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Players Guide To Tanares
Players Guide To Tanares
To the Legends of the RPG Industry, From groundbreaking creations to Thank you for everything you have do-
innovative systems, your influence can ne for the entire community of RPG
We cannot express how honored we are
be seen in countless games and cam- enthusiasts around the world. You are
to have had your special participation
paigns that have brought wonder and true legends, and your impact will con-
in our project. Your immense contribu-
joy to so many. Your creations have tinue to be felt for generations to come.
tions to the RPG industry have paved
inspired us all to do our best and to
the way for so many of us to explore With deepest gratitude and respect,
never stop imagining.
worlds of fantasy and adventure. Dragori Team
O
nce upon a time, a group of friends passionate Step into a world of adventure with Player’s Guide to Tanares,
about RPGs and board games started a journey that your gateway to the thrilling world of Tanares. This book
culminated in the birth of Dragori Games and cre- is your key to unlocking endless possibilities, designed to
ation of the legendary Arena the Contest, a game that has work seamlessly with all official 5E material so you can dive
captured the hearts of thousands of players. right in and start playing.
The success of Arena the Contest board game led to the While rules are an essential component of the game, they’re
development of our second game, Tanares Adventures, an not meant to be a barrier to roleplay. Instead, they’re tools to
equally well-received campaign, further expanding the com- help you and your group create an unforgettable experience.
munity. Driven by our love for RPGs, we’ve poured our hearts Your Game Master (GM) is the ultimate guide, ensuring that
and souls into creating our first RPG material in 2021, de- fun is at the forefront of everything you do.
signed to be compatible with the 5th Edition. Here, the GM reigns supreme, with the power to interpret
This project was not just any job for us; we forged part- and adapt the rules as needed to make your game fair and
nerships with honorable guest writers that were part of the fun. No set of rules can encompass every possibility that can
history of the RPG we all love, to ensure the content devel- arise in a story, and everyone has their own unique vision
oped is the best possible for the community. of what is logical or consistent. The open-ended nature of
The result was the Tanares RPG for 5E, which produced the game means that the rules should be seen as a flexible
tons of content, including new species, subspecies, classes, tool, not rigid guidelines.
subclasses, backgrounds, spells, feats, and many new optional But don’t worry - each piece of content in this book has
rules to make your sessions even more epic. been crafted with the utmost care and attention to detail.
Our deepest gratitude to each member of the community Your GM will have the final say on what is approved for
who supported our journey is very important to us. We ex- your game, ensuring that everyone at the table is having a
tend a heartfelt thank you to the thousands of gamers who great time. So, gather your dice, grab your character sheet,
are and will be part of the Dragori’s family. and prepare yourself for a journey like no other with the
Our motto always will be: Games for tables, not shelves. Player’s Guide to Tanares.
Grab your dice, roll up a character, and join us on an ad-
venture that you’ll never forget.
Dragori Games
March 2023
W
elcome to Tanares, a high-fantasy world considerable influence, and their actions carry significant
that blends familiar high-fantasy elements weight in determining the future of the realm.
with unique twists, inviting players to em- Whether your campaign focuses on serious, story-driven
bark on a deep world of magic, eldritch aberrations, and narratives, lighthearted adventures, or gritty dungeon crawls,
intrigue. In Tanares, heroes create their own legends, shaping Tanares offers a wealth of diverse locations and experiences
the course of history. for every playstyle. Answer the call of the Age of Heroes
Factions, composed by alliances of kingdoms and orga- and leave your mark on this fragmented world, where the
nizations, vie for power across the diverse lands of Tanares, echoes of your deeds will resonate for generations to come.
