5th Edition D&D & FFXIV - Project Meteor Survivor Edition

by SilentSoren

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Final Fantasy XIV D&D Compendium





FFXIV x D&D Compendium

Meteor Survivor Edition

A love letter to D&D and Final Fantasy XIV. Its been a long road, thank you for walking it with me. Thank you to everyone who has helped along the way.

-Soren (Sorenson Asgard on the Gilgamesh Server)


Note: These classes and races have been balanced for and are intended for use with the 5th Edition of Dungeons and Dragons.


Preface

Starting with aknowledgements! Special Thanks to /u/JamesMusicus for his class and race creation templates and /u/Stolksdorf for their homebrewing tool at naturalcrit.com/homebrew. Further more thank you to the crew behind GM Binder who I am now hosting this document with! Thank you to the team behind Final Fantasy XIV. Specifically Akihiko Yoshida for the work he's done to create the art I am using. I have spent over two years enjoying the world you all have created and have enjoyed it immensely!

A huge thank you to r/UnearthedArcana and r/ffxiv for their warm reception and feedback along with countless reddit users who've contributed with edits, ideas and proofreading.

Also thank you to r/FFXIVxDnD the community that sprung up around this book. I had started setting things up there to host this document, went away from it for a few months and came back to find things in full swing, which was amazing to see! With all of your help, this project continues to drive forward. I couldn't do this at the level I do without your contributions.

Finally, thank you to my many friends who have helped in the play testing of this document and sitting in discord listening to me grumble endlessly as I worked away.

It has been a long road developing this resource and I truly appreciate everyone's interest, assistance and continued passion around it.

Thank you everyone and please enjoy!





Before The Fall Edition

Looking for the edition of the book prior to June 22nd 2024? Check the link HERE (for PDF) or HERE (for GMBinder URL).

Please note, the URLs in the file do not work in the PDF due to how the file is rendered. For best experience use your web browser. I'm working on a fix but for now if you cannot click into the URL, here is the link: https://www.gmbinder.com/share/-Mmuj770YPG6dJl3isg-

Table of Contents

Chapter 1: Races

Page Topic
4 Chapter 1: Races
5 Au Ra
8 Elezen
10 Garlean
12 Hrothgar
14 Hyur
16 Lalafell
18 Miqo'te
21 Roegadyn
23 Viera

Chapter 2: Classes

Page Topic
25 Chapter 2: Classes
27 Multiclassing
27 Astrologian
34 Bard - Gridanian
39 Black Mage
44 Blue Mage
53 Dancer
58 Dark Knight
63 Dragoon
68 Gunbreaker
73 Machinist
82 Monk - Ala Mhigan
89 Ninja
95 Paladin - Sultansworn
- Pictomancer (coming soon)
101 Reaper
107 Red Mage
111 Sage
116 Samurai
122 Scholar
131 Summoner
- Viper (coming soon)
138 Warrior
143 White Mage


Chapter 3: Spells

Page Topic
149 Chapter 3: Spells & Appendix
159 Created Spells

Appendices

Page Topic
162 Appendix A: Machinist Items List
163 Appendix B: Spoiler Races
164 Appendix C: Naming Info
174 Back Cover & Changelog

Contact Me

I you need to get in touch with me about whatever you need to know about this document, you can message me via Reddit /u/SilentSoren or email me at sorenofasgard@gmail.com or here r/FFXIVxDnD. I'll do my best to get back to you but don't have a lot of time to get to everyone in a timely matter.

Your best bet is to contact me on reddit. That's where I'm most responsive!

Support Me?

I'll take a brief moment to shill for a moment here. If you'd like to show me some love, I've started streaming on Twitch and creating content for Youtube. If you'd like to hang out and see what I'm up to you can find me on Twitch at https://www.twitch.tv/sorenofasgard and on YouTube at Soren of Asgard Ch.. Nothing major just hobbyist fun stuff. Thanks for swinging by!

Chapter 1: Races

The currently available races cover all playable races in the FFXIV MMO along with the presumed race. Each race is able to fit into most fantasy worlds without trouble, I will include a quick blurb for each here.

Au Ra

The Au Ra hail from the east, and are marked by their scales and horns. These people have a stark difference in height between the the males and females of the species. The males tend to be much taller than the females and many other races, while the females on average are shorter than many of the other races. The dark scaled Xaela are nomads who travel the Azim Steppe and have developed a wide variety of customs which change from tribe to tribe. The light scaled Raen live largely integrated into modern society, giving up their nomadic ways for peaceful coexistence with the other races.

Elezen

The Elezen are elves who hail from Eorzea who call the lands of Gridania and Ishgard their home. Taller than regular elves, they have naturally good eyesight and are well intuned with the land. Over time they split into two groups, the Wildwood whom are light skinned and dextrous, skilled with a bow and live in either dense forests or their highly religious city-state homeland. Their relatives the Duskwights live in a series of twisting tunnels and ruins underground, coming up only to hunt for food or pillage before returning to their cavernous homes.

Garlean

The Garleans are physically strong and highly intelligent people who call the land of Ilsabard their home. They are marked by their third eye, a gem like growth in the center of their forehead. Unfortunately for them, the Garleans as a whole have great difficulty channeling aether through their bodies, which despite their physicality and intelligence, found themselves bowing to many other magic wielding races. They were eventually able to develop technology to make up for this lack of magical aptitude and turned the tables, establishing the Garlean Empire in Ilsabard, a dominate force which sought to invade the land of Eorzea.

Hrothgar

The Hrothgar are powerful, feline people from the Northeast who had struggles when meeting the other races of the world as they were unable to speak the common tongue. They call Ilsabard their homeland and they walk two distinct paths, one of servitude and the other of freedom. These distinct paths and ways of life led to the Helions, warm coloured Hrothgar who serve in the name of their Queen, and The Lost, cool coloured Hrothgar who value freedom above all else.

Hyur

The Hyur have spread across the entirety of the world, making it difficult to trace what their homeland truly is. There are the average sized Midlanders, named for the elevation in which their sub species lived for many years, and the taller, more muscular highlanders, who lived in the high mountains for their declared homeland.

Lalafell

The Lalafell immigrated from Southern islands to Eorzea forming two distinct groups based on the geography their ancestors settled in. The darker skinned Dunesfolk formed the city state of Ul'dah in the deserts of Thanalan, while the lighter skinned Planesfolk settled and farmed the lands of La Noscea, a large island off the mainland of Eorzea. Both of these naturally charming folk found great success as merchants through history.

Miqo'te

The Miqo'te are a second group of feline people who traveled to Eorzea across a frozen sea long ago. These proud people find pride in their natural hunting ability and have split into two distinct ethnic groups who worship the sun and moon respectively. The Seekers of the Sun live in warmer clients in patriarchal societies while The Keepers of the Moon live in dense forests, their tribes centering on matriarchs.

Roegadyn

The Roegadyn are large, hulking people who hail from the mountains and the sea. The Sea Wolves are known as famed pirates and settled the coastal city state Limsa Lominsa, while the Hellsguard live in villages atop mountains and volcanoes, acting as keepers of the land, believing such locations to be portals to other worlds.

Viera

The Viera are lapine people who live in dense forests and act as the protectors of their home. With their more secluded nature, they generally avoid contact with the outside world, happily protecting the Golmore Jungles and Skatay Range, both found in the east. There are two distinct groups of Viera who developed slightly differently based on their homes, the Rava having darker skin while the Veena have far fairer skin, both groups blending into their respective environments better thanks to these adaptations.

Au ra

We Xaela are nomads who roam and live off the land. My tribe was no different. Yet though we did no harm to those whose lands we traversed, they treated us as vermin. In their ignorance, they feared us, and that fear manifested as spite and violence.

My loved ones and I were cursed at, spat upon, beaten, and worse. It was out of the desire to protect them that I began my research.

-Alaqa the Witch

The Au Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people fewer in number across much of the world. These conditions have led the Au Ra to value their families beyond all else.


Variable Size

Au Ra are characterized by their curved horns and intricate patterning of scales across their bodies. Sleek and powerful tails extend out from behind the Au Ra. There is a striking difference in height between the males and females of the race, the men ranging from just over 6 feet tall to 7 and a half feet tall, while the women are dwarfed, rarely coming close to 6 feet tall. Their faces contain sharp features and piercing eyes.

Divided By Blood

The Auri creation myth tells the tale of two beings, the dawn father and the dusk mother. The two kinds of Au Ra have beliefs about their connection to these beings. The dark scaled Xaela are a nomadic people who believe that the blood of the dusk mother courses through their veins.

On the Azim Steppe, their traditional garb varied widely from tribe to tribe. Each group had a special way to adorn themselves which had meaning to their group. Outside of the tribal roots, Auri tend to blend into the fashion style of the region they live.

The Xaela view themselves as free spirit folk, who roam the lands hunting, gathering, and battling against other roaming tribes, in honour of their ancestors. The light scaled Raen have instead decided to assimilate into Eastern society, though they are a minority, their loyalty and service has been a great boon to the culture they've ingrained themselves in.

Peaks, Valleys and Plains

The Auri homeland is known as Othard, a region to the far east. A majority of their homeland is covered by sprawling plains known as the Azim Steppe which dominates the region. The Xaela clans travel across this sea of grasslands in close knit tribes. The northern and western reaches of Othard are shielded with high mountain peaks and deep valleys shrouded in mist. It is from these mists that the Raen originally hailed. Today most live in civilized society or hidden villages allowing them to live peaceful lives.

For my family

An Au Ra may set off on an adventure for any number of reasons, a thirst of adventure, defense of their tribe or a mission for a master could send them on their path. This could go as far as searching for lost family members, or seeking revenge for a slight against their family.

It was consideration for their families which helped define the two bloodlines of the Au Ra. The Xaela sought to keep their traditional ways and use power to protect their families. The Raen felt that a peaceful livelihood amongst the other races of the world was the best approach to protect their community.

Au Ra Names

The Au Ra approach names in two strikingly different ways. The Xaela see many names shared across tribes, but there are as many spellings for the same name as there are tribes. Xaela take the name of their tribe as their surname. The Raen name themselves in their tongue in a way that their name carries meaning. Only those belonging to the ruling and warrior class of society legally have surnames, while commoners may take a surname, it is not legally recognized. Raen who are in power often take surnames related to their feats in battle, while commoners take names related to their profession. Those from outside the Hingan culture tend to use names common in their home region.

Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu, Fugetsu, Unzan, Masatsuchi, Izuna, Sagan, Karaku. Chikamasa Rokuyari,Tanehiro,Yoshikore,Hidetake, Norishig.

Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi, Azami, Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki.

Male Xaela Names. Arslang, Agasiletai, Chaghagan, Chuacenur, Bayan, Luvsan, Bujeg, Khalja, Charakha, Khaishan, Chigu, Jebke, Cirina, Narangerel, Ogul, Altan

Female Xaela Names. Boragchin, Narengawa, Chotan, Qoyar, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin, Khorghosun, Yesun, Ariunbold, Bayar.

Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, Oronir, Malqir, Khatayin, Ura, Goro, Oroq

Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi, Rokuyari, Godo, Tabito, Yumishi, Musa

Au Ra Traits

Your Au Ra character has a variety of natural abilities.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Despite their extraordinary physical features, the Au Ra live about as long as any of the other races of Eorzea, reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. The Au Ra as a whole do not tend to neither good nor evil, or towards law or chaos. The Xaela tend strongly towards the chaotic lives of nomads outside of the laws of civilized city states, while the Raen enjoy the order provided by the law. Often times an Au Ra finds themselves to be the product of their upbringing.

Size. There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.

Speed. Your base walking speed is 30ft.

Cranial Horns. You gain proficiency in the perception skill.

Scaled Bodies. When unarmored, your AC is equal to 11 + your dexterity modifier.

Languages. You can speak, read and write Common and Auri. The Auri language does not include numbered nouns or verbs, causing an Au Ra to mislabel things sometimes when speaking another language.

Subrace. The Auri bloodline has split into two distinct groups, the nomadic Xaela and the solitary Raen, divided by the divine blood of their creators the Dusk Mother and Dawn Father. Select one of the two subraces of Au Ra.

Xaela

As a Xaela, you've been hardened by your life on the road as a part of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Azim Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences.

Ability Score Increase. Your Strength score increases by 1.

Nomadic Instincts. You gain proficiency in the survival skill.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Xaela Tribes

An extended list of the 51 Xaela Tribes has been provided in the Appendix F for this document on page 116.

A Valuable Ally

The Au Ra are steadfast allies once they are befriended. Once an Au Ra calls you their friend, you are considered family to them. Their experiences with other races are fewer in number than most, but can appreciate the culture of the new lands.

Hyur. "Every Hyur is different in their own way. They're an ambitious people who work hard for their future. We can live alongside them easily."

Miqo'te. "Miqo'te don't differ much from us. We both have an appreciation for what the natural world can provide us with. I'm sure our tribes would clash if they crossed paths in Othard though."

Raen

The Raen live in harmony with the other civilized races of the East. They've assimilated fully into Doman culture, becoming valued for their unwavering determination to loyalty to their allies. They are largely looked upon favourably by the other races for their peaceful demeanor and respectable approach to life.

Ability Score Increase. Your Charisma score increases by 1.

Polite Society. You gain proficiency in the Persuasion skill.

Unwavering Loyalty. You have advantage on saves against being charmed.

Elezen

For centuries, our nation has been punished for the sins of our forefathers. If our punishment is to end, I believe we must right the wrongs of antiquity and move forward as a nation united. Needless to say, my father did not share this opinion.

-Ser Aymeric de Borel, Lord Commander of the Holy See

The Elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arms reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense woods. The Duskwights in contrast are notorious for thievery and pillaging, being the victims of prejudice within the Twelveswood. The Ishgardians have done away with the forest and founded an oligarchy and city state in Northern Eorzea.

Elegance and Pride

Long legs, slender bodies, pointed ears and sharp features are all marks of an Elezen. Only rivaling their otherworld appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the colour of their skin.

Difference of Opinion

The Elezen race is divided due to their pride. The Wildwood and Duskwights found they could not coexist and distanced themselves from one another. The Wildwood believing they are the true rulers of the forests in which they live and hold dominion. The Duskwights, who historically made their homes in the cavern systems of the forests have rejoined the surface but are eyed with great prejudice by their Wildwood brethren. The Ishgardians were a separate group of Elezen who founded a city state in the North and have a totally unique culture of their own, closed off from the rest of the world.

The Woods and the North

The forest which the Elezen live is the Black Shroud, a massive forest brought to order by the Wildwood, who protect the forest from poachers and other threats which would encroach on it. Duskwights, who disregard the need to protect the forest and hunt to their content. Looking to the Northern city state of Ishgard, towering spires, homes and a grand cathedral hide behind their giant gates. Living conditions in Ishgard are rough, as the poor go hungry in the lower levels of the city, while the wealthy live in exuberance, looking down on the less fortunate citizens, ruled by the religious teachings of the Holy See.

Honour and Vengeance

An Elezen may set out on an adventure for many different reasons. An Ishgardian hungry for revenge against the dragons may set out to seek greater strength, while a Wildwood may take up arms to defend their forest home from an encroaching threat against the Black Shroud. Duskwights may set out to gain honour and riches to support their family or to prove to the world they are more than just a thief. Perhaps you seek glory in battle, and head out to find this fame.

Elezen Names

Both the Wildwood and Duskwight clans of Elezen spell their names very similarly. Men's names are longer and always in -loix, -aux, -mont, or -geant. A female's name will always end in -ne, -ette, -elle, or -ie.

Despite the similarity in their first names, the Elezen tribes over time claimed sur names for either side. These surnames will never cross clans, but only those who live within the race will know the difference.

Male Elezen Names. Adeux, Beichault, Dreauchant, Eauplaux, Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex,

Female Elezen Names. Adreanne, Iflione, Eaupline, Eranne, Etrene, Moriene, Peronne, Cummone ,Phivonne ,Paxeonne

Elezen Surnames. Breaunojuste, Douvionne, Feajorins, Gehon, Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Zuhepane

Elezen Traits

Your Elezen character has a variety of natural abilities.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.

Alignment. Wildwood Elezen lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwight's have embraced the wild way of living, leaning towards chaotic alignments, viewing laws as arbitrary things.

Size. Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.

Superb Hearing. You gain advantage when making a perception check using your hearing.

Speed. Your base walking speed is 30ft.

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

Subrace. The Elezen come from two different clans. Select one of the three subraces of Elezen.

Wildwood

The Wildwood Elezen have become the protectors of the forest and masters of . Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off land wherever they find themselves. Years of life in the forests of the Black Shroud has imbued them with various abilities.

Ability Score Increase. Your Dexterity score increases by 1.

Hawk Sight. The normal range of your ranged weapon is increased by 20ft. This cannot exceed the max range of the weapon.

Natural Shrewdness. You gain proficiency in the Insight skill.

Duskwight

Duskwights are Elezen whose ancestors made their home in the cavernous systems of the Black Shroud. Their light hair and dark skin sets them apart from the Wildwood and marks them to stand out. Duskwights are natural cave explorers after, their forefathers adapting to the caves of Gelmorra. The difficulty fitting into Gridanian society lead the Duskwights to build a reputation of banditry for themselves.

Ability Score Increase. Your Constitution score increases by 1.

Cave Dweller. You gain advantage when making Stealth checks in caves or dim and dark lighting conditions.

Darkvision. Due to life in the caverns your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Ishgardian

The Elezen of Ishgard left the Twelveswood all together over a millenia ago to found the city state of Ishgard. These Elezen have found themselves embroiled in a thousand year war with dragons, and live a life balancing war and strict adherence to their laws.

Ability Score Increase. Your Strength score increases by 1.

Conscription. You gain proficiency with shortswords, shortbows and spears.

Halone's Scriptures. You gain proficiency in the Religion skill.

Arrogance or Confidence?

The Elezen strongly believe in their abilities and their birthrights. Many races may see this as arrogance, but if you are able to see past their haughty attitudes, you will find a steadfast and reliable ally.

Garlean

Only a man of power can rightly steer the course of civilization. And in this land of creeping mendacity, that one truth will prove its salvation.

-Gaius van Baelsar, Legatus of the XIV Legion

The Garleans, who share the name of their Empire, are a people who had suffered greatly before finding the means to fight back, in doing so becoming conquerers in their own right. Garleans value advancement and ability, while looking down on those who are happy to sit in stagnation, and its this dogged dedication which has allowed them great success in the world.

Physical Description

The Garleans are a hearty people whose life under the imperial rule has provided them with strong bodies and minds. Their most striking feature though is the pearl like third eye which sits in the center of their forehead. This special third eye provides Garleans with improved spatial recognition. These two great assets were met only with a

damning disadvantage, an extreme difficulty when manipulating magic. Though there are Garleans capable of overcoming even this obstacle who go on to master aetherial manipulation as well.

Displaced Conquerers

The Garleans are a race of people who found themselves at a disadvantage in the world. Once living in the southern, warm reaches of Ilsabard, the Garleans found themselves forced north over time. Eventually they were forced to cross treacherous peaks which divided the north and south, leading to them settle in lands with long, bitter winters and short growing periods. Their misfortune would eventually lead to a great boon in the form of ceruleum, a fuel which they were able to take advantage of start a golden era of technology for themselves.

Advent of Magitek

As nearly all Garleans are unable to manipulate aether in their bodies, they found themselves defeated time and time again by those with an aptitude for magic. That was until the discovery of ceruleum, which after experimentation and engineering led the to the birth of magitek. This came in the creation of many machines and devices which could mimic magical effects and swung the pendulum in the Garleans favour. Within 50 years of the discovery they'd managed to form a vast empire which spanned three quarters of the great continents of Aldenard.

Why They Adventure

Garleans may adventure for a variety of reasons, but two stand out amongst all the possibilities. The first would be for the benefit of their empire, to act as an ambitious patriot who seeks to better Garlemand's position in the world through hard work. The other may be to seek freedom from the chains of their society, coming from a rigid hierarchy where moving upwards is only possible by military activity leaves a bad taste in many people's mouths, so in the name of freedom and peace some Garleans may break away from their homeland and chase their dreams.

Garlean Names

Garleans names often declare one's title within the Empire as their middle name. Otherwise their traditional names find their roots in Latin, having both a first and last name.

Male Garlean Names. Aulus, Cid, Faust, Gaius, Ignatius, Kaius, Maxima, Nael, Nero, Noah, Quentin, Regula, Solus, Vitus, Zenos

Female Garlean Names. Adora, Alma, Belva, Cella, Elysia, Gloria, Julia, Livia, Lucia, Minerva, Octavia, Rheya, Silvia, Vesta

Garlean Middle Titles. van (Legatus), quo (Centurio), pyr (Assistant to Centurio), oen (veteran soldier), lux (head field engineer/medic), kir (veteran field engrineer/medic), jen (field engineer/medic), dus (civil servant), cen (artisan), bas (merchant), aan (person from annexed lands)

The Hierarchy

A proper list of all known positions in the Garlean Empire can be found in Appendix F at the end of this resource on page 118.

Garlean Surnames. Arvina, Asina, Baelsar, Brutus, Darnus, Gabranth, Galvus, Garlond, Hydrus, Junius, Lexentale, Messalla, Priscus, Scaeva

Garlean Traits

Your Garlean character has a variety of natural abilities.

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

Age. Garleans live as long as the other races of Eorzea, reaching maturity around 18 years old and living on average to the age of 80.

Alignment. Garleans tend toward a lawful alignment as their roots trace back to a highly ordered Empire where title and rank were held in high regard.

Size. Garlean males on average tend to stand anywhere from 6 to 7 feet tall while their female counterparts tend to reach anywhere from 5 and a half to 6 feet tall. Your size is medium.

Imperial Education. You gain proficiency in one skill of your choice and one set of artisan's tools of your choice.

Optional Racial Trait

Magically Inert. You have great difficulty casting magic on your own power and require the aid of technology to do so.

In the world of Final Fantasy XIV, the Garleans have a great deal of difficulty manipulating aether, which caused them a great deal of strife in the past. It is not impossible for a Garlean to gain the ability to do so, and half garleans have no trouble at all thanks to their mixed blood.

When playing a casting class as a Garlean should have their casting focus flavoured to account for this. For example a Garlean Wizard could have a staff which recharges magic energy over time and uses that charged staff to cast spells. Their spell slots recovering when the staff recharges at the end of a long rest.

Spatial Insight. You gain proficiency in the Investigation skill.

Third Eye. You gain proficiency in the Perception skill. Additionally, ranged weapon attacks you make have an increased normal range of 10ft.

Speed. Your base walking speed is 30ft.

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

Conquerers

The Garleans and the Garlean Empire have incurred the disdain of many races across the land. Those who within the Empire are often patriotic within the homeland, while hateful in the annexed regions. As such most races who are not Garleans have a hatred for them until they prove their intentions are good.

Hrothgar

During the Third Astral Era, Queen Gunnhildr united the fragmented tribes of Hrothgar to rise up and drove off the Allagans, eventually going on to found the nation of Bozja.

-Misija

Hrothgar had a difficult start in the world initially, lacking knowledge of the common tongue of the land, they often found themselves at odds with their more well spoken races of the world. In time these fiercely misunderstood people managed to learn the language of the land and peace was brokered between them and the other races. Afterwards, a friendly neighbourly relationship formed between their home nation of Bozja and the rest of the world.

Claws, Fur and Fury

The Hrothgar are a powerful people who boast broad frames, feline reflexes and fierce appearances which are marked by their sharp claws and pointed fangs. Their race suffers from having a large disproportion between the males and females of their kind, which males make up a staggering number of their kin. This has also led to the Hrothgar to adopt a matriarchy in their homeland which rallied many, but drove many away as well, leading to them becoming known as The Lost.

A Question of Servitude

The Hrothgar split into two distinct groups of people over their ways of life coming into conflict. The Helions, who are easily identified by the warm colours of their fur, were found mainly in the southern parts of their homeland and their lives revolved around their Queen. General most Helions are devout servants to their Queen.

In comparison The Lost boasted a more free spirited, nomadic life style, wanting to live their lives unbound by the whims of a Queen. As they live as nomads they often practice various professions from seasonal work, to mercenary, to merchant. Often they avoid professions which will force them

to put roots down. Their fur is often coloured in cool hues, which is said to reflect their independence and the choice to leave the warm embrace of their Queen.

War Torn Homeland

The Hrothgar hail from a tropical region in Southern Ilsabard known as Bozja. Born of an intense struggle against the allagan empire centuries ago, Bozja is lead by Queen Gunnhildr, a title bestowed upon the woman with the greatest aptitude for a rare power of future sight, who goes on to select her successor. Due to a severe accident that leveled the capital city, Bozja has become a war torn land controlled by the Garlean Empire, dutifully fought for by a resistance of patriots trying to save their homeland.

Its My Life

The Hrothgar have seen their kind split based on lifestyle choices between servitude and freedom. This ideological decision drives these people forward, the Helions setting off on adventure in the name of their Queen to protect her or their homeland, while for The Lost adventure is a key part of their existence, needing to constantly travel to survive.

Hrothgar Names

Hrothgar names generally are shared between the Helions and the Lost, the difference in their naming stemming from traditional family names. The Helion clans are always three syllable names which begin with A, while the Lost always end their name in "-asch."

Male Hrothgar Names. Borimir, Deyan, Grugur, Mikac, Ludevit, Novak, Semir, Sudimir, Svante, Taman

Female Hrothgar Names. Anja, Gunnhildr, Hana, Jana, Katarina, Maja, Milena, Petra, Teodora

Helion Family Names. Amilan, Aredna, Arodica, Asvana, Astana

The Lost Family Names. Irryasch, Mildasch, Ovasch, Petyasch, Piryasch, Zelasch

Hrothgar Traits

Your Hrothgar character has a variety of natural abilities.

Ability Score Increase. Your Strength score increases by 2.

Age. Hrothgar tend to live about as long as most of their neighbouring races. They reach physical maturity around age 18 and live into their nineties.

Alignment. Helions lean towards lawful alignments, be it their upbringing to obey their Queen's wishes and uphold her rule in her lands. The Lost have embraced life on the road and lean towards a more chaotic alignment. As always there are oddities within every group with Helions who shirk their servitude or members of The Lost putting down roots.

Size. Hrothgar are known to have tall, powerful frames marked by muscle and fur. At their tallest the Hrothgar stand at 7ft. tall while their low average heights sit around 6ft. 4inches tall. Generally they way over 260 lbs. Your size is medium.

Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

Claws. Your sharp claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Keen Smell. You have advantage on Perception checks that rely on smell.

Speed. Your base walking speed is 30ft.

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

Subrace. The Hrothgar come from two different clans. Select one of the two subraces of Hrothgar.

Helion

The Helions come from a matriarchal society whose males greatly outnumber the females. These loyal and dutiful people will risk life and limb for their queen and bring that ferocious dedication to defend their friends. Helions often have a warm colour to their fur, reflective of the warm embrace from their queen.

Ability Score Increase. Your Dexterity score increases by 1.

Lionhearted. You have advantage on saving throws against being frightened.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

The Lost

Scattered and worldly, The Lost hail from a bloodline of Hrothgar to left the matriarchy which their kind hails from and sought to strike out in the world. Often times they take on the roles of traders and mercenaries, preferring nomadic jobs and lifestyles which prevent them from setting down roots. Their cool coloured fur is said to show the loss of the warmth they had received from their Queen so long ago.

Ability Score Increase. Your Constitution score increases by 1.

Contractor's Life. You gain proficiency in the Persuasion skill.

Unbending. You have advantage on saving throws against being charmed.

Newly Formed Bonds

The Hrothgar found themselves largely at odds with the other races of the world initially. Once they had mastered their tongue things generally smoothed over.

Au Ra. "We see a lot of ourselves in the Au Ra, both Helions and The Lost alike. We can appreciate the path they walk."

Roegadyn. "They're powerful and boisterous, not unlike ourselves. They could be great friends or great rivals depending on the day."

Viera. "They too seem to experience issues within their kind when it comes to their opposite sex. Seems strange that usually the females only ever show themselves."

Hyur

Thal's Balls...I'd forgotten what it was like to feel so alive! Not since leaving the Bloodsands have I had the privilege. Not since the Bull of Ala Mhigo hung up his swords. Back then, the outcome might have been different. But I do not begrudge you your victory. I know how far you have come, how much you have endured. Our fight only confirmed it. We shall have to do this again one day, when time allows.

-Raubahn Aldynn, The Bull of Ala Mhigo

Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world.

Of Average Build

The Hyur are a race of average sized humanoids whom one may view as an average group of people, lacking distinguishing features such as pointed ears, immense size or horns. Over time Hyur have diverged into two distinct groups, the Midlanders and Highlanders. Midlanders are widespread across the land and come in all shapes and colours, becoming prevalent in all cities. Highlanders in comparison are taller than their Midlander counterparts, boasting a more powerful, muscular build.

A Matter of Location

The differences between the Midlanders and Highlanders was born from their homes long ago. The Highlanders are named for living at a high elevation, mountains in particular.

These tough living conditions lead to a heartier, more physically powerful people. The Midlanders lived at sea level and across the world, which minimized changes due to life in extreme conditions.

People of the World

Hyur as a whole make up a large percentage of the population in the world. Over a thousand years ago the Hyur immigrated in massive waves from their homelands and made their homes wherever their feet hit the ground. Highlanders are a special case within the Hyur, famed for their mountainous city of Ala Mhigo. In recent years, the Ala Mighans were forced from their homes to immigrate across the world, mixing into the cities across the world themselves.

Glory and Prosperity

The Hyur are a hardworking and ambitious people, no matter what walk of life they come from. It is for this reason that for every Hyur in the world, there could be a different reason to seek adventure. Some may head out on the road for the value of the journey itself, while others may do so in search of riches. Some Hyur may be adventuring on another's behalf, perhaps their family sitting at home, or to defend their people from an imminent threat. In a world with so many possibilities, it does not take much convincing to bring a Hyur to action.

Hyur Names

The names of the Hyur are in the common tongue of the land. Midlander may take names which are appropriate for the culture in which they live while Highlanders take names which have a harshness in their pronunciation. As a surname, Midlanders will often take a descriptive name for their physical traits or profession. Highlanders prefer to earn their surnames in battle, using feats of martial prowess or names with violent imagery.

Male Midlander Names. Odard, Redwald, Kenward, Herebert, Acwuld, Edward, Roderic, Eadwine

Female Midlander Names. Rowena, Hilda, Agatha, Hrodwyn, Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, Somerhild, Rimilde

Male Highlander Names. Sigmundr, Arnar, Armond, Varin, Bard, Hordr, Ogmundr, Hallgrim, Thordr, Raubahn

Female Highlander Names. Marte, Cathrine, Yngvildr, Helene, Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla

Midlander Surnames. Taylor, Faulkner, Browne, Parker, Forrest, River, Miller, Draper, Fletcher, Hill, Thatcher

Highlander surnames. Fury, Burne, Savage, Stronge. Strongaxe, Blood, Furor, Shatterfist, Strongblade, Ironwill

Breadth of Bonds

Hyur are prevalent throughout the world, and because of this most will welcome a Hyur into their lives without prejudice. Overall the Hyur are met with courtesy wherever they wander.

Hyur Traits

Your Hyur character has a variety of natural abilities tied to their heritage of being a diverse peoples.

Ability Score Increase. An ability score of your choice increases by 1.

Age. Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old. Alignment. Overall the Hyur are a highly variable race, so it stands to reason that the Hyur tend to not lean towards neither good nor evil. The same could be stated about their impressions of law and chaos. They comfortably fall in line with the culture in which they are raised, but are generally good-hearted.

Size. Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while highlanders easily pass it. Your size is medium.

Speed. Your base walking speed is 30ft.

Spread of Culture. You gain proficiency with a set of artisan's tools, gaming set or musical instrument of your choice.

Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read and write Common and two other languages of your choice.

Subrace. The Hyur have changed over time based on where they lived over the past millennium. Select one of the two subraces of Hyur.

Midlander

As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have becoming highly adaptable and well educated.

Ability Score Increase. Your Intelligence score increases by 2.

Variable Education. You are proficient in an additional set of artisan's tools of your choice.

Highlander

The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.

Ability Score Increase. Your Strength score increases by 2.

Naturally Honed Body. You gain proficiency in the Athletics skill.

Variant: Padjal

The Padjal are a rare occurrence born to Hyurian families who live in The Black Shroud. These children are grow white hued animal horns as they get older and were chosen by the elementals at birth. This places them in a position of holy reverence in Gridania. These people stop aging around their teens and have a natural latent power for conjury.

Ability Score Increase. Your Wisdom score increases by 2.

Nature's Blessing. You gain proficiency in the Nature skill.

Lalafell

But I will see them suffer no longer. The victory feast shall provide the stage on which I declare the dissoultion of the sultanate. 'Tis mine intent that the ruling class of our golden city should take its place beside the common man in a fair and equitable republic. No more shall this nation bow to the whims of a privileged few.

-Nanamo Ul Namo, Sultana of Ul'Dah

The Lalafell are generally a cheery race of people. Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known as Ul'Dah. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.

Tiny Yet Mighty

Lalafell anatomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs. But appearances can be deceiving as Lalafells bodies are highly efficient, allowing them to travel long distances on their short legs.

The Plainsfolk have larger, pointed ears which greatly improved their hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert. Additionally, out of tradition, Dunesfolk sometimes place gemstones associated with their zodiac sign on their foreheads.

Products of the Land

The Lalafellin homelands produced two types of people, from which they take their names. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, leading for lalafells to spread across the world. The Dunesfolk began and remain as desert dwelling folk, their bodies adapting to the harsh conditions.

Rolling Planes and Towering Dunes

The Lalafell can trace their ancestry back to two key area. The Plainsfolk began as farmers on fertile lands across the southern seas, farming the fertile lands of their namesake. The Dunesfolk were not so lucky to have farmable land and instead turned to animal husbandry.

Traditionally Dunesfolk built their homes on the backs of beasts of burden, traveling with their herds. Eventually the Dunesfolk founded a great city of wealth, where many Dunesfolk live today.

Family and Fortune

Lalafells care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Lalafells have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves. Lalafells may be small, but they take on the world in a big way.

Lalafell Names

Both the Plainsfolk and the Dunesfolk name themselves using set rhyming schemes, ruled by rhythm and repetition. Syllables are combining in various combinations to form playful sounding names. This means that Lalafells generally do not have surnames unless they come from royalty, which adds their family name in the middle. Each gender and subrace of Lalafell have their own rule set detailed below. Each letter indicates a syllable or pair of syllables.

Lalafell Naming Convention
Gender and Subrace Rhyming Scheme
Male Plainsfolk AB - CB
Female Plainsfolk ABB - AB
Male Dunesfolk AAB - CCB
Female Dunesfolk AAB - AB

Male Plainsfolk Names. Budadi Yidadi, Egul Sagul, Erelo Forelo, Elehul Pedulehul, Gusis Shisis

Female Plainsfolk Names. Icucu Icu, Badada Bada, Usoso Uso, Kikuku Kiku.

Male Dunesfolk Names. Wowokima Chichikima, Sheshehici Rorohici, Hihihebo Ruruhebo, Tutushuhu Kukushuhu, Gogoreba Susureba

Female Dunesfolk Names. Ejaja Eja, Babayi Bayi, Rerega Rega, Chochosha Chosha, Bobochu Bochu, Lelepu Lepu

Lalafell Traits

Your Lalafell character has a variety of natural abilities derived from their ancestry.

Ability Score Increase. Your Charisma score increases by 2.

Age. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.

Alignment. Generally speaking, Lalafells lean towards a good natured alignment, though some shrewd business men may push far away from this approach to life. Neither the Plainsfolk or Dunesfolk have a inclination to law or chaos, with individuals falling into all categories.

Size. Lalafells are a diminutive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.

Speed. Your base walking speed is 25ft.

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

Lalafellin Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read and write Common and one other language.

Good Relations All Around

Thanks to their charming demeanors and financial ties across the world, Lalafells are one of the few races who can say it is on good terms with nearly everyone. Most Lalafells are kindly and outgoing, allowing them to seem like the younger sibling of all the races.

Subrace. The Lalafell come from two distinct groups of people. Select one of the two subraces of Lalafell.

Plainsfolk

As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow Lalafell, the Dunesfolk.

Ability Score Increase. Your Dexterity score increases by 1.

Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

Dunesfolk

As a Dunesfolk, you've adapted to the harsh desert environments and thrived. The land from which you hail is known for its riches and merchantry as much as its known for his corruption.

Ability Score Increase. Your Intelligence score increases by 1.

Dustshield. Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being blinded.

Land of Merchants. You gain proficiency in the Deception skill.

Spoiler Subrace

There is a third subrace option for Lalafells available in Appendix B of this book on page 113. This subrace reflects minor spoilers for the FFXIV MMO.

Miqo'te

The Nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victorrrry goes to the patient, the cunning, the pragmatic."

-U'odh Nunh, leader of the Drake Tribe

The Miqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo'te have integrated into society with pockets of die hard traditional Miqo'te tribes surviving out in the world.

Lithe Hunters

The Miqo'te are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Seekers of the Sun's ears are wider with thicker fur, while the Keepers of the Moon's ears are longer and stylized, with shorter fur. Futhermore, the eyes of the Seekers has developed such that the pupils are slit light, to help guard their eyes from the exposure of the sun, while the Keepers' pupils have become large and rounded. Many more women are born into the tribes and clans of the Miqo'te people.

Of Suns and Moons

The Seekers or the Sun and Keepers of the Moon are two distinct ethnicities falling under the Miqo'te. Their cultures differ greatly down to the social structures of their groups. The Seekers live in male dominant societies centered around an alpha male known as the Nuhn, and worship the god Azeyma. In contrast the Keepers live in a matriarchal society and worship the goddess Menphina.

Arid Sands and Dense Woods

The hot, arid deserts of Southern Thanalan are home to one of the most famed tribes of the Seekers of the Sun. Seekers can be found anywhere across the world, barring cold regions with a harsh winter climate. Those who integrate into larger cities tend to discard their tribal ties and take up the social norms of the city in which they live. Keepers of the Moon have taken to the dense forests away from the heat of the sun.

Adventure Calls

The Miqo'te tend to differ on their approach to life depending on their ethnicity. The Seekers of the Sun are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Miqo'te to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan of Seekers, becoming the alpha of their group.

Keepers are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, a Keeper will stop at nothing to protect that which they cherish.

Miqo'te Names

Seekers of the sun use a simple naming convention. Male names are one or two syllables and preceded by a letter which is associated with the tribe. The extra aitches (H) we see in names such as represent a slight hissing/spitting sound that is made when the name is pronounced by the cat-like Miqo’te. Many of the other races in Eorzea cannot accurately reproduce this sound, so the aitches (H) end up going silent when read. They do not take a family name, but instead are given the name Tia at birth. A Tia may change their surname to Nunh by challenging the tribes breeding male and defeating him in battle. If successful the two trade titles. Female seekers' first names are given in the same way with three or more syllables, but the surname is the first name of the breeding male who sired her.

The tribal prefix often gets dropped in casual conversation and with close friends and family.

The female Keepers use one to two syllable first names without a tribal prefix due to their small communities. Additionally in their culture the mother's surname is passed on to the children. The males born into the Keepers' communities take both of their mother's names, adding a suffix to the end of their first name to indicate their birth order counting the males. It is rare that more than 3 suffixes are needed.

Male Seeker Names. I'wheto, S'ciwah, Q'tuja, P'fhemeh, I'chelu, B'cuhguh, S'tohm, S'ghut, M'bod, I'phur.

Female Seeker Names. C'nhamfaule, C'qhaalkamo, D'mhagsoo, G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu, L'keknhegu, M'yhaiabdu, N'zhamroli

Male Keeper Names. Axah'a, Gohkoh'to, Luhga'li, Mahgeh'sae, Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi, Wizo'tan.

Female Keeper Names. Nuhmu, Ota, Pehbi, Vehba, Yaba, Miko, Fafoh, Cehxi, Xarih, Ecih

Keeper Surnames. Dagnheive, Dopsha, Gauvro, Jadnhapo, Jhendaka, Khutnauyu, Phemfa, Mhento, Rheibfuqe, Ruyhaia.

Seekers of the Sun Tribes

For a full list of the Seekers of the Sun's tribes, see appendix F on page 110.

Miqo'te Traits

Your Miqo'te character has a variety of natural abilities related to their natural physical traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. Miqo'te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings tend to lean in no particular direction.

Size. Miqo'te are a proud people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium.

Speed. Your base walking speed is 30ft.

Darkvision. Your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Predation. You gain proficiency in the Perception skill.

Languages. You can speak, read and write Common and one language of your choice. When speaking Common, your pronunciation of "r" sounds are sometimes extended with a purr.

Subrace. The Miqo'te are made up of two distinct clans. Select one of the two subraces of Miqo'te.

Seekers of the Sun

As a Seeker of the sun, you come from a race of renowned hunters. The Seekers live in a patriarchal society which worships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency.

Ability Score Increase. Your Charisma score increases by 1.

Natural Athelticism. You gain proficiency in the Atheletics skill.

Graceful Speed. Your base walking speed is 35ft.


Keepers of the Moon

As a Keeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess Menphina. Many Keepers make use of war paint as they believe it helps to channel the power of the moon into their bodies. Keepers are renown for their tenacity in battle when defending their homelands, often pushing beyond their limits when pressed.

Ability Score Increase. Your Wisdom score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 ft.

Tenacity. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Reserved Watchers

Miqo'te tend to keep to themselves, trying to avoid contact with races outside their own, Even in highly populated cities, individual Miqo'te lead isolated lives, preferring to stay aloof.

Roegadyn

They sought to secure a place to breed and multiply, that their kind might survive. Self-preservation, as you say. But we have as much right to live and thrive as they. If our own survival is threatened, are we to lay down our arms and welcome oblivion? Nay.

-Admiral Merlwyb Bloefhiswyn

The Roegadyn are a physically powerful race of people with a thirst for life which few can rival. They live loudly with boisterous voices, larger than life goals and an unflinching approach to danger. Roegadyns are fearless explorers who long ago were the greatest pirates to sail the seas. Adventure is in their blood.

Size Matters

Roegadyn are enormous humanoids with a hulking muscular build. Men and women alike grow to tower over the other races. Partly due to their size, Roegadyn as a whole love competitions of strength and courage, challenging one another to push themselves and their bravery.

Their faces have fierce features and large flat noses. Due to their large size, Roegadyn tend to wear durable, flexible clothing which allows them to move easily.

Maritime Reavers, Volcanic Hermits

The Sea Wolves live up to their names through a storied history on the ocean. Most Sea Wolf communities can be found on the coast, as most make their living from the sea.

Be it sailing, naval service or mercenary work, the Sea Wolves continue to feel most at home when adventuring on board a ship. The Hellsguard in comparison live in land around the volcanic mountains of Abalathia. Here they guard the material plane from undead spirits trying to return home.

The Great Seas and Abalathia

The Roegadyn as an entire race hail from the Northern seas , their name translating to people of the rain. These sea fairing people can be found living in coastal citites the world over living as sailors, mercenaries and pirates.

The Hellsguard live around the volcanoes of the Abalathia mountains, believing their home to be a sacred place related to the afterlife. Those Hellsguard who choose to leave their mountain homes can be found in large cities near these mountains, making a living as sellswords or chasing deeper knowledge of magic.

In Their Nature

The Roegadyn people are a boisterous race, seeking out challenges to test their power and bravery.

They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along. Sea Wolves have a long history of pirating, looting and battle on ships of all sorts, giving them a deep seeded thirst for adventure.

Hellsguard grow up in solitude away from society, having no city to call their own. They may decide to head off in search of a more engaging existence by heading down their mountain and seeing what else the world has to offer.

Roegadyn Names

Sea Wolves and Hellsguard follow very different rules when it comes to naming conventions. Sea Wolves all derive their names by combining two words from their ancient Roegadyn Language.

Hellsguard on the other hand avoid their ancient language and use the common tongue. Their names are formed using two words as well, often drawing inspiration from nature. Women of the Hellsguard tend to use plant imagery in their names as well, but are not restricted to do so. Nearly all Hellsguard abandon their family names, refusing to be defined by their ancestors in the past.

Male Sea Wolf Names. Klynnahct, Flazfolg, Roehahtyn, Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr

Female Sea Wolf Names. Rhotbryda, Hezzwyb, Rhenbryda, Grynegeim, Ketenbryda, Skaenswys, Swozthota, Wyznthota, Rhotbryda, Trahggeim

Male Hellsguard Names. Aware Sun, Major Wind, Blue Yew, Grateful Forest, Surprised Cavern, Bright Island, Flawed Lake, Fearless Oak, Dirt Snow, Stark Crow

Female Hellsguard Names. Soft Pea, Obedient Apple, Honored Eclipse, Orange Autumn, Silly Feather, Carefree Locust, Secret Lavender, Careful Vapor, Optimistic Blossom, Innocent Daffodil.

Roegadyn Language

Check Appendix F for a list of Roegadyn words on page 110.

Roegadyn Traits

Your Roegadyn character has a variety of natural abilities which all members of their race have.

Ability Score Increase. Your Constitution score increases by 2.

Age. Though physically larger than the other races, the Roegadyn do not live any longer; reaching full maturity around the age of 20 and living into their eighties.

Alignment. Roegadyn have no heavy leaning towards good or evil. The Sea Wolves value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the sacred volcanoes they've lived near for ages.

Size. Roegadyns are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches talls. Despite your powerful builds and great height, your size is medium.

Speed. Your base walking speed is 30ft.

Brave. You have advantage on saving throws against being frightened.

Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

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

Subrace. The Roegadyn have settled into two distinct lifestyles. Select a subrace based on where you come from.

On Your Merit

Both the Sea Wolves and the Hellsguard do not carry preconceived notions about other races, but rather judge each person they meet by their own standards. Sea Wolves may value people who show courage, while Hellsguard appreciate those who think before acting.

Seawolf

Fearless sailors of the sea. The Sea Wolves have a storied history of being a great sailors. No coastal cities were safe in the past when the Sea Wolves came to town. A history of sailing and pirating has left the Sea Wolves with inherent abilities.

Ability Score Increase. Your Strength score increases by 1.

Sailor's Swimming. You have advantage when making Athletics (swimming) checks.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Hellsguard

The elusive Hellsguard live around then volcanoes located within Abalathia's Spine. They have lived in solitude for hundreds of years guarding the volcano from spirits seeking passage from the world of the dead into their own world, over time granting magical abilities.

Ability Score Increase. Your Charisma score increases by 1.

Magical Knowledge. You gain proficiency with the Arcana skill.

Volcanic Children. You know the Firebolt cantrip. At 3rd level you learn the Burning Hands spell and may cast it at the 2nd level once before requiring a long rest. When you reach 5th level, you can cast the Heat Metal spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spell casting ability for these spells.

Viera

The Viera may begin as part of the Wood, but it is not the only end that we may choose.

-Fran the Sky Pirate

The Viera are a beautiful and mysterious folk, shrouded in mystery as many spend most of their lives in the Woodlands they call home. Their tall, slender bodies adorned with rabbit-like traits creates an air of grace amongst them. Long, high angled feet require high-heeled shoes and dextrous clawed fingers help to draw a striking image of the Viera.

Separate Paths

The Viera are a race of both males and females, but outside of necessary meetings to keep their race continuing onwards and taking the male children who have reached adulthood, they lead separate lives. The males of the Viera live secretive, lonely lives in which they shun everyone, even their own kin to fully pursue their sacred role as a Wood-warder. The Wood-warders patrol the Golmore Jungle and ensure no outsiders reach their former homes. That isn't to say the women are defenseless though, as the female Viera are as capable as the men, but turn their attention to defend their young and homes.

People of the Wood

The word Viera itself means "people of the wood" and true to their name, in different forests of Dalmasca. Both the Rava and the Veena boast tall, lithe frames and graceful traits of rabbits. The Rava make their home in the Golmore Jungle and grew to have umber skin and dark hair, allowing them to more easily blend in with the forest. In stark contract the Veena have very light skin and fair hair help them blend in with the Skatay Range they call home.

Of Jungles and Forests

Both the Rava and Veena clans make their homes exclusively in the Golmore Jungle, or the primeval forests which line the southwestern foothills of the Skatay Range, respectively. Both locations are large, sprawling canopies of forest which provide them with all the Viera need to survive. In addition to the thick forest canopy, the Skatay Range boasts white mountains which the Veena has grown to use as a secondary home. Both the Rava and Veena guard their homes with violence and without prejudice, anyone who enters their forest homes may be privy to a hostile reception.

