Voyage to Aquethya (2014)

by Euki

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Voyage to Aquethya
D&D 2014

Introduction

Embark on an epic journey through the fathomless expanses of Aquethya, a world teeming with enigmatic civilizations, ancient mysteries, and untold treasures waiting to be discovered. Immerse yourself in the secrets of the depths through a diverse array of new subclasses and feats, offering adventurers the means to harness the power of the sea in unprecedented ways. Are you prepared to brave the uncharted waters and leave an indelible mark upon the submerged tapestry of Aquethya's history ?

Table of Contents

World of Aquethya

Welcome to Aquathea, a world of mystical allure and aquatic wonders. Imagine a realm where the vast expanse of water reigns supreme, painting the landscape with shimmering reflections of the heavens above. It is a place of ethereal beauty, where the mysteries of the deep hold secrets as ancient as time itself.

Legend whispers that Aquathea began as a submerged kingdom, guarded by the primordial might of an ancient abyss dragon. Within its fathomless depths, the very essence of life pulsed with an enigmatic energy, entwining the destinies of all who dared to venture into its watery embrace. This formidable guardian reigned unchallenged, its presence a force to be reckoned with, until the emergence of another legendary being.

The rise of the ancient earth dragon marked a pivotal turning point in Aquathea's history. In a daring act of rebellion, the earth dragon contested the dominion of the abyss dragon, igniting a cataclysmic clash that resonated across the very fabric of the world. The colossal battle raged fiercely, shaking the foundations of the submerged realm and reshaping its contours, until the conflict culminated in a profound transformation.

The aftermath of this legendary war left Aquathea adorned with scattered islands and archipelagos, rising like emerald jewels from the cerulean depths. These newfound lands, adorned with verdant foliage and thriving ecosystems, became the cradle of life for a multitude of civilizations. Here, amidst the tranquil lull of lapping waves and the gentle caress of sea breezes, an array of cultures emerged, each weaving their own tales of resilience and ingenuity against the backdrop of an ever-evolving aquatic world.

Today, Aquathea stands as a testament to the enduring spirit of adaptation and the relentless perseverance of life. Its inhabitants, blessed with an intimate bond with the enigmatic waters that surround them, continue to unravel the mysteries of their origin, paying homage to the ancient dragons whose legacy echoes through the depths of time. Whether navigating the intricate network of submerged caves, exploring the lush marine forests, or harnessing the latent energies that permeate the oceanic currents, the allure of Aquathea beckons adventurers and dreamers alike to delve into its mesmerizing depths and unearth the secrets that lie hidden beneath its liquid veil.

The Land of Water

Within the Land of Water in Aquethya, one finds a delicate equilibrium between the graceful dance of marine life and the whispering melodies of submerged forests. Delve beneath its glistening surface to witness a vibrant world where the iridescent hues of corals and the gentle sway of aquatic flora create an ethereal symphony that resonates throughout the depths.

Alcyonacea Island

Alcyonacea is a sprawling coastal island located within the magnificent world of Aquethya. Situated amid breathtaking coastal waters and encircled by dense, vibrant coral reefs, it resides the kingdom of Alcyonacea. Regarded as the largest and most prominent kingdom in Aquethya,

The Kingdom of Alcyonacea

Alcyonacea is a sprawling kingdom that reigns over the magnificent realm of Aquethya. Nestled amidst the gentle embrace of coastal waters and a thriving, dense reef, this kingdom stands as a beacon of harmonious coexistence between the terrestrial and aquatic worlds. Its diverse populace is composed of two prominent races, the humans and the merfolks, including sea elves and other semi-aquatic beings, who have long embraced the riches of the ocean and the bounties of the land.

Famed for its breathtaking coastal vistas and the rich cultural tapestry woven by its inhabitants, Alcyonacea is celebrated as the largest kingdom in the entire expanse of Aquethya, fostering an environment where land and sea converge in perfect unity.

Geography and Climate

The kingdom's geographical expanse is a captivating amalgamation of enchanting coastal landscapes, sprawling beaches, and intricate underwater ecosystems.

Its proximity to the ocean endows Alcyonacea with a temperate and maritime climate, characterized by mild temperatures, gentle sea breezes, and occasional tropical storms that add to the drama of its natural allure.

Economy and Trade

With its strategic location and abundant coastal resources, Alcyonacea has developed a robust economy centered around maritime trade, fishing, and coral harvesting. The kingdom's bustling ports and harbors serve as vital hubs for regional and international trade, facilitating the exchange of goods, cultures, and ideas. Its bustling markets are renowned for the variety of exotic marine products, crafts, and delicacies that reflect the kingdom's unique coastal identity.

Government and Administration

Alcyonacea operates under a monarchy that has fostered a stable and prosperous governance system. The royal family, revered for its longstanding history and dedication to the welfare of its citizens, plays a pivotal role in guiding the kingdom's policies and initiatives. A council of esteemed advisors and officials assists the monarchy in matters of administration, diplomacy, and the preservation of the kingdom's natural resources.

Alcyonacea stands as a testament to the captivating beauty of coastal life and the resilience of a kingdom intertwined with the rhythms of the sea. Its rich history, vibrant culture, and breathtaking landscapes make it a cherished jewel within the realm of Aquethya

Maritime Civilization

Alcyonacea full with outer towns on islands. Some are on coastal reefs and others are on rafts, making it a nomadic town.

Point of Interests

Below are the point of interests nearby or within the kingdom of Alcyonacea.

Diploria Gate

a marvel of Aquethya's enchanting prowess, that marks the entry point to the Alcyonacea Kingdom. This monumental structure is composed of a towering wall of water, defying conventional physics as it effortlessly rises against the forces of gravity. Crafted through ancient and intricate water magic, the gate serves as a breathtaking testament to the kingdom's profound connection with the ocean's mystical energies.

As an awe-inspiring symbol of the kingdom's advanced magical expertise, Aqua Arcanum stands as a protective threshold, guarding the kingdom against external threats while allowing safe passage for those granted entry.

Physalia Town

Physalia Town, situated at the boundary of the Alcyonacea Kingdom, is an innovative floating settlement that adapts to the coastal tides and water levels. Its resilient inhabitants lead a dynamic lifestyle, navigating the coastal waters with agility and forging a deep connection with the marine environment. The town is filled with fishermen and potential sailors. It is also fostering a strong sense of community and shared identity.

Governed by a council of visionary leaders, Physalia Town stands as a testament to the human capacity for adaptation and harmonious coexistence with the natural world.

Its agile design allows the town to adapt and relocate, ensuring the safety and well-being of its populace in the face of changing environmental dynamics. The residents of Physalia Town have developed a distinct way of life, marked by resilience, adaptability, and a profound connection to the ebb and flow of the ocean currents.

Acropora Archipelago

Embracing the melody of the ocean's chorus, the Acropora Archipelago resonates with the vibrant energy of a thriving community. Here, coral reefs interlace the expanse, painting a colorful mosaic under the sun's gentle caress. Amidst the gentle swaying of the seaweed and the graceful dance of sea creatures, aquatic denizens flock to these serene shores, fashioning a world where harmony and unity transcend the boundaries between land and sea.

A sense of peace permeates the air, as laughter and the soft whispers of aquatic tales weave together, echoing the profound bond shared by those who call this luminous paradise home.

Montastraea Arcane Nexus

A suspended islet nestled in the heart of the Alcyonacea island, the Montastraea Arcane Nexus serves as the pulsating epicenter of magical academia and governance within the kingdom. Revered as the central hub of all things arcane, it plays a pivotal role in the regulation of lawful and forbidden magic, dictating the bounds within which the arcane arts may be practiced. Scholars, wizards, and practitioners alike converge within its mystical confines, drawn by the allure of esoteric knowledge and the promise of unparalleled magical mastery.

As a revered bastion of learning and regulation, the Montastraea Arcane Nexus stands as a testament to the harmonious coexistence between tradition and innovation, upholding the balance between the arcane and the mundane within the realm of Alcyonacea.

Natuna Ocean

Natuna Ocean, a vast expanse of shimmering waters, stretches along the periphery of the Alcyonacea Kingdom, revealing a world teeming with enigmatic marvels and undiscovered wonders.

Within its depths lie an abundance of fantastical creatures, each weaving tales of mystery and intrigue into the tapestry of Alcyonacea's lore. The fabled underwater city of Orbicella, hidden beneath the ocean's surface, whispers of an ancient civilization steeped in magic and mystique.

Legends persist of the elusive and mythic abyss dragon, a majestic being rumored to dwell within the ocean's abyssal depths, yet its existence remains an enigma waiting to be unraveled. Natuna Ocean, with its captivating secrets and untold treasures, stands as a testament to the kingdom's enduring bond with the mystical forces of the sea.

Orbicella Citadel

Nestled within the azure depths of the Alcyonacea kingdom, the Orbicella Citadel stands as a bustling underwater metropolis, pulsating with the vibrancy of a diverse aquatic population. From the graceful sea elves to the majestic merfolks and the resilient locathah, a harmonious fusion of sea life thrives within its enchanting embrace.

Intricately designed air pockets serve as passageways for land dwellers, allowing for seamless exploration and interaction between the marine and terrestrial realms. The city's vibrant streets, adorned with breathtaking architecture and a rich cultural tapestry, reflect the spirit of coexistence and collaboration that defines this aquatic marvel.

Serving as a vibrant hub of innovation and trade, the Orbicella Citadel enjoys a symbiotic relationship with the Alcyonacea kingdom, with both entities mutually supporting and enriching the lives of their inhabitants, fostering an atmosphere of prosperity and unity in this captivating underwater world.

Point of Interests

Below are the point of interests nearby or within Natuna Ocean.

Eternity Whirlpool

The colossal perpetual whirlpool, forever in motion within the depths of the Natuna Ocean, commands both awe and fear. Its relentless churning waters embody the unyielding power of nature, capable of consuming all in its path.

In response to this eminent threat, the resourceful inhabitants of the Orbicella Citadel have engineered a remarkable defense mechanism, known as the wave crasher. Strategically positioned along the city's periphery and other critical points throughout the Aquethya world, these imposing structures stand as bulwarks against the encroaching force of the eternal whirlpool, safeguarding coastal cities and settlements from its relentless advance.

This joint effort serves as a testament to the resilience and ingenuity of the marine communities, underscoring their determination to protect their homes and ensure the safety of all who call these aquatic realms their own.

Niero Trench

Niero Trench, an expanse of desolate emptiness veiled within the fathomless depths of the Natuna Ocean, stands as an enigmatic void shrouded in mystery. Unyielding and profound, its yawning chasm offers no solace or guidance to those who dare to brave its depths. Not even the intrepid denizens of the Orbicella Citadel have ventured into its depths, for its labyrinthine pathways confound the senses and render navigation impossible.

Whispers abound of an ancient and fearsome guardian lurking within its darkened recesses. The legendary abyss dragon, an entity of unparalleled might that once reigned supreme until the earth dragon's fateful uprising.

Salixa Island

Salixa, an island enveloped in lush tropical jungles, serves as the vibrant home to the world's busiest market city in Aquethya. Drawing traders and adventurers with its vibrant commerce and rich cultural experiences amidst its lush natural setting to set up shops.

Point of Interests

Below are the point of interests nearby or within the island of Salixa.

Ceiba City

Ceiba City, renowned as the world of Aquethya's most vibrant market hub, pulsates with the energy of trade and commerce.

However, beneath its bustling façade lurks a shadowy underbelly teeming with the most wanted criminals, fostering a cutthroat environment that demands shrewdness and resilience from its inhabitants and aspiring entrepreneurs alike.

Despite its reputation, the city thrives as a melting pot of diverse cultures, offering an array of exotic goods, tantalizing culinary delights, and a rich tapestry of lively entertainment, all underscored by an ever-present air of intrigue and danger.

Gemma Mining Town

Gemma Mining Town, ensconced within the embrace of a colossal crystal cluster, thrives as the primary source of wealth and prosperity for the kingdom of Alcyonacea.

Located adjacent to the imposing cavernous mountain pass that leads to Ceiba City, this industrious settlement buzzes with the relentless toil of miners seeking to unearth precious gemstones and rare minerals.

Despite the grueling nature of their labor, the town exudes an air of tenacity and resilience, with its stalwart residents proudly contributing to the kingdom's flourishing treasury.

Myxomycota Cavern

Nestled within the heart of Aquethya lies the enigmatic Myxomycota Cavern, a colossal mountainous abyss shrouded in mystique. Enigmatic tales of the legendary Myxomycota, a colossal green ooze, have long captivated the imaginations of daring travelers. Those fortunate enough to cross paths with this elusive creature often find themselves engaged in an otherworldly encounter.

While some have escaped unscathed, having earned its favor through intriguing conversations or offered gifts, others have met a grim fate, succumbing to the creature's insatiable hunger and becoming its next meal.

Amherstia Rainforest

An expanse of amid the resplendent greenery lies a perilous domain, where the ominous presence of giant arachnids and cunning giant reptilian predators imbues the forest with an air of trepidation. These cunning creatures have adapted to wield weaponry, blending primal savagery with modernized combat techniques, making the Amherstia Rainforest a captivating yet dangerous realm, teeming with untold secrets and unforeseen perils.

On the fringe of the perilous Amherstia Rainforest, Makaurau Village is a resilient haven, sheltering inhabitants from the untamed creatures of the rainforest.

Kaifuku Island

The Kaifuku Islan is a place of rest. The land of resting souls. Some people says that it is the land of the spirits that ends their journey to either finish their business or eternally live in peace. The resident of Kaifuku Island bear no relevance in the constant bickering between factions of the dragons. They remain neutral and close themselves from the public eye, but still in the jurisdiction of Alcyonacea Kingdom itself.

Point of Interests

Below are the point of interests nearby or within the island of Kaifuku.

Seigyo City

An illustrious capital of Kaifuku Island, thrives under the wise and benevolent rule of its Empress. Nestled along the pristine shores of a picturesque beach, this vibrant city is characterized by its towering buildings that pierce the sky and serves as a vital hub of commerce and activity.

Though Seigyo City operates as a queendom, it remains an integral part of the Alcyonacea Kingdom, harmoniously blending its unique cultural heritage with the overarching governance of the kingdom.

Tenkūyama Mountains

The majestic Tenkūyama Mountains rise grandly into the clouds, crowned by a thriving civilization of crafty elves who call the lofty peaks home. These ingenious inhabitants have mastered the art of creating intricate wing suits, allowing them to gracefully glide between the mountain tops in a breathtaking dance with the wind.

The mountains themselves are a natural marvel, with an abundance of cascading waterfalls that provide both sustenance and splendor to the elven community.

Ōgatawaru Gate

This torii gate stands as a colossal remnant of an ancient, ominous shrine, shrouded in mystery and time. Towering and imposing, this ruined gate rises from the landscape, its origins and purpose lost to history.

Despite its cryptic past, the gate holds significant cultural importance, serving as the final destination of a grand parade that takes place during a unique festival held once every five years. During this rare event, the community gathers to celebrate and pay homage to the enigmatic structure, weaving the Ōgatawaru Gate into the living fabric of local tradition and folklore.

Uetara Lake

A serene and mystical body of water, is whispered to be the final resting place for souls who have wandered the land for too long, seeking to complete their earthly business. Nestled in a tranquil valley, the lake's calm, mirror-like surface is often cloaked in an ethereal mist, enhancing its otherworldly allure.

Locals speak in hushed tones of the lake's gentle, inviting waters, believed to offer solace and peace to weary spirits. The air around Uetara Lake is imbued with a sense of quiet reverence, making it a sacred and contemplative haven for both the living and the departed.

Umikai Port Town

a bustling coastal hub, serves as the vital gateway between Kaifuku Island and Alcyonacea Island. Nestled along the shoreline, the town is alive with the vibrant activity of sailors, merchants, and travelers preparing for their voyages across the sparkling waters. The harbor is dotted with an array of ships, from grand vessels to humble fishing boats, all playing a role in the thriving maritime trade.

With its charming seaside atmosphere and strategic importance, Umakai Port Town is not only a crucial link between islands but also a lively community where the spirit of adventure and commerce converge.

Character Creation

Embark on a journey through the enchanting realm of Aquethya, where mystic energies intertwine with the tapestry of existence, shaping destinies and forging heroes. As you delve into the depths of character creation, immerse yourself in the rich tapestry of Aquethya's history, culture, and boundless wonders. Uncover the secrets of forgotten lineages, harness the arcane forces that ebb and flow through the land, and carve your name into the annals of Aquethya's timeless legends.

Within these hallowed pages, discover the means to craft a persona that resonates with the heart of Aquethya's ever-shifting realms. Dive into the wellspring of character options, where the light of valor and the shadow of ancient enmities dance in delicate balance. Embrace the spirit of creativity and forge a character that reflects your vision, as you set forth on a quest to unravel the mysteries that lie beyond the horizon. The fate of Aquethya awaits your arrival, ready to embrace the tales of heroes yet untold.

Chroniclers

A figure dedicated to preserving and sharing the world's stories. With tomes brimming with ancient lore and records of past deeds, Chroniclers serve as both historians and storytellers, capturing every tale—from the mundane to the mythic. Their powers arise from their vast knowledge, allowing them to inspire allies with powerful narratives, recall crucial details from history, and subtly shape reality by channeling the essence of timeless tales. Chroniclers offer protection through spoken wards, bolster courage or caution with legendary examples, and tap into hidden energies through recorded wisdom, standing as both guardians of history and powerful wielders of lore.