and heroes must navigate a complex and intricate political
landscape. The Malrokian Curse, an ungodly affliction that Medieval High-Fantasy
prevents open warfare and large-scale armed conflict, forces
all factions and kingdoms to avoid war to prevent a massive Tanares is a captivating world of high fantasy, brimming with
cataclysm from ravaging the continent. As a result, heroes magic, legendary warriors, mythical creatures, and enchant-
and adventurers have become the most valuable resource ed kingdoms. What sets Tanares apart is the unique twist it
in the world, with their allegiances and actions playing a brings to each of these elements. Within its borders lies the
critical role in the destiny of Tanares. great dwarven kingdom of Stonelair, where intricate tunnels
From Stravian’s merry, food-loving halflings to Tsvetan’s powered by magic allow for rapid underground travel. On
fierce, orc tribes and the fallen Mystical Kingdom’s ancient the center of the continent, the powerful Tanarean Empire,
dungeons, Tanares welcomes adventurers of all stripes. This led by Baleroth and defended by the Ironhand, boasts an
world is full of incredible magic, including the ability to move army of brainwashed soldiers who have no will of their own,
entire cities, and boasts powerful warriors in enchanted ar- serving the Emperor without question.
mor and kingdoms ruled by legendary figures. At the same Players who immerse themselves in this medieval-inspired
time, sinister liches vie for control, and heroes must navigate world will find themselves caught in a complex web of deceit,
intricate webs of deception and undertake thrilling quests to espionage, and intrigue, with formidable foes at every turn.
thwart malevolent eldritch cults and the sinister aberrations The struggle between the five factions vying for power in
that haunt Tanares. The ever-present sense of intrigue sets Tanares provides the backdrop for an epic adventure that
this world apart from more conventional fantasy settings. will test the limits of their strength, cunning, and wit.
The Age of Heroes marks a pivotal point in the history of
Tanares. Following the conclusion of the Kemet Invasion,
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elcome to Tanares, a world where a Finally, we’ll introduce you to the new common and uncom-
plethora of species calls home. Some of these mon species of Tanares, providing all the information you
species, known as classic species, have been need to create a unique and unforgettable character.
written about extensively in various media, such as mov- Get ready to dive into the amazing world of Tanares’ spe-
ies, music, and games. In Tanares, you’ll find many classic cies and create a character that stands out from the rest!
species, including dwarves, halflings, humans, elves, drag-
onborns, tieflings, orcs, and gnomes.
While each of these species maintains its mechanics as
Common Classic Species
found in the publications of the 5th Edition of the greatest This chapter highlights the distinctions between the classic
RPG of all time, they also have unique differences in their species of Tanares (Dwarves, Halflings, Humans, and Elves)
stories, personalities, and customs. Some of these species are in relation to their descriptions in the 5th Edition of the
more common than others in Tanares, but all of them can greatest RPG of all time. It’s worth remembering that the
be found throughout the territory, just like the classic ones. mechanical characteristics of these species are given in the
But that’s not all - Tanares also has its own species, each basic books of the aforementioned material.
with its mechanical characteristics, personality, history, cus- When assuming the roles of Half-Elf or Half-Orc charac-
toms, physical and psychological traits. This chapter provides ters, players should consult the sections of this book ded-
everything you need to know about Tanares’ species, allowing icated to Human, Elf, and Orc species in order to gain a
you to choose the one that best suits your character. deeper understanding of the cultural nuances and societal
Firstly, we’ll provide brief summaries of the classic species intricacies. Note that the mechanical and thematic aspects
found in Tanares, beginning with the most common and then of these species adhere to the official 5th Edition materials.
the less common ones. Then we’ll introduce you to the new
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he dwarves of Tanares are renowned for blessed them again.
their resilience, dedication, and craftsmanship. They The three heroes united dwarves and initiated the Great
are divided into three major clans, each based on Dwarven Summoning to build a new kingdom in Stravian.
one of the virtues of Dorsi, the Guardian God of the Dwarves. Aided by Stone Spirits, they rebuilt their kingdom, eradi-
The clans are: the Lion Clan, associated with courage and cated Ungods’ servants, and resumed their divine duty to
comprising military leaders, explorers, and frontline defend- protect the undertanares.
ers; the Goat Clan, representing dedication and consisting of Dwarves prioritize safeguarding the underground do-
miners, smiths, and those responsible for constructing and main above all else. They remain vigilant, determined to
guarding fortifications; and the Dragon Clan, embodying avoid past mistakes and uphold their ancient duty. Under
wisdom and encompassing priests, scholars, and sentinels re- the three heroes’ guidance, dwarves continue restoring their
sponsible for signaling threats. These clans, each with unique kingdom, fortifying defenses, and working towards unity
roles, work together to safeguard dwarven society. among their clans.
