding for 2 turns. 3 turns CD.

Shared Stats


at 5+ Metal Rods this weapon Ignores AC and cannot miss.


This weapon can only be used by Ironsingers and will proc Ironsing effects on hit like it was a mantra.

Crypt Blade


Appearance

Stats

Martial Weapon, Heavy, Special


2d12 + 8 Slashing and 1d12 + 4 Necrotic Damage;


This weapon can only be used by Shadowcast users and will also proc Shadowcast effects like it was a Shadowcast mantra.

Special Move


Plunge your weapon in the ground, releasing a 30 feet Shadow shockwave, binding everyone in the area to a chain. If the binded creature tries to move 10 feet away from where it was bound, it will go back to said place and its shackle will be removed. if you hit a bound creature, it will suffer thrice the damage and you will steal thrice the amount of ether.

Description

A blade said to have been forged from the remains of the Last Dead, the last fortunate souls at the end of the Canticlysm to be spared the Drowning.

Stormseye


Appearance

Stats

Martial Weapon, Special


1d8 + 6 Bludgeoning Damage on Melee Attack


1d12 + 6 Piercing + 2d6 + 6 Lightning Damage on a Ranged Attack


This rifle doesn't use bullets.


This weapon can only be used by Thundercall users and will also proc Thundercall effects like it was a Thundercall mantra.


This weapon's Thundercall parts become Blueish Purple if you have Surge Path: Unstable Capacitor.

Special Move


You can teleport on bullets you shot and follow a bullet as you are shooting it to follow up with a melee attack. the follow up can be done only if you was more than 10 feet distant as you shot the bullet.

Special Move 2


Release a Shockwave from your rifle, knocking everyone in a 5 feet area in front of you 25 feet away and stunning them for 1 turn. 3 turns CD. Will Overload enemies instead if you have Surge Path: Unstable Capacitor.

Description

Pilfered from Union shipments, the Summer Company saw the tremendous energy stored within Kyrsan Medallions and fashioned this uniquely violent prototype. Rosen allegedly burst into raucous laughter when presented with the draft, immediately giving his approval.

Curved Blade of Winds


Appearance

Stats

Martial Weapon, Versatile (1d12), Special


1d12 + 8 Slashing Damage per sword;


You can summon a copy of this sword in your offhand.


This weapon's attacks always proc After Cut.


This weapon can only be used by Galebreathe users and will also proc Galebreathe effects like it was a Galebreathe mantra.

Special Move


The user shoots a blast of air in a 30 feet straight line, if it collides with something it explodes, dealing 3d6 + 10 Slashing damage and applying Suffocation for 3 turns. 3 turns CD.

Special Move 2


The user propels in a whirlwind of air, damaging anything in a 10 feet straight line for 4d6 + 10 Slashing damage and applying Suffocation for 1 turn. 3 turns CD.

Description

A prized blade supposedly forged during the Canticlysm by the first Galebreathers.

Gran Sudaruska


Appearance

Stats

Martial Weapon, Special


2d8 + 6 Slashing and 1d12 + 6 cold Damage;


You won't be able to use this weapon if you are a member of the Ministry or a Contractor.


The Axe will spit out a provocation each time it kills a Contractor or a member of the Ministry.


The Gran Sudaruska inflict slow (or crystals) on hit and will also proc Frostdraw effects like it was a Frostdraw mantra.

Special Move


You begin to spin the axe in the air, raining down ice shards in a 30 feet area, completely freezing the ground and slowing anyone in the area as if hit by one of your Frostdraw mantras, and uppercutting anyone in front of yourself, dealing 1d12 + 4 slashing and 1d12 + 6 cold damage, also allowing for an opportunity attack on them. 3 Turns CD.

Description

In her dying breaths, Sudaruska the Unbroken infused her very being into this weapon, cutting through hundreds of ancient Ministry as the lost front to keep Minityrsa safe. Now that her mortal shell is no more, she has become Gran Sudaruska.

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.

Harrowing

Type: Weapon Enchant


Effect: Any Damage dealt by the owner of a weapon with this enchant is hidden to the one receiving it.


Appearance: Weapon turns translucent and emits purple smoke with orange-ish particles.

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 you to use it on your next 2 attacks, automatically succeeding coin flips and always having their max effect while making your target unable to use it until you attacked twice with that enchant.


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.

Resonances


Handheld Bells that allow the wielder to perform things that are impossible for the common people.


For one to obtain such power, they must be put into fights worthy to them; from purifying the corruption of the Deep or by defeating powerful foes. Once they are worthy, if they ever fall peril to the Depths' grasp, the chimes of bells will answer to their fate.

Obtaining a Resonance

To obtain a Resonance, you need 150 Resonance points, you gain Resonance points as shown in the table below

Resonance Points Thing to Murder
1 CR 2 or below Creatures
2 CR 3 to 5 Creatures
5 CR 6 to 12 Creatures and any Humanoid
10 CR 13 to 20 Creatures
20 CR 20+ Creatures

After you meet the requirements, the next time you fall unconscious because you reach 0 or less HP, you will instead heal to full HP and unlock your Resonance.


If you obtain another 150 Resonance Points while you already have a Resonance, you can reroll it.

Appearance

A Resonance is the manifestation of your soul, and it is represented as a tiny instrument that you only can play.

Resonances

Once you obtain a Resonance, Roll a d15 three times (reroll if you get the same number), and chose one resonance from the three you rolled, also roll a d4, on 4 your Resonance is Corrupted.

Jar of Souls(1)

Killing an Humanoid or CR1+ monster will grant you 1 soul, you can stack up to 10 of them, by using your whole turn, you charge up a beam of souls, dealing (number of souls) d8 force damage to 1 target, the target can make a Constitution Saving Throw (DC 14) to halve this Resonance's Damage.


Corrupted Variant: Your beam is instantaneous and takes only a bonus action, but you suffer 1/4th of the damage as necrotic damage.

Payback(2)

As A Reaction to an attack, you can redirect all the effects to the attacker, this resonance has a 6 turn CD.


Corrupted Variant: You instead get all the effects of the attack but redirect them back at x3 force.

Wind-Up (3)

As a Bonus action, you can charge up power for your next attack, you can store up to 5 charges and you will discharge them on your next physical attack, dealing up to x5 damage based on the amount of charges and adding a 10 feet knockback for each charge, however missing the attack will stun you for 1 turn.


Corrupted Variant: you can charge up to 6 times and each time you charge you gain 2 charges, but you also gain 1 tier of insanity

Blood Scourge (4)

As a Bonus action, can harvest the souls of any unconscious being that has under 10 HP, for each soul harvested you recover 1/4th of their maxHP as health.


Corrupted Variant: You use half of your MaxHP to cast a ball of blood at your target, dealing half of its MaxHP as damage.

Portals (5)

As a Bonus action, you enter in your personal dimension, this allows you to be invisible and immune to attacks, but at the cost of not being able to do anything beside walking, trying to do something else will make you go back to your original dimension. This Resonance lasts until your next turn and has a 3 turn cd.


Corrupted Variant: You use 12 HP to travel to your personal dimension, gaining all the advantages above and giving you the chance to perform an unseen attack that has a to +6 to both damage and attack roll.

Sacred Field (6)

As a Bonus action, You can create a 30 feet Protective field that lasts 3 turns, while in the field, you and your allies have resistance to all damage. This Resonance has a 6 turn CD after the field ends.


Corrupted Variant: By using all your actions to stand still, you gain a +12 to AC, resistance to all damage and 30 TempHP that will disappear when you stop standing still.

Crazy Slots (7)

As a Bonus action, you can summon a random weapon from the divine arsenal that temporally override your current weapon, each one deals magical damage to surpass resistances and immunities, you have proficiency in using these weapons and their appearance differs from person to person, you can also dismiss these weapons and get back your old one anytime for free and they will automatically be dismissed once you use their special ability, using the special ability of a weapon takes an action.


Corrupted Variant: You have -6 AC while wielding the divine weapons, but you ignore 6 points of your target's AC.


Roll a d6 and get:


Divine Axe (1)

Two-Handed, Special


2d12 + your highest mod Slashing Damage.


Special Ability: jump into the air and land anywhere in a 30 feet area, everyone in a 10 feet area from you gets 3d12 + your highest mod damage.

Divine Greatsword (2)

Two-Handed, Special


2d12 + your highest mod Slashing Damage.


Special Ability: Dash towards a target and strike him with all your might, your attack and damage roll gets a +10 and you have advantage on your attack roll.

Divine Spear (3)

Finesse (2d8), Reach (5ft), Special


2d6 + your highest mod Piercing Damage.


Special Ability: jump into the air send a barrage of spears towards your target, you summon 3 spears and then throw your own, each spear that hits deals 2d6 + your highest mod piercing damage.

Divine Longsword (4)

Finesse (2d10), Special


2d8 + your highest mod Slashing Damage.


Special Ability: Dash Towards your target, then slash it three times, dealing 2d8 + your highest mod per slash hit.

Divine Daggers (5)

Light, Special


1d8 + your highest mod Slashing Damage (you summon 2 Daggers).


Special Ability: Dash Towards your target, then slash it 8 times, dealing 1d8 + your highest mod per slash hit.

Divine Flintlocks (6)

Light, Range (30ft), Special


1d6 + your highest mod Piercing Damage (You summon 2 Flintlocks, you do not need ammo to shoot).


Special Ability: Shoot a barrage of 6 bullets at your target, dealing 1d6 + your highest mod piercing damage per bullet hit and then dash 15 feet in any direction.

Shard Bow (8)

As a Bonus action, You can conjure a Mystic bow and shoot an arrow that always hits, and deals twice your weapon's damage.