Inquisitive Story Makers

Chroniclers are curious story-weavers, always seeking to create and capture new tales. Driven by a hunger for hidden narratives, they travel far and wide, recording encounters and inspiring others to become part of their growing collection of legends. Their curiosity pulls them into strange places and forgotten ruins, where each discovery becomes a thread in their tapestry of stories. Chroniclers don’t just observe—they shape the stories they tell, breathing life into ancient lore and giving voice to new legends.

The Power of Words

Chroniclers wield the "Power of Word," channeling the magic within language to shape reality. By speaking certain phrases or recounting legendary deeds, they grant their companions strength or shield them from harm. The "Power of Word" allows Chroniclers to bend fate, turning stories into spells and transforming simple words into forces of influence. Through this gift, they shape the world as much with their voices as with their actions.

Multiclassing and the Chronicler

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Chronicler as one of your classes.


Ability Score Minimum: As a multiclass character, you must have at least an Intelligence and Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a Chronicler.


Proficiencies Gained: If Chronicler isn't your initial class, here are the proficiencies you gain when you take your first level as a Chronicler: light armor, calligrapher's supplies, cartographer's tools.

Chronicler
Level Proficiency Bonus Features Story Pages Max Spell Level Prologue
1st +2 Story Book, Storytelling, Epic Tales 2 1st -
2nd +2 Prologue 2 1st 2
3rd +2 Epic Tale Feature 4 1st 2
4th +2 Ability Score Improvement 4 1st 2
5th +3 Inspiration Surge 6 2nd 2
6th +3 Epic Tale Feature 6 2nd 2
7th +3 Resolution 8 2nd 2
8th +3 Ability Score Improvement 8 2nd 3
9th +4 Foreshadowing 10 3rd 3
10th +4 Resolution Improvement 10 3rd 3
11th +4 Epic Tale Feature 12 3rd 3
12th +4 Ability Score Improvement 12 3rd 3
13th +5 Inspiration Surge Improvement 14 4th 3
14th +5 Gemini Focus 14 4th 3
15th +5 Epic Tale Feature 16 4th 3
16th +5 Ability Score Improvement 16 4th 4
17th +6 Epilogue 18 5th 4
18th +6 Inspiration Surge Improvement 18 5th 4
19th +6 Ability Score Improvement 20 5th 4
20th +6 Epic Boon 20 5th 5

Class Features

As a Chronicler, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Calligrapher's supplies, cartographer's tools

  • Saving Throws: Wisdom, Intelligence or Charisma
  • Skills: Choose three skills from Arcana, History, Insight, Investigation, Medicine, Nature, Performance or Religion

Equipment

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

  • (a) a shortsword or (b) a light crossbow and 20 bolts
  • (a) a scholar's pack, (b) an explorer's pack or (c) an entertainer's pack
  • A leather armor and a dagger
  • A story book

Story Book

Starting on your 1st level, you have a story book several pages that can be expended to create spell slots. These pages are the catalyst of your inspiration and ideas. You'll gain more pages as your journey goes. If you lost your story book, you can create it back by undergoing a 1 hour long ritual with an empty book.

Story Pages

The pages inside your story book is imbued with magical properties that has powers to create magical happenings as you read the stories through them.

The Chronicler table shows the maximum level of spell slot you can create.

Storytelling

Also at your 1st level, you can use the words of creation in stories to create fantastical magic.

Casting Spells

To cast one of your Chronicler spells of 1st level or higher, you must spend Story Pages to create and expend a spell slot greater than or equal to that spell’s level. The Story Pages column of the Chronicler table shows how many Story Pages you have to cast your Chronicler spells. When you expend Story Pages to cast a spell, you expend one of these uses. The Chronicler table shows the maximum level of spell slot you can create. You regain a number of Story Pages equal to your proficiency bonus when you finish a short rest and all Story Pages when you finish a long rest.

Preparing Spells

You prepare the list of Chronicler spells that are available for you to cast, choosing from the Chronicler spell list. When you do so, choose a number of Chronicler spells equal to your Intelligence modifier + your Chronicler level, rounded down (minimum of one spell). Spells you choose must be of a level no higher than what’s shown on the Max Spell Level column for your level. You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

You can use your Intelligence or Charisma as your spellcasting modifier for Chronicler spells, since your power originates from your knowledge and creativity in reading and creating stories. You use your Intelligence or Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence or Charisma modifier when setting the saving throw DC for a Chronicler spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence or Charisma modifier

Spell Attack Modifier = your proficiency bonus +

your Intelligence or Charisma modifier
Ritual Casting

You can cast a Chronicler spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a story book as a spellcasting focus for your martyr spells.

Epic Tales

Again on your 1st level, you've been inspired by a tale that you heard some time in your journey and it motivates you to write a story based on it. Your choice grants you your Chronicler spell list at 1st level and a bunch of features named Exposition at 3rd, Interlude at 6th, Plot at 10th, and Climax at 14th level.

Prologue

At 2nd level, you know the ways to rouse and pull people in to your stories. You know two cantrips of your choice from the bard spell list which counts as Chronicler spells for you. You learn additional bard cantrips of your choice at higher levels, as shown in the Prologue column of the Chronicler table.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Inspiration Surge

On your 5th level, you can start brainstorming your ideas to bolster your inspirations. As a bonus action, you can start brainstorming for ideas and gain +1 to your Chronicler spell save DC and attack modifier that lasts for 1 minute. You can only use this feature once per long rests.

Later on higher levels, the bonus will be +2 on yout 13th level and +3 on 18th level.

Resolution

At 7th level, your neuron strength in your brain is strong enough to focus on yourself. You gain advantage on saving throws to end or avoid the charmed and frightened condition.

Later on 10th level, when you make concentration saving throw for Chronicler spells, you can do so with advantage.

Foreshadowing

On your 9th level, you gain proficiency in either Intelligence or Charisma saving throw if you don't have it before.

Epilogue

When you hit your 17th level, you know how to end a story and conclude it for another rising story. Choose one 6th-level spell from the bard spell list as this epilogue. You can cast your Epilogue spell once without a spell slot. You must finish a long rest before you can do so again.

Every time you gain a level in this class, the spell level limit that you can cast using this feature increases by one level.

Epic Tales


Chroniclers are story tellers and story makers. They are inspired to underwent this path because of a tale they read. The options below are the type of tale you read that led you to this journey of yours.

Tales of the Astral Plane

The concept of astral plane sounds compelling and intriguing for Chroniclers who dedicate their lives on this type of tale. Using their words of powers, they bend the space to their likings.

Astral Plane Spell List

Starting at your 1st level when you read this tale, you can use this spell list as your Chronicler spell list of which you can pick for your prepared spell. The list is at the end of this class description.

Exposition: Space Zipper

On your 3rd level, you can open up a dimensional tear and teleport around the battlefield with ease. As an action, you can open up a zipper that turns into a portal within 5 feet away from you. After that, you can expend 1 Story Page and place another portal on an unoccupied space that you can see within 10 feet away from the first portal.

For every 1 Story Page you expend, the range between each portal increases by 10 feet. While the portal is present, you can go through the portal and teleport to the corresponding space, 5 feet away from the destination portal. The portals only last for 1 minute.

In addition, you can make melee attacks from one portal and any creatures within the other end of the portal can be targeted by your melee attack and vice versa. Only you can utilize the portal this way.

Interlude: Retconning

When you hit your 6th level, you can rewrite the story you tell as you wish. When you cast a Chronicler spell, you can temporarily replace its damage type with a type that appears in another spell in your tale spell list, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell that you can cast.

Plot: Pocket Dimension

At your 11th level, when you use your Space Zipper feature, you can expend 3 Story Pages to create a pocket dimension instead of another portal. As a bonus action, you can teleport inside the pocket dimension. The inside of the pocket dimension is a 10 feet cube of empty space.

While inside, you gain total cover and cannot see anything outside unless you use your bonus action to exit the pocket dimension. This pocket dimension will last for 8 hours and you must finish a long rest after the pocket dimension disappear to be able to use this feature again.

Climax: Neutron Star

Finally, at your 15th level, when you use your Space Zipper feature, you can put the secondary portal on the same space of the first portal by spending 2 Story Pages.

At the end of your turn, both portal will be destroyed and explode in a 60 feet radius, dealing 1d12 force damage for every 2 Story Pages you expend. All creatures within range must succeed on a Constitution saving throw against your spell save DC to take half as much damage.

Tales of the Cryptids

You've read about fantastic beasts in a history book, and now you know where to find them. Chroniclers who read this tale are fascinated by the bizarre appearances of cryptids or mythical beasts.

Cryptid Spell List

Starting at your 1st level when you read this tale, you can use this spell list as your Chronicler spell list of which you can pick for your prepared spell. The list is at the end of this class description.

Exposition: Summon Cryptids

On your 3rd level, your intrigue on mythical creatures are strong enough to call them to your aid. You know the Flock of Familiars spell, which you always prepare and it doesn't count against the number of spells you can prepare.

In addition, you can cast the spell as an action if you spend 2 Story Pages and choose one of the normal forms for the familiars or one of the following special forms: imp, pseudodragon, quasit, skeleton, slaad tadpole, sprite or venomous snake. Roll initiatives for each familiar summoned this way.

You can still cast the spell at higher level by expending twice as much Story Pages.

Later at 6th level, you can use your spell attack modifier for their attacks and if the familiar forces a creature to make a saving throw, it uses your spell save DC.

Interlude: Flashback

When you hit your 6th level, you can redo the story to fit to your likings. When you or a creature that you can see within 30 feet of you rolled an attack roll, ability check or saving throw, you can use your reaction to reroll it and use the latest result.

You can use this feature several times equal to your proficiency bonus and you'll regain all uses after finishing a short or long rest.

Plot: Mythical Creatures

At your 11th level, the knowledge of cryptids you know has widens. When you cast the Flock of Familiars spell through your Summon Cryptids feature, you can instead choose one of these forms: dolphin delighter, forlarren, green hag, red cap and siren.

Familiars summoned this way will only lasts for 10 minutes, instead of 1 hour.

Climax: Parade of One Hundred Demons

Finally, at your 15th level, you can form a parade where multiple cryptids are marching alongside you. You and any of your summoned creatures gain advantage in your attack rolls if you and your summoned creatures are within 10 feet of each others and not incapacitated.

Tales of the Voyage

Being an adventurer is the dream for most people. Chroniclers who read this type of tales are inspired to become one and write a story of becoming one to travel afar from their home towns.

Voyage Spell List

Starting at your 1st level when you read this tale, you can use this spell list as your Chronicler spell list of which you can pick for your prepared spell. The list is at the end of this class description.

Exposition: Streetwise Knack

On your 3rd level, you've learn that adventurers know and master many skills and are proficient in many things.

You gain proficiency in three skills of your choice and expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skills you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Interlude: Flashback

When you hit your 6th level, you can redo the story to fit to your likings. When you or a creature that you can see within 30 feet of you rolled an attack roll, ability check or saving throw, you can use your reaction to reroll it and use the latest result.

You can use this feature several times equal to your proficiency bonus and you'll regain all uses after finishing a short or long rest.

Plot: Magical Secrets

At your 11th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Chronicler table. The chosen spells count as Chronicler spells for you and you always have these spells prepared. These spells doesn't count against the number of spells you can prepare.

Climax: Experienced Traveler

Finally, at your 15th level, you've heard that the most adventurous folks masters many versatile skills on their journey. As a bonus action, you can spend 2 Story Pages to gain proficiency in a weapon type, skill or saving throw for the next minute.

Alternatively, you can use this feature to swap an Expertise that you have to another skill that you're proficient with.

Tales of the Witch Hunt

"When the night arises, those monsters too" is the type of stories you've heard as a kid. Chroniclers who read this stories belief in this stories and tries to fight said foul creatures of the night.

Witch Hunt Spell List

Starting at your 1st level when you read this tale, you can use this spell list as your Chronicler spell list of which you can pick for your prepared spell. The list is at the end of this class description.

Exposition: Silver Stake

On your 3rd level, you've read in stories that a silver bullet is enough to deal with those foul creatures of the night.

You can spend 2 Story Page to conjure a silvered weapon that counts as a simple weapon that you're proficient with.

You can choose to make a melee or ranged weapon that has the range of 40/80, regardless, the weapon will deal 1d10 bludgeoning, piercing or slashing damage (your choice). If you make a ranged weapon, it doesn't require any ammunition.

Later at 6th level, you can add your spell attack bonus instead of your Dexterity modifier to make attacks with this pistol. Additionally, attacks made with this weapon now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Interlude: Retconning

When you hit your 6th level, you can rewrite the story you tell as you wish. When you cast a Chronicler spell, you can temporarily replace its damage type with a type that appears in another spell in your tale spell list, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell that you can cast.

Plot: Extermination

At your 11th level, you know how to put an end to the lives of those creatures of the night. Once per turn when you hit a creature with the weapon from your Silver Bullet feature, you can deal an extra 1d8 force damage to the target for every 1 Story Pages you expend.

Climax: Walpurgis Night

Finally, at your 15th level, after finishing a long rest, you can pick a creature type that you want to hunt. You can choose from: aberration, beast, celestial, elemental, fey, fiend, giant, monstrosity, ooze, plant or undead.

For the next 24 hours, when you hits the creature with the type of your choice with an attack made by the weapon from your Silver Bullet feature, the creature has vulnerability to all of that attack's damage if they aren't immune to it.

Tale Spell Lists

Below are the spell lists for each selected tales listed alphabetically.

Astral Plane Spells

New spells are marked with an asterisk (*).

1st Level

Absorb Elements
Alarm
Arms of Hadar
Bane
Cause Fear
Chaos Bolt
Color Spray
Comprehend Languages
Detect Magic
Dissonant Whispers
Expeditious Retreat
Faerie Fire
Feather Fall
Gift of Alacrity
Guiding Bolt
Illusory Script
Jump
Longstrider
Magnify Gravity
Silent Image
Tenser's Floating Disk
Zephyr Strike

2nd Level

Air Bubble
Blindness/Deafness
Blur
Darkness
Darkvision
Flaming Sphere
Gust of Wind
Immovable Object
Invisibility
Kinetic Jaunt
Levitate
Misty Step
Moonbeam
Rope Trick
See Invisibility
Shadow Blade
Silence
Skywrite
Vortex Warp
Warp Sense

3rd Level

Ashardalon's Stride
Blinding Smite
Blink
Clairvoyance
Daylight


Elemental Weapon
Fear
Fly
Gaseous Form
Hunger Of Hadar
Leomund's Tiny Hut
Magic Circle
Melf's Minute Meteors
Pulse Wave
Sleet Storm
Slow
Thunder Step
Wind Wall

4th Level

Arcane Eye
Banishment
Dimension Door
Drown*
Evard's Black Tentacles
Freedom of Movement
Gate Seal
Gravity Sinkhole
Greater Invisibility
Leomund's Secret Chest
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Shadow Of Moil
Sickening Radiance
Storm Sphere
Summon Aberration

5th Level

Banishing Smite
Circle of Power
Cloudkill
Contact Other Plane
Dawn
Destructive Wave
Enervation
Far Step
Planar Binding
Scrying
Steel Wind Strike
Teleportation Circle
Wall of Force
Wall of Light

Cryptids Spells

New spells are marked with an asterisk (*).

1st Level

Beast Bond
Bless
Command
Cure Wounds
Detect Evil and Good
Detect Magic
Disguise Self
Distort Value
Entangle
False Life
Feather Fall
Find Familiar
Goodberry
Healing Word
Protection from Evil & Good
Sanctuary
Silent Image
Sleep
Snare
Speak with Animals
Tasha's Hideous Laughter
Unseen Servant

2nd Level

Aid
Alter Self
Animal Messenger
Barkskin
Beast Sense
Blur
Dragon's Breath
Dust Devil
Enlarge/Reduce
Find Steed
Healing Spirit
Locate Animals or Plants
Magic Mouth
Mirror Image
Nathair's Mischief
Phantasmal Force
Shark Wave*
Spider Climb
Summon Beast
Wave Form*

3rd Level

Antagonize
Catnap
Clairvoyance
Conjure Animals
Enemies Abound
Hypnotic Pattern


Incite Greed
Major Image
Mass Healing Word
Phantom Steed
Plant Growth
Serpent Swim*
Speak with Dead
Speak with Plants
Summon Fey
Summon Lesser Demons
Summon Undead
Tiny Servant

4th Level

Charm Monster
Compulsion
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Dominate Beast
Find Greater Steed
Galder's Speedy Courier
Giant Insect
Guardian of Nature
Mordenkainen's Faithful Hound
Phantasmal Killer
Polymorph
Spirit Of Death
Summon Aberration
Summon Elemental

5th Level

Animate Objects
Antilife Shell
Bigby's Hand
Geas
Hold Monster
Infernal Calling
Mass Cure Wounds
Reincarnate
Rolling Stone*
Skill Empowerment
Summon Celestial
Summon Draconic Spirit
Transmute Rock
Wrath Of Nature

Voyage Spells

New spells are marked with an asterisk (*).