Physically, Tanarean dwarves boast a stout and sturdy stat-
ure, with most having black hair and beards. Red hair is a Underground Guardians
rare sight, while the elusive blond hair is considered even
rarer and highly prized. In the mists of ancient history, the dwarven people valiant-
Their most important duty is to guard the underground ly battled the sinister servants of the Ungods, who relent-
realms from the forces of evil, specifically the corruptive in- lessly attempted to infiltrate the material plane. These dark
fluence of the Ungods. Though they may seem gruff, dwarves forces sought to pierce the veil between realms, opening
often reminisce about their people’s glorious past, cherishing rifts from the shadowy Penumbral Plane into the depths of
the legendary underground kingdom of Aheimar that once Undertanares.
spanned nearly the entire continent. Though the kingdom During Aheimar’s golden age, the dwarves’ united strength
fell centuries ago, the dwarves are now uniting to build a kept the underground realms largely free from the Ungods’
new subterranean realm known as Stonelair, a testament influence. However, in the centuries following the great king-
to their enduring spirit and determination to restore their dom’s fall, the invaders from the Penumbral Plane found
ancient heritage. the opportunity to establish footholds in the ancient, laby-
Dwarves believe that in order to transcend into Stone Spirits rinthine tunnels.
after death, they must face life’s challenges while embracing Undaunted, the dwarves continued their struggle against
the virtues of courage, dedication, and wisdom. They revere the encroaching darkness even after Aheimar’s collapse. Yet
ancestors who were able to attain such status. the loss of unity among the clans proved a critical weakness,
allowing the Ungods’ vile spawn to infiltrate and infest the
The Dwarven History subterranean depths.
Now, united once more under the legendary Stonelair
Legend tells of Dorsi, who created dwarves from stone, im- banner, the dwarven people have reignited their crusade
buing them with guardianship virtues. Tasked with defending to cleanse the tunnels, seal the Penumbral rifts, and defend
Undertanares, their underground realm, dwarves fought their underground domain against the insidious influence
invading Ungods. Heroic dwarves who fell in battle became of the Shadow Wing.
eternal Stone Spirits, while those fleeing were corrupted, Yet the Shadow Wing will not yield. The nefarious min-
becoming Duergars of the Serpent Clan. ions of Dread are unleashing monstrous creations upon the
Successfully repelling Ungods’ servants, dwarves estab- dwarves, while the enigmatic Purple Witches weave their
lished Aheimar, a vast subterranean kingdom in eastern web of deception, sowing discord among the clans. In hidden
Tanares. They forged weapons, built impenetrable fortifi- caverns, vile cultists perform dark rituals, striving to tear
cations, and created the legendary Dorsian Forge, capable open new rifts to the Penumbral Plane. Through their un-
of crafting artifacts and turning Tameranium and Bauronite wavering resolve and legendary courage, the dwarves stand
into magical moonstone. They constructed an extensive un- firm against these evil forces, determined to defend their
derground realm connected by tunnels. ancient homeland against the sinister beings lurking in the
Prosperity waned when the Malrokian Curse cataclysm shadowy depths of Undertanares.
struck, causing widespread destruction. Many dwarves mined .
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he ancient and enigmatic Elves of Tanares tricate Elven societies.
are revered for their longevity, wisdom, and un- The Kemets, originally pure Winter Elves dedicated to
wavering dedication to nature’s balance. Having fled water elementalism, ventured into the Penumbral Plane,
their once-idyllic homeland due to the nefarious Ungods’ hoping to free Bás from corruption. Instead, they discov-
invasion, the Elves lost their immortality when their Goddess ered ancient prophecies that foretold the Ungods’ victory if
Bás harnessed the power of death. Finding refuge in Tanares, Tanares remained unconquered. The Winter Elves became
they diverged into four distinct subspecies, each embodying corrupted, embarking on a destructive path, culminating
a season from the Cuibhle pantheon. Despite the loss of im- in Tanares’ invasion with undead legions and a formidable
mortality, Elves continue to enjoy extended lifespans, living naval fleet. Although the invasion failed, the Kemets cap-
for many millennia in good health. tured the Storm Islands, and, in desperation to prevent the
Elves are known for their lithe, graceful figures that exude Ungods’ triumph, turned to their corrupted goddess Bás as
nobility and wisdom. Though subspecies variations exist, a last resort. Now, they aim to transform Tanares into an
all Elves carry an aura of timeless knowledge, commanding eternal winter populated by emotionless undead, mirroring
respect from others. the fate of the Elves’ original world.