The Green Word

The Viera's set of laws are considered to be the laws of the forest in which they live. The Viera take jobs under this set of laws and restrict themselves from having contact with the world outside of their forest. Among many other restrictions the Viera subject themselves to, some find their ways off putting. If a Viera chooses to leave the forest they are considered an outsider from that day forward. These strict laws often drive Viera with a fire in their heart away to seek adventure.

Viera Names

Viera names are often short in nature, normally only 4 characters long. The letter "J" is used as a vowel in their tongue creating confusion at times for those who are not familiar with the Viera language. Despite close attention to purity in their bloodlines, the Viera do not worry about lineage and do not have family names.

Male Viera Names. Atan, Morn, Tjln, Frjn

Unsure as to true examples of male names but will give some example names until official material is released

Female Viera Names. Fran, Jote, Mjrn, Kryn, Ktjn

Viera Traits

Your Viera character has a variety of natural abilities.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Viera reach physical maturity at the same pace as all the other races, but once reaching adulthood live roughly three times as long as the other races, approximately 240 years.

Alignment. The Trueblooded Viera tend toward a Lawful nature, as they have a strict code of staying within the woods and living their lives, while adventurers who leave home tend towards a more Chaotic alignment as they're a people who live outside of tradition.

Size. The Rava are tall and lithe people who reach an average height just over 6ft. tall, while the Veena are shorter, with an average height around 5ft. 8 inches tall. Your size is medium.

Speed. Your base walking speed is 35ft.

Lapine Hop. Your maximum high jump and long jump distances are 10ft. higher than how it would be normally calculated.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

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

Subrace. The Viera's bloodline has split into two distinct groups, the dark skinned Veena and the fair skinned Rava.

Loyal To Others

The Viera are a race of people who warm to others slowly, keeping other races at an arms length and keeping their own kind divided even further. But once someone manages to break through this hesitation they'll find a stalwart ally.

Au Ra. "Their nomadic life style and deep traditions is quite similar to ourselves and the Green Law. I may find their way of doing things strange but I can appreciate their way of life all the same."

Miqo'te. "The Miqo'te seem to be great hunters, I can't help but wonder who the better between us would be. I respect their ability."

Rava

Making their home in the Gelmore Jungle, the Rava are a tall, powerful race with an intimating presence about them. Their powerful bodies and unrelenting tactics in the forest make the Rava powerful friends and more dangerous foes.

Ability Score Increase. Your Wisdom score increases by 1.

Powerful Presence. You gain proficiency in the Intimidate skill.

Veena

Hailing from the forests which grow about the Skatay Range, the Veena defend their home with just as much vigor as the Rava, but have a much easier time if they leave their homes due to their more average size and softer appearance. Due to the rise of war near their homeland, many Veena left the Skatay Range, joining many pockets of civilization.

Ability Score Increase. Your Intelligence score increases by 1.

Approachable. You gain proficiency in the Persuasion skill.

Chapter 2: Classes

The adventurers in the world of Final Fantasy XIV come from countless walks of life and practice a wide range of jobs and disciplines. Heroes come in all shapes and sizes in Eitherys and one will suit you as well. Your class is the most defining element of your character so consider what would be reflect you character you have in mind and start digging in.


Classes of Final Fantasy XIV
Class Description Hit Die Saving Throw Proficiencies Armor and Weapon Proficiencies
Astrologian A spellcaster who combines fortune telling and astrology in battle. d8 Wisdom & Charisma Daggers, darts, slings, quarterstaffs, light crossbows
Bard A ranged specialist who balances martial and magical abilities with song. d8 Dexterity & Charisma Light armour, Simple Weapons, Longbows, longswords, rapiers, shortswords
Black Mage A mage who calls upon the power of the void to empower their spells. d6 Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, maces, light crossbows
Blue Mage A mage who creates links with monsters and draws magic from their essence d8 Dexterity & Intelligence Light Armour, Simple Weapons, Long Swords, Scimitars, Short Swords
Dancer A supportive fighter who uses both magic and martial arts to control the battle field d8 Dexterity & Charisma Simple Weapons, Charkams, Rapiers, Scimitars, Shortswords, Whips
Dark Knight A knight who harnesses forbidden powers to protect the weak d10 Constitution & Charisma All Armour, Shields, Simple and Martial Weapons
Dragoon A high flying warrior who specializes in fighting and utilizes the power of dragons d10 Strength & Dexterity Light and Medium Armour, Simple and Martial Weapons
Gunbreaker A bodyguard who augments their weaponry with manatriggers to deliver powerful attacks d10 Strength & Dexterity All Armour, Shields, Simple and Martial Weapons
Machinist A tinkerer who uses firearms and creates many devices and clockwork companions to do battle d8 Dexterity & Intelligence Light armour, Simple Weapons, Pistols, Hunting Rifles, Revolvers and Muskets
Monk A fighter that specializes in unarmed combat wielding elemental power. d10 Strength & Dexterity Simple Weapons, Martial Weapons
Ninja A fighter who uses deception and speed with a large variety of tools. d8 Dexterity & Intelligence Light armour, Simple Weapons, blowguns, longswords, shortswords
Paladin An Armored knight who uses their aether to empower their equipment d10 Constitution & Charisma All Armour, Shields, Simple and Martial Weapons
Pictomancer Coming Soon. - - -
Reaper A fighter who calls on an ally from the void to aide them in battle. d10 Strength & Wisdom Light and Medium Armours, Simple and Martial Weapons

Classes of Final Fantasy XIV Continued
Class Description Hit Die SavingThrow Proficiencies Armor and Weapon Proficiencies
Red Mage A mage who draws from the schools of white and black magic, weaving them together with swordplay d8 Dexterity & Charisma Light Armor, Medium Armor, Simple Weapons, Short Swords and Rapiers
Sage A mage who uses advanced techniques to augment their spell casting. d6 Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows
Samurai A fighter specializing in an eastern approach to combat. d10 Strength & Wisdom Light, Medium Armour, simple weapons, martial Weapons
Scholar A spellcaster who summons a familiar to assist them in battle d6 Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows
Summoner A spellcaster who summons an elemental egi to assist them in battle d6 Wisdom & Charisma Daggers, darts, slings, quarterstaffs, light crossbows
Viper Coming Soon. - - -
Warrior A fighter who uses immense strength and bulk to overpower opponents. d12 Strength & Constitution All armor, simple weapons, and martial weapons
White Mage A mage who borrows the power of nature to cast spells d6 Wisdom & Charisma Daggers, darts, slings, quarterstaffs, light crossbows

Multiclassing

To qualify for a new c1ass, you must meet the ability score prerequisites for both your current c1ass and your new one, as shown in the Multiclassing Prerequisites tabJe. The tables on this next page show the requirements to multiclass and the proficiencies gained when doing so.

Multiclassing Prerequisites
Class Ability Score Minimum
Astrologian 13 Wisdom
Bard 13 Charisma
Black Mage 13 Intelligence
Blue Mage 13 Intelligence
Dancer 13 Charisma
Dark Knight 13 Strength or Charisma
Dragoon 13 Strength or Dexterity
Gunbreaker 13 Strength
Machinist 13 Dexterity or Intelligence
Monk 13 Dexterity
Ninja 13 Dexterity
Paladin 13 Charisma
Pictomancer 13 Charisma (coming soon)
Reaper 13 Wisdom
Red Mage 13 Charisma
Sage 13 Intelligence
Samurai 13 Strength
Scholar 13 Intelligence
Summoner 13 Charisma
Viper 13 Dexterity (coming soon)
Warrior 13 Strength
White Mage 13 Wisdom





Multiclassing Proficiencies
Class Proficiencies Gained
Astrologian -
Bard Light armor, one skill of your choice, one musical instrument of your choice
Black Mage -
Blue Mage Light Armor, Simple Weapons, Long Swords, Scimitars, Short Swords
Dancer Light Armor, Charkrams, Scimitars
Dark Knight Light Armor, Medium Armor, Shields, simple weapons, martial weapons
Dragoon Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class's skill list
Gunbreaker Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class's skill list
Machinist Light Armor, Pistols, Hunting Rifles, Revolvers, Muskets
Monk Simple weapons, shortswords
Ninja Light armor, one skill from the class's skill list, thieves' tools
Paladin Light armor, medium armor, shields, simple weapons, martial weapons
Pictomancer Coming Soon
Reaper Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class's skill list
Red Mage Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class's skill list
Sage -
Scholar -
Summoner -
Samurai Light Armor, Rapier, one skill from the class's skill list
Viper Coming Soon
Warrior Light Armor, Medium Armor, Shields, simple weapons, martial weapons
White Mage -

Astrologian

Gazing at the stars through their intricate telescope, the Astrologian notes the expected time until the next wave of attacks would fall upon the city, allowing their home to place their defenses properly.

The mysterious rot running through the forest threatened the lives of the small village. With a chime of their bell and the reading of the land's lifeblood, the geomancer was able to find the secret behind the plague ravaging the region.

In the back of a lively tavern, the veiled fortune teller overturned card after card, weaving the story of their patrons future, offering guidance to avoid the possible pitfalls lying in wait for them.

Humanity has always sought insight into the future, and the astrologians are one of the many groups formed of this primal wish. Using a variety of methods they look to the stars and a variety of rituals to discern the highs and lows of the future and the best plan of action to approach the coming tides.

The Celestial Web

It is said that fate is written in the stars, and Astrologians look to the stars to better understand the great picture they live within. Whether the distance stars in the sky or the planet, often referred to as a star itself, it all lives in an interconnected net of information which many aspiring stargazers attempt to understand.

To Read Fate

Astrologians in their many forms use a variety of tools to attempt to pierce the veil. Some make use of precisely designed devices formed of lenses and measurement tools to track the stars and impart the findings via tarot cards. Some use various ritual tools like sacred bells to call on the land to impart its wisdom and allow them to read parts of the great celestial story through its leylines, and others use the traditional deck of sixty by itself to explore fate.

Creating an Astrologian

Astrology is often an art that is passed down, highly difficult to grasp alone you likely had a mentor you learned the art from and received your fortunte telling tools from. Be it a formal education in the Sharlayan style, under the tutelage of geomancers or from a wandering fortuneteller, your path could have departed from many places. Consider why you may set off on a journey as well, was a grave danger found in your divinations? Do you seek to help guide those you meet as you travel the world or perhaps you simply wish to hone your skills.

Quick Build

You can make an Astrologian quickly by following these suggestions. First make Wisdom your highest ability score, following with Constitution. Second take the sage background. Third, take the Dancing Lights, Sacred Flame, Guidance and cantrips and choose the Sharlayan Astrology Divination School. Fourth, prepare the Cure Wounds and Divine Favor spells.

Pre-Project Meteor Survivor Astrologian

Click HERE! to find the original build of the Astrologian.

The Astrologian
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divination, Divination School 3 2
2nd +2 Astrodyne, Time Dilation 3 3
3rd +2 Divination School Feature 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Redivine 4 4 3 2
6th +3 Divination School Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divination School Feature 5 4 3 3 3 2
11th +4 Spread 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Divination School Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Dual Divination 5 4 3 3 3 2 1 1 1 1
18th +6 Exaltation 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Strings of Fate 5 4 3 3 3 3 2 2 1 1

Class Features

As an Astrologian, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
  • Tools: Divination Tools

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion

Equipment

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

  • (a) a dagger or (b) a quarter staff
  • (a) a light crossbow and 20 bolts or (a) a simple weapon
  • a Star Globe
  • a Divination Deck
  • (a) a explorer's pack or (b) a scholar's pack
Divination Deck

The Divination Deck is a tool used to perform fortune telling. You understand how to tell fortunes via tarot decks with this proficiency.

Spellcasting

As a student of astrology, you can cast Astrologian spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Astrologian spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the Astrologian spell list. You learn additional Astrologian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astrologian table.

Preparing and Casting Spells

The Astrologian table shows how many spell slots you have to cast your Astrologian spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Astrologian spells that are available for you to cast, choosing from the Astrologian spell list. When you do so, choose a number of Astrologian spells equal to your Wisdom modifier + your Astrologian level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Astrologian, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Astrologian spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Astrologian spells. The power of your spells comes from your understanding of astrological powers. You use your Wisdom whenever a Astrologian spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Astrologian spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Astrologian spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a star globe, planisphere or other similar tools as an arcane focus (found in chapter 5 of the player's handbook) for your astrologian spells.

Divination School

At 1st level, you choose the divination school you learned astromancy under: the Sharlayan school, Geomancy school or as an independent Fortuneteller, all detailed at the end of the class description. Your archetype choice grants you features at the 1st, 3rd, 6th, 10th and 14th level.

Divination

Also starting at 1st level, as an action, you have learned to use your divination tools to draw forth power and bestow it to others by performing a reading. As an action you roll 1d6, the number shown corresponds to the divination result. You then may apply the effect to yourself or another creature within 30ft. that you can see.

The effect of the boon lasts for a number of rounds equal to your Wisdom modifier with a minimum of 1 round. A creature may only have one Divination effect at a time and applying a new effect replaces the old effect.

You may complete a number of divination readings equal to your Astrologian level. These uses of Divination are recovered when you complete a short or long rest.

Divination Effects
Divination Result Die Result Divination Effect
Bravery 1 The creature gains a 1d6 bonus to damage rolls, once per action, bonus action, and reaction. This bonus increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Resilience 2 All damage the creature takes is reduced by 1d6. This increases to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 17th level.
Activity 3 You gain one extra attack when you take the attack action.
Precision 4 Your attack rolls crit on a 19 or 20 die result.
Knowledge 5 Creature has advantage on saving throws against spell effects.
Triumph 6 Creature has advantage on attack rolls.
Divination Theme

You may have noticed I've changed the divination results from the FFXIV arcana to more general terms. This was done to accommodate the inclusion of Geomancy to the class. I encourage you to use the original names if it feels right though! For reference they are as follows: The Balance (Bravery), The Bole (Resilience), The Arrow (Activity), Precision (The Spear), The Ewer (Knowledge), Triumph (The Spire).

Astrodyne

Also beginning at 2nd level, you have learned to weave your spells to power your influence over the strings of fate. When you cast a spell using a spell slot, you regain a Divination.

Time Dilation

At 2nd level, you have learned how to delay the release of your spells, allowing them to grow in power or activate at the perfect moment. When you cast a spell you can choose to concentrate on the spell and as a reaction cause the spell to take effect. If you concentrate on the spell in this way until your next turn, its effect will be released as though you cast it one level higher than you originally cast it. You may only increase the spell level by one in this way.

If your concentration is broken, the spell effect is released.

For example, if you cast the Cure Wounds spell at 1st level and choose to concentrate on it to delay the release. You may release the spell in response your ally being hit with an attack. If you concentrate on the spell until the start of your next turn you may release the spell at the 2nd level.

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.

Redivine

Beginning at the 5th level, when you use the Divination feature, as a bonus action you may reroll the result of the d6 before applying its effect. You may only use the new result.

Spread

Beginning at the 11th level, when you use the Divination feature, as a bonus action you may set set the effect aside for later use, adding it to your spread. You may have a number of divinations in your spread equal to your Wisdom modifier.

On your turn, as a bonus action you may use any effect from your spread. The divinations in your spread lose their power when you complete a long rest.

Dual Divination

Beginning at the 17th level, when you use the Divination action, you may perform and use two divinations. Each result consumes an available divination. As a bonus action you may place one or both divinations into your spread.

Exaltation

Beginning at 18th level, as an action, you may expend an available divination to reapply a Divination effect on a creature within Divination range.

Strings of Fate

Beginning at the 20th level, when you roll initiative you recover a number of available divinations equal to your Wisdom modifier.

Answers in the Stars

Astrologians have come in many forms across time as cultures always seek ways to divine the future and their fortunes. Today there are varied disciplines that seek these answers and impart the wisdom of beyond. Sharlayan Astrology is a school which looks to the stars above to learn of fates near and far. Geomancers, the astrologians of Hingashi look to what is known as the star below, or the planet itself for their divinations. Fortunetellers incorporate many tools and implementations, but their focus is to seek answers in deeper than any other.

Sharlayan Astrology

The Sharlayans make use of astrometers, spherical devices with many measurement tools and lenses, to read the stars and combine their tool with the Deck of Sixty, a tarot deck featuring the twelve gods of Eorzea. With these tools they attempt to learn the fate written in the stars to help guide their friends, allies and in some cases their homelands themselves. They draw their magic from the stars and use it to punish foes with stellar magics and heal the wounded with celestial energy.

Fortunate Healer

Beginning at 1st level, whenever you use a spell of 1st level or higher to restore hit points to a creature, you may expend an available divination to further empower the heal. The creature regains additional hit points equal to 1d6 + your Wisdom modifier.

Premonition Reading

Beginning at 3rd level, you may expend an available draw to assist you in revealing dangers of the area. As an action you may do a quick reading to scan for traps in the area, giving you advantage on perception checks for 1 minute.

Aspected Benefic

Beginning at 6th level, when you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a regenerative effect on all affected allies. After the spell is cast, the affected creatures recover 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You must then finish a short or long rest to use Aspected Benefic again.

Lightspeed

Beginning at 10th level, you may cast a 1st, 2nd or 3rd-level spell you have prepared as a bonus action by spending a number of available divinations equal to the level of the spell you wish to cast.

Astral Fortune

Beginning at 14th level, when you use the Fortunate Healing feature, the additional healing becomes 6 + your Wisdom Modifier. Additionally, you may roll 1d6 and apply the appropriate effect as if you had used the Divination action.

Geomancy

In the far east in the land of Hingashi, Geomancers fill the role of diviners in society. These scholars look to the leylines of the planet and divination tools related to the earth and bells to read markings in the land to perceive potential futures, as though fate had been imprinted upon the ground we walk, its the Geomancers with the ability to uncover these secrets.

Expanded Spell List

Geomancy lets you choose from an expanded list of spells when you are preparing your astrologian spells. The following spells are added to the astrologian spell list for you.

Geomancy Expanded Spells
Spell Level Spells
1st Create or Destroy Water, Earth Tremor
2nd Dust Devil, Gust of Wind
3rd Erupting Earth, Tidal Wave
4th Stone Shape, Watery Sphere
5th Control winds, Wall of Stone

Whispers of the Earth

Beginning at 1st level, through your divinations the leylines of the land speak to you. You gain advantage on Survival checks. and tremorsense in a 10ft. radius.

Leyline Manipulation: Troubled Roads

Beginning at 3rd level, you have learned to influence the flow of the lands aether to create various effects. You use one of your Divinations to influence an area you can see within 30ft. of you with a radius up to a maximum of 30ft. for 1 minute using one of the following effects:

Stable Footing. You specify a number of creatures up to a number equal to your Wisdom ability modifier within the area. These creatures are not affected by difficult terrain.

Shimmering Ice. The area becomes difficult terrain caused by a layer of ice coating all surfaces. A creature who enters the area or begins moving in the affected area must make a Dexterity saving throw against your spell save DC. On a failure the creature falls prone. If used on the surface of a body of water, the area becomes a solid ground for the duration.

Rushing Rapids. The area becomes difficult terrain due to aether taking the form of surging tides. A creature who enters the area for the first time must make a Strength saving throw against your spell save DC. On a failure the creature is pushed 20ft. straight back from the center point of the area.

Roaring Winds. The area becomes difficult terrain caused by howling winds resisting movement. A creature is deafened while in the area, have disadavantage on concentration checks and if maintaining concentration must make a concentration check at the end of their turns.

Leyline Manipulation: Cleared Paths

Beginning at 6th level, you have learned to influence the flow of the lands aether to create beneficial effects. You use one of your Divinations to influence an area with a radius up to 30ft. for 1 minute using one of the following effects:

Sacred Shoal. The area fills with warm shallow waters formed of aether which protect those within. Creatures making saving throws within the area gain a bonus equal to your Wisdom modifier on their roll.

Sanctified. The area radiates the power of the earth protecting the creatures within, at the start of their turn they gain temporary hit points equal to your proficiency bonus + your Wisdom modifier.

Updraft. A powerful whirlwind radiates from the ground imbuing creatures within the area with wind aether. A creature in the area gain a flight speed equal to their movement speed up to 60ft. above the ground.

Blessed Traveller

Beginning at 10th level, you passively manipulate aether of the ground you walk on. Difficult Terrain does not impede your movement and you gain a climbing speed equal to your movement speed and gain the ability to move up, down, and across vertical surfaces while leaving your hands free.

Gaia Aura

Beginning at 14th level, you may use Leyline Manipulation and center the effect on yourself in a radius up to 20ft. You are unaffected by the negative effects of the area and you may designate up to a number of creatures equal to your wisdom ability modifier to be immune to the effect as well. When you move the area moves with you.

Fortuneteller

Fortunetellers diverge from the close study of the stars as a whole and focus mainly on the readings of the Deck of Sixty, their trusty tarot decks, and supplementing this with various other divination methods as they see fit. Fortunetellers often pass their arts between master and student rather than being a part of an official school of thought, leading to a far wider breadth of interpretation of results and approach.

Minor Arcana

Beginning at 1st level, you have learned to take advantage of the minor arcana of your tarot deck or more subtle details of your divination. When you use the Divination feature, on a die result 1, 3 or 5 you may use the card to make a ranged Spell attack that deals 1d6 + your Wisdom modifier force damage to a creature within 30ft. of you that you can see. On a die result 2, 4 or 6 you may use the card to heal 1d6 + your Wisdom modifier hit points to a creature within 30ft. of you that you can see. The potency of this effect increases to 2d6 at 6th level, 3d6 at 10th level and 4d6 at the 14th level.

You may not use both the effect of Divination and Minor Arcana in a single action.

Twisting Fate

Beginning at 3rd level, you have learned how to bend the results of your fortune telling. When you use your Divination feature, you may roll 2d6 and select which die is the true result of the reading.

Horoscope

Beginning at 6th level, you may use your Time Dialation feature on your Divination or Minor Arcana features. If you maintain concentration until your next turn you can change the result to a result of your choice.

Reversed Fortune

Beginning at 10th level, when you use the Divination feature you may choose to apply a reversed divination to a creature, bringing bad omens to the creature. The creature must make a Charisma saving throw against your Spell Save DC, suffering the effect for 1 minute on a failure. They may use their action on their turn to re-attempt the saving throw. The effects of Reversed Fortune are as follows:

Reversed Fortune Effects
Divination Result Die Result Divination Effect
Cowardice 1 Damage the creature deals is reduced by 2d6 on all damage rolls. This applies on the first attack the creature makes on its turn. This increases to 3d6 at the 11th level and 4d6 at the 17th level.
Frailty 2 All damage the creature takes is increased by 2d6. This damage is applied on the first attack the creature takes until the start of its next turn. This increases 3d6 at the 11th level and 4d6 at the 17th level.
Apathy 3 The creature may only make one attack action on its turn.
Wavering 4 The creature's attack rolls are reduced by 2 and rolling a natural 20 does not result in a critical hit.
Foolishness 5 Creature has disadvantage on saving throws against spell effects.
Failure 6 Creature has disadvantage on attack rolls.

Greater Divination

Beginning at 14th level, as an action you may make use of each of your card divination features. Roll 6d6 and select 3 results. Two are added to your Spread and one may be used for the Divination or Minor Arcana feature. This expends three uses of Divination. You may use Greater Divination once. Use of this feature is recovered when you complete a short or long rest.

Gridanian Bard

Nestled in the trees at the edge of the wood, a skilled bowmaster watches their mark wander the plains 100 yalms away. With a slight smile they let loose an arrow toppling the creature in a single shot.

In the thick of battle, a fearless singer's voice belows out above the clash of steel, their voice imbued with magic, ushering great power unto their allies, turning the tide of battle.

In preparation for an upcoming battle, a careful hunter crafts a series of poisons and douses their arrow heads. Though their attacks appear simple, the poison running through their future mark will ravage its body.

Gridanian Bards are a somewhat young profession in Eorzea, but one of great effect for the Black Shroud. Historically finding their beginnings as archers, these bards mix sword and song in order to protect themselves and their allies in the heat of battle.

Songs for the souls

One of the originators of the craft was a disgraced commander who travelled the land singing songs to soothe the spirits of their dead allies. In time this commemorative art would find great utility on the battle field and then go on to be widely practiced across the world.

Of Lyres and Lyrics

Bards make use of musical instruments and their own voice to weave beautiful musical pieces that have magical properties. Their ability to soothe wounds, fend off danger and weaken foes has made their presence invaluable on the battle field.

Creating a Bard

Bards traditionally are specially trained by some sort of mentor figure who assists them in unlocking the potential of spells through song. This is not always that case though as some are able to unlock these secrets for themselves. You must also consider how to treat these mystical arts, do you follow their purposes of the past where they served to soothe spirits and support military units, or have you taken music back as a free lance wanderer, weaving songs and stories for the masses. A bard at heart is a free spirit who can use their magical power how they see fit.

Quick Build

You can make a Gridanian Bard quickly by following these suggestions. First make Dexterity your highest ability score, following with Charisma. Second take the Entertainer background. Third, take the archery fighting style.

Pre-Project Meteor Survivor Bard

Click HERE! to find the original build of the Bard Archetype.

The Bard
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Bardic Inspiration (d6), Fighting Style
2nd +2 Minstrel's Music, Spellcasting 2 2
3rd +2 Bardic Focus 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Bardic Inspiration (d8), Extra Attack 4 4 2
6th +3 Troubadour Training 4 4 2
7th +3 Bardic Focus Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Bardic Inspiration (d10), Expertise, Unshakeable Performer 6 4 3 2
11th +4 Bardic Focus Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Radiant Finale 8 4 3 3 1
15th +5 Bardic Inspiration (d12), Bardic Focus Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Final Fantasia 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Minstrel's Coda 11 4 3 3 3 2

Class Features

As a Gridanian Bard, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple weapons, longbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

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

  • A set of leather armor
  • (a) rapier or (b) two simple melee weapons
  • A longbow and a quiver of 20 arrows
  • (a) an explorer's pack or (b) a scholar's pack
  • a musical instrument of your choice

Bardic Inspiration

Beginning at 1st level, you can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier + your proficiency bonus. You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to use music to manipulate magical energy and cast spells.

Spell Slots

The bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the bard spell list.

The Spells Known column of the bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since your magic draws on your presence and expression through music. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

At 2nd level, you can use an instrument as a spellcasting focus for your bard spells. You can use any instrument you are proficient with to assist you in weaving your spells.

Minstrel's Music

Beginning at 2nd level, your voice becomes imbued with magic power allowing you to sing songs that empower allies and weaken foes. As an action you can expend a use of your Bardic Inspiration and begin to sing, affecting you and creatures who can hear you within 30ft. of you. You must maintain concentration while singing as though you are casting a spell. You may perform for up to 1 minute. You know two songs:

The Warden's Paean. When an you or an allied creature takes damage they take reduced damage equal to your bardic inspiration die.

Foe's Requiem. When you or an allied creature who begins their turn within range of your song deals damage, as a reaction you may expend one bardic inspiration die. Roll the die and add the result as bonus damage.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Gridanian Bard Archetype

At 3rd level, you select your bardic focus which will guide your progression as you expand your skill set. The God's Quiver is a self assured traditionalist who relies fully on their marksmanship, the Soul Voice focuses on the magical power of song and the Shadow Point who makes use of every advantage at their disposal to weaken their foes via poison and treachery.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Troubadour Training

Beginning at 6th level, you've developed further songs to assist your allies in the heat of battle.

Army's Paeon. When you or an allied creature within range of your song is targeted by an attack, you may use your reaction to expend one bardic inspiration die to magically protect the creature. Roll the die and add the result to the creature's AC for the attack.

Wanderer's Minuet. When you or an allied creature starts its turn within range of your song, its base speed is increased by 10ft. and they gain advantage on Dexterity saving throws until the start of their next turn.

Unshakeable Performer

Beginning at 10th level, you gain advantage on charisma saving throws.

Radiant Finale

Beginning at 14th level, while one of your minstrel's music songs are active, as an action you add a stylized ending to your song. You are able to choose how to end your performance:

Forte. A creature you can see within range of your song must make a Charisma saving throw against your Bard spell save DC, taking 2d8 psychic damage and having disadvantage on their next attack on a failure, and taking half as much damage without any other effects on a success.

Piano. A creature you can see within range of your song is healed by 2d8 hit points.

Final Fantasia

Beginning at 18th level, you are able to mix two song styles into an unforgettable performance. When you use your minstrel music feature you can choose two effects to apply to your song. You can only do this once. Use of this feature recovers when you complete a long rest.

Minstrel's Coda

Beginning at 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bard Archetypes

At their core, bards are lightly armored, well travelled warriors who mage use of song and spell to overcome any trouble they find themselves in. Each bard will focus on a different way of solving these problems, the God Quivers focusing on the reliability of bowarm, Soul Songs focusing on keeping their allies safe and empowered, and the Shadow Points who are happy to resort to under handed tactics to exhaust and soften their foes up. No matter the path they choose, a bard makes for a

God Quiver

God Quivers are skilled marksmen that rely on their sharp eyes and their certainty that they'll land their shots with vicious accuracy, only using the power of song to further empower themselves.

Straight Shot

Beginning at 3rd level, when you roll for a ranged weapon attack, you may expend one of your bardic inspiration die to improve the deadly accuracy of your shot. Roll the die and add the result to the attack roll, if the resulting sum is 20 or higher, the attack becomes a critical hit.

Hawkeye

Beginning at 7th level, you gain advantage when making perception skill checks that rely on sight. Additionally, the effective range of your ranged weapons are increased by 50ft.

Bardic Barrage

Beginning at 11th level, when you use the Attack action to make a ranged weapon attack, as a bonus action you may make one additional attack. You may do this a number of times equal to your Dexterity modifier. Uses of this feature are recovered when you complete a long rest.

Misery's End

Beginning at 15th level, when one of your attacks deals a critical hit, it deals bonus damage equal to twice the weapon's damage die.

Soul Voice

The Soul Voice bards are the skilled archers who've fully taken to their musical role on the battle field, mixing spell casting with music to empower their allies with peerless effectiveness.

Soothing Songs

Beginning at 3rd level, you have learned some new songs to support your allies during battle. When you use your Minstreal's Song feature you gain the following options.

Nature's Minne. At the start of your turn, you an all allied creatures recover 1d4 hit points.

Silent Nocturne. When a creature attempts to cast a spell with verbal components, you may use your reaction to attempt to drown out their words before they speak. They must succeed on a Charisma saving throw against your Bard spell save DC. On a failure, the creature becomes unable to speak.

Endless Performance

Beginning at 7th level, as a bonus action, you may spend one of your spell slots and regain uses of Bardic Inspiration equal to the spell level of the spell slot spent.

Mage's Ballad

Beginning at 11th level, you've learned to transform your magical music into raw magic power. During a short rest, you may spend a bardic inspiration die to recover spell slots. Roll the die and recover a number of spells slots whose total spell level is equal to or less than the result of the die. You may only do this once. Use of this feature refreshes when you complete a long rest.

Battle Voice

Beginning at 15th level, the effective range of your Minstrel's Song is increased to a 60ft. radius.

Shadowpoint

Shadowpoints are specialized bards who have excel at debilitating their foes with dangerous, homemade poisons which they deliver via their weapons.

Arrow Bites

Beginning at 3rd level, you gain proficiency with the poisoner's kit.

Additionally, you have learned how to create simple poisons called bites out of easily accessible materials. As a bonus action, one dose of can be applied to ten arrow heads or a single weapon and remain effective for one minute. When you complete a long rest, you create a fresh batch of bites which remain potent for 24 hours after their creation. You are able to create two types of poison at 3rd level and decide how many of each poison you make in a batch.

A creature struck with a weapon doused in this poison takes bonus 1d4 poison damage. The creature must succeed on a Constitution saving throw against your Bard spell save DC or suffer an additional effect based on the poison used.

Venomous Bite. The creature becomes poisoned and at the start of their turn they take 1d4 poison damage for 1 minute. The creature may use its action to reattempt the saving throw on its turn.

Wind Bite. The creature becomes poisoned and their speed is reduced by 10ft for 1 minute. The creature may use its action to reattempt the saving throw on its turn.

Degenerative Toxicity

Beginning at 7th level, you gain resistance to poison damage.

Additionally, when a creature makes a saving throw against your bite poisons, the save DC difficulty is increased by half your proficiency bonus rounded up.

Advanced Toxins

Beginning at 11th level, you have learned to concentrate your poisons. When creating a batch of bites, you may combine two dosages into a single dose to create new poisons. These bites have the following additional effects.

Caustic Bite. The on hit poison damage is increased to 2d4 poison damage. The creature becomes poisoned, taking 1d4 poison damage at the start of their turn and deals 1d4 less damage on their damage rolls. The creature may use its action to reattempt the saving throw on its turn.

Shadow Bite. The creature becomes poisoned and unable to speak for one minute. The creature is unable to reattempt the saving throw to overcome this poison.

Storm Bite. The creature becomes poisoned and paralyzed. The creature may use its action to reattempt the saving throw on its turn.

Fever Pitch

Beginning at 15th level, when a creature is poisoned by your caustic, shadow or storm bite, they become deliriously feverish. At the start of the creature's turn they must succeed on a Wisdom saving throw against your bard spell save DC, becoming stunned until the end of their turn. A creature who succeeds on this saving throw becomes immune to this effect for 1 hour.

Additionally, at the start of a poisoned creature's turn it takes 2d6 necrotic damage.


Black Mage

A Lalafell stands before a horde of kobolds, blood thirsty they dash towards him. With a few skillful waves of his staff, a large fire ball erupts from the gem inlaid at the end of the staff, causing a massive fiery explosion, leaving nothing but ash.

A woman wearing dark robes grins as she waves her wand before a guard refusing her entry. With a few choice words and a spell, the guard happily steps aside, unlocking the passage bowing to her as she passes.

An Elezen laughs at the umbral hue of his magics as he unleashes a fireball empowered by dark magics upon his foes, his demonic servant chuckling at his side watching the dust settle.

A black mage is a powerful ally who wields forbidden magic. This raw energy manifests itself into devastating spells and effects. Their power is only rivaled by their thirst to increase that power.

A Dark Past

In days long past, there existed an powerful clan of mages and their arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.

Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

Ties to the Void

In order for a mage to don the black, they must extensively research what they call the void. This is another plane of existence from which Black Mages draw knowledge from in order to unlock power within themselves. Most black mages are able to explore the knowledge gained from the void through tomes and texts now, but some who thirst for new power may attempt to tap into the void directly. Black Mages continue to grow within their craft through continuing their study of the dark arts.

Creating a Black Mage

Black Mages are earnest in their desires and reasons for taking the black. More often than not it is in the pursuit of power or out of sheer curiousity. You must know why you are pursuing this power, or why you are curious about the dark arts. You must also decide where you began to dip your toes into the world of black magic. Did you join a cult of mages who studied the art? Perhaps a proper school which provides the proper materials to explore black mage. Maybe you were taken under the wing of a mentor who has mastered the art.

The Black Mage
Level Proficiency Bonus Mana Points Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 Spellcasting, Manafont 3 2
2nd +2 2 Magical Discipline 3 3
3rd +2 3 3 4 2
4th +2 4 Ability Score Improvement 4 4 3
5th +3 5 4 4 3 2
6th +3 6 Magical Discipline Feature 4 4 3 3
7th +3 7 4 4 3 3 1
8th +3 8 Ability Score Improvement 4 4 3 3 2
9th +4 9 4 4 3 3 3 1
10th +4 10 Magical Discipline Feature 5 4 3 3 3 2
11th +4 11 5 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 13 5 4 3 3 3 2 1 1
14th +5 14 Magical Discipline Feature 5 4 3 3 3 2 1 1
15th +5 15 5 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 17 5 4 3 3 3 2 1 1 1 1
18th +6 18 Surecaster 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Resonating Aether 5 4 3 3 3 3 2 2 1 1

Quick Build

You can make a black mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor. magic missile, and sleep.

Class Features

As a Black Mage, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Maces, Light Crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Persuasion, Religion.

Equipment

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

  • (a) a dagger or (b) a quarter staff
  • (a) a light crossbow and 20 bolts or (a) a simple weapon
  • a spell casting focus (a cane, staff, wand or similar object)
  • (a) an explorer's pack or (b) a scholar's pack
  • a spellbook

Spell Casting

As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.

Cantrips

At 1st Level, you know three Cantrips of your choice from the Black Mage spell list. You learn additional Black Mage Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Black Mage table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level Black Mage spells of your choice.

Preparing and Casting Spells

The Black Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of black mage spells that are available for you to cast.

To do so, choose a number of black mage spells from your spellbook equal to your Intelligence modifier + your black mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level black mage, you have four 1st-level and two 2nd-level spell slots. With an lntelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot.

Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of black mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Black Mage Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a Black Mage spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Ritual Casting

You can cast a Black Mage spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.

Your Spellbook

The spells that You add to your spellbook as You gain levels reflect the arcane research You conduct on your own, as well as intellectual breakthroughs You have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When You find a black mage spell of 1st level or higher, You can add it to your spellbook if it is of a level for which You have spell slots and if You can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until You understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if You want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since You understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If You lose your spellbook, You can use the same procedure to transcribe the spells that You have prepared into a new spellbook. Filling out the remainder of your spellbook requires You to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative f10urishes and margin notes. It might be a plain, functionalleather volume that You received as a gift from your master, a finely bound gilt-edged tome You found in an ancient library, or even a loose collection of notes scrounged together.

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as a Spellcasting focus for your Black Mage Spells.

Learning Spells of 1st Level and Higher

Each time you gain a Black Mage level, you can add two Black Mage Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Black Mage table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).

Manafont

At 1st level, you have unlocked the secrets of storing magical energy in your body and utilizing it to assist your spell casting.

Mana points

You have one Mana point, and you gain more as you reach higher levels, as shown in the Mana Points column of the Black Mage table. You can never have more mana points than shown on the table for your level. You regain all spent mana points when you finish a long rest.

Leylines

When you cast a spell, the residual mana from your spell temporarily creates a leyline, which can be manipulated with your manafont.

If you cast a spell last turn and have not moved or taken any other actions during your turn, you may spend a number of mana points equal to that spell's level to cast an evocation spell equal to or lower than that level without expending a spell slot. Your turn immediately ends after casting the spell. You can cast spells in this way no higher in level than 5th.

Magical Discipline

At 2nd level, you choose the discipline you belong to as a Black Mage. Mhachi, Enchanter, or Void Mage, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

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.

Surecaster

Beginning at the 18th level, as a bonus action, you may expend 5 mana points to achieve an impregnable state of mind. You pass all concentration checks automatically for the next 10 minutes.

Resonating Aether

Beginning at the 20th level, you regain half your missing mana points when you roll initiative.

Bringers of the end

Unabated use of black magic lead to the downfall of the society in which black mages find their roots alongside the white mage's overuse of white magic. Black Mages wield incredibly destructive powers which set their world on a path to destruction once before, and careless use of this power could do so again. The Mhachi specializes in powerful, destructive magic, an Enchanter uses charms and poison to cripple their foes, and a Void Mage has focused their studies on manipulating the void to gain greater magical strength.

Mhachi

The Machi are mages who specialize in the destructive arts. The Mhachi are the ones who created the art of Black Magic. Through deep introspection, they've learned to use their manafont to increase their destructive power.

Expanded Spell List

Your specialization as a Mhachi lets you choose from an expanded list of spells when you learn a black mage spell. The following spells are added to the blackmage spell list for you.

Expanded Spell List
Spell Level Spell
1st Chromatic Orb, Witch Bolt
2nd Aganazzar's Scorcher, Snilloc's Snowball Swarm
3rd Call Lightning, Sleet Storm
4th Ice Storm, Storm Sphere
5th Cone of Cold, Immolation

Unstable Aether

Beginning at the 2nd level, when you cast a spell, you may spend one mana point to reroll any damage die which resulted in a 1 or 2. You must use the resulting rolls.

Polygot

Beginning at the 6th level, your magical studies have warped your mind and understanding of the world. You can read all writing.

Aetherial Manipulation

Beginning at the 10th level, you are able to more effectively manipulate your Leylines. Your movement is no longer restricted when making use of your Leylines feature. Casting a spell with the effect of Leylines still immediately ends your turn.

Additionally, if you expended a spell slot during your last turn, as a bonus action, you may spend one mana point to magically teleport back to the location you were standing in when you cast the spell if the space is unoccupied.

Devestating Force

Beginning at the 14th level, when you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Enchanter

While many Black Mages focus their studies on the destructive arts, the Enchanter has shifted their study to empower their allies and weaken their allies through the use of powerful magics.

Expanded Spell List

Your specialization as an Enchanter lets you choose from an expanded list of spells when you learn a blackmage spell. The following spells are added to the blackmage spell list for you.

Expanded Spell List
Spell Level Spell
1st Bless, Cause Fear
2nd Enlarge/Reduce, Magic Weapon
3rd Slow, Haste
4th Blight, Charm Monster
5th Dominate Person, Hold Monster

Point of Influence

Beginning at the 2nd level, you are able to use your Leylines feature for both enchantment and evocation spells.

Silvered Tongue

Beginning at the 6th level, your focus on enchantment magic has improved your speech. You gain proficiency in one of the following skills: deception, intimidation, persuasion. If you are already proficient in that skill, you gain expertise with it. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. Additionally, you may use Intelligence as your ability score for the selected skill.

Unshaken Will

Beginning at the 10th level, when you must make a wisdom saving throw, you may spend 1 mana point to gain advantage on the saving throw.

Deep Influence

Beginning at the 14th level, when you cast an enchantment spell, you may spend 1 mana point to cause the target to have disadvantage on their saving throw.

Void Mage

A Void mage is a Black Mage who has focused their research on harnessing the power of The Void and the dark creatures who live within it. This has granted the Black Mage proficiency over dark magic which they wield with authority.

Expanded Spell List

Your specialization as a Void Mage lets you choose from an expanded list of spells when you learn a blackmage spell. The following spells are added to the blackmage spell list for you.

Expanded Spell List
Spell Level Spell
1st Armor of Agathys, Arms of Hadar
2nd Ray of Enfeeblement, Shadow Blade
3rd Hunger of Hadar, Summon Lesser Demon
4th Banishment, Summon Greater Demon
5th Contact Other Plane (Ritual), Negative Energy Flood

Void Casting

Beginning at 2nd level, when you cast a spell, you may spend one mana point to change the damage type of the spell to necrotic. When you change the damage type of your spell in this way it does additional damage equal to your Intelligence ability modifier. This bonus applies to your spell once.

Void Sense

Beginning at 6th level, you have learned to borrow power from the void to improve your senses and causing your eyes to glow with dim red light. You may spend 1 mana point to gain darkvision out to 60ft. for one hour. If you already have darkvision, the range is increased by 60ft. Additionally, you gain advantage on perception checks that use your eyes while under this effect.

Ebony Offense

At 10th level, necrotic damage you deal is unaffected by resistances. As a bonus action, you may spend a mana point to overcome necrotic damage immunity for your next spell.

Bloody Veil

Beginning at the 14th level, when you kill a creature with a spell of first level or higher with necrotic damage, you gain temporary hit points equal to the spell's level multiplied by your Intelligence ability modifier.


Pre-Project Meteor Survivor Blue Mage

Click HERE! to find the original build of the Blue Mage.

Blue Mage

With a critical eye and a analytical approach, the researcher records their notes with perfect accuracy for later. With these new findings, their newest monstrous magic will be complete.

Before the death throes of the dangerous beast, the azure warrior stood tall and bathed in their aether, coming to understand the true nature of their foe, and how to weild their strength for themselves.

Speaking words of power and focusing intently, the cerulean shaman twisted their very spirit to reflect the power of a foes long past, unleashing the gales of a griffon upon their foe.

Blue Mages are as unique as they are dangerous. Capable of learning the magic of monsters through a variety of methods, they find themselves in a unique standing of their other magical counterparts, capable of adapting to nearly any role.

The Souls of Beasts

Blue Mages come from a variety of backgrounds, but the three most well renown are the Lore Keepers, to catalogue monsters and model their magic off their compendiums of monstrous knowledge, the Fell guard, warriors who absorb the strength of fallen foes to gain their strength and the Whalaqee tradition, a way of twisting one's aether to reflect that of monsters and fight with the myriad strengths of monsters.

The Well of Knowledge

Blue Mages greatest asset is their ability to rapidly discern details about other creatures and wield those strengths in battle. Their eye for detail and understanding of the spirit is unmatched and form the foundation of their discipline.

Creating a Blue Mage

Blue Mages often find themselves on the receiving end of knowledge from a mentor figure prior to setting off on their quest. They come from a wide breadth of backgrounds but their knowledge of how to model magic after monsters comes from somewhere. They may travel in the search of knowledge, defense of their lands or a thirst for adventure, but regardless of their reasons, Blue Mages are ever curious as this enterprising spirit is often rewards with greater power.

Quick Build

You can make a blue mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution, then Dexterity. Second, choose the 'Lore Keeper' Azure Calling. Third, choose the sage background. Fourth, choose the Mage Hand, Light and Prestidigitation cantrips along with the following monstrous mimicries and spells for your research journal: Burning Hands, Frog's Legs, Mage Armor, Magic Missile, Ochu's Stench and Zu's Sonic Boom

The Blue Mage
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Azure Calling, Azure Lore, Libra 3 2
2nd +2 Aetheric Recycling 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Azure Calling Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 2 1
10th +4 Azure Calling Feature 5 4 3 3 2 2
11th +4 5 4 3 3 2 3 1
12th +4 Ability Score Improvement 5 4 3 3 2 3 1
13th +5 5 4 3 3 2 3 1 1
14th +5 Azure Calling Feature 5 4 3 3 2 3 1 1
15th +5 5 4 3 3 2 3 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 2 3 1 1 1
17th +6 5 4 3 3 2 3 1 1 1 1
18th +6 Azure Adaptation 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Azure Grimoire 5 4 3 3 3 3 2 2 1 1

Class Features

As a Blue Mage, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armour
  • Weapons: Simple Weapons, Longswords, Scimitars, Shortswords
  • Tools: None

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Animal Handling, Arcana, History, Intimidation, Nature, Perception, Survival

Equipment

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

  • (a) a dagger or (b) a simple weapon
  • (a) a longsword or (b) scimitar
  • a cane spell casting focus
  • a set of clothes
  • a components pouch
  • leather armour
  • (a) an explorer's pack or (b) a scholar's pack
  • a research journal

Azure Calling

At first level, you choose your Azure Calling which guides your journey into monster magic: the Lore Keeper, the Fell Guard or the Whalaqee. Your choice grants you features at 1st level and again at 6th, 10th and 14th level and changes your spell casting ability modifier as described in the Azure Lore section.

Azure Lore

Your research and experience with monsters and magic has granted you spellcasting abilities. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Blue Mage spell list.

Cantrips

You know two cantrips of your choice from the blue mage spell list. You learn additional blue mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blue Mage table.

Your Research Journal

The monster links you've discovered are kept in your research journal. As you further your research alone, you may encounter the works of other blue mages or peers who share their findings.

Copying a Monster Link into the Book. When you find the research notes of a peer, or a tome with well detailed monster links, you can copy the pair of spells into your research journal if you have spell slots of the appropriate level and the spare time to decipher and copy the notation. Copying a spell involved reproducing the basic form of the spells, then understanding the unique style of the blue mage who wrote it. For each level of the spells, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can access the monster link just like your own monster links.

For each level of the spells, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can access the monster link just like your other monster links.

Replacing the Book. You can copy a monster link from your own research journal into another book-for example, if you want to make a backup copy of your research. This is just like copying a new monster link into your journal, but fast and easier, since you understand you own notation and already know how to cast the spells. You need spend only 1 hour and 10gp for each level of the copied spells in order to copy a monster link you are currently accessing. Filling out the remainder of your research journal requires you to find new monster links to do so, as normal. For this reason, many blue mages keep back up copies of their research in a safe place.

Book's Appearance. Your research journal may take any style of tome you wish. A Lore Keeper like has a well kept tome used for taking notes in the field, while the Fell Guard may carry a durable grimoire to record their experiences.

Research Journal

At first level, you have a research journal with three monster mimicries recorded by you.