1st Level

Alarm
Animal Friendship
Beast Bond
Catapult
Charm Person
Color Spray
Command
Cure Wounds
Detect Magic
Disguise Self
Faerie Fire
Feather Fall
Gift of Alacrity
Goodberry
Healing Word
Heroism
Geomantic Spring*
Identify
Longstrider
Purify Food and Drink
Shield
Unseen Servant

2nd Level

Animal Messenger
Augury
Borrowed Knowledge
Calm Emotions
Enhance Ability
Enthrall
Fortune's Favor
Gift of Gab
Jim's Glowing Coin
Knock
Lesser Restoration
Locate Object
Misty Step
Pass Without Trace
Silence
Spider Climb
Suggestion
Warding Bond
Wave Form*
Zone of Truth

3rd Level

Catnap
Clairvoyance
Daylight
Clairvoyance
Fast Friends


Elemental Weapon
Fly
Galder's Tower
Haste
Leomund's Tiny Hut
Motivational Speech
Phantom Steed
Sending
Slow
Tiny Servant
Tongues
Serpent Swim*
Water Walk

4th Level

Arcane Eye
Compulsion
Confusion
Charm Monster
Dimension Door
Death Ward
Fabricate
Fire Shield
Freedom of Movement
Gate Seal
Galder's Speedy Courier
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Polymorph
Stoneskin

5th Level

Awaken
Circle of Power
Commune with Nature
Contact Other Plane
Control Winds
Dispel Evil and Good
Far Step
Geas
Greater Restoration
Legend Lore
Modify Memory
Rary's Telepathic Bond
Skill Empowerment
Tree Stride

Witch Hunt Spells

New spells are marked with an asterisk (*).

1st Level

Absorb Elements
Armor of Agathys
Bane
Bless
Ceremony
Command
Comprehend Languages
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Hunter's Mark
Mage Armor
Purify Food and Drink
Searing Smite
Shield
Snare
Streaming Smite*
Thunderous Smite
Wrathful Smite
Zephyr Strike

2nd Level

Aid
Arcane Lock
Blur
Branding Smite
Cordon of Arrows
Detect Thoughts
Earthbind
Find Steed
Flame Blade
Gentle Repose
Hold Person
Knock
Magic Weapon
Melf's Acid Arrow
Prayer of Healing
Quaking Smite*
See Invisibility
Spiritual Weapon
Warding Wind
Zone of Truth

3rd Level

Aura of Vitality
Blinding Smite
Clairvoyance


Conjure Barrage
Counterspell
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Intellect Fortress
Nondetection
Obsidian Scythe*
Protection from Energy
Remove Curse
Sending
Spirit Guardians
Tongues
Water Breathing

4th Level

Aura of Life
Aura of Purity
Banishment
Death Ward
Divination
Elemental Bane
Find Greater Steed
Fire Shield
Galder's Speedy Courier
Gate Seal
Guardian of Faith
Locate Creature
Mordenkainen's Faithful Hound
Otiluke's Resilient Sphere
Sickening Radiance
Staggering Smite

5th Level

Antilife Shell
Banishing Smite
Dawn
Dispel Evil and Good
Flame Strike
Greater Restoration
Hallow
Hold Monster
Holy Weapon
Planar Binding
Steel Wind Strike
Temporal Shunt
Wall of Force
Wall of Light

Striders

Striders are masters of speed and agility, a swift wanderer who moves with unmatched grace and precision. Fueled by the thrill of the chase, Striders excel at darting through difficult terrain, evading attacks, and covering great distances in the blink of an eye. Their finely honed senses and powerful stride make them elusive and highly adaptable, whether in the wilderness, on a battlefield, or within the twisting alleys of a cityscape. With every step, the Strider embodies the spirit of the journey, mastering not just the art of running but the art of movement itself.

Unbounded Desires

Driven by an unbreakable desire for freedom, finding purpose in the open paths that lie ahead. They shun confinement and routine, embracing the wild unknown with every step they take. For a Strider, movement is a way of life—a celebration of independence and self-discovery. Whether sprinting across vast landscapes or nimbly weaving through crowded streets, Striders are constantly in pursuit of the next horizon. Their speed isn’t just a skill; it’s a symbol of their unyielding spirit and commitment to staying free, unbound by the chains that hold others back.

Acceleration Addiction

Striders are speed junkies, addicted to the thrill of pushing their limits. For them, there’s no greater high than the rush of wind and the pounding heartbeat as they blur past. Always chasing the next adrenaline spike, they live for the burning muscles and pure exhilaration that only unrestrained speed can bring.

Multiclassing and the Strider

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Strider as one of your classes.


Ability Score Minimum: As a multiclass character, you must have at least a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a Strider.


Proficiencies Gained: If Strider isn't your initial class, here are the proficiencies you gain when you take your first level as a Strider: light armor, simple weapons, martial weapons.

Strider
Level Proficiency Bonus Features Speedster Maneuvers Known
1st +2 Speedster, Forced Dash 35 ft -
2nd +2 Jumper, Sprinting Maneuver 40 ft 2
3rd +2 Martial Discipline 45 ft 2
4th +2 Ability Score Improvement 50 ft 2
5th +3 Momentum 55 ft 3
6th +3 Ability Score Improvement 60 ft 3
7th +3 Martial Discipline Feature 65 ft 3
8th +3 Ability Score Improvement 70 ft 3
9th +4 Evasion 75 ft 4
10th +4 Martial Discipline Feature 80 ft 4
11th +4 Momentum Improvement 85 ft 4
12th +4 Ability Score Improvement 90 ft 4
13th +5 Leg Drive 95 ft 5
14th +5 Ability Score Improvement 100 ft 5
15th +5 Martial Discipline Feature 105 ft 5
16th +5 Ability Score Improvement 110 ft 5
17th +6 Terminal Velocity 115 ft 6
18th +6 Momentum Improvement 120 ft 6
19th +6 Ability Score Improvement 125 ft 6
20th +6 Epic Boon 130 ft 7

Class Features

As a Strider, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Cartographer's Tools, Navigator's tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Nature, Perception, Sleight of Hand and Survival

Equipment

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

  • a leather armor
  • (a) two shortswords or (b) any martial melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a dagger and 10 darts

Speedster

Starting at your 1st level, your walking speed increases to 35 feet while you are not wearing any medium or heavy armor. This speed increases when you reach certain Strider levels, as shown in the Strider table. Additionally, if you can move 50 feet in a turn, you move along vertical surfaces without falling during the move and walk on the surface of waters if you can move 100 feet in a turn.

Forced Dash

Also on your 1st level, you've found a way to make use of move incredible fast. You can make a Dash action using your bonus action if you haven't move yet in your current turn. But every time you make a Dash action, you can only move in a straight line. Additionally, if you're hit with an opportunity attack while still under this feature's effect, it will be made with a disadvantage.

Jumper

On your 2nd level, you can choose to use your Dexterity score to determine your jumping distance and you don't need a running start to jump higher and further.

Later at your 5th level, you can calculate your jumping distance with double your Strength or Dexterity score. At your 13th level, you can calculate it using three times your Strength or Dexterity score.

Sprinting Maneuver

Also on your 2nd level, you gain the methods to empower your combat prowess while sprinting in the middle of the battlefield. You learn two maneuvers of your choice. You can use only one maneuver per round and two maneuvers at your 9th level. When you gain certain Strider levels, you gain additional maneuvers of your choice, as shown in the Maneuvers Known column of the Strider table.

If a maneuver states that you must move several feet from your original position, you cannot return back to your previous position to gain the benefit from the maneuver.

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

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver Save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier

Martial Discipline

At 3rd level, you choose a discipline that you strive to emulate in your combat styles and techniques. The discipline you choose grants you features at 3rd level and again at 7th, 10th, and 15th level.

Discipline Sprinting Maneuvers

Each discipline has its own unique Sprinting Maneuver that you can use. You can use that maneuver and it doen't count against the number of maneuvers you know.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Momentum

At your 5th level, once on each of your turns when you moved at least half your walking speed towards a creature in a straight line and hit them with a melee weapon attack, you will deal double the amount of damage dice and ability modifier used to make the attack. This feature only doubles your melee weapon attack damage dice and your ability modifier; do not double additional sources of damage, such as spells and other class features.

Later on your higher levels, you will deal triple at your 11th level and four times at your 18th level.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Leg Drive

When you hit your 13th level, your unrelenting urge to stop your legs from moving unbeatable. No outside source can reduce your walking speed and if a condition doesn't let you to move, you can still move half of your walking speed instead.

Terminal Velocity

Finally when you reach your 17th level, your movement now reach as fast as the speed of light. When you move at least 200 feet in a turn, you gain the Invisible condition until you take 0 feet in a turn. In addition when this feature is active, you can treat any rolls under 9 to be 10 instead when making Dexterity saving throws.

Sprinting Maneuvers


The maneuvers are presented in alphabetical order.

Accelerated Sprint

Prerequisite: 13th level


When you moved at least 100 feet from your original position, your Dexterity score increases by 2, as does your maximum for that score until the start of your next turn.

Aerobatics Sprint

If you moved at least half of your walking speed from your original position, you gain fyling speed for the other half of your remaining speed until the end of your current turn. If you didn't land by then, you'll fall.

Boosted Sprint

Prerequisite: 13th level


When you moved at your maximum speed from your original position and used your Forced Dash feature, you can use your reaction to make another Dash action.

Distracting Sprint

If you can move in a circling movement around a creature twice from your original position, you can force them to make a Constitution saving throw. On a failed save, they must make their attacks with disadvantage until the end of your next turn.

You need to travel at least 80 feet to circle a Medium creatures, 120 feet for Large creatures, 160 feet for Huge creatures and several feet for Gargantuan according to its size.

Diverted Sprint

Prerequisite: 7th level


As a reaction when you're using your Forced Dash feature, you can turn multiple times in a direction of your choice equal to your proficiency bonus. In addition after turning, you gain the benefit of the Dodge action.

Evasive Sprint

Prerequisite: 7th level


For every 50 feet of walking speed you take, you gain +1 to your AC that lasts until the start of your next turn.

Fleeting Sprint

Prerequisite: 13th level


When you moved at least 40 feet from your original position on your previous turn, you can use your reaction to move half your speed out of harms way when you're subjected by an attack or other effect would have you make a saving throw due to being in an area of effect.

Juxtapose Sprint

Prerequisite: 7th level


When you moved at least 50 feet from your original position, you can be in two places at a time. You leave an after image of yourself at your initial space. Twice on your turn while your after image is present, you can spend your all of your speed to swap places with the after image. This maneuver ends if you're grappled or you end it using your bonus action.

Additionally, the first time when you swap place with your after image, it counts as you moving as far as the distance between you and your after image.

Kick Sprint

When you move at least 30 feet from your original position, you can use your feet to make unarmed strike that deals bludgeoning damage equal to 1d6 plus your Strength or Dexterity modifier. The damage die will change to 1d8 if you moved 60 feet, 1d10 if you moved 90 feet and 1d12 if you moved 120 feet.

Quivering Sprint

You can spend an amount of movement equal to half your speed (rounded down) to gain resistance against bludgeoning, slashing and piercing damage until the start of your next turn.

Reckless Sprint

Prerequisite: 5th level


Your next melee weapon attack will be made with advantage if you moved at least 50 feet from your original position. But all attacks towards you will be made with advantage.

Riot Sprint

Prerequisite: 5th level


When you moved at your maximum speed in a straight line from your original position, you can make a melee attack to multiple different creatures equal to your proficiency bonus that passes your melee range.

Rumbling Sprint

When you moved at half your walking speed (rounded down) from your original position, the spaces you left will become difficult terrain until the end of your next turn. Only you can traverse through it without any problems.

Strategic Sprint

When you're subjected to make a saving throw, you can use your reaction to add 1d4 your proficiency bonus to the saving throw roll result. After that, your speed turns to 0 until the start of your next turn.

Martial Disciplines


Each Striders has their own techniques they master according to their likings. No matter what and how did they modify their fighting techniques, they always strive to be the fastest one in the battlefield.

Heel of the Bulwark

Striders that follows this discipline are moving castles and are durable with their thick shield and body toughness.

Bonus Proficiency

When you choose this discipline at your 3rd level, you gain proficiency in shields.

Maneuver: Charging Sprint

Also on your 3rd level, when you move at least 30 feet towards a creature in a straight line while wielding a shield and make a melee attack, you can also attempt to shove them. If you shove creatures with this maneuver, you can push them 15 feet away from you. You can choose to either use your Strength (Athletics) or Dexterity (Acrobatics) skill to contest it.

Additionally, you can attempt to shove creatures two size categories larger than yourself with this maneuver.

Mobile Bastion

On your 7th level, your toughness increases as you move faster. You gain 1d12 temporary hit points for every 30 feet of walking speed you take in this turn. This temporary hit points will last until the end of your next turn.

Undaunted

At your 10th level, you gain advantage in saving throws that lets you avoid or end the charmed and frightened condition. In addition, as long as you have temporary hit points from your Mobile Bastion feature, you cannot be affected by those two conditions.

Stampede

When you hit your 15th level, the ground shakes as you move through the ground. When you walk at least 60 feet from your original position, all creatures of your choice that passes your melee range is affected by your Charging Sprint maneuver.

Heel of the Dispatcher

Most people focuses themselves dealing lethal strikes while in the battlefield. Yet less people care about their self safety. Striders who underwent this discipline knows this problem well and focuses their lives to fill that role.

Bonus Proficiency

When you choose this discipline at your 3rd level, you gain proficiency in the Wisdom (Medicine) skill.

Maneuver: Transposing Sprint

Also on your 3rd level, you can relocate your allies through the battlefield to find a better positioning.

Once per turn when you move at least 30 feet from your original position, you can touch a willing creature and bring them along with you until you end your current turn. The creature must have a size no larger than one size category larger than you.

Quick Surgeon

On your 7th level, you now has the capability to remedy people quickly and effectively. As an action, you can regain hit points equal to 2d8 plus your Strider level. You can use this feature several times equal to your proficiency bonus and regain all uses after finishing a short or long rest.

Alternatively, after using your Transposing Sprint maneuver, you can use your bonus action and touch that creature to regain hit points equal to 1d8 plus your Strider level.

Medicated Whiplash

At your 10th level, you found out that to refresh someone is to shake them up. When a creature you brought move along with you using your Transposing Sprint maneuver for at least 60 feet far, you can end the charmed, frightened, poisoned or stunned condition on them.

Transporter

When you hit your 15th level, your efficiency in repositioning others in combat is more effective. You can bring one other creature with your Transposing Sprint maneuver.

Heel of the Primordial

Striders who undergone this discipline thought to themselves that harnessing the primordial power of the elementals is much more effective in their power sprinting combat style.

Maneuver: Arcane Sprint

When you choose this discipline at your 3rd level, you can change the damage type of your next melee weapon attacks made to acid, cold, fire or lightning if you moved at least 20 feet from your original position, before making the attack.

If you can move 60 feet away from your original position, you gain damage resistance to your chosen damage type until the start of your next turn.

Transistor

On your 7th level, you know how to shrug off elemental harm against you. You have advantage on any ability check or saving throws against effects that can deal acid, cold, fire or lightning damage to you.

Primordial Helix

At your 10th level, when you use your Arcane Sprint maneuver, you can move around a creature that you can see. If you do it twice in a turn, you'll force them to make a Constitution saving throw against your maneuver save DC or take 3d8 damage of your choice. If you can circle them more than twice, the damage will increase by 1d8.

Inhibitor

When hit your 15th level, when you use your Arcane Sprint maneuver, you ignore resistance to the chosen damage type and treats immunity as resistance to those damage.

In addition, you gain immunity against the damage type you chose from your Arcane Sprint maneuver. This immunity lasts until the start of your next turn.

Heel of the Savage

The striders who lived away from civilization tends to be more outlandish in their fighting styles. They do more barbaric movement and brutal assaults.

Bonus Proficiency

When you choose this discipline at your 3rd level, you gain proficiency in the Strength (Athletics) skill.

Maneuver: Strangling Sprint

Also on your 3rd level, when you move at least 30 feet towards a creature in a straight line and make a melee attack, you can also attempt to grapple them. You can choose to either use your Strength (Athletics) or Dexterity (Acrobatics) skill to contest it.

Additionally, you can attempt to grapple creatures two size categories larger than yourself with this maneuver.

Pulverize

On your 7th level, you can grind creatures you grapple along the ground as you sprint. When you use your walking speed and also grappling a creature, you'll deal 1d12 bludgeoning damage for every 20 feet of speed you took in a straight line. The creature grappled by you must succeed on a Strength saving throw to take half as much damage.

Hasted Critical

At your 10th level, for every 150 feet you move with your walking speed, the critical range of your melee weapon attacks decreases by 1.

Spur

When you hit your 15th level, your attacks became more deadlier when in high speed. For every 90 feet of walking speed you take, you gain +1 to your attack and damage rolls of your melee weapon attacks until the start of your next turn.

Subclasses


The following are several additional subclasses listed alphabetically.

Artificer

Below are some of the subclasses for artificers that exists in the world of Aquethya.

Architect

Artificers who took this specialization are workers who found a way to work in a tight deadline to construct buildings and structures in an instant.

Expanded Spell List
Artificer Level Spells
3rd Conjure Wall*, Shield
5th Find Traps, Locate Object
9th Meld Into Stone, Wall of Sand
13th Dimension Door, Fire Shield
17th Passwall, Teleportation Circle
Blueprint

Starting on your 3rd level, you can create structures within 10 feet away from you as an action. The material of the structure is wood, but you can expend 1 spell slot to turn it into stones and 2 spell slots to turn it into metals. The structure will be destroyed after 8 hours or taking 10 damage, 20 if it was made with stones and 30 if metals. The AC of the structures is 10. This feature can be used several times equal to twice of your proficiency bonus and will regain all uses after a short or long rest.

  • Platform. You create a 10 feet cubic of platform. The width is fixed, but the height is up to you.
  • Stairs. You create a 10 feet cubic set of stairs. The stairs can be upwards or downwards. You can choose to make a spiral staircase instead of a straight stairs.
  • Wall. You create a 10 square feet of wall with 2 feet of thickness. The height and width is adjustable to you. This will give you total cover if you're behind it.
Structural Insight

On your 5th level, You will always have an advantage in your Investigation check to see unusual objects grafted to a wall, hidden compartment or secret doors.