In their societal structure, Elves prioritize harmony and
balance with the natural world, Elven History
guided by the Cuibhle’s di-
vine wisdom. Upholding lofty In the aftermath of their world’s devastation, the first elves
standards, many view them- sought refuge in Tanares, fleeing the goddess Bás’ drastic
selves as the world’s guard- decision to freeze their world and turn all living beings into
ians, protecting it from emotionless undead. This desperate act was meant to pre-
vent their world’s corruption and destruction by the eldritch
Ungods. The elves, divided into four distinct groups—Winter,
Summer, Autumn, and Spring Elves—settled in various re-
gions across the continent.
The Summer Elves founded their kingdom in the swel-
tering lands now known as Ubel. Following the collapse of
their realm during the first Malrokian Curse, they dispersed
throughout Tanares, integrating with human communi-
ties. Their sociable nature, empathy, and insatiable curios-
ity for new experiences and pleasures led them to embrace
life among humans.
Upon arrival in Tanares, the Spring Elves planted 12 divine
seeds in the Sindile Forest, transforming it into their sanctu-
ary. The resulting sacred World Trees continuously cleanse
part of the Penumbral Plane’s negative energies, weakening
the Ungods and counterbalancing mortals’ dark emotions.
As the Ungods’ minions sought to destroy these trees, the
Spring Elves became isolationists, vigilantly guarding the
Sindile Forest in accordance with the God of Earth’s decree.
In the region now named Outumn, the Autumn Elves
constructed magnificent mystical kingdoms. They honed
the skill of traversing the Penumbral Plane, extracting the
essence of penumbral creatures to enhance their mystical
defenses. Their kingdom featured soaring cities, protect-
ed by powerful magic and illusions that were practically
tangible. However, their kingdom’s demise came with the
first Malrokian Curse, leaving their people despondent. In
recent times, Anariel’s marriage to King Sundaryl marked
the beginning of their lost kingdom’s restoration as a state
within the Republic.
In the frigid region now called Reginherath, the Winter
Elves established their first kingdom. They dedicated them-
selves to purifying their world and rescuing Bás from her
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Elven Elementalism
In Tanares, the Elves have a strong connection to Elementalism,
a magical practice and religion that originated from their
elven gods, who gifted the Elves with the knowledge of chan-
neling elemental plane powers to conjure elemental magic.
The four elven gods—Bás, Òigridh, Aibidh, and Breith—each
represent a distinct element, and their followers are known
as Elementalists.
Bás, the Lady of Winter and Queen of Water, was once a
gentle goddess providing healing and soothing. However,
the corruption of her world by the Ungods drove her to
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fields, including arts, magic, and combat, achieving mastery he Summer Elves are well-known for their
levels unattainable for shorter-lived beings. hedonistic and sociable nature. Living life to the
The relationships Tanares elves form with other species are fullest, they constantly seek new experiences and
shaped by their long lifespans. They often approach friend- pleasures. These Elves embody the teachings of their patron
ships and alliances cautiously, aware that they may outlive deity, Òigridh, the Lady of Summer and Queen of Fire, who
many of their companions. Nevertheless, they deeply cherish champions the pursuit of positive emotions and hope.
the bonds they forge, recognizing the transient nature of their Their vibrant and luxurious lifestyle often leads Summer
friends’ lives compared to their own. As a testament to their Elves to confront penumbral creatures such as Penumbral
Envys, Greeds, Gluttonies, and Lusts. Driven by disdain for
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Traits:
Ability Score Increase. Your Charisma score is
increased by 1. You can also increase one oth-
er ability score of your choice by 1, except for
Dexterity and Charisma.
Ancestral Summer Magic. Through your
people’s tradition and passionate spirit,
you gain access to spells to influence oth-
ers. You know one cantrip of your choice
from the Enchantment school. When you
reach 5th level, you can choose a 2nd-lev-
el Enchantment spell and cast it once
with this trait. At 7th level, you can cast
the tongues spell once with this trait.