Corrupted Variant: You shoot three unmissable arrows but also suffer damage from 2 of the arrows.

Run it Back (9)

As a Bonus action, You can enter an invincible state until your next turn, suffering no damage from any attack, and then return to the position you used this resonance initially. This Resonance has a 6 turn CD once its effects are over.


Corrupted Variant: Run it Back lasts 3 turns, but you get half of your Current HP as damage once it ends.

Resurrection (10)

As a Bonus action, You can mark someone to Resurrect if they reach 0 HP withing your next turn, Resurrecting heals Half of your target's MaxHP, this Resonance has a 6 turn cooldown after the mark vanishes.


Corrupted Variant: The Resurrection mark lasts 3 turns but only heals 1/4th HP.

Gravity Field (11)

As a Bonus action, You can create a 10 feet Gravity field around you, everyone in the area that is not you and your allies have their actions lowered to 1, no reactions and bonus action, no speed, and disadvantage on attacks, also all attacks on slowed beings have advantage.


Corrupted Variant: The field is 30 feet wide but also slows your allies.

Teleportation (12)

You can set a teleportation point at your feet or on a Creature, as a bonus action you can teleport you and anyone in a 15 feet area to that point, no matter where you are, this works even between dimensions (Except The Depths).


Corrupted Variant: Everyone gets knocked prone after the teleport, but you can set up to 3 teleportation points.

Smokescreen (13)

As a Bonus action, You can create a 60 feet area Smokescreen, while inside of it you cannot be perceived.


Corrupted Variant: You summon 3 Smokescreens and teleport to the center of a random one.

Smite (14)

As a Bonus action, You can create 5 white spheres around yourself, which can be thrown at will towards a creature without using an action but with an attack roll, dealing 1d8 force damage each. 3 turns CD.


Corrupted Variant: The spheres are red and black, deal 1d8 + 6 force damage, always hit and ignore AC, but they will hit the user if they aren't used within a turn.

Preservation (15)

You can encase any unconscious being in a 45 feet area in a yellow bubble, removing from them any lethal ailment they might have and restoring their HP until they have 1, the bubbles follow you and will protect the encased creatures from all harm.


After 3 turns the encased creatures will become conscious again and the bubble will disappear.


Corrupted Variant: The bubble is red and will block attacks directed towards the user, but will shatter after 2 hits.

The Depths

You can feel your soul dragging down like a weight, deeper, further into the depths.


The Depths are a Domain found below the seas where The Drowned Gods sleep, it is the destined place that every Pathfinder will arrive to, willing or not.


The Depths consist of many layers that act like different dimension but are connected to one another, and to the surface. Each layer has a Drowned God resting within it, which cause many disturbances in these layers, Every layer of the Depths is the result of a Great Drowning, an event in which a world or a piece of it is swallowed by the Depths and its remains become part of it.

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 enforcers on your party of level 3 all rogues.

Index

CR 1/8

Gigamed

CR 1/2

Brainsucker

CR 1

Mudskipper


Bloatskipper

CR 2

Deep Angel


Knightskipper

CR 3

Megalodaunt


Lionfish


Thresher


King Gigamed


Terrapod


Carbuncle

CR 5

Alpha Megalodaunt


Deep Owl


Crustaceous Rex

Drowned

A type of Creature that originally comes from Scyphozia.

Gale

A type of Creature that originally comes from the Eternal Gale.

CR 6

Crimson Megalodaunt


Mechalodaunt


Glacial Lionfish


Rock Golem


Stone Knight


Deep Widow

CR 7

Hive Construct


King Thresher


Bounder

CR 8

Kyrsgarde Lancer


Kyrsgarde Brute


Kyrsgarde Crawler


Kyrsgarde Sniper

CR 10

Bone Keeper

CR 12

Nautilodaunt


The Enforcer

CR 26

Dread Serpent

CR 28

Primadon

CR 30

Scion of Ethiron

Sea Shrieker

General Info

Mudskippers are the undead remains of dead sailors, and this is their most common form, the basic undead, they are sea greenish, and have corals that grow out of their bodies. They instinctively try to murder any nearby being.


There are rare cases in which Mudskippers actually retain some of their consciousness, but even so most conscious Mudskippers prefer to waste away in Scyphozia.


Mudskipper

Medium Drowned 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) 10 (0) 2 (-4)

  • Condition Immunities None
  • Senses passive Perception 8
  • Languages Drowned, Common
  • Challenge 1

Actions

Scratch Melee Attack: +6 to hit, reach 5 ft., one target Hit: 2d6 Slashing damage

They Played League of Legends

General Info

Bloatskippers are the sligtly stronger version of the Mudskipper, they can summon gales of wind and explode on death, They are a greener and fat version of the Mudskipper. They instinctively try to murder any nearby being.


Bloatskipper

Medium Drowned Undead, Chaotic Evil


  • Armor Class 10
  • Hit Points 46
  • Speed 25ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 18 (+4) 4 (-3) 12 (+1) 6 (-2)

  • Condition Immunities None
  • Senses passive Perception 10
  • Languages Drowned
  • Challenge 1

Explosive Finish: On death, Bloatskippers explode, dealing 2d12 fire damage to anything in a 10 feet area. Overflowing Gale: Every other variant of Mudskipper can use Air Force while 30 feet or closer to a Bloatskipper.

Actions

Scratch Melee Attack: +6 to hit, reach 5 ft., one target Hit: 2d6 Slashing damage

Air Force: The Bloatskipper conjures a strong blast of wind, damaging anyone in a 15 feet straight line in front of it, dealing 2d4 force damage, anyone hit by this attack has to roll a Constitution saving throw, DC 10 or fall prone.

They watched anime


Knightskipper

Medium Drowned Undead, Chaotic Evil


  • Armor Class 16
  • Hit Points 40
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 8 (-1) 10 (0) 2 (-4)

  • Saving Throws Dexterity +5, Constitution +5
  • Condition Immunities None
  • Senses passive Perception 12
  • Languages Drowned
  • Challenge 2

Actions

Slash Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 2d8 +4 Slashing damage

Parry: As a reaction, the Knightskipper can parry an attack, reducing its damage by 1d20, if the damage is reduced to 0, the Knightskipper can also attack back as a part of the reaction.

Flare: Knightskippers can conjure a ball of fire and fling it towards a target, the target and everyone in a 10 feet area has to roll a Constitution Saving throw, or suffer 3d8 fire damage, or half as much on a success, this action has a 3 turn cd.

Warden's Blades: Knightskippers can conjure 4 ice blades around themselves, if someone ends its turn in the melee range of the Knightskipper, it has to roll a Dexterity saving throw (DC 12), or suffer 3d6 cold damage. this spell lasts 2 turns and has a 3 turn cd after its end.

General Info

Knightskippers are most advanced form of Mudskipper, they are capable of wielding a blade and can innately cast spells, they resemble a normal Mudskipper but with an armor. They instinctively try to murder any nearby being.

Deep as my insanity

General Info

Angels are the servants of the Drowned Gods, they act as guards to the wastes of Scyphozia, they are white and dull-yellow humanoid creatures with wings that wield vantablack spears.


Deep Angel

Medium Drowned Humanoid, Chaotic Evil


  • Armor Class 15
  • Hit Points 36
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 12 (+1) 10 (0) 7 (-2)

  • Condition Immunities None
  • Senses passive Perception 18, 60 ft Blindsight
  • Languages Drowned
  • Challenge 2

Actions

Pierce: Melee Weapon Attack: +8 to hit, reach 10 ft., one target Hit: 2d8 + 4 Piercing

Light Barrage: As an action, an Angel can hover mid-air and shoot 4 projectiles of light towards a target, a projectile deals 1d6 radiant damage; this attack has a 2 turns cd.


The bat-Gargoyle-thing

General Info

Brainsuckers are a basic monster found infesting most of the seas, they usually prey for fish but will go for people when they have the chance. Brainsuckers resemble many things, having bat-like wings, a beak, three eyes, and all of it forming a body that looks like a gargoyle.


Brainsucker

Large Monstrosity, Neutral Evil


  • Saving Throws Dexterity +5
  • Armor Class 10
  • Hit Points 15
  • Speed 15ft, Flight 30 ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 12 (+1) 6 (-2) 8 (-1) 6 (-2)

  • Condition Immunities None
  • Senses passive Perception 8
  • Languages None
  • Challenge 1/2

Actions

Kick Melee Attack: +2 to hit, reach 5 ft., one target Hit: 1d8 Piercing Damage.

Flying Attack Melee Attack: +6 to hit, reach 5 ft., one target Hit: 2d8 + 2 Slashing damage.


Giant Shark Monster

General Info

Megalodaunts, also called "Sharkos", are sea beasts originated from Scyphozia, they tend to kill everything they see not only for food, but also for fun, they are also known for not being great swimmers, and they mostly prefer to settle down in caves near the shore.


Megalodaunt

Huge Drowned Beast, Chaotic Evil


  • Armor Class 13
  • Hit Points 60
  • Speed 30ft, 30 ft Swimming Speed

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 6 (-2)

  • Saving Throws Strength +7
  • Condition Immunities None
  • Senses passive Perception 12
  • Languages Megalodaunt
  • Challenge 3

Actions

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d6 + 6 Slashing, attacks twice if the first attack roll scores above 17

Kick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 1d6 Bludgeoning damage, 20 feet knockback and knocks prone.

Thousand Needles: The Megalodaunt Shoots a barrage of Scales in a 20 feet area, anyone in the area has to roll a Dexterity saving throw (DC 10) suffering 2d6 on a failure, or half as much on a success.

Split: The Megalodaunt Shoots an unmissable barrage of Scales in a 30 feet straight line towards a target, dealing 2d4 Piercing damage.