Mobile Structures

At your 9th level, you have noticed that your structures are very immobile and some may be in a place where you slightly wants it to be. You can now control the structures made from your Blueprint feature to turn for 90 degrees in a direction of your choosing or move it up to 15 feet away as a bonus action.

Quality Materials

When you hit your 15th level, you have now mastered the skills of being a master builder and can now differentiate which material is better to use and which are not. Now all of your material types you can choose to construct a structure now have double the amount of limit size and can take twice as much damages from before.

Marksman

The artificer that focus their life-work in this category has created their magnum opus of a firearm. Infusing both gun powder and magic for their combat arsenal.

Arcane Firearm

Starting on your 3rd level, your arcane innovation has gifted you the ability to conjure a handgun in your hand. This gun can be fired as a ranged weapon attack and will deal 1d6 force damage. You can add your Intelligence modifier to the attack and damage rolls of the gun, instead of Dexterity. The damage will increase by 1d6 on your 5th, 9th, 13th and 17th level.

This gun can't be used by anyone other than you and can be fired several times equal to 3 times of your proficiency bonus and you'll regain all uses after a short or long rest.

Arc Shot

Starting at 5th level, you can use your reaction to turn your bullet to potentially making a miss into a hit. Roll a 1d4 and add it to your attack roll to potentially turn a miss into a hit.

Blitz

At your 9th level, when you successfully hit a creature using your Arcane Firearm feature, you can empower your ammunition so that the bullet can pierce through that creature's body and target another creature within 30 feet away from your initial target. Make another attack and damage roll for that additional attack.

You can use this feature multiple times equal to your Intelligence modifier in the same turn until you spent all of the use or you misses your attack. Once you spent all uses, you must finish a long rest to regain all uses.

Gemini Bullet

When you hit your 15th level, your gun has reached its apex point of arcane power. Instead of firing 1 bullet, it will fire 2 bullets per shot.

Oceanic

All artificers who gives their thoughts on this curiosity, starts this specialization to explore the depths and try to uncover all things hidden to the public eyes. Not only proficient in mobilization under water, they also uses water to help them defend themselves against natural creatures of the deep.

Expanded Spell List
Artificer Level Spells
3rd Create or Destroy Water, Fog Cloud
5th Locate Object, Shark Wave*
9th Tidal Wave, Wall of Water
13th Drown*, Watery Sphere
17th Legend Lore, Maelstrom
Bonus Proficiencies

When you choose this specialization at 3rd level, you gain proficiency in Sea Vehicles.

Watery Adaptation

Starting at your 3rd level, whenever you’re standing on watery surfaces or even fully submerged in water, you will not gain the disadvantage while being in that difficult terrain. You’ll also gain an oxygen tank that can let you breathe underwater for up to 8 hours and a swimming speed equal to half of your walking speed.

Your water breathing duration will always decreases by 1 hour every time you use it until you finish a long rest to reset the duration.

Sonar Scan

Also on your 3rd level, you gain the ability to create a radar that can detect all tangible creatures within 15 feet away from you. This radar gain increased 60 feet scan radius while being used underwater.

You can take a bonus action to magically conjure a Small radar in your hand. This radar is considered as a magical item and can be used as a spellcasting focus. If the radar got stolen or broken, you can craft it again using tinker's tools for 8 hours.

Vortex Grenade

On your 5th level, your understanding in hydrology gives you the ability to create a wave controller. Using tinker's tools, you can take a bonus action to magically create a grenade to help you bend waters.

After crafting it, you can throw it for up to 30 feet away and create an implosion that pulls creatures towards it. If there are Medium sized creatures, it will be pulled 10 feet inwards. Small sized creatures for 15 feet and Tiny creatures for 20 feet inwards. For Large creatures, it will only be pulled 5 feet and can’t pull anything larger than that. The range radius is 5 times your Intelligence modifier.

You can craft these gadgets a number of times equal to your Intelligence modifier (minimum of once) and chooses to use it later. You'll regain all uses after finishing a short or long rest.

Submerge

When you hit 9th level, you start to realize that you spend too much time in the water. You can now make an action to submerge your whole body while in shallow waters. The water width must fit your body size. You can resurface again on other water surface using your movement and can go as long as your swimming speed.

Additionally, you can now breathe underwater for 16 hours. Your swimming speed also increases into 60 feet and you will always see clearly while underwater, even if it’s dark and had no lightings.

Typhoon Grenade

At your 15th level, your grenade improves dramatically and will now create a typhoon within its radius. It deals 1d8 slashing damage on the edge and will deal more 1d8 slashing damage for every 5 feet the closer they get to the center.

Barbarian

Below are some of the subclasses for barbarians that exists in the world of Aquethya.

Path of Decay

In the saga of primal might, the barbarians who took this path delves into the raw force of deterioration, wielding entropy as a weapon. Embrace the chaos, for within decay lies an unstoppable, fearsome power.

Rot

Starting on your 3rd level, your body is constantly rotting, giving you a resistance against necrotic damages. Additionally, when a creature touches or attacks you with a melee attack, they must succeed on a Constitution save against your rot save DC to avoid taking necrotic damage equal to your rage damage.

Your rot save DC is 8 plus your proficiency bonus and Strength modifier.

Devourer's Maw

On your 6th level, your power derives people from their vitality. While you're raging you can make a Bite attack as an unarmed strike and it will deal 1d12 + your Strength modifier. On a hit, half of the total damage you deal on your previous attack will surge into temporary hit points.

Pestilence Aura

At your 10th level, while raging, you constantly emits a stink aura that travels within 10 feet away from you. Your Rot feature will activate whenever a creature starts to go inside this feature's radius.

Additionally, you are immune towards necrotic damages.

Insatiable Hunger

When you hit your 14th level, your hunger can never be satisfied and that starvation keeps you alive. When your hit points got reduced to 0, you can make an attack as a reaction to your attacker.

If the attack hits, half of the damage you deal will turn into your hit points, potentially making you stand up again. If you missed, you won't die outright after the next 48 hours, but only be knocked unconscious instead.

Once this feature is used, you must finish a long rest to be able to use it again.

Path of the Fist

Primal barbarians who embraces their raw power through bare-handed combat. Rejecting weaponry, these formidable warriors embody unbridled strength, etching their saga as champions of unyielding might in the annals of history.

Bonus Proficiency

When you choose this path, you gain a proficiency in Improvised weapons.

Four Way Fisticuff

Starting on your 3rd level, whenever you're in Rage, you grew a magical pair of arms. These arms can't hold any weapons, use any tools or any activity that needs precision. You can use these additional arms to make unarmed attacks using your bonus action. You can't make a weapon attack and unarmed attack with your additional pair of arms in the same turn. You can now sustain your rage by making unarmed attacks.

Additionally, your unarmed attacks now deal bludgeoning damage equal to 1d6 plus your Strength modifier and becomes 1d8 on your 12th level.

Titan Swing

On your 6th level, you can shove any creatures larger than your size. You will have a disadvantage when you shove any creatures with a size larger than Large.

Additionally, right after you successfully shoved a creature, you can use your bonus action to instantly pin them down. You can use this additional feature several times equal to your Strength modifier and you can regain all uses after a short or long rest.

Quadruple Strength

At your 10th level, your additional pair of arms gives you more strength in your power. Your unarmed attacks now deals 1d8 bludgeoning damage. Additionally, you make two unarmed attacks with your bonus action.

Bone Breaker

When you hit your 14th level, your fists now sends shock waves on each of your punches.

Every time you hit a creature with an unarmed attack, all creatures within 5 feet away from you must succeed on a Dexterity saving throw to take avoid taking 1d8 bludgeoning damage. The saving throw DC is 8 plus your proficiency bonus and Strength modifier.

Path of Shamanism

An indomitable rage, combined with their arcane magic powers. Barbarian who walked this path are generally witches who succumbs to their primal madness.

Shaman Spellcasting
Barbarian Level Spells Known Max Spell Level
3rd 4 1st
4th 4 1st
5th 4 1st
6th 5 2nd
7th 6 2nd
8th 6 2nd
9th 6 2nd
10th 7 3rd
11th 8 3rd
12th 8 3rd
13th 8 3rd
14th 9 4th
15th 10 4th
16th 10 4th
17th 10 4th
18th 11 5th
19th 12 5th
20th 12 5th
Spellcasting

Starting on your 3rd level, while you are raging, you gain the ability to cast and concentrate on spells. Additionally, casting a spell on your turn counts as attacking a hostile creature for the purpose of sustaining your rage.

Casting Spells

To cast one of your spells of 1st level or higher, you must lose hit points to create and expend a spell slot greater than or equal to that spell’s level. The number of hit points is listed on the Hit Points Spellcasting table and can’t be reduced or avoided. You don’t make Constitution saving throws to maintain concentration on spells as a result of losing these hit points.

The Shaman Spellcasting table shows the maximum level of spell slot you can create.

The Spell Uses column of the Shaman Spellcasting table shows how many spells you can cast. When you expend hit points to cast a spell, you expend one of these uses. You regain all expended uses when you finish a long rest.

Hit Points Spellcasting
Spell Level Point Cost
1st 5
2nd 10
3rd 15
4th 20
5th 35
Spells Known of 1st Level and Higher

You know three 1st-level druid spells of your choice, from the druid spell list.

The Spells Known column of the Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Blood Magic

You can use your spilled blood as a spellcasting focus for your druid spells and because your power is derived from mortal suffering, you can’t regain hit points from any spell you cast.

Spellcasting Ability

Constitution is your spellcasting ability for your druid spells, since you learn your spells through your bloody ritualistic that you put through your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

Bloodied Respite

On your 6th level, your bloody rituals may have made you closer to death itself. But it is not yet your time to die. As an action, you can spend Hit Dice and regain hit points as if you had just finished a short rest. When you use this ability, you can spend a number of Hit Dice up to your proficiency bonus.

Primal Magus

At your 10th level, your rage surges through your shamanic powers and making your spells even more powerful than before. You can now add your Rage damage bonus in your spell damage rolls.

Clasping Death

When you hit your 14th level, as a bonus action, you can sacrifice the rest of your hit points left. For 1 minute, your Rage damage bonus will be doubled and you'll gain immunity towards all conditions, including death. Once the duration ends, you'll be incapacitated and you must finish a long rest to use this feature again after the next dawn.

Bard

Below are some of the subclasses for bards that exists in the world of Aquethya.

College of the Cowards

It is not a bad thing to know your weakness and retreat if the situation is to grave to ensure your safety. Bards from this college knows when to fight and when to turn tail and run. Or as they might call it, tactical retreat.

Bonus Proficiency

When you join the College of the Cowards at 3rd level, you gain proficiency Stealth if you're not proficient with it before.

Introvert

Starting on your 3rd level, you can add your Charisma modifier to all of your Wisdom based skills if there are no other sentient creatures that can speak within 15 feet of you.

Backseat Watcher

Also on your 3rd level, you're too scared to even go in front of your allies. When you try to make an attack roll, you will gain a bonus equal to your Charisma modifier if your position is behind an allied creature and is parallel towards your target. If a hostile creature is within 10 feet away from you, the bonus will be cut in half and turn into a penalty instead.

Gloom

On your 6th level, your fear radiates a heavy and unsettling aura around you. As an action, you can make a Persuasion roll towards all hostile creatures within 30 feet away from you. On a failed save, those creatures will never target you that would cause you any harm. If there are no creatures other than you within their attack range, they will ignore you and stop being hostile towards you. Roll your bardic inspiration die, the result is the number of rounds it will last.

Paranoia

When you hit your 14th level, your fear reaches deep within you as you're afraid even to yourself. You can spend 1 use of your bardic inspiration to be frightened towards yourself as you sit down to the ground and covering your ears with both of your hands.

While in this state, you are deafened, your speed turns to 0 and you can't be frightened again by any other source. These conditions can not be removed by any means possible.

If you cast a spell that has concentration on it, the first half of the duration can be maintained without a concentration until you reaching the second half of the duration. You also gain an advantage in your saving throws towards spells.

College of Profanity

Bards usually have respectful or at least knowledgeable tone of speech. Bards who take this college is filled with pent up anger and decides to release it towards their enemies.

Bonus Cantrip

When you go to the College of Profanity, you you learn the Vicious Mockery cantrip if you did not know it before.

Bonus Proficiency

Another thing you'll get when you choose this college is that you'll gain a proficiency in Intimidation skill and martial weapons.

Anger Issues

Starting at your 3rd level, you are quick to become angry. While you're angry, you gain the following effects:

  • Your Vicious Mockery cantrip now use the same die as your bardic inspiration die for the damage rolls.
  • You can spend 1 use of your bardic inspiration to increase the damage from your Vicious Mockery cantrip.
  • You can change the damage type into thunder.
  • You gain an advantage in your saving throw to avoid getting charmed and frightened.
  • You gain a disadvantage on your saving throws to maintain a concentration.

You can choose to become angry after failing an attack roll, ability check or saving throw. This feature will last for 1 minute and can be used several times equal to your Charisma modifier and you'll regain all uses per long rests.

Non-Stop Berating

On your 6th level, your attitude makes people feel uneasy. After succeeding on an Intimidation check towards a creature, all of their d20 rolls will be made on a disadvantage for up to 10 minutes. This effect can end early if the creature is calm or succeeds on a Charisma saving throw against your spell save DC using their action.

You must succeed by rolling the ability check to gain benefit from this feature.

Bad Mouthed

From 14th level, you know damn well that you can casually drop the F bomb. Every time YOU, the player says a curse word, your character will instantly succeed on an Intimidation roll. Whether it is intentional or not. Work with your DM to determine which is a curse word or not.

If you succeed on your Intimidation roll by using this feature, all of these things will happen to you:

  • Triggered. A creature in front of you that has neutral or evil alignment will get angry and you'll both instantly goes into combat. You will always have an advantage on your initiative roll.
  • Furious. You can use your reaction to cast a Vicious Mockery cantrip.
  • Tense. You cannot concentrate on any spells or features that requires concentration.
  • Animosity. Every time you took damage equal or more than your Bard level, you'll gain +1 bonus to your cantrip damages.

College of the Surfers

Bards from this college usually hangs around in beach or coastal areas to learn more about the art of surfing and living on the beach.

Bonus Proficiency

When you go to this college, you'll gain a proficiency in Sea Vehicles.

Denizens of the Sea

Starting at your 3rd level, you gain a swimming speed equal to your walking speed. You also can hold your breath underwater for 10 minutes.

Surfs Up

Also on your 3rd level, while there is a huge body of water, you can conjure a surfboard and float above the water surface and use your walking speed instead of your swimming speed to move around. The surfboard will disappear once you move out of the water.

Additionally, while you're near a body of water or in a coastal area, you gain +1 to all of your Charisma skills, whether you have proficiency on it or not. The bonus will become +2 on your 10th level.

Luau

On your 6th level, you can spend 1 use of your bardic inspiration and roll that die. The result will give hit points for up to 6 creatures of your choice within 15 feet away from you for each turn. This feature will last for 30 seconds or 5 turns.

If you use this feature while not in combat, you can immediately roll your bardic inspiration die and multiply the die amount by 2.

Riptide

From 14th level, you can channel the power of the ocean to protect your allies and thwart your enemies. Once per long rest, you can cast Tsunami centered on yourself that goes in front of you without expending a spell slot, as an action.

You can choose to move along with the wave or not. This movement does not provoke any opportunity attacks.

Cleric

Below are some of the subclasses for clerics that exists in the world of Aquethya.

Bubble Domain

The world of Aquethya has some moments of dread and treachery. But it's not always like that. The cleric who took this domain are the messenger of peace and the bringer of comfort. They conjure goodwill and reassures people that it will all be okay.

Bubble Domain Spells
Cleric Level Spells
1st Create or Destroy Water, Sanctuary
3rd Air Bubble, Lesser Restoration
5th Aura of Vitality, Gaseous Form
7th Freedom of Movement, Resilient Sphere
9th Dream, Greater Restoration
Comforting Bubbles

When you choose this domain at your 1st level, you are good when entertaining people and making them feel comfortable and relaxed. As long as there is at least 1 lb of water in your touch, you can create bubbles out of it as an action. You can determine the shapes of the bubbles.

These bubbles are transparent and will cover an area within 10 feet away from you, but does not give any covers. While surrounded by the bubbles, you gain an advantage in your Persuasion checks and can use your Wisdom modifier instead of Charisma.

The water you use may affect your bubbles. If you use poison as your catalyst, it will create poisonous bubbles. So you might want to be careful of what you use.

Channel Divinity: Container Bubbles

On your 2nd level, your bubbles are not just like any other bubbles. As an action or bonus action, you can store spells within a bubble. It doesn't have to be you for the one who cast the spell.

You can choose to make it pop upon impact or put it on a timer for up to 1 hour. If you choose to make it pop upon impact, it will turn the spell contained in the bubble into touch ranged spells and it will be cast centered on the bubble if it has a radius. If the spell has the range of self, it will be cast on the one who pops the bubble. The bubble has 10 AC and 1 hit point.

Additionally, you can strap it onto something like a balloon, the length of the strap can't be longer than 5 feet.

Soft and Wet

When you hit your 6th level, your bubbles became more slippery than ever. While your Comforting Bubbles feature is active, you gain 10 feet of speed and if they come in contact with other creatures of your choice, they must make a Dexterity save to avoid getting prone.

Potent Spellcasting

At your 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Bubble Bath

On your 17th level, you are an adept in mastering bubbles as your arsenal. As an action, you can conjure bubbles that will cover 30 radius that is centered around you. These bubbles will hinder other creatures of your choice's eye sight, practically making them blind.