You regain the ability to cast these spells
when you finish a long rest. During character creation, you
choose whether your spellcasting ability for these spells is
Intelligence or Wisdom.
Spring Elves
Deeply spiritual elves, deeply tied to nature, they protect the
Sindile Forest and the Mother Trees, using druidic magic
to maintain balance and combat the Ungods’ corruption
in the world.
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struction of items far stronger and more durable than their he Autumn Elves are distinguished by their
ordinary counterparts. innate sense of nobility, exceptional mastery of
magic, and a strong sense of duty. Particularly
Traits: skilled in abjuration, illusion, and wind magic, these Elves
Ability Score Increase: Your Wisdom score is increased have honed their abilities to create intricate wards and mag-
by 1. You can also increase one other ability score of your ically enchanted pylons, setting them apart from other elven
choice by 1, except for Dexterity and Wisdom. subcultures.
Ancestral Spring Magic: Through your connection to na- Autumn Elves typically possess regal, stern features that
ture and the power of the forests, you gain access to spells convey their sense of nobility and seriousness. With sharp,
linked to life. You know one cantrip of your choice from the angular facial structures, they exude an air of authority and
druid spell list. When you reach 5th level, you can choose a wisdom, reflecting their dedication to the magic pursuit and
2nd-level druid spell and cast it once with this trait. At 7th lev- their serious belief in noblesse oblique.
el, you can cast the speak with plants spell once with this trait. Their advanced magical prowess has enabled the Autumn
You regain the ability to cast these spells when you finish a Elves to construct entire flying cities, which showcase their
exceptional talent in manipulating reality. By employing
arrays of illusions, they can create tangible mirages, that can
be touched or used as real objects, that can defy the laws of
physics, provide individuals with the power of flight through
illusory wings, and even conjure mythical servant creatures
that possess combat capabilities.
To maintain their cities’ unique defenses and magical con-
structs, Autumn Elves must periodically shift their cities
to the Penumbral Plane and harvest mystical energy from
penumbral creatures. Elite groups of mystical knights, often
supported by mercenaries and adventurers, are tasked with
this vital responsibility.
Aibidh, the Lord of Autumn and King of Wind, bestows
the most accomplished mystical knights with Stormbirds as
their steeds. These elemental creatures of the storm serve
as loyal and powerful mounts, further enhancing the noble
warriors’ combat prowess and ability to navigate the treach-
erous Penumbral Plane.
Traits:
Ability Score Increase. Your Intelligence score is
increased by 1. You can also increase one other abil-
ity score of your choice by 1, except for Dexterity
and Intelligence.
Ancestral Autumn Magic. Through the
magical legacy and ancestry of your peo-
ple, you gain access to spells. You know
one cantrip of your choice from the
Abjuration school. When you reach
5th level, you can choose a 2nd-lev-
el Abjuration spell and cast it
once with this trait. At 7th level,
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overcome the fear of death. Moreover, the undead serve a
he Winter Elves and the Kemets, two factions
crucial role in their military, forming the backbone of infantry
of the same species, share a common origin but
troops. Their emotionless nature and the lack of families and
differ in their goals and beliefs. Their dark, grayish,
loved ones prevent the Ungods from gaining power when
or purple skin and contrasting white hair complement their
the undeads are destroyed in battle, making them excellent
incredible strength, which belies their slender frames. Their
troops to reduce the chances of a Malrokian Curse cataclysm.
proud, cold, and obstinate demeanor reflects their advanced
Both Winter Elves and Kemets organize themselves into
culture, characterized by patience, wisdom, and an accep-
clan-based societies. Prominent clans reside in massive pyr-
tance of death.
amid-shaped buildings, which serve as both residences and
The Elf Migrations led these beings to settle in the frigid
bureaucratic centers. A hierarchy extends from the ancient
region of Reginherath, where they became known as Winter
Patriarchs and Matriarchs at the summit to lower-ranking
Elves. They sought power and knowledge to purify their
members at the base, where public offices and accessible
goddess Bás of corruption and restore her benevolent nature.
areas can be found.
