Atheria Rules Supplement (D&D 5e)

by Tho Radia

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Atheria Rules Supplement: D&D 5e











Sheldon Catley

What is this?

This is a rules and mechanics suppliment for Dungeons and Dragons 5th Edition. It contains homebrew mechanics, subclasses, ancestries and all sorts intended to be used alongside my homebrew world of Atheria.

These have been seperated out so that the main book can remain system agnostic.

I

House Rules and Mechanics

House Rules and Mechanics

Adventuring in a persistent world requires house rules to be clear and easily accessible. Any and all campaign wide house rules will be outlined below.

Character Creation

  • Character Attributes will be determined using Point Buy.

  • Options presented in any officially published book are open to you. Anything else will be assessed on a case by case basis.

  • Homebrew options presented by 'MCDM' and 'Benjamin Huffman' are also open to you.

  • Instead of Spell Slots, Sorcerers use the "Spell Point" variant rules (DMG p288), your Sorcery Points are converted into Spell Points and any time a feature or ability refers to Sorcery Points, replace that with 'Spell Points'.

General Rules

  • Upon leveling up and determining HP the player may choose the average or, instead, to roll with advantage.

  • I use Milestone Leveling instead of EXP.

  • I do not track basic ammunition (Bullets/Arrows) or every day Encumberance.

  • Effects that alter Critical range (ie. Scoring a Crit on a 19-20) Stack, increasing the range further.

  • You may drink a Potion as an Action or Bonus Action, though administering a Potion to another is still an Action.

Magical Tattoos

  • Proficiency with Tattooist Tools is required to start and end Attunement with a Magic Tattoo, a creature can do this for another.

  • Spellwrought Tattoos now require attunement, but the spell is not consumed. Cantrips can be used at will and leveled spells require a long rest to recharge.

Feat Alterations

  • Everyone starts with 1 additional feat.

  • Great Weapon Master, Sharpshooter and Lucky are not valid choices for 1st level feats.

  • Feats that have a racial restriction no longer do. You may take any racial feat as any race, as the strength of your bloodline empowers you.

Spell Alterations

  • Casting a Spell as a Bonus action does not disallow you from casting leveled spells as Actions or Reactions that turn.

  • Anyone can use any spell scroll, regardless of level and spellcasting ability.

  • Green-Flame Blade and Booming Blade now appear on the spell list of every class. When you first learn one of these spells, you may choose to permanently alter its element to: Fire, Lightning, Cold, Poison, Acid or Thunder.

  • Rime Detonation and Voltaic Detonation have been added at the end of this document as ranged variations of the Blade Spells, they similarly appear on each classes spell list and may have their element changed upon learning.

  • If you are offered a list of "Archetype Spells" when choosing your Archetype for any class, they are automatically either Learned at the appropriate level or always prepared.

  • Full Casters may swap the spell list they have access to upon inception (A Druid using the Cleric spell list or Sorcerer using the Warlocks for example).


Chapter I: House Rules and Mechanics

Atherium

Atherium is a dangerous mineral that is mined from fallen meteorites. It gives off a powerful magical energy that is harmful to be around for long periods of time.

Touching a raw source or entering an area saturated in the energy requires you to roll a CON save to resist its effects. The stronger the source, the more often you need to save. Failure will result in gaining levels of Exhaustion.

Strength Save DC Frequency Exhaustion
Minuscule DC 5 Every 8 hours +1 Level
Mild DC 10 Every 4 hours +1 Level
Moderate DC 15 Every 2 hours +2 Levels
Intense DC 20 Every Hour +2 Levels
Lethal DC 25 Every 30 mins +3 Levels

Failing the save by 15 or more will trigger a roll for a mutation for your character. A mutation will manifest after your next Long Rest.


Atillius Skythorn, Baron of Solum

"Atherium is the heart and soul of this world, with it we rose up and conquered the land, our future and our very natures"

Stellar Signs

To the people of Atheria, the Stars are more than just small motes of light hanging in the sky. They have a draw, a power to them. Some people can even harness that power.

When you are born, you are born under a specific arrangement of the Stars and the Moons. This dictates your Stellar Sign. You choose this at character creation, it replaces your alignment, however the suggested traits are just that, suggestions.

Sign Traits
The Watchman Cautious, Brave, Prepared
The Spyglass Wanderlusted, Introverted, Knowledge Seeker
The Steed Loner, Animal Affinity, Feral
The Needle Compassionate, Loyal, Empathetic
The Cup Social, Extravagant, Friendly
The Hammer Creative, Understanding, Hands On
The Carriage Swift, Dependable, Showboat
The Scroll Intelligent, Linguistical, Book Worm
The Shield Resolute, Self-sacrificing, Stubborn
The Void Unremarkable, Trustworthy, Aloof
The Tempest Wild, Extroverted, Restless
The Vault Protective, Hoarder, Stoic
Chapter I: House Rules and Mechanics

Weapons and Armour

There are a number of extra weapons below, which are largely Firearms and do not feature in the Players Handbook. A character can swap one of their weapon proficiencies with a weapon below, providing they are from the same weapon class (Such as both being Simple Ranged Weapons).

Name Cost Damage/Armour Class Properties
Simple Melee Weapons
  Scattergun 500 sp 2d4 Piercing Reach, Finesse, Ammunition, Reload 2
  Brass Knuckles 500 sp 1d4 Bludgeoning Light, Unarmed
  Katar 500 sp 1d4 Piercing Light, Unarmed
Martial Melee Weapons
  Battle Scythe 750 sp 1d10 Slashing Finesse, Heavy, Two-handed
  Whip Sword 750 sp 1d6 Slashing Finesse, Reach, DEX 15
  Heavy Scattergun 2'000 sp 2d6 Piercing Reach, Heavy, Finesse, Ammunition, Reload 2, STR 15
Simple Ranged Weapons
  Double Action Revolver 200 sp 1d6 Piercing (40/160), Light, Ammunition, Reload 6
Martial Ranged Weapons
  Geared Rifle 1'000 sp 1d8 Piercing (60/180), Versatile (1d10), Ammunition, Reload 10
  Rune-Steel Slinger 1'000 sp 1d8 Fire/Cold (40/160,) Versatile (1d10), Loading (Charge)
  Scoped Rifle 3'000 sp 2d12 Piercing (150/600), Heavy, Two Handed, Ammunition, STR 11, Reload 1, Crit (19-20)
  Rune-Steel Farslinger 1'500 sp 1d12 Fire/Cold (150/600), Heavy, Two Handed, Loading (Charge), STR 11
  Heavy Machine Gun 5'000 sp 5d4 Piercing (30/90), Finesse, Heavy, Two Handed, Ammunition, STR 15, Reload 1
  Arcblast Launcher 2'000 sp - (60/180), Heavy, Two-handed, Ammunition, Loading, STR 15
Shields
  Pavise Shield 500 sp +2 AC Special
  Tower Shield 2'000 sp +3 AC Heavy, STR 15, Stealth Disadvantage
Pavise Shield

These tall shields were designed with the intent of providing deployable cover for Archers and Rifleman and have a sharp metal spike and stability arms on the bottom.

As an action, a person can Doff a Pavise Shield into flat ground. While deployed in this way, it grants 3/4 Cover.

'Reload' Property

Weapons with the Reload X property need to be reloaded after firing a certain amount of shots. Reloading takes an Action, however when you take the Attack action on your turn, you can replace one of your attacks with the Reload Action.

'Unarmed' Property

These weapons can be used to make Unarmed Attacks and also benefit from all bonuses to them.

Arcblast Launcher

This heavy weapon was designed to fire Specialised explosive ammunition. When firing at Long Range, the target has advantage on their save against the Canister used.

Targets who save, take half the damage and suffer none of the other effects of the Canister. The save DC is set by quality of the ammunition when crafted or purchased.

Special Ammunition

Canister Name Effect
Ignis 3d6 Fire Damage, 10ft Radius Sphere
Frigis 1d8 Cold Damage, 20ft Radius Sphere, movement speed reduced to 0 until end of next turn
Voltis 2d6 Lightning Damage, 10ft Radius Sphere which persists until the end of your next turn, creatures who enter it or start their turn in it must Save or take further damage
Chapter I: House Rules and Mechanics

Magic Item Crafting

Generic, non named Magic items up to 'Very Rare' can be crafted by those with proficiency in the relevant tools (Such as Smiths Tools for Metal armour).

These require an adequate work space (Such as a Laboratory or Forge), raw materials (Paid for in Silver) and time (measured in 8 hour 'Work Days') to create and finish. Consumable items cost half as much and take half as long.

Rarity Cost Work Days
Common 1'000 sp 7
Uncommon 2'000 sp 14
Rare 8'000 sp 70
Very Rare 50'000 sp 140

Spell Scrolls

Imbuing spells into objects is a common occupation in Atheria, but sometimes the classics are the best. None are more classic than Numeri's Inkheart Order, a group of Sages and Arcanists who produce Spell Scrolls of all types for the Collective.

Players can purchase these scrolls fairly freely within Collective lands, but those who are so inclined can create their own. A character must have proficiency in the Arcana skill or Calligrapher's Supplies and must provide any material components required for the casting of the spell.

Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.

Finally, the amount of days required to scribe a spell is reduced by a characters bonus to Arcana Checks (To a minimum of 1 Day) with silver costs being reduced by 20 times as much.

Spell Level Work Days Crafting Cost
Cantrip 1 150 sp
1st 3 250 sp
2nd 5 500 sp
3rd 7 2'500 sp
4th 14 5'000 sp
5th 28 10'000 sp
6th 52 25'000 sp
7th 104 50'000 sp
8th 208 100'000 sp
9th 366 500'000 sp
Spell Scrolls

For example, a 5th level Wizard, with an INT Score of 18, who is proficiant in Arcana would have a +7 to Arcana Checks. They could create 1st - 3rd level spell scrolls in just 1 Work day, with a 140 sp discount on each of them.

Alchemy

Crafting potions, poisons and tonics from reagents is the Alchemist trade. The Silent Sisters of Val Hazark, in Eradar, are renowned across the continent for the Elixirs they create and sell. They are well known to supply even the tribal council with their most potent brews.

If a player wishes to branch into this aspect of crafting, they must be proficient with a Herbalist Kit, Poisoner's Kit or Alchemist Supplies.

Potions are created using the Costs and time of the 'Magic Item Crafting' section. So a Potion of Healing would take 3 Days and cost 500 sp to create.