This feature will last for 1 minute and will revert back to its original size and doesn't hinder sights again. Once you use this feature, you can't use it again after finishing a long rest.

Frost Domain

The clerics of this domain revere a deity embodying the frosty embrace of the season. They honor the deity through acts of preservation, bringing icy blessings and resilient fortitude to their allies, and unyielding retribution to their foes.

Frost Domain Spells
Cleric Level Spells
1st Armor of Agathys, Ice Knife
3rd Binding Ice, Snowball Swarm
5th Tiny Hut, Sleet Storm
7th Fire Shield, Ice Storm
9th Cone of Cold, Hold Monster
Ice Spikes

When you choose this domain at your 1st level, you will conjure an ice spike that hovers above you every time you cast a Cleric spell of 1st level or higher. You can make a ranged spell attack to fling this ice spike towards a creature of your choice and deal 1d4 cold damage.

The amount of the ice spikes is equal to the spell level you cast. If you cast a 2nd level spell, there will be 2 ice spikes conjured. If it's a 3rd level spell, then there will be 3 ice spikes and so on.

Channel Divinity: Glacier

On your 2nd level, you can use your channel divinity to instantly conjure a 10 feet tall and 5 feet thick ice wall in between you and your attacker and will push you 5 feet aback against your attacker as a reaction, when you take damage.

You will not provoke any opportunity attacks and if there are no space for you to move, it will push the creature's itself. If there's still no room left, the ice wall will immediately breaks and no one will be pushed aback.

This ice wall can take damages equal to 10 plus twice of your Cleric level before breaking and will last for 10 minutes until it melts. If the damage is more than the wall could handle, you will take the rest of the damage.

Alternatively, you can choose to create the ice wall to protect a creature within 30 feet away from you when they take damage.

Blizzard

When you hit your 6th level, your ice spikes now will explode within 5 feet of the target. All creatures beside your initial target must succeed on a Dexterity save against your spell save DC to take half damage.

Additionally, your ice spikes will now deal 1d6 cold damage and pierce any damage resistance towards cold damages.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with frost – a gift from your deity. 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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Ice Age

On your 17th level, as an action , you can emit a cold aura that that goes as far as 15 feet away from you. This cold aura will give -10 speed to all creatures within range of your choice. If a creature haven't left your aura after 2 turns, they will keep getting -10 to their speed.

If their speed goes to 0 or lower, they will become petrified. The creatures can escape being petrified by using their action and succeeds on an Athletics check against your spell save DC.

Once you use this feature, you can't use it again after finishing a long rest.

Druid

Below are some of the subclasses for druids that exists in the world of Aquethya.

Circle of the Clouds

Weather is an important thing in this world. They will determine if an ecosystem is maintained or not. Druids from this circle are the watcher of the climates and cloud formations.

Circle Spells
Druid Level Spells
2nd Feather Fall, Fog Cloud
3rd Blur, Mirror Image
5th Daylight, Gaseous Form
7th Ice Storm, Storm Sphere
9th Control Winds, Dawn
Cloud Forms

Starting on your 2nd level, as an action, you can spend 1 use of your Wild Shape feature to channel the power of the clouds and weather to transform into a 10 foot cube of thick cloud that spreads in all directions for 1 minute. The clouds makes its area heavily obscured by your clouds. While you’re in this form, you can’t attack and use spells and gain resistance towards bludgeoning, piercing and slashing damage. If a form deals damage to creatures inside your clouds, they must succeed an a saving throw against your spell save DC or take half damage. The die amount will increase by 1 on your 8th and 14th level. You can also add your Wisdom modifier to the cloud's effect dice rolls.

You can choose one of the options below to turn into. Each type has different kind of effects:

  • Cumulus. Your clouds are warm and comfy to the touch. You can use your action to exhume healing wind when a willing creature goes inside your clouds. They'll be healed 1d4 hit points. Alternatively, you can choose to force creatures inside to make a Constitution saving throw and dealing 1d6 fire damage on a failed save.

  • Nimbus. Your clouds are electric and is shocking to the touch. Every time a creature goes inside your cloud, they must succeed on a Dexterity saving throw or take 1d12 lightning damage on a failed save.

  • Stratus. Your clouds are cold and freezing to the touch. Every time a creature goes inside your cloud, they must succeed on a Constitution saving throw to avoid getting petrified until the end of their next turn. If the creature is Huge or larger, their whole body must fit inside your cloud radius.

Climatic Body

On your 6th level, you can always adapt yourselves in all high and low temperature environments. You can use your reaction to gain a resistance towards cold, fire or lightning damages.

Condensed Clouds

At your 10th level, you have become one inch closer to becoming the clouds themselves. Each of your cloud forms have an additional features.

  • Sun Shine. While in Cumulus form, you and all creatures inside your clouds gain resistance in cold damage and will generate bright light within 15 feet radius from you that will shine through any kinds of darkness.

  • Thunder Storm. While in Nimbus form, you can shock another creature from the adjacent position of the initial target. If there’s no other target, that single target will take double damage.

  • Blizzard. While in the Stratus form, all creatures inside your clouds must succeed on a Constitution saving throw or take 2d4 cold damage.

Eye of the Storm

When you hit your 14th level, your weather control lets you turn into the center of a storm itself. You can transform into your Cloud Form using this ability without using any Wild Shape uses, making you become all forms into one. Also, your Cloud Form range increases by 15 feet. Once you use this ability, you can’t do so again after a long rest.

Circle of Flora

Ever wonder how does plants live and manage their daily activities? Well, all of the Druids from this circle studies the way of floral beings to understand them better. I should asked them why my flowers wilted.

Circle Spells
Druid Level Spells
2nd Goodberry, Entangle
3rd Bark Skin, Spike Growth
5th Plant Growth, Speak with Plants
7th Conjure Woodland Beings, Grasping Vine
9th Tree Stride, Wrath Of Nature
Floral Understanding

On your 2nd level, you gain an advantage in Nature skill whenever you try to identify a plant or your plantation surroundings. You can also communicate with any plant and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

Additionally, you gain the ability to cast the Goodberry without using a spell slot for once per long rests.

Garden Warfare

On your 6th level, your connection with the forest gives you the power to become one of them. You can expend 1 use of your Wild Shape to turn into a giant plant. You can choose one form from the options below.

Alternatively, you can choose one of the forms below for your Wild Companion feature.



Amanita Mushroom

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 3 × your druid level
  • Speed 10 ft.

STR DEX CON INT WIS CHA
8(-1) 4 (-3) 20 (+5) Your Ability Score Your Ability Score Your Ability Score

  • Damage Immunities Poison
  • Condition Immunities Paralyzed, Poisoned
  • Senses blindsight 30 feet
  • Challenge 1 (200 XP)

Sporal Infection. You constantly releases poisonous spores around 30 feet radius from you. All creatures comes in contact with it will take 2d8 poison damage for 1d4 turns and must succeed on a Constitution save against your spell save DC to end it early.

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Reactions

Detoxification. If an ally of yours comes in contact with your poisonous spores, you can pull it back with your reaction.



Saguaro Cactus

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 4 × your druid level
  • Speed 5 ft.

STR DEX CON INT WIS CHA
12 (+1) 4 (-3) 13 (+1) Your Ability Score Your Ability Score Your Ability Score

  • Condition Immunities Paralyzed
  • Senses blindsight 90 feet
  • Challenge 1 (200 XP)

Prickly. At the start of each of its turns, the you will deal 2d6 piercing damage to any creature grappling you.

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Actions

Multiattack. The cactus makes two ranged attacks

Thorn Shot. Ranged Attack: 8 (+ your PB) to hit, reach 30/40 ft., one creature. Hit: (2d8+ your PB) piercing damage.



Tingflowers

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 3 × your druid level
  • Speed 5 ft.

STR DEX CON INT WIS CHA
10 (0) 4 (-3) 12 (+1) Your Ability Score Your Ability Score Your Ability Score

  • Damage Immunities Lightning
  • Condition Immunities Paralyzed
  • Senses blindsight 60 feet
  • Challenge 1 (200 XP)

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Actions

Electrical Surge. Ranged Attack: 6(+PB) to hit, reach 60/120 ft., one creature and another creature within 5 feet. Hit: (1d10 + your PB) lightning damage.

All creatures within range must also succeed on a DC 6 Constitution save to avoid getting paralyzed on their next turn.

Reactions

Static Electricity. When you take a melee hit, you can shock them with your reaction for (1d4 + your PB) lightning damage.



Venus Fly Trap

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 5 × your druid level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 4 (-3) 18 (+4) Your Ability Score Your Ability Score Your Ability Score

  • Condition Immunities Paralyzed
  • Senses blindsight 90 feet
  • Challenge 1 (200 XP)

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Actions

Chomp. Melee Attack: 8(+ your PB) to hit, one creature. Hit: (6d6 + your PB) piercing damage. If the target is a Medium creature, they must make a Strength saving throw to avoid getting swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the your mouth, and it takes acid damage equal to 1d6 plus your Wisdom modifier at the start of your turns. They may escape by making an Athletics check.

Consume. You can regain hit points equal to 1d12 plus your Wisdom modifier by gulping down a creature you just swallowed if their hit points got reduced to 0.



Weed Grass

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 2 × your druid level
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 4 (-3) 18 (+4) Your Ability Score Your Ability Score Your Ability Score

  • Condition Immunities Paralyzed
  • Senses blindsight 90 feet
  • Challenge 1 (200 XP)

Low Height. All ranged attack towards you will gain a disadvantage as if you were prone.

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Actions

Tangle Weed. You can target a single creature within 60 feet from you and concentrate your mind to tangle them. That creature must succeed on a Strength saving throw or be restrained until you let go or got hit and failed a Constitution save. You can’t tangle another creature until you let go of your previous target.

Reactions

Bramble Grass. Other creatures can step on you. But when they do, you can use your reaction to use your Tangle Weed on them.

Dense Plantation

When you hit 10th level, every time you use your Wild Shape to turn into one of your forms from the Garden Warfare list, your base AC will be 15 instead of 12, and it can't go lower than that.

Habitat Expansion

At your 14th level, as an action, you can conjure a 30 feet radius from yourself and make the area covered in flowers and grass for 10 minutes. All willing creature inside that area will have growths of plants covering them without impeding their movements and gain an additional 1 AC bonus. While other creatures opposed you must make a Wisdom saving throw against your spell save DC to avoid having growths of thorny vines and will gain -1 to their AC.

This effect will not end if you get knocked unconscious or incapacitated. You can use this ability once per long rests. The AC bonus and reduce will become 2 on your 20th level.

Circle of the Souls

The druids of this circle are the watchers of the life and death within the forest itself. When the situation calls it, they even seek help from the lost souls for a price of helping them go to the other side.

Circle Spells
Druid Level Spells
2nd Detect Evil and Good, Unseen Servant
3rd Blur, Invisibility
5th Life Transference, Speak with Dead
7th Blight, Death Ward
9th Dispel Evil and Good, Reincarnate
Spirit Siphon

Starting on your 2nd level, you can concentrate your mind and create a spirit link between you and a creature within 15 feet away from you as an action. The target must make a Constitution saving throw against your spell save DC. The link is broken if you break your concentration or your target moves 15 feet away from you.

On a failed save, it will slowly drains their soul into you and take necrotic damage equal to 1d4 + your Wisdom modifier. The damage will increase by 1d4 when you reach your 7th, 12th and 17th level.

Additionally, The necrotic damage you deal from this feature will give you hit points.

Unfinished Business

Also on your 2nd level, your need is still hangs in the air even after you died. You must fail several times equal to your Wisdom modifier in your death saving throw to die permanently.

Spectral Calling

On your 6th level, as an action, you can spend 1 use of your wild shape feature and summon 2 Specters to fight along you.

These specters are friendly to you and will immediately move after your turn ends. They will stay within 30 feet away from you and will dissipates after 1 minute or it forcefully got away from 30 feet from you.

Ghastly Apparition

At your 10th level, your life within the boundaries of life and death has turn you into a spectral being. As an action, you can emit cold and damping aura that travels within 10 feet away from you.

When a creature of your choice touches this aura, they must make a Wisdom saving throw against your spell save DC or take 2d8 cold or necrotic damage (your choice). On a successful save, they will take half as much damage.

This feature will last for up to 1 minute or until you're incapacitated, but not dead. Once you used this feature, you must finish a long rest to be able to use it again.

Night of the Dead

When you hit your 14th level, you can now conjure 4 specters when you used your Spectral Calling feature.

Additionally, whenever your specters exists, you will conjure a 40 feet radius of dome that blocks sunlight and only let dim lights inside it.

Fighter

Below are some of the subclasses for fighters that exists in the world of Aquethya.

Tunneler

Have you ever heard of tunnel fighting? Apparently it doesn't correlates with underground digging. So I guess the fighters who took this archetype took it too seriously.

Shovel Technique

Starting on your 3rd level, you gained the ability to instantly burrows to the ground and navigate through the dirt. You now gain burrowing speed equal to half of your walking speed while you're underground. You can both burrow to the ground and emerge back using your bonus action.

This feature can be used several times equal to twice of your proficiency bonus. Emerging from underground does not consume any uses of this feature.

Additionally, you gain 10 feet of tremor sense.

Rock and Stone

On your 7th level, your surrounding will burst with dirt and stones, whenever you emerge back from underground. All creature within 5 feet radius of you will take 4d4 bludgeoning damage after you emerge back to the surface. You can add your Strength modifier to the damage roll.

Under Grounded

At your 10th level, you now find solace while being underground. If you're buried underground, you can still make a short or long rest.

Additionally, your burrow speed and tremor sense is now increased to 30 feet.

Earth Lock

On your 15th level, as an action, you put out your arms through the surface and pull the legs of a creature. Make an Strength check against a Strength save from the creature pulled by you.

On a failed save, you pull that creature mid-way down to the ground. The creature speed will become 0 until they can make an DC 15 Athletics check as an action at the start of their next turns. On a successful save, the creature will not get pulled underground. You can only use this feature while being underground.

Quake

When you hit your 18th level, you sprint with enough force to cause quake everywhere you go. Once per long rests, you can use your bonus action to go into this state of feature. While in this state, whenever you walk, you'll trigger the Rock and Stone feature for every 10 feet traveled. You can only use this feature while being underground.

Monk

Below are some of the subclasses for monks that exists in the world of Aquethya.

Way of the Gale

The wind blows through every corners of the world. Monks of this monastery have mastered the way of bending the wind so it can aid them in their journey.

Cyclone Parry

When you picked this tradition on your 3rd level, when a creature you can see hits a target, within 15 feet of you with an attack, you can use your reaction to give them bonus to their AC, potentially making it into a miss. Roll your Martial Arts die and the result is the additional AC gained.

You can use this feature multiple times equal to your Dexterity modifier and you must finish a long rest to regain all uses.

Air Bending

On your 6th level, your study in having accompanied by the wind is aiding you in your fight.

As an action, you can choose to do one of the ki moves below:

  • Updraft. By spending 2 ki points, you create an updraft of wind blowing from below your feet within 10 feet radius centered on you. All creatures within that radius must make a Constitution saving throw against your Ki save DC to avoid getting flung upwards as high as your proficiency bonus, multiplied by 5 feet. Upon impact to the ground, they will all fall prone.
  • Wind Burst. By spending 1 ki point, you expend 15 feet or more of speed to phase through a creature. That creature must make a Constitution save against your Ki save DC. On a failed save, they take slashing damage equal to twice of your Martial Arts die or half as much on a successful save. You can use this again as a bonus action.
Wind Runner

At your 11th level, you have harnessed the power of the wind to help you in your journey. Whenever you're not stepping on the ground, you can use your reaction to stay afloat instead. While in this state, you can walk in the air as fast as your walking speed.

This feature will last for 10 minutes and when the duration ends while you're still afloat, you will slowly drops down to the ground safely by 15 feet per round.

Once used, you must finish a short or long rest to be able to use it again.

Tailwind

When you hit your 17th level, your movements have become swift while the wind blows through your skin. Whenever you use your Step of the Wind ki move, you also gain the effect of the Dodge action.

Additionally, you gain a resistance towards falling damages.

Way of the Meteor

The monks in this monastery channels their strength through their fists with an immeasurable level of power. I think they can even break a mountain with their bare fists. I should be wary of making a handshake with them.

Blazing Fists

When you picked this tradition on your 3rd level, as a bonus action, you can use 1 ki point to wrap both of your fists with flames. While in this effect, your unarmed attacks will deal additional 1d4 fire damages. It will turn into 1d6 on your 9th level and 1d8 on your 15th level.

This feature can last for 1 minute and you can extinguish it as a free action.

Endothermic Skin

On your 6th level, your body now has adapted the harsh temperature of flames. You gain a resistance toward fire damages. Additionally, you can use your Deflect Missiles feature to reduce all incoming fire damage you took. Even if it's not a projectile.

Comet Strike

At your 11th level, you begin to understand how to use the power of asteroids by spending 3 ki points. As an action, you can move as far as your speed and deal fire damage equal to twice of your Martial Arts die plus your Dexterity modifier.

For every 20 feet of movement you take, the damage die amount will increase by 1. The damage die amount limit is equal to twice of your proficiency bonus. The target then must succeed on a Dexterity saving throw against your Ki save DC or take half damage.

Asteroid Blast

When you hit your 17th level, When your Blazing Fists feature is active, you can bolster your flaming fists and combine all possible attacks you can made into one single attack as a bonus action and release it as an action. You can also spend ki points to do Flurry of Blows and include the attacks into this way of attack.