This quest led them to explore various planes, including the
Though the Winter Elves and Kemets have diverged in
Penumbral Plane, where dark entities manipulated them. The
beliefs and goals, their necromantic practices remain a
Winter Elves discovered a prophecy foretelling the world’s
key element of their cultures. The Winter Elves, now allied
end at the hands of the Ungods, stating that the Kemets must
with the Republic of Freelands, are relearning their ancient
conquer the world to prevent this fate. Desperate and recog-
Water Elementalism and using their necromancy and na-
nizing elements of the prophecy in their reality, they changed
val knowledge to battle Gullog’s forces. They have recently
their name to Kemets and resolved to fulfill the prophecy.
formed a close bond with the Celestianist clerics of Bauron
The Kemets adopted a militaristic society, subjugating
to exchange information on undead control and elimination.
the Kepesh people and seizing their necromantic knowl-
Conversely, the Kemets embrace the corrupted elementalism
edge. They organized themselves into family clans dwelling
of ice, wielding it to command undead hordes. Their shared
in pyramid-shaped structures, symbolizing their mastery
foundation in necromancy continues to shape both factions,
over death. The use of undead became commonplace, even
even as they carve out unique paths in the aftermath of the
for menial tasks in their cities.
Kemet Invasion.
Centuries after conquering Darkall, the Kemets invad-
ed Tanares, expecting victory and prophecy fulfillment. Traits:
However, their invasion failed, and they spiraled into de-
Ability Score Increase. Your Constitution score increases
spair, resigned to the world’s inevitable end. Bás, the god-
by 1. You can also increase one other ability score of your
dess of winter and death, offered them another path. While
choice by 1, except for Dexterity and Constitution.
some Kemets deserted, many joined Bás’s cult, seeking to
Ancestral Kemet Magic. Through your connection with
create a realm of eternal ice and undeath, impervious to the
the ancestral power of your people over death, you gain
Ungods’ corruption.
access to spells. You know one cantrip of your choice from
Conversely, those Kemets who repented after the war re-
the necromancy school. When you reach 5th level, you can
verted to being called Winter Elves. Led by Baraelmer, they
choose a 2nd-level necromancy spell and cast it once with
aim to redeem the Kemets and restore Bás’s benevolence.
this trait. At 7th level, you can cast the speak with dead spell
They continue to practice necromancy and employ undead,
once with this trait. You regain the ability to cast these spells
but now honor the dead by only using the bodies of those
when you finish a long rest. During character creation, you
who permit it after death.
choose whether your spellcasting ability for these spells is
Baraeumer’s Winter Elves assist the Republic in defending
Intelligence, Wisdom, or Charisma.
the coasts against the Kemet’s undead-powered fleet, sta-
tioned in the Storm Islands. Their expertise in naval warfare
and newly rediscovered Water Elementalism helps to counter
the Kemet’s advantage at sea.
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collapse, halfling communities were saved by resistance he-
n Tanares, halflings are the joyful, curious, and
roes who ended the plague.
energetic feywarden cultivators, deeply connected to the
Feeling indebted, halflings vowed to actively fight
faeries and the Feywild. Standing at half a man’s height,
Penumbral forces and necromancy. The Council of Orchards
with a slender build, small pointed ears, and distinct faeric
began training individuals to battle the undead and promote
features, ranging from the endearing cuteness to the feral
healing and protection against Penumbral threats. Halflings
fierceness of some faeries.
now strive to spread joy and hope beyond their lands, weak-
Halfling communities form idyllic havens of farming and
ening Ungods’ power by reducing negative emotions and
country life, adorned with vivid flowers and bountiful or-
fostering positivity
chards. They honor Fruitful, the Fey Goddess of joy, abun-
dance, farming, and hospitality, by maintaining enchanted
sacred orchards that serve as both temples and homes for
Food, Hospitality,
their guardian faeries. and Dancing
Local elders, guided by these guardian faeries, form a de-
Since their genesis, halflings have wholeheartedly embodied
cision-making triad for their community. Complex matters
Fruitful’s teachings of hospitality and joy. As the Ungods’
are addressed by the Council of the Orchards, a gathering of
darkness threatened Tanares, they persisted in cultivating
elders in the Feywild, while minor disputes are resolved by
lands with positivity and hope.
local elders or through lighthearted sling duels.