Poisons and Adventuring Gear Flasks and Vials (such as Alchemists Fire) are created by expending half their listed value in currency (For instance, Assassin's Blood is listed as 150 gp in the DMG, so it would cost 750 sp to craft).

These same items, for every 150 sp they cost to craft require 1 Day of work to create (So the same Assassin's Blood requires 5 Days to create). Items require a minimum of 1 day of work to create.


Beckshaw, Gargoyle's Cauldron

-Transcribed from Common Sign-

"Well yes, he did cut out my tongue because i spoke too often. But other than that, he's a pretty good boss."

Chapter I: House Rules and Mechanics

Specialist Crafting

Each of the major nations of the continent have their own style of crafting, technology and preferred raw materials. Each of which is outlined below.

Generally, more than one crafting style and its associated material cannot be used on or with the same item, as the processes conflict on many levels. If characters wish to engage in these Specialist crafting types, they require proficiency in both a Skill and Tool, as listed below:

Nation Material Skill Proficiency Tool Proficiency
The Collective Mithril Sleight of Hand Tinkerer
Arcadia Rune-Steel Arcana Calligrapher
Eradar Atherium Glass Athletics Glassblower
Drachen Sanguine Brands Medicine Alchemist

Mithril - The Collective

The Collective specialise in the inclusion of Mithril into their manufacturing processes and is the most common of the materials documented on these pages. This process has the underlying effect of lightening equipment, reducing the weight of all metal goods by half.

This weight reduction also removes the Stealth Disadvantage and STR requirement from Armour, and all weapons without the Heavy property gain the Light property. Armour becomes so light that it can be worn under regular clothing and requires no more than an action to Don or Doff, and both Armour and Weapons can also be created in a collapsible form.

This reduction in weight, means that, as well as the above, most weapons created with Mithril can transform into another weapon as a Bonus action. This is mostly used to swap between Ranged and Melee options but any two standard weapons can be incorporated.

Mithril Weapons Mithril Armour
Bonus Action to Transform into paired Weapon Remove Stealth Disadvantage Penalty
If lacking the Heavy property, gains the Light property Remove STR Requirement
Object Interaction to Collapse/Extend Donned/Doffed as an action

Arc, Mechanist Guild Weapons Specialist

"This Sword has all the extras; chrome plating, glowing trim, light as a feather and it even slips down the sleeve and becomes small as a fork. Its also a gun."

Rune-Steel - Arcadia

Arcadia specialises in the application of a metal known as Rune-Steel. It gets its name from the glistening magical runes etched along its surface and its exact composition is a mystery.

This strange, glistening metal readily absorbs the elemental magics of Fire, Cold, Lightning, Acid and Poison. Equipment made from Rune-Steel often doubles as Spellcasting Foci.

Weapons made with Rune-Steel have their damage enhanced and the type transmuted to one of these elemental types. For instance, while a flaming sword from the Collective would deal 1d6 Slashing + 1d6 Fire damage. A fire infused Rune-Steel weapon would deal 3d6 Fire Damage.

Armour manufactured in this way has the ability to absorb damage, resist or even reflect damage from its assigned element. It can nulfy the first few points of damage the wearer would normally receive. Reduce the overall damage by half or cause the attacker to take a portion of the damage received.


Rune-Steel Weapons Rune-Steel Armour
Physical Damage converted to Elemental Resistance to Elemental Damage
More damage die on Elemental weapons Flat Reduction to Elemental Damage
Spellcasting Focus Reflect Elemental Damage
Chapter I: House Rules and Mechanics

Atherium Glass - Eradar

Atherium is dangerous, none know this better than the Lōhāra crafters of the Eradani. They have developed a secretive way of refining Atherium into inert panes of Glass. Atherium Glass no longer radiates corruption and exhibits several new effects.

Firstly, Atherium Glass has magic dampening properties. Items placed inside of an Atherium Glass container are treated as being within an Anti-magic field. However, due to the nature of the Glass, items made from it can have no other magical properties and any items enhanced with it that already have magical properties, have them stripped away.

The glass is incredibly sharp and durable, allowing weapons made of it to bypass much of the protection granted by armour. These weapons score a critical hit on a roll of 19-20. This combines with other features that already increase a characters critical hit range. The anti-magic properties also cause any spellcaster concentrating on a spell to make their Concentration check with Disadvantage.

Armour made from Atherium Glass shields a wearer from Critical hits, nulfying the bonus damage and treating it as a regular hit. Its anti-magic nature also allows you to roll with advantage when making a saving throw against magic.

Atherium Glass Weapons Atherium Glass Armour
Expand critical range to 19-20, stacking with similar effects Critical Hits nulfied and reduced to regular hits
Target makes Concentration checks with Disadvantage Wearer makes Saves vs magic with Advantage

Sanguine Brands - Drachen

Drachen, ruled largely by the Vampires of the Crimson Court, crafts with their profane magic. Sanguine Brands require binding of dead and living essence to produce a variety of esoteric effects.

To brand an item a practitioner must first draw sigils in blood, then offer up specially prepared remains in necromantic ritual. The Blood and Remains offered must be of the same creature type (Such as Fiend, Undead, Dragon ect.) but do not need to be from the same unique creature.

Items then take on aspects of the branded creature. A sword with a Radiance Brand may appear wreathed in light with elegant silver etching, a Mobility Branded shield may take the shape of a bears fanged maw.

These aspects draw deeper than cosmetic however, and branded objects grant the wielder a mote of power associated with the creature. The higher the CR of the remains or blood the more potent the power.

The drawback of this crafting process however, is that the Brands are forever hungry and must be regularly satiated with blood from their aspect, lest their wielder become the next meal. Each week after creation, the item must be submerged in a pint of blood from its aspect, and left to feed for 8 hours. Lest it consume its wielder.


Creature Brand Potential Effects
Aberration Psionic Telepathy, Psionics and Telekinesis
Beast Mobility Speed Boosts, Swim, Fly, Climb and Burrow Speed
Celestial Radiance Light, Wisdom and Radiant Damage
Construct Logic Intelligence, Senses and Protection
Dragon Majesty Breath Weapons and Frightful Presence
Elemental Primal Elemental and Summoning Magic
Fey Enchanting Dexterity, Charms and Curses
Fiend Corruption Darkness, Charisma and Necrotic Damage
Giant Atlas Reach, Regeneration and Strength
Humanoid Knowledge Skill, Language and Tool Proficiencies
Monstrosity Warped Transformation and Monster Bane
Ooze Morphologic Constitution, Absorption, Disintegration
Plant Alchemical Potion and Poison effects
Undead Vampiric Life Steal and Debilitations

Savok, Master Sigilite

"You see, its actually very simple. Now that the ritual is complete, your axe has an Atlas brand. The etched runes, the soft glow?

With this weapon, you will hold the strength of giants in your hands!"

Chapter I: House Rules and Mechanics

II

Ancestries

Astral Genasi


Varena Estal, Path of Hope

"My mother once told me a story about the stars, heavenly entities that guide us from above, constantly watching over us from the night sky. She told me she'd met one once. I had thought she was joking."

Dark Origins

Astral Genasi can be born when all three moons of Atheria are in total eclipse. They are the might and mind of heavenly bodies, and draw their power from the glowing core they carry in place of a heart, a shard of their parent star.

This core grants them the power to illuminate the dark. However, it is also the subject of many myths and legends which can cause Astral Genasi to be targeted by treasure seekers, Collectors and Criminals.

Cosmic Appearance

Astral Genasi are strange creatures, with dark-blue skin that blends with the night sky and eyes containing the light of thousands of stars.

They have dark hair that shimmers with starlight in the light of day, the specks of light that infuse their skin and hair becoming less pronounced during the daytime. However, their eyes always bear the full majesty of the stars.

Astral Genasi Names

Astral Genasi use the naming conventions of the people among whom they were raised. They might later assume the names of constellations or stars, such as Orion, Polaris, or Vega.

Some take on more vague names to reflect their origins, such as Nebula, Nova, or Starlight.

Astral Genasi Traits

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Radiant Resistance. You have resistance to radiant damage.

Astral Light. You know the Twinkle cantrip. Starting at 3rd level, you can cast the Starlight Shroud spell with this trait. Starting 5th level, you can also cast the Dazzling Gleam Spell with this trait, neither of these spells require a material component for you.

Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Void Genasi Variant

Though most Astral Genasi are born from living stars, sometimes the situations of their birth can result in the collapse of a star into a black hole.

Your Astral Genasi character can forgo Astral Light and instead gain the following feature:

Astral Darkness. You know the Twinkle cantrip. Starting at 3rd level, you can cast the Gravity Pulse spell with this trait. Starting 5th level, you can also cast the Darkness Spell with this trait, neither of these spells require a material component for you.

Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Chapter II: Ancestries

Cosmic Gnome


Cecelia Winnows, Astrognomer

"The ongoings on the surface interest me not. Mine eyes need look only to the heavens."

Not so Different

Cosmic gnomes live quiet and reclusive lives. The few that do encounter them often mistake them for their rock or forest counterparts, due in part from the visual similarities they share with them.

Cosmic gnomes retain some of the tinkering prowess that their rock gnome counterparts are renowned for, directing these talents toward the development of astrolabes and telescopes to further their astronomical research.

Eyes to the Sky

Cosmic gnomes are defined primarily by their intense focus toward the heavens. Utilizing their longevity, a single cosmic gnome can study and record the motion of planets and stars in the sky for hundreds of years.

Their findings often spearhead developments in meteorology and astral magics. They have been instrumental in recent advances in Airship technology.

Seers and Scholars

The depth of a cosmic gnome's knowledge grants it foresight that some find nearly magical. Many become seers or esteemed astrognomers, highly sought after as advisors for their divinations.

The most skilled Cosmic gnomes often wield powerful divination magics and become even more reclusive to the world upon which they live. Consumed by the wonder of the stars above.

Cosmic Gnome Traits

When you create a gnome character, you may choose the cosmic gnome as an alternative to the subraces in the Player's Handbook. For your convenience, the traits of the gnome and the cosmic gnome are combined here.

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Cosmic gnomes enjoy relatively long lifespans. They mature at the same rate humans do, and most are expected to settle down into an adult life by around age 60. They can live 150 to almost 200 years.

Size. Cosmic gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages. You can speak, read, and write Common and Gnomish.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Astronomical Knowledge. Whenever you make a check pertaining to the stars or other cosmic bodies, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Star Seer. You know the guidance cantrip. Once you reach 5th level, you can also cast the augury spell as a ritual. Intelligence is your spellcasting ability for these spells. You can only cast these spells outside and at night, with a clear view of the sky.