Additionally, your unarmed strikes made from this feature will cause an aftershock for 30 feet radius away from you. All creatures within that radius must succeed on a Dexterity save against your Ki save DC to take half damage from your initial unarmed strike damage.

Way of the Tide

Well as the people say that playing with fire is dangerous. So how about playing with water? The monks who goes to this monastery is probably having the time of their lives.

Whirlpool

When you picked this tradition on your 3rd level, as a bonus action, you can spend 2 ki points to conjure a 15 feet radius puddle of water that twists around you for 1 minute as an action. The water will move along with you and count as a difficult terrain for other creatures of your choice.

Additionally, as an action, you can entangle a single creature within your puddle and forces them to make a Strength saving throw against your Ki save DC. On a failed save they're restrained. They can use their action to make an Athletics check against your Ki save DC to escape.

Wave Rider

Also on your 3rd level, when your Whirlpool feature is active, you can hit a surface area to conjure a line of water wave that travels along a surface from the point of impact to a desired location within 30 feet away with your fists. The surface area can be the ground, walls, ceiling or any solid surfaces. There must not be a floating gap between you and your target or else it will stop at that gap. Upon arrival, your fist will emerge from the water and hit the target. This attack counts as an unarmed strike.

Wet Fists

On your 6th level, while your Whirlpool feature is active, all of your unarmed strikes will soak your target in water.

High Tide

At your 11th level, you can spend 3 ki point to conjure a 15 feet wide wave of water in front of you. The wave will travel for up to 30 feet forward until it dissipates.

All creature hit with this wave must succeed on a Strength saving throw against your Ki save DC or take damages equal to your Martial Art damage die and have a disadvantage on their attack rolls until the start of your next turn. A creature who failed their save will also get pushed 5 feet towards the wave direction.

Tidal Upsurge

When you hit your 17th level, you have adapted to control the waves with your hands. Whenever you're standing in a shallow water surface, your Martial Arts damage die will be doubled.

Way of the Quake

The ground is the place we live on, yet we still have little to no understanding of what it can do. Monks of of this monastery concerns themselves with the balance of the world and discipline themselves in respecting the earth.

Boulder Toss

When you picked this tradition on your 3rd level, you can lift a Medium sized boulder or a piece of the ground within 15 feet of you and throw it to a creature as an action. This will only work if there is a visible dirt ground, stones, or any types of minerals that you can find beneath the ground. The boulder counts as a simple melee weapon that you're proficient with and has the thrown property with the range of 10 plus the speed bonus gained from your Unarmored Movement feature. You can add your Wisdom modifier to the attack and damage rolls instead of Strength or Dexterity. On a hit, it will deal bludgeoning damage equal to twice of your Martial Arts die. On 6th level, the boulder you throw from this feature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, if you lift a piece of the ground, that 5 by 5 feet of space will become a difficult terrain.

Detect Ground

On your 6th level, you have learned to sense the aura of a stone of what it sense near it. As a bonus action, you can focus your mind and gain 30 feet of tremorsense until the end of your next turn. This will let you see all sorts of things that touches the ground, it can be creatures or objects but it will all be seen as silhouettes and does not have any colors.

Stone Grasp

At your 11th level, when you hit a creature with an unarmed strike, you can spend 2 ki points to grasp them with stones, making them restrained. The creature can use their action to try to escape at the start of their turn by making an Athletics check against your Ki save DC. In addition, you can move them where ever you want within 30 feet away from you.

Fissure

When you hit your 17th level, the earth quakes as you reign. You can use your action to stomp the ground and cause a 30 feet line of the ground to crack. This crack will last for 1 round and at the start of your next turn, it will crumbles and create an implosion among the cracks.

During this turn, all creatures (except you) within the 15 feet of the crack must succeed on a Constitution saving throw against your Ki save DC. On a failed save they will all take thunder damage equal to three times your Martial Arts die and fall prone. On a successful save, they will take half damage instead.

Additionally, you can spend ki points to add another Martial Art die to the damage.

Paladin

Below are some of the subclasses for paladins that exists in the world of Aquethya.

Oath of the Champion

Paladins who swore this oath are tenacious warriors and respectful duelists. They are chivalrous in their battle but not limited to do all things to win.

Tenets of the Champion

A paladin who takes this oath has the tenets of the duelist seared on the upper part of their body.

Never Back Down from a Challenge. If someone challenges you for a battle, never cower in fear and stand your grounds. Even if you know that there is no chance of winning.

Respect the Dying. Rather than sparing the dying and letting them live in pain. Promptly end their future torment of losing to you.

No Shame in Failure. In battle, there are no perfect win and you may lose in some fights. Never succumb to your failure and let it motivate you to be a better fighter.

Oath Spells
Paladin Level Spells
3rd Compelled Duel, Shield
5rd Aid, Cloud of Daggers
9th Crusader's Mantle, Haste
13th Death Ward, Locate Creature
17th Holy Weapon, Temporal Shunt
Channel Divinity

Starting on your 3rd level, you gain the following two Channel Divinity options.

  • Warcry. As an action, you can taunt a single creature that you can see within 30 feet away from you. The target must succeed on a Charisma save against your spell save DC. If they fail, they will focus their attacks towards you for 1 minute. While in this state, all of their attack rolls must be made on a disadvantage and they can't concentrate on spells. They may make another Charisma save as an action to end the effect early.
  • Colosseum. You create a 30 feet radius arena of circular wall with 10 feet of height that cages you and other creatures within that radius. Nothing can go out and inside the arena, including teleportations and all creatures inside will gain total cover against outside sources and vice versa. Additionally, you gain +1 to your AC while inside this arena. The wall has an AC equal to your spell save DC and hit points equal to half of your hit points.
Aura of Valor

On your 7th level, you constantly emit an aura of your inextinguishable spirit. When there are more than 2 hostile creatures within 30 feet away from you, you gain +1 to your attack rolls for every creatures within range above the amount of 2 creatures.

Press the Attack

At your 15th level, your tenacity in combat has heightened your fighting prowess. You can make 1 additional weapon attack in the same attack action.

Overwhelm

When you hit your 20th level, as an action, you can turn into a one man army and call down an artillery support to aid you in your battle.

While in this state, you gain the following benefits:

  • Every time you took damage more than 20 in a single attack, one illusory duplicates of yourself from the Mirror Image spell will come out from you and take half of the damage for you.
  • The duplicates will last for 5 rounds and each time a creature targets you with an attack while your duplicate exists, roll a d20 to determine whether the attack instead targets one of your duplicates.
  • A duplicate's AC equals to your AC. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.
  • Only 5 duplicates can be present in the same time.

This feature only lasts for 1 minute and you must finish a long rest to be able to use it again.

Oath of the Galleon

The world of Aquethya is filled to the brim with huge open waters. By default, the most dominant way of travel is by a ship. Knowing this, the Paladin swore an oath to protects and watches the regulations of the ships that sails within the waters of Aquethya.

Tenets of the Galleon

A paladin who takes this oath swears to safeguard the people who boards ships from otherwordly threats.

  • The Hull and the Sea. Respect the waters if it doesn't done you any harm, as it's the only thing that lets your boat afloat.
  • Splice the Mainbrace. Give equal respect to your whole crew mates. All people who joins your crew has the right to be alive and feel safe.
  • Dead Men Tell No Tales. A group of sailors who died on the sea can not get back to the shore and tell their adventure. Protect the land dwellers from succumbing to the depths of the abyss.
Oath Spells
Paladin Level Spells
3rd Catapult, Command
5rd Air Bubble, Hold Person
9th Tiny Hut, Wall of Water
13th Control Water, Staggering Smite
17th Hold Monster, Maelstrom
Bonus Proficiency

Once you pick this oath, you gain a proficiency in Sea Vehicles.

Channel Divinity

Starting on your 3rd level, you gain the following two Channel Divinity options.

  • Batten Down the Hatches. As an action, you rouse the ardor of your fellow mates within 15 feet away from you. All creatures of your choice within range will take reduced damage equal to twice of your Paladin level for 1 minute. If you took damage, you must make a Constitution save as if concentrating on a spell to maintain the effect.
  • Keelhaul. All ships has a purpose. By this statement, you summon a ghostly ship that sails through the battlefield towards a direction of your choice. The ghost ship is 30 feet long and 15 feet wide will travel for 60 feet forward. All creatures within that path of the ship must make a Dexterity saving throw against your spell save DC. On a failed save, they will take bludgeoning damage equal to twice of your Paladin level. If a creature is at the end of the ship's travel path, they will take bludgeoning damage equal to 3 times of your Paladin level instead. On a successful save, they only take half damage.
Aura of Turbulence

On your 7th level, your experience in the sea has made you stable in your footing when a huge wave crashes your ship.

As long as you're no incapacitated, you and creatures of your choice within 15 feet away from you will never gain the effect of walking through a difficult terrain and can just use 10 feet of speed to stand up after getting knocked prone. The aura range will be doubled at your 18th level.

Additionally, if you're boarded on a ship, the effect expands through ship's floor and all creature's of your choice who touch the ship will be affected by this aura.

Anchor Smite

At your 15th level, your smite is a restrain to all beastly creatures beneath the ocean surface. When you use your Divine Smite feature after hitting a creature, you can instead change the effect to anchor a creature to a point and it can not leave within 15 feet away from their initial point for 1 minute.

The creature may make an action to escape by making an Athletics check against your spell save DC.

Dead Man Sailing

When you hit your 20th level, if an unfortunate events that lets your party got their hit points reduced to 0, you can forgo your death saving throws and rise yourself and your allied creatures to the surface and walk again.

All of the creatures within 30 feet away from you will instantly stabilizes and regain 1 hit point. After that, all of the affected creatures can not take any damage for 1 round and is immune towards all conditions for 1 minute, including death.

Oath of Hell Bearer

Whoa those paladins have cool flaming blades. I wonder how they got their powers from. I hope not from a bad thing. Oh why did he burned that guy's house down?

Tenets of the Hell Bearer

A paladin who takes this oath has the tenets of the hell bearer seared on their chest.

Cease No Embers. Dedicate yourself to the power of the infernal realms. Embrace the fire within you, allowing it to fuel your determination and strength.

Blaze Your Mercy. In the face of your enemies, unleash the fury of the damned upon those who oppose you and threaten the innocent. Show no mercy and let your wrath burn away all obstacles in your path.

Protect the Damned. Stand as a guardian of those who have embraced the darkness, defending them against persecution and seeking justice for their kind. Use your power to protect the outcasts and give voice to the silenced.

Oath Spells
Paladin Level Spells
3rd Bane, Burning Hands
5rd Flaming Sphere, Ray of Enfeeblement
9th Bestow Curse, Slow
13th Blight, Elemental Bane
17th Destructive Wave, Flame Strike
Channel Divinity

Starting on your 3rd level, you gain the following two Channel Divinity options.

  • Hellish Weapon. As a bonus action, you can ignite one weapon that you are holding with infernal energy, using your Channel Divinity. Once on the next 1 minute, your weapon attack will deal an additional fire or necrotic damages (your choice) equal to 5 + twice of your Paladin level. The weapon also emits dim light in a 10-foot radius of it. If you hit a creature with a resistance to fire or necrotic, it will ignore the resistance from that damage type on this attack.
  • Calamity. As an action, you can burst a surge of hellish energy within 15 feet radius around you. For 1 minute, all creatures which is hostile to you will gain -1 penalty to all of their attack rolls, saving throw and death saves. If they have disadvantage on one of the rolls listed before, the penalty will become -2 instead.
Aura of Purgatory

On your 7th level, your mere presence is a testament to the mortals as you radiates a 10 feet of warm aura that gives all non-hostile creatures towards you a resistance to fire or necrotic damages (your choice). You can change the damage resistance after finishing a long rest.

The aura range will be doubled at your 18th level.

Doomed

At your 15th level, whenever you successfully hit a creature, you can mark that creature for damnation. That creature must succeed on a Constitution saving throw against your spell save DC. On a failed save, that creature can't cast any spells and their movement speed is cut in half until the start of your next turn.

Infernal Being

When you hit your 20th level, you can scorch yourself in hellish flames. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain immunity towards fire and resistance towards necrotic damages.
  • Every time you take necrotic damage, half of that damage will heal you.
  • You can transmute a fire damage towards a creature within 5 feet away from you to make it deal half damage as a reaction.

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

Ranger

Below are some of the subclasses for rangers that exists in the world of Aquethya.

String Weaver Conclave

Are they real rangers? It just seems that they just playing with strings and the likes. Whoa, what the heck? That ogre just tripped from that line of thread. I gotta start checking my neck for some strings.

String Weaver Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the String Weaver Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd Snare
5th Hold Person
9th Slow
13th Grasping Vine
17th Hold Monster
Bonus Proficiency

When you choose this conclave at your 3rd level, you gain a proficiency in Weaver's tools if you don't have it before.

Weaving

Starting on your 3rd level, as an action, you can conjure magical strings that are hard to break. The string will last for up to 1 hour and will disappear if you go beyond 30 feet from your initial target or got incapacitated.

You can use your strings to restrain a creature, no matter how large. Those creature must make a Dexterity saving throw against your spell save DC to avoid it. On a failed save, they are restrained until the duration expires or you release them early. Those creature may attempt to escape by making a Strength check against your spell save DC to release themselves from your strings.

You can restrain more than one creature at a time. The creatures you've restrained are tethered to each other. So if a creature wants to move away from another creature, they must both contest an Athletics check against each other so they can move. The earlier restrained creature is tethered to the latter and so on. The first creature you restrain is connected to you, but not tethered to you however.

When you get your Extra Attack feature, you can restrain 2 creatures in a turn as both attack actions. This feature can be used several times equal to your Wisdom modifier and you'll regain all uses per short or long rests.

Thread Slicer

Also on your 3rd level, if you have a string restrained to a creature or object from your Weaving feature, you can use your bonus action to make those strings deal 2d6 force damage.

Intertwine

On your 7th level, you can conjure several threads of magical strings from the ground as an action. For within 30 feet radius of you, all creatures of you choice within range must make a Strength saving throw against your spell save DC. On a failed roll, they all will be restrained to the ground and their speed will become 0.

This feature will last for 1 minute or until they succeed on an Athletics check to escape the restrain. Once used, you must finish a short or long rest to be able to use this feature again.

Thread Ripper

At your 11th level, your strings has become much more stronger. As an action, you can rip through your creature's skin by tightening the restrain from your magical strings. When you do so, all creatures restrained by you will take 4d6 force damage.

If there are multiple creatures restrained by you, multiple the damage die with the amount of creatures you've restrained with your magical strings. This feature can be used once per long rests.

Spell Weaving

When you hit your 15th level, your magical string can now surge your power through its lines of threads. When you cast a single targeted spell that requires concentration to a creature restrained by your magical string, you don't need to maintain concentration as long as that creature stay restrained.

If they break free, the spell still last but you now need to concentrate or make an attempt to restrain that creature again.

Wind Shifter Conclave

These rangers are the riders of the wind. They utilize the wind to propels their attacks and help them move around swiftly and efficiently.

Gale Form

Starting on your 3rd level, you can focus your self and embrace the winds that is flowing through you.

As a bonus action, you became a semi-transparent wind form of yourself and gain additional walking speed equal to half of your walking speed. Attacks made from provoking opportunity attacks will be at a disadvantage while this feature is in effect.

This feature will last for up to 1 hour and will end early if you're incapacitated or as a bonus action. Once used, you must finish a short or long rest to be able to use this feature again.

Gale Blade

Also on your 3rd level, when your Gale Form feature is in effect, you can apply your wind powers through your weapons. As an action, you thrusts your melee weapon to a creature within 10 feet of you. Make a melee spell attack roll, on a hit, you will conjure a line of strong wind that will push your target 20 feet away from you and take 4d4 slashing damage.

At higher level, the damage die will increase by 2d4 on your 6th, 12th and 18th level.

Airflow

On your 7th level, your surrounding winds will aid you in your journey. You can make a jump as far as half your walking speed while in mid air.

If you somehow hit the ground while falling, you can reduce the damage dice equal to your Ranger level as a reaction.

Additionally, as long as the wind can blow through your skin arround you, your passive Perception will gain +3 bonus.

Gentle Winds

At your 11th level, you can conjure a breeze that is soothing to touch. As an action you emit a 10 feet radius spherical winds that will give you and your allied creatures hit points equal to 2d8 plus your Wisdom modifier. This feature can be used several times equal to your proficiency bonus and you'll regain all uses after you finish a long rest.

Hurricane

When you hit your 15th level, your wind powers are strong enough to pierce several creatures. When you make a weapon attack action, you can use your bonus action to summon swirling winds at the end of your weapon's projectile.

You gain the following abilities:

  • Sky Piercer. You can forgo your ranged weapon attack action and instead fire a 100 feet long straight line of arrow shot that will pierce through creatures. If there are creatures in the line, they must succeed on a Dexterity save against your spell save DC to take half from 5 times of your weapon damage.
  • Wind Dancer. You can forgo your melee weapon attack action and instead spin and creates a circular slash that will strike creatures within 15 feet away from you. All creatures within that radius must succeed on a Dexterity save against your spell save DC to take half from 5 times of your weapon damage.

Rogue

Below are some of the subclasses for rogues that exists in the world of Aquethya.

Discharger

The rogues of from this archetype are guards and watchers who controls the regulations of magic and hinders the use of illegal spells.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency Arcana skill.

Spell Breaker

Starting on your 3rd level, your Sneak Attacks weakens the magical damages dealt from your target. When you successfully deal a Sneak Attack to a creature, you can decrease all magical damages or heals dealt from your target until the start of your next turn. The penalty is equal to your Rogue level.