Roar: The Megalodaunt Roars, anyone in a 30 feet area that can hear its roar has to roll a Wisdom Saving Throw (DC 10), or suffer 1 tier of Insanity


The Chad Sharko

General Info

As their name might suggest, they are the Alphas within a Megalodaunt Pack, and are considered as the dominant creature inside it's respective pack. However, Alpha Megalodaunts are never observed to be within a pack, and like other Megalodaunts, are usually found either idling alone, or fighting other things alone.


They are much stronger than their regular counterparts with their skin appearing as dark blue rather than pale. Whether or not this is the result of mutations remains unknown, though it is notable that they are capable of using Tacet, a murmur used to suppress one's own song to temporarily become unperceivable by other entities. In this case, it is used for hunting.


Alpha Megalodaunt

Huge Drowned Beast, Chaotic Evil


  • Armor Class 13
  • Hit Points 60
  • Speed 30ft, 30 ft Swimming Speed

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 8 (-1) 8 (-1) 8 (-1)

  • Saving Throws Strength +7, Constitution +6
  • Condition Immunities None
  • Senses passive Perception 14
  • Languages Megalodaunt
  • Challenge 4

Actions

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d6 + 6 Slashing, attacks twice if the first attack roll scores above 17

Kick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 1d6 Bludgeoning damage, 20 feet knockback and knocks prone.

Thousand Needles: The Megalodaunt Shoots a barrage of Scales in a 20 feet area, anyone in the area has to roll a Dexterity saving throw (DC 10) suffering 2d6 on a failure, or half as much on a success.

Split: The Megalodaunt Shoots an unmissable barrage of Scales in a 30 feet straight line towards a target, dealing 2d4 Piercing damage.

Roar: The Megalodaunt Roars, anyone in a 30 feet area that can hear its roar has to roll a Wisdom Saving Throw (DC 10), or suffer 1 tier of Insanity

Tacet Bite: The Alpha Vanishes, after a brief moment it will reappear behind its target, grab them and then bite them, dealing 3d8 +6 Slashing damage, and instant killing anyone that goes below 0 HP to this move.


The Discriminated Shark

General Info

Crimson Megalodaunts are a rare red variant of Megalodaunt, they have an affinity towards fire, but for some reason other Megalodaunts don't seem to recognize them as one of their race and attack them as a result.


Crimson Megalodaunt

Huge Beast, Chaotic Evil


  • Armor Class 15
  • Hit Points 82
  • Speed 30ft, 30 ft Swimming Speed

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 8 (-1) 8 (-1) 8 (-1)

  • Saving Throws Strength +7, Constitution +6
  • Condition Immunities Ignited
  • Senses passive Perception 14
  • Languages Megalodaunt
  • Challenge 5

Fiery Scales: Crimson Megalodaunts are resistant to fire damage.

Actions

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d8 + 6 Slashing, attacks twice if the first attack roll scores above 17

Kick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 1d8 Bludgeoning damage, 20 feet knockback and knocks prone.

Thousand Needles: The Megalodaunt Shoots a barrage of Scales in a 20 feet area, anyone in the area has to roll a Dexterity saving throw (DC 14) suffering 2d12 on a failure, or half as much on a success.

Split: The Megalodaunt Shoots an unmissable barrage of Scales in a 30 feet straight line towards a target, dealing 2d8 Piercing damage.

Fiery Roar: The Megalodaunt Roars and summons blades of fire, anyone in a 30 feet area that can hear its roar has to roll a Wisdom Saving Throw (DC 14), or suffer 1 tier of Insanity, you also have to roll a Dexterity Saving Throw (DC 12), suffering 2d8 fire damage on a failure and half as much on a success.

Sharko NEO

General Info

Mechalodaunts are Megalodaunts Shaped constructs made by the Ignition Union through the use of Ironsing, most of their attributes are enhanced by technology and they also have a FUCKING MINIGUN. Through the Ignition union made them, they seem to have a really poor control over them, as they will attack anyone they see, allied or foe.

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.


Mechalodaunt

Huge Construct, Chaotic Evil


  • Armor Class 18
  • Hit Points 122
  • Speed 30ft, 30 ft Swimming Speed

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 8 (-1) 8 (-1) 8 (-1)

  • Saving Throws Strength +8, Constitution +10
  • Senses passive Perception 14
  • Languages Megalodaunt
  • Challenge 6

Steel Scales: Mechalodaunts are resistant to non magical slashing and piercing damage.

Fiery Claws: Mechalodaunts will Ignite their target for 1 turn with each of their successful melee attacks.

Actions

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d12 + 8 Slashing, attacks twice if the first attack roll scores above 17

Blazing Kick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 1d8 Bludgeoning and 1d8 +2 fire damage, 20 feet knockback and knocks prone.

Thousand Bullets: The Mechalodaunt Shoots a barrage of Bullets in a 30 feet area, anyone in the area has to roll a Dexterity saving throw (DC 15) suffering 2d12 fire damage and being ignited on a failure, or half as much and not being ignited on a success.

Bullet Fury: The Mechalodaunt Shoots an unmissable barrage of bullets from its shoulder-mounted Minigun in a 45 feet cone, anyone in the area has to roll a Dexterity saving throw (DC 16) suffering 2d10 fire damage and being ignited on a failure, or half as much and not being ignited on a success.

Roar: The Mechalodaunt Roars, anyone in a 30 feet area that can hear its roar has to roll a Wisdom Saving Throw (DC 10), or suffer 1 tier of Insanity

Furnace Explosion: The Mechalodaunt will create a laser from its furnace in a circle that will later explode, anyone in a 10 feet area has to roll a Dexterity saving Throw (DC 17) to successfully avoid it, suffering 3d12 fire damage and being ignited on a failure.


Half Life Reference?


Scarlet Turtle

General Info

Terrapods are purple crab-like creatures with four legs each ending in sharp claws, they come from Scyphozia and mindlessly kill everything that crosses their paths. They have a hard shell covered in spikes, with a mouth on the bottom for eating victims. The material that forms its shell and claws is a much darker shade of purple than its flesh.


Sometimes, Terrapods will be born with a Crimson shell instead, this is purely cosmetic and why it happens is currently unknown.


Terrapod

Large Drowned Beast, Chaotic Neutral


  • Armor Class 14
  • Hit Points 72
  • Speed 45ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 2 (-4) 10 (0) 2 (-4)

  • Saving Throws Dexterity +7
  • Condition Immunities None
  • Senses passive Perception 14, 60 ft Blindsight
  • Languages None
  • Challenge 3

Relentless Attack After Attacking, Terrapods have halved speed for 1 turn.

Actions

Multiattack: The Terrapod Attacks Six times with its claws

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target Hit: 2d6 Slashing damage


An Husk, the first stage of a Carbuncle

A Fully grown Carbuncle

General Info

Carbuncles are what happens if you die by parasites in the Eternal Gale, they are the amalgamation of the parasites that have grown inside your body and taken control over it. Carbuncles have 2 stages of growth:


Husks: Where the Carbuncle takes control over your body, leaving your consciousness intact while using your body and your skills as if they where its own, while in this stage you can do nothing but watch as the Carbuncle uses your body, but specimens with really strong willpower seemed also able to communicate, even if only by short sentences, like "please kill me".


Carbuncle: The fully grown carbuncle totally shuts down your control over your body and uses it as its livestock after having fully grown itself out of it, it loses all its human capacities in favor of becoming a letal version of the mudskipper.


Through they mostly inhabit the First Floor of the Eternal Gale, some where also spotted within really large snowfields or within caves in tundras.


Carbuncle

Medium Gale Monstrocity, Chaotic Evil


  • Armor Class 12
  • Hit Points 65
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 2 (-4) 10 (0) 2 (-4)

  • Condition Immunities Poisoned
  • Senses passive Perception 12
  • Languages Common (as a Husk, not a Carbuncle)
  • Challenge 3

Actions

Multiattack: The Carbuncle Attacks Four times with its Elonged Arms

Claws: Melee Attack: +8 to hit, reach 10 ft., one target Hit: 3d8 + 4 Slashing damage

Rip: Melee Attack: +12 to hit, reach 10 ft., one target Hit: 2d12 + 10 Slashing damage

They also have lasers

General Info

A Lionfish is a large brown fish with a black mane of a lion, hence it's name. It has white blank eyes, with it's teeth visible, they come from Scyphozia and are mostly found in open seas, attacking boats.


Lionfish

Large Drowned Beast, Neutral Evil


  • Armor Class 12
  • Hit Points 82
  • Speed 0, 30 ft Swimming Speed

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 12 (+1) 10 (0) 7 (-2)

  • Condition Immunities Poisoned
  • Senses passive Perception 12
  • Languages None
  • Challenge 3

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d12 + 8 Slashing

Dive: As an action, the Lionfish will dive underwater, giving it advantage on its next attack.

Laser Beam: After 1 turn of concentration, the Lionfish will shoot a purple beam of energy from its mouth, damaging anything in a 30 feet straight line for 3d6 + 12 force damage.

Cooler in many ways

General Info

Due to mutations in its genes, certain Lionfish were blessed with the power to wield Frostdraw to a limited degree. This shows itself in the primarily white coloring and blue blank eyes. Glacial Lionfishes are rare, but what's even rarer is to see one of them outside Scyphozia, as they won't leave as easily as their normal counterparts.


Glacial Lionfish

Large Drowned Beast, Neutral Evil


  • Armor Class 12
  • Hit Points 82
  • Speed 0, 30 ft Swimming Speed

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 12 (+1) 10 (0) 7 (-2)

  • Condition Immunities Poisoned
  • Senses passive Perception 12
  • Languages None
  • Challenge 3

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d12 + 14 Slashing

Dive: As an action, the Lionfish will dive underwater, giving it advantage on its next attack.