Monster Mimicries and Learning Spells

As a Blue Mage, you develop your spell casting based on the abilities of monsters. These spells come in the form of a variety of monster mimicries which you develop linking the traits and strengths of monsters with your magic.

You start your adventure with a number of spells and monsters mimicries of your choosing equal to 6 in your research journal. You may choose spells from the Blue Mage spell list, or monster mimicries from the list at the end of the class description.

When you gain a Blue Mage level, you may add a mix of two Blue Mage spells or monster mimicries to your research notes. Each of these spells must be of a level for which you have spell slots, as shown on the Blue Mage table or a mimicry for which you meet the prerequisite for. On your adventures, you might find other spells that you can add to your research journal (see the "Your Research Journal" sidebar).

The Hunt for Knowledge

One of the key elements of the Blue Mage is seeking out and gaining power from monsters out in the world. I recommend using monster mimicries as an additional reward for hard fought battles with rare enemies. If the Blue Mage uses its Libra feature before or after a battle with such a creature or its corpse, the DM may decide they are feeling particularly inspired by their findings and can grant them a bonus monster mimicry of their choosing to add to their research journal, perhaps even using spells outside the Blue Mage spell list.

Preparing and Casting Spells

The Blue Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these seplls, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of blue mage spells and monster mimicries you are able to access. To do so, choose a number of spells from your research journal equal to your spellcasting ability modifier + your blue mage level (minimum one spell). The spells must be of a level for which you have spell slots. Attuning to a monster mimicry takes up two of these prepared spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of blue mage spells and monster mimicries requires time spent reviewing your research journal, at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Your spell casting ability for your blue mage spells changes depending on which blue mage calling you select. As a Lore Keeper, Intelligence is your spell casting ability, as a Fell Guard Wisdom is your spell casting ability and as a Whalaqee your spell casting ability is Charisma. You use the associated ability whenever a spell refers to your spellcasting ability. In addition, you use the ability modifier for the associated ability when setting the saving throw DC for a blue mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your ability modifier

Spell Attack modifier = your Proficiency Bonus + your ability modifier

Ritual Casting

You can cast a blue mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your blue mage spells.

Libra

Also at 1st level, as an expert on monsters and beasts, you are able to discern certain traits about monsters you encounter. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength Score
  • Dexteriy Score
  • Constitution Score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

Additionally, you may spend 1 minute after combat studying a creature's corpse to ascertain the same information.

Aetheric Recycling

Beginning at 2nd level, through sharp meditation you can recover wasted magical energy left in your body from. When you finish a short rest, you can choose expanded spell slots to recover. The spell slots can have a combined level that is equal to or less than half your blue mage level (rounded up), and none of the slots can be 6th level or higher.

Azure Adaptation

Beginning at 18th level, when you complete a long rest you select a monstrous adaptation to assist you in battle. You choose one of the following adaptations.

Azure Scales. You gain resistance to all damage types except psychic.

Draconic Wings. You can a flying speed of 60ft.

Monstrous Vitality. Spend you expend a spell slot, you recover hit points equal to the spell slots level + your spell casting ability modifier.

Azure Grimoire

Beginning at 20th level, as a bonus action you can change one of your monstrous mimicries to another monstrous mimicry.

The Azure Way

Blue mages are rare spell casters who have a shocking amount of variety in their field of expertise. From the studious Lore Keepers who follow the traditional path of wizardry mixed with an adventuring spirit to the imposing vigil of the Fell Guard who hunt monsters in dangerous areas to protect the weak. Towards the middle of this spectrum is the Walaqee who view the power of monsters as the power of the natural world and access to this power taking a spiritual quality.

Lore Keeper

Studious and thorough, the Lore Keepers are experts at noting details and learning about creatures of all shapes and sizes. Capable of understanding one's nature at a glance, they can both help their allies strategize, and rapidly understand the deeper details of their foes.

Azure Knowledge

Beginning at 1st level, you may select an additional two cantrips from the blue mage spell list and add them to your cantrips known list. These do not count against the Cantrips Known in the blue mage class table.

Focused Assessment

Starting at 3rd level, you gain proficiency in the Investigation skill. If you already have proficiency in the Investigation, you gain expertise in it, doubling your proficiency bonus.

Additionally, you may use Libra as an action on a creature. You also have gained an eye for spotting weaknesses and strengths, allowing you to learn additional types of information:

  • Damage resistances
  • Damage vulnerbilities
  • Damage immunities.

Quick Assessment

Beginning at the 6th level, as a bonus action you are able to use Libra during combat on a creature that is within 30ft. of you.

Extracurricular Studies

Beginning at the 10th level, you may learn two spells of your choice from any class. A spell you choose must be of 5th level or lower, or a cantrip. The chosen spells count as blue mage spells for you.

Ace Tutor

Beginning at the 14th level, you are able to read the subtle movements of monsters and beasts from afar. As an action you can offer advice on how to approach a beast or monster within 30ft of you, that you have used Libra on.

Choose an ally within 60ft. of you, until your next turn they have advantage on attack rolls against that creature.

Fell Guard

Fell Guard Blue Mages are adventurers who travel the world battling monsters and beasts, bathing in their essence to absorb their power and use it to further defend the world from those same beasts. The exposure to this monstrous power, sometimes referred to as fell energy, comes at a risk. Walking the line between monster and man, these magical warriors take major risks to protect the world.

Azure Guard

Beginning at 1st level, you may use one handed melee weapons as a spell casting focus for your blue mage spells.

Additionally, you gain proficiency with medium armour and martial weapons. When you level up you gain an additional two hit points.

Monstrous Vanguard

Beginning at 3rd level, you choose a fighting style focus to assist you in the type of monster you prefer to hunt.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack. provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Survival Tactics

Beginning at the 6th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

Azure Warrior

Beginning at the 10th level, you've learned to influence your body using monstrous magics. When you complete a long rest you choose one of the following damage types: fire, cold, lightning, thunder, necrotic. You gain resistance against that damage type and your weapon attacks deal bonus damage of that type equal to your proficiency bonus.

Absorb Ability

Beginning at the 14th level, you have learned to drain the natural abilities of your prey. As an action, you draw energy out of a creature you touch. The creature must make a charisma saving throw against your spell save DC or receive a -2 reduction to an ability score of your choice on a failed save. On a success, the creature becomes immune to this effect for 1 minute. You gain a +2 bonus in the reduced ability score. This change in ability score lasts 10 minutes. Failed attempts do not expend the use of this ability.

You must then finish a long rest to use Absorb Ability again.

Whalaqee

The Whalaqee are known in many scholarly circles as the original creators of blue magic. Hailing from the land known as "The New World" the Whalaqee's magic was noted as strange to visitors from afar, using their aether to mimic the strength of monsters and unleash their power. The Whalaqee are a people who live in harmony with nature and use what they view as the strength of the natural world to defend it.

Mimic Blood

Beginning at 1st level, when you level up you gain 1 additional hit point. Additionally, you can attune to an additional mimicry at the 1st level. This does not count against your prepared spells and mimicries.

You gain one additional mimicries at the 6th, 10th and 14th level.

Protection of Monsters

Beginning at 6th level, when you expend a spell slot to use a monstrous mimicry, you gain temporary hit points equal to the spent spell slot's level + your spell casting ability modifier.

Focus Mimicry

Beginning at 10th level, you may use your bonus action to sharpen the strength of your mimicry. The next mimicry you use to deal damage, deals bonus damage equal to your spell casting ability modifier.

Masterful Mimicry

Beginning at 14th level, when you expend a spell slot that increases the range or size of the effected area of a mimicry, creatures making saving throws have disadvantage on their roll to save against the mimicry's effect.

Monstrous Mimicries

Adamantoise Shell

Prequisite: 3rd level blue mage
While attuned your AC becomes 17. This cannot be improved through the use of shields or other effects.

Ahriman's Gaze

Prequisite: 3rd level blue mage
While attuned, as an action you may expend a spell slot to attempt to paralyze all creatures that can see you in a 10ft. cone, originating from you. Each creature in the effected must make a Wisdom saving throw against your spell save DC or become paralyzed until the end of your next turn.

For each level of the spent spell slot above first the size of the cone increases by 5 feet.

Antlion's Antennae

Prequisite: 11th level blue mage
While attuned you gain 30ft. of Tremorsense. You can detect and pinpoint the origin of vibrations within a 30ft. radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

Archdemon's Abyssal Transfiction

Prequisite: 9th level blue mage
While attuned, as an action by spending a spell slot you can mimic the void arts of a Archdemon to surround a creature in spectral swords and pierce them. You target a creature within 30ft. that you can see and it must succeed on a Dexterity saving throw, taking #d12 force damage on a failure and half as much on a success, and half as much on a success where # equals twice the level of the spell slot spent.

For each level of the spent spell slot above 1st, the range of Abyssal Transfiction increases by 10 feet.

Bandersnatch's Pounce

Prequisite: 7th level blue mage
While attuned if you move at least 20 feet straight toward a creature then hits it with a melee weapon or spell attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, you can make one weapon attack against it as a bonus action.

Bat's Echolocation

Prequisite: 5th level blue mage
While attuned while not deafened you have blindsight up to 30 feet.

Behemoth's Ecliptic Meteor

Prequisite: 11th level blue mage
While attuned, as an action by expeding a 5th level spell slot or higher you crystalize an immense amount of aether into a meteor and drop it at your location. All creatures within a 40ft. radius sphere around you must make a Dexterity saving throw, taking #d12 force damage on a failure and half as much on a success where # is equal to twice the level of the spell slot expended.

A creature with full cover automatically succeeds on this saving throw and takes no damage. For each level of the spent spell slot above 5th, the range of the effected area increases by 10ft.

Bomb's Detonation

Prequisite: 5th level blue mage
While attuned, as an action you can expend a spell slot to release a burst of fiery energy in a a 20ft. radius around you. Each creature within range must make a Dexterity saving throw, taking #d10 fire damage on a failure and half as much on a success where # is equal to twice the level of the spell slot spent.

For each level of the spent spell slot above 3rd, you may increase the range of the detonation by 5 feet.

Cactuar's 1000 Needles

Prequisite: None
While attuned when you are attacked by a melee weapon attack, as a reaction you may release a flurry of aetherial needles from your body in a 5ft. radius around you. All creatures in range must make a Dexterity saving throw against your Spell Save DC, taking 1d10 damage on a failure and half as much on a success. Creatures who fail this saving throw become poisoned for one minute. A creature poisoned in this way cannot make attacks of opportunity.

Chocobo's Meteor

Prequisite: 7th level blue mage
While attuned, as an action you may expend a spell slot to drop a large chunk of crystallized aether at a target location within 120ft. that you can see. The shard of aether explodes in a 20ft. radius sphere. Each creature in the affected area must make a Dexterity saving throw or take #d10 force damage on a failure and half as much on a success where # is equal to twice the level of the spell slot spent.

For each level of the spent spell slot above 4th, you may increase the radius of the explosion by 5 feet.

Chocobo's Rush

Prequisite: 3rd level blue mage
While attuned you may use the dash action as a bonus action.

Coeurl's Blaster

Prequisite: 5th level blue mage
While attuned as an action you may expend a blue mage spell slot to unleash a burst of electricity in a 30ft. cone originating from you. Each creature in the effected area must make a Dexterity saving throw, taking #d8 lightning damage on a failure and half as much on a success where # is twice the level of the spell slot spent.

For each level of the spent spell slot above 3rd, you may increase the radius of the size of the cone by 5 feet.

Crab's Grab

Prequisite: None
While attuned when you use your Attack action to grapple a creature of your size or smaller, you gain advantage on your Strength (athletics) check.

Demon Wall's Repulse

Prequisite: 7th level blue mage
While attuned as an action you may expend a blue mage spell slot to launch a creature you can see within 30ft. of you. The creature must make a Strength saving throw against your spell save DC taking #d8 force damage on a failure and be pushed 30ft. straight back from you, where # is equal to twice the and on a success take half as much damage and only be pushed back 10ft. if they are a large creature or smaller.

For each level of the spent spell slot above 3rd, you may increase the push distance of the effect by 5 feet.

Drake's Flame Breath

Prequisite: 3rd level blue mage
While attuned, as an action by spending a spell slot, you release a crawling plume of flames in a 15ft. cone originating from you. All creatures in the affected area must make a Dexterity saving throw or take #d6 fire damage on a failure or half as much on a success where # is equal to the level of the spell slot spent.

For each level of the spent spell slot above 1st, you may increase the the size of the cone by 5 feet.

Elbst's Water Bomb

Prequisite: 3rd level blue mage
While attuned, as an action by spending a spell slot you are able to unleash a massive sphere of water within 60ft. of you at a location you can see. The sphere explodes in a 20ft. radius when it reaches its location. All creatures in the effected area must make a constitution saving throw, taking #d8 cold damage on a failure and half as much on a success, where # is equal to twice the level of the spell slot spent.

For each level of the spent spell slot above 3rd, you increase the range where the bomb can land by 10 feet.

Flan's Elemental Consumption

Prequisite: 5th level blue mage
While attuned, as a reaction when you are hit by an attack, you can spend a spell slot of any level to gain resistance to that damage type until the start of your next turn. For the next minute, the next attack you make against a creature deals bonus damage equal to #d6 damage of the type you resisted where # is equal to twice the level of the spell slot spent.

Frog's Legs

Prequisite: None
While attuned your long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. You do not take fall damage when landing from your own jumps.

Goblin's Operations

Prequisite: 3rd level blue mage
While attuned you gain proficiency in the Sleight of Hand and Stealth skills.

Mandragora's Shriek

Prequisite: None
While attuned, as an action or reaction after being hit by an attack, you unleash a ear piercing shriek. All creatures within 20ft. of you that can hear you must make a Charisma saving throw against your spell save DC. On a failure, they become deafened and frightened of you for 1 minute. At the end of its turn, it repeats the saving throw. A creature that resists this effect cannot become frightened of you for 1 hour afterwards.

Gremlin's Tongue

Prequisite: None
While attuned you can cast Viscious Mockery. You gain proficiency in the Deception skill.

Giffon's Alpine Draft

Prequisite: 5th level blue mage
While attuned, as an action you may expend a spell slot to wave your arms in an arc creating shearing wind in a 100ft. line infront of you. All creatures in the effected area must make a strength saving throw, taking #d8 thunder damage and #d8 magical slashing damage on a failure where # is equal to the level of the spell slot spent.

For each level of the spent spell slot above 3rd, you may increase the length of the line by 10 feet. When a spell slot of 7th level or higher is used, you may increase the width of the line by 5ft. in either direction as well.

Additionally, all open flames in the affected areas are snuffed out and fog or mist is dissipated.

Luminary's Aetheric Mimicry

Prequisite: 5th level blue mage
While attuned, when you complete a long rest you may choose one of the following effects which effects you until the next time you complete a long rest.

Aether of Power. Your weapon attacks deal bonus damage equal to your proficiency bonus.

Aether of Health. When you take an action that recovers hit points to a creature or yourself, you heal additional hit points equal to your proficiency bonus.

Aether of Resilience. When you take damage, as a reaction you can reduce the damage by an amount equal to your proficiency bonus.

Mantis' Claws

Prequisite: 5th level blue mage
While attuned you can attack with your weapon twice, instead of once, whenever you take the Attack action on your turn.

Mimic's Nature

Prequisite: 3rd level blue mage
While attuned you can cast Disguise Self at will, without expending a spell slot or material components.

Mindflayer's Blast

Prequisite: 11th level blue mage
While attuned, as an action, you may expend a spell slot of 5th level or higher to release a blast of psychic energy from your mouth. All creatures in a 15ft. cone make an Intelligence saving throw against your Spell Save DC. On a failure, they become stunned for 1 minute and take #d8 psychic damage, where # is equal to the level of the spell slot spent. On a success they take half as much damage and are not stunned. They may repeat the save as an action on their turn.

Minotaur's Recall

Prequisite: 3rd level blue mage
While attuned you are able to perfectly recall any path you have travelled from the moment you attuned to this monster mimicry.

Moogle's Pom Cure

Prequisite: None
While attuned, you have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your blue mage level x 5.

As an action, you can restore the hit points of a creature you see within 30ft. of you by drawing power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Morbol's Bad Breath

Prequisite: 9th level blue mage
While attuned, as an action you may expend a spell slot to unleash a burst of poisonous breath in a 30ft. cone. Any creature in range must make a Constitution saving throw against your spell save DC or take #d6 poison damage and become paralyzed for 1 minute. where # is equal to twice the level of the expended spell slot. On a success, the creature takes half the damage and is not poisoned or blinded.

For each level of the spent spell slot above 5th, you may increase the the size of the cone by 10 feet.

Namazu's Tingle

Prequisite: 3rd level blue mage
While attuned, you may use your spell attack bonus when making attack rolls and your weapon attacks deal bonus damage equal to your spell casting ability modifier instead of strength or dexterity.

Ochu's Stench

Prequisite: None
While attuned when a creature on its turn enters a space within 5ft. of you or starts its turn within 5ft. of you, it must succeed on a Constitution saving throw against your spell save DC, becoming poisoned on a failure until the start of its next turn.

Opo-opo's Agility

Prequisite: None
While attuned, you have proficiency in Athletics and Acrobatics.

Owl's Predation

Prequisite: None
While attuned, you have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Queen Hawk's Avail

Prequisite: 7th level blue mage
While attuned, as an action you and a willing creature you can see form an aetheric bond. As long as you are within 20ft. of one another. You take half damage from all sources while the bonded creature takes the other half of the damage.

Sahagin's Gills

Prequisite: 5th level blue mage
While attuned you are able to breath air and water and gain a swim speed equal to your movement speed.

Shark's Blood Frenzy

Prequisite: 11th level blue mage
While attuned you have advantage on melee attack rolls against any creature that doesn't have all its hit points.

Spider's Climb

Prequisite: 3rd level blue mage
While attuned you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Succubus' Eyes

Prequisite: 7th level blue mage
While attuned you can see normally in darkness, both magical and nonmagical, to a distance of 60ft. and have advantage on saving throws against charms.

Tonberry's Grudge

Prequisite: 9th level blue mage
While attuned when you attack a creature who is stunned or paralyzed with a melee weapon, you deal bonus damage equal to the the average damage of the weapon's damage die.

Undead's Touch

Prequisite: None
While attuned when you make an unarmed strike against a creature you may use your spell attack bonus when making the attack roll. Your unarmed strikes deal 1d6 necrotic damage and a creature you deal damage to cannot receive healing until the end of your next turn.

Wamoura's Exuviation

Prequisite: 5th level blue mage
While attuned, as an action you may expend a spell slot to release a 20ft. sphere of wing scales around you, healing all allied creatures in the affected area for a number of hit points equal to the level of the spell slot used.

If a spell slot of 5th level or higher is used, all creatures in the area also recover from the poisoned or paralyzed status.

Wolf's Tactics

Prequisite: 7th level blue mage
While attuned, you have advantage on an attack roll against a creature if at least one of the your allies is within 5 ft. of the creature and the ally isn't incapacitated.

Zu's Sonic Boom

Prequisite: None
While attuned, as an action or bonus action you can make a ranged spell attack against a creature you can see within 30ft. of you dealing 2d6 + your spell casting ability modifier thunder damage. You may only use this as an action or bonus action once during your turn. When you reach 5th level Blue Mage, you may use sonic boom any number of times during your turn.

You may expend a spell slot to gain advantage on the attack roll and deal bonus damage equal to #d6 where # is equal to twice the level of the spell slot spent.

Creating Monster Mimicries

You should work with your Dungeon Master when creating monster mimicries. Alongside special passive enhancements for your blue mage or additional skill proficiencies, the core thought I had when designing mimicries was to have attacks scale in effectiveness with any spell slot.

Sticking with the damage scaling of using 2 damage dice per spell slot spent to use the mimicry, and using thresholds of spell slot level you could have a variable effect. Choose an appropriate damage die based on the size of the effected area and consider how the range should scale. Be creative and always get your DM's approval on what's considered fair at their table.

Here is the template I used when writing these up:

Name of Monstrous Mimicry

Prequisite: None
Explanation of the mimicry effect.

Consult with your DM Before Playing

Note from the Creator: Hey there! For the uninitiated, the Blue Mage is an incredibly unique class in the world of Final Fantasy who rather than learn their spells in a traditional way, steals/learns spells from monsters and wield their power instead. This leads to a very unique class fantasy that is best experienced with the DM's buy in to allow the creation of Monster Mimicries as rewards for defeating tough creatures or in research notes like a wizard hunts for spells for their spell book. That being said I highly recommend talking to your DM before playing this class and make sure they are on board with it. To be frank, this has the potential to throw balance off in game by the very nature of its existence. That being said good luck and have fun, I just wanted to acknowledge the potential issue with this class specifically. I feel the mimicries and spell list is in a fair spot within the book, but you'll have the most fun with your DM allowing new mimicries to be developed as you play.

Dancer

The light of the room dims, and the spotlights focus on the lightly dressed woman who makes her way across the stage. With a large smile, she moves effortless along with the music, filling everyone's hearts with joy and pushing them to stay determined in whatever challenges they have.

Amid the chaos of the battlefield a maiden expertly slides in and out of combat, soothing her allies' wounds and empowering their wills to continue fighting.

Dressed in fine clothing with their trusty blade at their side, the seemingly sweet woman dances through a group of would-be assailants behind her establishment, cutting them down with ease wielding her signature scimitar.

Dancers have harnessed magics and arts, combining them into a spectacle which turns the battlefield into a show, and it is by their graceful movements which which their allies are guided to a happy conclusion.

Of Silk and Steel

Dancers draw from many different sources and backgrounds, combining them into a single package which covers a wide variety of situations. Using small weapons to pick away at their unwitting foes as their dances debilitate their marks while filling their allies with power. Though a rarity on the battle field few forget the sight of a skilled dancer at work.

Ornaments of Power

Dancers perform their magical feats not through a stave or rod, but rather specially made jewelry worn on the wrists and ankles. As they dance around the battle field they move their bodies in specific patterns to manipulate the magical power within their bodies and to gather residual magic in the environment. Once they've gathered the required magic they must keep moving to keep their spell active, channeling the magic further.

Creating a Dancer

Dancers are passionate people dedicated to their craft. Spending years practicing has gifted them with the ability to weave spells and their passions together into a gorgeous display of skill. When creating a Dancer, you must consider where they have honed their craft. Did they pick up the profession naturally, teaching themselves over long hours, or did they study beneath some kind of mentor? One must consider their motivations, does your Dancer seek fame and fortune, or do they want to bring the gifts of joy to the masses. Perhaps they are going on their journey in an attempt to hone their craft even further.

Quick Build

You can make a Dancer quickly by following these suggestions. First make Dexterity your highest ability score, following with Charisma. Second take the Entertainer background.

The Dancer
Level Proficiency Bonus Features Flourish Damage 1st 2nd 3rd 4th 5th
1st +2 Dazzling Dance, Flourish 1d6
2nd +2 Spell Casting, Whirling Steel 1d6 2
3rd +2 Dancer Archetype 2d6 3
4th +2 Ability Score Improvement 2d6 3
5th +3 Uncanny Dodge 3d6 4 2
6th +3 Dancer Archetype Feature 3d6 4 2
7th +3 Evasion 4d6 4 3
8th +3 Ability Score Improvement 4d6 4 3
9th +4 5d6 4 3 2
10th +4 Motivating Mambo 5d6 4 3 2
11th +4 Dancer Archetype Feature 6d6 4 3 3
12th +4 Ability Score Improvement 6d6 4 3 3
13th +5 Bewildering Grace 7d6 4 3 3 1
14th +5 Spell Dancer 7d6 4 3 3 1
15th +5 Dancer Archetype Feature 8d6 4 3 3 2
16th +5 Ability Score Improvement 8d6 4 3 3 2
17th +6 9d6 4 3 3 3 1
18th +6 Stage Presence 9d6 4 3 3 3 1
19th +6 Ability Score Improvement 10d6 4 3 3 3 2
20th +6 Rhythmic Heart 10d6 4 3 3 3 2

Class Features

As a Dancer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Chakrams, Rapiers, Scimitars, Short Swords, Simple Weaons, Whips.
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Deception, Insight, Perception, Performance, and Persuasion.

Equipment

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

  • (a) two daggers or (b) two chakrams
  • a (a) whip or (b) scimitar
  • a set of bracelets and anklets for spell casting
  • a set of clothes
  • a (a) costume or (b) light armour
  • (a) an explorer's pack or (b) a entertainer's pack
Chakrams

For Chakrams I suggest using the Handaxe statblock. Set the cost to 15 gp and add the Finesse quality to the weapon.

Dazzling Dance

At 1st level, as you fight you build towards empowering your movements further. When you use the Attack action against a hostile creature, you gain a charge of Dazzling Dance. You may hold a number of Dazzling Dance charges equal to your Charisma modifier. Your charges dissipate one minute after combat ends.

Additionally, you may spend 1 Dazzling Dance charge to take the Dash or Disengage action as a bonus action.

Flourish

Also beginning at 1st level, once per turn, you can deal an extra 1d6 damage to one creature you hit with a ranged weapon attack if you have advantage on the Attack roll. The Attack must use a finesse weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Flourish Damage column of the Dancer table.

Unarmoured Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Spellcasting

By 2nd level, you have learned to draw on in latent magical energies around you into your bangles and use it to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Dancer spell list. Preparing and Casting Spells.

Preparing and Casting Spells

The Dancer table shows how many spell slots you have to cast your Dancer spells. To cast one of your Dancer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Dancer spells that are available for you to cast, choosing from the Dancer spell list. When you do so, choose a number of Dancer spells equal to your Charisma modifier + half your Dancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Dancer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Dancer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability.

Dance Magic

As a Dancer, when you cast a Dancer spell you do not have to fulfill the verbal component of the spell. You must spend 10ft. of movement alongside your spell slot to cast a spell or to maintain a spell. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Dancer spell list.

What about Silence?

Most spellcasters shudder at the thought of being silenced as their spells require a verbal component nearly every time. As a Dancer you are able to for go the Verbal component, but that does not mean you're free from having your spells blocked. Instead, any effects which would drop your movement speed to 0ft. will instead cause your spells to be blocked.

Spellcasting Ability

Charisma is your spellcasting ability for your Dancer spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Dancer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a bangles, anklets or other jewelry inlaid with gem stones (see the Adventuring Gear section) as a spellcasting focus for your Dancer spells.

Whirling Steel

Also at 2nd level, you can spend 1 hour attuning your recently discovered magics with up to two finesse throwing weapons. When you throw a weapon you are attuned with, it returns to your hand after the attack is resolved.

Dancer Archetype

At 3rd level, you choose a style which dictates your growth as a dancer. The Paragon focuses on mastering and pushing the limits of dance as an art. The Exoctic Wonder mixes blade work into their dance moves, mixing martial prowess with grace. The Peace Bringer seeks to bring succor and support to their allies in the heat of battle.

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.

Uncanny Dodge

Starting at the 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at the 7th 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.

Motivating Mambo

Beginning at the 10th level, you've learned how to empower your allies in the heat of battle via your dances. When you use the Help action you can expend one Dazzling Dance charge to add your Charisma modifier to their roll.

Additionally, you may spend 1 Dazzling Dance charge to use the help action as a bonus action.

Bewildering Grace

Beginning at the 13th level, as an action you perform a mysterious dance whose effects you cannot predict. Roll a d20 die and resolve the effect. Spells cast with Bewildering Grace do not consume spell slots. Non-spell effects from Bewildering Grace last one hour. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Bewildering Grace Effects
Die Result Effect
1 You cast the Banishment spell on yourself. You cannot end the spell early, but return to where you were at the end of the spell duration.
2 You become petrified for one round of combat.
3 Lights and small magical explosions surround you in a visual effect. Nothing Happens.
4 All creatures within a 20ft. radius centered on you make a Dexterity saving throw against your spell save DC or are knocked prone. You are excluded from this effect.
5 All creatures within a 20ft. radius centered on you make a Wisdom saving throw against your spell save DC or become blinded. The creature may repeat the save at the end of each of their turns. You are excluded from this effect.
6 All creatures within a 20ft. radius centered on you make a Constitution saving throw against your spell save DC or become poisoned. The creature may repeat the save at the end of each of their turns. You are excluded from this effect.
Bewildering Grace Effects
Die Result Effect
7 You cast the Faerie Fire spell centered on you. You are excluded from this effect.
8 You cast the Cause Fear spell on an ally within range.
9 You cast the Invisibility spell.
10 You cast the Hold Person spell.
11 You cast the Magic Weapon spell.
12 You cast the Mass Healing Word spell.
13 You select a creature within 30ft. That creature must make a Constitution saving throw against your spell casting DC. On a failure they gain a level of exhaustion.
14 You now have the maximum number of Dazzling Dance charges possible.
15 You cast the Insect Plague spell.
16 You cast the Mass Cure Wounds spell.
17 You cast the Otto's Irresistable Dance spell.
18 You care the Heal spell.
19 You cast the Mordenkainen’s Sword spell.
20 You cast the Reverse Gravity spell.

Spell Dancer

Beginning at the 14th level, when you cast a spell you gain a number of Dazzling Dance charges equal to half the level (rounded down) of the expended spell slot. You do not gain Dazzling Dance charges from Bewildering Grace.

Stage Presence

Beginning at the 18th level, you've become so accustomed to performing both for crowds and amongst the chaos of the battlefield, you are rarely caught unaware of your surroundings and can protect yourself from the tricks of assailants. Attackers cannot attack you with advantage unless you are under the conditions: grappled, incapacitated, paralyzed or petrified. Additionally when knocked prone, it only costs 5ft. of movement to get back up.

Rythmic Heart

Beginning at the 20th level, when you roll initiative you gain 2 Dazzling Dance charges.

The World Stage

A Dancer who has chosen a life of adventure is an ambitious master of their art. The paragon seeks overall mastery of dance, while the Peace Bringer hopes to relieve their allies. The Exotic Wonder seeks to mix their dances with martial expertise.

Paragon

You've devoted your training to dance as an art form itself, staying a purist of dance. Your singular focus will allow you to reach mastery few ever hope to achieve in your discipline.

Inspiring Salsa

Beginning at the 3rd level, as a bonus action you can spend up to 2 Dazzling Dance charges to inspire an ally within 5ft. of you. Your ally may add a bonus to any attack roll, saving throw or ability check they make equal to twice the number of charges used to inspire them one time. At 10th level you may spend any number of Dazzling Dance charges in the same way.

Magic of Movement

Beginning at the 6th level, when you cast a spell, you may spend a number of Dazzling Dance charges equal to the spell level instead of spending a spell slot. Spells cast using this feature do not generate Dazzling Dance charges.

Improvised Flow

Beginning at the 11th level, when you make a concentration check you may spend a Dazzling Dance charge to roll with advantage.

Forte Fusion

Beginning at the 15th level, you have learned how to mix known dances into new exciting combinations. You are able to cast a second spell which requires concentration without ending the first. To do so you use your action to spend 1 Dazzling Dance charge to cast the second spell alongside the required spell slot. Each turn you concentrate on the second spell, you must use your action to spend once Dazzling Dance charge and spend 10ft. of movement per spell.

Peace Bringer

You've learned to effectively wield restorative spells while dancing across the battle field. Offering relief and joy in even the worst situations.

Succor Swing

Beginning at 3rd level, your magical dances are capable of healing wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Dancer level × 5.

As an action, you can perform for a creature within 5ft. of you and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Refreshing Round

Beginning at the 6th level, you've further developed your healing abilities. When you use your Succor Swing feature, you may target any number of creatures within 10ft. of you.

Safe Haven Hop

Beginning at the 11th level, you may select Aura of Life, Aura of Purity or Aura of Vitality and cast it without spending a spell slot. You can use this feature a number of times equal to half your Charisma modifier, rounded down (a minimum of once). You regain any expended uses when you finish a long rest.

The Solace Swing

Beginning at the 15th level, you may spend Dazzling Dance charges to restore your pool of healing power. For each point spent you recover points to your pool equal to your Charisma modifier.

Exotic Wonder

You've trained in an exotic dancing style which incorporates weapons into your routines. You mix martial knowledge with graceful steps to create an awe inspiring dance which devastates your foes.

Flourishing Swing

Beginning at 3rd level, your melee weapon attacks with finesse weapons activate your Flourish feature.

Fighting Style

Beginning at the 3rd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Fleet Foot

Your movement speed increases by 5ft.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Double Step

Beginning at the 6th level, whenever you use the Attack action, you may spend 1 Dazzling Dance charge to make an extra melee weapon attack.

Flawless Flow

Beginning at the 11th level, you may make a melee weapon attack as a bonus action after casting a spell.

Lamia Bite

Beginning at the 15th level, you may spend 4 Dazzling Dance charges prior to making a weapon attack. Doing so increases the critical hit range of your attack rolls for the remainder of the turn, lowering the threshold by 4.


Dark Knight

An Auri man dives into the front line of his foes. Recklessly, he swings his blade with great might, cleaving through foe after foe. The enemy scatters, claiming they battled a demon that day.

A downtrodden woman stands behind an ebony clad Hyur. Despite seeming to be on his last legs his exhaustion leads him to pull greater strength to protect the weak against those who had been pursuing.

A lalafellin woman stands before a strange demon, clad in dark heavy armour and cloth, she weaves shadow magics before to unleash dark magics to put an end to the demon and silently protect the nearby village from its wrath.

It is a dark knight's freedom from the bounds of the law which make these dark avengers so effective. Unconcerned with what is lawful, a dark knight is concerned with what is ethical in their view. Those who spread tyranny and injustice best prepare for a visit from a dark knight who aims to set things right and break the chains of oppressors.

Protecting the Meek

A Dark Knight is a knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the commonfolk from not only banditry and wild beasts, but from corrupt men who seek to oppress them. In return, Dark Knights are often fed and housed by those they protect, or rely upon bounty hunting and raiding looters to support themselves.

Internal Darkness

When an adventurer chooses the path of a Dark Knight they understand that they are renouncing their rights to be a regular member of society. They belong to no society, acting as paragons of justice who see no allegiance. To assist them in their quest, Dark Knights are able to sacrifice their own life force to power a well of darkness within themselves. They cause themselves great pain and exhaustion in order to allow dark power to course through their body which they harness in a variety of ways.

Creating a Dark Knight

Dark Knights are natural adventurers, living outside the law to see their goals to fruition. They may live within a remote village protecting the inhabitants from bandits, while the land's knights turn a blind eye to their plight, or they may travel the world seeking out institutionalized injustice and smiting it with violence. Dark Knights act on behalf of the common folk, and do so not expecting praise nor admiration. They are aware that they will not be celebrated in the history books like Paladins would be. Instead they expect to be demonized by history and happily accept this fact. One seeking to become a Dark Knight must be introduced to it through some means, be it an ancient tome with their rituals recorded or a mentor to impart their knowledge.

The Dark Knight
Level Proficiency Bonus Features Well of Darkness Points Darkside Bonus Damage
1st +2 Well of Darkness, Darkside 1 1d6
2nd +2 Fighting Style, Burning Blood 2 1d6
3rd +2 Dark Knight Archetype 3 1d6
4th +2 Ability Score Improvement 4 1d6
5th +3 Extra Attack 5 1d8
6th +3 Archetype Feature 6 1d8
7th +3 The Blackest Night 7 1d8
8th +3 Ability Score Improvement 8 1d8
9th +4 Fight or Flight 9 1d8
10th +4 Curse of the Abyss 10 1d8
11th +4 Archetype Feature 11 1d10
12th +4 Ability Score Improvement 12 1d10
13th +5 Abyssal Communion 13 1d10
14th +5 Quietus 14 1d10
15th +5 Dark Mind 15 1d10
16th +5 Ability Score Improvement 16 1d10
17th +6 Archetype Feature 17 1d12
18th +6 Stalwart Soul 18 1d12
19th +6 Ability Score Improvement 19 1d12
20th +6 Living Dead 20 1d12

Quick Build

You can make a Dark Knight quickly by following these suggestions. First make Strength your highest ability score, following with Charisma. Second take the Folk Hero background.

Class Features

As a Dark Knight, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All Armor, shields
  • Weapons: Simple and Martial Weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.

Equipment

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

  • (a) chain mail or (b) hide armour
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a short bow and 20 arrows or (b) two daggers
  • (a) an explorer's pack or (b) a dungeoneer's pack

Well of Darkness

Beginning at the 1st level, you are able to draw on the darkness in your heart and use it as power. You have a number of Well of Darkness points shown for your Dark Knight level in the Well of Darkness Points column of your Dark Knight table. You regain all of your expended uses of your Well of Darkness when you finish a long rest.

Certain features make use of your Well of Darkness and require your target to make a saving throw, the saving throw is calculated as follows.

Dark Knight Spell DC = 8 + your proficiency modifier + your Charisma modifier.

When using spells which require you to make a ranged spell attack, your spell attack modifier is calculated as follows.

Dark Knight Spell Attack Modifier = your proficiency modifier + your Charisma modifier.

Darkside

Also beginning at 1st level, as a bonus action you may spend one Well of Darkness point to fill your body with dark power for a number of rounds equal to your Charisma Modifier. When you make a melee weapon attack while under the effect of Darkside, you deal additional necrotic damage as indicated on the Class Table.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of You, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Burning Blood

Also beginning at the 2nd level, as a bonus action you may expend one of your hit die and roll it. You recover Well of Darkness points equal to the result. You cannot exceed your maximum number of Well of Darkness points.

Dark Knight Archetype

At 3rd level, you choose which path of the dark knight to follow. The Blackblood focuses on martial ability, relying on powerful swordplay over magical arts. The Abyss Knight lets the dark powers within themselves flow freely, letting them become more powerful the more dire their situation is, and the Dark Magus uses that inner darkness to cast powerful magical spells alongside their stellar sword skill.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The Blackest Night

Beginning at the 7th level, as a bonus action you may expend one Hit Die to create a barrier which protects you or a creature within 30ft. of you. Roll the expended hit die, the target gains temporary hit points equal to the die result + your Charisma modifier.

Fight or Flight

Beginning at the 9th level, you are able to spend 2 Well of Darkness points to cast the Cause Fear or Compelled Duel spells.

Curse of the Abyss

Beginning at the 10th level, on your turn you may use a bonus action to curse a creature. The curse lasts for 1 minute. The curse ends when the creature dies, you die or are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

  • If the cursed target dies, you regain hit points equal to your Dark Knight level + your Charisma modifier (minimum of 1 hit point) and 1 Well of Darkness point.

You must then finish a long rest to use Curse of the Abyss again.

Abyssal Communion

Beginning at 13th level, you may spend 6 Well of Darkness points to cast Rary's Telepathic Bond.

Quietus

Beginning at the 14th level, you strike with a swirl of dark energy. As an action, you may spend 2 Well of Darkness points to make a melee weapon attack to all creatures within 10ft. of you. You may expend one hit die and roll it to deal additional necrotic damage equal to the result to all creatures attacked.

Dark Mind

Beginning at the 15th level, you gain proficiency in the Wisdom saving throw.

Stalwart Soul

Beginning at the 18th level, your body becomes fueled by your inner darkness. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Living Dead

Beginning at the 20th level, when you are reduced to 0 Hit Points but not killed outright, instead of becoming incapacitated, you may expend one hit die and recover hit points equal to the result + your Constitution modifier.

The Lonely Path

Dark Knights set off on their quest knowing it will be a difficult one full of challenges and sorrow. They'll stand against foes they'd have no hope to defeat alone and indulge the darkness in their hearts in order to grasp greater power to complete their mission.

Blackblood

Blackbloods are Dark Knights who seek great power and presence on the battlefield. They spend their time perfecting their martial abilities, and then infusing their peerless skill with power drawn from the darkness which resides in their hearts.

Plunge

Beginning at 3rd level, as a bonus action you may spend one Well of Darkness point to fill your body with a burst of dark power, allowing you to jump to an unoccupied space beside a target within 20ft. of you.

You may jump over obstacles or creatures up to 10ft. tall while moving to the target creature. This movement does not provoke attacks of opprunity. When you land you may make a melee weapon attack against the creature.

Piercing Intimidation

Beginning at 6th level, when making an Intimidation skill check, you may spend 1 Well of Darkness point to gain assistance from your inner darkness. Roll your Darkside damage die and add the result to the result of your check.

Soul Eater

Beginning at 11th level, once per turn when you make a melee weapon attack, you may choose to recover hit points equal to half the damage dealt by your Darkside feature's bonus damage, rounded down.

Ravaging Darkness

Beginning at the 17th level, you add your Charisma modifier to the bonus damage of your Darkside feature.

Abyss Knight

Abyss Knights are warriors who sneer in the face of suffering, using techniques which injure themselves in order to deliver devastating damage to their opponents.

Dark Burst

Beginning at 3rd level, you are able to weaponize your own life energy to unleash a burst of dark energy against your foes. While under the effect of Darkside, as an action, you may spend 2d4 hit points to cast the Burning Hands spell. When cast in this way, the spell deals necrotic damage instead of fire, and does not ignite flammable objects. Use the Well of Darkness DC when casting the spell.

You are able to cast the spell at higher levels by increasing the damage you take by 1d4 for each increase in casting level. You may only increase the spell level up to a number of levels equal to your Charisma modifier.

Adversity

Beginning at 6th level, you become fueled by the suffering you endure in battle. For every 20 hit points you are missing, you gain a +1 bonus to attack and damage rolls up to a maximum equal to your Charisma modifier.

Additionally you gain resistance to necrotic damage.

Supernatural Sense

Beginning at 11th level, you may cast the Detect Good and Evil spell at will. You may also cast Detect Thoughts at will on a willing creature or spend 2 Well of Darkness points to cast it on an unwilling creature.

Dark Star

Beginning at 17th level, damage from all sources is reduced by your current Adversity bonus. When you cast Burning Hands using the Dark Burst feature, you deal bonus damage equal to your Charisma Modifier + your Adversity bonus. Additionally, you may change the range from a 15ft. cone to a 30ft. line. You reference the Adversity bonus after spending your hit points to use Dark Burst feature.

Dark Magus

As a Dark Magus, you have decided to focus on manipulating your Well of Darkness. Doing so allows you to convert your own life force into powerful Dark Arts.

You know two Dark Arts at 3rd level, detailed in the Dark Arts section below. You learn one additional Dark Art of your choice at the 6th, 11th and 17th level. Additionally you know the Toll the Dead cantrip. Also, your maximum number of Well of Darkness points is increased by a number equal to your Charisma modifier.

Casting Dark Arts. Using the dark magical energy from within, you are able to cast spells. See chapter 10 for the general rules of spell casting. To cast one of these spells you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach the 6th level in this class, you can spend additional Well of Darkness point to increase the level of a Dark Art that you cast, provided that the spell has an enhanced effect at a higher level. The spell’s level increases by 1 for each additional Well of Darkness hit die you spend. The default casting level of these spells is at the lowest possible level.

The maximum number of Well of Darkness point you can spend in this way (including the base cost and the additional points you spend to increase the level) is determined by your Dark Knight level, as shown in the Spells and Well of Darkness Points table.

Spells and Well of Darkness Points
Dark Knight Levels Maximum Points for a Spell
6th-8th 4
9th-12th 5
13th-16th 6
17th-20th 7

Dark Arts

The Dark Arts list is presented in alphabetical order. If the magic requires a level, you must be that level in this class to learn the spell.
Abyssal Drain. (17th Level) You can spend 6 Well of Darkness points to cast Contagion.
Creeping Darkness. You can spend 2 Well of Darkness points to cast Darkness.
Damning Curse. You can spend 1 Well of Darkness points to cast Bane.
Dark Dance. You can spend 2 Well of Darkness points to cast Mirror Image.
Dark Passenger. (11th Level) You can spend 3 Well of Darkness points to cast Lightning Bolt. The spell deals necrotic damage.
Delirium. You can spend 2 Well of Darkness points to cast Suggestion.
Edge of Shadow. You can spend 2 Well of Darkness points to cast Shatter.
Flood of Darkness. (17th Level) You can spend 6 Well of Darkness points to cast Negative Energy Flood.
Helter Skelter. (11th Level) You can spend 4 Well of Darkness points to cast Hypnotic Pattern.
Power Slash. (6th Level) You can spend 3 Well of Darkness points to cast Elemental Weapon.
Reprisal. You can spend 2 Well of Darkness points to cast Hellish Rebuke.
Salted Earth. (6th Level) You can spend 3 Well of Darkness points to cast Hunger of Hadar.
Scourge. You can spend 1 Well of Darkness points to cast Hex.
Shadow Skin. (11th Level) You can spend 4 Well of Darkness points to cast Shadow of Moil.
Shadow Wall. (17th Level) You can spend 6 Well of Darkness points to cast Wall of Force.
Syphon Touch. (6th Level) You can spend 3 Well of Darkness points to cast Vampiric Touch.
Unleash. You can spend 1 Well of Darkness points to cast Arms of Hadar.
Unmend. You can spend 1 Well of Darkness points to cast Magic Missile.

Dragoon

The seasoned warrior watches their foe with intensity, seeing their opening they leap high into the air, crashing down on the beast and driving it to the ground with lance in hand.

Donned in scale mail evoking a dragon's hide, the Dragoon whirl's their spear above their head, channeling magicks through their body, when suddenly they unleash a plume of dragon's fire over their foes.

Lightly armored, the dragoon takes to the sky, untethered by the land below, they form spectral wings and truly master the sky..

These fearless warriors stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands. Dragoons use their command of both the sky and ground to strike down their foes with deadly strikes.

Dragon's Bane

The Dragoon was a soldier born out of need in a distant land. Their homeland has been locked in a war against dragon kind for hundreds of years, leading to their soldiers to specialize in battling back against dragons. They are renown for their jumping ability allowing them to soar through the air, powered by a magical gem each Dragoon receives upon completing their basic training.

Master of the Sky

The Dragoons have been blessed with the ability to soar high into the air like those they have taken up arms to destroy. These warriors are able to crash down from the sky using their weapons and body weight to drive any skyborn into the ground, or cause great damage to those already on land. Wings will not grant you safety from a Dragoon.

Creating a Dragoon

When creating a Dragoon, consider what brought them down the path of a specialized knight. They may have shown a certain aptitude which allowed them to become a dragoon with ease, or perhaps were born into the role due to the history of their homeland. A dragoon may have decided upon this path due to the stories of famed dragoons of legends, hoping to become as powerful and respected as the knights they had heard about while they were growing up.

Consider why a Dragoon would choose to head out on an adventure. Are they seeking a specific dragon, hoping to slay an enemy of their nation? Could your dragoon have unfinished business with a dragon from their past? Sometimes a dragoon may set out for the sake of journeying around the land.

Quick Build

You can make a Dragoon quickly by following these suggestions. First, make Strength your highest ability score, following with Wisdom. Second take the Soldier background.

Pre-Project Meteor Survivor Dragoon

Click HERE! to find the original build of the Dragoon.

The Dragoon
Level Proficiency Bonus Features Trances
1st +2 Dragoon Trance, Jump 2
2nd +2 Fighting Style, Lancet 2
3rd +2 Dragoon Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 Stall, True Thrust 4
7th +3 Archetype Feature, Heavy Thrust 4
8th +3 Ability Score Improvement 4
9th +4 Life of the Dragon 4
10th +4 High Jump, Wing Clipper 4
11th +4 Archetype Feature 4
12th +4 Ability Score Improvement 5
13th +5 Fang and Claw 5
14th +5 Heavy Impact 5
15th +5 Archeytpe Feature 5
16th +5 Ability Score Improvement 5
17th +6 Invigorate 6
18th +6 Battle Litany 6
19th +6 Ability Score Improvement 6
20th +6 Dragon Blooded 6

Class Features

As a Dragoon, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light and Medium armour, shields.
  • Weapons: Simple weapons and Martial weapons
  • Tools: None

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

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a martial weapon or (b) two spears
  • (a) a short bow and 20 arrows or (b) two hand axes
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • a blessed Dragoon's Stone
5th Edition Jump Rules Explained

The jumping rules in 5th edition can be confusing at times. You can find a link hosted by Roll20 to the 5e Jumping rules HERE at the bottom of the page. I highly advise reviewing this when prior to creating a character with the Dragoon class.

A key call out I want to highlight is your total distance traveled while jumping is restricted by your movement speed. So despite having a Long Jump of 30 feet if you need to asecnd and then descend 5 feet, you'd only be able to travel 20 feet laterally. Some Dragoon features will be used to directly address this restriction from the system mechanics.