Chapter II: Ancestries

Starforged


Hem Haywire, Starforged

"I remember it so clearly, it was fleeting, but it was there, it came as soon as it arrived. My first thought, the first thing my core every thought of, a simple phrase: Why am I here?"

Sentient Constructs

Constructs created from the parts of Comets, some of these mindless automatons develop sentience after a single catalyzing thought.

This thought ruminates within the Starforged as it continues its designated function, until flowering into sentience and a concept of self. Though this process varies from between Starforged, each one's first thought remains universally the single thing that it dedicates its life to unraveling.

Born of Space

Starforged are a singular bright and white core surrounded by rock and ice. The core acts as the brain for the creature as well as its mouth and eyes. The rock and ice that makes them up floats around this core, but will move to a position in a way that simulates a humanoid.

Driving Question

A starforged's life is dedicated to understanding its first thought, normally to answering its question or unveiling the meaning behind that thought. Starforged are innately curious about the world, learning by testing and observing how things work.

They tend to be empathetic to other humanoids wanting to achieve humanity. They can however be resentful to humans if their master had treated them badly enough before their awakening. This makes them violent and quick to anger when humanoids are hostile towards them.

Starforged Names

Nameless before achieving sentience, a starforged chooses a name after gaining a sense of self. Names chosen by a starforged for itself often relate to its first thought.

Starforged Traits

Your starforged character has certain traits derived from its cosmic and constructed nature.

Ability Score Increase. Your Constitution score increases by 2, and one other score of your choice increases by 1.

Age. After achieving sentience, starforged mature at the same age as humans. They can live until their core runs out of energy, a process that has yet to naturally documented as no known Starforged has yet died of Old Age.


Size. Most starforged stand between 5 and 6½ feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Luminous Core. You know the light cantrip. Constitution is your spellcasting ability for it.

Languages. You can speak, read, and write Common and one extra language of your choice.

Starforged Resilience. Your constructed and cosmic nature grants you the following benefits:

  • You have resistance to cold damage.
  • You are immune to disease.
  • You don't need to eat, drink, or breathe.
  • You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.

Natural Armor. Your body is composed of metal, stone, and strands of starlight. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Sentry's Rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Chapter II: Ancestries

Kazagari


Hel'Shal, 'Voice of the Mother'

"Yes, yes. I hear her, feel her presence. She is with us. With me. We must travel deeper, she calls out to be reunited with us. We are coming mother."

Shadowy Predators

Kazagari have primarily lived underground for millennia and such, are blind from birth. However, they each possess a keen ability to perceive their surroundings through heightened senses of smell and hearing.

For most of their history they have been masters of their subterrainian domain. Until, one day, when a group of Kazagari adventuerers explored further and deeper than any had before and discovered the surface world.

They were introduced to the land above, with its open sky, vast expanses and the people who lived there. The Kazagari were thrown into turmoil and their culture shifted almost overnight as their great age of enlightenment began.

Honour the Dead

Kazagari have a hallowed ritual for their dead, where they skin their bodies make clothing from the resulting material. They then wear this clothing as a mark of respect, to honour the legacy and accomplishments of the deceased.

Clothing is passed down through family lines, father to son, mother to daughter and there are complex rules and rituals incorporated in this transfer of physical legacy.

One of the most severe crimes a Kazagari can commit is scaring or otherwise marring another Kazagari's skin. Their pale hides are as sacred as their dark god.

Seek the Dark

Kazagari believe themselves creations of Geriza, the 'Great Mother' a female deity who embodies Darkness and all of its aspects. They believe their subterrainan home is also her domain, that her essence moves through its tunnels with them.

They tell stories of her fall from the heavens, how she was betrayed by the other gods, fled their realm in the cosmos and created her own domain deep under the ground.

Kazagari Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Alternatively, you may add the +1 and +2 to any Ability Score of your choice.

Age. Kazagari often live short, violent lives. But those who are able to survive can live well into their 50's

Size. Kazagari stand between 4 and 5 feet tall and are slim, averaging about 100 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Cavern Stalker. You have Proficiency with the Stealth Skill

Shadow Bender. Starting 5th level, you can cast the Summon Shadowspawn Spell with this trait. This spell require no components for you.

Once you cast the spell with this trait, you can't cast that spell again until you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast them with this trait (choose when you select this race).

Blindsight. You have Blindsense out to 30ft, but are otherwise blind. You are considered able to 'See' Creatures or Objects within your Blindsense range when you target effects of Spells, Feats and Class Features.

Languages. You can speak, read, and write Umbral, Kazag and another language of your choice (Often Common for Kazagari Adventurers).

Chapter II: Ancestries

Harr'Chak


Bastion Farglide, Rimecaller

"Brothers! Sisters! The wrath of winter is finally upon us! Today we feast, but this evening we begin the Chaktal!"

From Sky to Land

Born from the primeval cold, Chak were rainbow feathered birds that carried blizzards on their wings and ushered in the winter snows.

Long ago, the Chak grew weary of their ancient charge. Bored of the winds and sky, they wished to explore the land below. So they shed their wings, took on humanoid form and the Harr'Chak were born.

At least, that is how the legend is told.

Avian Ancestry

At a glance, the Harr'Chak appear to be dark skinned humans. However, they sprout colourful feathers where humans would normally have hair. They have bird like talons for hands and feet and often augment their appearence with the down of friends and family.

They form tight bonds with friends and family and are fiercely loyal. The pure, cold rage a Harr'Chak can summon when slighted or wronged is a fearsome sight to behold.

Inherently Arcane

The Harr'Chak's link to elemental Cold is clear for all to see. They usually have a faint aura of glistening ice crystals about themselves and even the frailest member of their race can bring powerful ice magic to bear.

Harr'Chak greatly revere the cold, having many holy days throughout the year dedicated to the weather and changing seasons. The grandest of these is known as Chaktal or 'Deep Winter' festival and is held during the first blizzard of each year.

Harr'Chak Traits

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1. Alternatively, you may add the +1 and +2 to any Ability Score of your choice.

Age. Harr'Chak enjoy relatively long lifespans. They mature at the same rate humans do, and hey can live almost 150 years.

Size. Harr'Chak are usually between 5 and 6 feet tall and average about 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Iceborn. You have resistance to Cold Damage and proficiency with the Arcana skill.

Rimecaller. You know the Frostbite cantrip. Starting at 3rd level, you can cast the Armor of Agathys spell with this trait. Starting 5th level, you can also cast the Dragon's Breath Spell (Selecting only Cold) with this trait, neither of these spells require a material component for you.

Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your STR mod Cold damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Umbral, Harr and another language of your choice (Often Common for Harr'Chak Adventurers).

Chapter II: Ancestries

Vayasta


Crimson Carmine, Painter/Fashionista

"A splash here, a dash there, an absolute bucket load over everything else! There we have it. You. Look. FABULOUS!"

Beacons in the Dark

Vayasta are a short, goblinesque people. When Vayasta are born, they are grey and devoid of any colour. As they grow and experience life, however, their appearance begins to change.

First, their eyes begin to brightly shine (The colour seems to be random, but is always bright) and then their skin takes on a bright blue hue. Eventually, when a Vayasta is experienced enough (Often around their 5th year) brightly coloured markings begin to appear on their skin.

Psionic Prodigies

Vayasta harbour powerful Psionic abilities. From an early age, they are able to project their voice into the minds of those nearby (Most Vayasta learn to communicate this way much sooner than they do verbally.)

Some even gain the ability to control the minds of others, however this usually only manifests within the Devoid. These are Vayasta who, for an unknown reason, never gain their colours. They often break from Vayasta society and choose to live alone.

Colourborn

Vayasta believe it is their purpose to bring colour to their bleak and shadowy world. Their towns and cities are literal beacons full of bright lights, paints and clothes.

Dark colours are taboo amongst their people, and adventurers who are dressed in particularly dark clothing will often find themselves shunned by Vayasta populations.

Vayasta Names

Vayasta have gender neutral, modular names. They add to them as they grow and gain more markings. While they use their full names with other Vaysta, they often revert to a single nickname with outsiders, which is often their very first name.

Names. Alabaster, Amber, Cardinal, Indigo, Lime, Neon, Pastel, Umber,, Verdigris, Violet

Vayasta Traits

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1. Alternatively, you may add the +1 and +2 to any Ability Score of your choice.

Age. Vayasta burn bright and fast. They are considered adults once their colourful markings manifest (Usually around 5 Years old). They rarely live past 50.

Size. Vayasta are between 3 and 4 feet tall and average about 60 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.


Mind Link. You can speak telepathically to any creature you can see within 60ft of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Mind Magic. You know the Thaumaturgy cantrip. Starting at 3rd level, you can cast the Colour Spray spell with this trait. Starting 5th level, you can also cast the Detect Thoughts spell with this trait, neither of these spells require a material component for you.

Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Artistic Flare. You are proficient with Painter's Supplies.

Languages. You can speak, read, and write Umbral, Assa and another language of your choice (Often Common for Vayasta Adventurers).

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Chapter II: Ancestries

III

Bestiary

Bound Suppressor

Small or Medium Undead, Unaligned


  • Armor Class 14 AC (Natural Armour)
  • Hit Points 29 (6d8 + 2)
  • Speed 40ft

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 8 (-1)

  • Saving Throws Dex +6, Con +5
  • Damage Vulnerabilities Fire, Radiant
  • Damage Resistances bludgeoning, piercing, and slashing
  • Damage Immunities poison, necrotic
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Blindsight 120ft (Blind beyond this)

Light Aversion. The bound can't willingly enter a space illuminated by light.

Light Hypersensitivity. The bound takes 4 force damage when it starts its turn in light. While in light, it has disadvantage on attack rolls and ability checks.

Weight of Shadow. At the start of its turn, each light source within 120 feet of the bound falters, reducing the distance it sheds light by 10 feet.

Additionally, any action or spell that generates light in this area will fail.

Actions

Death Kiss. Melee Weapon Attack: +6 to hit, reach 5 feet., one creature that is grappled, incapacitated, or restrained. Hit: 7 (1d6 + 3) slashing damage plus 5 (2d4) necrotic damage. If, after this attack, the target has 0 hit points, it dies.

Shadow Slash. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit: 7 (1d6 + 3) slashing damage, and the target is grappled by the bound. The bound can grapple up to 2 creatures at once.