Chilling Beam: After 1 turn of concentration, the Lionfish will shoot a Blue beam of energy from its mouth, damaging anything in a 30 feet straight line for 3d8 + 18 Cold damage, slowing hit targets for half their speed and freezing the ground hit.

Angry Sand Crocodile

General Info

Thresher are Brownish Crocodile like creatures that live in deserts, they have huge spikes coming out of their backs, really sharp claws and are capable of digging underground, their mutations are mostly attributed to them nesting in the underground, as it is known to be nearer the Depths and to have side effects like these.


Thresher

Medium Drowned Monstrosity, Neutral Evil


  • Armor Class 12
  • Hit Points 38
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 6 (-2)

  • Saving Throws Strength +5
  • Condition Immunities None
  • Senses passive Perception 12, Blindsight 30 ft
  • Languages Thresher
  • Challenge 3

Thresher Claws Threshers Ignore AC gave by Armor.

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

Actions

Bite: Melee Attack: +3 to hit, reach 5 ft., one target Hit: 2d8 + 4 Slashing Damage.

Claws: Melee Attack: +8 to hit, reach 5 ft., one target Hit: 2d6 + 3 Slashing Damage.

Bury: As an action, the Thresher will Bury itself underground, becoming .

Tail Attack Melee Attack: +6 to hit, 10 feet cone Hit: 2d6 Bludgeoning damage.

Mama Crocodile

General Info

The King Threshers are a much bigger and more powerful Thresher with purple scales instead of brownish ones, they act as leaders of the Threshers.


King Thresher

Huge Drowned Monstrosity, Neutral Evil


  • Armor Class 15
  • Hit Points 83
  • Speed 35ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 10 (0)

  • Saving Throws Strength +8, Constitution +7
  • Condition Immunities None
  • Senses passive Perception 16, Blindsight 60 ft
  • Languages Thresher
  • Challenge 7

Thresher Claws Threshers Ignore AC gave by Armor.

Pack Tactics. King Threshers have advantage on an attack roll against a creature if at least one of the King Thresher’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite Melee Attack: +4 to hit, reach 5 ft., one target Hit: 3d12 + 8 Slashing Damage.

Claws: Melee Attack: +8 to hit, reach 5 ft., one target Hit: 2d8 + 6 Slashing Damage.

Bury: As an action, the Thresher will Bury itself underground, giving it advantage on its next attack.

Tail Attack: Melee Attack: +6 to hit, 25 feet cone Hit: 2d12 + 3 Bludgeoning damage.

Cursed Flame: As an action, the King Thresher exhales purple flames from its mouth, anything in a 30 feet cone in front of it rolls a Dexterity Saving Throw (DC 16), and 3d12 + 6 fire damage on a failure, or half as much on a success.

Big Black Owlman

General Info

Deep Owls are Huge, Humanoid owls, with masks as faces, they are capable of speaking common and will "advise" any passing creature that it may be better to get lost before they die.


Deep Owl

Large Drowned Monstrosity, Chaotic Neutral


  • Armor Class 16
  • Hit Points 72
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 12 (+1) 16 (+3) 10 (0)

  • Saving Throws Dexterity +6, Wisdom +6
  • Condition Immunities None
  • Senses passive Perception 16, 60 ft Darkvision
  • Languages Owl, Common
  • Challenge 5

Actions

Multiattack: The Deep Owl Attacks three times with its Talons.

Talon Swipe Melee Attack: +5 to hit, reach 5 ft., one target Hit: 2d12 Slashing Damage.

Feather Teleport: The Owl Teleports in a unoccupied space that it can see in a 30 feet area

Whirling Dash: The Owl does a twirling dash in a 15 feet straight line, dealing 2d8 slashing damage to anyone in the area.

Flying Grab: as an action, the Owl disappears, leaving feathers behind, and then grabs a target, said target has to roll a Dexterity Saving Throw (DC 14) or get grappled by the owl, if the target fails its save, it takes 2d6 bludgeoning damage and gets thrown 60 ft in the air.

Flock of Feathers: as an action, the Owl disappears, leaving feathers behind, and then unleashes a series of strikes towards its target while still invisible, dealing 4d6 + 4 slashing damage.

easy healthpack.

General Info

Gigamed are Human sized blue jellyfish that emit feint lightning pulses to repel their attackers, they can typically be found in Scyphozia, but may also come to the surface from time to time.


Gigamed

Medium Drowned Beast, Chaotic Neutral


  • Armor Class 6
  • Hit Points 3
  • Speed 0, 15 ft Swimming Speed

STR DEX CON INT WIS CHA
6 (-2) 4 (-3) 6 (-2) 4 (-3) 8 (-1) 4 (-3)

  • Condition Immunities Poisoned
  • Senses passive Perception 6
  • Languages Gigamed
  • Challenge 1/8

Actions

Shock: The Gigamed emits a Shockwave of electricity around it, dealing 1d6 Lightning damage to any being in a 15 feet area, if you are hit by this attack: roll a Constitution Saving Throw (DC 8) and be stunned for 1 turn on a failure.

Huge Jellyfish, Spongebob could probably catch it toh.

General Info

King Gigameds are Huge Purple Jellyfishes that emit strong lightning pulses to repel their attackers, they can typically be found in Scyphozia, but may also come to the surface from time to time.


King Gigamed

Huge Drowned Beast, Chaotic Neutral


  • Armor Class 10
  • Hit Points 120
  • Speed 0, 30 ft Swimming Speed

STR DEX CON INT WIS CHA
10 (0) 10 (0) 12 (+1) 6 (-2) 12 (+1) 8 (-1)

  • Condition Immunities Poisoned
  • Senses passive Perception 12
  • Languages Gigamed
  • Challenge 3

Actions

Greater Shock: The King Gigamed emits a Shockwave of electricity around it, dealing 3d8 Lightning damage to any being in a 15 feet area, if you are hit by this attack: roll a Constitution Saving Throw (DC 12) and be stunned for 1 turn on a failure.

Summon Gigamed: The King Gigamed can Summon up to 2 Gigameds as an action when there are no Gigameds in a 30 feet area.

Static Pulse: The King Gigamed emits a purple pulse of electricity around it, dealing 1d6 Lightning damage to any being in a 15 feet area, and knocking them 20 feet away.

Big Crabs make even Bigger Raves.

General Info

the Crustaceous Rex is a giant crab, It has 6 glowing yellow eyes, with a white and purple exterior shell. it comes from Scyphozia and hunts anything it sees.


Crustaceous Rex

Huge Drowned Beast, Neutral Evil


  • Armor Class 16
  • Hit Points 62
  • Speed 20

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 6 (-2)

  • Saving Throws Strength +6, Constitution +7
  • Condition Immunities Poisoned
  • Senses passive Perception 14
  • Languages Crab
  • Challenge 5

Actions

Multiattack: The Crustaceous Rex Attacks twice with its Hack and Slash.

Hack and Slash: Melee Attack: +6 to hit, reach 10 ft., one target Hit: 2d8 + 4 Slashing

Bubble Beam: The Crustaceous Rex uses an action to shoot a barrage of poisonous bubbles in a 30 ft cone in front of it, everyone in the area suffers 2d6 + 6 poison damage and has its speed halved for one turn.

Crushing Claw: As an action, the Crustaceous Rex Tries to Grapple a Target, said target has to roll a Dexterity Saving Throw (DC 14), or be grappled, the Grappled target will suffer 4d12 + 10 slashing damage and then it will be let go of the grapple, if this move reduces a target to 0 HP or below, it instantly kills them by cutting them in half.

Ground Smash: As an Action, the Crustaceous Rex jumps into air, everyone in a 15 feet area around the Crab has to roll a Dexterity Saving Throw (DC 12), suffering 2d12 + 6 on a failure, or half as much on a success.

Rising Smash: As an action, the Crustaceous Rex rises both of his claws and smashes a 15 feet area in front of it, dealing 2d8 + 6 bludgeoning damage to anyone in the area.


They sure love spinning

General Info

Rock Golems are large, bulky stone constructs with a distinct, glowing, white core, and three peculiar stone discs on their "stomach" and "kneecaps." Their bodies look as though they're fragmented, but they remain intact regardless, They are used to carry on tasks assigned to them by a certain Duke and They seem to be made using the power of a Resonance.


Rock Golem

Huge Construct, Unaligned


  • Armor Class 16
  • Hit Points 82
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 18 (+4) 8 (-1) 16 (+3) 2 (-4)

  • Saving Throws Strength +7, Constitution +7
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
  • Senses passive Perception 12
  • Languages None
  • Challenge 6

Rock Mind. Golems are immune to psychic damage.

Rock Body. Rock Golems' form cannot be shifted, Rock Golems also have advantages on saving throw against spells and other magical effects, Rock Golems’ attacks are magical, Rock Golems are Resistant to Slashing and Piercing Damage.

Actions

Spin: The Rock Golem Starts Spinning its arms really fast, Everyone in a 10 feet area from it has to roll a Dexterity Saving Throw (DC 14), suffering 4d8 + 12 Bludgeoning damage on a failure, or no damage on a success.

Laser: The Rock Golem Charges a Beam of Energy and Shoots it towards a target, dealing 3d6 + 3 force damage, the attack has +3 tohit and has 20 ft range.

Stomp: The Rock Golem Stomps the Ground, everyone in a 20 feet area has to roll a Dexterity Saving Throw (DC 12), and get knocked prone on a failure.

Ground Slam: The Rock Golem Slams the Ground with both its arms, dealing 2d8 + 4 Bludgeoning damage in a 10 feet area in front of it.