Dragoon Trance

Beginning at the 1st level, you are able to fall into a special trance as a bonus action. Your soul is filled with power from your Dragoon forebears. While under the effects of this trance, your long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. You do not take fall damage when landing from your own jumps. If your racial base movement speed is below 30ft., it is set to 30ft. while under the effect of Dragoon Trance.

Additionally, you gain a number of draconic blood charges equal to your proficiency bonus + your Wisdom modifier when you enter your Dragoon Trance. These charges persist when your Dragoon Trance ends until you activate your Dragoon Trance again or complete a long rest.

Some features may require the creature to make saving throws against your Dragoon DC as calculated below:

Dragoon DC = 8 + your proficiency modifier + your Strength modifier.

Your trance lasts for 10 minutes. It ends early if you are knocked unconscious or you may end your trance as a bonus action. Some Dragoon abilities may cause your trance to end early. If you have a dragon blood charge while dragoon trance is not active, as a bonus action you may gain the effect of dragoon trance until the end of your turn.

Once you have entered a trance a number of times shown for your dragoon level in the trances column for your dragoon table you must finish a long rest before you can enter a trance again.

Jump

If you jump at least 15 feet as part of your movement, you can use your action to make a jump attack on a creature. The creature must succeed on a Dexterity saving throw or be knocked prone and take damage equal to the damage of the weapon you are currently wielding. On a successful save, the creature takes only half the damage and isn't knocked prone. You then land in an unoccupied space adjacent to the creature.

Beginning at 5th level, the damage of jump is doubled.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Lancet

Also beginning at 2nd level, when you land a melee weapon attack you can expend a draconic blood charge to drains your target's vitality. You recover hit points equal to half the damage of your weapon attack rounded up.

Dragoon Archetype

At 3rd level, you select the focus of your training as a dragoon. Some Dragoon's stick to their roots and fight as Dragon Slayers, while some attempt to harness the power of Dragons and combine it with their unique martial abilities becoming Dragon Hearts. Some Dragoon's decide to break away from their dragon hunting roots and attempt to master the skies as Valkyries.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stall

Beginning at the 6th level, while under the effect of Dragoon Trance, when you reach the peak of any jump, you may choose to pause in place up until the end of your next turn. You may perform actions as normal while suspended in the air, and on your following turn may move as though you are jumping when coming back down.

You may only use stall once and may not stall again until you have landed on a surface.

True Thrust

Also beginning at 6th level, as a bonus action you can spend one draconic blood charge to add your Wisdom modifier to your attack rolls until the end of your next turn.

Heavy Thrust

Beginning at 7th level, as a bonus action you can spend one draconic blood charge to add your Wisdom modifier to your weapon damage rolls until the end of your next turn.

Life of the Dragon

Beginning at 9th level, your body has permanently adapted to your dragoon power. Your long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start at all times.

While under the effect of Dragoon Trance your long jump maximum is 90 feet and your high jump maximum becomes 60 feet, with or without a running start. While under the effect of Dragoon Trance, you may use the Dash action as a bonus action.

High Jump

Beginning at 10th level, if you used stall during your last turn, if you jump at least 30 feet as part of your movement, you can use your action to make a jump attack on a creature. The creature must succeed on a Dexterity saving throw or be knocked prone and take damage equal to quadruple the damage of the weapon you are currently wielding. On a successful save, the creature takes only half the damage and isn't knocked prone. You then land in an unoccupied space adjacent to the creature.

The creature makes their saving throw with disadvantage.

Wing Clipper

Also beginning at 10th level, when a creature fails its saving throw against one of your Jump attacks, if they have a flying speed, their flying speed is reduced to 0. They must use an action to repeat the saving throw against your Dragoon save DC, regaining their flight speed on a success.

Fang and Claw

Beginning at 13th level, while under the effect of dragoon trance you may make a melee weapon attack as a bonus action.

Heavy Impact

Beginning at 14th level, when using a jump attack, you may spend one draconic blood charge to rapidly accelerate your landing causing a wider area to be affected. Each creature within 10ft. of the target of your jump is also affected by the jump attack.

Invigorate

Beginning at 17th level, when you fail a saving throw you may choose to reroll the saving throw. You must use the new number. You can use this feature a number of times equal to your Wisdom ability modifier. You regain any expended uses when you finish a long rest.

Battle Litany

Beginning at 18th level, while you are under the effects of Dragoon's Trance, as a bonus action you can inspire ferocity in yourself and your allies. Your melee weapon attacks and those of your allies who are within 10ft. of you land critical hits on die results 19 or 20 for a number of rounds equal to half your Strength modifier. This does not overwrite or add to already present critical hit range increases. This effect may be activated once each time you enter a new Dragoon's Trance.

Dragon Blooded

Beginning at 20th level, if you have no uses of Dragoon Trace left when you roll initiative, you recover 2 uses of Dragoon Trance.

Aerial Warriors

The dragoons are fierce fighters that through the manipulation of aether and passing of secret arts become capable of dominating both land and air during battle. Slayers specialize in locking their foes down and fighting safely, while Dragon Hearts seek to emulate their namesakes in the heat of battle. Valkyries are dragoons who pursue mastery of aerial combat and the freedom offered by the sky.

Slayer

Dragoons were born of war against beasts of incredible size and strength, dragons. Dragoons who have specialized slaying these beasts have learned more advanced techniques to dispatch their enemies.

Spineshatter Dive

Beginning at the 3rd level, when you make a jump or high jump attack, you may spend one draconic blood charge to empower the attack. If the creature fails its Dexterity saving throw, it becomes stunned until the end of your next turn.

Familiar Contempt

Beginning at the 7th level, you have gained a wealth of knowledge about hunting a variety of creatures. You have advantage on skill checks on History, Nature and Perception checks when the check involves tracking or gathering information about creatures.

Elusive Jump

Beginning at the 11th level, while under the effect of dragoon trance, when you are the target of an attack roll, you can use your reaction to impose disadvantage on the attack and make a standing leap up to a height of 10ft. to an unoccupied location up to 15ft. away. This movement does not provoke attacks of opportunity.

Geirskogul

Beginning at the 15th level, you unleash a surge of aetheric strength emulating a dragon's strength. As an action, you can spend any number of draconic blood charges and all creatures in a 100ft. long, 5ft wide line must make a Dexterity saving throw. On a failure the creature takes #d8 force damage and half as much on a success, where # number is equal to twice the number of draconic blood charges you spent.

Dragon Heart

The origin of the dragoons saw the yielding of blessed stones to overcome fierce dragons of history. Some dragoons found ways to channel aether to emulate the strength of their arch rivals, and those who walk this path find themselves become fierce beasts during battle themselves.

Breath of the Dragon

Beginning at the 3rd level, as a bonus action, while under the effect of Dragoon Trance, you may spend one draconic blood charge in order to cast the Dragon's Breath spell on yourself at the 2nd level. At 9th level you cast this spell at the 3rd level, and at the 17th level you cast this spell at the 4th level. Strength is your spell casting ability for this spell.

Dragon Sense

Beginning at the 7th level, you've gained the senses which are akin to a dragon. You've gained 30ft. of blindsight and 60ft. of darksight. Additionally during battle as a bonus action you may make a perception check.

Scales of the Dragon

Beginning at the 11th level, while under the effect of Dragoon Trance, when you take damage, as a reaction you spend one draconic blood charge to harden your body with aetherial scales like a dragon. You gain resistance to slashing, bludgeoning, piercing and fire damage until the end of your next turn.

Additionally, your concentration on your Dragon's Breath spell cannot be broken.

Raging Dragon

Beginning at the 15th level, while you are under the effect of Breath of the Dragon, you may use the effect of the Dragon Breath spell as a bonus action on your turn.

Valkyrie

A valkyrie are a class of dragoons who have severed their ties from their draconic roots and focus more on mastering aerial combat. With enough training valkyries have learned to achieve flight for short periods of time and move with unmatched swiftness both off the ground and with their feet firmly planted.

Mirage Dive

Beginning at the 3rd level, after you use a Jump attack, until the end of your next turn you may use your bonus action to release an aetheric after image which performs a jump attack. This attack does half the damage it normally would.

Flight of the Valkyrie

Beginning at the 7th level, while Dragoon Trace is active you gain a flying speed equal to your movement speed. Additionally, distance you fly can counts for your Jump features.

Barrel Roll

Beginning at the 11th level, you don't provoke opportunity attacks when you fly out of enemies reach.

Stardiver

Beginning at the 15th level, you may use your High Jump feature without using stall before hand, instead spending one draconic blood charge.

Gunbreaker

A wealthy merchant discussed terms when a cloaked man rushed him knife in hand. With a swift step and strong strike, the imposing guard quickly ends the attempt on their employer's life.

The wicked beast rampaged near the town, moving in on the innocence that called the land home. With a a few swings of their blade, bursts of fire and ice shocking the beast, slew the beast and bringing peace.

A quiet fortress on the lake was home to a dangerous criminal. Though well guarded, it was not enough to keep them safe as from the dark a blade struck and burst with force, slaying them instantly, the gunbreaker assailant disappearing back into the dark without a sound.

Gunbreakers are highly trained and effective warriors who are able to hold their own in the heat of battle and focus on protection, destruction or subtely like none other. With their trusty gunblades releasing thunderous strikes they overwhelm their foes.

Historical Shields

The Gunbreaker's origin can be traced back to the royal guard of Bozja. Using the unique resources available to the region, gunblades were developed to fend off the numerous threats to their lands and the Queen's Blades left a legacy of great defenders. Though those times are lost in the past, the opportunity to uphold or upset this legacy now lays in the hands of the modern day Gunbreakers.

Innovation of War

Gunblades are weapons the Queen's Blades developed to give them an edge against their many foes. Originally igniting ceruleum in the chamber of their weapons to create explosions on contact with enemies, today convenient rechargeable cartridges are used in their weapons instead allowing for sustained campaigns reliant on one's own strength.

Creating a Gunbreaker

Gunbreakers are few in number and a rarity in modern times. Pockets of practitioners and individual users that are self taught have popped up across the land. Your gunbreaker may have had this knowledge imparted to them from a mentor, or discovered the unique way of waging war through investigation. Gunbreakers set off on quests for a variety of reasons but the most common is mercenary work and often protecting individuals or locations. One can count on the fact that when something needs to be done, Gunbreakers have the grit to do it no matter how dirty or bloody it is.

Quick Build

You can make a Gunbreaker quickly by following these suggestions. First make Strength your highest ability score, following with Constitution. Second take the Soldier background.


Pre-Project Meteor Survivor Gunbreaker

Click HERE! to find the original build of the Gunbreaker.

The Gunbreaker
Level Proficiency Bonus Features
1st +2 Trigger System, Munitions, Burst Strike
2nd +2 Fighting Style, Lightning Blade
3rd +2 Breaker Style
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Breaker Style Feature
7th +3 Draw and Junction
8th +3 Ability Score Improvement
9th +4 Diplomatic Enforcer
10th +4 Breaker Style Feature
11th +4 Heart of Stone
12th +4 Ability Score Improvement
13th +5 Unyielding Heart
14th +5 Breaker Style Feature
15th +5 Bloodfest
16th +5 Ability Score Improvement
17th +6 Bow Shock
18th +6 Superbolide
19th +6 Ability Score Improvement
20th +6 Reserve Cache

Class Features

As a Gunbreaker, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All armour, Shields.
  • Weapons: simple weapons, martial weapons, pistols, muskets
  • Tools: Smith's Tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Athletics, Acrobatics, History, Investigation, Intimidation, Persuasion, Stealth, Survival.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a martial weapon which has already been converted to a gun blade.
  • (a) a shield or (b) a pistol and 20 bullets.
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) Smith’s tools

Trigger System

Beginning at the 1st level, you have learned how to modify weaponry to incorporate the trigger system into their function. You spend 1 day of time working on your weapon to complete the conversion process. To ensure proper functioning of the trigger system you may only wield one weapon with the trigger system at a time.

Gun Weapons

Trigger System is used to convert a weapon into a gun weapon such that it works with your abilities. The most common and obvious is to use a longsword or greatsword for this sort of thing but if your DM approves, you could turn any kind of weapon into a gunweapon. Magic weapons may also require extra time to convert or assistance to complete the modifications at your DM's discretion.

All weapons that have undergone this process will be referred to as Gunblades in this document.

Munitions

Beginning at 1st level, you've learned how to create cells which you charge using the energy of your body. You can keep a number of munitions charged equal to your Gunbreaker level. You recharge your munitions cells when you complete a short or long rest.

When using abilities triggered through using your Munitions that require the enemy to make a saving throw, the saving throw is calculated as follows.

Gunbreaker Save DC = 8 + your proficiency modifier + your Strength or Dexterity modifier.

Burst Strike

Starting at 1st level, when you hit a creature with a melee weapon attack using a weapon fitted with a trigger system, you can expend one munition to deal 2d8 thunder damage to the target, in addition to the weapon's damage.

Additionally, starting at 9th level, you can spend 2 munitions to deal 4d8 thunder damage and at 17th level you can spend 3 munitions to deal 6d8 thunder damage.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Lightning Blade

Beginning at the 2nd level you are able to use your munitions for a ranged strike of lightning energy. As an action you may spend one munition to make a weapon attack roll with your gunblade against a creature within 30ft. of you, on a hit dealing lightning damage equal to the weapon's damage.

When you have the extra attack action, you make two ranged attacks with lightning blade when you use this feature.

Breaker Style

At 3rd level, you select select your Gunbreaker style. The Vanguard style is used by gunbreakers who are focused on providing a strong frontline to protect their allies in battle. The Leonhart style uses munitions to break through their foes defenses with their munitions. Finally the Infiltrator style uses their skills to perform highly sensitive missions.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Draw and Junction

Beginning at 7th level, you've learned new ways to make use of your munitions:

Fated Circle. As an action, you may spend up to 3 munitions creating a 10ft. circular explosion centered on you. All creatures in the effected must make a Dexterity saving throw against your Gunbreaker Save DC. taking 2d8 thunder damage for each munition spent on a failure, and half the damage on a success.

This may also be used in place of your burst strike feature.

Gnashing Fang. When you use your burst strike you may spend an additional munition to attempt to rattle the creature. The creature must make a Constitution saving throw against your Gunbreaker save DC, becoming stunned on a failed save.

Heart of Stone. when you or an ally within 30ft. of you takes damage you can use your reaction to expend a munition to reinforce the creature's body until the start of your next turn. The creature gains resistance to slashing, piercing and bludgeoning damage.

Savage Claw. When you use your burst strike, you may choose to force the creature to make a Strength saving throw. On a failure they are pushed back 10ft. or knocked prone, your choice.

Diplomatic Enforcer

Beginning at 9th level, while you are within 10ft. of an ally and visible to the target creature, they double their proficiency bonus when making Persuasion, Deception and Intimidate checks.

If a medium or smaller creature is missing hit points, you gain advantage on Intimidation checks against that creature.

Rough Divide

Beginning at 11th level, as a bonus action you may expend one munition to move as though you are under the effects of the Jump or Longstrider spell (your choice) until the start of your next turn. Additionally, your attacks while under the effect of Rough Divide land a critical hit on a die result 18 or 20.

Unyielding Heart

Beginning at 13th level, you have advantage on saving throws against being Charmed and Frightened. You gain proficiency in the Intimidation skill, if you already have this skill you gain expertise in it.

Bloodfest

Beginning at 15th level, when you land a critical hit, you recover 1 munition.

Bow Shock

Beginning at 17th level, you have learned to release an electrical storm from your Gunblade. You may spend any number of munition to release a blast of lightning centered on you. For each charge spent the radius of the spherical area affected by bowshock increases by 10ft. and deals an additional 2d8 lightning damage.

Creatures in the affected area must make a Constitution saving throw against your Gunbreaker Save DC, taking the full damage and becoming paralyzed for 1 minute on a failure, and taking half the damage and resist becoming paralyzed on a success. A paralyzed creature repeats the saving throw at the end of their turn.

Superbolide

Beginning at 18th level, When an attack would reduce you to 0 hit points, as a reaction you can instead drop to 1 hit point by expending a munition. When you do so you become invulnerable until the end of your next turn. You may use this feature once. Use of this feature recovers when you complete a long rest.

Reserve Cache

Beginning at 20th level, when you roll initiative you gain 3 munitions.

Legacy of the Gunbreaker

The Gunbreaker as a discipline has a long and storied history reaching its greatest renown amongst the Queen's Blades, guadians of the Queen of Bozja who wielded weapons modified with triggers and defensive arts to protect their liege with lethal precision. The Guardians found themselves as the pinnacle of this art, experts at protecting important individuals and controlling the battle field. The Lionhearts who were inspired by a gunbreaker of legend that used elemental strikes and fought with the ferocity of a lion to fell dangerous foes quickly. The Infiltrators would often work in small groups or alone, performing highly sensitive missions and though are not a part of their legacy, will certainly find their way into the footnotes of future records.

Guardians

The original Gunbreakers served as the stalwart protectors of the Queen of Bozja long ago. Though that chapter of the Blades has been closed, Gunbreakers often find themselves as powerful and effective defenders of people from all walks of life.

Vanguard

Beginning at 3rd level, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.

High Alert

Beginning at 6th level, you gain proficiency in the Investigation skill and have advantage on investigation checks when searching for hidden objects and traps. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Zone Coverage

Beginning at 10th level, as a reaction, when a creature moves within 15ft. of you, you may use your reaction to move up to half your movement speed towards the creature and make a attack of opportunity against it.

Merciless Defender

Beginning at 14th level, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. You can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Lionheart

Lionhearts, taking their namesake from a legendary gunbreaker of the past, and aim to fell foes with a variety of elemental strikes and wild fighting style. Their unrelenting assaults and killer instinct often draw comparisons to lions on the hunt.

Elemental Burst

Beginning at 3rd level, when you use your Burst Strike feature, the bonus damage is increased by your proficiency bonus and you may change the damage type to one of the following: fire, cold or lightning.

Additionally, starting at 10th level, you may change your burst strike damage to force, necrotic or radiant damage.

Hunter's Sense

Beginning at 6th level, you have advantage on perception checks and do not have disadvantage on attacks while blinded.

Continuation

Beginning at 10th level, when you use your burst strike feature, as a bonus action you may make an additional weapon attack with your gunblade.

Relentless Rush

Beginning at 14th level, when you land an attack using the continuation feature, you may spend a munition to make an additional attack. If this attack lands you may spend another munition to make another additional attack. You may do this until your Relentless Rush attack misses.

Infiltrator

A relatively new approach to the martial arts of Gunbreakers, recycling the energy of their munitions to hide themselves and strike key targets with deadly force, while slipping away undetected.

Camouflage

Beginning at 3rd level, you may spend a munition to cast the invisibility spell on yourself.

Additionally, at the 14th level, you may spend two munitions to cast the Greater Invisibility spell on yourself.

Break and Enter

Beginning at 6th level, you gain a climbing and swim speed equal to your movement speed and proficiency in thieves tools. Additionally when you make an attack roll while invisible, your attack lands a crit on a die result 15-20.

Aetherial Hunter

Beginning at 10th level, when you are invisible your base movement speed is doubled and you have advantage on concentration checks.

Terminal Trigger

Beginning at 14th level, when you land a critical hit on a creature and you use your Burst Strike feature, it must make a Constitution saving throw against your Gunbreaker Save DC. On a failed save, double the damage of your Burst Strike.


Pre-Project Meteor Survivor Machinist

Click HERE! to find the original build of the Machinist.

Machinist

The chaos of battle fit in their scope, with a breath in, and breath out the marksman pulls the trigger and one of the many foes ahead falls into the mud, their allies none the wiser of the source of the piercing shot.

With the whiring of gears and grinding of metal on the stone, the mechanized warrior dashed forward, holding the line as the machinist stood at its back, picking its prey off one by one.

Under dim lights, the aroma of oil wafting throught he air, the inventor finishes their latest device, allowing someone to run and jump with their speed and height of a chocobo, surely their plans for the next day would go as planned with this new tool at their disposal.

The machinist is a skilled inventor who prefers to support their allies with a wide array of devices to weaken foes, empower their allies, and provide innovative solutions to their challenges. Be it mechanical allies, sharpshooting their foes or letting their allies overcome their physical abilities, machinists are great friends to have along on an adventure.

Tradition of Innovation

Machinists can be found across the land as rare talents who through sparks of genius and innovation, create new technologies. The most famous being that of the Skysteel Forge. Often the homes of master craftsmen machinists can trace their journeys back to gritty workshops where their imaginations are pushed to their limits.

The Power of Aether

Aether, the force which comprises the world and all inside it, makes for a great and easily available fuel when one knows how to capture it. Machinists use an aetheroconverter to transform their body's aether into a usable form and capture it in batteries, which in turn are used in their devices. Blood, sweat and tears are the true fuel of their craft for this reason.

Creating a Machinist

A machinist is generally an ambitious type who is either a prodigy that drives innovation themselves or comes from a vocational group such as a forge or guild that ply their craft under a master. Be they master or teacher, a machinist could set forth on a quest for a variety of reasons, be virtuously defending their home, seeking riches to fund their projects or merely looking for opportunities to field test their master crafts.

Quick Build

You can make a Machinist quickly by following these suggestions. First make Dexterity your highest ability score, following with Intelligence. Second take the Guild Member background.

The Machinist
Level Proficiency Bonus Features
1st +2 Inventions, Aether Battery
2nd +2 Mechanical Turret, Technical Support
3rd +2 Magnum Opus
4th +2 Ability Score Improvement
5th +3 Extra Attack, Reload
6th +3 Eye for Design, Additional Invention
7th +3 Magnum Opus Feature
8th +3 Ability Score Improvement
9th +4 Additional Invention
10th +4 Graze
11th +4 Magnum Opus Feature
12th +4 Ability Score Improvement
13th +5 Additional Invention
14th +5 Combat Roll
15th +5 Magnum Opus Feature
16th +5 Ability Score Improvement
17th +6 Additional Invention
18th +6 Quick Charge
19th +6 Ability Score Improvement
20th +6 Magnum Opus Feature

Class Features

As a Machinist, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor.
  • Weapons: Simple weapons, Pistols, Hunting Rifles, Revolvers, Muskets
  • Tools: Two sets of Artisan's Tools.

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.

Equipment

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

  • (a) leather armour
  • (a) a pistol and 20 bullets or (b) a dagger
  • (a) a musket and 20 bullets
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a set of artisan's tools of your choosing
  • (a) an aetherconverter

Inventions

Beginning at 1st level, you have begun to invent new wondrous equipment that both you and your allies can make use of. You can currently support 2 functional inventions, with the ability to further inventions as you level up. You also learn to support more complex and specialized inventions as you progress as a machinist.

Tech Attack Bonus = your Intelligence modifier + your Proficiency bonus

Tech save DC = 8 + your Intelligence modifier + your Proficiency bonus

You are able to support additional inventions at the 6th, 9th, 13th, and 17th levels. After completing three long rests, you may disassemble one of your inventions and build a new one.

The possible inventions you can build are listed at the end of the archetypes description.

Aether Battery

Also beginning at 1st level, you have developed special energy modules you use in your inventions called aether batteries. You are able to support a number of aether batteries equal to your proficiency bonus + your Intelligence modifier. When you complete a short rest you are able to recharge a number of batteries equal to your proficiency bonus, and you recharge all of your batteries when you complete a long rest.

Each battery has 10 energy charges on it. These energy charges are expended when you use an invention. The power use of the battery changes based on the invention.

Tracking Battery Charge

At first pass tracking the individual charges on the aether batteries may feel very cumbersome and for some it may be. My recommendation is using a d10 to count down the charges on a battery as people use the device.

If you find the battery system is getting in the way of your enjoyment, talk to your DM. My suggestion is do away with the battery and instead have each invention just have x uses, and base that number of uses of the battery charges. (i.e. 10 shots, 10 minutes of use, etc.) and recharge half of your inventions during a short rest.

Mechanical Turret

At 2nd level, you have built a mechanical ally which assists you in battle. You can review their stats in the statblock below.

In combat, the mechanical turret acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the mechanical turret to take the Attack action. If you are incapacitated, the mechanical turret can take any action of its choice, not just Dodge.

When the mechanical turret is reduced to 0 hit points, it turns off and falls to the ground. You can use your action and expend one of your aether batteries to reboot the turret. The mechanical turret turns back on after 1 minute with all its hit points restored.

When you finish a long rest, you complete maintenance and repairs on your mechanical turret. If it is still active it regains all its hit points.


Mechanical Turret

Small Construct


  • Armor Class 13 + PB
  • Hit Points 5 + four times your class level (the Avatar has a number of Hit Dice [d6s] equal to your Machinist level)
  • Speed 30ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 11(0)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages understands the languages of its creator but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Aetheric Programming. You can add your proficiency bonus to any ability check or saving throw that the turret makes.

Actions

Point Blank. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 8 (1d6 + 2 + PB) piercing damage

Turret Shot. Ranged Weapon Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 9 (1d8 + 2 + PB) piercing damage

Tech Support

Also beginning at 2nd level, you are able to use your artisan's tools to disarm mechanical traps.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reload

Beginning at the 5th level, ranged weapons you use lose their loading property.

Eye for Design

At 6th level, when assessing mechanical systems and intentional designs. You gain advantage on Investigation checks to understand how a mechanical system works and advantage on Survival checks to track a creature within a building, village, town or city.

Graze

At 10th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. If your attack lands, your target must make a Dexterity saving throw against your Machinist save DC or fall under the selected effect. This effect lasts until your next action where applicable.

Graze Effects
Limb Effect
Head Stunned
Heart Frightened
Arm Disarmed
Leg Prone

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

Combat Roll

At 14th level, during battle you are able to perform a combat roll. When you are targeted by an attack, you may use your reaction to impose disadvantage on the attack and move 5ft. to an open space without provoking an attack of opportunity. You can use this feature a number of times equal to proficiency bonus. You regain any expended uses when you complete a short or long rest.

Quick Charge

At 18th level, all your batteries recharge when you complete a short rest.

Magnum Opus

A machinist is a master of many crafts, but for many a particular creation will capture their heart and mind above all others. This is their magnum opus, and they aim to create something truly special through this pursuit. Gaussian Marksmen value functionality and though not world changing on its face, sharpshooters the world over will slivate at their creations. Roboticists are a unique branch of machinists who build mechanical allies that run off of aether capable of endless marvels. Then there are insatiable machinists who seek to leave an Inventor's Legacy, a treasure trove of smaller but great devices.

Gaussian Marksman

The gaussian marksman is a skilled sharpshooter at heart and looks to revolutionize their craft through technology. Their magnum opus, the Gauss Barrel, provides them with various boons to always find their mark when making their shots. With their skills they hope to become the greatest shot in the world.

Gauss Barrel

Beginning at 3rd level, you've completed work on the Gauss Barrel, a special attachment used with firearms and crossbows which highly improve the weapon's potential. The Gauss Barrel requires one Aether Battery to function. When you make a ranged weapon attack with your Gauss Barrel equipped you may spend one battery charge to add your Intelligence modifier to the attack and damage roll of the attack.

Heat Blast

Beginning at 7th level, you're able to capitalize on the heat generated by your Gauss Barrel. Each time you make a ranged weapon attack using the Gauss Barrel feature, you gain two heat charges. You can have a number of heat charges equal to your proficiency bonus.

When you make a ranged weapon attack using the Gauss Barrel, you can spend one heat charge to heat the ammunition, causing it to deal 1d6 bonus fire damage if it hits. This damage increases to 2d6 fire damage at 15th level.

Sharpshooter

Beginning at 11th level, when you make an attack improved by the Gauss Barrel, that attack crits on a die result of 19 or 20.

Heated Clean Shot

Beginning at 15th level, when you make an attack roll while the Gauss Barrel is attached, you may use a battery charge to gain advantage on the attack.

Marksman's Spite

Beginning at 20th level, the damage dealt by a critical hit is tripled. Additionally, your attacks improved by the Gauss Barrel feature land a critical hit on die result 18-20.

Roboticist

Driven by a passion of perfecting the automated systems of mechanical allies, the roboticist aims to create the perfect mechanical ally. Their turret was just the first step on a long path to creating a true marvel unlike the world has ever seen.

Regal Automoton

Beginning at 3rd level, you have completed work on the basics of your Regal Automoton. This enhanced mechanical ally houses your turret within it to act as a control mechanism, replacing the mechanical turret as your mechanical ally. As a bonus action you may release the turret from the Automoton's shell and operate the turret separately, leaving the automoton inactive. As a bonus action you can have it reconnect with the automoton if it is within 5ft. of the shell. The Regal Automoton is controlled as described in the Mechanical Turret feature, but uses the stat block below.


Regal Automoton

Medium Construct


  • Armor Class 14 + PB
  • Hit Points 10 + five times your class level (the Automoton has a number of Hit Dice [d8s] equal to your Machinist level)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 1 (-5) 10 (+0) 1(-5)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages understands the languages of its creator but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Aetheric Programming. You can add your proficiency bonus to any ability check or saving throw that the turret makes.

Actions

Unarmed Strike. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 11 (1d10 + 3 + PB) bludgeoning damage

Regal Shot. Ranged Weapon Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 8 (1d6 + 2 + PB) piercing damage

Variable Armor

Beginning at 7th level, you have developed a series of armor enhancements which change the base functionality of your Regal Automoton. You have developed the following enhancements.

Queen's Armor. A moderately protective armor which pushes the automoton's offensive output. While wearing the queen's armor the automoton adds your Intelligence modifier to its weapon attacks and its speed is increased by 5ft. Additionally, it can change its unarmed strike damage type to slashing, piercing or lightning damage.

Knight's Armor. An armor with light armor, improving mobility of the regal automoton. The Regal automoton gains 10ft. of movement speed and the following trait and action:

Standing Leap. The regal automoton's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Deadly Leap. If the regal automoton jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains a creature. The creature must succeed on a Strength or Dexterity saving throw (target's choice) against your Tech save DC or be knocked prone and take 11 (1d10 + 3 + PB) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the automoton's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the automoton's space.

Rook's Armor. An armor with heavy plating to improve defensive capabilities. While wearing the Rook's Armor the Regal Automoton's AC is increased by your Intelligence ability modifier. When a creature you can see attacks a target other than you that is within 5 feet of the regal automoton, you can use your reaction to impose disadvantage on the attack roll.

Advanced Combat Protocol

Beginning at 11th level, your Regal Automaton and Mechanical Turret attack twice when ordered to take the attack action.

Battery Charge Attack

Beginning at 15th level, you've implemented a special weapon into your regal automoton. You can attach up to three batteries at a time to the automoton. Use of the special feature requires one full battery.

Aetherial Ray. A canon installed in the chest cavity of the automoton powered using one of your aether batteries. Using 5 charges of your aether battery, as an action the canon unleashes a blast of aetherial energy in a 100ft. line that is 5 ft. line. Creatures in the affected area must make a Dexterity saving throw against your Tech save DC, taking 10d6 force damage on a failure and half as much on a success.

Crowned Collider. As an action, you spend 2 charges of your aether battery. Your automoton gains the effects of the dash action and then while moving at maximum speed delivers a powerful blow against a single target. The automoton makes an unarmed strike attack with advantage against a creature. This attack deals 2d10 bonus damage.

Pilebunker. As an action you can spend 2 charges of your aether battery to unleash a powerful shockwave attack. A stake installed in the arm of your automoton fills with aetheric energy and is plunges into the ground. All creatures in a 20ft. radius must make a Dexterity saving throw, taking 4d6 bludgeoning damage and fall prone on a failure, and half as much damage and do not fall prone on a success.

Style Change

Beginning at 20th level, you've figured out how to create the ultimate battle automoton, able to adapt to any situation. As an action you can change your Regal Automoton's armor and battery charge attack load out.

Inventor's Legacy

Machinists who have an endless thirst for innovation and the skills to make good on this passion for creation do not seek a single magnum opus behind, but rather a vast selection of wondrous machines. This is the Inventor's Legacy, a trove of great innovations used on countless adventures.

Well Oiled Machines

Beginning at 3rd level, when an attack is made with your invention, it deals bonus damage equal to your Intelligence modifier.

Overnight Success

Beginning at 7th level, when you complete a long rest, you may disassemble one of your inventions and replace it with a new one. This act is considered to have taken place during the long rest.

Battery Stabilizer

Beginning at 11th level, your batteries have twice the charges they normal would have.

Jerry-Rigged

Beginning at 15th level, you have learned how to combine your hand held inventions into complex machines. You can combine inventions together that require 1 or 2 hands into a single machine. The number of hands required to hold all of the inventions you combine cannot exceed 5 hands. You can hold this combined machine using 2 hands.

Hyper Charger

Beginning at 20th level, when you complete a short rest you recharge all of your batteries. Additionally, the bonus damage of the Well Oiled Machines feature is doubled.

Machinist Inventions

You are capable of creating a wide variety of wondrous items to support yourself and your allies during your adventure which are powered by your Aether Batteries.

As a 1st level machinist you are able to create Tier 1 Inventions. A 5th level machinist is able to build Tier 2 inventions, and a 9th level machinist is capable of creating Tier 3 inventions.

Tier 1 Inventions

As a fledgling inventor, the tier 1 inventions within your reach are straight forward and to the point. They serve a specific purpose and are focused on performing that purpose well. 1st level machinists are capable of building these inventions.

Aether Detector

Complexity Tier: Tier 1 Invention
Battery Usage: 10 minutes (1 charge per minute of use)
A device which while active allows the user to sense the presence of magic within 30 feet of them. If they sense magic in this way, they can use their action to see a faint aura around any visible creature or object in the area that bears magic.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Bio Blaster

Complexity Tier: Tier 1 Invention
Battery Usage: 10 attacks (1 charge per attack)
You have completed a device which can convert aether into a toxic cloud which blankets enemies. As an action the Bio Blaster releases a 15ft. cone of mist which any creature in the cone must make a constitution saving throw contested by your invention save DC. On a failure creatures become poisoned and take 4d4 poison damage, and on a success take half as much damage and are not poisoned.

A poisoned creature repeats the saving throw with disadvantage at the end of their turns.

Chocobo Boots

Complexity Tier: Tier 1 Invention
Battery Usage: 10 uses (1 use per charge)
Increases the wearer's base speed by 5ft. and as a bonus action can be used to gain a burst of speed. The wearer gains the benefit of the Longstrider or Jump spell until the end of their next turn.

Climber's Claws

Complexity Tier: Tier 1 Invention
Battery Usage: 10 hours (1 charge per hour)
A set of mechanical spikes you wear over your gloves and your boots. Using a bonus action to activate them grants you a climbing speed equal to your base movement speed. Additionally while equipped your unarmed strikes deal 1d4 piercing damage.

Flash Bulb

Complexity Tier: Tier 1 Invention
Battery Usage: 10 attacks (1 charge per attack)
You've developed a powerful lantern capable of unleashing a bright blinding flash of light to blind enemies. The flash bulb emits light in a 60ft. cone of bright light, and an additional 60ft. cones of dim light. 1 battery charge provides enough power for 1 hour of light.

As an action you can cause the bulb to release a powerful aether laced flash of light. All creatures that are inside a 30ft. cone emitted from the Flash Bulb must make a Constitution saving throw contested by your Tech save DC. The creature takes 2d6 radiant damage and is blinded for 1 minute on a failure, and takes half as much damage and is not blinded on a success. The creature may use their action to reattempt the saving throw.

Creatures with sunlight sensitivity have disadvantage on the saving throw.

Noise Blaster

Complexity Tier: Tier 1 Invention
Battery Usage: 10 attacks (1 charge per attack)
A one handed sonic device which unleashes a thunderous concussive blast in a 15ft. cone. All creatures in range must make a Constitution saving throw against your Tech save DC. Creatures take 2d6 thunder damage on a failure and is stunned until the start of their next turn, and take half as much and are not stunned on a success.

Pictobox

Complexity Tier: Tier 1 Invention
Battery Usage: 10 uses (1 use per charge)
A device which captures images and uses aether to imprint the image on parchment. Simply point the lens at the target and click the button to capture the image. Does require good lighting to work properly, resulting in a black or smeared image when used in dim light or total darkness.

Snare Trap

Complexity Tier: Tier 1 Invention
Battery Usage: 10 hours (1 hour per charge)
You've developed a trapping device which uses the aether stored in the battery to create small anti gravity field to restrain a creature. The device covers an 5ft. radius around itself.

The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the trap, where it is restrained.

The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your Tech save DC. On a success, the restrained effect also ends.

Sounding Sentry

Complexity Tier: Tier 1 Invention
Battery Usage: 10 hours (1 hour per charge)
You set the small cubic alarm on a door, a window, or an area within range that is no larger than a 20-foot cube. For up to 10 hours, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you activate the sounding sentry, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Tier 2 Inventions

You've become well experienced as an inventor when you reach the point of building tier 2 inventions. Your creations aren't necessarily intuitive all the time but you understand their inner workings mixing machine and magic to twist aether to your will. 5th level machinists are capable of building these inventions.

Aetheric Launcher

Complexity Tier: Tier 2 Invention
Battery Usage: 10 attacks (1 charge per attack)
The Aetheric launcher condenses aether into a physical balls and shoots them out as small magic grenades. Using this one handed device the user launches a bomb within 30ft. of them. All creatures in a 5ft. sphere make a Dexterity saving throw against your Tech save DC. The creatures take 2d8 fire damage on a failed save and half as much on a success.

Auto Crossbow

Complexity Tier: Tier 2 Invention
Battery Usage: 10 attacks (1 charge per attack)
As a bonus action, the user releases a quick spread of sharp shards of hardened aether emulating crossbow bolts. Each creature in a 15ft. cone in front of you makes a Dexterity saving throw against your Tech save DC, taking 2d6 piercing damage on a failure and half as much damage on a success. The auto crossbow is considered a light crossbow for proficiency purposes.

Grappling Gauntlet

Complexity Tier: Tier 2 Invention
Battery Usage: 10 uses (1 use per attack)
While this gauntlet is worn the wearer has a grappling hook with a range of 60ft. which anchors to surfaces when launched as an action. When the grappling hook is anchored you gain advantage on climb checks if you are moving in the direct of the anchor, and gain 10ft. of movement speed when moving towards the anchor. It may also be used as a rope for swinging.

As an action the Grappling Gauntlet can use one battery charge to attempt to grapple a creature within 60ft. of the wearer. Using your Tech attack bonus, you deal 2d6 piercing damage on hit and the creature becomes grappled by the wearer. The grappled creature may use its action to make a Strength saving throw against your Tech save DC to break free from the grapple.

As a bonus action, you can attempt to drag the creature closer to you. The creature makes a Strength saving throw against your Tech save DC, moving 10ft. closer to you on a failure, and not moving on a success.

A creature grappled in this way retains its movement speed if it moves towards you, or strafes at its current distance away from you. If the creature is within 5ft. of you, its speed is then reduced to 0.

Gust Bellows

Complexity Tier: Tier 2 Invention
Battery Usage: 10 uses (1 use per charge)
As an action this two handed device produces a 30ft. cone of high winds which disrupt the battle field until the start of your next turn. Each creature that starts its turn in the area must succeed on a Strength saving throw or be pushed 15 feet away from the device in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer towards the device.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Any projectile that travels against the wind has disadvantage on its attack roll.

Hawkeye Mask

Complexity Tier: Tier 2 Invention
Battery Usage: 10 hours (1 hour per charge)
Special goggles stylized to represent a hawk's eyes to assist in shooting and scouting over long distances. While wearing the goggles you gain proficiency in the perception skill checks involving sight and may use your Intelligence for those checks. You can see up to 4 miles in clear conditions and increase the normal range of your ranged weapons by 30ft.

Mog Boots

Complexity Tier: Tier 2 Invention
Battery Usage: 10 minutes (1 charge per minute of use)
A special set of boots which allows the wearer to hover up to 5 ft. above a surface. You can activate or deactivate the hover boots as a bonus action.

Remote Control Unit

Complexity Tier: Tier 2 Invention
Battery Usage: 10 minutes (1 charge per minute of use)
You have developed a head piece which allows you to see what the turret's camera perceives and hear what the turret is able to hear. Using a specialized controller with a small display unit, you can take direct control of the turret or observe its surroundings.

While directly controlling the turret, you can make use your attack action to attack twice. If you do so you cannot use your bonus action to order the turret to attack twice. If your turret is inside the Regal Automoton, you can control the regal automoton directly in the same way.

Sahagin Set

Complexity Tier: Tier 2 Invention
Battery Usage: 10 hours (1 charge per hour)
A set of gear used to improve mobility in the water and a mask which takes advantage of the aether battery to produce fresh air from your breath. While active, the wearer gains a swim speed equal to their movement speed and is able to hold their breath for 1 hour.

Titan Belt

Complexity Tier: Tier 2 Invention
Battery Usage: 10 uses (1 use per charge)
A special belt which temporarily increases the effect of gravity on your body for a moment, making you significantly heavier and centering your body. When a creature suffers an effect that would cause them to be forcibly moved, as a reaction they may use the Stabilizing Belt to gain advantage on the save to resist the movement.

Additionally, is the creature is maintaining concentration on a spell or effect, they may use their reaction and battery charge to gain advantage on the concentration check.

Tier 3 Inventions

You've become a seasoned inventor that those who aspire to build and create gadgets would look to for inspiration. At times your inventions may not make sense to the leyman, but your brilliance in conveyed through the creations you put forth combining countless disciplines for wondrous results. 9th level machinists are capable of building these inventions.

Air Anchor

Complexity Tier: Tier 3 Invention
Battery Usage: 10 attacks (1 charge per attack)
The air anchor is a device which launches heavy weights attached to chains at a target to deal heavy damage and restrict their movement. The user makes a ranged weapon attack using your tech attack bonus or their dexterity modifier for the attack. The Air Anchor deals 3d12 piercing damage. When a creature is hit by the air anchor they must make a strength saving throw against your tech save DC. On a failure, the creature is restrained and their flying speed (if any) is reduced to 0 ft. The creature may use its action to attempt to free itself during its turn by reattempting the saving throw.

Air Gear

Complexity Tier: Tier 3 Invention
Battery Usage: 10 minutes (1 charge per minute of use)
A thin board of metal and wood with a propulsion system which burns aether to hover in the air. While riding the Air Gear, a creature gains a flying speed of 60ft. (hover) and can support up to 500 lbs. of weight.

Chain Saw Blade

Complexity Tier: Tier 3 Invention
Battery Usage: 10 attacks (1 charge per attack)
You adapt a sword of your choice into a Chain Saw Blade. This upgraded weapon deals double its base damage die and can be activated when you hit a creature, causing the chainsaw to rev, dealing bonus damage to the creature equal to your Intelligence modifier.

While the weapon is wielded by you, you may use your tech attack modifier for your attack rolls.

Cloaking Stave

Complexity Tier: Tier 3 Invention
Battery Usage: 1 minute (1 charge per round)
A cane sized device which turns you and all creatures within a 5ft. radius of you Invisible for 1 minute. All creatures must remain within 5ft. of the device to retain invisibility. The stave can stand on its own weight while active.

Drill

Complexity Tier: Tier 3 Invention
Battery Usage: 10 attacks (1 charge per attack)
As an action this device spins aether at a rapid speed forming a piercing drill of aether and launching it at a target within 60 ft. of the user. The target creature makes a Dexterity saving throw with disadvantage against your Tech save DC, taking 3d12 force damage on a failure.

Emergency Defibrillator

Complexity Tier: Tier 3 Invention
Battery Usage: 1 Use (10 charges per use)
A life saving device which casts Cure Wounds at the 3rd level using your Intelligence as the spell casting ability for the spell. The heal can be activated as an action or if the creature is at 0 hit points at the start of their turn, the device will activate automatically.

Flamethrower

Complexity Tier: Tier 3 Invention
Battery Usage: 10 attacks (1 charge per attack)
The flamethrower is a 2 handed device which offers a variety of offensive options. As an action you can choose to release a plume of flames in a 30ft. cone, 90ft. line which is 5ft. wide or a burst of flames in a 10ft. radius at a location within 60ft. of you. Creatures in the affected area must make a Dexterity saving throw against your Tech save DC. On a failure they take 4d8 fire damage, and half as much on a success.

Proximity Lightning Mine

Complexity Tier: Tier 3 Invention
Battery Usage: 10 hours (1 hour per charge)
A device which is deployed and activated as an action. The mine is nearly invisible and requires a successful Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to be found. A creature who comes within a 5ft. radius of the mine activates it. The mine discharges all remaining battery charge inside, a creature must make a Dextertiy saving throw against your Tech save DC or take 1d6 lightning damage per charge expended.

Additionally a creature hit by the lightning must make a Constitution saving throw against your Tech save DC or become paralyzed for 1 minute. The creature repeats the save at the end of each of its turns.

Trailblazer

Complexity Tier: Tier 3 Invention
Battery Usage: 10 hours (1 hour per charge)
You've developed a two seater, two wheeled vehicle which uses aether batteries to power its engine.

Build a 2 seater, motorbike for easy traveling across areas. When travelling large distances a mounted character can ride for the duration of the battery's charge, covering twice the usual distance for a fast pace. It may tow a cart and its contents up to 500 pounds and move at a normal pace for this duration.

Additionally, while riding the trailblazer in combat, the rider may use their bonus action to steer and position their vehicle, giving them movement speed equal to 80ft. The Trailblazer has an AC of 14 and 100 hit points, becoming inoperable when reduced to 0 hit points. You complete repairs and maintenance on the trailblazer when you complete a long rest.

Further Inventions

Do you have other ideas beyond whats been provided in the book for Machinist inventions? I encourage you to speak with your DM about potential new inventions of your own creation and explore the class fantasy even more deeply.

Ala Mhigan Monk

A stoic wanderer stands along at the gates of the town he's called home for the night. Invading bandits strike his skin only to find it hard as stone, and his earth shaking blows leave them running in fear.

A skilled martial artist whose fists sudden become engulfed in flame strikes out against a powerful beast,
in search of greater challenges to become the greatest
fighter in the world.

A cheerful traveler walked down the winding paths of a mountainous region, happily going wherever their heart
led them, stopping to help those they encountered
along the way.

Monks who train under the Fist of Rhalgr may
sharpen their skills in a wide number of ways, from protectors, to travellers to those who seek glory, monks of this sacred tradition use the power drawn from
within their bodies, chakra, to perform powerful
martial arts and superhuman feats.

Guided By A Falling Star

Centuries ago, refugees of the great flood were lead to
safety by their god, Rhalgr the Destory using a meteorite
to guide them to the Gyr Albanian highlands. It was here
they would plant their roots and an order of devotees to this god, The Fist of Rhalgr would be formed. Monks of the Fist of Rhalgr trained their bodies and spirits to become closer to their god and discovered the life energy of chakra through this training. Eventually they'd find themselves as a key military force in Gyr Albania until political upheaval and civil war caused their order to be broken and scattered to the wind.

By Their Hands

The primary way of doing battle for the Fist of Rhalgr is with their fists, sometimes augmented with claws, knuckles, tonfas and other hand accessories to assist their striking. Some choosing to weave staves, spears or blades into their fighting style alongside becoming masters of unarmed combat.

Creating a Class

When creating a monk consider where you've received your training. Have you trained directly under a master of the Fist of Rhalgr? Perhaps you have called a monastery home for a time, or through meditation and intense training you've unlocked these secrets for yourself. You must also consider your path, as there are three elemental Riddles which define the path you walk as a monk. How might your temperament and goals tie into your training? Whether training alone or alongside other students, those who train under the Fist of Rhalgr spend a good deal meditating on their place int he world and where they are going next.

Pre-Project Meteor Survivor Monk

Click HERE! to find the original build of the Monk archetype.

The Monk
Level Proficiency Bonus Martial Arts Die Features
1st +2 1d4 Martial Arts, Unarmoured Defense
2nd +2 1d4 Chakra Gate, Monastic Artes
3rd +2 1d4 Elemental Gate, Monastic Riddle
4th +2 1d4 Ability Score Improvement
5th +3 1d6 Extra Attack
6th +3 1d6 Riddle Feature, Fists of Rhalgr
7th +3 1d6 Evasion
8th +3 1d6 Ability Score Improvement
9th +4 1d6 Master of Movement
10th +4 1d6 Aura Veil
11th +4 1d8 Perfect Balance, Riddle Feature
12th +4 1d8 Ability Score Improvement
13th +5 1d8 Aura Speech
14th +5 1d8 Iron Will
15th +5 1d8 Aura Sense
16th +5 1d8 Ability Score Improvement
17th +6 1d10 Riddle Feature
18th +6 1d10 Anatman
19th +6 1d10 Ability Score Improvement
20th +6 1d10 Transcendence

Quick Build

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.