Alarmed by the Ungods’ malevolent power, the Feywild
As Guardians of the Feywild in Tanares, halflings may be
lords protected halflings and guided them in nature and
underestimated due to their small stature and whimsical
faerie magic. This tutelage honed their abilities as druids,
nature, but they wield formidable power through their alli-
rangers, and clerics, enabling them to defend their lands
ance with the Archfeys. Their vibrant spirit and joy serve as
against the Ungods’ minions effectively.
a powerful counterbalance to the negative emotions feeding
Through frequent festivities and weekly banquets brim-
the dark forces of the Penumbral Plane.
ming with music, dance, and feasts, halflings strengthened
Halflings embrace their guardianship role with pride and
their alliance with the Archfeys, safeguarding their sacred
dedication, vigilantly protecting their farms and upholding
orchards from corruption. With the faeries’ blessings, hal-
the ancient pact with the faeries. They offer weekly banquets
flings uniquely evaded the Malrokian Curse’s devastation
in honor of their alliance, showcasing their sacred duty of
and resisted the infiltration of the cunning purple witches.
hospitality. This food-loving and cheerful species stands as
As the ultimate confrontation with the Ungods approaches,
a beacon of hope against the threats of the Ungods, their
the Archfeys and halfling elders recognize the critical role
villages working as shelters against corruption, and their
they must play in this battle. Halfling communities must
people as exemplars of hospitality, happiness, and simplicity.
now extend beyond providing refuge for the weary. They
are called to spread joy, share their wisdom, and offer solace
The Halfling History to the people of Tanares. In undertaking these actions, they
Halflings emerged in Tanares during the Age of the Gods become a great weapon against the Ungods, symbolizing
when, according to myth, Fruitful created them from the hope and a bright future amid the darkness.
realm’s most fertile soil. By curbing negative emotions that fuel their enemies and
Their pacifist nature and physical frailty initially left them inspiring hope throughout Tanares, halflings emerge as leg-
vulnerable to Ungod invasions. The halflings’ elders and endary champions of the Feywild against the Ungods. Their
priests sought guidance from Fruitful, who led them to unwavering commitment to spreading positivity and joy
the Feywild and Archfeys of Fruitful’s court. In exchange stands as a beacon of hope, courage, and unity in the face
for eternal hospitality and weekly banquets, the Archfeys of overwhelming adversity.
pledged protection.
Halflings built enchanting orchards around Fruitful’s The Faypact
temples, housing the Archfeys’ servants, and established
Most fey creatures follow a unique and strange set of rules,
self-contained villages. They offered shelter to travelers but
and Archfeys must ask for payment for whatever aid they
remained neutral in external affairs.
provide. When Fruitful interceded to protect the halflings,
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n Tanares, humans have been gifted with ardent divine conflict between the gods and the ungods, humans
spirits and compassionate hearts by the gods. Their emo- hold the power to shape their own destiny and the future
tions are felt with unparalleled intensity; love and joy of Tanares, as the world hangs on the balance between the
burn brightly within them, while hatred and anger can con- gods and the ungods forces.
sume them like raging storms. This passion has given rise
to some of history’s most legendary heroes. However, this Human History
intensity has also given rise to some of the most nefarious In the Age of Gods, the humans, driven by devotion wor-
villains, whose evil deeds empower the enigmatic Ungods, shiped the gods and built great realms, though their envy
causing widespread suffering across the land. of angels and dragons led them to seek power and mystical
Humans display a variety of physical traits, from short knowledge, resulting in wars among realms.
and sturdy to thin and high, from dark to light complex- One kingdom, desperate for power, resorted to summon-
ions and hairs, they also have a huge cultural variety. From ing eldritch Ungods through a portal, unleashing sinister
the patriotic and free-spirited people of the Republic to the entities upon Tanares. Gods, angels, and dragons united to
aristocratic and rigid manners of the Empire, the honorable combat the cosmic horrors, slaying one Ungod and banishing
and dedicated citizens of Yama, and the strong, savage, and the rest to divine realms. However, the corruption inflicted
word-bound barbarians of Kolbjorn. The tapestry of human on Tanares spawned the Penumbra Plane and created the
culture is complex and ever-changing, as humans change Malrokian Curse.