Withered Striker

Small Undead, Unaligned


  • Armor Class 15 AC (Natural Armour)
  • Hit Points 41 (8d8 + 5)
  • Speed 40ft

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 6 (-2) 18 (+4) 8 (-1)

  • Saving Throws Dex +7
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 19, Darkvision 120ft

Regeneration. At the start of each of the withered turns, it regenerates 20 hit points. This happens even when reduced to 0 hp. The withered will not regenerate if it has gained hit points from another source since the end of its last turn.

Sense Sustinence. The withered is aware of the location and amount of food and drink within 10 miles of it.

Actions

Multiattack. The withered makes two limb throw attacks.

Limb Throw. Ranged Weapon Attack: +7 to hit, reach 120 ft., one creature. Hit: 10 (3d6) piercing damage.

Impale. Melee Weapon Attack +7 to hit, reach 10ft., two creatures. Hit: 22 (4d10) piercing damage.

Reactionss

Unsettling Demeanor. The withered inflicts disadvantage on an attack targeted at it. Creatures immune to being Frightened are unaffected by this reaction.

Chapter III: Bestiary

Amalgamated Juggernaut

Large Undead, Unaligned


  • Armor Class 16 AC (Natural Armour)
  • Hit Points 61 (10d10 + 6)
  • Speed 40ft

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 22 (+6) 6 (-2) 10 (+0) 8 (-1)

  • Saving Throws Str +8, Con +8
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 13
  • Languages Understands those of its component creatures, but cannot speak coherently

Flesh which Hungers. A creature within 5 feet of the amalgamated can take an action to pull a creature out. Doing so requires a successful DC 15 STR check, and the creature making the attempt takes 10 (3d6) acid damage.

Actions

Multiattack. The amalgamated makes three ravage attacks.

Ravage. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 10 (3d6) bludgeoning damage.

Engulf. The amalgamated moves up to its speed. If amalgamated enters a creature's space, the creature must make a DC 15 DEX save.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the amalgamated. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the amalgamated enters the creature's space, and the creature is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the amalgamated turns. When the amalgamated moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the amalgamated.

Bonus Actions

Mindless Rage. The amalgamated enters a rage. While raging, it has resistance to all damage and advantage on all attacks it makes. However, all attacks made against it are made with advantage.

Chapter III: Bestiary

IV

Class Options

Barbarian: Dread Caller

There are places of power within Atheria; sites where sacred temples lay, bloody battles were fought, ancient ruins crumble or where devastating magic has scared the land.

Ley lines link these sites wherever they may be found, mystical and powerful in their own right. They draw and absorb power from these supernatural locations and those with the skills and equipment can chart and exploit this power.

Dread Callers are often members of a shady Eradani organisation known as "The Travelers", spies and agents which strike out into the world with the grand aim of empowering Eradar.

Dread Callers seek sites and lines of Fiendish Incursions, Possessions and Purging. Their Rage becomes a way of tapping that dread power and channeling it right back at their enemy in the form of a powerful aura and magical curses.

Dread Callers often wear trophies or relics from the sites they visit when exploring as well as striving to bring artifacts of power back home. You can roll on the Trophy table or simply choose an option that fits you the best.

d6 Trophy/Relic
1 You wear the Horned Skull of a Fiend as a helm
2 You wear a necklace of bone from a powerful foe
3 Your Armour is older than most civilisations
4 Your shield is covered with dozens of written prayers
5 Your Axe is made of some strange esoteric metal
6 Your skin is covered in cryptic cartographical symbols

Occultic Triangulation

At 3rd level, when you take this Path, you gain proficiency with Cartographer's Tools. Over the course of 10 minutes, You can use these tools to tap into nearby Fiendish Energy. You learn the exact location and number of any Fiends within 1 mile of you as a map magically appears in your hands and gain temporary HP equal to their combined CR.

You cannot gain more Temporary HP than you have current HP with this feature. You may use the tools in this way a number of times equal to your Proficiency bonus, regaining all uses after a long rest.

Dread Aura

Also at 3rd level, when you enter a Rage you begin to siphon energy from the Ley Lines around you. While Raging you exude an Aura of powerful Dread energy, this aura extends from you for 10ft in every direction.

Hostile creatures treat the area within your Aura as difficult terrain as the suffocating energy slows them down.

Additionally, as a Bonus Action you can mark a creature within your aura with a Sigil. The Sigil remains, floating above that creature, so long as they stay within your aura.

You choose a Sigil from the table below each time you Rage and this is the Sigil you can apply for that Rage.

Sigil Effect
Harm When you damage the afflicted creature, they take an additional 1d6 Necrotic damage.
Frailty You score a Critical hit on attack rolls of 19 or 20 against the afflicted creature.
Lethargy When you damage the afflicted creature, its movement speed is reduced by 10ft.

Furious Dowsing

At 6th level, your Rage begins to alter the fabric of the world around you. While using Occultic Triangulation You may choose to also pinpoint the location of any cursed items, spell scrolls or items natively from the Demonic Plane within 120ft of you. You then suffer 1 level of exhuastion.

You also gain Resistance to Necrotic Damage as your body hardens to the power that flows through it.

Suffocating Aura

At 10th level your Dread Aura becomes a powerful protective barrier as it siphons and amplifies even the most meagre Dread energy.

As a reaction, when a creature enters your aura, you can make one weapon attack against it, regardless of your weapons usual reach. Additionally, Allies within your Aura also trigger the effect of your Sigil’s when attacking marked creatures.

Dread Hurricane

At 14th level you learn how to amplify your Aura further, its range extends out to 30ft and when you mark a creature with a Sigil, it suffers the effects of all 3 as you overflow with Dread energy.

Chapter IV: Class Options

Barbarian: Glass Binder

Glass Binders hail from the land of Eradar. They are fierce warriors who imbue themselves with the power of Atherium glass, a powerful Anti-magic material made from Atherium.

Most Glass Binders wear or ingest Atherium glass as part of attuning themselves to its power but some more extreme practitioners believe the only way to truly gain its strength is to plunge shards of the substance into their flesh.

Dampen Magic

Starting at 3rd level, the Atherium glass you have ingested, absorbed or otherwise infused yourself with grants you innate anti-magic properties.

While raging, you have advantage on saving throws against spells and magical effects. Additionally, while raging, spell attack rolls are made at Disadvantage against you.

Glass Binding

Also at 3rd level, you gain the base skills needed to create Atherium glass weapons, gaining proficiency with Glassblowers Tools and the Athletics Skill.

Atherium Armoury

At 6th level, you gain greater insight into the secrets of creating Atherium Glass. You may add twice your Proficiency bonus to any checks made to recall information or to craft the material.

Additionally, if you hit with an Atherium Glass weapon while raging, you deal twice your Rage damage bonus to the target.

Magical Siphon

By 10th level, your innate resistance to magic allows you siphon off some of the power and imbue your own attacks.

When you take damage from a spell or magical effect, you can use your Reaction to gain resistance to that instance of damage.

The first time you hit with a melee attack on your next turn, the target and all targets of your choice within 5ft of them take an extra 2d6 damage of the triggering type.

Atherium Bulwark

At 14th level, Atherium glass has suffused your entire being. While raging, you become immune to Critical Hits and Automatically succeed on Saves against spells and Magical effects.

Additionally, the activation of your Rage becomes so infused with Atherium glass that you project a field of Anti-magic around you. When you enter your rage, you cast the Antimagic Field spell, which lasts until the end of the turn.


Gray Glasshide, Bastion Mage Hunter

"Does it Hurt? AHAHA. YES, a glorious pain. My body burns and aches from its power. Look- LOOK HOW BRIGHT I BECOME. Magic is nothing in the face of this power."

Chapter IV: Class Options

Bard: College of the Living Canvas

She sat upon the roots of the Great Tree, sun shining down upon her and her work. She was finishing drawing an intricate piece in her journal. A piece filled with colour and purpose, with Dragons and Fire.

She saw them approaching, shrouded in the shadows of the wood, with malice in their hearts. She rose from the roots of the Great Tree and as she did, the Fire and Dragons of her creation rose with her, swirling around her body, leaping off of the pages and into the world.

Bards that study under the teachings of the "Living Canvas" specialise in creating fantastical works of art through various mediums. The most common are Paintings, Sketches and Calligraphy, this art is taught exclusively within Arcadia in hidden back rooms.

Bards with this training bring their art to life to fight with and aid them in their travels. A Painter might create a cave to weather a storm, a Sketcher might animate a page of swords to assail their enemies and a Calligrapher may animate the word "Light", which follows them, glowing and brightening the area.

Tools of the Trade

At 3rd level, when you join this College, you gain proficiency with Painter's and Calligrapher's Supplies. Your proficiency bonus is doubled for any checks you make with these tools

Praxic Guardian

Also at 3rd level, you learn the 'Summon Beast' Spell. You can cast it without consuming Spell Slots by consuming 1 or more Bardic Inspiration die.

When cast this way the spell level increases by the number of dice rolled (To a maximum of your highest level spell slot) and the spell no longer requires Concentration.

You must have either your Painters supplies or Calligraphers supplies in hand to cast it this way, and they replace the Material component.

At 6th level, you also learn the 'Summon Shadowspawn' Spell, which you can use in the same way.

Flavour is King

Think about the way you use your Calligrapher and Artists Tools when you cast your Bard spells and use your Bard features, flavour these abilities with this in mind.

For instance, your Praxic Guardian may appear as a sketched drawing or bizarre mosaic art piece. Your Bane spell could be Ink or Paint blocking your enemies actions.


Praxis of Protection

At 6th level, you learn to weave your abilities into protection for you and your allies. With your Painter's or Calligrapher's Supplies in hand, you can weave a Praxis of Protection over your body. The Praxis takes 1 min to complete and appears as you choose, covering the majority of your skin.

While the Praxis covers you, you have advantage on STR and DEX saving throws and allies within 10ft of you have 1/2 cover as it leaps off of your body to defend them.

The Praxis lasts for 1 hour, then falls off you as liquid ink or flowing paint. You can choose to end the Praxis early as an Action and in so doing, force all creatures within 10ft of you to make a STR Save vs your Spell Save DC or be knocked back 10ft and pushed prone by an explosion of Ink or Paint.

You can use this ability a number of times equal to your proficiency bonus, regaining these uses after a long rest.

Cover (PHB p196)

"A target with half cover has a +2 bonus to AC and Dexterity saving throws.

If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together."