Class Features

As an Eorzean Monk, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: none
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: none

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Unarmoured Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Chakra Gate

Starting at 2nd level, you learn to open chakra gates in your body, giving you a sharp increase in your physical ability. As a bonus action, you may open a chakra gate, granting you a number of chakra charges equal to your Wisdom modifier.

These charges persist in your body until you complete a short or long rest, or until you open the chakra gate again. You may use Chakra Gate a number of times equal to your proficiency bonus. Your uses of the Chakra Gate feature refresh when you complete a short or long rest.

Monastic Artes

As part of your monk training, you have learned a variety of special techniques that make use of the chakra flowing through your body. Various Monastic Artes require use of different types of chakra to activate.

Some of your Monastic Artes may require your target to make a saving throw against the attack or work in a similar way to spell casting. For such effects use the following calculations:

Monastic Artes save DC = 8 + your proficiency bonus + your Wisdom modifier.

Monastic Artes attack modifier = your proficiency bonus + your Wisdom modifier.

You can find a list of Monastic Artes at the end of the class description.

Monastic Riddle

Starting at 3rd level, you have selected your elemental Riddle you consider while meditating that guides your path as a monk. You select between the Riddle of Earth, Riddle of Fire or Riddle of Wind, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Elemental Gate

Also starting at 3rd level, your rumination on an elemental riddle has awakened a second chakra gate in your body. As a bonus action, you may open the elemental chakra gate, granting you a number of elemental chakra equal to your Wisdom modifier.

These charges persist in your body until you complete a long rest, or until you open the elemental chakra gate again. You may use elemental gate a number of times equal to your proficiency bonus. Your uses of the Elemental Gate feature refresh when you complete long rest.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fists of Rhalgr

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball 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.

Master of Movement

Starting at 9th level, when you make a Athletics (Strength) or Acrobatics (Dexterity) skill check, you may spend one chakra charge to gain advantage on the roll.

Aura Veil

Starting at 10th level, when you take damage, you may spend any number of Chakra and Element charges. You gain temporary hit points equal to the amount of charges spent. These hit points are gained prior to applying the damage.

Perfect Balance

Beginning at 11th level, you've learned to open a third powerful chakra gate in your body. As a bonus action you gain a number of Perfect Balance chakra charges equal to your Wisdom modifier. These charges can be used for specific Monastic Artes and as a replacement for the cost of Chakra or Element charges.

These charges persist in your body until you complete a long rest. Use of the Perfect Balance feature refreshes when you complete a long rest.

Aura Speech

Starting at 13th level, you have learned to make an aetherial connect with the minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Iron Will

Starting at 14th level, your mastery of chakra grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 chakra charge to reroll it and take the second result.

Aura Sense

Starting at 15th level, you can feel the aura of those around you. You gain 10ft. of blindsight.

Anatman

Starting at 18th level, your ability to channel chakra is unrivaled. When you use the Chakra Gate, Elemental Gate or Perfect Balance feature, you gain one additional charge.

Transcendence

Beginning at 20th level, you have mastered your ability to open your chakra gates. As a bonus action, you gain the benefit of your Chakra Gate, Elemental Gate and Perfect Balance features. You may use Transcendence once, use of this feature refreshing when you complete a long rest.

Rhalgr's Riddles

Monks who seek to reach perfection through the opening of their chakra gates often take up one of the Riddles of Rhalgr to ruminate on during their meditations. These meditations lead to further development of additional gates in their body unlocking further supernatural abilities. The Riddle of Earth focuses on the stability of nature, while the riddle of fire focuses on the passionate pursuit of one's goals. The Riddle of Wind muses about the flexibility of one's spirit, adjusting to the changing winds of life.

Riddle of Earth

Monks who ruminate on the Riddle of Earth focus on the relationship between humanity and the natural world, and the unmoving truths of the world. Their fighting style also emulates the stoicism of the earth, the monk developing a solid defensive approach to combat.

Stone Skin

Beginning at 3rd level, while you have charges of Elemental chakra, when you are hit by an attack, you may expend one chakra to gain resistance to slashing, piercing and bludgeoning damage until the start of your next turn.

Lore of the Land

At 6th level, your meditations have lead you to a deep understanding of the natural world. You gain proficiency in the Nature skill.

Earth's Reply

Beginning at 11th level, when you take damage from a creature that you can see within 30ft. of you, as a reaction you may spend one elemental chakra to release chakra in a concussive burst at their location. The creature must make a Strength saving throw. It takes 2d10 magical bludgeoning damage on a failed save, or half as much damage on a successful one.

Heart of Solid Earth

At 17th level, you've learned to create a perfect defensive technique with your chakra. As a bonus action, you may spend 1 perfect balance chakra and spend a number of hit points up to or equal to your monk level to create a protective layer of vitality that coats your body.

This protective layer has a number of hit points equal to the number spent and takes damage in place of you when you take damage. This layer is protected by temporary hit points. This protective layer cannot receive healing and when it is reduced to 0 hit points it fades away, but any excess damage is not applied.

You may create this protective layer once. Use of this feature refreshes when you complete a long rest.

Riddle of Fire

The Monks who focus their meditations of the Riddle of Fire are focused on the pursuit of passion and the power that comes from within themselves. These monks are the movers and shakers of their world, seeking challenges and adventures to sharpen their skills and ever seeking a new challenge.

Fists of Fire

Beginning at 3rd level, when you hit a creature with an unarmed weapon attack, you may expend one Chakra Charge or Elemental Charge to deal an additional damage die of fire damage to the target creature.

Chakra Candle

At 6th level, as an action you can spend an Elemental Chakra to create a small white flame whose light highlights hidden objects. The flame persists for 1 minute in place, hovering five feet off the ground. It emits a 10ft. radius of bright light and an additional 10ft. of dim light. Hidden objects or passages within 10ft. of the flame are outlined with a thin line of light.

An invisible creature that comes within 10ft. of the chakra candle must make a Charisma saving throw against your Monastic Artes DC, and on a failure their body is outlined in light. The creature is immune to this effect on a success.

Inferno Strikes

Beginning at 11th level, when you use Fists of Fire, you may spend an additional Elemental Charge to force all creatures within 10ft. of the target to make a Dexterity saving throw against your Monastic Artes DC, taking damage equal to the target of your unarmed strike on a failure and half as much on a success.

Heart of Raging Flames

At 17th level, you've learned to ignite the chakra around your body. As a bonus action you cloak yourself in flames for one minute. When a hostile creature enters a space within 5ft. of you they take 5 fire damage. When you start your turn any hostile creature within 5ft. of you takes 5 fire damage.

While you are cloaked in flames, as an action you may expend a number of hit die up to or equal to your Wisdom ability modifier. Roll the expended die and recover hit points equal to the result.

You may enter this state once, use of this feature refreshes when you complete a long rest.

Riddle of Wind

Those who ruminate on the Riddle of Wind are travelers and wanderers. They're always in motion and let their adventures guide them without a long term goal in mind. To these monk life is what happens to you as your make your way through your days, and its important to be adaptable and help out where you can.

Second Wind Infusion

Beginning at 3rd level, you learn to manipulate chakra to heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Second Wind Infusion, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Featherfoot

At 6th level, your base movement speed is increased by 10 feet. Your jumping height and distance is increased by 10 feet as well.

Mantra

Beginning at 11th level, as an action you have learned to heal multiple creatures around you at once. You may heal a number of creatures up to a number equal to your proficiency bonus within 10ft. of you using healing power from your Second Wind Infusion pool.

Heart of Soothing Winds

At 17th level, you have mastered the art of manipulating chakra to emulate the element of wind. As a bonus action you enter an awakened state gaining a flying speed equal to your walking speed for one minute.

You can enter this state once, use of this feature refreshing when you complete a long rest.

Monastic Artes List

As you develop your skills as a monk, you develop powerful monastic arts that allow you to manipulate your chakra for a wide variety of effects.

Arm of the Destroyer

Requirement: 3rd level monk, Riddle of Earth
Cost: 2 Element Charges
As an action, you cast the Earth Tremor spell at 1st level. You may spend additional Element Charges to increase the casting level of the spell by one for each additional charge spent.

Brotherhood

Requirement: 17th level monk, Riddle of Earth
Cost: 1 Perfect Balance Charge, 3 Element Charges
As a bonus action, you use your mastery of chakra to protect your allies. You infuse a number of creatures up to your Wisdom modifier with a protective ward. Each creature gains 1d10 + your Wisdom modifier temporary hit points. While they are protected by these temporary hit points they have a +3 bonus to AC.

Celestial Revolution

Requirement: 17th level monk, Riddle of Wind
Cost: 1 Perfect Blance Charge, 3 Element Charges
You attempt to make a devastating blow that allows you to vanish in the blink of the eye. When you hit another creature with a melee weapon attack. you can spend the chakra cost to deal 6d8 thunder damage, you then teleport up to 60 feet to an unoccupied space that you can see.

Chakra Shot

Requirement: 2nd level monk
Cost: 1 Chakra Charge
As an action, you concentrate chakra in the palm of your hand and make a ranged Monastic Arte attack against a creature within 60ft. of you. This attack deals force damage equal to your Martial Arts die + your Wisdom modifier.

Demolish

Requirement: 6th level monk, Riddle of Earth
Cost: 3 Element Charges
When you hit another creature with a melee weapon attack, you can spend the chakra cost to attempt to shatter the target's defenses. The creature must succeed on a Constitution saving throw. On a failure, attack rolls against the creature gain a +2 bonus until the start of your next turn, on a success no additional effects happen.

Dragon Kick

Requirement: 9th level monk
Cost: 3 Chakra Charges
When you hit another creature with a melee weapon attack. you can spend the chakra cost to enter a heightened state. Until the start of your next turn, you add your Wisdom modifier to your unarmed strike damage rolls.

Elixir Field

Requirement: 14th level monk
Cost: 1 Perfect Balance Change, 3 Chakra Charges
As an action, you bathe a 20ft. radius sphere around you in a wave of chakra. All creatures in the affected area must make a Dexterity saving throw or take 6d6 force damage and be blinded for 1 minute, taking half damage and not becoming blinded on a success.

Enlightenment

Requirement: 14th level monk
Cost: 1 Perfect Balance Change, 3 Chakra Charges
As an action, you concentrate chakra into your arms and release it in a wide ray which is 15ft. wide and 60ft. long. All creatures in the affected range make a Dexterity saving throw or take 6d8 force damage, and half as much on a success.

Flash Fire

Requirement: 3rd level monk, Riddle of Fire
Cost: 2 Element Charges
As an action, you cast the Burning Hands spell at 1st level. You may spend additional Element Charges to increase the casting level of the spell by one for each additional charge spent.

Flint Strike

Requirement: 11th level monk, Riddle of Fire
Cost: 3 Element Charges
As an action, you unleash a powerful axe kick which scorches nearby enemies with fiery chakra. Each creature in a 20ft. radius circle around you must succeed on a Dexterity saving throw or take 8d6 Fire damage, and half as much on a success.

The affected area is left ignited in chakra infused flames for 1 minute. These flames do not have any effect on you but when a creature enters the flames or starts their turn within them, they take 2d4 fire damage.

Greased Lightning

Requirement: 2nd level monk
Cost: 1 Chakra Charge
Immediately after you take the Attack action or perform a Monastic Arte as an action, you make two unarmed strikes as a bonus action.

Howling Fist

Requirement: 6th level monk, Riddle of Fire
Cost: 2 Element Charges
As an action you unleash a bursting wave of chakra in a 5ft. wide, 60ft long line from your fist. Each creature in the affected area succeed on a Dexterity saving throw or take 3d8 fire damage and be knocked prone. On a success the creature takes half as much damage and is not knocked prone.

Phantom Rush

Requirement: 18th level monk
Cost: 3 Perfect Balance Charges
As an action, you spend any number of Chakra Charges or Elemental Charges to unleash a blinding flurry of blows against a creature within 30ft. of you that you can see. For each charge spent, you make one unarmed strike. Afterwards you appear in an unoccupied space adjacent to the target creature.

Rising Phoenix

Requirement: 17th level monk, Riddle of Fire
Cost: 1 Perfect Balance Charge, 3 Element Charges
You release blazing chakra around yourself in a 30ft. radius sphere creating phoenix flames that both wound and heal. For each creature in the affected area you decide how the flames affect them.

Heal. The affected creature recovers 1d8 + your Wisdom modifier hit points.

Wound. The affected creature must succeed on a Dexterity saving throw, taking 8d8 + your Wisdom modifier fire damage and half as much on a success.

Rockbreaker

Requirement: 11th level monk, Riddle of Earth
Cost: 3 Element Charges
As an action you let loose a concussive blast of focused chakra capable of shattering stone in a 30ft. cone. Each creature in range must make a Strength saving throw, taking 4d8 magical bludgeoning damage and be either knocked back 30ft. or knocked prone, your choice.

Steel Peak

Requirement: 5th level monk
Cost: 2 Chakra Charges
When you hit another creature with a melee weapon attack you can spend the chakra cost to attempt to leave the creature dazed. The creature must succeed on a strength saving throw or be stunned until the start of your next turn.

Six-Sided Star

Requirement: 2nd level monk
Cost: 1 Chakra Charge
When you hit another creature with a melee weapon attack you can spend the chakra cost to become more nimble for a moment. Until the end of your current turn, you may use the Disengage action as a bonus action.

Snap Punch

Requirement: 5th level monk
Cost: 2 Chakra Charges
When a creature enters a space within 5ft. of you, as a reaction you may make one unarmed strike against that creature.

Tailwind

Requirement: 3rd level monk, Riddle of Wind
Cost: 2 Element Charges
As an action, you cast the Longstrider or Jump spell targeting yourself.

Thunderclap

Requirement: 6th level monk, Riddle of Wind
Cost: 3 Element Charges
As a bonus action, you teleport up to 30 feet to an unoccupied space that you can see.

Tornado Kick

Requirement: 11th level monk, Riddle of Wind
Cost: 3 Element Charges
As an action, you create a vacuum wave that affects all creatures in a 20ft. radius sphere around you. Each creature in the affected area must succeed on a Strength saving throw or take 5d8 thunder damage and be knocked back 30ft. from you. On a success, the creature takes half damage and are not knocked back.

True Strike

Requirement: 9th level monk
Cost: 3 Chakra Charges
As an action, you make an unarmed strike attack infused with chakra to pierce the target's defense. The proficiency bonus on the attack roll is doubled and the attack deals additional damage equal to your Wisdom modifier.


Pre-Project Meteor Survivor Ninja

Click HERE! for the original Ninja archetype build.

Ninja

A brutish thug corners a fearful woman in an alley. Without a sound a series of wounds appear across the thug before he falls into a lump on the stone, a dual wielder standing over him.

With intense focus, a cloaked individual linked many unseen hand symbols in rapid succession, with a surge of energy from their palms a blazing

Deep within the empire stronghold, confidential meetings are held among key imperial targets. In the corner of the room, hidden in the shadows of the room key details are gleaned by the uninvited guest watching them silently.

Lightly armoured and highly versatile, ninjas are masters of many arts. Mixing magicks, steel and stealth, they find their roots as the special operatives of Doma. When a critical mission needs completion, you can count on a ninja to see it through.

Of Heaven, Earth and Man

Ninjas are renown across the east for their tactical skill, stealth and their ability to manipulate the life energy via incantations known as mudras. By combining the three mudras, sacred hand symbols that represent heaven (Ten), earth (Chi) and man (Jin) they are capable of creating superhuman effects.

Cloak and Dagger

With a variety of tools at their disposal, ninjas are able to adapt to most any situation. Be it their manipulation of aether, the blades at their side or the shadows themselves, ninjas reliable use every advantage to see their mission completed.

Creating A Ninja

The way of the ninja is closely guarded by its practitioners and so when creating one of these shadowy operatives, one must consider how they received their training. Do you hail from a long line of ninjas whose secrets have been passed down your bloodline? Perhaps you were scouted from the shadows and recruited into the training regiment by a master. You must also determine why your ninja is travelling, are they on a mission for their master or employer, or have they been forced to go on the run to survive. Perhaps you have decided to put your many talents to use for your own benefit.

Quick Build

You can make a ninja quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the criminal background (spy variant).

The Ninja
Level Proficiency Bonus Features Fleet of Foot Movement
1st +2 Expertise, Mudra, Ninjutsu
2nd +2 Cunning Action, Fleet of Foot +5ft.
3rd +2 Class Archetype +5ft.
4th +2 Ability Score Improvement +5ft.
5th +3 Extra Attack +5ft.
6th +3 Class Archetype Feature, Fleet of Foot Improvement, Mudra Improvement +10ft.
7th +3 Assassinate, Expertise Improvement +10ft.
8th +3 Ability Score Improvement +10ft.
9th +4 Uncanny Dodge, Mudra Improvement +10ft.
10th +4 Reliable Talent, Fleet of Foot Improvement +15ft.
11th +4 Class Archetype Feature +15ft.
12th +4 Ability Score Improvement +15ft.
13th +5 Blindsense +15ft.
14th +5 First Striker, Fleet of Foot Improvement +20ft.
15th +5 Perfect Dodge +20ft.
16th +5 Ability Score Improvement +20ft.
17th +6 Class Archetype Feature +20ft.
18th +6 Elusive, Fleet of Foot Improvement +25ft.
19th +6 Ability Score Improvement +25ft.
20th +6 Kassatsu +25ft.

Class Features

As a Ninja, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armour
  • Weapons: Simple Weapons, blowguns, longswords, shortswords
  • Tools: Disguise Kit, Thieves' tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) 2 Daggers
  • (a) a simple weapon
  • (a) a short bow and 20 arrows
  • (a) a set of leather armour
  • (a) a set of Thieves' Tools
  • (a) a dungeoneer's pack or (b) an explorer's pack

Mudra

Beginning at 1st level, you have learned to channel life energy through your body and use it to manifest supernatural effects. There are three varieties of mudra that you gain access to as your ninja training progresses. You gain access to the Ten mudra at 1st level, the Jin mudra at the 6th level and the Chi mudra at the 9th level. You have a number of mudra points of each type equal to your proficiency bonus + Wisdom ability modifier. You spend these mudra points when using certain ninja class features. You regain all expended mudra points when you complete a short or long rest.

When a feature makes use of a mudra it may require your target to make a saving throw against the attack or work in a similar way to spell casting. For such effects use the following calculations:

Mudra save DC = 8 + your proficiency bonus + your Wisdom modifier

Mudra attack modifier = your proficiency bonus + your Wisdom modifier

Ninjutsu

Also beginning at 1st level, you are able to cast ninjutsu. The list of ninjutsu available to you and the mudra cost is listed at the end of the class description.

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 7th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Fleet of Foot

Also starting at 2nd level, your training has lead to you becoming a highly agile fighter. Your speed is increased by 5ft. This bonus increases when you reach certain ninja levels, as shown in the Ninja table.

Class Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your ninja abilities. Your archetype choice grants you features at 3rd level and then again at 11th and 17th level.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Assassinate

Beginning at 7th level, when you make a melee weapon attack while invisible, your attacks crit on a die result of 18, 19 or 20.

Uncanny Dodge

Beginning at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Reliable Talent

Beginning at 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Beginning at 13th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

First Striker

Beginning at 14th level, you gain advantage on initiative rolls and your first attack roll during combat has advantage.

Perfect Dodge

Beginning at 15th level, when you take the dodge action, until the start of your next turn you gain a bonus equal to your wisdom ability modifier to your AC and your Dexterity saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Kassatsu

Beginning at 20th level, when you roll for initiative you recover 3 mudra points and may split them up across the three types of mudra as you see fit.

The Path of a Ninja

The ninjas of Doma are specialists who train thoroughly to take on a variety of missions on behalf of their country. A discipline that has a deep tradition as a foundation, ninjas are equipped for nearly any situation. Yoshimitsu are combat specialists who are masters of duel wielding to swiftly pick their foes apart. Shinobi are ninjas who have studied the flow of life energies and how to manipulate the power of mudras to their assist in their efforts. Shadows are ninjas who've mastered the art of subterfuge, able to infiltrate any facility.

Yoshimitsu

Carrying the name of legendary daggers from days long passed, the Yoshimitsu are highly skilled warriors that specialize in dual wielding their weapons, relying on their skill with steel above all else to see their mission complete.

Dual Wielding Adept

Beginning at 3rd level, your skill while fighting with a weapon in each hand has improved greatly. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, your AC is increased by 1.

Mug

Beginning at 6th level, your quickness allows you to deceive as efficiently as you strike. You are able to attempt to steal from a creature within 5ft. of you as a part of your Cunning Action feature.

Additionally, when making a Sleight of Hand (Dexterity) skill, you may add your Wisdom ability modifier as a bonus to the roll. You do not gain this bonus when used as a part of your cunning action.

Dream Within A Dream

Beginning at 11th level, when you make a melee weapon attack as a bonus attack with your offhand weapon, you make two attacks.

Shuhiko

Beginning at 17th level, you've learned to channel mudra through your weapons to increase their . You add your Wisdom modifier to weapon damage rolls.

Shinobi

Masters of sword and spell, Shinobi are generalists who have focused on mastering mudras and the manipulation of life energy to suit many situations. From concealment and escape to overpowering fearsome foes, Shinobi are able to use mystic artes to solve any number of problems

Meisui

Beginning at 3rd level, as a bonus action you may take 1 level of exhaustion to recover all missing mudra points.

Tangential Understanding

Beginning at 6th level, you gain proficiency in the Arcana skill.

Advanced Ninjutsu

Beginning at 11th level, your mastery over mudra allows you to empower your ninjutsu casts. By spending twice the mudra cost, the ninjutsu gains an additional effect noted in its description.

Ten Chi Jin

Beginning at 17th level, you are able to create a field of life energy which allows you to cast ninjutsu without spending mudra points. The field has a radius of 10ft. centered on you for one minute or until you have used it to cast three ninjutsu. . You may use this feature once. Use of this feature is recovered when you complete a long rest.

Shadow

Shadows are masters of stealth and infiltration. Having mastered the ability to hide their presence, they have no issue in finding their way through any door or around any guard. Though rarely regarded as the source of a problem, Shadows are notorious for the chaos they can cause when left alone behind enemy lines.

Thinning

Beginning at 3rd level, you've mastered a dangerous yet effective way of achieving invisibility by dispersing the aether of your body. As a bonus action, you become invisible by taking 1 level of exhaustion. Anything you are wearing or carrying is Invisible as long as it is on your person. The effect ends when you Attack, cast a spell, cast a ninjutsu, or have been invisible for 1 minute.

All Fours

Beginning at 6th level, you've learned to move with suberb stealth. Your steps do not make sound when you walk and any fall damage you take is halved.

Trick Attack

Beginning at 11th level, while you are invisible you may use your action to perform a disorienting attack against an opponent. You make a melee weapon attack against a target and on hit the creature must succeed on a Intelligence saving throw against your Mudra save DC. On a failure all attacks made against the creature have advantage until the start of your next turn.

Unseen Shadow

Beginning at 17th level, you have learned to maintain your invisibility no matter how hard you push yourself. By spending one mudra of any type you may make an attack, cast a spell or cast a ninjutsu without losing your invisibility.

Ninjutsu List

As you develop your skills as a ninja, you develop powerful ninjutsu that allow you to manipulate aether for a wide variety of effects.

Armor Crush

Requirement: 3rd level ninja
Cost: 2 mudra of any type
As a bonus action you temporarily fill the weapon in your main hand with aether, making it easier to pierce the armour of a foe. Instead of making attack rolls, the target creature of your attacks until the start of your next turn must make a Dexterity saving throw against your Mudra save DC or be hit by the attack. These attacks deal bonus force damage equal to your Wisdom modifier.
Enhanced Ninjutsu. Your Mudra save DC gains a +2 bonus when attacking with armor crush damage and the bonus damage is increased to double your Wisdom modifier.

Choho

Requirement: 1st level ninja
Cost: 1 mudra of any type
As a bonus action, you become invisible. Anything you are wearing or carrying is Invisible as long as it is on your person. The effect ends when you Attack, cast a spell, cast a ninjutsu, or have been invisible for 10 minutes.

Doton

Requirement: 9th level ninja
Cost: 1 of each of the three types of Mudra
As an action, you create a circle of corrupted earth on the ground centered on a point around you. You are unaffected by the corrupted earth. The circle has a radius of 10ft. and is considered to be difficult terrain for all creatures except for you. Creatures take 2d4 necrotic damage for every 5ft. they travel within Doton. When Doton appears, all creatures within the ring make a Dexterity saving throw, taking 4d4 necrotic damage and half as much on a successful save. You are unaffected by this damage.
Enhanced Ninjutsu. The damage a creature takes when they move through the ring is increased by 2d4 and each time a creature takes damage from Doton they must succeed on a Constitution saving throw or become poisoned for one minute.

Fuma Shuriken

Requirement: 1st level ninja
Cost: 1 mudra of any type
As an action, you create whirling blades of wind that take the form of a large shuriken and throw it at a target creature within 60 feet. You make a mudra spell attack against the target, dealing 1d12 thunder damage on hit.
Enhanced Ninjutsu. Hit or miss, the shuriken explodes with a burst of wind energy. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d8 thunder damage.

Goka Mekkyau

Requirement: 15th level ninja
Cost: 2 Ten mudra and 3 mudra of any type
As an action you creature a fiery typhoon at a location you can see within 120ft. of you. All creatures in a 20ft. radius must succeed on a Dexterity saving throw or take 4d6 fire damage and 4d6 thunder damage, or half as much on a success. The affected area continues to burn for 1 minute afterwards. A creature entering the space for the first time or starting their turn in the area takes 1d10 fire damage.
Enhanced Ninjutsu. The damage is increased by 4d6 fire damage and the affected area becomes difficult terrain while it is burning.

Hollow Nozuchi

Requirement: 15th level ninja
Cost: 2 Jin mudra and 3 mudra of any type
As an action, you summon an aetherial snake tails that make up to 5 attacks against creatures within a 120ft. radius centered on you. These attacks may be split up across up to five targets or be focused on a single target. Make a mudra spell attack against each creature, dealing 2d6 bludgeoning damage on hit.
Enhanced Ninjutsu. Hollow Nozuchi creates striking snake heads which attempt to bite creatures instead, dealing piercing damage instead and dealing a bonus 1d6 poison damage on hit. Each time a creature is hit by an attack it must make a Constitution saving throw or become poisoned for one hour.

Huraijin

Requirement: 13th level ninja
Cost: 2 Ten mudra and 2 mudra of any type
As a bonus action, you infuse your weapon with wind aether increasing the effectiveness of one of your weapons for one hour. Your attack and damage rolls gain a +1 bonus to attack rolls and deals 1d4 additional thunder damage.
Enhanced Ninjutsu. The attack roll bonus is increased to +2 and the damage roll bonus is increased to 2d4 thunder damage.

Huton

Requirement: 9th level ninja
Cost: 1 of each of the three types of Mudra
As a bonus action, you use mudra to heighten your body's abilities for 1 minute. Your speed is doubled, you gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over it.
Enhanced Ninjutsu. You can cast Huton on a willing creature that you can touch. You must maintain concentration as you would for a spell for the creature to maintain this effect.

Hyosho Ranryu

Requirement: 13th level ninja
Cost: 2 Chi mudra and 2 mudra of any type
As an action, you create 6 shurikens of ice. Each shuriken hits a creature of your choice that you can see within range. A shuriken deals 1d4 + 1 cold damage to its target. The shuriken all strike simultaneously, and you can direct them to hit one creature or several.
Enhanced Ninjutsu. You create twice the number of shurikens.

Hyoton

Requirement: 9th level ninja
Cost: 1 Chi mudra and 1 mudra of any type
As an action, you release a burst of icy energy in a 30ft. cone in front of you. All creatures in the effected area must succeed on a strength saving throw against your mudra save DC taking 4d6 cold damage and become restrained, or take half as much damage on a success and not become restrained.
Enhanced Ninjutsu. The damage is increased by 2d6 cold damage and the affected area become difficult terrain for 1 minute.

Katon

Requirement: 6th level ninja
Cost: 1 Ten mudra and 1 mudra of any type
As an action, you conjure a fire ball and throw it at a location within 60ft. of you. The fire ball explores in a 20ft. radius sphere and all creatures in the affected area must make a Dexterity saving throw, taking 6d6 fire damage on a failure and half as much on a success.
Enhanced Ninjutsu. The damage is increased by 2d6 fire damage and the affected radius is increased by 10ft.

Meiton

Requirement: 3rd level ninja
Cost: 1 mudra of any type
As a bonus action, you create a 20-foot-radius sphere of smoke centered on a point around you. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Enhanced Ninjutsu. Each creature that starts its turn within the sphere of smoke must make a Constitution saving throw, becoming poisoned for 1 minute on a failure. You are immune to this effect.

Phantom Kamaitachi

Requirement: 15th level ninja
Cost: 2 Chi mudra and 3 mudra of any type
As an action, you create a phantom copy of yourself which attacks in tandem with you. You make a two melee mudra attacks, dealing 2d10 thunder damage on hit. Additionally, you gain the effect of the dodge action.
Enhanced Ninjutsu. Your phantom makes two additional weapon attacks.

Raiju

Requirement: 17th level ninja
Cost: 3 Chi mudra and 3 mudra of any type
As an action you wreath your body in lighting an release is in one of two ways:

Forked Raiju. You instantaneously appear in an unoccupied space next to a creature within 30ft. of you. All creatures within 5ft. of your location must succeed a Dexterity saving throw against your mudra save DC or take 10d6 lightning damage and half as much on a success.

Fleeting Raiju. You release a flood of lightning energy around a creature you can touch. You make a mudra spell attack, dealing 10d8 lightning damage on hit.
Enhanced Ninjutsu. The number of damage die rolled for the chosen Raiju doubles.

Raiton

Requirement: 6th level ninja
Cost: 1 Jin mudra and 1 mudra of any type
As an action, calling on the power of the Chi mudra, you call down a bolt of lightning at a location you can see within 60ft. of you. The lightning bursts dealing damage to all creatures within a 10ft. radius of the location. Each creature must make a Dexterity saving throw against your mudra save DC, taking 5d8 lightning damage on a failure and half as much on a success.
Enhanced Ninjutsu. When enhanced, you may call down two bolts of lightning. You may call them to the same location and strike same creatures a second time. The creatures must repeat the saving throw.

Shukuchi

Requirement: 3rd level ninja
Cost: 2 mudra of any type
As a bonus action, you teleport up to 30 feet to an unoccupied space that you can see.

Suiton

Requirement: 9th level ninja
Cost: 1 of each of the three types of Mudra
As an action, emphasizing the power of the Jin mudra, you create a powerful geyser of water to erupt from beneath you in a 10ft. radius circle. Each creature in the affected area must make a dexterity saving throw, taking 4d8 bludgeoning damage on a failure, and half as much damage on a success. Additionally, you and any items you are wearing or carrying become invisible for 1 minute. The invisibility ends when you attack, cast a spell or ninjutsu, or after 1 minute has passed.
Enhanced Ninjutsu. The damage is increased by 2d8 bludgeoning damage and all creatures in the affected area must succeed on a strength saving throw against your mudra save DC or be knocked back by 15ft.

Pre-Project Meteor Survivor Paladin

Click HERE! to find the original Paladin archetype build.

Sultansworn Paladin

With a blade enshrouded in gleaming light, the knight dashed forward, cutting into the dark creature who has been roaming the country side. After a few skilled swings of their blade the foes fell to the earth.

A noble smiles up at their attending knight as they walked the streets of their domain. An outsider attempting to weaken the land attempts to make their mark, shooting an arrow from above, without a second thought the knight steps in the way of the arrow, the attack clanking off their armor.

Dressed in armour and white robes, the adventurer clutches their holy symbol can their incantations give their convictions form as divine line shines down on their foes all around.

Paladins are skilled fighters who have learned to infuse their very will into their weapons and armour, allowing them to fight far beyond their limits.

Conviction Made Manifest

The Sultansworn Paladins first appeared in defense of their leader in the early days of their city state of Ul'Dah. One knight's deep conviction to protect their people allowed them to fuse their life force into their shield to block a deadly blow from an enemy mage in defense of innocence. This infusion of aether into armaments has become the corner stone of paladin arts.

Divine Words and Sacred Steel

Paladins are known for their immense defensive potential, often seen wield swords and shields, and draped in heavy armour for protection, they are immovable fighters. This peerless defense is coupled with divine incantations to cast spells that reflect their pure intentions, powered purely by their conviction to carry out their duty.

Creating a Paladin

Paladins come from many walks of life, be it rank and file soldiers who awaken to these power, intentionally trained warriors, or hometown heroes who accidentally stumbled on the sacred arts themselves thanks to their own force of will. Often times a Paladin will have some sort of mentor figure to lean on and learn from but it isn't neccessary as a particularly skilled paladin could teach themselves as they explore their powers. At the end of the day, paladins draw their power from their own force of will and must live or die by it. One must consider why the Paladin might be setting off on an adventure. Are they seeking to protect their home? In service of a master, or seeking redemption or revenge. Paladins act with purpose and you must understand what that purpose is.

Quick Build

You can make a Paladin quickly by following these suggestions. First make Strength your highest ability score, following with Charisma. Second take the Soldier background.

The Paladin
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Aetherial Arms, Sworn Protector
2nd +2 Fighting Style, Spellcasting 2
3rd +2 Martial Devotion 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Devotion Archetype Feature 4 2
7th +3 Aura of Intervention 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Devotion Archetype Feature 4 3 2
11th +4 Seasoned Fighting Style 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Devotion Archetype Feature 4 3 3 1
15th +5 Spell and Steel 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Knight's Benediction 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Unending Conviction 4 3 3 3 2

Class Features

As a Paladin, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All armor, Shields
  • Weapons: simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Charisma, Constitution
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a martial weapon and shield or (b) two martial weapons
  • (a) 5 javelins or (b) a simple weapon
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a chain shirt and a holy symbol related to your home region

Aetherial Arms

Beginning at 1st level, you are able to fill your equipment with aether to assist you in battle. As a bonus action you can focus your aether into your weapon, shield or armour to produce various effects:

Weapon. For 1 minute you, attacks with your weapon deal bonus radiant damage equal to your proficiency bonus.

Shield. For 1 minute your AC gains a bonus equal to half your proficiency bonus (rounded down).

Armor. For 1 minute when you take damage, it is reduced by a number equal to your proficiency bonus.

You can infuse your weapons with aether a number of times equal to your proficiency bonus. Uses of this feature are refreshed when you complete a long rest.

Sworn Protector

Beginning at 1st level, as a bonus action you swear an oath of protection to an ally within 10ft. of you, filling them with protective aether. While you are within 10ft. of the creature they have resistance to all damage, but when they take damage, you receive the same amount of damage. On your turn, you can use your bonus action to end this oath or change the target of the oath.

Fighting Style

Also beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Martial Devotion

At 3rd level, you choose your paladin's martial devotion. You choose between the Arms Master, Great Knight or Crusader.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Intervention

Beginning at 7th level, you constantly emanate a benevolent aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

When an allied creature is reduced to 0 hit points while in your aura, as a reaction you can reinforce their will. They drop to 1 hit point instead. They can’t benefit from this feature again until they finish a long rest.

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

Seasoned Fighting Style

Beginning at 11th level, you can choose a second option from the Fighting Style class feature.

Spell and Steel

Beginning at 15th level, when you cast a spell, you may use your bonus action to make a melee weapon attack.

Knight's Benediction

Beginning at 18th level, the strength of your conviction allows you to rapidly recover from wounds. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Unending Conviction

Beginning at 20th level, when you roll initiative and have no more uses of your aetherial arms feature left, you gain 2 uses of aetherial arms.

Indomitable Conviction

The sultansworn paladins have a storied history of serving their lands and the people who call them home. It was through deep conviction that their powers awakened and the traditions of paladins were established. Today Paladins walk three paths depending on the needs of their home. The Arms Masters seek to form this conviction into raw power to slay their foes, while Great Knights seek to shield those they care for. Some paladins seek to continue elevate their arts, focusing on spell casting.

Arms Masters

Seeking to become master of their craft, Arms Masters are warriors at heart who seek make their weapons a natural extensive of themselves. These highly skilled paladins seek to balance their renown defensive ability with unrelenting offense.

Sword Oath

Beginning at 3rd level, while your Aetherial Arms feature is empowering your weapon it glows with a shining light. The weapons emits bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, the weapon gains an additional bonus to attack rolls equal to half of your proficiency bonus.

Aura of Valor

Beginning at 6th level, you constantly emanate a prideful aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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

Rage of Halone

Beginning at 10th level, while your Aetherial Arms feature is empowering your weapon, as a bonus action you may make an attack with it.

Spirits Within

Beginning at 14th level, while your Aetherial Arms feature is empowering your weapon, the weapon deals bonus radiant damage equal to your Charisma modifier.

Great Knight

The Great Knights are paladins who are fully committed to the original goals of the sultansworn paladins, defense of their liege, their home and their people. The earliest paladins infused their shields with aether to defend the commonfolk and Great Knights hope to elevate this simple principle to ensure their charges live to tell their stories.

Shield Oath

Beginning at 3rd level, while your Aetherial Arms feature is empowering your shield it glows with a shining light. The shield emits bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, the shield's bonus AC is increased by your proficiency bonus.

Aura of Truth

Beginning at 6th level, you constantly emanate an aura of clarity while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Any enemy creature that enters your aura must succeed on a Charisma saving throw or have their intentions revealed to you, imposing disadvantage on their next attack roll against you. An invisible creature that fails this saving throw is revealed.

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

Sentinel

Beginning at 10th level, while your Aetherial Arms feature is empowering your shield and you have a creature under the effect of Sworn Protector, as a reaction you can apply your aetherial arms shield bonus to their AC as long as they stay within range of sworn protector until the start of your next turn.

Passage of Arms

Beginning at 14th level, when your shield is empowered by your Aetherial Arms feature, as an action you manipulate the aether of your aura into a powerful barrier. All creatures in a 30ft. cone take reduced damage equal to your proficiency bonus + your charisma modifier until the start of your next turn.

Using this feature ends the current effect of the aetherial arms feature.

Crusader

Paladins in addition to great martial skill have developed magic which reflect their pure hearted convictions, manifesting as divine magic. Crusaders seek to rapidly expand the school of divine magic.

Stave Oath

Beginning at 3rd level, you've sworn an oath to master divine magic. Your convictions manifest as a pool of aetherial energy you can use to cast your paladin spells. You have a pool of points equal to your proficiency bonus. When you cast a Paladin spell, instead of spending a spell slot, you may spend a number of these points equal to the spell's level to cast the spell.

These points are recovered when you complete a long rest.

Aura of Faith

Beginning at 6th level, you constantly emanate a soothing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

When you cast a paladin spell, as a bonus action you can recycle the aether of the spell, healing yourself and a number of creatures equal to half your proficiency bonus (rounded down) by a number of hit points equal to your Charisma ability modifier.

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

Chivalrous Casting

Beginning at 10th level, when you cast a spell using a spell slot you gain a number of Stave Oath points equal to half the spell level (rounded down, minimum of one stave oath point). You do not gain stave oath points when you cast a spell using your Stave Oath feature.

Requiescat

Beginning at 14th level, when you cast a spell, you can spend Stave Oath points equal to the spell's level to manipulate key elements of the spell to better suit your needs. You do not gain Stave Oath points from the cast of a manipulated spell.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend Stave Oath points equal to the spell's level and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you spend Stave Oath points equal to the spell's level to change the casting time to 1 bonus action for this casting.

Reaper

As a honed blade cuts through the air, the satisfying shearing of wind echoes through the night, interrupted only by the sound of rending flesh. Those who'd harm the realm further are cut down one by one in a flurry of steel by a figure draped in black.

Two black figures surround a ferocious beast, one wielding a blade like a talon, the other rending the beast with claws, working together to take down the formidable foe in tandem.

Cloaked in shadows, a figure receits ancient spells, raining destruction on the battle field as a haunting specter keeps the legion of invaders busy. Those who survive the ordeal will have nightmares for the rest of their days.

The art of reapers was believed to be lost during the magitek revolution in the Garlean empire, but practitioners continue to combine the powers of the void and deadly scythes to this day, watching and operating from the shadows.

Allies From Beyond

Historically, reapers acted as special forces and assassins on behalf of the Garlean Empire prior to the discover of magitek and the nation's industrial revolution. Reapers would forge contracts with voidsent and go through rigorous training in secluded mountain top villages and underground facilities hidden from view. They acted as the will of their leaders, destroying the foes of their nation with swift and deadly precision. Today the Reapers operate in small cohorts as mercenaries or alone. Their identities well hidden and their secrets well kept.

Dark Vows

Reapers draw their power from their contract with their special voidsent ally, the Void Avatar. By offering some of their life force, the Avatar serves the reaper on the battle field and bestows upon them the gift of a macabe momento to channel dark magics.

Creating a Reaper

When creating a reaper, you must consider how they came upon their profession. Did they fumble their way into a contract with a voidsent in pursuit of power or out of desperation? Were they welcomed into a cohort of reapers and taught the deadly arts? One must consider the many paths you have taken to end up with the power of a voidsent by your side.

You must also consider where they've learned to balance their martial prowess with dark magics. Has the voidsent imparted more than just arcane arts to the warrior? Did they have a mentor who helped them harness their rage and focus it on the single minded quest for vengeance? The reaper has many talents and combines new found power with them to become the deadly avenger they wish to be.

Reaper
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Dark Alliance
2nd +2 Fighting Style, Spellcasting 2
3rd +2 Reaper Archetype, Enshroud 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Sixth Sense 4 2
7th +3 Archetype Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Harvest Moon 4 3 2
10th +4 Death's Design 4 3 2
11th +4 Archetype Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Shadow Walk 4 3 3 1
14th +5 Void Gaze 4 3 3 1
15th +5 Archetype Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Dark Martyr 4 3 3 3 1
18th +6 Gate of Tartarus 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Vessel of Death 4 3 3 3 2

Quick Build

You can make a Reaper quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the Folk Hero background.

Class Features

As a Reaper, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armour, Medium Armour
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: none

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Perception and Religion.
  • Languages: Abyssal
Battle Scythe

Reapers make use of a specialized scythe which has the following properties. Two-Handed, Finesse, deals 2d4 slashing damage. Cost 20gp.

Equipment

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

  • (a) Battle Scythe or (b) one martial melee weapon
  • (a) two Handaxes or (b) a Light Crossbow and 20 bolts
  • (a) scale mail or (b) leather armor
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • A Momento bestowed to the reaper by the voidsent

Dark Alliance

At 1st level, you form a contract with a voidsent known as a Void Avatar. Drawn to your location due to massive loss of life, you've formed a contract to borrow power from the voidsent and received a momento from it to symbolize your contract. You can review their stats in the statblock below.

In combat, the voidsent acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the voidsent to take the Attack action. If you are incapacitated, the voidsent can take any action of its choice, not just Dodge.

When the voidsent is killed, its essence returns to your momento. You can use your action to touch your momento and expaned a spell slot of 1st level or higher. The voidsent regains its form after 1 minute with all its hit points restored.

When you finish a long rest, you may resummon your voidsent from its momento. If it is still active it regains all its hit points.


Void Avatar

Medium Fiend (Voidsent)


  • Armor Class 13 + PB
  • Hit Points 5 + four times your class level (the Avatar has a number of Hit Dice [d6s] equal to your Reaper level)
  • Speed 30ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11(0)

  • Senses darkvision 60ft., passive Perception 12
  • Languages understands the languages of its summoner but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Void Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Rend. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 9 (1d8 + 2 + PB) slashing damage

Spellcasting

By 2nd level, you have learned to draw on the power of the void to cast spells as with your avatar's help. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the Reaper spell list.

Preparing and Casting Spells

The Reaper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expand a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Reaper spells that are available for you to cast, choosing from the Reaper spell list. When you do so, choose a number of Reaper spells equal to your Wisdom modifier + your Reaper level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Reaper, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Reaper spells requires time spent in study and review: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Reaper spells. The power of your spells comes from your bond with your void avatar. You use your Wisdom whenever a Reaper spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Reaper spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Reaper spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use your momento from the voidsent as a spell casting focus for your Reaper spells.

Fighting Style

Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of lhe second attack.

Reaper Archetype

At 3rd level, you choose your focus as a Reaper: Death's Blade, Grim Keeper or Doomsinger. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Enshroud

Also, beginning at 3rd level, while your voidsent is active you may use your bonus action to act as a host for your void avatar. The Void Avatar becomes one with you, cloaking you in its dark magic and leaving the battle field while hosted inside of you. When you do so, you may spend a number of hit die up to your proficiency bonus and gain temporary hit points equal to the result. While hosting the Void Avatar, you may use your bonus action to return it to return it to the battle field or gain temporary hit points again.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sixth Sense

Beginning at 6th level, you may cast the See Invisibility or Speak with Dead spell without expending a spell slot once per day.

Harvest Moon

Beginning at 9th level, as an action, you unleash a large sweeping attack imbued in necrotic energy. All creatures in a 10ft. radius cricle centered on you make a Dexterity saving throw against your Reaper spell save DC, taking damage equal to your weapon damage + 1d12 necrotic on a failure, and half as much on a success.

If you are hosting your void avatar, this attack deals bonus necrotic damage equal to your wisdom modifier.

Death's Design

Beginning at 10th level, you when you hit a creature with a melee weapon attack, you can expend one Reaper spell slot to empower your swing, filling your target with dark energies. The creature must make a Charisma saving throw against your Reaper spell save DC. On a failure a creature takes 3d8 necrotic damage and becomes frightened. On a success, the creature takes half as much damage and does not become frightened. This damage increases by 1d8 for each spell above 1st.

A frightened creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight and the creature can’t willingly move closer to the source of its fear.

Shadow Walk

Beginning at 13th level, while you are hosting the Void Avatar, as a bonus action you can become incorporeal until the end of your turn. You can move through other creatures and Objects as if they were Difficult Terrain.

You take 5 (1d10) force damage and are ejected to the nearest unoccupied space if you end your turn inside an object.

You may do so a number of times equal to your Wisdom ability modifier. Uses of this feature are recovered when you complete a long rest.

Void Gaze

Beginning at 14th level, when you are hosting the Void Avatar, you gain 30ft. of True Sight.

Dark Martyr

Beginning at 17th level, when you are reduced to 0 hit points and not outright killed, as a reaction, you may dismiss your void avatar to recover 4d8 + your Wisdom modifier hit points before falling prone. You may not summon your void avatar again until you complete a long rest.

Gate of Tartarus

Beginning at the 18th level, you may cast the Plane Shift spell without requiring the material components. You may not use the spell to banish an unwilling an unwilling creature. You may cast Plane Shift in this way once without experiencing detrimental effects, additional uses of the spell before completing a long rest cause a level of exhaustion to all creatures affected.

Vessel of Death

Starting at 20th level, you always have the benefit of hosting the void avatar.

The Grim Harvester

The reaper travels the world seeking retribution for the wrongs inflicted on the world or enforcing the will of others for the right price. Often found wielding a large scythe and wielding the powers of the void, Reapers bring devestation to their foes to punish their misdeeds. Death's Blades focus on becoming peerless fighters, using their void powers to improve their martial prowess. Grim Keepers focus on a two pronged approach to battle, coordinating with their Avatar to take their foes on. Finally, Doomsingers seek to use forbidden dark magics to dismantle their foes alongside their scythe.

Lemure

Reapers who decide to focus on their skill with the scythe come to be known as Lemures. These specialized fighters spend most of their time focused on their procifiency in martial combat, using their voidsent partner to augment their natural fighting abilities.

Soul Slice

Beginning at the 3rd level, when you hit a creature with a melee weapon attack, you can expend one Reaper spell slot to deal empower your swing, striking all creatures within 5ft. of the original target. All affected creatures must make a Dexterity saving throw aginst your Reaper spell save DC. On a failure a creature takes 2d6 necrotic damage and half as much on a success. This damage increases by 1d6 for each spell above 1st.

While you are acting as a host for your Void Avatar, instead of all creatures within 5ft. of the original target, the range is increased to a 15ft. cone originating from the original target creature.