Uppercut: Melee Attack: +6 to hit, reach 10 ft., one target Hit: 3d8 + 6 Bludgeoning damage.

Scream: As an action, the Rock Golem will scream, causing the surrounding roof to fall apart, everyone in a 60 feet area has to roll a Dexterity saving throw (DC 12), suffering 3d12 bludgeoning damage on a failure, or no damage on a success. This attack won't be used if there is no roof to collapse.

Regirock with a sword

General Info

The Stone Knights Are Tall Rock Elementals with 5 blue eyes, a yellow body, and their blue sword, the usually live in desert and will attack anything that comes by.


Stone Knight

Huge Elemental, Neutral Evil


  • Armor Class 15
  • Hit Points 104
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (0) 14 (+2) 8 (-1)

  • Saving Throws Constitution +6, Wisdom +6
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
  • Senses passive Perception 16
  • Languages Primordial
  • Challenge 6

Rock Mind. Stone Knights are immune to psychic damage.

Rock Body. Stone Knights' form cannot be shifted, Stone Knights also have advantages on saving throw against spells and other magical effects, Stone Knight’ attacks are magical, Stone Knights are Resistant to Slashing and Piercing Damage.

Actions

Slash: Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 2d12 + 6 Slashing damage.

Kick: Melee Attack: +3 to hit, reach 5 ft., one target Hit: 1d8 + 3 Bludgeoning damage, knocks 20 feet away.

Wind Cutter The Stone Knight Slashes The Air, creating a blade of wind that damages the first target it hits, this attack has a 30 feet range and deals 2d12 slashing damage.

Terra Eruption: The Stone Knight Punches the Ground causing a Rock Pillar to Erupt from the Ground, one target has to roll a Dexterity Saving Throw (DC 15), suffering 3d8 + 6 bludgeoning damage on a failure, or half as much on a success.


Doesn't include Atomic weaponry

General Info

the Hive Constructs are Big, Wood-like mechs, with foliage around their legs, resembling wires; they are used by The Hive to protect their territories, but some of them have gone rogue and will attack anything they encounter.


Rogue Construct


Hive Construct

Large Construct, Lawful Neutral


  • Armor Class 14
  • Hit Points 82
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 8 (-1)

  • Saving Throws Strength +7, Constitution +6
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
  • Senses passive Perception 12
  • Languages Common, Vesperian
  • Challenge 7

Construct Mind. Hive Constructs are immune to psychic damage.

Construct Body. Hive Constructs' form cannot be shifted, Hive Constructs also have advantages on saving throw against spells and other magical effects, Hive Constructs’ attacks are magical.

Actions

Swing: Melee Attack: +3 to hit, reach 10 ft., one target Hit: 2d6 + 8 Bludgeoning damage, 20 feet knockback.

Punch: Melee Attack: +6 to hit, reach 10 ft., one target Hit: 3d12 + 10 Bludgeoning damage.

Stomp: The Hive Construct Stomps the Ground, everyone in a 20 feet area has to roll a Dexterity Saving Throw (DC 14), and get knocked prone on a failure.

Meteor Punch: The Hive Construct Strikes in front of him with its arms, creating 2 shockwaves in a 35 feet area, each shockwave can have its damage halved by succeeding a Dexterity Saving Throw (DC 12), each shockwave deals 2d8 + 20 Bludgeoning Damage.

Lifeweave Flourish: The Hive Construct Creates Trees and other plants to either block visual or climb over obstacles.

Giant Enemy Spider

General Info

Literally a Huge Spider that really appreciates massacre, mostly found inside caves in the depths, but can be rarely found on the surface.


Deep Widow

Huge Drowned Beast, Chaotic Evil


  • Armor Class 12
  • Hit Points 150
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 8 (-1) 16 (+3) 8 (-1)

  • Saving Throws Dexterity +6, Wisdom +6
  • Condition Immunities Poisoned
  • Senses passive Perception 16
  • Languages None
  • Challenge 6

Actions

Swipe: Melee Attack: +6 to hit, reach 10 ft., one target Hit: 2d12 + 6 Slashing

Venomous Bite: Melee Attack: -4 to hit, reach 5 ft., one target Hit: 2d8 + 4 Slashing + 6d8 + 12 poison Damage.

Impale: Melee Attack: +10 to hit, reach 5 ft., one target Hit: 2d12 + 6 Piercing

Articulated Thrash: As an action, the Deep Widow Attacks three times in a row with its Swipe, However this has a 3 turn cd.

Deep Webbing: As an action, the Deep Widow Spits Web from its mouth onto a target, said target has to succeed a Dexterity saving Throw (DC 14), or be entangled for 1 turn, on a success it instead gets its speed halved for 1 turn. also the target always suffers 1 tier of Insanity


Creepy

General Info

Bounders are monsters that dwell within the Eternal Gale. They are infamously known for their lethality, with an equally horrific appearance.


Bounders have a body structure that resembles Megalodaunts, featuring animalistic traits that, although similar, is presented in a much more awful form. They feature a significantly hunched posture, elongated limbs, six ringed eyes and notably, an upsettingly wide mouth with two sets of gigantic teeth. Unlike Megalodaunts, Bounders aren't naturally bipedal, instead moving around in a quadrupedal manner.


Whenever an entity (in most cases, prey) enters the territory or hunting grounds of a Bounder, an echoing growl can be heard, signifying their presence, though not necessarily their aggression. By default, they will only crawl around in a relatively slow pace, only ever displaying its speed and agility while hunting.


Bounder

Large Gale Beast, Chaotic Evil


  • Armor Class 16
  • Hit Points 81
  • Speed 60ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 7 (-2) 15 (+2) 2 (-4)

  • Saving Throws Dexterity +8
  • Condition Immunities None
  • Senses passive Perception 16, 60 ft Blindsight
  • Languages Bounder
  • Challenge 7

Lingering Sometimes, the ghost of a Bounder may appear and attack you, through it will disappear right after and deal no damage.

Actions

Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 2d12 + 10 Slashing, attacks twice if the first attack roll scores above 17

Leap: The Bounder Leaps towards a target in a 60 feet area, it has to roll a Dexterity Saving Throw (DC 15), suffering 1d12 + 5 bludgeoning damage and getting knocked prone on a failure.

Charge: The Bounder lowers its head and charges towards its prey, it has to roll a Dexterity Saving Throw (DC 15), suffering 2d12 + 10 bludgeoning damage and knocking its prey prone on a failure, and will receive half damage and not get knocked prone on a success. Charge uses all the movement the Bounder has for the current and next turn.


Basic Infantry

General Info

The Infantry of The Kyrsgarde, The Lancer is the most common out of all the other Kyrsgarde, It is a well rounded fighter capable of both melee and ranged combat by using its frostdraw skills to summon ice Javelins at will. However, as like the rest of the Kyrsgarde, The Scion of Ethiron's Influence made but a husk of the former honorable fighters the lancer were, leaving only mindless servants behind that will attack any outsider on sight with no remorse.


Kyrsgarde Lancer

Large Gale Humanoid, Unaligned


  • Armor Class 15
  • Hit Points 81
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 10 (0) 10 (0) 2 (-4)

  • Saving Throws Dexterity +7
  • Condition Immunities None
  • Senses passive Perception 14, 60 ft Blindsight
  • Languages Common, Kyrsan
  • Challenge 8

Mindless Kyrsgarde Lancers are immune to anything that can affect their minds, as they are under the Scion of Ethiron's Influence and thus possess none of their own.

Actions

Multiattack: The Kyrsgarde Lancer Swipes twice with its javelin, before throwing it at the nearest target.

Glacial Swipe Melee Weapon Attack: +6 to hit, reach 10 ft., one target Hit: 1d8 + 6 Slashing and 1d8 + 10 cold damage

Glacial Javelin: The Lancer Conjures an ice Spear and throws it to a target in a 120 feet area, Dealing 2d12 + 10 cold damage to its target and also making it make a Dexterity Saving Throw (DC 14), rendering its target prone on a failure.

Skyward Spear: The Lancer Conjures an Ice Spear, Backflips in the Air and throws it to a target in a 60 feet area, dealing 2d12 + 16 cold damage and making its target prone, has a 3 turns cd.


Get this dude a coffee

General Info

The Heavy Infantry of the Kyrsgarde, unlike the Lancers, Brutes use their sheer raw Strength to fight its enemies, while they may lack ranged options, they are the most formidable melee fighters the Kyrsgarde has, but alas, neither them where able to escape the Scion of Ethiron's influence and thus where made its mindless puppets; through unlike the lancers, that retained most of their combat prowess even after the takeover, the Brutes where heavily influenced by the Scion, becoming Restless, almost desperate to abide by Ethiron's commands, deteriorating their bodies over time, making them clunky and slow, but still, the ground below their feet trembles for each of their steps.


Kyrsgarde Brute

Large Gale Humanoid, Unaligned


  • Armor Class 17
  • Hit Points 168
  • Speed 15ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 10 (0) 16 (+3) 2 (-4)

  • Saving Throws Strength +8, Constitution +7
  • Condition Immunities None
  • Senses passive Perception 15, 60 ft Blindsight
  • Languages Common, Kyrsan
  • Challenge 8

Mindless Kyrsgarde Brutes are immune to anything that can affect their minds, as they are under the Scion of Ethiron's Influence and thus possess none of their own.

Actions

Multiattack: The Kyrsgarde Brutes Swing twice with their hands.

Swing Melee Attack: +4 to hit, reach 10 ft., one target Hit: 2d12 + 8 Slashing damage

Slam Melee Attack: +6 to hit, 5 feet area Hit: 2d8 + 6 Bludgeoning damage

Drill Grab: The Brute grabs its target and begins to pierce them by spinning their hand really fast, it has to roll a Dexterity Saving Throw (DC 16) to escape its grasp, suffering 8d6 + 21 Slashing damage on a failure, this move instantly kills a target if they reach 0 HP or below by its damage.