Nullifier

On your 9th level, you can cast Dispel Magic without using any spell slots. Alternatively, you can cast it as a reaction when you successfully land your Sneak Attack. This feature can be used several times equal to your proficiency bonus and you'll regain all uses after finishing a long rest.

Arcane Curse

At your 13th level, you can punish a creature after they cast a spell while in combat. You gain bonus psychic damage to your damage rolls equal to the spell level used from your target if they casted a spell previously before your turn started.

Magus Bane

When you hit your 17th level, as an action, you can touch a single creature that can cast spells and block their arcane surge. On touch, that creature must make on a Wisdom saving throw. On a failed save, they can't cast any spells at all. On a successful save, you can roll a 1d8 and use the result as their maximum spell slot level that they can use. They can keep making a saving throw at the start of their turn to end the effect early.

The DC is 8 + your proficiency bonus + your Intelligence modifier and it will last for 1 minute and can be used once per long rests.

Rift Walker

Phase walkers or rift walkers are the masters of walking between realms or planes. They're also the master of stealth by hiding beyond the plane of existences.

Phasewalk

When you choose this archetype at 3rd level, as a bonus action, you gain the ability to go into the spatial rift plane. While in this effect, you are shrouded in mist and is invisible to all creatures. You can't talk and can't see beyond 10 feet away from you. You'll return to the material plane if you make an attack or just simply returns using your bonus action.

Void Rebuke

Starting on your 3rd level, while you use your Phasewalk feature, you are still tangible and you emit cold and berating aura. Although you are invisible, you will still trigger an opportunity attack when leaving a creature's melee range, but on a disadvantage.

If they fail, you can use your reaction to make a melee attack to that creature that deals force damages with the amount equal to your Sneak Attack damage. You can use this feature several times equal to your proficiency bonus and regain all uses after a short or long rest.

Returnal Blast

On your 9th level, you emit a burst of force after returning from phase walking. After your Phasewalk feature ends, you'll cause a small explosion that deal force damage equal to 2d8 plus your Dexterity modifier. All creatures within range must succeed on a Dexterity save to take half damage.

Temporal Separation

At your 13th level, your presence in the spatial rift cause destruction to the material plane. As an action when you're in the effect of your Phasewalk feature, all creature within 10 feet radius from you must succeed on a Constitution saving throw to avoid taking 3d6 force damage. This feature will lasts for 1 minute.

Ether Strike

When you hit your 17th level, you can make a single melee attack without ending your Phasewalk feature early and you can add your Sneak Attack dice to the damage roll.

Sorcerer

Below are some of the subclasses for sorcerers that exists in the world of Aquethya.

Dream Walker

You are not from this world, but rather the embodiment of someone else's imagination from their dream. Your existence is also magical by itself, as you are a Sorcerer yourself.

Insomnia

Starting at 1st level, you cannot be put to sleep by any possible means, as you are constantly in the state of sleeping but doesn't count as resting. Once per 1 hour, you can spend a single hit die as if you're finishing a short rest, but this effect does not gain the benefit of a short rest.

Dream Weaving

Also on your 1st level, as an action, you can spend 2 sorcery points to cause one creature of your choice that you can see to instantly put to sleep for up to 1 minute. That creature must succeed on a Wisdom saving throw against your spell save DC to avoid this effect. On a failed save, they will fall unconscious for up to 1 minute, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Additionally, you can usher simple ideas to the sleeper as if being affected by the Suggestion spell, except this time it only lasts for 1 hour after the sleeper is awake.

Sleep Walking

At your 6th level, your constant sleeping state has given you the swift movements that automatically dodges you from harm. When a creature within 30 feet of you makes an attack roll towards you, you can impose a disadvantage to the attack roll as a reaction. You can use this feature several times equal to your Charisma modifier and will regain all uses after finishing a long rest.

Hallucination

On your 14th level, the intangibility of your body has given you the power to shape shift. As an action, you can turn into any beasts, plants or any objects that you've seen before. This transformation does not change your statistic, but rather just your appearance. Any creatures can make an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to make sure that your appearance is real or not. On a successful save, the creature will think that they are dreaming.

Dream Invasion

When you hit your 18th level, you can invade other creature's dream while they're asleep and sees what they see in their dreams. Alternatively, you can dig deep into the creature's memory to look for information. Make an Arcana check, it must go above the creature's Wisdom saving throw to succeed. You can only use this feature once per long rests.

Additionally, you don't need to spend any sorcery points to use your Dream Weaving feature while inside a creature's dream. You can only use this feature once per creature before finishing a long rest.

Hairmage

Born to the world of Aquethya with a gift of ever growing hair that you can magically control and extend. Sorcerers who gained this gifts utilize their hair to empower their arcane prowess.

Hair Extensions

Starting at 1st level, you've been born with a long hair that can be controlled to grab objects and extends for up to several feet long equal to 5 times of your Charisma modifier. You can make an attack using those hair and use the statistic of a Shortsword and you can use your Charisma for its attack and damage rolls.

Additionally, your hair can be used to cast your sorcerer spells from.

Fibrous Spells

You learn additional spells when you reach certain levels in this class, as shown on the Fibrous Spells table. Each spell takes form as your hair takes shape resembling the spells and counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

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 an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1st Mage Armor, Snare
3rd Cloud of Daggers, Spike Growth
5th Conjure Barrage, Tiny Hut
7th Grasping Vine, Polymorph
9th Bigby's Hand, Conjure Volley
Entangling Fibers

At 6th level, your hair fibers are strong enough to strangle a creature. You can spend 2 sorcery point to target a Medium or smaller creatures and they must succeed on a Strength saving throw against your spell save DC to avoid getting wrapped in your hair for up to 10 minutes.

That creature counts as restrained by you and their speed turns to 0. If you're attacked while entangling a creature, you must make Constitution save to maintain the entanglement.

At the start of the entangled creature's turn, they must make a Constitution save to avoid starting to suffocate. They can use their action to escape this restraint.

Protective Keratin

On your 14th level, you are protected by a flock of your long hair. As a reaction, you can roll 1d12 and use the result to reduce any damage taken to you. You can add your Charisma modifier to the damage reduction roll. In addition, you gain +2 to your AC as long as your hair persist.

This feature can be used several times equal to your proficiency bonus and you can regain all uses after finishing a long rest.

Living Mane

When you hit your 18th level, your hair has become a semi-sentient being. Your hair now counts as a creature and is attached to you. You can control your hair to move around for up to 30 feet away and it will move along with you where ever you go.

Additionally, once per long rests, you can spend 3 sorcery point to turn your hair into a more dangerous state of weapon for 1 minute. While in this effect, your Living Mane's Blade Form attacks will deal double the damage dice and gain 3d12 temporary hit points.


Living Mane

Medium monstrosity, unaligned


  • Armor Class 10 + your Charisma modifier
  • Hit Points 2 × your Sorcerer level
  • Speed 30 ft. flying

STR DEX CON INT WIS CHA
17(3) 21(5) 12(1) 13(1) 8(-1) 10(0)

  • Saving Throws +1 Strength, +3 Dexterity
  • Damage Immunities Psychic
  • Condition Immunities Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages Understands your languages but can't speak
  • Challenge Same as your Sorcerer level

Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. False Appearance. While the mane remains motionless, it is indistinguishable from a normal hair from your head.


Actions

Multiattack. The mane makes a number of attacks equal to your Charisma modifier.

Blade Form. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d6+3 slashing damage

Reactions

Shield Form. The mane can use your Protective Keratin feature when it got attacked. It uses your Charisma modifier in the damage reduction rolls.

Warlock

Below are some of the subclasses for warlocks that exists in the world of Aquethya.

The Great Giant Ooze

The great giant ooze Myxomycota has bestow you a piece of his power. A giant sentient green ooze with the size of a galleon ship. He gave you the power to control oozes or turn into one yourself.

Extended Spell List

Spell Level Spells
1st Absorb Elements, Grease
2nd Acid Arrow, Protection from Poison
3rd Slow, Stinking Cloud
4th Black Tentacles, Vitriolic Sphere
5th Cloudkill, Bigby's Hand
Liquidated Asset

Starting when you make a contract with this patron on the 1st level, your patron bestows upon you the ability to turn yourself amorphous. Your body become ooze-like and you can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. When you take bludgeoning, piercing and slashing damages, you can use your reaction to gain a resistance against that damage types. In addition, you gain a resistance toward acid damages and other oozes will always see you as friendly while in this form until you harm them. This feature will last for 10 minutes and once you use this feature, you can't use it again until you finish a short or long rest. If you later pick the Pact of the Chain boon, you can choose to pick the form of a Grey Ooze.

Oozekin

On your 6th level, you can request a companionship to your patron to aid you in your adventure. As an action, you can summon 4 Small, 2 Medium or a single Large ooze. These oozes are friendly to you and will follow your command for up to 10 minutes or they're reduced to 0 hit points and then they will dissipates. As a bonus action, you can mentally command these oozes if they are within 30 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action those oozes will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the oozes will defend themselves against hostile creatures. Once given an order, the oozes will finish that task to the best of their capabilities.

Below is the ooze's statistics.

Size HP AC Attack Ability Score
Small 15 18 +7 to hit, 1d8 STR 4, DEX 16
Medium 30 14 +6 to hit, 2d8 STR 12, DEX 12
Large 60 10 +5 to hit, 3d8 STR 18, DEX 6

The ooze's Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. They have walking and climbing speed of 40 feet for Small, 20 feet for Medium and 10 feet for Large ooze. Every time they attack, it will deal additional 2d4 acid damage and the target must succeed on a Constitution saving throw against your spell save DC to avoid taking the damage.

Slime Rider

When you reach 10th level, while your Liquidated Asset feature is active, you gain an immunity towards acid damage and can mount Large sized ooze which are not hostile towards you. You don't need to mount on top of it, you can mount the ooze inside it. It will give you air pockets so you won't suffocate. Only you can mount it. While inside, you can't make melee attacks but you has total cover from effects originating outside of it. If you cast spells or make any ranged attacks, the ooze will create a hole for your projectiles to go through. If the ooze took damage from any area damage, you will only take half of the damage.

Additionally, if you already used your Liquidated Asset feature before resting, you can use 1 spell slot to activate it instead.

Split-Second Split

Finally at your 14th level, whenever you're attacked with an attack that deals bludgeoning, piercing, slashing damages or any type of attack that fires a visible projectile and can impact your body, you can use your reaction to quickly split your body and give yourself bonus to your AC equal to twice of your Charisma modifier.

After splitting, you will immediately reform back to your original shape. Alternatively, you can instead gain bonus to your Dexterity saving throw equal to your Charisma modifier. After using this feature, you can't use it again after finishing a long rest.

The Raijin

You may have prayed to the god himself, or maybe you got struck by a magical lightning. Either way, the war god Raijin has chosen you to be his right hand man (or woman) and gave you a part of his electrifying powers.

Extended Spell List

Spell Level
Spells
1st
Gift of Alacrity, Thunderous Smite
2nd
Blur, Kinetic Jaunt
3rd
Call Lightning, Lightning Bolt
4th
Freedom of Movement, Storm Sphere
5th
Control Winds, Destructive Wave
Storm Arts

Starting when you make a contract with this patron on the 1st level, the god of lightning has blessed you with martial arts. Your unarmed strikes now deal an additional 1d4 lightning damage. Later on higher levels, the damage die will change to 1d6 on your 6th level, 1d8 on your 11th level and to 1d10 on your 17th level.

Thunder Drums

On your 6th level, you gain the ability to beat the war drums of the thunder god. Whenever you hit a creature with a melee attack, you gain an instance of Thunder Drums, with a maximum equal to your Charisma modifier (minimum of 1).

You can use your bonus action to expend the current amount of your Thunder Drums instances and gain 1d6 temporary hit points for each instances. The Thunder Drums will slowly disappear after 1 hour or you finishes a short rest.

In addition, you gain resistance towards lightning damage.

Unstable Current

When you reach 10th level, when you deal lightning damage to a creature, you can use your reaction to make the lightning jump to another creature within 15 feet of your initial target and must succeed on a Dexterity saving throw or take half the lightning damage you deal (rounded down).

On a failed save, the lightning will jump again to another creature. Each jumps will reduce the range by 5 feet and deal half as much damage from the previous one.

Ball Lightning

Finally at your 14th level, as an action, you can enshroud yourself in volatile electricity and move to any unoccupied space up to 60 feet away from you and phase through creatures. If there's no more space to move, you can choose to stop instead.

Once on your turn, each creatures who you pass through must make a Constitution saving throw or take 2d10 lightning damage or half as much on a successful save. If you provoke any opportunity attacks, those attacks will be made on a disadvantage. On a hit, you will stop within 5 feet near the creature who hit you.

After stopping, all creatures within 10 feet of you must succeed on a Constitution saving throw or take 10d10 lightning damage or half as much on a successful save. You can only use this feature once per short or long rests.

Pact Boon

Below are the boon options you can pick.

Pact of the Maw

A mouth has slit upon a location somewhere within your skin. You can move the mouth anywhere within your skin.

Below are the effects you gain with it:

  • You can use your action to enlarge it and bite a creature within 5 feet away from you. The bite will deal 1d8 piercing damage and counts as an unarmed attack for you. You can use your Charisma modifier for the attack and damage rolls instead of Strength.
  • If you bite a creature that is not a construct, you will gain temporary hit points equal to half of the damage you've dealt (rounded up).
  • You can speak and consume food or drink through the mouth.
  • You can cast spells with the verbal component through the mouth.

Eldritch Invocation

Below are some eldritch invocation options for a warlock that you can pick.

Dreaded Cacophony

Prerequisite: 15th level, Pact of the Maw feature


You can cast Dissonant Whispers at will on its lowest level, without expending a spell slot or material components.

Eldritch Command

Prerequisite: 9th level, Pact of the Maw feature

You can cast Geas once using a warlock spell slot. You can't do so again until you finish a long rest.

Amulet of Rebound

Prerequisite: 7th level, Pact of the Talisman feature

When the talisman in on your person and you took hit from an attack roll that you can see. You can use your reaction to make a Charisma saving throw against the AC of the creature who hit you. If it goes equal or above the AC, you can return the attack back to the attacker.

Far Caller

Prerequisite: 5th level, Pact of the Talisman feature


You can store a creature's name into your talisman of which that can speak. As an action, you can speak to the talisman and the other creature can hear you from 1 mile away from you. The recipient can also reply back to you telepathically. You can have a conversation with that creature for up to 10 minutes and then the talisman cannot be used again after you finish a short rest. The limit of creature's name stored in your talisman is equal to twice of your Charisma modifier.

Hearing Doubles

Prerequisite: 7th level, Pact of the Maw feature


When you cast a spell as an action, you can cast another spell through the other mouth with a verbal component that has the casting time of bonus action and vice versa.

Mimicry

Prerequisite: Pact of the Maw feature


You can mimic the speech of another person or the sounds made by other creatures through the mouth. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Otherworldy Arms

Prerequisite: Pact of the Blade feature


You can choose to conjure a pair of gauntlets that lets your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

Wizard

Below are some of the subclasses for wizards that exists in the world of Aquethya.

School of Geomancy

The wizards from this traditions have acquired the knowledge and the mastery to bend earth as they pleases and uses it as their focus of study.

Geomancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a geomancy spell into your spellbook is halved. If a geomancy spell is not a wizard spell, it is nonetheless a wizard spell for you.

Create Platform

Starting on your 2nd level, as an action, you can conjure a 5 feet diameter of circular pattern around your feet and raise a portion of the ground to support you levitating. While you're on the platform, you can move it everywhere equal to your walking speed. It will ignore difficult terrain and can go up and down. You can also control it from afar within 15 feet away from you.

The platform is can hold up to several pounds of weight equal to 5 times of your proficiency bonus. It has an AC of 10 and hit points equal to your Intelligence score and will last for 10 minutes or when you conjure up a new platform.

Stone Hands

On your 6th level, you'll learn the Earthen Grasp and will always have it prepared, but it does not count against the number of spells you prepare. If you cast it using this feature, you can change the hand's size into Large or Tiny. If it become Large, the damage increases as if it was casted using a higher level spell slot. If it becomes Tiny, it will lose 1 damage die. The creature size limit also changes along with the hand's shape.

Pillar

At your 10th level, as an action, you can point one of your hand upwards and conjure a 5 feet wide and height of stone pillar at the tip of your hand. The height is equal to 5 times of your Intelligence score. As the same action, you can drop it down and each creature in the area of where the pillar dropped must make a Dexterity saving throw against your spell save DC. A creature takes 1d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage will increase by 1d12 for every 5 feet of the pillar's length.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Mountainous Arsenal

When you hit your 14th level, you can spend 1 minute of time to conjure a Mountain Golem and has a cock pit anywhere you want to put it on. You must have access to at least 15 feet radius of stone or dirt. Once inside, you gain full cover from the outside and the inside, but you can see what the golem sees by concentration.

You must maintain a concentration when you conjure the golem or else it will crumble. If the Golem takes damage after its hit points goes below half from its maximum hit points, you must start making Constitution check to maintain your concentration everytime the golem takes damage. Once you use this feature, you can't use it again for 24 hours and must finish a long rest.


Mountain Golem

Huge construct, Unaligned


  • Armor Class 19
  • Hit Points 10 × your Intelligence score
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23(6) 8(-1) 21(5) 1(-5) 11(0) 3(-4)

  • Saving Throws Strength +11, Dexterity -1, Constitution +10
  • Skills Athletics +11
  • Damage Resistances Bludgeoning, Piercing, and Slashing and other Nonmagical Attacks
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Senses
  • Languages Understands the languages of its creator but can't speak
  • Challenge 12 (8,400 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Siege Monster. The golem deals double damage to objects and structures.