Alter the Narrative

Starting at 14th level, your ability to impart your will upon your works of art has grown so powerful that you can alter the fabric of reality itself, if only for a moment.

With your Painter's or Calligrapher's Supplies in hand you can, over the course of 1 hour, create a 'Narrative', this is an intricate work of art, infused with your magic and a culmination of your experise.

Once it is finished, you cast limited version of the spell 'Wish' and reality alters in tune to your 'Narrative'. For instance, you may Paint away the Vault Door of a Bank, Write that a dead man lives once more or Draw a Meteor Shower in the sky.

Any and all changes bought about by this feature revert after 1 hour. Damage inflicted is healed, buildings destroyed are repaired and people raised to life fall dead once more.

After you alter the narrative, you must wait one week before altering it again.

Chapter IV: Class Options

Cleric: Apathy Domain

This order of stoic followers help police and protect the members of the various emotional faiths in Atheria. It's members undergo a secretive ritual when joining which strips them of the ability to feel emotion.

The Emotions felt by the people of Atheria are mirrored to the Otherside. Apathy Clerics believe that beings with the power of a true power of a god, could emerge if any one emotion were to fully outstrip the rest, so work to keep balance among the Prime Churches of the Continent.

Apathy clerics also go through a strict training regime which helps them combat and banish denizens from the Otherside when they breach our plane.

At each indicated cleric level, add the listed spells to your spells prepared.

Cleric Level Spells
1st Sleep, Detect Evil and Good
3rd Calm Emotions, Hold Person
5th Magic Circle, Counterspell
7th Banishment, Gate Seal
9th Modify Memory, Hallow

Bonus Proficiencies

When you chose this Domain at 1st level, you gain proficiency in the Arcana and Religion skills.

Muted Emotions

It takes time for an Apathy Cleric to fully lose their emotions, it is a slow and steady process once they have undergone the ritual. But, even at 1st level, you have advantage on saving throws against being Frightened and Charmed.

Additionally, Insight rolls are made at disadvantage against you as your emotions no longer betray you.

Channel Divinity: Mute

At 2nd Level you gain a new way to use your Channel Divinity Feature, you can Mute those experiencing strong emotion.

As an action, you can raise your Holy Symbol and target a creature you can see within 60ft of you. The creature must make a CHA Save (Which it can willingly fail).

On a failure, the creature is 'Muted'. They gain 2 levels of Exhaustion, have any Charm or Fear effects on them dispelled and cease feeling any emotion (Such as Hate or Joy) for the next 12 hours.

Mind Fortress

At 6th level most of your lesser emotions have been stripped away, leaving you near hollow inside and granting you further abilities:

  • You gain resistance to psychic damage
  • You gain proficiency in INT Saves.

Potent Spellcasting

Starting at 8th level, you add your WIS Mod to the damage you deal with any cleric cantrip.

Outsider Bulwark

At 17th level, as the last dregs of your emotion leave you, Outsiders (Fae, Fiends, Aberrations, Celestials and Elementals) of a lower CR to your Cleric Level have Disadvantage on saves against your spells.

Additionally, any Outsides you successfully banish with the Banishment spell cannot return to the material plane for 1d10 Years.


Tulon Vark, Apathy Enforcer

"You have breached article 6 of the Veil Proclamation. You will now be muted for the benefit of all. Thank you for complying."

Cleric: Broken God Domain

You Worship Imperfectus, the Broken God. You are one of the few left in Atheria who beleives, no, knows that there is still a God up there looking down on you. This religion is strongest in the Collective, but has smaller sects throughout the Continent.

Those who Worship Imperfectus know what it is to sacrifice, as he did for the people of the world. You give of your flesh, and are remade as Steel in his image.

Those who follow the Broken God Domain replace their body parts with robotics and in so doing grant themselves abilities beyond those of normal flesh and blood people.

At each indicated cleric level, add the listed spells to your spells prepared.

Cleric Level Spells
1st Absorb Elements, Shield
3rd Alter Self, Enhance Ability
5th Protection from Energy, Blink
7th Stoneskin, Polymorph
9th Awaken, Animate Objects

Expert Tinkerer

At 1st Level, you have experience maintaining your own Robotics and gain expertise with Tinkerers Tools. Once per short rest you may, as a Bonus Action, use these tools to expend one of your hit die.

Forged Frame

Also at 1st level, your AC = 10 + WIS Mod + DEX Mod while unarmoured and you gain Proficiency with Martial Weapons.

Channel Divinity: Overdrive

At 2nd Level you gain a new way to use your Channel Divinity Feature. As an action, you can send your robotics into overdrive for 1 min. You can take two bonus actions per turn as well as two reactions per round for the duration. This ability overrides limits on spellcasting in one turn.

Limb Enhancements

At 6th Level, your tinkering has improved the abilities of some of your robotics, Choose either your Legs or Arms and gain the benefits listed below:

Leg Enhancement: Induction Module

Your Movement Speed increases by 10ft, your jump distance is tripled and you may now Dash as a Bonus Action, ignoring all non-magical difficult terrain.

Arm Enhancement: Thermobaric Pistons

You gain a Climb and Swim speed equal to your movement speed, you have Advantage on STR Checks and you can make an Unarmed Strike as a Bonus Action dealing 1d8 of your choice of Slashing, Peircing or Bludgeoning Damage. You may use your STR or DEX for this Attacks modifiers.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with cybernetic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Force damage to the target.

When you reach 14th level in this class, the extra damage increases to 2d8.

Advanced Robotics

By 17th level you have become a master at augmenting yourself. You Gain the Limb Enhancement you didn't choose at 6th level and also gain the benefit of either the Torso or Head Enhancement below:

Torso Enhancement: Sub-Dermal Armour

You gain Proficiency in STR and CON saving throws, once per Long Rest, when you would drop to 0 HP, you can instead choose to drop to 1 HP and if you fail a STR or CON saving throw, you can use your Reaction to succeed instead.

Head Enhancement: Cranial Implant

You gain Proficiency in INT + DEX saving throws, you have Advantage on Initiative Rolls and if you fail an INT or DEX saving throw, you can use your Reaction to succeed instead.

Chapter IV: Class Options

Monk: Way of the Infinite Codex

Hailing from the dark lands of Kazagar, a 'Codex' is a person who has become a living vessel of knowledge. They host the shared memory and history of the Codex before them, adding to it with their own experiances.

Some powerful Codex can even host the combined knowledge of an entire race, if the weight of it doesnt drive them mad first.

Codex Initiate

At 3rd level, your Codex training finally takes root. Memories that are not your own begin to swim in your mind and you gain a limited ability to pull at them for information.

You gain proficiency in a Skill or Tool of your choice, and can change the chosen Skill or Tool after a long rest. You also gain proficiency in a common Language.

Devise Stratagem

Additionally, at 3rd level, when attempting to strike a creature with an attack, you can tap into you well of knowledge and attempt to devise a stratagem about the target, attempting to recall or deduce information about them.

To devise a stratagem, you expend 1 Ki point when taking the attack action, then make a History (INT) Check. You have advantage on this check if you have taken damage from the target since the your last turn. The DC and effect of your stratagem is shown on the table below, you may select any one of the Stratagems you meet the DC of.

DC Stratagem Effect
5 Battle Remembered You learn the AC and Highest Attribute of the target.
10 Familiar Foe You learn of any Resistances, Immunities or Vulnerabilities the target has.
15 Iron Fist You deal additional damage equal to your Martial Arts Die to the creature on each hit this turn.
20 Counter The target has disadvantage on attacks against you until the start of your next turn.
25 Traveled Path You learn what actions your target plans to take on its next turn.
30 Perfect Counter You have advantage on attacks against the target and they have disadvantage on attacks against you until the start of your next turn.

Font of Knowledge

At 6th level, your access to the Codex knowledge within expands. Whenever you make an INT skill check to recall knowledge you may expend 1 Ki point to take a 15 on the d20 roll and guarentee useful information as you pluck it from your mind.

Expanded Codex

Additionally, at 6th level, you can now share minor benefits of your Devise Stratagem feature with your allies, as your Ki touches their being and imprints the recalled information on them.

If you expend 3 Ki points when activating Devise a Stratagem, an amount of creatures (Up to your INT Mod) of your choice, within 30ft of you may use their reaction to either:

  • Move up to half their movement speed, without provoking opportunity attacks.
  • Make one weapon attack against a creature within reach of their weapon.

11

At 11th level, you start to more easily access the knowledge stored in your mind.

17


Aequitas, Codex Initiate

""

Chapter IV: Class Options

Monk: Way of the Jagged Edge

Ki is the spiritual life force of all things, but blood is the physical life force. Jagged Edge monks understand this link better than most. Their monistaries can be found around the mountains of Drachen and teach their diciples to tap into darker arts through taboo rituals and exhibiting more vicious fighting styles.

Jagged Edge Monks practice the art of Yantra Tattooing, etching ancient markings and symbols on their bodies with inks. These Tattoos usually cover the body from head to toe and are a mark of great pride for Monks who follow this path. You may roll on the Tattoo style table below or simply choose an option that fits you the best.

d6 Tatoo Style
1 Flocks of birds which seem to fly around your body
2 Eldritch Symbols which hurt to look straight at
3 Metal and scales which are hard to the touch
4 Beautiful flowing colours which depict your mood
5 Demonic beasts which always look hungry
6 Strings of unknown symbols which depict your lineage

Blood Curse

You can use your Ki and your blood to duplicate the effects of certain spells to curse your enemy.

You can cast the Hex, Arms of Hadar or Command spells without providing material components. You can cast each of these spells granted by this feature once. You regain all expended uses of this feature after a long rest or you may continue casting the spells, spending 1 Ki point per spell level.

Additionally, whenever a feature calls for the use of Ki points, you may pay part or all of the cost with your hit die instead.

Blood Shifter

At 6th Level, your growing mastery over Ki allows you to alter the structure of your own body. The number of times you can use your Blood Curse spells is now twice your Proficiency Bonus and the spells Misty Step, Invisibility and Spider Climb are added to your options.

Additionally, you now regain up to half of your expended hit die on a Short Rest, and all of them on a Long Rest.

Blood Binder

At 11th Level, your control over Ki can now be extended to others. The following spells are added to your Blood Curse Feature: Bestow Curse, Slow, Hunger of Hadar and Enemies Abound.

Additionally, when you force a creature to make a saving throw, you can spend 3 Ki points to make them roll with Disadvantage as you turn their own body against them.