Campers.

General Info

While they mostly resemble Lancers, Snipers are a specialized corp within the Kyrsgarde that, while lacking melee prowess, are most proficient in long range fights, capable of throwing precise barrages of spears to targets hundreds of feet away. After the takeover by the Scion of Ethiron, they were relegated as the main defense of the Sleeping City of New Kyrsa itself, barraging outsiders with spears even before they set foot within the walls of the city.


Kyrsgarde Sniper

Large Gale Humanoid, Unaligned


  • Armor Class 12
  • Hit Points 65
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 16 (+3) 10 (0) 18 (+4) 2 (-4)

  • Saving Throws Dexterity +7
  • Condition Immunities None
  • Senses passive Perception 15, 60 ft Blindsight
  • Languages Common, Kyrsan
  • Challenge 8

Mindless Kyrsgarde Snipers are immune to anything that can affect their minds, as they are under the Scion of Ethiron's Influence and thus possess none of their own.

Expendable if a Kyrsgarde Sniper is killed during the fight against the Scion of Ethiron, it will proc all effects as if you won a fight.

Actions

Glacial Barrage: Used only if the Sniper is at least 180 Feet away from the target, sends a barrage of flying Ice Spears towards their target, dealing 12d6 + 12 cold Damage, which can be halved with a Dexterity Saving Throw (DC 16)

Glacial Javelin: The Sniper Conjures an ice Spear and throws it to a target in a 6 Miles area, Dealing 2d12 + 10 cold damage to its target and also making it make a Dexterity Saving Throw (DC 14), rendering its target prone on a failure.

Skyward Spear: The Sniper Conjures an Ice Spear, Backflips in the Air and throws it to a target in a 60 feet area, dealing 2d12 + 16 cold damage and making its target prone, has a 3 turns cd.


Sneaky Creeps

General Info

While resembling the Brutes, the Crawlers are a special corp of the Kyrsgarde, they are the most agile and can use Tacet to conceal their presence and sneak on their opponents unseen, the odd thing is that even if they are completely capable of standing on their feet, they will mostly be found crawling, even while fighting or attacking.


Kyrsgarde Crawler

Large Gale Humanoid, Unaligned


  • Armor Class 15
  • Hit Points 112
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+4) 16 (+3) 10 (0) 16 (+3) 2 (-4)

  • Saving Throws Dexterity +9
  • Condition Immunities Common, Kyrsan
  • Senses passive Perception 14, 60 ft Blindsight
  • Languages Common, Kyrsan
  • Challenge 8

Mindless Kyrsgarde Crawlers are immune to anything that can affect their minds, as they are under the Scion of Ethiron's Influence and thus possess none of their own.

Tacet Kyrsgarde Crawlers are completely invisible while not attacking.

Actions

Multiattack: The Crawler Swipes Twice, the first swing has advantage.

Swipe Melee Attack: +8 to hit, reach 5 ft., one target Hit: 1d12 + 6 Bludgeoning damage


Kyrsan or Parasite?

General Info

The Bone Keeper is a monster found in the Eternal Gale. Potentially being a Kyrsgarde Brute corrupted by the Parasites of Floor 1.


Bone Keepers are giant, humanoid creatures, with inhuman proportions, having short legs yet large arms. It has clearly clawed feet, with bone claws for hands. They sport a red and gold loincloth of sorts on their lower body and lack clothing on their upper half. Their head also appears to be made out of a cylindrical formation of bones.


Bonekeeper

Large Gale Monstrosity, Unaligned


  • Armor Class 16
  • Hit Points 217
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 8 (-1) 16 (+3) 2 (-4)

  • Saving Throws Strength +8, Constitution +7
  • Condition Immunities None
  • Senses passive Perception 15, 60 ft Blindsight
  • Languages None
  • Challenge 10

Parasitic Husk: The Parasites within the Bonekeeper will heal its HP by 25 each time its turn ends

Martial Prowess: The Bonekeeper can act twice per turn.

Actions

Multiattack: The Bonekeeper will Leap after using Triple Slash.

Triple Slash Melee Attack: +4 to hit, reach 10 ft., one target Hit: 3d12 + 12 Slashing damage

Leap The Bonekeeper Leaps, anyone in a 5 feet area around him has to roll a Dexterity Saving Throw (DC 12), getting knocked prone on a failure.

Charge The Bonekeeper will ready for a run before charging in a 45 feet line, dealing 2d12 + 16 bludgeoning damage and knocking 10 feet away. The Bone Keeper skids to a stop and faces you if this is successfully parried.

Crushing Grab: The Bonekeeper grabs its target and crushes it within its hand, it has to roll a Dexterity Saving Throw (DC 16) to escape its grasp, suffering 8d6 + 21 bludgeoning damage on a failure, this move instantly kills a target if they reach 0 HP or below by its damage.

Femur Throw: The Bonekeeper Plunges its hand in the ground and extracts a Femur from it, that then he proceeds to throw towards a target in a 60 feet area, dealing 2d8 +2 bludgeoning damage.

Bone Spikes: The BoneKeeper will stomp the ground, emitting a long carpet of spikes in a 30 feet line in front of it, anything caught within suffers 2d8 + 12 piercing damage.


Just Block/Parry/Dodge, skill issue + cope + mald + seethe.

General Info

The Nautilodaunt resembles a humanoid squid about twice the size of a Human and is found in Scyphozia. It Represents the Apex of Martial Prowess an inhabitant of the Depths may ever achieve, capable of annihilating unexperienced divers in a flick of its wrist.


Squidification: When The Nautilodaunt kills an humanoid, roll a d4, the corpse of the humanoid becomes a Mudskipper on a 1,2 or 3, and becomes a Nautilodaunt on a 4.

Martial Prowness: The Nautilodaunt has 2 actions per turn.

Depthsborne: Killing or contributing to the Kill of a Nautilodaunt grants 100 Resonance Points.

Martial Awakening: The Nautilodaunt's Attacks count as Magical for the sake of Bypassing resistances and Immunities.


Nautilodaunt

Medium Drowned Beast, Chaotic Evil


  • Armor Class 18
  • Hit Points 120
  • Speed 45 feet

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 16 (+3) 18 (+4) 18 (+4)

  • Saving Throws Strength +8, Dexterity +8, Constitution +7, Intelligence +7, Wisdom +8, Charisma +8
  • Skills Acrobatics +8, Athletics +8, Perception +8
  • Condition Immunities Poisoned, Ignited, Prone, Insane, Charmed, Frightened, Paralyzed, Exhausted
  • Senses passive Perception 12
  • Languages Common, Drowned
  • Challenge 12

Actions

Multiattack: the Nautilodaunt will Punch its target 3 times.

Punch: Melee Attack: +12 to hit, reach 5 ft., one target Hit: 12 Bludgeoning Damage

Parry: As a reaction, the Nautilodaunt can parry an attack, reducing its damage by 1d6 + 14, if the damage is reduced to 0, the Nautilodaunt can also Punch back as a part of the reaction.

Kick: Melee Attack: +8 to hit, reach 5 ft., one target Hit: 8 Bludgeoning Damage and 20 feet knockback.

Flip Kick: The Nautilodaunt Jumps, and then flip kicks a target in a 30 feet area, dealing 2d8 + 12 bludgeoning damage.

Dropkick: The Nautilodaunt performs a Dropkick, dealing 24 damage in a 20 feet straight line.

Grand Stomp: The Nautilodaunt Stomps the Ground Aggressively, causing a massive 50 feet shockwave of energy in front of it, dealing 65 Bludgeoning damage towards whoever is in the area, this attack deals x3 damage to structures, you can halve this attack's damage by succeeding a dexterity saving throw (DC 16). This attack has a 3 turn cooldown.

Feint: As his Bonus Action, The Nautilodaunt Faints an Attack Towards someone, said target becomes unable to use its reaction for the rest of the Nautilodaunt's Turn

Vent: The Nautilodaunt can exhaust any negative effect it has on itself by using an action, this has a 3 turn cd.



The Enforcer

Medium Drowned Construct, Chaotic Evil


  • Armor Class 14
  • Hit Points 285
  • Speed 30

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 16 (+3) 8 (-1)

  • Saving Throws Strength +8, Constitution +7
  • Condition Immunities Charmed, Frightened, Insane
  • Senses 120 feet Blindsight, passive Perception 18
  • Languages Drowned
  • Challenge 12

Twisted Servant: When an Enforcer is summoned, it takes the shape of one of its 3 Variants: The Punisher, The Executioner, or The Duelist.

Martial Prowness: The Enforcer has 2 actions per turn.

Depthsborne: Killing or contributing to the Kill of an Enforcer grants 100 Resonance Points.

Empty Shell: Killing The Enforcer will make its body disappear in a purple mist, leaving its Weapon on the ground.

Enforcer's Weaponry: The Enforcer's Attacks count as Magical for the sake of bypassing Resistances and Immunities.

Actions

High Swing: Melee Weapon Attack: +10 to hit, reach 5 ft., one target Hit: 3d8 + 20 Slashing Damage, you can roll a Dexterity Saving Throw (DC 12) to halve this attack's damage.

Low Swing: Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 3d8 + 8 Slashing Damage, attacks twice, you can roll a Dexterity Saving Throw (DC 12) to halve this attack's damage.

Kick: Melee Attack: +8 to hit, reach 5 ft., one target Hit: 8 Bludgeoning Damage and 20 feet knockback.