Wraith Walk

Beginning at the 7th level, you may spend a spell slot of 1st level or higher to gain the effects of hovering and increase your base speed by 5ft. for 1 minute. For each spell slot above 1st, your movement speed increases by an additional 5ft.

Reaper's Rend

Beginning at the 11th, while you are hosting your void avatar, as a bonus action you may order the avatar to make an attack.

Hands of Death

Beginning at the 15th level, while you are hosting your void avatar, necrotic energies swirl around your weapon, increasing the range of your melee weapon attacks by 5ft. Additionally, other creatures provoke an opportunity attack from you when they enter the reach you have with your weapon.

Grim Keeper

Reapers who work in tandem with their voidsent ally are known as Grim Keepers. Acting as partners in crime, the Grim Keeper guides the voidsent through the world of the living and directing their wrath to the proper targets.

Shared Presence

Beginning at the 3rd level, when you cast a spell you may cast the spell as if you were standing where your avatar is. Spells which use you as their point of origin may instead use your avatar as the point of origin. These spells do not cause damage to your avatar. You can use this feature three times. You regain expended uses of this feature when you finish a long rest.

Death Perception

Beginning at the 7th level, while your void avatar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your avatar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the avatar has. During this time, you are deaf and blind with regard to your own Senses.

Ravenous Rending

Beginning at the 11th, your void avatar can make two attacks when you command it to use the Attack action.

Gluttony

Beginning at the 15th level, as an action, you imbue the void avatar with immense necrotic energy. Any creature hostile to you that moves to a space within 10 feet of the Avatar for the first time on a turn must succeeed on a Dexterity saving throw against your Reaper spell save DC. The creature takes 20 necrotic damage on a failed save, or half as much damage on a successful one. The energy fades when it has dealt a total of 60 damage.

You may do this a number of times equal to half your proficiency bonus, rounded down. Uses of this feature recover when you complete a long rest.

Doomsinger

Speaking in long forgotten tongues accessing forbidden techniques, Doomsingers use the souls of the recently deceased to fuel their spells and continue the mayhem they sought to create. Doomsingers have leaned more heavily into the magical arts, defending themselves with powerful spells instead of brutish weapons.

Soulsow

Beginning at the 3rd level, when a hostile creature dies within 30ft. of you, you capture its life essence in your momento. You are able to hold a number of souls in your momento equal to your proficiency bonus. When you complete a long rest, the souls in your momento dissipate. You may cast a Reaper spell by spending a number of souls equal to twice the level of the spell you are casting.

While you are hosting your void avatar, the range of soul capture is increased to 60ft.

Bonus Cantrip

Also beginning at the 3rd level, you know the Toll the Dead cantrip.

Keeper of Shadowy Secrets

Beginning at the 7th level, choose a skill from the following: Arcana, History, Insight, Medicine or Religion. You gain proficiency in that skill. If you are already proficient, you gain expertise in that skill.

Void Curse

Beginning at the 11th level, while you are hosting your avatar, as a bonus action you may spend 2 souls to attempt to curse a creature within 30ft. of you. The target creature makes a Charisma saving throw against your Reaper spell save DC. On a failure, the next saving throw that creature makes has a penalty equal to your proficiency bonus.

Hell's Regress

Beginning at the 15th level, when you are hit with a melee weapon attack, as a reaction, you may spend 1 soul and become briefly surrounded in a shadowy mist and teleport up to 30 feet to an unoccupied space that you can see.

While you are hosting your void avatar, you do not need to spend a soul to use this feature.

Red Mage

Like a lightning bolt streaking through the battlefield, she makes quick work of foe after foe. At the first sign of danger, the crimson beauty flips over the head of the foe behind her, letting loose a wave of energy as a parting gift.

A confident smirk spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.

As though a flower amongst a sea of weeds, the red mage leads their allies into battle. With a deep trust that they'll stay at their side, she turns her friends into the perfect dancing partners for this adventure, empowering them to match their grace.

Red Mages have drawn on a multitude of disciplines across the world, mixing black and white magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of becoming legendary.

Crimson Mage

Some fairy tales of Gyr Abania speak of the heroic deeds and daring adventures of mages clothed in crimson. These adventurers are known as Red Mages, and travel the world protecting the good in the world by drawing on both white and black magic, while mixing martial prowess into a flawless battle style.

Its Not About Fame

Their thirst for adventure, flashy style and renowned flair may lead many to believe that a Red Mage becomes an adventurer for the admiration of their fellow man, but that is not the case. Those who take the Red do so in order to take up arms to protect the good in the world and bring wrongdoers to justice.

Creating a Red Mage

When creating a Red Mage, you must consider why they may be heading out on their adventure. Did they become fed up with the oppressive nature of the world and seek the need to become a hero to the common man? They may have learned of a plot which endangers their home, perhaps the world as a whole and will stop at nothing to end it. Maybe it is simply a need to chase the thrill of adventure and become a hero of legend.

One key consideration to make as a Red Mage is where you came to learn your myriad of skills. Was it through the study of old tomes you discovered in an abandoned warehouse or library? Did you meet a mentor who saw great potential in you and introduced you to the art? Whatever the origin, you wield powerful skills with an artistic flair.

Quick Build

You can make a Red Mage quickly by following these suggestions. First make Charisma your highest ability score, followed by Dexterity. Second take the Folk Hero background. Third take the Fire Bolt, Jolt, Mage Hand and Prestidigitation cantrips, and the first level spells Chromatic Orb and Cure Wounds.

Half Caster Variant

You can try the half caster variant of this class HERE! This is a beta build created as part of Project Meteor Survivor.

Red Mage
Level Proficiency Bonus Features Flair Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dual Casting 1 4 2 2
2nd +2 Red Mage Style, Style Feature 2 4 3 3
3rd +2 3 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 Extra Attack 4 5 6 4 3 2
6th +3 Style Feature 4 5 7 4 3 3
7th +3 4 5 8 4 3 3 1
8th +3 Ability Score Improvement 4 5 9 4 3 3 2
9th +4 4 5 10 4 3 3 3 1
10th +4 Style Feature 5 6 11 4 3 3 3 2
11th +4 5 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 6 12 4 3 3 3 2 1
13th +5 6 6 13 4 3 3 3 2 1 1
14th +5 Style Feature 7 6 13 4 3 3 3 2 1 1
15th +5 7 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 8 6 14 4 3 3 3 3 1 1 1
17th +6 8 6 15 4 3 3 3 3 1 1 1 1
18th +6 Battle Flourish 9 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 9 6 15 4 3 3 3 3 2 1 1 1
20th +6 Acceleration 10 6 15 4 3 3 3 3 2 2 1 1

Class Features

As a Red Mage, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium Armor
  • Weapons: Simple weapons, Short Swords, Rapiers
  • Tools: Two sets of Artisan's Tools.

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Persuasion.

Equipment

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

  • (a) leather armour or (b) hide armour
  • (a) a rapier
  • (a) a light crossbow and 20 bolts or (a) a simple weapon
  • (a) a spellcasting focus
  • (a) an explorer's pack or (b) a dungeoneer's pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Red Mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the Red Mage spell list. You learn additional Red Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table.

Spell Slots

The Red Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the Red Mage spell list. The Spells Known column of the Red Mage table shows when you learn more Red Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Mage spells you know and replace it with another spell from the Red Mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Red Mage spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Red Mage spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a magically conductive stone inlaid in a decorative mount other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Red Mage spells.

Ritual Casting

You can cast any Red Mage spell you know as a ritual if that spell has the ritual tag.

Flair Points

At 1st level, you have a number of flair points determined by your red mage level as shown in the Flair Points column of the Red Mage table. You regain all expended flair points when you finish a short or long rest.

Dual Cast

At 1st level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.

Bonus Action Casting

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB 202).

Combat Style

At 2nd level, you choose a style as a Red Mage. Sword Dancer, Spell Slinger or Battle Rose, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Flourish

At 18th level, when you roll initiative and have 0 flair points remaining, you recover 1d4 flair points.

Acceleration

At the 20th level, you may cast two spells using Dual Cast, rather than one spell and one cantrip. You must then finish a long rest to use Acceleration again.

Battle with Style

To the Red Mage, battle and adventure are a stage, on which they are the protagonist. As one who has taken the Red, they focus their studies on either their swordplay, magic mastery or creating striking synergy with their allies on the battlefield.

Sword Dancer

You've taken up sword in hand, aiming to weave magic and might into a flawless, deadly dance. Your blade moves like the wind, and you ride the currents perfectly.

Corps-a-corps

At 2nd level, you have mastered the art of approaching a foe with lightning speed and delivering a powerful strike. As a bonus action, you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You make a weapon attack against the target, dealing a bonus 1d8 piercing damage if your attack lands.

Heroic Charm

At 6th level, your renaissance man nature has given you an edge in conversation. You may spend one flair point to reroll any charisma based ability check. You gain proficiency in a charisma skill of your choice.

Displacement

At 10th level, you have learned to flow between martial and magic combat effortlessly. By spending 1 flair point after taking the attack action you leap backwards through the air, landing up to 30ft. in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. This movement does not provoke attacks of opportunity. When you take this action, make a ranged spell attack against the target of your attack action, dealing 2d8 + your Charisma modifier force damage on hit.

Enchanted Blade

At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. You may spend one flair point to deal an additional 2d8 force damage on each damage roll when you make an attack with this weapon. You must declare you are doing so prior to your attack roll.

Spell Slinger

You've decided to master the casting of myriad magicks as a Red Mage. Your studies of the art have granted you the ability to rapidly cast spells at a speed that has never been seen before.

Manafication

At 2nd level, as a bonus action you may spend a number of flair points equal to twice the level of a spell you wish to cast, in place of using a spell slot.

Charmed I'm Sure

At 6th level, the trace amounts of magic in your body influence those you come into contact with. You may spend a flair point to gain advantage on a charisma ability check.

Quicksilver Casting

At 10th level, if you deal damage to a target with a cantrip, you may spend one flair point to gain advantage on a ranged spell attack against the target or cause the target to make dexterity saving throws against your spells with disadvantage until the end of your turn.

Liquification

At 14th level, as a bonus action you may spend a spell slot of any level to gain a number of flair points equal to twice the spell slot level. You may not gain flair points over your maximum number of points.

Battle Rose

You've focused on becoming the lead in battle, coming up with various methods to support your allies to be more effective in battle.

Dazzling Diversion

At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action you may spend on flair point to distract a target in melee within 5ft. of yourself. All melee weapon attacks performed by your allies against the target gain advantage until your next turn.

In Good Company

At 6th level, you may spend 1 flair point to tutor your ally in the art of appealing to others. One ally may use your charisma ability modifiers for charisma ability checks for up to 5 minutes. You may only share your charisma ability modifiers once. You must then finish a short rest to use In Good Company again.

Embolden

At 10th level, you have learned to fill your allies with fervor using your natural appeal. As an action you may spend 1 flair point to empower all allies within 10ft. of you. Damaging effects from your allies deal an extra 1d8 damage for until the end of your next turn.

Follow My Lead

At 14th level, as a bonus action you may spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, such that they act directly after you. You may only do this once. You must then finish a short rest to use Follow My Lead again.

Pre-Project Meteor Survivor Sage

Click HERE! to find the original build of the Sage.

Sage

Surrounded by foes, a steel hearted fighter could feel the tide of battle shifting away from them. As a goblin leapt at them their blade was blocked by a magical wall, a sage weaving their magics to protect their ally.

The ever analytical sage in the backline of the field continued to release their spells, with each blast of magic released, excess aether would flow into their allies, filling them with new found energy.

A beam of aether flashed through the air, striking the monstrous foes. The creature began to take steps towards the sage and their group, but their limbs swung heavily, eyes drooped and stomach churned, something was wrong andtheir advantage was lost.

The sages style themselves as highly skillful and effective healers in the world. Always seeking greater knowledge of healing arts and mastering their use, when someone has a sage at their back, they can breath far easier no matter how dire the situation.

To Heal and Protect

Sages aspire to become masterful healers using the intersection of natural and formal disciplines of healing to form the basis of their methods. Sages are driven by a burning desire to help others and take a highly meticulous approach to do so.

Stones Of Eld

Long ago, skilled healers of the house would make use of magical stones known as Adderstones, which they would position around the body of the sick in order to create a ley line allowing them to use powerful healing arts. The Adderstones would produce various effects based on their positioning alongside incantations of the healer. These magical stones form the basis of Sage's greatest tools the Nouliths, a collection of 4 enhanced adderstones controlled by an anchor stone the sage holds, allowing them to control and position the adderstones as an extension of their mind, weaving magic sigils to heal and harm.

Creating a Sage

Sages often had success in the medical world ahead of starting their path as a sage, or may have been mentored from a young age to wield the power. Either way it takes a strong understand of one's self and healing arts to even wield the nouliths. After the requisite baseline theories are understood a sage must have a source of knowledge to help unlock the power of the nouliths, be it a mentor, formal training or long forgotten tomes. Once a sage has begun this path they are often driven forward with the intent to protect others and bring succor to the world and its people. Be it heroic quests, mastery of their arts or the removal of those that would do harm, sage's are usually forces for good.

The Sage
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Dosis, Eukrasia, Spellcasting 3 2
2nd +2 Kardia, Sagely Specialization 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Teichos 4 4 3 2
6th +3 Specialization Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Specialization Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Specialization Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Icarus 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Somanoutic Recovery 5 4 3 3 3 3 2 2 1 1

Quick Build

You can make a Sage quickly by following these suggestions. First make Intelligence your highest ability score, following with Constitution. Second take the sage background. Third, take the Mage Hand, Mending and Prestidigitation cantrips and the first level spells Healing Word, Mage Armor and Magic Missile.

Class Features

As a Sage, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: no armour
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: tools

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

Equipment

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

  • (a) a Quarterstaff or (b) a Dagger
  • (a) a light crossbow and 20 bolts or (a) a simple weapon
  • (a) a Component pouch or (b) an arcane focus
  • (a) a Scholar's Pack or (b) an Explorer's Pack
  • A set of four nouliths and an anchor stone

Spellcasting

As an aspiring mage, you can cast sage spells, See the spell list included at the end of this document for the sage spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the sage spell list. You learn additional sage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sage table.

Preparing and Casting Spells

The Sage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expand a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of sage spells that are available for you to cast, choosing from the sage spell list. When you do so, choose a number of sage spells equal to your Intelligence modifier + your Sage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level sage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of sage spells requires time spent in study and review: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your sage spells. The power of your spells comes from your thorough research and preparation into aetherology. You use your Wisdom whenever a sage spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sage spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a sage spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a set of nouliths and your anchor stone as a spell casting focus for your sage spells.

Dosis

Beginning at 1st level, you have learned how to channel your aether through your nouliths offensively. As an action, you order a noulith to make a ranged spell attack, using your ranged spell attack bonus, on a creature within 60ft. of you. On hit, each dosis beam deals 1d8 force damage.

As you become better at controlling your nouliths you may make additional dosis attacks. You shoot two beams at 5th level, three beams at 11th level and four beams at 17th level. You may choose a different target for each attack.

Eukrasia

Also beginning at 1st level, when you cast a spell which restores hit points, you can instead grant the target of the spell temporary hit points equal to the healing that would be recovered + your Intelligence ability modifier.

Kardia

Beginning at 2nd level, as a bonus action, you have learned to leave a lasting aetherial connection between yourself and a creature that you can see within 30ft. of you. When you cast a spell which requires you to spend a spell slot, the creature receives healing equal to #d4 hit points where # is equal to your proficiency bonus.

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.

Teichos

Beginning at 5th level, you learn to project your aether into a solid sheet of energy which could be used as a wall or foothold. These sheets are 10ft. x 10ft. and are 1 inch thick and easily support a creature standing on it. They have an AC equal to your Spell Save DC and 10 hit points. As an action you can create one sheet of aether centered on a location you can see within 30ft. of you which persists for 1 minute.

A creature that attempts to push through the wall must make a Strength (Athletics) check contested by your spell save DC. This wall is translucent allowing creatures to see through it without difficulty. The aether wall provides three-quarters cover when calculating ranged attacks and spells that pass through the wall.

You may create one additional sheet of aether at the 10th, 15th and 20th level. You may connect the sheets of aether together in a chain outside your 30ft. range as long as the center point of the next sheet is within 20ft. of the center point of the prior sheet. You may dismiss any number of sheets as a bonus action.

Icarus

Beginning at 18th level, you gain a flight speed of 60ft.

Somanoutic Recovery

Beginning at 20th level, when you are reduced to 0 hit points and not killed outright, your nouliths automatically protect you. Your body is encased in an impenetrable barrier, preventing you from taking any damage until the end of your next turn and you recover 3d8 + your Intelligence Modifier hit points. This feature can activate once. Use of this feature is recovered when you complete a long rest.

The Curative Path

Sages are focused on manipulating the life forces of friends and foes. Most often they aim to mend and prevent the wounds of those around them, but using their vast knowledge to pick their foes apart with precision. The Savant focus on masterful healing arts above all else, ensuring whatever harms their party they'll be able to contend with. The Philosopher seeks to find ways to prevent the incoming damage altogether and provide special ways to twist their magicks. The Erudite takes a vastly different path seeking swift ends to conflict by manipulating the life energy of their enemies, allowing their foes to end threats quickly.

Savant

Savants are sages who aim to reach the absolute pinnacle of healing magic. Through careful study and precise application of theory, the savant heals more efficiently than most of their contemporaries.

Diagnosis

Beginning at 2nd level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. If the spell is being cast using Eukrasia, you can choose to apply this additional healing to the character's hit points instead of the temporary hit points.

Inverse Kardion

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Pepsis

Beginning at 10th level, as a bonus action you can convert all temporary hit points provided by you to creatures within 60ft. of you into healing, restoring hit points to creatures equal to the temporary hit points + your Intelligence modifier.

Perfected Eukrasia

Beginning of 14th level, while using your Eukrasia feature, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Philosopher

The philosopher aims to incorporate a careful approach and defensive maneuvers to protect their allies and reduce the active time needed to mend wounds. Philosophers aim to prevent damage altogether to allow both themselves and their allies to focus on the tasks at hand.

Soteria

Beginning at 2nd level, your spells which target yourself can also be used for a creature affected by your kardia feature.

Additionally, starting at 6th level, creatures who are under the Kardia effect gains a bonus to their saving throws equal to your proficiency bonus.

Barrier Parry

Beginning at 6th level, when a creature under the effect of your kardia feature is the target of an attack, you can use your reaction to reflexively protect your ally. They receive a +2 bonus to their AC until the start of your turn. You may do this a number of times equal to your proficiency bonus. Uses of this feature are refreshed when you complete a long rest.

Kardion Network

Beginning at 10th level, you can apply the effect of kardia to up to four creatures. All creatures receive healing from the kardia feature, but any self targeted spells may only affect a single creature.

Haima

Beginning of 14th level, you can use your action to weave a barrier that provides half cover for a creature under the effect of kardia for 1 minute. This persistent barrier gives the creature a +2 bonus to AC and Dexterity saving throws. More than one creature may be under the effect of haima. You can use haima a number of times equal to your proficiency bonus. Uses of Haima are recovered when you complete a long rest.

Erudite

An erudite sage focuses on wielding their noulithes to weaken their foes and prevent the harm at its source. By destabilizing the aether of their foes, they seek to make combat easier on their allies creating openings and softening their enemies up rapidly.

Eukrasian Dosis

Beginning at 2nd level, you can attempt to ruin the balance of aether in a creature struck by your dosis action. When you land a dosis attack, you can choose to overcharge the strike dealing bonus damage equal to your Intelligence modifier. The creature must also make a Intelligence saving throw and on a failure become poisoned for 1 minute. The creature may use their action on their turn to re-attempt the saving throw.

You may attempt to do this a number of times equal to your proficiency modifier. Uses of this feature are recovered when you complete a short or long rest.

Aether Sickness

Beginning at 6th level, when you use Eukrasian Dosis, the poison effect is not prevented by poison immunity and when a creature makes an attack roll against a creature poisoned by Eukrasian Dosis, they make the attack with advantage.

Aether Burn

Beginning at 10th level, when a creature starts their turn poisoned by Eukraisian Dosis they take 2d4 + your Intelligence Modifier necrotic damage. Additionally if creatures are not inherently immune or resistant to poison, they have disadvantage on saving throws against the effect of eukraisian dosis.

Aether Plague

Beginning of 14th level, you can use Eukrasian Dosis a number of times equal to twice your proficiency bonus.

Samurai

With blade sheathed they watched as their formed ranks and charges, running to meet them they unleashed a sweeping strike cutting through their ranks with ease.

Patiently awaiting their foes to make the first move, they dodge the opening strike and deliver a ruthless counter blow in return.

With wild speed and reckless abandon, they charge into the midst of battle, cutting down foe after foe before retreating back, preparing to do it all over again.

The samurai are highly skilled swordsmen who make use of a variety of weapons and their trusted katanas to strike down their foes with skillful, powerful strokes. Though not widely varied in their styles, they've perfected their art and in doing so become as deadly as they come.

The Hingashi Style

Samurai can trace their roots back to the eastern region of the world, specifically in the Hingashi region. Swordsmen train hard at their craft, trasncending the martial art into a true art form. Skillful strikes faster than the eye can follow, powerful blows that rip through armor using a single clean edge, their reputation precedes them on the battlefield.

A Crossing of Art and War

Their most well known weapon is the katana, a longsword formed through a careful smithing process of folding steel time and time again and sharpening the edge of the blade to a razor's edge. Masterful artisans will impart artistic flair into the weapons, adding decorations to the scabbards, guards and handles. Wealthy merchants will seek out possession of especially gorgeous weapons, creating the potential for beautiful ceremonial weapons.

Creating a Samurai

Samurai can come from many roads, but it often leads from some kind of war time. Be it formal instruction in the
military or under a masters of the blade in schools or in mentorships. Perhaps they're self taught with an inherited blade or through inspiration of the tales of heroes sought out this path. Alongside with their training regimen, you must consider why the Samurai may have become a wanderer.

Perhaps they are on a journey to better themselves or in defense of their home land, or they have been forced to leave their home due to issues beyond their control.

Quick Build

You can make a Samurai quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the Soldier background.

Pre-Project Meteor Survivor Samurai

Click HERE! to find the original build of the Samurai.

The Samurai
Level Proficiency Bonus Features
1st +2 Artful Combat, Unarmoured Defense, Fighting Style
2nd +2 Sen, Sword Artes
3rd +2 Way of the Blade
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Way Feature
7th +3 Spirit Infusion
8th +3 Ability Score Improvement
9th +4 Precise Critical
10th +4 Way Feature
11th +4 Renaissance Warrior
12th +4 Ability Score Improvement
13th +5 Precise Critical (2 dice)
14th +5 Way Feature
15th +5 Whispers of the Kami
16th +5 Ability Score Improvement
17th +6 Precise Critical (3 dice)
18th +6 Battle Field Artisan
19th +6 Ability Score Improvement
20th +6 Meikyo Shisui

Class Features

As a Samurai, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light, Medium Armour
  • Weapons: simple weapons, martial Weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Acrobatics, History, Insight, and Intimidation.

Equipment

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

  • (a) a katana
  • (a) a short bow and 20 arrows
  • (a) a chain shirt or (b) leather armor or (c) a martial weapon
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • a decorative scabard for your katana.

Katanas in Dungeons & Dragons

Samurai are known as masters of the katana, but their key weapon of choice is not listed in the Player's Handbook. As stated in the Dungeon Master's Guide (pg. 41) apply the stats of a longsword to the katana. There are substitutes for many different weapons like this which can be found in the Dungeon Master's Guide.

Artful Combat

Beginning at 1st level, when wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.

Unarmoured Defense

Also beginning at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier or 10 + your Dexteirty modifier + your Wisdom modifier. You can not use a shield and still gain this benefit.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dextrous Versatility

While you are wielding a versatile weapon with two hands, you focus on expertly controlling the weapon instead of increasing the power of your swings. The weapon gains the finesse trait and you gain a +1 to attack rolls. You must use the one handed damage of the weapon.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Sen

Beginning at 2nd level you've learned to manifest your fighting spirit as Sen within your body, and to use it to empower yourself in battle. You can have a maximum number of sen charges equal to your proficiency bonus + your wisdom modifier. When you roll initiative you gain Sen charges equal to your proficiency bonus.

As a bonus action, you can choose to meditate, gaining Sen equal to your proficiency bonus.

When a battle concludes your Sen charges remain in your body for 1 minute.

Sword Artes

Some samurai features require other creatures to make a saving throw, which is contested by your Sword Art DC as calculated below.

Sword Art DC = 8 + your proficiency modifier + your Strength or Dexterity modifier.

You can find a list of Sword Artes at the end of the class description.

Way of the Blade

Beginning at the 3rd level, you select a way of the blade. The Iaijatsu which seeks to master sword artes and the fundamentals, the Blademaster, who focuses on drawing foes in and counterattacking and the Ronin, who drifts about the battle field, dancing through the fray.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spirit Infusion

Beginning at 7th level, you have learned to infuse your blade with your sen to create supernatural effects. As a bonus action you may spend 2 Sen charges to change the damage type of your weapon attacks for 1 minute. Your weapon damage can be changed to one of the following: fire, cold, thunder, lightning and deals bonus damage equal to your proficiency bonus.

Precise Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Renaissance Warrior

At 11th level, you've kept your mind as sharp as your blade during your travels. You can add half your proficiency bonus (round up) to any Intelligence, Wisdom, or Charisma check you make that doesn't already use your proficiency bonus.

Whispers of the Kami

Beginning at 15th level, you have learned to attune yourself to the unseen world around you and listen to the spirits which surround you. You may cast the following spells: Augury, Detect Evil and Good, Speak with Dead, or Speak with Plants. You may cast each of these spells once. You must then finish a long rest to use Whispers of the Kami again.

Battle Field Artisan

Beginning at 18th level, your artful combat critical hit range is increased to 18-20.

Meikyo Shisui

Beginning at 20th level, when you roll initiative you begin battle with your maximum possible Sen charges.

Masters of the Blade

Samurai diligently hone their skills through training and determination to obtain perfection in their martial arts. The Iaijatsu way of the blade focuses on mastery of the fundamentals to overcome any foe. The blademaster way of the blade seeks to master defensive combat and turning they blade into both shield and sword. The ronin way of the blade has cast aside traditional means as speedy rogues that approach battle in a hectic style.

Iaijatsu Style

Samurai who train every day and practice the traditional forms and strikes eventually seek to elevate their art further. Relying on the basics of swordplay and special techniques they've thoroughly practiced, they willfully take on any opponent.

Rallying Spirit

Beginning at 3rd level, when you use a sword arte, you may gain temporary hit points equal to #d4, where # is equal to the amount of Sen charges spent.

Steel Spirit

Beginning at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Tsubame-gaeshi

Beginning at 10th level, when you use a Sword Arte in which you make more than one attack roll, you may use your bonus action to add an additional attack.

Spirit Cycle

Beginning at 14th level, when you use a sword arte, you regain half the sen charges spent when the arte costs more than 1 sen charge to use.

Blademaster

The Blademasters have taken a more methodological approach to combat focused around positioning and being unflinching in the face of the enemy. Resisting strikes and out maneuvering their opponents to create the perfect opening is central to their approach to battle. Patient and calculated, Blademasters pressure their foes and punish their haste.

Strategic Edge

Beginning at 3rd level, your attacks of opportunity have advantage on the attack roll.

Nothing Ventured

Beginning at 6th level, advantage on Perception and Investigation checks when looking for traps and hidden passages.

Know Thy Enemy

Beginning at 10th level, when you make an attack of opportunity you attack twice.

The Worm Turns

Beginning at 14th level, you have two reactions per round in combat.

Ronin

Traditionally, samurai train under masters and diligently practice their swordplay in a reverent way, but there are those who depart the path laid before them and follow their own path. Ronin are masterless samurai with a wild fighting style allowing powerful strikes and quick escapes. Ronin cast off any chains of servitude or tradition and live freely for their own future.

Rascally Wanderer

Beginning at 3rd level, you gain proficiency in Thieves Tools and Sleight of Hand. When you make a melee weapon attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Fleet of Foot

Beginning at 6th level, your base movement speed is increased by 10 ft. If you have a climbing or swimming speed this increase applies to that too.

Wicked Speed

Beginning at 10th level, you have advantage on initiative rolls. Until the end of your first turn your attacks have advantage and you have the benefit of the dash action.

Turning Swallow Cut

Beginning at 14th level, when you use the Attack action or use a Sword Arte, you may expend your movement to outmaneuver your target. For every 10ft. of movement spent, you gain a +1 to your attack and damage rolls.

Sword Artes List

As your training progresses you learn new ways to wield your blade with precision and strength, developing new sword artes to take on any opponent.

Enpi

Requirement: 2nd level samurai
Cost: 1 Sen Charge
As an action you may spend one Sen charge to make a ranged weapon attack with a range of 30ft. using blades of wind. Make this attack and damage roll as though you are making a melee weapon attack. Attacks made in this way deal thunder damage.

Beginning at 5th level, you may make two ranged melee weapon attacks when you use Enpi.

Gekko

Requirement: 6th level samurai, Iaijatsu way of the blade
Cost: 1 Sen Charge
As a bonus action, you empower your weapon with Sen energy. Until the end of your next turn your melee weapon attacks deal bonus damage equal to your Wisdom modifier.

Hissatsu: Chiten

Requirement: 3rd level samurai, blademaster way of the blade
Cost: 1 Sen Charge
When a creature attacks you, as a reaction you may make an attack of opportunity against the creature.

Hissatsu: Gyoten

Requirement: 6th level samurai, ronin way of the blade
Cost: 1 Sen Charge
As a bonus action you use the dash action and your first melee attack has advantage until the end of your turn.

Hissatsu: Kyuten

Requirement: 9th level samurai, Iaijatsu way of the blade
Cost: 2 Sen Charge As a bonus action you perform a whirling attack infused with sen. Each creature within a 10ft. radius of you makes a Dexterity saving throw taking your weapon's damage on a failure and half as much on a success.

Hissatsu: Shinten

Requirement: 9th level samurai
Cost: 1 Sen Charge
As a bonus action, you make a melee weapon attack.

Hissatsu: Yaten

Requirement: 3rd level samurai, ronin way of the blade
Cost: 1 Sen Charge
As a bonus action, you use the disengage action and you may use the Enpi sword arte without spending a Sen charge until the end of your turn.

Iron Will

Requirement: 10th level samurai, blademaster way of the blade
Cost: 2 Sen Charge(s)
When you are the target of an attack, as a reaction you gain resistance to slashing, bludgeoning and piercing damage until the start of your next turn.

Jinpu

Requirement: 2nd level samurai
Cost: 1 Sen Charge
As an action you may spend one Sen charge to focus on perceiving target's most vital areas as you strike. Make a melee weapon attack, adding your Wisdom modifier to the damage roll.

Beginning at 5th level, you may make two melee weapon attacks when you use Jinpu.

Kasha

Requirement: 10th level samurai, ronin way of the blade
Cost: 2 Sen Charge
You deliver a quick slash and then focus on dodging any counter strikes. As an action, you make a melee weapon attack and then gain the benefits of the Dodge action.

Mangetsu

Requirement: 3rd level samurai, iaijatsu way of the blade
Cost: 2 Sen Charge
As an action you perform a whirling attack infused with sen. Each creature within a 10ft. radius of you makes a Dexterity saving throw taking your weapon's damage on a failure and half as much on a success.

Midare Setsugekka

Requirement: 13th level samurai
Cost: 3 Sen Charges
As an action, you unleash a series of powerful slashes in the blink of an eye. You may spend up to 4 sen charges in addition to the cost of the attack. For each charge spent you make a melee weapon attack.

Mineuchi

Requirement: 6th level samurai, blademaster way of the blade
Cost: 2 Sen Charge
When you hit another creature with a melee weapon attack, you can attempt a stunning blow. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ogi Namikiri

Requirement: 17th level samurai
Cost: 4 Sen Charge
As an action, you make two melee weapon attacks, the first one that hits lands a critical hit.

Shifu

Requirement: 2nd level samurai
Cost: 1 Sen Charge
As a bonus action you infuse your blade with sen to deliver swifter strikes. Melee weapon attacks you make until the end of your turn have advantage.

Tenka Goken

Requirement: 14th level samurai, iaijatsu way of the blade
Cost: 3 Sen Charge
As an action you infuse your blade with sen and release a series of waves power at targets in range. You select up to 3 creatures in a 30ft. cone infront of you. For each creature spend a sen to make a weapon attack against the target.

Third Eye

Requirement: 14th level samurai, blademaster way of the blade
Cost: # Sen Charge(s)
When you are the target of an attack, as a reaction you may spend up to 5 Sen charges to increase your armor class by 1 for each charge spent. You must declare you are doing this before the die result is decided.

Yukikaze

Requirement: 14th level samurai, ronin way of the blade
Cost: 3 Sen Charge(s)
As an action you make two melee weapon attacks, if one of them hits the creature makes a Constitution saving throw. On a failure, attacks against the creature have advantage until the end of your next turn.

Zantetsuken

Requirement: 20th level samurai
Cost: 8 Sen Charges
You use your bonus action to prepare this attack. As an action you make a melee weapon attack against a target which delivers a crit on a die result of 10 or higher. If the attack roll die result is ten or higher and the target has at least one head, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

If your die roll result is below 10, but the attack still its, the creature takes an extra 6d8 slashing damage from the hit.

Scholar

Surrounded by foes, the fallen fighter felt doom looming over their head until a familiar aetherial rodent ran to their side. A blinding flash of light from its body gave the fighter the opening they needed to sway the battle in their favour.

The warrior could feel their wounds setting in but continued to fight on, feeling the soothing magic of the nearby fey filling them with strength, and the supportive power of the nearby scholar pushing them onwards.

The ranger paralyzed with a poison awaited their doom, when a piercing voice ordered the party to fall in to position to defend their ally, saving their life from the oncoming attack.

Though rarely finding themselves at center stage, Scholars have a reputation for controlling the battle field, impeccable healing magicks and a mind for tactics that few can match, turning even the most ragtag group of adventurers into a proper fighting force. Though their arts had been lost to time, their discipline has returned to the world stage in dramatic fashion.

Aether Given Form

Scholars rely on summoning aetherial allies to their side to aide them in battle. From the nimble and shockingly vicious carbuncle, to the graceful nymian fey Scholars often split their power with their ally to support their allies to reach their fullest potential.

Arcane Symbols

Scholars derive their magic through the use of grimoires. Using intricate diagrams and sigils to weave magic, the use these arcane symbols to cast spells and summon allies to the battle field.

Creating a Scholar

Scholars are highly skilled individuals who would have either through immense effort alone, or under the tutelage of a mentor, learned the secrets of the scholars. These individuals have a wide variety of skills and likely find their roots with various organizations and may even have roots within the military. When creating a scholar you must consider how you completed your basic training in the arts and why you are setting off on a journey. A mission from your organization or mentor? Seeking new frontiers to develop your tactics? There are myriad reasons to go on an adventure.

Quick Build

You can make a Scholar quickly by following these suggestions. First make Intelligence your highest ability score, following with Constitution. Second take the Soldier background. Third, take the Mage Hand, Prestidigitation and Ruin cantrips.

Pre-Project Meteor Survivor Arcanist

Click HERE! to find the original build of the Arcanist.

The Scholar
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Tactics 3 2
2nd +2 Scholar Specialization, Aetherial Ally 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Specialization Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 2 1
10th +4 Specialization Feature 5 4 3 3 2 2
11th +4 5 4 3 3 2 3 1
12th +4 Ability Score Improvement 5 4 3 3 2 3 1
13th +5 5 4 3 3 2 3 1 1
14th +5 Specialization Feature 5 4 3 3 2 3 1 1
15th +5 5 4 3 3 2 3 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 2 3 1 1 1
17th +6 5 4 3 3 2 3 1 1 1 1
18th +6 Quicksilver Summoning 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Grand Design 5 4 3 3 3 3 2 2 1 1

Class Features

As a Scholar, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

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

Equipment

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

  • (a) quarterstaff or (b) a shortsword
  • (a) a dagger
  • (a) a light crossbow and 20 bolts or (a) a simple weapon
  • (a) a grimoire which acts as your spell casting focus
  • (a) a scholar's pack or (b) an explorer's pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Scholar spell list.

Cantrips

At 1st level, you know 3 cantrips of your choice from the Scholar spell list. You learn additional Scholar cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Scholar table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level scholar spells of your choice. Your spellbook is the repository of the scholar spells you know, except your cantrips, which are fixed in your mind.

Your Spellbook

The spells that You add to your spellbook as You gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a scholar spell of 1st level or higher, you can add it to your spellbook if it is of a level for which You have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book. For example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that You have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gold-edged tome you found in an ancient library, or even a loose collection of notes scrounged together.

Preparing and Casting Spells

The scholar table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of scholar spells that are available for you to cast.

To do so, choose a number of scholar spells from your spellbook equal to your Intelligence modifier + your scholar level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level scholar, you have four 1st-level and two 2nd-level spell slots. With an lntelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot.

Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of scholar spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your scholar spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a scholar spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any scholar spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a magical grimoire, tome or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your scholar spells.

Learning Spells of 1st Level and Higher

Each time you gain an scholar level, you can add two scholar Spells of your choice to your Spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the scholar table. On your adventures, you might find other spells you can add to your spellbook (see "Your Spellbook").

Tactics

Beginning at the 1st level, you have developed specialized tactics during battle. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest.

You memorize your tactics from the tactics list located after the scholar archetype descriptions. You can change which tactics you have memorized when you complete a long rest. You can have a number of tactics memorized equal to your Intelligence modifier (minimum of one). Some tactics have specific requirements to be met before they can be memorized.

Scholar Specialization

At 2nd level, you choose a specialization to focus on as a Scholar: Arcanist, Nymian or Tactician, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Aetherial Ally

Beginning at 2nd level you learn to summon an aetherial creature to assist you in battle. Traditionally arcanists and tacticians prefer to summon carbuncles to defend them in battle, while nymian scholars prefer to summon the fey of their namesake. The creature is friendly to you and your companions and obeys your commands. Scholars have learned how to summon both carbuncles and nymian fey as the first step on their journey in this discipline.

Select the relevant stat block when summoning your aetherial ally. These summons use your proficiency bonus (PB) in several places. Descriptions of your aetherial allies can be found alongside the provided stat blocks at the end of the class description.

In combat, your aetherial ally acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the ally to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If your aetherial ally is reduced to 0 hit points, its body dissipates into a fog of magical energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Aetherial ally's body returns to life after 1 minute with all its hit points restored.

You summon your aetherial ally when you complete a long rest. At this time you can summon a different aetherial ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its stat block. If you already have an aetherial ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.

Scholar Summons

Information about your available summons can be found at the end of the class description.

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.

Quicksilver Summoning

Beginning at 18th level, you may use your action to summon an aetherial ally. You may do so once. Use of this feature recovers when you complete a long rest.

Grand Design

Beginning at 20th level, you recover half of your expended tactics uses when you roll for initiative.

Witt and Wile

Scholars have appeared in military roles across history. The modern day arcanists of Limsa Lominsa, the tacticians in their various titles across countless armies, and the Nymians of the distant past, they each contributed to

Arcanist

Arcanists are the the tacticians of the modern age, specializing in summoning carbuncles to defend them as they cast debilitating spells to wear down their foes. Though they perform best in a group, they have learned to rely on themselves to control battle alone.

Stabilized Aether

Starting at 2nd level, your aetherial ally deals bonus damage equal to your Intelligence modifier when it makes an attack.

Aether Sight

Starting at 6th level, your bond with your aetherial allies warps your senses. You gain blindsight in a 10ft. radius around your aetherial ally.

Gemstone Summoner

Starting at 10th level, you have learned how to infuse your aetherial allies with gem inspired infusions to make them even more powerful. When you summon an aetherial ally, choose one of the following benefits for the creature:

Diamond. Your aetherial ally's AC is increased by 2.

Moonstone. When a friendly creature takes damage within 10ft. of your aetherial ally, it may use its reaction to reduce the damage by an amount equal to your proficiency bonus.

Obsidian. When your aetherial ally makes an attack, it may make a second attack.

Theoretical Origin

Starting at 14th level, through research and theorycrafting, have learned how to temporarily transform your carbuncle into what you believe is its original form. Your carbuncle is replaced by the Proto Carbuncle for 1 minute or until reduced to 0 hit points.

When your aetherial ally returns to its original form, it maintains the amount of hit points it had left as a Proto Carbuncle, or its maximum hit points, whichever is lower.

You may use this feature once, use of this feature is recovered when you complete a long rest.

Nymian

Touted as legendary healers of the lost city state of Nym, the Nymian Scholars were both effective tacticians and powerful healers who allowed their mariner allies to fight recklessly without worry. They are the original summoners of the nymian fey who assist in their healing arts earning themselves a renowned place in history. Today their arts are returning to the world stage.

Critical Heal

Starting at the 2nd level, your healing spells have the potential to cause a critical heal. When you cast a healing spell and one of the die results in its highest possible result. Roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell.

Nymian Healer

Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level.

Adloquiem

Starting at the 10th level, when you cast a spell of 1st level or higher to restore hit points to a creature, you may expend one us of tactics to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to the hit points recovered for 10 minutes. If a critical heal occurred, the target gains additional temporary hit points equal to half of the amount of hit points recovered.

Nymian Savior

Starting at the 14th level, you have unlocked the secrets behind the nymian fey are can temporarily ascend the nymian fey into a powerful new form. Your nymian fey is replaced by the Seraph for 1 minute or until its hit points are reduced to 0.

When your aetherial ally returns to its original form, it maintains the amount of hit points it had left as a Seraph, or its maximum hit points, whichever is lower.

You may use this feature once, use of this feature is recovered when you complete a long rest.

Tactician

Timeless practitioners of the art of war, tacticians have been known by many names across the annals of history. A tactician will use thorough planning and insight to help their allies win the day.

Field Commander

Beginning at the 2nd level, you have opted to take up the blade alongside the book to protect yourself on the battle field. You gain proficiency in light armor, shields, simple and martial weapons. You may use your weapon as a casting focus to satisfy the somantic component. You gain one extra hitpoint when you level up, including reaching the 2nd level.

Additionally, you can memorize additional tactics equal to your proficiency bonus.

Tactical Eye

Also beginning at 2nd level, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you, if the target can see or hear you.

Strategic Preparation

Beginning at the 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own.

The DM tells you if the creature is your equal, superior, or inferior in regard to two of the follow characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Intelligence score
  • Wisdom score
  • Charisma score
  • Armor Class
  • Current hit points
  • Class levels (if any)

At the DM's discretion, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Chain Stratagem

Beginning at the 10th level, when an ally is attacking a creature whom is affected by your Help action, their attack lands a critical hit on a die result 19 or 20.

Always Prepared

Beginning at the 14th level, as an action you may change one of your memorized tactics for another. You may do this once, use of this feature is recovered when you complete a long rest.

Tactics List

As a scholar you have studied and developed various tactics to help turn the tide of battle and create cohesion within your team.

Advantageous

When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll.

Aetherial Barrier

When a creature you can see attacks a target other than you that is within 15ft. of you or your aetherial ally, you can use your reaction to impose disadvantage on the attack roll.

Aehterial Bind

Requirement. 6th level Arcanist
When your aetherial ally lands a melee attack, as part of its action you may empower it. You attempt to bind the target creature to your ally. The target of your aetherial ally's attack must make a Strength saving throw. On a failed save, a binding ethereal chain bursts forth from the carbuncle, shackling the target. The creature is restrained and grappled by the aetherial ally for 1d4 rounds.

Aetherial Catalyst

Requirement. 2nd level Scholar
You may expend one of your tactics to cast a spell as though you are standing where your aetherial ally is standing.

Aetherial Enthrallment

Requirement. 2nd level Arcanist
When your aetherial ally takes an action, as part of their action you may empower them. The target creature must make a Charisma saving throw against your spell save DC. On a failure, they have disadvantage on attacks made against targets that aren't your aetherial ally for 1 minute. The creature repeats the save at the end of their turn.

Aetherial Fear

Requirement. 2nd level Arcanist
When your aetherial ally takes an action, as part of their action you may empower them. The target creature must make a Wisdom saving throw against your spell save DC. On a failure, they become frightened of you and your aetherial ally for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aetherial Shine

Requirement. 6th level Arcanist
As a bonus action you cause your aetherial ally to shine brightly. All creatures who can see the aetherial ally within 10ft. must make a Constitution saving throw. On a failed save, the creature is blinded for 1d4 rounds.

Art of War

Requirement. 10th level Tactician
As an action, a creature you can see within 30ft. that you can see becomes the focus of the battle. The first attack of each creature that attacks the target creature has advantage until the start of your next turn.

Blessing of Nym

Requirement. 2nd level Nymian
When you cast a spell which recovers hit points, you may cast it through your aetherial ally. Your ally acts as the point of origin for the spell and your touch based spells may be cast as though you were standing where your ally is.

Bombarding

Requirement. 2nd level Tactician
When you take the Attack action or cast a spell, as a bonus action, you may direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Bulwark Formation

Requirement. 6th level Tactician
As an action you can designate a creature to be the focus of protection. Their AC is increased by 2 for each friendly creature within 5ft. of them until the start of your next turn.

Castle

Requirement. 10th level Scholar
As a bonus action, your aetherial ally and a willing creature within 30ft. of it instantaneously switch positions. This does not provoke attacks of opportunity.

Deployment Tactics

As a bonus action, select two friendly creatures who can see and hear you. They may move up to half their movement speed without provoking attacks of opportunity.

Emergency Tactics

Requirement. 6th level Nymian
When a creature you can see takes damage, as a reaction you may cast a spell which restores hit points to its target.

Expedience

Requirement. 10th level Nymian
As an action you use orders laced with magicks to salvage a situation. Select a number of creatures up to your proficiency bonus within 60ft. of you or your aetherial ally. Their movement speed is increased by 30ft. and that gain 2d4 + your Intelligence modifier temporary hit points until the start of your next turn.

Excogitation

Requirement. 2nd level Nymian
When you cast a healing spell, you may delay the effect by up to 1 minute. The spell effect activates after the target takes a total amount of damage declared by you when you use this tactic. If the creature reaches 0 hit points or less the healing spell takes effect immediately.

Logsitics Preparation

As a bonus action, all allied creatures within 20ft. of you or your aetherial ally gain 10ft. of movement until the start of your next turn.

Nymian Preparation

Requirement. 6th level Nymian
When you cast a spell which recovers hit points, instead of healing the target, they gain temporary hit points equal to half the amount of hit points that would have been healed. The healing spell must require the caster to roll dice to decide the amount of hit points recovered. If any die results in its maximum value, the creature gains temporary hit points equal to the full amount of hit points healed.

Plan of Attack

As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you.

Rally

Requirement. 6th level Tactician
As a bonus action, you bolster the resolve of one of your allies you can see within 60ft. of you. The creature gains 2d4 + your Intelligence modifier temporary hit points and gains advantage on saving throws against becoming feared until the temporary hit points are reduced to 0. The temporary hit points are increased by an additional 2d4 at the 10th, 14th and 18th levels.

Rouse

When your aetherial ally takes its action within 30ft. of you, as part of their action you may empower it further. For a number of rounds equal to your Intelligence modifier, add your Intelligence modifier to the damage rolls and healing effects of your aetherial ally.

Spreading Strike

Requirement. 6th level Scholar
When your aetherial ally takes the attack action, as part of their action you may empower them. They may make a second attack on a creature 5ft. from the first target.

Spur

Requirement. 2nd level Arcanist
When your carbuncle takes an action, as part of their action you may empower them. They gain advantage on their attack roll. The additional damage from your proficiency bonus is doubled for this attack.

Switching Step

Requirement. 6th level Scholar
As a bonus action, you may switch places with your aetherial ally instantly if they are within 60ft. of you. This does not provoke attacks of opportunity.

Tactical Position

Requirement. 2nd level Tactician
You may use the help action as a bonus action.


Carbuncle

Small Elemental


  • Armor Class 12 + PB
  • Hit Points 5 + four times your class level (the Carbuncle has a number of Hit Dice [d6s] equal to your Scholar level)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11(0)

  • Senses passive Perception 12
  • Languages understands the languages of its summoner but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Aetheric Bond. You can add your proficiency bonus to any ability check or saving throw that the carbuncle makes.