Death Stroke Stance

At 17th Level, When you roll initiative you enter a Death Stroke Stance for that combat.

While in this stance, when you take the Attack Action, you may replace any number of unarmed strikes you could make with the casting of one of your Blood Curse spells and all costs are reduced by 1.


Cammon Phal, Jagged Edge practictioner

"Blood is the life energy of all living beings. Through blood, you can be joined together and experience life as you never could imagine."

Chapter IV: Class Options

Monk: Way of the Void

Monks that follow the traditions of the Way of the Void look to the spaces between the stars for inspiration in their techniques.

Their training emphasizes emptiness of mind and body, and monks of this tradition spend long hours in fasting and meditation.

They are apt mage hunters and assassins due to powers they gain from their long meditations on the vast emptiness of the universe.

Void Techniques

At 3rd level, you learn the techniques of the void. You gain the following abilities:

Fear the Void.

When you hit a creature with a melee weapon attack, you can expend one Ki point to attempt to open their mind to the void of space. The target must make a INT Save. On a failed save, they are Frightened of both you and the Night Sky if it is visible.

This technique fails on creatures that don't have at least 4 INT.

Vacuum Pull.

When you hit a creature with a melee weapon attack, you can expend one Ki point to create a vacuum centered on the target. Each creature other than you within 10ft of the target must make a STR Save or be pulled 5ft toward the target and take bludgeoning damage equal to your Martial Arts die.

Nullify Magic.

When you take damage from a spell, you can expend one Ki point and use your reaction to reduce or nullify the magic. When you do so, the damage you take from the attack is reduced by 1d10 + your WIS Mod + your Monk level.

Empty Soul

At 6th level, you learn to fight without being weighed down by your own life energy. When you have no Ki remaining, your movement speed increases by 10ft and you gain Temporary Hit Points equal to your Wisdom modifier (minimum of 1) at the start of each of your turns.

Fortified Mind

At 11th level, you learn to remove your presence from those around you. You are always under the effects of a nondetection spell. Additionally, you are immune to psychic damage.

Void Born

At 17th level, you become as the Void itself so that not even magic can exist around you. You can use your action to spend 6 Ki points to cast antimagic field, without material components


Hiro Wells, Voidwalker

"Empty Body. Empty Mind. Empty Soul. Empty it all and open yourself up, become a vessel for the Void."

Chapter IV: Class Options

Paladin: Oath of the Scythe

Within the Crimson Court of Drachen, there are a great many vampires, fulfilling a great many roles. There are few more important, however, than the Order of the Scythe.

These unholy knights are charged with the protection of the flock and it is their duty to cull weakness, hone bloodlines and quell dissent.

The flocks of the Crimson Court are those humanoids living in their lands, and the tithe they pay to their Empress is one of Blood.

Tenets of the Scythe

Fealty. The Sclarlett Empress above all else.

Purity. To keep the blood of yourself and the flock pure.

Duty. Your charge is sacred, the blood must flow.

Courage. To slay the wolf and cull the lame.

Oath Spells

You gain Oath spells at the Paladin level listed.

Paladin Level Spells
3rd Cause Fear, Charm Person
5th Misty Step, Wither and Bloom
9th Summon Undead, Vampiric Touch
13th Dominate Beast, Shadow of Moil
17th Modify Memory, Insect Plague

Channel Divinity

You gain the following two Channel Divinity options.

Channel Divinity: Taste the Vintage As a Bonus Action, you manifest magical fangs in your mouth and attempt bite down on a creature to drain its life essence into your own.

Make a Melee Spell Attack against a creature within 5ft of you, if you hit, roll a number of d8's equal to your proficiency bonus. The target takes Necrotic Damage equal to the total and you regain an equal amount of hit points. You only expend a use of your Channel Divinity if you actually restore Hit Points.

Channel Divinity: Cull the Weak As an action, you can present your holy symbol and attempt to Cull the Weak. All creatures within 10ft of you that have lost any Hit Points must make a CON Save. On a failure, they are Restrained until the end of your next turn

Aura of the Blood Shepard

At 7th level a vampiric aura fills the air around you. When you deal damage to a creature, another creature of your choice within 10ft of you gains temporary HP equal to half your Level.

At 18th level, the range of this aura increases to 30ft.

Lethargic Blood

At 15th level, your blood curses those foolish enough to draw it. When you take damage from an attack, the attackers movement speed is reduced by half until the end of its next turn.

Sanguine Transformation

At 20th level, the blood inside of your veins strains to be released. As an Action, you can effect a temporary metamorphosis, gaining the following traits for 1 Hour:

  • Half of all damage you deal is returned to you as healing. Your blood demands to be satiated.

  • You gain a Fly speed equal to your walking speed. Bat Like wings rupture from your back.

  • You have advantage on Death Saves. Your soul is not yet done with this world.

This effect ends early only if you die. Once you use this feature, you can't use it again until you finish a long rest.


Arya Vanos, Scytheguard

"So rich, the aroma so satisfying, that twinge of iron perfection. Yes. You will do little one. You will do very nicely indeed."

Chapter IV: Class Options

Ranger: Grave Watcher (WIP)

Stalking through the quiet cold of a cemetery. A Lone figure pays specific attention to the newly dead. Whispering prayers of peace and purification over them.

There are places in this world that Clerics and Paladins are ill suited for. Places deep within the wilds that require expert survival techniques. Places within the underbelly of a city where their holy fervour marks them as an outsider.

Grave Watchers work as secretive members of the church of Grief. A subtle, precise knife compared to the Paladin's Hammer or Cleric's Voice. They route out undeath to ensure it is purified and layed to rest.

They are often sent out with a Counciller, a Paladin of Grief, to visit sites of recent tragedy and destruction. Their job, to make sure the dead stay that way while their Paladin companion see to the living.

Channel Divinity

Your training allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Ranger Spell Save DC.

Turn Undead

As an Action, you present your holy symbol censuring the Undead. Each Undead that can see or hear you within 30ft of you must make a WIS Save, If the creature fails its Save, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move away from you, and it can't willingly move within 30ft of you.

Empower Weapons

As a Bonus Action, you touch your holy symbol to your weapon and speak a prayer of destruction. Your weapons and, up to your WIS Mod in allies weapons, have their damage changed to Radiant, deal bonus damage equal to your WIS Mod and score a Crit on a roll of 19 or 20.

This effect lasts for 1 min, or until an empowered Weapon scores a Crit which ends the effect for that weapon.

Grave Watcher Magic

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Grave Watcher Spells table. The spell counts as a Ranger spell for you, but don't count against the number of Ranger spells you know.

Additionally, you can use a Holy Symbol as a spellcasting focus for your spells

Ranger Level Spells
3 Sanctuary, Protection from Evil and Good
5 Gentle Repost, Lesser Restoration
9 Beacon of Hope, Magic Circle
13 Death Ward, Celestial Pyre*
17 Hallow, Greater Restoration

Divine Vessel

Starting at 7th level, you can now cast each of your Grave Watcher spells once within expending a Spell slot

Additionally, you have advantage on any Saves inflicted by an Undead Creature.

Destroy Undead

Also at 7th level, when an Undead of CR 1 or lower fails its Save against your Turn Undead feature, the creature is instantly destroyed.

The CR of the Undead you can Destroy increases to 2 once you reach 11th level and 3 at 15th level.

Aura of Purification

At 11th level, radiant energy spills out of you. Allies within 10ft of you also have advantage on any Saves inflicted by an Undead Creature and any Creature within 10ft of you, that you damage with an attack, takes an extra 1d4 Radiant Damage (Increased to 2d4 if the Creature is Undead).

Additionally due to the hallowed magic which seeps your very essence, if you die, your body cannot be raised as an Undead creature.

Radiant Bulwark

At 15th level, hostile Creatures that start their turn within your Aura of Purification take 1d8 Radiant Damage (Increased to 2d8 if the creature is Undead).

Additionally, your blood is so suffused in holy magic that when you receive healing, you always receive the maximum amount possible from the roll.

Chapter IV: Class Options

Rogue: Demon Blade

Demon Blades are Rogues that have been warped by the darker powers of the world or seek to emulate demonic creatures . They are vicious and bloodthirsty fighters capable of great violence and bloodshed.

They are often utilsied by the Crimson Court of Drachen as Assassins but several schools have begun to appear around the lands of Eradar.

Demon Blades are often practioners of the art of self-mutilation, you can roll on the Mutilation table or simply choose an option that fits you the best.

d6 Mutilation
1 Scarification, Tattooing or Branding
2 Dermal Implants
3 Amputated Appendage (nose, ears, fingers)
4 Modded Appendage (fangs, split tongue, inked sclera)
5 Body Piercings
6 Bone and Limb binding

Deep Cuts

Starting at 3rd Level, the scent of blood in the air drives you to fight harder. If the target of your Sneak Attack is missing any of its HP, you may re-roll 1s and 2s on your Sneak Attack dice, using the new result even if it is lower.

Additionally, when you trigger Sneak Attack with a melee attack, the target has disadvantage on the next attack roll it makes against you.

Back Alley Surgeon

Also at 3rd level, your practice of patching up your self inflicted wounds has given you a unique skill set. You gain proficiency in the Medicine skill, your proficiency bonus is doubled for any ability check you make with this skill.

Additionally, you gain a new option as part of your Cunning Action, you can patch the deepest wounds in but a moment.

You can spend one Hit Die to heal yourself. Roll the die, add your CON Mod, and regain a number of hit points equal to the total (minimum of 1). You can use this feature an amount of times equal to your proficiency bonus and regain all expended uses after a long rest.

Hit Die (PHB p186)

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.

Coup De Grâce

Starting at 9th Level, you've learnt that an opponant is most vulnerable when they think they have the upper hand.

When you activate your Uncanny Dodge Feature against a melee attack, you can choose to not reduce the incoming damage and instead deal half the damage you take back to the attacker. Additionally, you now regain all spent hit die after a long rest.

Demonic Visage

At 13th Level, you become a true terror as your exploits draw the eyes of the denizens below. You can add your proficiency bonus to your initiative rolls and have Advantage on any Charisma check you make when interacting with Fiends.

Additionally, when you spend a hit die as part of your Back Alley Surgeon feature, you also gain temporery HP equal to the HP you restore.

Demonborn

At 17th Level, you become infused with a measure of the Dread power of Demons. You are immune to Poison damage and the Poisoned Condition and you have advantage on saves against being Charmed or Frightened.