Actions

Multiattack. The golem makes two attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.

Boulder. Ranged Weapon Attack: +11 to hit, range 120/480, one target. Hit: 34 (6d8 + 7) bludgeoning damage.

Bonus Actions

Earth-Shaking Movement. The golem moves up to its speed and then sends a shock wave through the ground in a 30-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 17 Constitution saving throw or lose concentration.

School of Hydromancy

The wold of Aquethya is filled with water, making it a source that will prosper you if you can handle it. Wizards of Aquethya chooses to study to manipulates water as their focus in magical study.

Hydromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a hydromancy spell into your spellbook is halved. If a hydromancy spell is not a wizard spell, it is nonetheless a wizard spell for you.

Hydro Familiars

Starting at 2nd level, you always have the Find Familiar spell prepared, and it does not count against the number of spells you prepare and you can cast the spell as an action, without expending material components.

There some differences when conjuring familiars by this feature, such as :

  • The familiar will counts as elemental, instead of beast
  • It will only lasts for 10 minutes
  • You can have more than 1 familiars at once and each familiars can be a beast but not a swarm, with a CR below half of your proficiency bonus (rounded down)
  • The familiar's hit points are cut in half
  • You can't cast spells through the familiar conjured by this feature.
  • The familiar can take the Attack action on its turn.

You can use this feature several times equal to your Intelligence modifier and you'll regain all uses after a long rest.

Floaters

On your 6th level, you've mastered the arts of walking above the water surface. You and your hydro famiiars are now are constantly in the effect of Water Walk spell. The feature can only let you walk on water or any liquids with low viscousness. You can use your bonus action to submerge into the water if you're in the need to dive.

Torrent

At your 10th level, as an action, you can target up to several creatures within 60 feet away from you equal to your Intelligence modifier and conjure a 5 feet radius pool of water beneath their foot.

At the start of your next turn, the pool of water will burst into a torrent and if there are creatures within that radius, they must succeed on a Dexterity saving throw against your spell save DC or got pushed 10 feet upwards, multiplied by your proficiency bonus. This torrent will last for 1 minute and has the effects from the Wall of Water spell.

If you're within the torrent radius, you can automatically succeeds the saving throw. Once you used this feature, you must finish a short or long rest to be able to use it again.

Heavy Rain

When you hit your 14th level, your range of mastership in manipulating water has reached into controlling weather. As an action, you can conjure a 120 feet radius of rain that lasts for 1 hour. You can choose to be soaked in the rain water or not. You can choose how dense the rain is. A heavy rain will heavily obscure vision within the rain and normal rain will lightly obscure vision.

If you choose to not getting soaked by the rain water, your vision will not be hindered by the rain. You can only use this feature once per long rests.

Spells

In the mystical realm of Aquethya, magic weaves its threads through the lives of its inhabitants, granting them the extraordinary ability to cast spells and harness supernatural powers. A diverse array of individuals, from devoted clerics drawing strength from daily devotions to skilled bards conjuring magical effects through the ethereal melodies of their lutes, contribute to the rich tapestry of enchantments that define the essence of Aquethya. Each practitioner, whether a seasoned sorcerer or an aspiring spellcaster, plays a unique role in shaping the magical landscape of this fantastical world.


Embark on a captivating journey through our latest collection of meticulously crafted spells, immersing yourself in a realm where the boundaries of imagination are surpassed. This next chapter unfolds with an assortment of incantations that beckon those who dare to explore the untold realms of magic. The enchantments within this collection transcend the ordinary, inviting both seasoned wizards and novices alike to embrace the mystical forces that lie at the heart of Aquethya, opening doors to realms where the extraordinary becomes commonplace.

Geomancy

Geomancy spells, distinguished by the (geomancy) tag. Channel the earthbound power of these spells, shaping landscapes and manipulating the very essence of the terrain to forge your path.

From the grounding stability of "Earthen Ward" to the transformative might of "Terraform". Delve into the symbiotic relationship with the earth's fundamental forces and unravel the mysteries of Geomancy, where the very foundation of the world becomes a canvas for your influence.

Geomancy Spells

The following are geomancy spells are presented in alphabetical order. Spells marked by an asterisk (*) are new spells.

Magic Stone

Transmutation cantrip (geomancy)


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

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.


Spell Lists: Artificer, Druid, Warlock

Mold Earth

Transmutation cantrip (geomancy)


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

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Spell Lists: Druid, Sorcerer, Wizard

Conjure Wall*

1st-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (a stone brick)
  • Duration: 1 minute

You transmute the ground into a 5 feet tall and wide wall, with the thickness of 1 foot. The wall has 10 AC and will break after it took damages more than ten times of the spell slot level used. The wall will become a difficult terrain after the duration ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wall can take more damage for each slot level above 1st.


Spell Lists: Druid, Ranger

Earth Tremor

1st-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Spell Lists: Bard, Druid, Sorcerer, Wizard

Geomantic Spring*

1st-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous

A 5 foot radius patch of the ground within range of you instantly springs upwards and thrown all creature on it. Each creatures within the radius must succeed on a Dexterity saving throw to take half from 2d6 bludgeoning damage. On a failed save they will be flung 10 feet upwards. Creatures that are too big from the spell radius cannot be flung.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius by 5 feet and the height of the creatures flung by 10 feet.


Spell Lists: Druid, Sorcerer, Wizard

Earthen Grasp

2nd-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature hand sculpted from clay)
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.


Spell Lists: Sorcerer, Wizard

Quaking Smite*

2nd-level evocation (geomancy)


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

The next time you hit a creature with a weapon attack before this spell ends, the weapon quakes with an earth-crumbling sound as you strike. The attack deals an extra 2d6 force damage to the target, and the target must succeed on a Strength saving throw to avoid falling prone. Hit or miss, after the attack has been made, the ground within 5 feet away of your target will become a difficult terrain.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.


Spell Lists: Paladin, Ranger

Erupting Earth

3rd-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of obsidian)
  • Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point.

Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.


Spell Lists: Druid, Sorcerer, Wizard

Obsidian Scythe*

3rd-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (50 gp worth of obsidian)
  • Duration: 10 minutes

The ground bursts with a sharp jet-black obsidian stone that is shaped like the blade of a scythe. A creature of your choice within range must succeed on a Dexterity saving throw or take 6d6 piercing damage. On a failed save, the creature will fall prone and be pinned to the ground, restrained by the scythe. The pinned creature can use its action to break free by making an Athletics check against your spell save DC to escape. On a successful save, they'll only take half damage and gain no further conditions.

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.


Spell Lists: Artificer, Druid, Sorcerer, Warlock, Wizard

Wall of Sand

3rd-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to 10 minutes

You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement.

A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.


Spell Lists: Wizard

Stone Shape

4th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
  • Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.

So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.


Spell Lists: Artificer, Cleric, Druid, Wizard

Tectonic Slam*

4th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

The ground within 10 feet of you will quake and all creatures within range except you must succeed on a Constitution saving throw or take 4d8 bludgeoning damage or half as much on a successful save.

If there are 4 creatures (except you) inside the range, the spell range will increase by 10 feet, with a maximum of 20 feet radius. In addition, the damage will increase by 2d8 for all creatures inside the additional radius.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius limit increases by 10 feet for each slot level above 5th.


Spell Lists: Druid

Stoneskin

4th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.


Spell Lists: Artificer, Cleric, Druid, Wizard

Rolling Stone*

5th-level conjuration (geomancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a chunk of gravel)
  • Duration: Concentration, up to 1 minute

You conjure a Large size spherical boulder on an unoccupied space within the spell range. As a bonus action, you can mentally command the boulder to roll towards any location, as long as it's within 60 feet away from you, or else it will crumble into dust.

If the boulder hits a creature, they must succeed on a Dexterity saving throw to take half from 6d6 bludgeoning damage. Objects and structures will take double damage.


Spell Lists: Druid, Sorcerer, Wizard

Transmute Rock

5th-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (clay and water)
  • Duration: Instantaneous

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.

  • Transmute Rock to Mud.
    • Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.
    • If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
    • If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
  • Transmute Mud to Rock.
    • Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.

Spell Lists: Artificer, Druid, Wizard

Wall of Stone

5th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.


Spell Lists: Artificer, Druid, Sorcerer, Wizard

Bones of the Earth

6th-level transmutation (geomancy)


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

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.


Spell Lists: Druid

Flesh to Stone

6th-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of lime, water, and earth)
  • Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.


Spell Lists: Druid, Sorcerer, Warlock, Wizard

Move Earth

6th-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an iron blade and a small bag containing a mixture of soils – clay, loam, and sand)
  • Duration: Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension.

So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.


Spell Lists: Druid, Sorcerer, Wizard

Earthquake

8th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
  • Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM.

  • Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

  • Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape.

The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.


Spell Lists: Cleric, Druid, Sorcerer

Hydromancy

Hydromancy spells, marked with the (hydromancy) tag. Harness the fluid essence of these spells, manipulating currents and conjuring tidal forces to shape your destiny.

From the serene embrace of the "Create Water" spell to the tempestuous might of "Control Water". Explore the harmony of nature's most essential element and unlock the secrets of Hydromancy, where the tides of fate are yours to command.

Hydromancy Spells

The following are hydromancy spells are presented in alphabetical order. Spells marked by an asterisk (*) are new spells.

Shape Water

Transmutation cantrip (hydromancy)


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

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Spell Lists: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard

Water Gun*

Transmutation cantrip (hydromancy)


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

You extend your forefinger and thumb, a dangerous gesture mimicking a gun and shoot a blast of water from your finger. Make a ranged spell attack, the water will deal 2d4 piercing damage on a hit. Taking a hit will soak the target in water.

At Higher Levels. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).


Spell Lists: Artificer, Sorcerer, Warlock, Wizard

Create or Destroy Water

1st-level transmutation (hydromancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
  • Duration: Instantaneous

You either create or destroy water.

  • Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
  • Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.


Spell Lists: Cleric, Druid

Hydro Limbs*

1st-level transmutation (hydromancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a drop of water)
  • Duration: 1 minute

You extend your hands outwards and turning it into a surging water. While this spell is in effect, it will give you a 5 feet reach for your melee attacks. If this spell lasts for 30 seconds or more, you will start to get soaked in water.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the reach range by 5 feet.


Spell Lists: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard

Streaming Smite*

1st-level evocation (hydromancy)


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

The next time you hit a creature with a weapon attack before this spell ends, the weapon shows splashing waves and a cool breeze as you strike. The attack deals an extra 1d6 cold damage to the target, which becomes soaked in water until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Spell Lists: Paladin, Ranger

Tidal Pool*

1st-level evocation (hydromancy)


  • Casting Time: 1 bonus action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

A splashing wave of water burst out from under your feet and lashes out to other creatures around you.

Each creature of your choice in a 10-foot radius originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d12 bludgeoning damage and got soaked in water. On a successful save, the creature takes half as much damage but still get soaked. In addition, all objects within the area of effect are automatically soaked in water.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.


Spell Lists: Druid, Sorcerer, Warlock, Wizard

Shark Wave*

2nd-level evocation (hydromancy)


  • Casting Time: 1 action
  • Range: Self (60 feet)
  • Components: V, S, M (a fish fin)
  • Duration: Concentration, up to 1 minute

You point your finger towards a creature of your choice within range that you can see. A watery shark fin will go through all kinds of surface towards your target's space and lunges when it goes within 5 feet away from them. The shark will bite your target and deal 3d6 piercing damage or take half as much damage by succeeding on a Dexterity saving throw against your spell save DC. The sharks count as creatures and will provoke opportunity attacks. If an attack damages the shark for more than your spellcasting ability score, it will dissipates. As long as your concentration persist, you can use your action to lunge another shark towards your target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of shark increases by 1.


Spell Lists: Druid, Sorcerer, Warlock, Wizard

Wave Form*

2nd-level transmutation (hydromancy)


  • Casting Time: 1 action
  • Range: Self (15 feet)
  • Components: S, M (a drop of water)
  • Duration: Instantaneous

Your body and the items you wear dissolves into water and surges for up to 15 feet forward.

While in this form you can pass through objects without harm and can fit through a space as narrow as 1 inch wide.

If you move past through a creature, that creature must succeed on a Strength save against your spell save DC to avoid falling prone. You will not provoke any opportunity attacks while in this form. Your body will be soaked for 6 seconds once this spell is cast.


Spell Lists: Druid, Sorcerer, Warlock, Wizard

Serpent Swim*

3rd-level conjuration (ritual) (hydromancy)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a fish scale)
  • Duration: Concentration, up to 1 hour

You conjure a sea serpent fully made out of water that engulfs your body. While inside, you will not suffocate and gain swimming speed equal to twice of your walking speed until the duration ends or you're incapacitated. You can use your action to whelm a creature with the same size as you. That target must make a Constitution saving throw against your spells save DC to hold their breath or starts to suffocate.


Spell Lists: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard

Tidal Wave

3rd-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.


Spell Lists: Druid, Wizard

Wall of Water

3rd-level evocation (hydromancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 minutes

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.

The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target.

Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.


Spell Lists: Druid, Sorcerer, Wizard

Water Walk

3rd-level transmutation (ritual) (hydromancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of cork)
  • Duration: 1 hour

This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.


Spell Lists: Artificer, Cleric, Druid, Ranger, Sorcerer

Control Water

4th-level transmutation (hydromancy)


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a drop of water and a pinch of dust)
  • Duration: Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

  • Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
  • Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
  • Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
  • Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.


Spell Lists: Cleric, Druid, Wizard

Watery Sphere

4th-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a droplet of water)
  • Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.


Spell Lists: Druid, Sorcerer, Wizard

Drown*

4th-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a glass of water)
  • Duration: Concentration, up to 1 minute

A 5 foot diameter pool of water appears beneath a creature that you can see within range. The creature will be pulled 15 feet down through the pool of water, transporting them into a pocket dimension filled with water. They must succeed on a Strength saving throw or to resist the pulling force and swim back up again. While the spell still active, you can use your bonus action to pull them down 15 feet deeper.

The spell will not work if the diameter is smaller than the creature and if they are not fully inside the pool.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the pool of water diameter will increase by 5 feet.


Spell Lists: Druid, Sorcerer, Wizard

Maelstrom

5th-level evocation (hydromancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (paper or leaf in the shape of a funnel)
  • Duration: Concentration, up to 1 minute

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.


Spell Lists: Druid

Aquahydra*

6th-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a glass of water and a fish scale)
  • Duration: Concentration, up to 1 minute

When you cast this spell, three tendrils made of water and shaped like a dragon head appear on your back for the duration. As a bonus action, you can command the heads to attack a creature within 15 feet of you. Make a melee spell attack, on a hit they will take 2d8 slashing damage. You can command one or more heads to attack different targets on the same action.

You can use your reaction to make a melee spell attack to a creature when they attempt to attack you while in your melee range, on a hit, their attack will be made on a disadvantage.

If you get hit while this spell is active, you can roll a d20. If it lands on a 11 or higher, one head will appear on your back. Only 6 heads may appear at maximum.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 and the amount of heads you can conjure at the start of casting the spell and the maximum heads conjured after taking damage will be increased by 1.


Spell Lists: Sorcerer, Warlock, Wizard

Ravenous Wave*

7th-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a seashell and a vial of water)
  • Duration: Concentration, up to 1 minute

You conjure a massive pool of water on a surface area, the pool will erupts a towering wave with the shape of a maw. All creatures within a 30-foot radius of the pool's origin must make a Dexterity saving throw.

On a failed save, a creature takes 8d8 piercing damage as they are bitten by the ravenous maw or half as much damage on a successful save. While maintaining concentration, you can use a bonus action on each of your turns to direct the pool's movement up to 15 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the biting damage increases by 1d8 for each slot level above 7th.


Spell Lists: Druid, Sorcerer, Warlock, Wizard

Tsunami

8th-level conjuration (hydromancy)


  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.


Spell Lists: Druid

Voyage to Aquethya

By EUKI Hiyano

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art Credits:

Cover: Hydroblast - Joseph Meehan
Page 2: …… - MI
Page 3: Ionia - North Front
Page 5: Sea Gate - Josh Hutchinson
Page 6: Underwater City - François Dumoulin
Page 7: [ MHF #6 ] 2015 - RAINMAN PAGE
Page 8: Floating HomeLand - G liulian
Page 9: Jolrael - Lorenzo Mastroianni
Page 10: Merlin - Rui Li
Page 12: The Map Merchant - Graey Erb
Page 13: Astute Lockpicker - Tower of Saviors
Page 15: Ainoraak - Legends of the Cryptids
Page 17: Building your dungeon - bukandewa
Page 18: Greenglade Duo - Jelena K D
Page 20: Ciri - Anna Podedworna
Page 22: Attended Healer - Wisnu Tan
Page 23: Messenger Geist - labyrinthoracle
Page 25: Underwater - Alexey Kruglov
Page 26: Asura - sandara
Page 29: Shark Surfer - Cindy Avelino
Page 33: Carnivorous Plant - Daniel Lee
Page 36: KATARA - Rossdraws✦
Page 40: The Wanderer - Wesley Burt
Page 41: Ether Knight - Matt Demino
Page 43: Millia Rage - softmode
Page 47: Magic Water Cave - Łukasz Kryński
Page 48: Flusterstorm - Chris Rallis
Page 55: Eel Umbra - Howard Lyon
Page 57: Sea Speaker - Olivia Rea
Last Page: Environments - Arthur Bourgeais

Art copyright: ©Wizards of the Coast LLC.

Page Textures: /u/flamableconcrete
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