Actions

Gouge. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 7 (1d6 + 2 + PB) bludgeoning damage.

Special Action

Your carbuncle has a special action which changes based on the gemstone it was inspired by.

Emerald: Emerald Gust. Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 7 (1d6 + 2 + PB) thunder damage

Ruby: Ruby Ingition. Carbuncle uses the Gouge action, dealing 2 additional damage.

Topaz: Shining Strike. Carbuncle uses the Gouge action, dealing 2 less damage but increases its AC by 2 until the start of your next turn. Carbuncle's AC increases even if the attack does not hit and cannot be stacked.


Nymian Fey

Small Fey


  • Armor Class 13+PB
  • Hit Points 3 + three times your class level (the fey has a number of Hit Dice [d4s] equal to your Scholar level)
  • Speed 30ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (0) 10 (0) 12 (+1) 16 (+3)

  • Senses passive Perception 14
  • Languages understands the languages of its summoner but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Aetheric Bond. You can add your proficiency bonus to any ability check or saving throw that the fey makes.

Aetheric Transference. If the Nymian Fey has used all of its spell slots, it may spend one of yours to cast its spell.

Innate Spellcasting. The Fey's innate spellcasting ability is Charisma but shares your spell save DC and spell attack bonus. It can innately cast the following spells, requiring no material components:

At Will: bladeward, light

2/day each: cure wounds, healing word

1/day: aid


Actions

Unarmed. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 1 bludgeoning damage

Fey Bolt. Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 8 (1d4+3+PB) radiant damage.

Fey Shield. The Fey creates a shield of temporary hit points around a target creature within 60ft. of them. This shield is 1d4 + your spellcasting ability modifier. The shield lasts for the start of the Fey's next turn.


Proto Carbuncle

Large Elemental


  • Armor Class 15 + PB
  • Hit Points 50 + four times your class level
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 14 (+2) 11(0)

  • Damage Immunities Acid, Poison
  • Condition Immunities poisoned
  • Senses darkvision 60ft., passive Perception 12
  • Languages understands the languages of its summoner but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Aetheric Bond. You can add your proficiency bonus to any ability check or saving throw that the proto carbuncle makes.

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

Sure Footed. Proto carbuncle is unaffected by difficult terrain.

Actions

Claws. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 17 (2d6 + 4 + PB) slashing damage.

Bite. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 17 (1d12 + 4 + PB) piercing damage.

Acidic Spit. Ranged Weapon Attack: your spell attack modifier to hit, Range 30ft., one target. Hit: 15 (1d8 + 4 + PB) acid damage.

Venomous Mass. The proto carbuncle vomits a large toxic mass at a location within 60ft. it can see. All creatures in a 20ft. radius must succeed on a Dexterity Saving throw (DC equal to your spell save DC) or take 3d8 poison damage + 3d8 acid damage on a failure and half as much on a success. The affected area becomes difficult terrain for one minute and a creature that starts their turn in the area takes 2d4 acid damage. The proto carbuncle can only use this action once each time it is summoned.


Seraph

Medium Elemental


  • Armor Class 14+PB
  • Hit Points 15 + three times your class level
  • Speed 30ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 14 (+2) 10 (0) 12 (+1) 18 (+3)

  • Senses passive Perception 14
  • Languages understands the languages of its summoner but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Aetheric Bond. You can add your proficiency bonus to any ability check or saving throw that the seraph makes.

Aetheric Transference. If the seraph has used all of its spell slots, it may spend one of yours to cast its spell.

Innate Spellcasting. Seraph's innate spellcasting ability is Charisma but shares your spell save DC and spell attack bonus. It can innately cast the following spells, requiring no material components:

At Will: bladeward, light

4/day each: cure wounds, healing word

3/day: Lesser Restoration

2/day: Mass Healing Word

1/day: Revivify


Actions

Unarmed. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 1 bludgeoning damage

Seraphic Bolt. Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 16 (1d8+4+PB) radiant damage.

Seraphic Shield. The Seraph creates a shield of temporary hit points around up to three target creatures within 60ft. of them. This shield is 2d4 + your spellcasting ability modifier. The shield lasts for the start of the Seraph's next turn.

Summoner

A beastial being wreathed in flames leaps into battle, flailing its flaming arms wildly sending enemy soldiers scattering in a panic, at its back, the cloaked caster who shared their essence to give birth to this elemental monstrosity.

Coated in a special body paint to improve the through of magic through their body, an ambitious summoner allowed the power of godly creatures to flow through their body, wielding twisting elemental power to their will, channeling the power of an eikon through themselves.

With a smug grin, their rocky summoned elemental would provide defenses and wear their foe down. Once the enemy had been weakened, the calculated summoner drew their defenders life force to empower their next attack, finishing their foes off with ease.

Summoners are practitioners of ancient arts which were lost to the sands of time until recently. The summoners of eld used the powers of primals and eikons against them in order to level the playing field against would be gods. Today the art is re-emerging, and it is up to the users of the summoning arts on what its legacy will become.

A Personal Investment

Summoners use their own aether, their life essence to work their craft, and tow a line where they must maintain a powerful force of will to wield the strength of beings regarded as gods. Without a steady hand and stout heart a summoner would be unable to call upon the power of such beings putting themselves and others at risk.

Carefully Crafted Summoning

Similar to their cousins the Scholars, Summoners also make use of grimoires filled with special formulas and equations to amplify the potential of their magicks. Summoners use their personal aether to fuel the summoning and infuse it with the influence of legendary deities to give rise to the egi.

Creating a Summoner

Summoners have a combination of a rich history and a renaissance going on within their art, being employed by specialty groups, while also having a long and troubled history attached to them. You must have learned the art somewhere, be it from ancient tomes, a mentor passing the art along or a natural affinity for the art which allowed you to grasp the art naturally. You may have set out on your quest for a variety of reasons as well, be it to sharpen your skills or to hunt powerful beings that threaten the balance of the world, summoners can be equally heroic or villainous in their goals.

Quick Build

You can make a Summoner quickly by following these suggestions. First make Charisma your highest ability score, following with Constitution. Second take the Hermit background. Third, take the Mage Hand, Minor Illusion, Prestidigitation and Ruin cantrips.

The Summoner
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Eikonic Ally 4 4 2
2nd +2 Eikonic Trance, Energy Drain 4 5 3
3rd +2 Summoner Calling 4 6 4 2
4th +2 Ability Score Improvement 5 7 4 3
5th +3 5 8 4 3 2
6th +3 Calling Feature 5 9 4 3 3
7th +3 5 10 4 3 3 1
8th +3 Ability Score Improvement 5 11 4 3 3 2
9th +4 5 12 4 3 3 2 1
10th +4 Calling Feature 6 13 4 3 3 2 2
11th +4 6 14 4 3 3 2 3 1
12th +4 Ability Score Improvement 6 15 4 3 3 2 3 1
13th +5 6 16 4 3 3 2 3 1 1
14th +5 Calling Feature 6 17 4 3 3 2 3 1 1
15th +5 6 18 4 3 3 2 3 1 1 1
16th +5 Ability Score Improvement 6 19 4 3 3 2 3 1 1 1
17th +6 6 20 4 3 3 2 3 1 1 1 1
18th +6 Enkindle 6 21 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 22 4 3 3 3 3 2 1 1 1
20th +6 Perfected Equation 6 23 4 3 3 3 3 2 2 1 1

Class Features

As an summoner, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Charisma, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

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

  • (a) quarterstaff or (b) a dagger
  • (a) a light crossbow and 20 bolts or (a) a simple weapon
  • (a) a grimoire which acts as your spell casting focus
  • (a) a scholar's pack or (b) an explorer's pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the summoner spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the summoner table.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the summoner spell list.

The Spells Known column of the Summoner table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your summoner spells. You use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any summoner spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a magical grimoire, tome or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your summoner spells.

Eikonic Ally

Beginning at 1st level, you learn to summon an aetherial creature to assist you in battle known as an Egi. Egis are representations of various primal gods representing the elements of the land. When you summon your egi choose one of the following elements: Earth, Fire, Ice, Lightning, Water or Wind. The creature is friendly to you and your companions and obeys your commands.

Select the relevant stat block when summoning your eikonic ally. These summons use your proficiency bonus (PB) in several places. Details about your egi, their stat block and the effects of your selected element is available at the end of the class description.

In combat, your eikonic ally acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the egi to take the Attack action. If you are incapacitated, the egi can take any action of its choice, not just Dodge.

If your aetherial ally is reduced to 0 hit points, its body dissipates into a fog of aetherial energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Eikonic ally's body returns to life after 1 minute with all its hit points restored.

You summon your eikonic ally when you complete a long rest. At this time you can summon a different eikonic ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its element. If you already have an eikonic ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.

Eikonic Ally

Information about your available summons can be found at the end of the class description.

Eikonic Trance

Beginning at 2nd level, you've learned to attune your body to the latent aether of primals from the land itself. When you complete a long rest you choose an elemental primal to embody and gain their power providing a variety of benefits. This does not need to match your summoned Eikonic Ally's element.

Earth Primal. You learn the Magic Stone cantrip and gain resistance to bludgeoning damage. When you cast a spell using a spell slot you can change the damage type of the spell to magical bludgeoning damage.

Fire Primal. You learn the Firebolt cantrip and gain resistance to fire damage. When you cast a spell using a spell slot you can change the damage type of the spell to fire damage.

Ice Primal. You learn the Ray of Frost cantrip and gain resistance to cold damage. When you cast a spell using a spell slot you can change the damage type of the spell to cold damage.

Lightning Primal. You learn the Shocking Grasp cantrip and gain resistance to lightning damage. When you cast a spell using a spell slot you can change the damage type of the spell to lightning damage.

Water Primal. You learn the Acid Splash cantrip, but when cast using this feature it deals cold damage and gain resistance to cold damage. You gain a swim speed equal to your movement speed and become able to hold your breath for one hour.

Wind Primal. You learn the Thunderclap cantrip and gain resistance to thunder damage. When you cast a spell using a spell slot you can change the damage type of the spell to thunder damage.

As a bonus action, you can let the unleash the power of your chosen primal, adding your proficiency bonus to your spell attack bonus and spell save DC for 1 minute. Additionally, you add your Charisma modifier to the damage rolls of your primal's cantrip during this time. You can unleash the potential of your Eikonic Trance a number of times equal to your proficiency bonus.

Uses of this feature are recovered when you complete a long rest.

Eikonic Recovery

Also beginning at 2nd level, if your eikonic ally is alive, you spend time reclaiming your shared essence from the being. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your summoner level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level summoner, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Summoner Calling

At 3rd level, you understand your calling as a Summoner. You become an Evoker style summoner who partners with their eikonic allies in battle, an Eikconic Channler who walks the path of fully embodying the power of primals within their bodies, or the Allagan, pragmatic summoners who use their eikonic allies as yet another asset to further their goals. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

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.

Enkindle

Beginning at 18th level, as an action you ignite the full potential of your egi temporarily allowing them to use a special attack in an area around them. The Enkindle has a different saving throw requirement and effect based on the element of the egi. You may use Enkindle once, use of this feature is recovered when you complete a long rest.

Enkindle
Element Enkindle Effect
Earth All creatures must make a Strength saving throw. Creatures take magical bludgeoning damage and are knocked prone on a failure.
Fire All creatures must make a Dexterity saving throw. Creatures take fire damage and are blinded for 1 minute on a failure. Creatures may use their action to reattempt the saving throw, ending the blindness on a success.
Ice All creatures must make a Constitution saving throw. Creatures take cold damage on a failure and are restrained for one minute on a failure. Creatures may use their action to reattempt the saving throw, ending the restraint on a success.
Lightning All creatures must make a Dexterity saving throw. Creatures take lightning damage on a failure and are paralyzed until he end of their next turn on a failure.
Water All creatures must make a Strength saving throw. Creatures take cold damage on a failure and are knocked back 30ft. from the egi on a failure.
Wind All creatures must make a Constitution saving throw, Creatures take thunder damage on a failure and are stunned until the end of their next turn on a failure.

Perfected Equation

Beginning at the 20th level, as an action you can summon your egi. You can do this once, use of this feature refreshes when you complete a long rest.

The Primal Calling

Summoners practice an ancient art which sought to channel the power of beings known as Eikons and turn it against these dreaded foes to allow humanity to overcome these divine beings. Eventually this art was adopted by the Allagan empire to assist in their wars of conquest, which became the most well documented style. Summoners will find their callings on how to harness the power of primals and walk their own paths. Evokers seek to empower their egis to the peak of their strength, while Eikonic Channelers prefer to feel the power flow through their own body. Allagan style summoners use their egis as tools of war and fight pragmatically relying on their strength and the egi to support them.

Evoker

Evokers are summoners who follow the traditional art of summoning. Sharing a great deal of their own power with the egi to further empower it. Evokers thought accomplished spell casters in their own right must rely more heavily on their summoned eikonic allies to protect them.

Empowered Egi

Beginning at 3rd level, when you summon your egi you can empower the egi through special evoker summoner techniques. Select one of the following empowerments when you summon your egi.

Rageful. When your egi makes an attack, it deals bonus damage equal to your Charisma modifier.

Swift. When you egi makes an attack, it is unaffected by attacks of opportunity until the end of your turn.

Tough. Your egi's AC is increased by 1 and gains 2 extra hit points for each summoner level.

Primal Summoning

Beginning at 6th level, when you summon your egi you can summon an advanced form of the egi known as the Primal Egi. You may summon the egi as a medium sized elemental and it gains the ability to cast spells. It uses your spell attack bonus and spell save DC for its spells. It has two 1st level spell slots and one 2nd level spell slot, recovering spell slots when it completes a long rest. If your egi does not have spell slots to cast a spell, they can use yours. Based on the selected element for the egi the know the following spells.

Primal Egi Spells
Element Effect
Earth Earth Tremor, Maximillian's Earthen Grasp
Fire Burning Hands, Scorching Ray
Ice Frost Fingers, Snilloc's Snowball Storm
Lightning Witch Bolt, Hold Person
Water Ice Knife, Melf's Acid Arrow
Wind Thunderwave, Dust Devil

Eikonic Rage

Beginning at 10th level, when your egi can make two attacks when you command it to use the Attack action.

Eikonic Summoning

Beginning at 14th level, you've mastered your summoning technique allowing you to summon an immensely powerful form of your egi known as the Eikonic Egi. Your egi can be up to a large sized elemental, gains a 30ft. flying speed and has improved spell casting. It now has 4 1st level spell slots, two 2nd level spell slots and 1 3rd level spell slot. It has gained the following spells based on its element.

Eikonic Egi Spells
Element Effect
Earth Erupting Earth
Fire Fireball
Ice Sleet Storm
Lightning Lightning Bolt
Water Tidal Wave
Wind Thunder Step

Eikonic Channeler

When ambitious summoners sought to harness the power of immensely powerful primals and eikons, they found they were unable to give them form. Though met wtih a challenge they could not overcome directly a new art of summoners was born from this challenge. Channelers would draw on the essence of greater entities and wield their strength as their own in temporary bursts of immense power to emulate their might, rather than summon them to the field of battle.

Eikonic Icon

Beginning at 3rd level, when you attune to an element you gain additional benefits based on your chosen element.

Element Effect
Earth You gain 5ft. of tremorsense.
Fire As a bonus action, you can emit bright like in a 10ft. radius around you and 20ft. of dim light beyond that. You can turn the light off at any time.
Ice You are unaffected by difficult terrain.
Lightning You gain advantage on perception checks.
Water You gain a swim speed equal to your movement speed. You can breath underwater.
Wind As a bonus action you gain the ability to hover 5ft. above the ground. You can end this effect at any time.

Dual Elementalist

Beginning at 6th level, you may select a second elemental primal when you complete a long rest.

Eikonic Master

Beginning at 10th level, as a bonus action you can change one of your attuned elemental primals. You may change your attuned elemental primals in this way a number of times equal to your Charisma modifier. Uses of the feature are recovered when you complete a long rest.

Ascended Trance

Beginning at 14th level, you have learned to channel the power immensely powerful primals. When you unleash the full potential of your Eikonic Trance by channeling the strength of primals beyond your summoning ability, pick one of the following effects to further empower your trance.
Dreaded Ascendance. You gain a flying speed equal to your movement speed. While you are under the effect of your unleashed eikonic trance, when you cast a spell, you may choose to make a ranged spell attack which deals 3d8 + your Charisma Modifier force damage.
Inspiring Ascendance. You gain a flying speed equal to your movement speed. While you are under the effect of your unleashed eikonic trance, when a friendly creature begins its turn within 30ft. of you, they recover 1d8 + you charisma modifier hit points. When you cast a spell, you may choose to make a ranged spell attack which deals 1d8 + your Charisma Modifier fire damage.

Allagan

The Allagans were able to expand their empire and fight against the eikonic threats of their time with the help of summoners. Wielding the strength of eikons in battle against their divine foes Allagans were able to find success. In the end egis were treated as tools of war to help the summoner themselves shine on the battle field and overcome powerful foes.

Allagan Infusion

Beginning at the 2nd level, when you cast a spell that deals damage, you can deal damage equal up to twice your proficiency bonus to your egi and add it to the damage of your spell. For spells that hit multiple times this effect is applied on for only one hit, but Allagan Infusion can be used for each individual hit.

Aetherial Transference

Beginning at the 6th level, as an action you can move #d4 hit points from yourself to your egi, or take the same amount from it. # is eqaul to your proficiency bonus.

Eikonic Ward

Beginning at the 10th level, when you take damage as a reaction you can choose to split the damage between yourself and your egi.

Aetherial Regeneration

Beginning at the 14th level, if you are reduced to 0 hit points while your egi still has hit points, as a reaction it may use your Aetherial Transference feature.

Summoner's Egi

The summoner's Egis are elementals created in the image of far more powerful beings. Their bodies are formed of aether and reflect the summoner's mental image of these more powerful beings. These powerful beings are known by many names across the world and through cultures, primals, eikons, gods and avatars are all terms that have been used in reference to these great beings.


Elemental Egi

Small Elemental


  • Armor Class 12+PB
  • Hit Points 5 + five times your summoner level (the egi has a number of Hit Dice [d8s] equal to your summoner level)
  • Speed hover 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

  • Senses passive Perception 10
  • Languages understands the languages of its summoner but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Actions

Egi Strike. Melee Magic Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 12 (1d8 + 3 + PB) elemental damage.

Egi Blast. Ranged Magic Attack: your spell attack modifier to hit, Reach 60ft., one target. Hit: 12 (1d6 + 3 + PB) elemental damage.


Enkindle

Eikonic Enkindle. All creatures within a 30ft. radius of the egi must succeed on the relevant saving throw or take 8d10 elemental damage and suffering a negative effect on a failure or take half as much damage and suffer no other effects on a success. The damage type, negative effect and relevant saving throw are dependent on the element of the summoned egi and are detailed in the Enkindle feature description.

Egi Element Effect
Element Change
Earth Egi's elemental damage becomes bludgeoning damage, the Egi's AC is increased by 2 and additional hit points become 8 times your summoner level.
Fire Egi's elemental damage becomes fire damage, Egi strike weapon die becomes d10, gains immunity to fire damage
Ice Egi's elemental damage becomes cold damage, movement speed is increased by 10ft., gains immunity to cold damage
Lightning Egi's elemental damage becomes lightning damage, Egi Blast weapon die becomes d8, gains immunity to lightning damage.
Water Egi's elemental damage becomes bludgeoning or cold damage, gains an immunity to cold damage and a swim speed of 60ft.
Wind Egi's elemental damage becomes thunder damage, gains an immunity to thunder damage and gains a fly speed of 40ft.
Note from the author

It was important to me to provide players of the summoner class the ability to base their egi off their favourite entities or lore friendly creatures rather than specific beings like Ifrit, Garuda or Titan. Between the wider selection of elements and freedom offered by the neutrally named actions, its on the player to add the flavour to their egi. Though you are fully welcomed to use established primals too, have fun with it!


Pre-Project Meteor Survivor Warrior

Click HERE! to find the original Warrior build.

Warrior

A wayward blade travels towards a chirurgeon attempting to heal their fallen ally. They close their eyes bracing for the strike, only to find a large great axe blocked the blade at the last second.

Fuled by unbridled fury, a man screams his throat hoarse as he slams his massive great sword down a massive beast, sundering its armour like a heated blade through butter.

A brutish man raises his fists up in a rowdy tavern in defense of their friends, though unarmed their strikes land with the force of a dragon's tail against their foes.

From dauntless heroes to marauding terrors, history is littered with those that allow their rage to overtake them and fight beyond limits anyone thought possible.

The Inner Beast

The Inner Beast is a concept found in many cultures across the Eitherys, viewed as both a blessing and curse depending on who you ask. Some exile these fighters for they are too dangerous, while others revere their great strength. The most well known conceptualization of this power comes from the warrior tribes of Abalathia, who train diligently to tame their inner beast and wield it as they would any other weapon.

Rage and Steel

Alongside their unending rage, Warrior's tend to wield massive weapons such as Great axes, able to swing them effortlessly with the power granted to them by their inner beast. These walking tempests turn themselves into steel cyclones that command the battlefield.

Creating A Warrior

When creating a Warrior one must consider their origins. How did they come to connect with their inner beast? Did you overcome a deadly situation through sheer will and anger? Was your inner beast a boon or bane for your life? And how will you harness your power, if you are even able to do so. You may be going through these trials alone or under the tutelage of a mentor that can guide you on the path of a warrior.

You must also consider why you have taken to the road. Is this a journey to master your inner beast, or to show the world how you tamed this power and use it to protect the weak. Or are you seeking to feed this deadly force inside you, wreaking havoc everywhere you go?

There is but one certain thing for all warriors, you possess great power and if you are reckless with this power it will consume you.

Quick Build

You can make a warrior quickly by following these suggestions. First, make Strength your highest ability score, following with Constitution. Then take the Outlander background.

The Warrior
Level Proficiency Bonus Features Brutality Die Berserks
1st +2 Berserk, Unarmoured Defense d4 2
2nd +2 Fighting Style, Reckless Attack d4 2
3rd +2 Beastial Archetype d4 3
4th +2 Ability Score Improvement d4 3
5th +3 Extra Attack d4 3
6th +3 Archetype Feature d4 4
7th +3 Onslaught, Tongue of Beasts d4 4
8th +3 Ability Score Improvement d6 4
9th +3 Raw Intuition d6 4
10th +4 Archetype Feature d6 4
11th +4 Overpower d6 4
12th +4 Ability Score Improvement d6 5
13th +5 Vengeance d6 5
14th +5 Archetype Feature d6 5
15th +5 Shake it Off d6 5
16th +5 Ability Score Improvement d8 5
17th +6 Beastly Reflexes d8 6
18th +6 Holmgang d8 6
19th +6 Ability Score Improvement d8 6
20th +6 Infuriate d10 6

Class Features

As a Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per warrior level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per warrior level after 1st

Proficiencies


  • Armor: Light Armour, Medium Armour, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: none

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

Equipment

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

  • (a) a martial or simple weapon
  • (a) a martial or simple weapon
  • (a) 2 Handaxes or (b) a light crossbow and 20 bolts
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a set of scale mail or (b) a set of leather armour
  • a carved wooden idol related to your heritage

Berserk

Starting at 1st level, in battle you allow your inner beast to run rampant. On your turn, you can enter a berserk trance as a bonus action.

While berserking, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you deal bonus damage equal to your brutality die that increases as you gain levels as a warrior, as shown in the Brutality Die column of the Warrior table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Some warrior class features require target creatures to make saving throws. This is contested by your Berserk DC, calculated below.

Berserk DC = 8 + your proficiency modifier + your Strength modifier.

Your berserk lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk on your turn as a bonus action.

Once you have entered your berserk trance the number of times shown for your warrior level in the Berserks column of the Warrior table, you must finish a long rest before you can enter a berserk trance again.

Unarmored Defense

Also starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Beastial Archetype

At 3rd level, you choose how to harness your inner beast. The Beast of Defiance seeks to use their inner beast to protect oneself and those around them, The Beast of Deliverance uses their unending rage to maximize the devastation then unleash. The Unchained Beast has allowed their inner beast to fight freely, giving control over resulting in a fighting style from the fusion of man and beast. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Onslaught

Beginning at 7th level, when you use the Dash action, as a bonus action you may make a melee weapon attack. This attack deals bonus damage equal to your Constitution modifier.

Tongue of Beasts

Also beginning at 7th level, your inner beast allows you to temporarily speak the language of beasts. You are able to cast the Speak with Animals spell. You may do this once, use of this feature refreshes when you complete a long rest.

Raw Intuition

Beginning at 9th level, when you take damage, as a reaction you may move 5ft. directly away from the source of the damage and reduce the damage taken by your brutality die + your proficiency bonus. This movement does not provoke attacks of opportunity. You may use Raw Intution once. Use of this feature refreshes when you complete a long rest.

You can use Raw Intuition twice starting at the 13th level, and three times starting at the 18th level.

Overpower

Beginning at 11th level, as an action, you are able to slam the ground with incredible force releasing a shock wave. Each creature within a 10ft. radius of you must succeed on a Strength saving throw against your Berserk DC.

A target takes thunder damage equal to your Brutality Die + your Strength modifier + your Constitution modifier, and is knocked prone on a failed save, or take half as much damage and are not knocked prone on a successful one.

Vengeance

Beginning at 13th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Shake It Off

Beginning at 15th level, while under the effect of Berserk, when you make a saving throw to resist a status condition (excluding: Exhaustion, Incapacitated, Prone, Restrained and Unconscious) you may choose to end the effects of Berserk to automatically succeed on the saving throw. You may do this after you roll, but before the outcome of the roll has been declared.

Beastly Reflexes

Beginning at 17th level, while you are under the effects of Berserk, you are able to make two reactions per round.

Holmgang

Beginning at 18th level, your indomitable spirit manifests and you engage in deadly combat with a target you see. You may use Holmgang as a bonus action or reaction when a creature damages you. Until the end of your third turn after using Holmgang, you cannot fall below 1 hit point.

If Holmgang is used as a bonus action, your rage manifests as flames that affect only yourself and a target creature you can see within 30 feet of you. A ring of fire with a radius of 15 feet forms at a point directly between yourself and the target creature. The creature must make a Wisdom saving throw against your Berserk DC to cross the flames, taking 4d8 fire damage and stop moving on a failure. The creature takes half as much damage and is allowed to pass the flames on a success. You automatically pass the saving throw when you cross the flames, taking half the damage.

You may use this feature once. Use of this feature refreshes when you complete a long rest.

Infuriate

Beginning at 20th level, if you have no uses of Berserk left when you roll initiative, you recover 2 uses of Berserk instantly.

The Nature of the Beast

The Inner Beast manifests itself in a number of ways, which allies applications of this internal force to be adaptable as well. Some fully tame their inner beast, coming to be known as Beasts of Defiance that defend their allies with their power. Those who work in tandem with the inner beast and guide its destructive fury are known as Beasts of Deliverance. Then there are those who at times fully give themselves over to their beast, becoming known as Unchained Beasts, using fist and steel alike.

Beast of Defiance

Those who walk the path of the Beast of Defiance aim to defy their inner beast and take control of it, using it for the protection of their allies. Between defensive maneuvers and disrupting their foes, Beasts of Defiance seek to dominate the flow of battle.

Imposition

Beginning at 3rd level, while under the effect of Berserk, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Storm's Path

Beginning at 6th level, while you are under the effect of Berserk, when you hit a creature with a weapon attack you may declare you are using this feature. The creature makes a Constitution saving throw against your Berserk DC. On a failure, for a number of rounds equal to your proficiency bonus, damage that creature deals is reduced by an amount equal to your brutality die.

You can use this feature once each time you enter a Berserk trance.

Beastial Empathy

Beginning at 10th level, you may cast the spell Beast Sense once. Use of this feature refreshes when you complete a long rest.

Nascent Flash

Beginning at 14th level, while under the effect of Berserk, as a bonus action, you share the power of your Inner Beast with a creature you can see within 30ft. of you. The creature gains temporary hit points equal to your brutality die. Until the end of your next turn, each time you successfully land a weapon attack, both you and the target creature recover hit points equal to your brutality die + your proficiency bonus.

Your Berserk trance ends after using this feature.

Beast of Deliverance

Focusing their inner beast to become a precise destructive force and sharpening its claws for maximum effect, those who walk the path of the Beast of Deliverance understand what it is to control great power and how to wield it responsibly. Fearless allies and awe-inspiring foes, these Warriors are paragons of destruction.

Inner Release

Beginning at 3rd level, while you are under the effects of Berserk, your melee weapon attacks score a critical hit on a roll of 19 or 20.

Starting at the 14th level, this range increases, causing your melee weapon attacks to score a critical hit on a roll of 18, 19 or 20.

Storm's Eye

Beginning at 6th level, while you are under the effect of Berserk, when you hit a creature with a weapon attack you may declare you are using this feature. The creature makes a Constitution saving throw against your Berserk DC. On a failure, for a number of rounds equal to your proficiency bonus, they are afflicted with your wrath. When the creature takes damage from a melee weapon attack, they take additional damage equal to your brutality die.

You can use this feature once each time you enter a Berserk trance.

Bellow of the Beast

Beginning at 10th level, when you are making an intimidation ability check, you may expend one use of your Berserk to gain advantage on the check and add your Strength modifier to the roll.

Fell Cleave

Beginning at 14th level, your inner beast guides your hand with each attack. As a bonus action you, you let the beast take over temporarily. The next melee weapon attack you land scores a critical hit and deals bonus damage equal to your Constitution modifier. If your attack roll would land a critical hit, roll the additional critical hit damage a second time.

If you leave your Berserk trance before landing an attack with Fell Cleave, you lose the effect. Your Berserk trance ends after the attack lands and you may not use your Berserk feature until the start of your next turn.

Unchained Beast

Warriors who let their inner beast run free come to be known as Unchained Beasts. These Warriors fight wildly and work brutal martial arts into their fighting style, mixing crushing blows with their weapon strikes. During a battle, their foes can choose to be run down or retreat.

Beastial Brawling

Beginning at 3rd level, when you make an unarmed strike melee weapon attack, you may use your Brutality die as shown in the Warrior class table for the damage.

Raging Follow Through

Beginning at 3rd level, when you make a weapon attack with a two handed weapon or an unarmed strike, you may use your bonus action to make an unarmed strike melee weapon attack.

Orogeny

Beginning at 6th level, as an action, you wildly lash out at a number of creatures equal to your proficiency bonus around you. Make an unarmed strike attack against each creature within 5 feet of you. You may use this feature once each time you enter a Berserk trance.

Beastial Avatar

Beginning at 10th level, your inner beast has affected your physical abilities. Choose one of the following skills: Acrobatics, Athletics, Stealth, or Survival. You become proficient in that skill. If you are already proficient, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Primal Scream

Beginning at 14th level, you unleash your rage in a concussive wave. Each creature in a 30ft. cone makes a Constitution saving throw against your Berserk DC. A target takes 6d6 thunder damage and has their AC reduced by 2 for a number of rounds equal to half your proficiency bonus (rounded up) on a failure. A target takes half as much damage and does not have their AC reduced on a success.

Your Berserk trance ends after using this feature.

White Mage

A quiet and well groomed man waves his cane around himself, drawing in magical energy from the land and calling forth it's power. With a flick of his wrist the land parted and erupted sending his foe toppling to the ground.

A gentle young woman rushes to their ally's side. Through prayer and reverence for the land, it's power is shared with her, allowing her to close the wounds of her dying friend.

A stern heavily robed figure approached the abomination, raised from the dead. Calling for shining light, she banishes the undead back to the abyss.

Serene and elegant, the White Mages commune with the world around them, borrowing power from elementals present throughout the word. They are level headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the magic world while mending the wounds of those around them.

One with the land

White Mage's strength stems from an art they refer to as conjury. Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the magical energy until it manifests as the desired spell. Versed also in magicks that restore and strengthen, White Mages are regarded as accomplished healers.

Patrons of Light

White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again.

Creating a White Mage

When creating a White Mage one must question how they came into the art of conjury and the profession of White Mage. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discovering how to draw power from the world you lived in? Perhaps the elementals which inhabit the land reached out to you and their whispers guided you to the path of a White Mage. Nonetheless a White Mage's role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from hence they came.

The White Mage
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Confession, Reach of the Unseen 3 2
2nd +2 Conjury Discipline, Afflatus Solace 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Discipline Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 5 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 Discipline Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Discipline Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Conservation of Life 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Graceful Healer 5 4 3 3 3 3 2 2 1 1

Quick Build

You can make a White Mage quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma. Second select the Healer discipline. Third take the Acolyte background. Fourth, take the Guidance, Light Sacred Flame, and Spare the Dying cantrips and the first level spells Cure Wounds and Heroism.

Class Features

As a White Mage, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Medicine.

Equipment

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

  • (a) a dagger or (b) a quarter staff
  • (a) a light crossbow and 20 bolts or (a) a simple weapon
  • a spell casting focus (a cane, staff, wand or similar object)
  • (a) an explorer's pack or (b) a scholar's pack

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the White Mage spell list.

Cantrips

At 1st level, you know 3 cantrips of your choice from the White Mage spell list. You learn additional White Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the White Mage table.

Spells Known of 1st Level and Higher

The White Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of white mage spells that are available for you to cast, choosing from the white mage spell list. When you do so, choose a number of white mage spells equal to your Wisdom modifier + your white mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level white mage, you have four 1st-levei and two 2nd-levei spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of white mage spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your White Mage spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a White Mage spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your White Mage spells.

Ritual Casting

You can cast any White Mage spell you know as a ritual if that spell has the ritual tag.

Confession

Beginning at 1st level, you gain the bonus action Prayer. When you use Prayer you gain a charge of Confession. When you use prayer while you already have a charge of confession, you double the number of charges you currently have, then gain 1 charge.

You may hold a number of confession charges equal to your proficiency bonus. You must be in combat to use prayer, your confession charges fade away after spending 1 minute outside of combat.

Reach of the Unseen

Also beginning at 1st level, when you cast a spell, you may spend 1 charge of confession to commission the elementals of the world to carry your spell. If your spell is a touch spell, you may cast it as a ranged spell up to a distance of 30ft.

Conjury Discipline

At 2nd level, you choose the discipline you belong to as a White Mage. Elementalist, Spirit Master, or Ampdapori, all detailed at the end of the class description. Your archetype choice grants you features at the 1st, 6th, 10th and 14th level.

Afflatus Solace

Beginning at the 2nd level, as an action you may spend any number of your confession charges. You heal a creature within 30ft. of you for #d4 + your proficiency bonus, where # is equal to the charges of confession spent.

Your Prayer bonus action cannot have been used before or after using Afflatus Solace on your turn. The target creature must have more than 0 hit points.

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.

Conservation of Life

Beginning at the 18th level, when your hit points are reduced to 0 and you fall unconscious, you release a pulse of healing energy. All allies, excluding yourself, within a 30ft. radius are healed for 2d8 + your Wisdom ability modifier hit points. This is unaffected by Touch of the Padjal. This effect only occurs once. You must then finish a long rest to use Conservation of Life again.

Graceful Healer

Beginning at the 20th level, you gain two Confession charges when you roll for initiative at the beginning of battle.

The Protectors of the Future

The White Mages goal in life is to safeguard the future through the use of the inherent magic hidden within the land. This has lead to three paths which a white mage chooses between to help focus what power they draw forth. An elementalist uses the power of nature to control earth, wind and water in defense of the land. The spirit master uses the essence of the world alongside the magic within their allies to bring forth powerful healing spells. The Ampdapori makes use of the power of light to bring forth a powerful advantage against blasphemous invaders to their realm.

Elementalist

White Mages who choose to focus on manipulating the elements around them come to be known as elementalists. They are able to work very closely with the elementals living across the land to borrow their strength and knowledge, turning the world itself into an ally.

Expanded Spell List

Your specialization as an elementalist lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.

Expanded Spell List
Spell Level Spell
1st Earth Tremor, Thunderwave
2nd Earthbind, Maximilian's Earthen Grasp
3rd Erupting Earth, Melf's Minute Meteors
4th Stoneskin, Watery Sphere
5th Conjure Elemental, Control Wind

Elemental Blessing

Beginning at the 2nd level, as an action you may expend Confession charges to bless a weapon within 30ft. of you that you can see with elemental power for a number of rounds equal to your Wisdom modifier. The number of charges you spend increase the effectiveness of your blessing.

Elemental Blessing Effect
Charges Spent Effect
1 The damage type of the weapon changes to cold, radiant or thunder.
2 The weapon gains a +1 bonus on attack rolls.
3 The weapon's damage rolls deal bonus damage equal to your proficiency bonus.

Eyes of the Elementals

Beginning at the 6th level, you may commune with the elementals in the surrounding area. You gain a mental map of an area of 2 mile radius centered on you. You must spend 15 minutes meditating while elementals share this information about the surrounding area with you. You may only commune with the elementals in this way once, your ability to do so refreshing after a long rest.

Also, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Elemental Armour

Beginning at the 10th level, as an action, you may spend 1 Confession charge to grant a creature you touch the elementals' protection. The creature gains resistance to one of the following elements: cold, radiant or thunder for a number of rounds equal to your Wisdom modifier.

Aetherial Conjuration

Beginning at the 14th level, as a bonus action you may spend a number of Confession charges to borrow power from the elementals to cast a spell. You may cast a spell whose level is equal to half the number of Confession charges spent (rounded up).

Spirit Master

A Spirit Master is a White Mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Drawing power from the land and the spirits who inhabit it, a Spirit Master is able to unleash incredibly potent healing and support spells. They have taken on the role to soothe the wounds of those who protect the world and those who need protecting.

Expanded Spell List

Your specialization as a spirit master lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.

Expanded Spell List
Spell Level Spell
1st Heroism, Sanctuary
2nd Enhance Ability, Protection from Poison
3rd Beacon of Hope, Revivify
4th Regen, Tetragrammaton
5th Assize, Asylum

Soothe Sayer

Also beginning at the 2nd level, your healing spells are more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level.

Medicine Master

Beginning at the 6th level, you gain proficiency in the Medicine skill. You have advantage on Wisdom (Medicine) checks to stabilize creatures and when diagnosing diseases.

Clerical Smite

Beginning at the 10th level, when you cast a healing spell you may spend a Confession charge to weaponize the spell, dealing radiant damage instead of healing. The spell must require a die role to be used in this way. The bonus healing that would be applied from Soothe Sayer is applied as bonus damage.

Targeted creatures make a Wisdom saving throw against your Spell Save DC, taking the spell's healing as damage on a failure and half as much on a success.

Touch of the Padjal

Beginning at the 14th level, as a bonus action you may spend a Confession charge. When you cast your next spell which restores hit points, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example,

instead of restoring 2d6 hit points to a creature, you restore 12.

Ampdapori

Some White Mages focus on the role of repelling those who do not belong in the world from it, relying on light and holy magic to drive the undead and fiends from the world through destruction. An Ampdapori White Mage has taken up arms for this very purpose, using a mix of healing magic and holy magic to smite out blasphemous creatures from the land.

Expanded Spell List

Your specialization as an ampdapori lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.

Expanded Spell List
Spell Level Spell
1st Banish, Bless
2nd Moonbeam, Sleep
3rd Daylight, Spirit Guardians
4th Banishment, Wall of Fire
5th Holy, Hallow

Afflatus Misery

Beginning at the 2nd level, as an action you may spend any number of confession charges to make a ranged spell attack against a creature within 60ft. of you. Your attack deals #d6 + your proficiency bonus radiant damage, where # is equal to the number of confession charges spent.

Inquisitor's Report

Beginning at the 6th level, you may spend 15 minutes communing with the elementals to learn the location of any undead or fiend creatures within a 1 mile radius. You may only do this once before, your ability to do so refreshing after a long rest.

Aura of Ampdapor

Beginning at the 10th level, while you hold a Confession charge in your body, you emit an aura in a 10ft. radius that protects you and friendly creatures. While within your aura, creatures have resistance to necrotic damage and when they are the target of a spell which restores hit points, they recover additional hit points equal to your Wisdom modifier.

Void Bane

Beginning at the 14th level, as a bonus action you may spend 1 Confession charge to empower your next spell. If the target of your spell is an undead or fiend creature, it become far more effective. If your spell requires you to make a spell attack roll, you gain advantage on your attack roll. If your spell requires the target creature to make a saving throw, they do so with disadvantage.

Additionally, your spell deals bonus damage on hit equal to your proficiency bonus.

Chapter 3: Spells

This chapter describes the spell lists of the classes available in this partner guide to the Dungeons & Dragons Player's Handbook. Please consult the player's handbook for spell descriptions. Spells custom created for the classes will be detailed at the end of the chapter and are marked in italics within the document.

Spells from Xanathar's Guide to Everything, Tasha's Cauldron of Everything, the Explorer's Guide to Wildemount and other official Dungeons and Dragons releases not apart of the player's handbook are bolded, and spells created for this document are italicized.




Astrologian Spells

Cantrips (0 Level)
  • Blade Ward
  • Dancing Lights
  • Friends
  • Frostbite
  • Guidance
  • Gust
  • Light
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • True Strike
  • Word of Radiance
1st Level
  • Alarm
  • Bane
  • Bless
  • Cause Fear
  • Ceremony
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Create of Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Dissonant Whispers
  • Faerie Fire
  • Feather Fall
  • Gift of Alacrity
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Hex
  • Identify
  • Illusory Script
  • Jump
  • Mage Armor
  • Magic Missile
  • Magnify Gravity
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Speak with Animals
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Darkness
  • Detect Thoughts
  • Enhance Ability
  • Find Traps
  • Fortune's Favor
  • Gentle Repose
  • Healing Spirit
  • Hold Person
  • Immovable Object
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Moonbeam
  • Nathair's Mischief
  • Nystal's Magic Aura
  • Prayer of Healing
  • See Invisibility
  • Silence
  • Skywrite
  • Spiritual Weapon
  • Suggestion
  • Vortex Warp
  • Warding Bond
  • Warp Sense
  • Wristpocket
  • Zone of Truth
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fly
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Life Transference
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Melf's Minute Meteors
  • Motivational Speech
  • Nondetection
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Speak wth Dead
  • Speak with Plants
  • Spirit Guardians
  • Spirit Shroud
  • Tongues


4th Level
  • Arcane Eye
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Confusion
  • Death Ward
  • Dimension Door
  • Divination
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Sickening Radiance
5th Level
  • Antilife Shell
  • Circle of Power
  • Collective Unconscious
  • Commune
  • Commune with Nature
  • Cone of Cold
  • Contact Other Plane
  • Dawn
  • Dispel Evil and Good
  • Dream
  • Far Step
  • Geas
  • Gravity
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Rary's Telepathic Bond
  • Reincarnate
  • Scrying
  • Seeming
  • Skill Empowerment
  • Summon Celestial
  • Telekinesis
  • Teleportation Circle
  • Temporal Shunt
  • Wall of Force
  • Wall of Light
6th Level
  • Bones of the Earth
  • Eyebite
  • Find the Path
  • Fizban's Platinum Shield
  • Flesh to Stone
  • Globe of Invulnerbility
  • Gravity Fissure
  • Harm
  • Heal
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Scatter
  • Sunbeam
  • True Seeing
  • Wind Walk
  • Word of Recall
7th Level
  • Conjure Celetial
  • Crown of Stars
  • Etherealness
  • Force Cage
  • Mirage Arcane
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Resurrection
  • Reverse Gravity
  • Symbol
  • Teleport
  • Tether Essence
  • Whirlwind
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Celestial Opposition
  • Dark Star
  • Demiplane
  • Earthquake
  • Feeblemind
  • Maddening Darkness
  • Mighty Fortress
  • Mind Blank
  • Reality Break
  • Sunburst
  • Telepathy
  • Tsunami
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Invulnerability
  • Mass Heal
  • Meteor Swarm
  • Power Word: Heal
  • Power Word: Kill
  • Prismatic Wall
  • Ravenous Void
  • Time Ravage
  • Time Stop
  • True Resurrection
  • Wish

Bard Spells

1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Catapult
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • Feather Fall
  • Hail of Thorns
  • Healing Word
  • Heroism
  • Identify
  • Hunter's Mark
  • Jump
  • Longstrider
  • Silvery Barbs
  • Snare
  • Tasha's Hideous Laughter
  • Thunderwave
  • Zephyr Strike
2nd Level
  • Aid
  • Air Bubble
  • Barkskin
  • Calm Emotions
  • Cordon of Arrows
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Find Traps
  • Gift of Gab
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mirror Image
  • Pass Without Trace
  • Protection from Poison
  • Pyrotechnics
  • See Invisibility
  • Shatter
  • Silence
  • Skywrite
  • Tasha's Mind Whip
  • Suggestion
  • Zone of Truth
3rd Level
  • Antagonize
  • Bestow Curse
  • Catnap
  • Conjure Barrage
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fast Friends
  • Fear
  • Flame Arrows
  • Hypnotic Pattern
  • Incite Greed
  • Lightning Arrow
  • Major Image
  • Mass Healing Word
  • Motivational Speech
  • Nondetection
  • Protection from Energy
  • Revivify
  • Sending
  • Slow
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Charm Monster
  • Compulsion
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Raulothim's Psychic Lance
  • Stoneskin
5th Level
  • Conjure Volley
  • Dominate Person
  • Dream
  • Geas
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Swift Quiver
  • Teleportation Circle

Black Mage Spells

Cantrips
  • Blade Ward
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Green-Flame Blade
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Produce Flame
  • Ray of Frost
  • Sapping Sting
  • Shocking Grasp
  • Thaumaturgy
  • Toll the Dead
  • Vicious Mockery
1st Level
  • Absorb Elements
  • Bane
  • Burning Hands
  • Chaos Bolt
  • Charm Person
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Find Steed
  • Fog Cloud
  • Frost Fingers
  • Grease
  • Hellish Rebuke
  • Hex
  • Ice Knife
  • Illusory Script
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
2nd Level
  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Blur
  • Borrowed Knowledge
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Find Steed
  • Flame Blade
  • Flaming Sphere
  • Flock of Familiars
  • Heat Metal
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Magic Mouth
  • Mirror Image
  • Misty Step
  • Nathair's Mischief
  • Nystul's Magic Aura
  • Pass Without Trace
  • Phantasmal Force
  • Pyrotechnics
  • Rime's Binding Ice
  • Rope Trick
  • See Invisibility
  • Silence
  • Spider Climb
  • Suggestion
  • Tasha's Mind Whip
  • Vortex Warp
  • Web
3rd Level
  • Animate Dead
  • Antagonize
  • Ashardalon's Stride
  • Bestow Curse
  • Blink
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fear
  • Feign Death
  • Fireball
  • Fly
  • Glyph of Warding
  • Hypnotic Pattern
  • Incite Greed
  • Intellect Fortress
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Sending
  • Speak with Dead
  • Spirit Shroud
  • Stinking Cloud
  • Summon Shadowspawn
  • Summon Undead
  • Tongues
  • Vampire Touch
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Compulsion
  • Confusion
  • Conjure Minor Elementals
  • Dimension Door
  • Elemental Bane
  • Evard's Black Tentacles
  • Fabricate
  • Find Greater Steed
  • Fire Shield
  • Freedom of Movement
  • Gate Seal
  • Giant Insect
  • Greater Invisibility
  • Hallucinatory Terrain
  • Leomund's Secret Chest
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Raulothim's Psychic Lance
  • Shadow of Moil
  • Sickening Radiance
  • Spirit of Death
  • Summon Aberration
  • Summon Elemental
  • Wall of Fire
5th Level
  • Animate Objects
  • Antilife Shell
  • Awaken
  • Bigby's Hand
  • Circle of Power
  • Conjure Elemental
  • Contagion
  • Danse Macabre
  • Destruction Wave
  • Enervation
  • Far Step
  • Flame Strike
  • Geas
  • Infernal Calling
  • Insect Plague
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • Raise Dead
  • Scrying
  • Seeming
  • Summon Draconic Spirit
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Create Homunculus
  • Create Undead
  • Disintegrate
  • Drawmij's Instant Summons
  • Eyebite
  • Flesh to Stone
  • Forbiddance
  • Globe of Invulnerability
  • Harm
  • Investiture of Flame
  • Investiture of Ice
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Otiluke's Freezing Sphere
  • Otto's Irresistible Dance
  • Planar Ally
  • Primordial Ward
  • Scatter
  • Soul Cage
  • Summon Fiend
  • True Seeing
  • Wall of Ice
  • Word of Recall
7th Level
  • Delayed Blast Fireball
  • Draconic Transformation
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Mordenkainen's Magnificent Mansion
  • Plane Shift
  • Power Word: Pain
  • Prismatic Spray
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mind Blank
  • Power Word: Stun
  • Telepathy
9th Level
  • Astral Projection
  • Flare
  • Gate
  • Imprisonment
  • Mass Polymorph
  • Meteor Swarm
  • Power Word: Kill
  • Psychic Scream
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