Additionally, when you trigger your Coup De Grâce Feature, you deal twice the damage back to the attacker.


Cyrus Pentras, Convicted serial killer.

"Tell me, little bird. After your head has been severed from your body. Will you be able to hear, at least for a moment, the sound of your own blood gushing from the stump?"

Chapter IV: Class Options

Sorcerer: Atherium Infused

Atherium. Powerful, potent, dangerous. Everybody knows this, and yet... the allure is still there. It can do wonderful, beautiful, devastating things and you, either through your own doing or some twist of fate have been exposed to enough of it that you should be dead.

And yet... here you stand. Infused with a corrupted energy and wielding a power you never knew possible. This kind of unstable magic is most often found in the nation of Arcadia due to their excess of powerful magic users and genetic experimentation with Atherium.

You may roll on the Minor Mutation table to add a Minor Mutation to your character or simply choose an option that fits you the best.

d6 Minor Mutation
1 You have a third eye in the middle of your forehead
2 Your skin takes on a cracked and decayed Appearance
3 Your eyes glow faintly green in the dark
4 You glow gently in the presence of Atherium
5 You have a vestigial limb attached to your torso
6 Your blood turns green and seeps out when you cast spells

Corrupted Magic

Your exposure to Atherium allows you to learn extra spells at set Sorcerer levels, these spells do not count against your spells known. These spells count as Sorcerer spells for you and you can cast them with Sorcery Points instead of expending a Spell Slot, expending points equal to their spell level.

Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Necromancy or Conjuration spell from the Sorcerer, Warlock, or Wizard spell list.

Sorcerer Level Spells
1st Ray of Sickness, Detect Poison and Disease
3rd Lesser Restoration, Ray of Enfeeblement
5th Animate Dead, Stinking Cloud
7th Sickening Radiance, Blight
9th Cloud Kill, Contagion

Subject #475, Hyperian Institute

"I can feel... power... flowing through my veins. It... it... BURNS! MAKE IT STOP! PLEASE. NO MORE! PLEASE!"

Atherium Charged Casting

Starting at 1st Level, Atherium Poisoning no longer inflicts Exhaustion on you. Instead, when you would have gained Exhaustion, you now gain an Atherium Charge. Having more than 10 Atherium Charges at once causes you to immedeatly drop to 0 HP and die. You lose all Atherium Charges after a long rest.

When you cast a spell granted by this subclass, you can forgo expending a spell slot or Sorcerery Points by inflicting Atherium Poisoning on yourself. For each level of the spell, gain 1 Atherium Charge.

Additionally, you have advantage on saving throws against Atherium Poisoning as well as Resistance to Poison Damage.

Augmented Affliction

At 6th Level, as a Bonus Action, you can choose to inflict further Atherium Poisoning on yourself and gain up to a number of Atherium Charges equal to your Proficiency Modifier, regaining Sorcerery Points equal to the charges you gain.

Additionally, Poison damage you deal ignores Resistances and while holding at least 5 Atherium Charges you can add your CHA mod to the damage of any spell you cast.

Strength in Corruption

At 14th Level, as a Bonus Action you can steep yourself in an aura of Atherium for 10 mins, removing all of your Atherium Charges.

The Aura extends out 5ft from you in all directions, plus another 5ft for every Atherium Charge removed. At the end of each of your turns, creatures of your choice that are within your aura must make a CON saving throw or take your Sorcerer Level in Poison damage (taking half on a success).

You can manifest this aura once, then you must finish a long rest or spend 5 Sorcerery Points to use it again.

Atherium Nova

At 18th Level, as an Action, you can detonate the Atherium in your blood in a massive explosion around you.

Each creature within 25ft of you must make a CON save taking 2d10 Poison Damage and being knocked Prone on a failure. They take only half damage and are not knocked prone on a success.

The damage of this ability increases by 1d10 for each Atherium Charge you hold. You can detonate is this way once, then you must finish a long rest or spend 7 Sorcerery Points to use it again.

Additionally, you are now Immune to Poison Damage and the maximum amount of Atherium Charges you can hold increases to 15.

Chapter IV: Class Options

Sorcerer: Cursed Soul

Sometimes Sorcerers are born out of pacts or rituals with Demons and darker creatures. Many of these children harbour latent magic abilities and tend to exhibit features related to the kind of Demon that spawned them.

Sorcerers who delve deep into this magic they possess tend to augment their casting with self-mutilation and the use of their own blood. These kinds of Sorcerers are most prominent in the lands of the Collective and Eradar.

You may roll on the Cursed Soul table to add a Demonic Twist to your character or simply choose an option that fits you the best.

d6 Demonic Twist
1 You have a small horns protruding from your head
2 Your bones shift and slide around under your skin
3 Your eyes glow faintly in the dark
4 You smell faintly of sulphur
5 Your finger and toe nails instead sprout short claws
6 Your laugh always sounds menacing

Blood Magic

Your cursed blood allows you to learn extra spells at set Sorcerer levels, these spells do not count against your spells known. These spells count as Sorcerer spells for you and you can cast them with Sorcery Points instead of expending a Spell Slot, expending points equal to their spell level.

Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Necromancy or Enchantment spell from the Sorcerer, Warlock, or Wizard spell list.

Sorcerer Level Spells
1st Charm Person, Cause Fear
3rd Enthrall, Ray of Enfeeblement
5th Enemies Abound, Life Transference
7th Dominate Beast, Shadow of Moil
9th Enervation, Dominate Person

Demonic Inheritance

Starting at 1st Level, you have advantage on saving throws against being Charmed or Frightened and learn the Abyssal Language.

Additionally your blood grants you Vestiges of demonic physiology. At the end of a long rest, you may choose one vestige to manifest. You may only manifest 1 vestige at a time:

Vestige Effect
Demon Hide Your AC equals 13 + Your Dexterity Modifier while unarmored
Toxic Blood You gain resistance to Poison Damage
Flame Blood You gain resistance to Fire Damage
Hunters Scent Your movement speed increases by 10ft
Abyssal Mind You can Telepathically communicate with creatures within 30ft of you

Bloodletting

At 6th Level, you further embrace your Demonic origins. By bathing in your own blood, you can augment your Sorcery Points with your Hit Die.

You can, as a Bonus action, expend one of your Hit Die. Your max HP is reduced by the number rolled and you then regain that many Sorcery points. Your max HP returns to normal after you complete a long rest. Additionally, you now regain all of your Hit Die on a long rest, instead of half.

Demonic Visage

At 14th Level, you gain more control of your ability to manifest the features of a Demon. You may now choose 2 Vestige's to manifest at the end of a long rest. Additionally, You can temporarily manifest a more complete change, which remains until you're incapacitated, you die or you dismiss it as a Bonus action.

As a Bonus Action, you may manifest one of the Visage's below. You man only Manifest a single Visage at a time:

Blood Drinker If you reduce a hostile creature to 0 HP on your turn, you regain HP equal to your Charisma modifier + Proficiency bonus

Frenzy Your Attack Rolls have advantage against a hostile creature if it has has lost any of its HP.

Infernal Carapace You have advantage on saving throws against spells and other magical effects.

Cursed Flesh You have resistance bludgeoning, piercing, and slashing damage.

Demonic Kin

At 18th Level, as you near the completion of your destiny, your Demonic blood pulls you towards the Nine Hells and your Kin within.

You gain resistance to Cold and Lightning damage and learn the 'Summon Fiend' spell if you do not already know it. You can also cast this spell using a number of Sorcery points equal to the level you wish to cast it at. If cast in this way the spell does not require concentration or material components, can only use the 'Demon' option and the spells duration is increased to 8 hours.

Chapter IV: Class Options

Sorcerer: Star Spawn

Star Spawn sorcerers inherit their magic from the mysterious creatures of the same name from the far reaches. Their magic is one of spatial manipulation and psychic energies, allowing them to move and cast spells in unpredictable and disruptive ways. The birth of a Star Spawn sorcerer occurs in the wake of a comet passing overhead.

Void Magic

Your warped soul allows you to learn extra spells at set Sorcerer levels, these spells do not count against your spells known. These spells count as Sorcerer spells for you and you can cast them with Sorcery Points instead of expending a Spell Slot, expending points equal to their spell level.

Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Conjuration or Enchantment spell from the Sorcerer, Warlock, or Druid spell list.

Sorcerer Level Spells
1st Arms of Hadar, Hex
3rd Mind Spike, Tasha's Mind Whip
5th Intellect Fortress, Fear
7th Shadow of Moil, Summon Aberration (Star Spawn)
9th Synaptic Static, Geas

Out of Phase

Starting at 1st level, you gain the ability to move through material space. You can use a bonus action on your turn to become partially ethereal. Until the end of your turn, you can move through creatures and objects as if they were difficult terrain.

Each creature you move through takes 1d10 psychic damage; no creature can take this damage more than once per turn. If you end your turn inside a creature or object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Bend Space

At 6th level, you gain the ability to collapse distance. As an action, you can spend one sorcery point to force a creature you can see within 30ft of you to be forcefully warped. The target must make a WIS Save. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 30ft to an unoccupied space you can see. A willing creature can choose to fail this save.

Additionally, as a reaction to being hit by an attack, you can spend one sorcery point to negate the damage and magically teleport yourself to an unoccupied space within 30 feet of you.

Psychic Mirror

At 14th level, you gain the ability to shield your mind and redirect psychic energies to the creatures around you. You can't be targeted by any divination magic or perceived through magical scrying sensors.

Additionally, when you take Psychic damage, you can use your reaction to spend one sorcery point to negate the damage, and each creature within 5 feet of you must succeed on a WIS Save or take psychic damage equal to the damage negated.

Torrent of Madness

Beginning at 18th level, you can channel the madness of the Elder Evils, confounding and disorienting those around you. As an action, you can spend 5 sorcery points to exude an aura of madness to a distance of 60ft.

Each creature within this area must make a WIS Save or go insane. While insane, it can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. You can choose a number of creatures equal to your Charisma modifier to automatically succeed the saving throw.

If the creature ends its turn in a location where it doesn't have line of sight to you, it can repeat the saving throw, ending the effect on a success.


???

"Reality is a fine flesh, oh reader mine. And are you not... hungry?"

Chapter IV: Class Options

Warlock: The Nebula

Your patron is a cloud of interstellar gas, chaotic and raw. You have bound yourself to this primeval being, allowing you to bear the power of creation that is the nebula's nature.

The nebula is a chaotic force of creation, and its desire to spawn new things into being are imparted upon its warlocks.