Parry: As a reaction, The Enforcer can parry an attack, reducing its damage by 1d6 + 16, if the damage is reduced to 0, The Enforcer can also Attack back as a part of the reaction.

Feint: As his Bonus Action, The Enforcer Faints an Attack Towards someone, said target becomes unable to use its reaction for the rest of the Enforcer's Turn

Whirlwind: The Enforcers Starts Spinning, holding its weapon out, everyone in a 10 feet area has to roll a Dexterity Saving Throw (DC 14), suffering 6d12 + 12 slashing damage on a failure, or no damage on a success.

Space Pull: The Enforcer can pull into its hand a target that is 15 feet or more distant from him in a 120 feet area, this attack can be used as a bonus action and both gives advantage on The Enforcer's next attack and Disadvantage on his target's next Saving Throw.

General Info

The Enforcer is a Construct made by the Drowned Gods to Destroy their opponents, it is mostly used for their trials and it is known as one of the strongest beings under their control, it is a tall, black and spiky humanoid golem, with 6 red eyes on its face and a grim series of teeth on its skull-like head, it either wields an Axe, an Hammer or a Sword that pretty much Resembles its face.

I would suggest you to run from these if you ever encounter one, but you can't.

The Executioner


Executioner: If the Executioner kills something, it regains 60 HP.

The Punisher


Punisher: Each attack of The Punisher deals bludgeoning damage and ignores armor AC.

The Duelist


Duelist: The Duelist has advantages on parries, and the parry's damage reduction is changed to 1d12 + 25.


You shrink like an ant in the face of a true predator.


Actions

Stomp: Melee Attack: 10 feet area, 4d8 + 10 Bludgeoning Damage, you can roll a Dexterity Saving Throw (DC 16) to Avoid this attack's damage.

Trample: Melee Attack: 10 feet area, 2d8 + 5 Bludgeoning Damage, attacks three times, you can roll a Dexterity Saving Throw (DC 14) to Halve this attack's total damage.

Kick: Melee Attack: 10 feet area, 8 Bludgeoning Damage, knocks 300 feet away, you can roll a Dexterity Saving Throw (DC 16) to avoid this attack.

Punch: Used on targets that are more than 10 feet distant from the Primadon, deals 6d8 + 20 Bludgeoning Damage, you can roll a Dexterity Saving Throw (DC 14) to Halve this attack's damage.

Grab: Used on targets that are more than 10 feet distant from the Primadon, One target Rolls a Dexterity Saving Throw (DC 16), or gets grabbed by Primadon, after getting grabbed, Primadon will smack you to the ground, dealing 40 Bludgeoning Damage.

Rock Throw: Primadon Grabs a Rock from the Ground as sends it flying towards a 15 feet area anywhere 600 or less feet distant from him, dealing 12d8 Bludgeoning damage to anyone in the area, you can roll a Dexterity Saving Throw (DC 14) to Avoid this attack's total damage.

Enrage: When Below 50% HP, Primadon will Enrage, all his DCs will increase by 2, all its damage will increase by 5 and he will do one more action per turn for 5 turns, Primadon will also enrage again when he reaches 25% HP and will always be enraged under 10% HP.


Primadon

Gargantuan Beast, Neutral Evil


  • Armor Class 16
  • Hit Points 670
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 28 (+9) 12 (+1) 22 (+6) 10 (0)

  • Saving Throws Constitution +17, Wisdom +14
  • Condition Immunities Any Magical inducted Condition
  • Senses passive Perception 16
  • Languages Primadon
  • Challenge 28

The Deep Calls: Anything the Primadon kills gets sent to Scyphozia.

Martial Prowness: Primadon has 2 actions per turn.

Depthsborne: Killing or contributing to the Kill of a Primadon grants 300 Resonance Points.

Elemental Immunity: Primadon is totally Immune to any magical damage, but it is not immune to to magically augmented physical attacks.

Deep Hits: Primadon's Attacks count as Magical for the sake of bypassing Resistances and Immunities.

Legendary Resistance (3/Day): If Primadon fails a saving throw, it can choose to succeed instead.

Siege Beast: Primadon deals x4 damage to objects and structures.

Frightful Presence: Each creature of Primadon's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Primadon is within Line of Sight, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to Primadon's Frightful Presence for the next 24 hours.

General Info

Loud and enormous, Primadon is a giant sea monkey, it has the look of a giant ape, but with fish-like features, it Inhabits Bountiful Islands and Reigns above them, until someone comes and defeats it.


Kaido from One Piece.

General Info

The Dread Serpent appears as a long, gray sea serpent with dark spinal fins and four orange eyes. Some tales say the first Dread Serpent was originally a cursed human, but it eventually passed away and its descendants are but beasts, infesting every corner of the Voidsea.

Murmur: Ardour

Gained by Killing the Dread Serpent, uses a bonus action to activate and last 3 turns.


Activating this Murmur makes all your attack ignore 4 points of AC gave by armor.

Ardour Scream

Obtained at 15th level if you posses the Murmur: Ardour, can be used as a bonus action.


You Scream, Each creature of your choice within 120 feet of you, that can hear you and is aware of you must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within Line of Sight, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to Ardour Scream's Effect for the next 24 Hours.


Legendary Actions: The Dread Serpent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Dread Serpent regains spent legendary actions at the start of its turn.

Attack: The Dread Serpent makes one claw attack or tail attack.

Move: The Dread Serpent moves up to half its speed.


Dread Serpent

Gargantuan Beast, Chaotic Evil


  • Armor Class 14
  • Hit Points 620
  • Speed 0, 45 ft Swimming Speed

STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 26 (+8) 12 (+1) 22 (+6) 10 (0)

  • Senses Blindsight 120 ft, passive Perception 18
  • Languages Draconic
  • Challenge 26

Depthsborne: Killing or contributing to the Kill of a Dread Serpent grants 300 Resonance Points.

Dread Swipe: the Dread Serpent's Attacks count as Magical for the sake of bypassing Resistances and Immunities, also the Dread Serpent deals x4 damage to objects and structures and Anything the it kills gets sent to Scyphozia.

Ardour Manifestation: Killing or contributing to the Kill of a Dread Serpent grants you the Murmur: Ardour.

Legendary Resistance (3/Day): If the Dread Serpent fails a saving throw, it can choose to succeed instead.

Frightful Presence: Each creature of the Dread Serpent's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Dread Serpent is within Line of Sight, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the Dread Serpent's Frightful Presence for the next 24 hours.

Actions

Multiattack: the Dread Serpent will attack 4 times, 3 with its Claw Swipe, and one with its Tail Swipe.

Claw Swipe: Melee Attack: +8 to hit, reach 5 ft., one target Hit: 6d8 + 12 Slashing Damage

Tail Swipe: Melee Attack: +6 to hit, reach 5 ft., one target Hit: 3d8 + 6 Slashing Damage and 50 feet knockback

Ice Beam: As an action, the Dread Serpent will spit a beam of frost, freezing anything in an 80 feet area in front of it, if a creature stands in the area, it must succeed a Constitution Saving Throw (DC 16), suffering 50 Cold damage and 1 turn of freeze on a failure, or half damage and no freeze on a success.

Wake.

General Info

Ethiron is the Drowned God of the Wind, Force, Air, Sky and Pressure.


The Scion of Ethiron is a boss encountered at the end of the second floor of the Eternal Gale. It is tied to Ethiron, being it's guardian. After being woken by a swirling ball of purple energy, it takes the form of a skeletal monster whose body is missing the pelvis and below. The skull is tetradhedron-like, with a purple hue and a yellow fibre protruding from each of the four corners. Between the sternum and clavicle, there is a large red circle.



Scion of Ethiron

Gargantuan Gale Fiend, Chaotic Evil


  • Armor Class 999
  • Hit Points 1640
  • Speed 0

STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

  • Immunities Any mind or body altering condition.
  • Senses TrueBlindsight 1 mile, passive Perception 60
  • Languages Every Language
  • Challenge 30

Drowned Bounty: Killing or contributing to the Kill of a Scion of Ethiron grants a bell of your choice, any variant.

Scion of Ethiron: the Scion of Ethiron's Attacks count as Magical for the sake of bypassing Resistances and Immunities, The Scion of Ethiron can attack three times per turn, while stunned, the Scion of Ethiron's AC is set to 1.

Godlike Presence: If a creature below level 18 is in the same plane of existance as the Scion of Ethiron, it will instantly become its puppet or die.

Confined God: The Bones that the Scion of Ethiron summons with his "Bone Throw" move won't disappear for 3 minutes, and can be carried to special pedestals to stun him.

Actions

Blinding Gale: The Scion of Ethiron charges up his left hand and unleashes a powerful galewind that appears as a purple ball. This move does no damage but will make you roll a Wisdom Saving Throw (DC 16), getting blinded for 1 turn on a failure.

Bone Throw: The Scion of Ethiron launches three bones at you. These deal 2d8 Bludgeoning damage Each, a bone can be avoided with a Dexterity Saving Throw (DC 16).

Bone Growth: Bones will appear on the ground and grow upwards. Make a Dexterity Saving Throw (DC 16) or suffer 2d10 Bludgeoning damage and get knocked prone.

Laser: The Scion of Ethiron charges up it's arm and quickly releases a purple laser, locking on its target, this move is unavoidable and deals 52 Slashing Damage, however its damage can be halved by succeeding a DC 16 Constitution Saving Throw.

Swing: The Scion of Ethiron pulls his arm back and then swings it at its target, +8 to hit, deals 3d12 Bludgeoning Damage, if this move fails to hit, the Scion can be opportunity attacked, this attack bypasses its AC. If used as a Legendary Action, This move stuns the Scion until its next turn.