Blue Mage Spells

Cantrips
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Gust
  • Infestation
  • Lightning Lure
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Primal Savagery
  • Ray of Frost
  • Resistance
  • Sapping Sting
  • Shocking Grasp
  • Thunder Clap
  • True Strike
1st Level
  • Absorb Elements
  • Animal Friendship
  • Armor of Agathys
  • Beast Bond
  • Burning Hands
  • Catapult
  • Cause Fear
  • Color Spray
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Ensnaring Strike
  • Entangle
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Frost Fingers
  • Grease
  • Healing Word
  • Hellish Rebuke
  • Hunter's Mark
  • Ice Knife
  • Identify
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Pruify Food and Drink
  • Ray of Sickness
  • Shield
  • Silent Image
  • Speak with Animals
  • Tasha's Caustic Brew
  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Ehance Ability
  • Enlarge/Reduce
  • Enthrall
  • Find Steed
  • Find Traps
  • Flock of Familliars
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Invisibility
  • Kinetic Jaunt
  • Knock
  • Lesser Restoration
  • Levitate
  • Locate Animals or Plants
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Pass Without Trace
  • Protection from Poison
  • Ray of Enfeeblement
  • Rime's Binding Ice
  • See Invisibility
  • Spider Climb
  • Summon Beast
  • Web
3rd Level
  • Ashardalon's Stride
  • Blink
  • Catnap
  • Conjure Animals
  • Counterspell
  • Daylight
  • Erupting Earth
  • Fear
  • Feign Death
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Life Transference
  • Lightning Bolt
  • Mass Healing Word
  • Meld into Stone
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walking
  • Wind Wall
4th Level
  • Blight
  • Confusion
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Ice Storm
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Polymorph
  • Sickening Radiance
  • Stone Shape
  • Stoneskin
    • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Awaken
  • Cloudkill
  • Commune with Nature
  • Cone of Cold
  • Contagion
  • Control Winds
  • Destructive Wave
  • Enervation
  • Far Step
  • Geas
  • Greater Restoration
  • Hold Monster
  • Immolation
  • Insect Plague
  • Mass Cure Wounds
  • Mislead
  • Raise Dead
  • Reincarnate
  • Scying
  • Skill Empowerment
  • Steel Wind Strike
  • Telekinesis
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
6th Level
  • Bone of the Earth
  • Chain Lightning
  • Disintegrate
  • Druid Grove
  • Eyebite
  • Find the Path
  • Fizban's Platinum Shield
  • Flesh to Stone
  • Globe of Invulnerability
  • Harm
  • Heal
  • Move Earth
  • Otiluke's Freezing Sphere
  • Primordial Ward
  • Tasha's Otherworldly Guise
  • True Seeing
  • Wall of Ice
  • Wind Walk
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Power Word: Pain
  • Prismatic Spray
  • Regenerate
  • Resurrection
  • Simulacrum
  • Symbol
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Animal Shapes
  • Earthquake
  • Feeblemind
  • Incendiary Cloud
  • Mind Blank
  • Power Word: Stun
  • Tsunami
9th Level
  • Astral Projection
  • Invulnerability
  • Mass Heal
  • Mass Polymorph
  • Power Word: Heal
  • Power Word: Kill
  • Psychic Scream
  • Shapechange
  • True Polymorph
  • True Resurrection
  • Weird

Dancer Spells

1st Level
  • Bane
  • Bless
  • Cause Fear
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle
  • Expeditious Retreat
  • Faerie Fire
  • Fog Cloud
  • Healing Word
  • Heroism
  • Hex
  • Hunter's Mark
  • Mage Armor
  • Protection from Evil and Good
  • Shield of Faith
  • Silent Image
  • Tasha's Caustic Brew
  • Tasha's Hideous Laughter
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Alter Self
  • Barkskin
  • Blur
  • Calm Emotions
  • Charm Person
  • Crown of Madness
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Flame Blade
  • Flock of Familiars
  • Gust of Wind
  • Healing Spirit
  • Hold Person
  • Invisibility
  • Kinetic Jaunt
  • Lesser Restoration
  • Levitate
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Mind Spike
  • Moonbeam
  • Nathair's Mischief
  • Pass Without Trace
  • Phantasmal Force
  • Shadow Blade
  • Skywrite
  • Spike Growth
  • Warding Wind
  • Web
3rd Level
  • Ashardalon's Stride
  • Aura of Vitality
  • Beacon of Hope
  • Bestow Curse
  • Blink
  • Call Lightning
  • Clairvoyance
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fear
  • Fly
  • Gaesous Form
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Intellect Fortress
  • Major Image
  • Mass Healing Word
  • Melf's Minute Meteors
  • Mass Healing Word
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Slow
  • Spirit Shroud
  • Wall of Sand
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Arcane Eye
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Compulsion
  • Confusion
  • Control Water
  • Dominate Beast
  • Greater Invisibility
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere
5th Level
  • Animate Objects
  • Antilife Shell
  • Circle of Power
  • Control Winds
  • Danse Macabre
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Far Step
  • Greater Restoration
  • Hold Monster
  • Immolation
  • Mass Cure Wounds
  • Mislead
  • Raise Dead
  • Skill Empowerment
  • Telekinesis
  • Tree Stride
  • Wall of Stone

Paladin Spells

1st Level
  • Bless
  • Ceremony
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Guiding Bolt
  • Heroism
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Searing Smite
  • Shield of Faith
  • Sleep
  • Thunderous Smite
  • Wrathful Smite
2nd Level
  • Aid
  • Branding Smite
  • Calm Emotions
  • Enhanced Ability
  • Find Steed
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Moonbeam
  • Prayer of Healing
  • Protection from Poison
  • See Invisibility
  • Warding Bond
  • Zone of Truth
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Blinding Smite
  • Counterspell
  • Create Food and Water
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Haste
  • Magic Circle
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Spirit Shroud
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Compulsion
  • Death Ward
  • Find Greater Steed
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Staggering Smite
  • Stoneskin
5th Level
  • Banishing Smite
  • Circle of Power
  • Commune
  • Destructive Wave
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Hold Monster
  • Holy Weapon
  • Scrying
  • Wall of Force

Reaper Spells

1st Level
  • Arcane Weapon
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Cause Fear
  • Chaos Bolt
  • Compelled Duel
  • Comprehend Languages
  • Cure Wounds
  • Dark
  • Detect Evil and Good
  • Detect Magic
  • Drain
  • False Life
  • Find Steed
  • Fog Cloud
  • Gentle Repose
  • Hellish Rebuke
  • Hex
  • Hunter's Mark
  • Ice Knife
  • Identify
  • Inflict Wounds
  • Jump
  • Longstrider
  • Protection from Evil and good
  • Ray of Sickness
  • Shield
  • Silent Image
  • Unseen Servant
  • Wrathful Smite
2nd Level
  • Alter Self
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Crown of Madness
  • Darkness
  • Darkra
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Find Traps
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Pass without Trace
  • Phantasmal Force
  • Ray of Enfeeblement
  • See Invisibility
  • Shadow Blade
  • Silence
  • Spiritual Weapon
  • Zone of Truth
3rd Level
  • Animate Dead
  • Bestow Curse
  • Darkga
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Haste
  • Hunger of Hadar
  • Hypnotic Pattern
  • Life Transference
  • Phantom Steed
  • Remove Curse
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud
  • Summon Shadowspawn
  • Summon Undead
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Compulsion
  • Confusions
  • Death Ward
  • Dimension Door
  • Evard's Black Tentacles
  • Find Greater Steed
  • Greater Invisibility
  • Phantasmal Killer
  • Shadow of Moil
  • Staggering Smite
5th Level
  • Antilife Shell
  • Banishing Smite
  • Circle of Power
  • Cloudkill
  • Contact Other Plane
  • Contagion
  • Danse Macabre
  • Desctructive Wave
  • Enervation
  • Hold Monster
  • Negative Energy Flood
  • Raise Dead
  • Scrying
  • Steel Wind Strike
  • Teleportation Circle

Red Mage Spells

Cantrips (Level 0)
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Fire Bolt
  • Green-Flame Blade
  • Gust
  • Jolt
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mold Earth
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
  • Word of Radiance
1st Level
  • Absorb Elements
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Feather Fall
  • Frost Fingers
  • Healing Word
  • Hellish Rebuke
  • Jump
  • Mage Armor
  • Magic Missile
  • Shield
  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Calm Emotions
  • Cloud of Daggers
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enthrall
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Lesser Restoration
  • Levitate
  • Magic Mouth
  • Magic Weapon
  • Maximillian's Earthen Grasp
  • Misty Step
  • Pyrotechnics
  • Scorching Ray
  • Shatter
  • Spike Growth
  • Warding Wind
  • Zone of Truth
3rd Level
  • Blink
  • Catnap
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Fly
  • Haste
  • Lightning Bolt
  • Magic Circle
  • Mass Healing Word
  • Melf's Minute Meteors
  • Revivify
  • Thunder Step
  • Wall of Sand
  • Wind Wall
4th Level
  • Charm Monster
  • Confusion
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Ice Storm
  • Sickening Radiance
  • Stoneshape
  • Stoneskin
  • Storm Sphere
  • Wall of Fire
5th Level
  • Circle of Power
  • Control Winds
  • Dawn
  • Dominate Person
  • Flame Strike
  • Geas
  • Holy
  • Immolation
  • Mass Cure Wounds
  • Steel Wind Strike
  • Transmute Rock
  • Wall of Stone
6th Level
  • Bones of the Earth
  • Blade Barrier
  • Chain Lightning
  • Eyebite
  • Flesh to Stone
  • Heal
  • Move Earth
  • Tasha's Otherworldly Guide
  • Tenser's Transformation
  • Wind Walk
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Plane Shift
  • Resurrection
  • Whirlwind
8th Level
  • Antimagic Field
  • Dominate Monster
  • Earthquake
  • Glibness
  • Incendiary Cloud
9th Level
  • Blade of Disaster
  • Flare
  • Mass Heal
  • Meteor Swarm
  • Power Word Heal
  • True Resurrection

Sage Spells

Cantrips (0 Level)
  • Blade Ward
  • Dancing Lights
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Prestidigitation
  • Resistance
  • Sapping Sting
  • Spare the Dying
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Armor of Agathys
  • Bane
  • Catapult
  • Cause Fear
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Find Familiar
  • Healing Word
  • Heroism
  • Hex
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Ray of Sickness
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
  • Snare
  • Tenser's Floating Disk
  • Unseen Servant
  • Witch Bolt

Sage Spells

Cantrips (0 Level)
  • Blade Ward
  • Dancing Lights
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Prestidigitation
  • Resistance
  • Sapping Sting
  • Spare the Dying
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Armor of Agathys
  • Bane
  • Catapult
  • Cause Fear
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Find Familiar
  • Healing Word
  • Heroism
  • Hex
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Ray of Sickness
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
  • Snare
  • Tenser's Floating Disk
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aid
  • Air Bubble
  • Arcane Lock
  • Blur
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Gentle Repose
  • Healing Spirit
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Pass without Trace
  • Protection from Poison
  • See Invisibility
  • Shatter
  • Silence
  • Skywrite
  • Warding Bond
  • Zone of Truth
3rd Level
  • Blink
  • Counterspell
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Fly
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Compulsion
  • Confusion
  • Death Ward
  • Dimension Door
  • Fabricate
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Sickening Radiance
  • Stoneskin
  • Summon Construct
5th Level
  • Antilife Shell
  • Awaken
  • Bigby's Hand
  • Circle of Power
  • Contact Other Plane
  • Creation
  • Dispel Evil and Good
  • Dream
  • Far Step
  • Greater Restoration
  • Mass Cure Wounds
  • Passwall
  • Raise Dead
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
6th Level
  • Arcane Gate
  • Chain Lightning
  • Disintegrate
  • Eyebite
  • Find the Path
  • Flesh to Stone
  • Fizban's Platinum Shield
  • Forbiddance
  • Globe of Invulnerbility
  • Guards and Wards
  • Harm
  • Heal
  • Heroes' Feast
  • Mental Prison
  • Primordial Ward
  • Programmed Illusion
  • Scatter
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Sword
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Resurrection
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Feeblemind
  • Glibness
  • Mind Blank
  • Sunburst
  • Telepathy
9th Level
  • Astral Projection
  • Gate
  • Imprisonment
  • Invulnerbility
  • Mass Heal
  • Power Word Heal
  • Prismatic Wall
  • Time Stop
  • True Resurrection

Scholar Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Dancing Lights
  • Friends
  • Infestation
  • Light
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Primal Savagery
  • Resistance
  • Ruin
  • Sapping Sting
  • Spare the Dying
  • Sword Burst
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Catapult
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Faerie Fire
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Purify Food and Drink
  • Ray of Sickness
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Snare
  • Tasha' Caustic Brew
  • Tasha's Hideous Laughter
  • Tenser's Floating Disk
  • Unseen Servant
  • Zephyr Strike
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Steed
  • Find Traps
  • Gentle Repose
  • Healing Spirit
  • Hold Person
  • Immovable Object
  • Invisibility
  • Knock
  • Lesser Restoration
  • Levitate
  • Magic Weapon
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Prayer of Healing
  • Protection from Poison
  • Ray of Enfeeblement
  • See Invisibility
  • Silence
  • Skywrite
  • Spider Climb
  • Spike Growth
  • Suggestion
  • Warding Bond
3rd Level
  • Antagonize
  • Bestow Curse
  • Blink
  • Catnap
  • Conjure Barrage
  • Counterspell
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Fly
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Leomund's Tiny Hut
  • Life Transference
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Meld into Stone
  • Motivational Speech
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Speak with Dead
  • Stinking Cloud
  • Summon Fey
  • Tongues
  • Vampiric Touch
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Aura of Life
  • Banishment
  • Blight
  • Compulsion
  • Confusion
  • Death Ward
  • Dimension Door
  • Fabricate
  • Find Greater Steed
  • Hallucinatory Terrain
  • Leomund's Secret Chest
  • Locate Creature
  • Lustrate
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Sacred Soil
  • Sickening Radiance
  • Stoneskin
  • Vitriolic Sphere
5th Level
  • Bigby's Hand
  • Circle of Power
  • Cloudkill
  • Contagion
  • Creation
  • Dominate Person
  • Enervation
  • Far Step
  • Geas
  • Greater Restoration
  • Hold Monster
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Planar Binding
  • Raise Dead
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Telekinesis
  • Teleportation Circle
  • Temporal Shunt
  • Wall of Force
6th Level
  • Arcane Gate
  • Blade Barrier
  • Circle of Death
  • Conjure Fey
  • Contingency
  • Create Homunculus
  • Eyebite
  • Find the Path
  • Forbiddance
  • Globe of Invulnerbility
  • Guards and Wards
  • Harm
  • Heal
  • Heroes' Feast
  • Mental Prison
  • Planar Ally
  • Programmed Illusion
  • Scatter
  • Soul Cage
  • Tenser's Transformation
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Mordenkainen's Sword
  • Plane Shift
  • Power Word: Pain
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Resurrection
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
  • Tether Essence
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Incendiary Cloud
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Power Word: Stun
  • Reality Break
  • Telepathy
9th Level
  • Blade of Disaster
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Mass Heal
  • Power Word: Heal
  • Power Word: Kill
  • Prismatic Wall
  • True Polymorph
  • True Resurrection
  • Weird
  • Wish

Summoner Spells

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Frostbite
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Produce Flame
  • Resistance
  • Shape Water
  • Ruin
  • Thaumaturgy
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Burning Hands
  • Chaos Bolt
  • Chromatic Orb
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Earth Tremor
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Frost Fingers
  • Healing Word
  • Hellish Rebuke
  • Heroism
  • Ice Knife
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Shield
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Air Bubble
  • Blur
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Invisibility
  • Levitate
  • Maxmillian's Earthen Grasp
  • Misty Step
  • Pyrotechnics
  • Rime's Binding Ice
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Skywrite
  • Sniloc's Snowball Storm
  • Warding Wind
3rd Level
  • Ashardalon's Stride
  • Blink
  • Catnap
  • Call Lightning
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Lightning Bolt
  • Meld Into Stone
  • Melf's Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Banishment
  • Blight
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Elemental Bane
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Summon Elemental
  • Storm Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Cone of Cold
  • Conjure Elemental
  • Control Winds
  • Creation
  • Far Step
  • Flame Strike
  • Immolation
  • Maelstrom
  • Skill Empowerment
  • Steel Wind Strike
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Stone
  • Wrath of Nature
6th Level
  • Arcane Gate
  • Bones of the Earth
  • Chain Lightning
  • Disintegrate
  • Flesh to Stone
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Otiluke's Freezing Sphere
  • Primordial Ward
  • True Seeing
  • Wall of Ice
  • Wall of Thorns
  • Wind Walk
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Dream of the Blue Veil
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Prismatic Spray
  • Teleport
  • Temple of the Gods
  • Whirlwind
8th Level
  • Control Weather
  • Earthquake
  • Incendiary Cloud
  • Sunburst
  • Tsunami
9th Level
  • Gate
  • Mass Polymorph
  • Meteor Swarm
  • Storm of Vengeance
  • Time Stop
  • Weird
  • Wish

White Mage Spells

Cantrips (0 Level)
  • Create Bonfire
  • Druidcraft
  • Friends
  • Guidance
  • Gust
  • Infestation
  • Light
  • Mending
  • Mold Earth
  • Resistance
  • Sacred Flame
  • Shape Water
  • Spare the Dying
  • Thunderclap
  • Word of Radiance
1st level
  • Bane
  • Ceremony
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Gift of Alacrity
  • Goodberry
  • Guiding Bolt
  • Healing Word
  • Inflict Wounds
  • Mage Armour
  • Protection from Evil and Good
  • Purify Food and Drink
  • Shield of Faith
  • Snare
2nd level
  • Aid
  • Augury
  • Barksin
  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
  • Dust Devil
  • Find Traps
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Prayer of Healing
  • Silence
  • Spike Growth
  • Spiritual Weapon
  • Summon Beast
  • Warding Bond
  • Warding Wind
  • Zone of Truth
3rd level
  • Animate Dead
  • Bestow Curse
  • Catnap
  • Clairvoyance
  • Create Food and Water
  • Dispel Magic
  • Feign Death
  • Glyph of Wardning
  • Life Transference
  • Magic Circle
  • Mass Healing Ward
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Remove Curse
  • Sending
  • Speak with Dead
  • Spirit Shroud
  • Tidal Wave
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th level
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Death Ward
  • Divination
  • Freedom of Movement
  • Grasping Vine
  • Guardians of Faith
  • Guardian of Nature
  • Locate Creature
  • Sickening Radiance
  • Summon Construct
  • Summon Elemental
  • Stone Shape
5th level
  • Commune with Nature
  • Contagion
  • Dawn
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Transmute Rock
  • Wall of Stone
  • Wrath of Nature
6th level
  • Blade Barrier
  • Bones of the Earth
  • Create Undead
  • Druid Grove
  • Find the Path
  • Flesh to Stone
  • Forbiddance
  • Harm
  • Heal
  • Heroes' Feast
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Planar Ally
  • Sunbeam
  • True Seeing
  • Wall of Thorns
  • Word of Recall
7th level
  • Conjure Celestial
  • Crown of Stars
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Symbol
  • Tether Essence
  • Whirlwind
8th level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
  • Mighty Fortress
  • Sunburst
  • Tsunami
9th level
  • Astral Projection
  • Gate
  • Mass Heal
  • Storm of Vengeance
  • True Resurrection

Created Spells

Assize

5th-level evocation


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

An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover 3d8 hit points and all enemies within 60ft. must make a wisdom saving throw. They take 4d4 radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, increase the number of die for each effect for each slot level above 5th.

Asylum

5th-level evocation


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: concentration, 1 minute

You create a protective field which provides healing to friendly creatures. You create a globe of holy energy with a radius of 10ft. within range. All allies within the affected area recover 1d8 hit points at the start of their turn. Additionally, allied creatures within the affected creatures gain resistance to nonmagical slashing, piercing, and bludgeoning damage and necrotic damage.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, increase the heal by 1d8 for each slot level above 5th.

Banish

1st-level evocation


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

Light energy converges on a creature you can see within range. The creature makes a dexterity saving throw. This energy erupts with great force, searing the target creature with 3d6 radiant damage on a failed save and half as much on a successful save.

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


Celestial Opposition

8th-level evocation


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

You release a massive amount of astral energy in a 30ft. radius globe centered on you. The inside of the globe is dimly lit, and filled with softly glowing lights which map the starry sky. On this release, all enemies coming in contact with the sphere are star struck and must make a wisdom saving throw. Enemies take 6d8 force damage and are stunned for 1d4 rounds on a failed saved, and half the damage is taken and they resist becoming stunned on a success.

Collective Unconscious

5th-level evocation


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

You create a magical barrier around yourself. The barrier is 10ft. in radius and spherical. All allies within 10ft. of you are healed immediately for 3d8. As long as they remain in the barrier, their AC receives a +1 bonus and each time they start their turn within the barrier they are healed for 1d6 hit points.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the heal increases by 1d6 for each slot level above 5th.

Dark

1st-level Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instaneous

You form an orb of necrotic energy in the palm of your hand and fire it at a target within range, making a ranged spell attack. If the attack hits, the creature takes 3d8 necrotic damage.

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

Darkra

2nd-level Evocation


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

You fill your limb with necrotic energy and swing it out in an arcing motion, causing a wave of energy to burst out towards in a con. All creatures in a 30ft. cone originating on you make a Dexterity saving throw against your spell save DC. On a failure they take 3d8 necrotic damage and half as much on a success.

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

Darkga

3rd-level Evocation


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

You concentrate necrotic energy in the earth beneath a target creature in range you can see. All creatures within a 20ft. radius of the creature must make a Dexterity saving throw against your spell save DC, taking 8d6 necrotic damage on a failure and half as much on a success.

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.

Drain

1st-level Necromancy


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

Forcefully draw the life force from a creature within range. The target creature makes a Charisma saving throw against your spell save DC, taking 1d8 necrotic damage on a failure and half as much on a success. You recover hit points equal to half the damage dealt.

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

Flare

9th-level Evocation


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

You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 20d6 fire damage and 20d6 force damage on a failed saving throw and half as much on a success.

Gravity

5th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure the energies of the stars through your arcane focus to temporarily create a small, dense celestial body at a point in space within range. A spherical gravitational field appears around the body with 20ft. radius and produces a pulsing sound. Each creature within the field must make a Dexterity saving throw. A target takes 10d6 force damage on a failed save, and half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Holy

5th-level evocation


  • Casting Time: 1 action
  • Range: self (10ft. radius, caster immune)
  • Components: V, S
  • Duration: Instantaneous

You let loose an orb of radiant energy which floats above you for a moment before exploding with great force. All creatures within range must make a Constitution saving throw. Creatures take 6d8 radiant damage and are stunned for one round on a failed save, and take half as much and resist the stun effect on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Jolt

evocation cantrip


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

A shard of crystallized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.

Lustrate

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

You may cast this spell as an action or as a reaction when a creature takes damage. This spell cannot be used in tandem with Adloqiuem (Nymian Scholar feature). A target you can see within range is invigorated by a burst of soothing magic. They recover hit points equal to 5d8.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 4th.

Regen

4th-level enchantment


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

The target's body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains 1d6 hit points at the start of its turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d6 for each slot level above 4th.

Ruin

evocation cantrip


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

You conjure an orb of unaspected magic and launch it at a creature or object in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

The spell deals more damage when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Sacred Soil

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You create a 10ft. radius dome of protective magic to shield your allies from harm centered on a location within range. When an ally within the dome takes damage, the damage is reduced by 1d6.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage reduction increases by 1d6 for each slot level above 4th.

Tetragammaton

4th-level evocation


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

You may cast this spell as an action or a reaction when a creature takes damage. A creature within range you can see is healed for 3d8 hit points instantaneously.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 4th.

Appendix A: Machinist Item Costs

Below you will find a chart laying out the cost to replace lost or broken Machinist equipment. Additionally you'll find the cost of various fire arms and their ammunition.

Firearms
Item Cost Damage Weight Properties
Martial Ranged Weapon
Pistol 250gp 1d10 piercing 3lb. Ammunition (range 30ft./90ft.), loading
Revolver - 2d8 piercing 3lb. Ammunition (range 40ft./120ft.), reload (6 shots)
Musket 500gp 1d12 piercing 10lb. Ammunition (range 40ft./120ft.), loading, two-handed
Rifle, hunting - 2d10 piercing 8lb. Ammunition (range 80ft./240ft.), reload (5 shots), two-handed
Bullets (10) 3gp 2lb.
Equipment
Sounding Sentry 50gp 1lb.
Emergency Rescue 150gp 1lb.
Cloaking Device 500gp 1lb.
Gauss Barrel 50gp 1lb.
Hawkeye Goggles 50gp 1lb.
Sensory Input Headpiece 50gp 1lb.

The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask your DM about making use of these weapons in your campaign. I suggest avoiding them.

Appendix B: Spoiler Races

There are some races which appear deep in the story of FFXIV and by virtue of their existence open new players up to story spoilers. Races which are reflective of this issue appear here.

Lalafell Subrace: Dwarf

In the land of Norvrandt, the Lalafells came to be known as Dwarves. These diminutive folk took to mining and crafts work, developing a distinct set of cultural customs, from giving proper boisterous welcomes by calling out "Lali Ho!" to never revealing their true faces outside of the village, hiding them beneath helmets and large fake beards, they became eccentric by any world's standards.

Ability Score Increase. Your Constitution score increases by 1.

Dwarven Resilience. You have advantage on Saving Throws against poison, and you have resistance against poison damage.



Stonecunning. Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice from the following: smith’s tools, brewer’s supplies, or mason’s tools.

Appendix C: Naming Info

Miqo'te Tribes

There are 26 tribes within the Seeker's of the Sun, here is a list to help you decide what tribe your Miqo'te came from.

Seekers of the Sun Tribes
Tribe Letter Associated Creature
A' Antelope
B' Boar
C' Coeurl
D' Dodo
E' Eft
F' Bear
G' Gryphon
H' Gigantoad
I' Buffalo
J' Jackal
K' Hipparion
L' Viper
M' Marmot
N' Aldgoat
O' Mole
P' Basilisk
Q' Puk
R' Raptor
S' Zu
T' Condor
U' Drake
V' Vulture
W' Wolf
X' Lynx
Y' Jaguar
Z' Ziz

Roegadyn Words

The Roegadyn name themselves by pairing up two words from their language, usually a descriptor and then a noun. A noun is turned into a descriptive word by adding a I to the end of the noun. Here is a list of known Roegadyn Words to help you select a name. This is an incomplete list.

Roegadyn Translations
Roegadyn Common
Abar Lone/Alone
Abyl Rage
Aent Duck
Aerg Ambitious
Aerm Poor
Aerst First
Agat Amber
Agynn Beginning
Ahct River
Ahl Eel
Ahld Old
Ahr Eagle
Ahrm Arm
Aht Eight
Ahtyn Judge
Ahtza Eighty
Ais Ice
Alyr Alder
Anka Anchor
Ansa Scythe
Aren Harvest
Ask Ash
Awyr Absent
Baen Bone
Bara Bare/Naked
Benn Leg
Bera Berry
Berk Mountain
Bhald Bold/Brave
Bhaln Plague
Bhar Bear
Bhir Ale
Bhrat Meat
Blaet Blood
Blan Darkness/Dark
Roegadyn Translations
Roegadyn Common
Blau Lead
Blei Pale
Bloe Blue
Bluom Flower
Blyn Blind
Blyss Blossom
Borg Castle
Born Boar
Braen Break
Brem Bramble
Broda Brother
Broen Brown
Broes Chest
Brot Bread
Bryda Bride
Bryn Spring
Brytt Bridle
Byld Make
Bylda Maker
Byrg (Byrgin) Protect
Bylg Fertile
Byrm Tree
Byrt Axe
Caepf Slate
Caer (Careig) Sad
Ceig Sail
Ceil Rope
Cwaen Pine
Cwin Wine
Daeg Soldier
Dani Narrow
Denkyr Thinking
Denn Thin
Dhem Dusk
Doen Thunder
Doer Dry
Does Two
Roegadyn Translations
Roegadyn Common
Dornn Thorn
Dorpf Village
Draeg Carry
Draga Carrier
Drys Three
Dyn People
Dyrf Farm
Dyrst Thirsty/Thirst
Eidin Oath
Eifa Bitter
Elak Elk
Elil Exiled/Foreign
Ent End
Erna Earnest
Ewan Even
Eyha Oak
Eyhil Acorn
Eyn One
Eynli Eleven
Eyri Wandering
Edz Eat
Faeld Field
Faez Fat
Falk Falcon
Farr Bull
Fatyr Father
Fedar Feather
Fhet Fight
Fhil Yellow
Fhis (Fhisk) Fish
Fhruh Early
Fian Enemy
Firk Explore
Flaz Flat
Flekk Spotted
Floeg Fly
Floer Lead
Roegadyn Translations
Roegadyn Common
Floh Flea
Foer Four
Foet Foot
Fohc Fox
Folg Bird
Frae Free
Froe(a) Lady
Frusk Frog
Frut Fruit
Fryd Peace/ful
Fryn Friend
Fyr Fire
Fyril Lost
Fyst Fist
Gaez Goat
Ganz Perfect
Gara Skin
Garr Choir
Geim Jewel
Geiss (Geyss) Ghost
Germa Conjurer
Gheb Give
Ghim Modest
Glac Bell
Glaz Glass
Goht God
Gohta Goddess
Graeb Grave
Greh Calm
Grein Bronze
Grina Howl
Grym Cruel
Gryne Green
Guht Good
Guld Gold
Guol Glorious
Gybal Skull
Roegadyn Translations
Roegadyn Common
Gybet Prayer
Gyft Sell
Hael Healthy
Haemr Hammer
Haer Grand
Haerz Heart
Hald Kind
Halp Side
Hana Hemp/Hempen
Hanth Hand
Harr Hair
Hart Hard
Hast (Hastal) Hazel
Helb Half
Herl Elder
Hezz Hot
Himal Sky
Hint Behind
Hirsk Agile
Holas Bald
Holl Hollow
Holsk Fast
Horsk (Horsam) Obedient
Hort Treasure
Hund (Hundr) Dog
Hwab Hawk
Hwyz Know
Hyll Hell
Hylt Forest
Hym Heaven
Hyr Army
Hyrt Autumn
Ingil (Inghil) Angel
Isil Island
Itar Knight
Iyrn Iron
Jaeg Hunt
Jarr Year
Roegadyn Translations
Roegadyn Common
Jho And
Jungh Young
Keim Violet/Purple
Kelt Cold
Kest Chestnut
Keten Chain(ed)
Khan Laugh
Khezl Kettle
Khra Crane
Khus Chaste
Kilb Calf
Kirz Candle
Klet Burdock
Klin (Klind) Child
Klyn Small
Klyng Brook
Kneh Near
Knod Knot/Knotty
Koel Coeurl
Koen King
Koena (Koenyb) Queen
Krepf Claw
Kroem Bent
Kryd Chalk
Kryst Crystal
Kupf Copper
Kympf Champion
Kynd Virgin
Kyrss Cherry
Laent Land
Lago Lament
Lahz Salmon
Lamm Lame/Injured
Leita Bringer
Liht Light
Lleid Pain
Roegadyn Translations
Roegadyn Common
Loef Leaf
Loet Loud
Loetr Pure
Loez Short
Loh Cloth/Clothes
Lon(a) Gatherer
Lora Laurel
Lorh Rabbit
Loug Leech
Lubb (Lubd) Poison
Lydir Leather
Lyna Linen
Lyng Long
Maeti Mighty
Maga Stomach
Mann Man
Marm Marble
Merl Sea
Mhar Horse
Mhas Scar
Mhol Salamander/Eft
Mhus Mouse
Moeg Able
Moen Moon
Moer Kill
Moht Mind
Murl Wall
Myna Love
Mynd Mouth
Myrgan Morning
Myst Mistletoe
Myte Middle
Nagl Nail
Nahct Night
Nazz Damp/Wet
Nebb Fog
Roegadyn Translations
Roegadyn Common
Nedyr Low
Niu New
Noez Walnut
Nort North
Nortyr Northern
Nyst Nest
Nyun Nine
Oebb Above
Oefyr Sacrifice
Oeya Eye
Ofan Clear
Opyl Apple
Orn Maple
Ost East
Ostyr Eastern
Oura Ear
Pfar Walking
Pfef Pepper
Pfrew Joy
Pfrym Plum
Pfym Five
Pfyn Finger
Phati Late
Rael Doe
Raen (Raeng) Circle
Raet Chariot
Ramm Ram
Rhen Clean
Rhet Law
Rheti Straight/Lawful
Rhit Right
Rhot Red
Rhyl Plentiful
Roegan (Roega) Rain
Roeh Rough
Ronth Run
Ronn Current
Roegadyn Translations
Roegadyn Common
Rostn Rusty
Ruht Smoke
Ryhhe Empire
Rymm Frost
Ryss Giant
Saelb (Sylbei) Sage
Saelz Salt
Saem Seed
Saes Six
Sald Luck
Sath Knife
Satz Dance
Seik Lake
Sfeik Lake
Skaen Beautiful
Skaet Shadow
Skal Servant
Skapf Sheep
Skarn Horrible
Skoef Poetry(Poet)
Skoen Shining
Skrat Goblin
Skrib Write
Skyf Ship
Skylt Shield
Slae Dull
Slaf Sleeping
Slett Plain
Smyd Smith
Snoe Snow
Some (Soemr) Summer
Solk Blessed
Spaer Sparrow
Spyr Spear
Stael Still
Sterr Strong
Sthal Steel
Roegadyn Translations
Roegadyn Common
Sthan Stand
Stral Arrow
Stymm Voice
Styr (Styrn) Star
Styrm Storm
Sund South
Sundyr Southern
Sunn Sun
Swaen Mushroom
Swar Black
Sweig Herd
Swerd Sword
Swoz Sweet
Swyg Silent
Swyn Round
Swyr Big
Swys (Swysta) Sister
Sygg Victory
Syhr Fearless
Syk Sick
Sylb Silver
Syn Son
Syng Song
Syngi Singing
Synt Sand
Syvin Seven
Syz Sit
Syzn Sitting
Thor Torn
Thosin Grey
Thota Daughter
Thuba Mage
Thubyr Magic
Thuv Dove
Toeg Secret
Toff Deep
Toum Dream
Roegadyn Translations
Roegadyn Common
Trach Dragon
Trachyn Dragon
Tragg Slow
Trahg Lazy
Troe (Troeb) Confused
Troeg Monster
Tu Dew
Twyr Dwarf
Tyl Valley
Tymb Dumb
Tyrb (Terbin) Cyclone
Tyrn Tower
Ubyl Evil
Ulm Elm
Und Wave
Unsyn Innocent
Unta Other
Urs Auroch
Usyn Ashen
Uwil Owl
Waeb Weave
Waek Battle
Waem Warm
Waen (Waent) Wind
Waht Guard
Wakk Awake/Woken
Wall Boil
Wann Empty
Ward Watch
Warg Truth
Wast Sharp
Webb Silk
Wein Woad
Weitz Wheat
Whas Wax
Whei Soft
Wilf Wolf

Roegadyn Translations
Roegadyn Common
Wilt Wild
Winst Left
Wint Winter
Wist West
Wistyr Western
Woerd Word
Wolk Cloud
Woll Wool
Wunt Under
Wuot Berserk
Wurt (Wurth) Herb
Wyb Woman
Wyda Willow
Wyn Daughter (used in last name only)
Wyrk Work
Wyrka Worker
Wyrn Snake
Wyss Wise
Wyta Water
Wyzn White
Ybolg Enraged
Zaen Ten
Zaes Right
Zahr Tear
Zant Tooth
Zedyr Cedar
Zent Send
Zirn Fury/Furious
Zoer Sour
Zwelf Twelve
Zwyn Twin

Xaela Tribes of the Azim Steppe

A Xaela's last name is the name of their tribe, rather than having a formal family name. They wear this name as a badge of honour and fight to protect their families. Each tribe has its own cultural ideas.

The Azim Steppe is an amazing large region of land where 51 known tribes are said to wander. It is not impossible for new tribes to form or disappear as people leave tribes to form their own or are assimilated into other groups.

Xaela Tribes
Tribe Distinguishing Information
Adarkim The largest of the Xaela tribes. While not the most skilled at battle, they overwhelm with numbers, taking losses in stride, knowing that a future victory over a weaker tribe will replenish their ranks.
Angura A small tribe which keeps mainly to the mountainous region of northeastern Othard. The glare reflected by the everlasting glaciers upon which they travel has rendered this tribe's skin color a deep rusty tone.
Arulaq A tribe thought lost 200 years ago, only recently discovered once again living in a secluded valley in the mountainous north.
Avagnar Though defeated and absorbed by the Adarkim, several of the proud tribe's members still secretly use its ancestral name, knowing that it could mean death if they are discovered.
Bairon A middle-sized tribe of the southern deserts and masters of survival in the driest of climes, the Bairon are all trained from a very young age to collect and drink their own bodily fluids, allowing them the ability to venture deep into places no other tribe will.
Bayaqud A tribe of the steppe’s western edges. Women from the Bayaqud tribe will traditionally take several husbands, as did the tribe's founding matron 2000 years ago.
Bolir A small tribe that earns its living by collecting the dung of the beastkin herds which roam the steppes. The dung is dried, turned into charcoal in temporary kilns, and sold to other tribes.
Borlaaq A tribe of all women. While breeding with men from other tribes is allowed, if a male is born into the tribe, he is given up within a year of birth.
Buduga An all-male tribe which only increases its ranks through battle and kidnapping.
Dalamiq One of only a few Xaela tribes which has abandoned the nomadic lifestyle and built a small village on an islet in the middle of a two-malm-wide span of the great inner river. It is said they once worshipped the now-fallen lesser moon.
Iriq A tribe that follows the Borlaaq, taking on any male children given up by the female warriors and raising them as their own.
Xaela Tribes
Tribe Distinguishing Information
Jhungid The second largest Xaela tribe. Mortal enemies with the Kharlu, the Jungid will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Kharlu--the winner gaining control over a large part of the eastern coastlands.
Kharlu The third largest Xaela tribe. Mortal enemies with the Jungid, the Kharlu will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Jungid--the winner gaining control over a large part of the eastern coastlands.
Khatayin A tribe which largely remains unseen, hunting goats in the mountains for nine moons of the year. The remaining three are spent at the foot of the great north range, where they survive off the dried meat they stocked.
Malqir A western steppe tribe characterized by its unique leader-choosing ritual which, instead of the usual test of brawn, is a game of Kharaqiq--a chess-like game played on a circular board divided into three rings.
Mankhad A costal tribe which fights with blow-darts made from bones dipped in the poison of the pufferfish. So practiced with the pipes are the tribe, that they can disable a target from 200 paces.
Mierqid A desert tribe which, over the course of a year, travels between over a hundred secret buried caches of supplies restocked with each annual visit.
Noykin Master trainers of the wild horses which populate the majority of steppe. It is said that the horsewives of the Noykin can break any beast if given but a week.
Olkund Selective breeding has seen the average height of the central steppe-dwelling Olkund tribe males reach over two and a half yalms. The females, for whatever reason, remain of an average height.
Dazkar Household duties such as cooking, cleaning, and childrearing are handled by the males of the Dazkar who, other than when on the move, rarely ever leave their family's yurts. Female Dazkar are tasked with hunting, and are known across the steppe as being some of the most accurate archers in the realm.
Oronir All members of the Oronir tribe believe themselves to be direct descendants of Azim, the tribe's god of the sun.
Oroq The Oroq create sleds made of reeds dipped in horse fat to help move their possessions and young children about the inner grasslands.
Xaela Tribes
Tribe Distinguishing Information
Qerel The warriors of this tribe all wear complete suits of armor crafted from the bones of steppe tigers which they kill with their own hands upon their coming of age.
Torgud This desert tribe does not wear any clothes, choosing instead to cover their bodies almost entirely in a white paint created from mud, lime, and bone meal. The paint helps to reflect the relentless desert sun.
Tumet The children of the Tumet, upon seeing their tenth summer, are tied to a sacred tree while the remainder of the tribe packs up and moves to their next location. Those children who manage to break free from their bonds and catch up with the tribe at that next location, are given a name and allowed into the tribe.
Ugund When members of this tribe die, their heads are removed from their bodies and placed in a jar of fermented goat milk. Once the liquid has been drunk by the head (in other words, evaporated), the head is then buried under an anthill so that the tiny workers can carry the spirit to the afterlife. The journey is thought to be a terrible one, the road filled with ghosts of the damned, so ensuring the spirit is drunk helps ease the journey.
Uyagir One of a handful of Xaela tribes which have given up the nomadic lifestyle. The Uyagir reside in a system of limestone caves on the northern edge of the southern deserts which are believed to have been dug by a race of giant oliphant-like beetles which were placed on the land by the gods to punish the elder tribes that had grown too greedy.
Dhoro An elusive tribe that avoids contact with most other tribes. Lookouts are posted all about their camps with orders to flee given the moment an outsider is spotted.
Orben A tribe that rides up and down the great inner river on boats woven from reeds and reinforced with scales from their own skin.
Ejinn A river tribe that chooses to swim from place to place rather than walk or take boats. It is said that members of the Ejinn can hold their breaths for up to a quarter bell, and will often migrate while almost completely submerged in order to avoid contact with hostile tribes.
Dotharl An extremely violent tribe with members who revel in massacre and are taught from a young age not to fear death. While they are quick to attack other tribes, mortality rates are high, ensuring that their numbers never grow too high.
Xaela Tribes
Tribe Distinguishing Information
Hotgo A tribe recently massacred by the Dotharl. The only members surviving are those who left the tribe to travel on their own and were not present during the killing. The Hotgo were known for their vibrant face paints which members would constantly change depending on their current mood.
Sagahl A tribe which sees all beastkin as equals with man, therefore refuses to eat or use them as beasts of burden. As a result, the diet of the Sagahl mainly consists of steppe shrubs and vilekin.
Kahkol A tribe made up of orphans and refugees from tribes defeated or destroyed. Many choose to combine the name of their old tribe with Kahkol.
Kha Unlike most of the Xaela, the Kha live on the fringes of the Xaela lands, actively seeking contact with non Auri peoples, introducing many aspects of those cultures into their own.
Mol A small tribe of devout worshippers of the elder gods, the Mol will consult with their deities (via a shaman conduit) before making any tribe-related decisions, from the direction of their next migration, to the beasts they will hunt each day for food.
Gesi The Gesi are masters of the slingspear, a mid-sized javelin carved from mammoth bone which, instead of being thrown by hand, is flung with a leather sling to improve range, speed, and killing power.
Kagon The Kagon are a nocturnal desert tribe who worship Nhaama, goddess of the moon and mortal enemy of Azim, god of the sun. Instructed by their goddess that to step into the sun is to succumb to the evil of Azim, they spend the daylight hours in their tents, only emerging to hunt and migrate at night. The result is an uncharacteristically pale skin for a group of people living in an almost eternally fair-weather locale.
Goro The Goro believe horses to be perfect beings, and each male and female, upon their coming of age, is married to a horse of the opposite sex. Reproductive mates are chosen by lots.
Gharl Before each migration, the Gharl will fill a sacred urn with the soil of the place they just camped. This soil is then dumped upon arriving at the next location. This tradition has been carried out for thousands of years, leading people to believe that most the steppe is now all of one soil.
Dataq The Dataq cover quite possibly the most area in their migrations, for they rarely stop in one area for longer than a few bells. Sleeping is all done in the saddle, and tents are only used when the rains are heavy and unbearable.
Xaela Tribes
Tribe Distinguishing Information
Haragin The legends of this coastal tribe tell of a group of their ancestors who crafted a giant ship and sailed out across the endless eastern ocean. The explorers are said to have returned with tales of a terrible island covered in massive grey monoliths and inhabited by fire-breathing steel demons.
Ura This mountain-dwelling tribe is one of the few which instead of hunting, mine the precious ores of the peaks and trade them with the steppe tribes for food.
Moks A tribe invisible for the fact that its members are spread out across many different tribes (unbeknownst to those tribes). Communication between its members is done on the rare occasion when two tribes meet, through an ancient set of hand signals only recognizable by those who know what they are looking for.
Geneq In addition to the standard language used by most of the Xaela in cross-tribe communication, the Geneq employ a complex system of whistles and clicks which resemble the cloud- and wavekin of the steppe.
Horo To those who live the meager lifestyles of the steppedwellers, being overweight is a symbol of affluence and power. To appear heavier than one in their station, the members of Horo will drink copious amounts of water to bloat their bellies.
Himaa For reasons unknown, one out of every three pregnancies amongst the Himaa result in twins. As a result, over half the tribe's members have a doppelganger. This can prove an advantage during attacks, as it confuses the enemy into believing the dead have risen.
Malaguld One of the only tribes that accepts people of the Raen--those that have been exiled, or those who have fled persecution--into their circle.
Urumet This desert tribe has the queer custom of travelling with their elders carried upon their shoulders. It is believed that in the flat desert, this gives the tribe the advantage of being able to see farther.
Qalli Also known as the songbirds of the steppe, the Qalli communicate through song, attaching a melody to their words to further add emotion to the meaning.
Qestir This tribe refuses to speak, believing that all words are lies, and that a man's actions are the purest form of communication.

Garlean Hierarchy

The society of Garlemand is one of strict order where one's position is worn as a badge within their name. Below is listed the known Titles and their position's role within the Empire from the Emperor down to their slaves.

Title Function
Zos Supreme leader of the Garlean Empire
Yae Any member of the royal family in line for the throne
Wir Any member of the royal family not in line for the throne
Van Commander of one or many legions
Tol Secondary Command within a legion
Sas Commander of a fort or base of operations
Rem Commander of one of a legion's cohorts
Quo Commander of a mid-sized unit of at least 100 soldiers
Pyr Watch Commander or Veteran soldier
Oen Regular Infantry
Nan Head of Magitek Research or an engineer specializing in Magitek
Mal High Commander of Field Engineers or Field Medics
Lux Commander of a unit of Medics or Field Engineers
Kir Veteran field medic or engineer
Jen Field Medic or Engineer
Iyl Leader of the senate
Het Various Magistrates of High Standing
Goe Local Ruler of Imperial Territory or Commander of operatives
Fae Senators who work to elect Magistrates
Eir High level civil servants
Dus Low level civil servants
Cen Artisans and manufacturers
Bas Merchants and workers who gather raw materials
Aan Slaves and the people of annexed territory

Where FFXIV

Meets

D&D

What started off as a half baked idea being sewn together between classes at Teacher's College has gone through revision after revision to become what you see today! Thank you to everyone who has followed my work all this time, I hope I've done you all proud because it is the community that has truly driven me forward in continuing to work on this project for what has been over five years now. Shout out to my Free Company simply known as DEKU (Oath to Order) on the Gilgamesh server. Their warmth and the togetherness we shared has kept me hooked on Final Fantasy XIV and that is one of the key reasons I was able to keep so engaged with this content. Come join us if you like! Thanks Everyone!

Future Plans
  • Increase the number of created spells and add them to the classes.
  • Community Created Monster Manual for Final Fantasy
Change Log

June 21st 2024 - Meteor Survivor Release

  • Archetypes for Bard, Monk, Rogue, Paladin have been recreated as full classes
  • Arcanist has been split into the Scholar and Summoner classes
  • The following classes were rebuilt from the ground up: Astrologian, Blue Mage, Dragoon. Gunbreaker, Machinist, Samurai, Sage
  • Various formatting updates to match rebuilds and new classes.
  • Links added to all reworked classes to go to their original builds.

December 27th 2023

  • Minor text fixes in Blue Mage and Black Mage.

February 3rd 2023

  • Added links to Project Meteor Survivor versions of classes
  • Cleaned up formatting and typo issues.