Expanded Spell List

The Nebula lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:

Warlock Level Spells
1st Absorb Elements, Chromatic Orb
3rd Dragon's Breath, Dust Devil
5th Elemental weapon, Protection from Energy
7th Summon Elemental, Fabricate
9th Reincarnate, Creation

Shimmering Cloud

At 1st level, the powers of the nebula come to your protection. When you cast a spell using a Warlock spell slot, you can create a cloud of glowing stardust around you.

The cloud sheds dim light in a 10ft radius. The cloud has hit points equal to 5 times the level of the Warlock spell slot expended. Whenever you take damage, the cloud shifts to protect you, taking the damage instead. The cloud lingers until it is reduced to 0 hit points, or until you finish a Short or Long rest.

If you cast another spell using a warlock spell slot while the cloud has more than 0 hit points, the cloud's hit points become equal to 5 times the level of the warlock spell slot expended.

Stardust Magic

At 6th level, you gain the ability to bring objects into creation using stardust. You can expend hit points from your cloud to cast a warlock spell you know at its lowest level without expending a spell slot. The number of hit points expended equals 10 times the spell's level.

Additionally, while your Shimmering Cloud has more than 0 hit points, you can expend 1 hit point from the cloud as a Bonus Action to coalesce stardust and create an inanimate object in your hand or on the ground in an unoccupied space within the cloud. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet, and vanishes after 1 hour.


Amadeus Skybreach

"No father should ever have to see his child suffer so. I beseech you, stars above, answer my prayer. Save him, save me."

Gaseous Evasion

At 10th level, you learn to dissipate and reform your body in order to avoid harm. When you are hit with an attack from an attacker you can see, you can use your reaction to become amorphous gas and negate the damage. Until the start of your next turn, you remain as gas and have resistance to all damage.

Once you use this feature, you can't use it again until you finish a short or long rest.

Star Formation

At 14th level, you learn to materialize your patron's powers in the creation of a new star. Choose a point within 60ft you can see. A miniature star bursts into existence at the chosen point.

Each creature within 30ft of the star when it first appears must make a CON Save. On a failed save, a creature takes 6d10 Radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

The star shines for one minute, and provides bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures within 30 feet of the star have disadvantage on saving throws against your warlock spells.

Once you use this feature, you can't use it again until you finish a short or long rest.

Chapter IV: Class Options

V

Additional Spells

Black Hole

8th-level transmutation (Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You condense gravity into an immeasurably dense orb at a point you can see within the spell's range. The orb fills a 10-foot radius sphere around it with darkness, which no light, magical or mundane, can illuminate.

When a creature enters within 30 feet of the orb for the first time on a turn or starts its turn there, it must make a STR Save or be pulled 10 feet toward the orb. When a creature enters within 5 feet of the orb for the first time on a turn or starts its turn there, it must make a CON Save, taking 10d10 Bludgeoning damage on a failed save or half as much on a successful one.

The orb's gravity makes moving away from it incredibly difficult. While within 10 feet of the orb, a creature moving away from the orb must spend 4 feet of movement for every 1 foot it moves. While within 30 feet of the orb, a creature moving away from the orb must spend 2 feet of movement for every 1 foot it moves.

In addition, unsecured objects that are completely within the area of effect are automatically pulled into orb. Small nonmagical objects that come within 5 feet of the orb are immediately destroyed.


Lord Applebottom, Aegis University

"Oh Magic! Isn't it so absolutely, positively, splendedly fantastic! Fire! Ice! Lighting! You can slay your foes in so many interesting ways."

Celestial Pyre

4th-level necromancy (Bard, Cleric, Paladin)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (100 lbs of firewood, which is consumed)
  • Duration: Until dispelled or triggered

You can cast this spell only at night. You memorialize a dead creature you touch, turning it into a constellation, provided that it has been dead no longer than 1 day. The target's body dissolves into stardust and rises into the sky.

The spell extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against it. A spell that targets the dead but usually require a body can be cast targeting this constellation instead, provided the spell is cast at night. If the target of this spell is returned to life, this spell ends and the constellation fades.

Dazzling Gleam

2nd-level evocation (Bard, Paladin, Sorcerer, Warlock)


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You release a burst of light. Each creature within 30 feet of you must make a CON Save. On a failed save, a creature takes 3d8 Radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and is not blinded.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Chapter V: Spells

Field of Stars

4th-level conjuration (Bard, Druid, Ranger)


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

You conjure into four motes of starlight, each in an unoccupied space you can see within range. Each mote provides dim light in a 5ft radius and lasts for the duration or until it explodes.

When a creature moves within 5ft of a mote, the mote explodes. Each creature within 5ft of the mote must make a DEX Save. A creature takes 2d6 Radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional mote for each slot level above 4th.

Gravity Pulse

1st-level transmutation (Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You concentrate gravity around your body. Each creature within 15 feet of you must make a STR Save. On a failed save, a creature takes 2d8 Bludgeoning damage and be pulled up to 10 feet toward you. On a successful save, it takes half as much damage and is not pulled toward you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Icy Ring

3rd-level conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shard of ice or glass of water)
  • Duration: Concentration, up to 1 minute

You form a ring of dust and ice that circles 5ft around you. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a DEX Save. A creature takes 3d6 Cold damage on a failed save, or half as much damage on a successful one.

As a bonus action on your turn, you can increase or decrease the ring's radius from you by 5 feet, to a maximum distance of 20 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Illuminate

Evocation cantrip (Cleric, Druid, Sorcerer, Warlock, Wizard)


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

You release a cloud of shimmering gas at a creature you can see within range. The creature must succeed on a CON Save throw or take 1d8 Radiant damage, and has disadvantage on Dexterity (Stealth) checks and can't benefit from being invisible until the start of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Intensify Gravity

6th-level transmutation (Bard, Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a lead weight)
  • Duration: Concentration, up to 1 minute

This spell magnifies the gravity in a 30-foot-radius, 100-foot high cylinder centered on a point within range. For the spell's duration, everything within the spell's area becomes 10 times heavier. If the increase in a creature's carry weight exceeds 15 times its Strength score, it takes 1d6 Bludgeoning damage at the start of each of its turns, its speed drops by 20 feet and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Arrows, bolts, and other ordinary projectiles that enter the spell's area drop to the ground and automatically miss.

Minor Moonfall

8th-level conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Instantaneous

You materialize a minor moon from its place in the stars. A large stone moon of 100-foot radius appears 1500 feet above a point you can see within range. The spell fails if you can't see a point in the air where the moon could appear.

The moon falls 500 feet at the start of each of your turns. Each creature in the moon's path as it falls must make a DEX Save. On a failed save, a creature takes 6d6 Bludgeoning damage and is grappled until the end of its next turn, pinned by the moon. On a successful save, a creature takes half as much damage and is pushed out of the moon's path, up to 100 feet away from the moon.

Once the moon collides with the ground, each creature within 100 feet of the point of collision takes 12d12 Bludgeoning damage. The spell deals maximum damage to structures.

Chapter V: Spells

Quasar

6th-level evocation (Cleric, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S
  • Duration: Instantaneous

You produce a beam of radiance in a line, 100 feet long and 5 feet wide. Each creature in the line must make a DEX Save. A target takes 10d8 Radiant damage and is blinded for 1 minute on a failed save, or half as much damage and is not blinded on a successful one.

A creature blinded by this spell makes a CON Save at the end of each of its turns. On a successful save, it is no longer blinded.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Rime Detonation

Evocation Cantrip (All Spellcasters)


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (A ranged weapon worth at least 10 sp)
  • Duration: Instantaneous

You make a ranged attack against one creature within your weapon's range. On a hit, the target suffers the weapon attacks normal effects and is wreathed in jagged icicles until the start of your next turn. Any other creatures that move within 5ft of the target take Cold damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d6 Cold damage to the target on a hit, and the Cold damage to other creatures increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6).

Starcrossed Bind

7th-level abjuration (ritual) (Bard, Cleric, Wizard)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (two stone rings made from the same meteorite and a diamond worth at least 3000 sp)
  • Duration: Until Dispelled

You adorn two willing creatures within range, bonding them together across time and space. As long as the two creatures remain on the same plane of existence, each creature gains a +1 bonus to its AC and saving throws, and is immune to the charmed condition.

Additionally each target knows the direction and distance to the other, and if one of them travels or is transported to a different plane, the other knows to which one they went.

The spell ends if one of the creatures is killed. A creature can only benefit from this spell once in its lifetime.

Twinkle

Evocation cantrip (Bard, Cleric, Druid, Sorcerer, Wizard)


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

You create or manipulate lights you can see within range and that fit within a 5-foot cube:

  • You create a small burst of light, providing bright light in a 5-foot radius and dim light for an additional 5 feet until the start of your next turn.
  • You cause a nonmagical light to dim until the start of your next turn. An object that usually casts dim light no longer casts light, and an object that casts bright light now casts dim light.
  • You change the color of a light for 1 minute.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Starlight Shroud

1st-level abjuration (Bard, Cleric, Druid, Paladin, Ranger,
    Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

Ghostly starlight surrounds your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet.

The first time you take damage after casting this spell, the starlight explodes outward and the spell ends. Each creature within 10 feet of you, other than you, must make a Dexterity saving throw, taking 2d10 Radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Chapter V: Spells

Starlight Spear

2nd-level conjuration (Cleric, Paladin, Sorcerer, Wizard)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You weave threads of starlight together to create a spear of solidified light in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d12 radiant damage on a hit and has the reach and thrown (20/60ft.) properties. In addition, if you move at least 20 feet straight toward a target, your next attack with this weapon deals an additional 1d12 radiant damage on a hit.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d12. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d12.


Voltaic Detonation

Evocation Cantrip (All Spellcasters)


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (A ranged weapon worth at least 10 sp)
  • Duration: 1 Round

You make a ranged attack against one creature within your weapon's range. On a hit, the target suffers the weapon attacks normal effects and then becomes wreathed in crackling energy until the start of your next turn.

If the target does not willingly move at least 5 feet before then, the target takes 1d6 Lightning damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d6 Lightning damage to the target on a hit, and the damage the target takes for not moving increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6).



Lord Flamebright, Aegis University

"Fire is the most dangerous of the elements. Wild, unpredictable and seemingly with a mind of its own.

Only the strongest, most magically aligned among you will ever be able to properly harness it, but none of you will ever be able to truly tame it."

Chapter V: Spells