Vehemens Ventus: The Scion of Ethiron will hold it's hands together and charge up a powerful attack until its next turn. Once it releases the attack, a large purple gale ball will be thrown in a random target's direction, it can be avoided with a DC 14 Dexterity Saving Throw, Instantly killing its target on a failure. This attack can also be nullified by hitting 3 gale spheres that will appear in a random position around itself, doing so will stun the Scion for 1 turn.

Legendary Actions: The Scion of Ethiron can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Scion of Ethiron regains spent legendary actions at the start of its turn, The Shion of Ethiron always does a Swing as its last Legendary Action.

Laser: The Scion of Ethiron uses its Laser.

Swing: The Scion of Ethiron does a Swing.

Bone Growth: The Scion of Ethiron uses Bone Growth.

Summon Sniper: The Scion of Ethiron Summons 1 Sniper with half HP, half AC, unable to use Glacial Barrage, and 30 feet range on all its attacks near half the bone pedestals, used every time there are less than 2 snipers left.

It can shoot bone like projectiles with an unlimited supply, as well as summon bones from the ground. It can also make use of purple energy to attack, creating swirling spheres of it that can cause blindness or fire it in beams.

Smith's Alloy


Appearance

Effect

Applying This Alloy on a Weapon Permanently Increases its damage by 1.

Description

A cruder form of the famed Pluripotent Alloy, this fusion of rare metals is still renowned for its ability to draw out hidden strength in weapons.

Pluripotent Alloy


Appearance

Effect

Applying This Alloy on a Weapon Permanently increases its damage by 5 and makes it able to instantly reconstruct itself after taking damage.

Description

A liquid metal that can be applied to certain weapons to draw out their inner strength. The discovery of Pluripotent Alloys is said to have sparked the development of Ironsing.

Moonseye Tome


Appearance

Effect

Permanently grants 1 Mantra or 2 Echoes.

Description

A scrawled and raving account of the prophetic dream received by the Prophet Pariah of the Lullaby Isles, the short-lived leader of a Lunar Cult who voyaged into the Voidsea in the hopes of finding a stairway to the heavens. Though indecipherable, the tome seems to contain more pages than allowed by its size. All copies of the original volume were burnt, but even hundreds of years after its author's demise, new volumes spontaneously appear in libraries and chapels across the Central Luminant. They are swiftly burnt and all records expunged.

Sinner's Ash


Appearance

Effect

Corrupts Your Resonance.

Description

Remnants of the Forge of Sin that warp and stain what they touch. Said to hold a fragment of the Forge's ability to shape souls, though with unpredictable outcomes.

Idol of Yun'Shul


Appearance

Effect

Allows you to redeem a Wish from Yun'Shul from anywhere without the requisite of having a Resonance. (Doesn't Matter if you already redeemed a wish from Yun'Shul and won't count as one if you haven't)

Description

An idol utilised in rituals to call forth the Voice of Yun'Shul.

Void Spire


Appearance

Effect

Becomes Soulbound to its user once a copy of it is found.


Grants the Ability to Call forth a Void Spire, creating a 1 Mile area of Voidzone, making anyone that dies in there instantly go to the Depths, Including its owner, and removing almost all color in the afflicted area.


Lasts 1 Hour and Can be used once a Long Rest. Cannot be Dismissed.

Description

Call forth the void to your location. Those who die within its field will be sent straight to the Depths.

Rain Spire


Appearance

Effect

Becomes Soulbound to its user once a copy of it is found.


Grants the Ability to Call forth a Rain Spire, creating a 1 Mile area where it Rains.


Lasts 6 Hour and Can be used once a Short Rest. Can be Dismissed.

Description

Summon a temporary storm at your location.

Factions


Backgrounds


And the he said "its Deepwokin' Time" and Deepwoken'd everyone in the room.

Diver Initiate


Your training is almost complete, though you were born in these halls, you must now venture out into the Wastes to prove your worth.


This background grants you the following:

  • Skill Proficiencies: chose 2 from: Acrobatics, Athletics, Medicine, Perception, Survival
  • Tool Proficiencies: Navigator's Tools or any other artisan tool.
  • Languages: chose one language between: Drowned or any exotic language of your choice
  • Equipment: an Apprentice Diver's Uniform, any weapon you are proficient with and 10 GP.

Diver


As a proper member of the Divers, you can access all their facilities and outposts with no restrictions whatsoever.


Optional: you start in The Depths.

Suggested Characteristics


Personality Traits

1 - Being a Diver is Tough, but I shall endure it for the sake of my objective.


2 - I became a Diver only because of my insatiable curiosity.


3 - I became a Diver only to see what my limits are, and surpass them.


4 - Why am I still here? Just to Suffer?


5 - I became a Diver only to access their facilities without restrictions.


6 - I Became a Diver because I love slaughtering Abyssal Creatures.


7 - I Became a Diver because in the Depths, I feel at home.


8 - I Became a Diver only to get notorious by achieving a high rank.

Ideals

1 - I Will Adventure as far as I can within The Depths and hoarde as much loot as I can. (Neutral)


2 - I Shall Uncover the Secrets that lie within The Depths. (Any)


3 - I Will obtain Unimaginable Powers from within the Depths and use it for myself. (Evil)


4 - I Will Search for power from the Depths and nothing will stop me. (Chaotic)


5 - I Shall Protect any poor fellow Unlucky Enough to end up in the Depths. (Good)


6 - I Shall peacefully conduct my Research. (Lawful)

Bonds

1 - I Shall prevail, no matter the Costs.


2 - I Shall attain otherworldly riches and Retire.


3 - My Research of The Depths is my main priority.


4 - Exploring This God Forsaken Place is What I'm here for.


5 - I Desire to learn all I can about this place.


6 - I will prove to anyone that even I can survive the Depths.

Flaws

1 - I am Fixated with Power, and will do anything to obtain it.


2 - I take my Research too seriously and I don't know when to take a pause.


3 - I am diffident towards anyone, in this place I can afford only to trust myself.


4 - I may be too curious sometimes.


5 - I don't care about Ethics while experimenting.


6 - I Overestimate Myself.

Lone Warrior


You awake to find yourself in a hall of ivory white, your memories of all other than combat are hazy.


This background grants you the following:

  • Skill Proficiencies: 2 Skills of your Choice.
  • Tool Proficiencies: a set of Tools of your Choice
  • Languages: a Language of Your Choice
  • Equipment: A 1st level lone warrior has nothing except its weapon and some tattered clothes.

Mark of the Lone Warrior


Even if your skills have dulled, your past memories of fighting still live on inside you, even when you are lost, your fighter spirit will always be by your side.

Suggested Characteristics


Personality Traits

1 - I Can only find myself while fighting.


2 - Even if I don't remember who i was, I can still live on.


3 - Forgetting everything was probably for the best.


4 - I expect a fight around every corner.


5 - I only judge people by their battle prowess.


6 - There is no point in friendship if I am the only one that is going to survive.


7 - I can be apathetic towards even the strongest foe.


8 - I can't stand weaklings.

Ideals

1 - I fight for the sake of myself only. (Neutral)


2 - I Shall rebuild my Identity. (Any)


3 - Bloodshed is the only reason i still exist. (Evil)


4 - Causes only dull my blade. (Chaotic)


5 - I Shall fend off any evil i encounter. (Good)


6 - There is no point in Fighting without a cause. (Lawful)

Bonds

1 - I Shall fight till my last breath.


2 - I Shall find a cause for my existence.


3 - I Shall uncover my past.


4 - I Will become the strongest.


5 - I Will not repeat the errors of my old self.


6 - I Shall find Myself.

Flaws

1 - My memories are hazy most of the time.


2 - Picking up Fights is the thing I'm best at.


3 - I don't care about the opinions of who has never been in a fight.


4 - I only find comfort in the sound of two blades clashing against each other.


5 - Every night i have the same nightmare about an important fight I lost that I can't Remember.


6 - I do not possess any confidence in any skill I have that does not Involve fighting.

Voidwalker


The contract is sealed, enlisting you into an otherworldly mercenary group, the Knives of Eylis. Despite the brutal training, it seems Eylis herself has a plan in mind for you.


This background grants you the following:

  • Skill Proficiencies: any 2 between: Deception, Sleight of Hand, Stealth, Acrobatics and Investigation.
  • Tool Proficiencies: Thieves Tools
  • Languages: Thieves' Cant
  • Equipment: Whaler Suit, 15 GP

Void Eye


As a Member of the Knives of Eylis, you have access to their base, the Voidheart. You can reach it anytime while out of combat, and return to the point you where before as you leave.

Grasp of Eylis


As a Member of the Knives of Eylis, your work is to Assassin targets. In order to do so you can search for a bounty in the Voidheart, and teleport to your destinated target's area through two methods:


Ferocity: You teleport to a place anywhere in a 240 feet area from your target, allowing you to feel its presence through walls until the hunt is over, at the cost of alerting the target of your arrival.


Stealth: You teleport to a place anywhere in a 600 feet area from your target.


You have 10 turns to kill your target if you approach them through ferocity, or 20 if you approach them with Stealth, on a failed hunt you will be taken back to the Voidheart.

Suggested Characteristics


Use the tables for the Criminal background as the basis for your traits and motivations, modifying the entries when appropriate to suit your role as a Knife of Eylis.


I Highly suggest that Every PC or no PC uses this background in a campaign, as it would be kinda weird to play otherwise.

Miscellaneous

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.

Conditions

Suffocate

Suffocating target suffer 6 damage each turn and cannot cast any kind of magical effect (mantras and spells).

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.

Winded

A winded creature has -10 speed.

Bleeding

Bleeding Creatures suffer 1/10 of their maxHP as damage each turn.

 

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