and evolve their societies constantly. In the aftermath, mortals rebuilt their kingdoms, striving
Born with indomitable spirits, humans have an innate to follow the gods’ commands and control negative emo-
ability to lead and inspire. Their heartfelt words serve as tions. King Malrok, a legendary figure, unified realms
rallying cries that draw others to their cause. and species under the Malrokian Kingdom, fostering a
Many harness their charisma to unite di- period of unity. Eventually, corruption took hold, and
verse species against the Ungods, forging the Purple Witches, servants of the Ungods, stirred
vital alliances in the midst of a tense conflict that fed the Ungods and caused the cata-
cold war. Yet, others use this gift to clysm of a Malrokian Curse, nearly annihilating
establish malicious cults, spreading all civilizations.
corruption and unrest. Following this catastrophe, a dark age
The impassioned nature of descended upon Tanares, and humans
humans grants them unpar- turned to religious fanaticism, which re-
alleled faith and determina- sulted in the strengthened influence of
tion, which can be channeled the Inquisition and the church. Centuries
for good or for evil. The most later a dissident faction seeking power
zealous individuals are often founded the Mystical Kingdom, dedicat-
humans, with even the com- ed to magic and resisting the Celestianist
mon folk possessing a depth Church oppression. Initially peaceful, it
of faith that amazes other succumbed to strife and conflict, culmi-
species. Though humans may nating in another devastating war and
the second Malrokian Curse.
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Dragonborn with the same potential, but they could not
ver three millennia ago, the Dragonborn clone the memories and experiences of their predecessors.
were created by the Draconic Council using pow- Over time, Dragonborn assumed new roles to protect
erful magic and immense sacrifices. They were Tanares and serve the Council. They guarded the Draconic
designed to be the perfect soldiers in the battle against the Towers, ventured into the treacherous Penumbral Plane,
Ungods. Of the initial 40 Dragonborn, only six legendary
and combated the spread of Ungods’ corruption. During the
heroes survived. The Council cloned these warriors to
Kemet invasion, they focused on protecting the world from
strengthen their forces against the minions of the Ungods
Penumbral Forces, while mortal armies fought the invad-
in the Penumbral Plane. Each Dragonborn bears a unique
ers. The war’s aftermath allowed Ungods’ servants to spread
color—golden, black, red, green, white, or blue—and exhibits
corruption, prompting the Council to deploy Dragonborn
distinctive personality traits.
on a wider array of missions.
Dragonborn of the same color share identical appearances
but distinguish themselves through tattoos, piercings, mark-
ings, and clothing. The six colors form a diverse tapestry of
The Legacy of the Six Heroes
characters, with each embodying the essence of their leg- In the first war against the Ungods, the six legendary origi-
endary progenitor: passionate Red, analytical Blue, stead- nal Dragonborn played crucial roles. To this day, their very
fast White, charismatic Green, enigmatic Black, and com- existence poses a threat to the Ungods’ armies. They act as
passionate Golden. mentors to new Dragonborn and field leaders on the most
The six original Dragonborn still live, with one even hold- important missions of the Draconic Council.
ing the position of a Dragon Avatar, one of the leaders of Kaldris, the Red Originator, is known as the Crimson
the Council. While most Dragonborn remain loyal to the Blade. Clad in fiery-red armor and wielding a scorching
Council, some choose to follow their own paths, which dis- greatsword, Kaldris single-handedly vanquished a horde of
pleases many dragons. However, suppressing this indepen- powerful Penumbral Fear and Shadow Wing Cultists that
dence would risk inciting doubt among the loyal Dragonborn, threatened an ancient capital. His fierce demeanor and un-
so they are allowed their freedom. wavering belief in the power of camaraderie make him an
Dragonborn often lead military-oriented lives, dedicating invaluable leader on the battlefield. Some say he can drink
their time to training, studying, and improving their skills.
all the liquor in a tavern without passing out.
Their culture and relationships are deeply tied to their history
Thalara, the Blue Originator, also known as the Thousand-
as the armies of the Draconic Council, shaping their ways
Frosts Tactician, wears ice-crusted armor and wields a staff
of talking, acting, and thinking to reflect military hierarchy,
that can summon blizzards. Her brilliant strategies saved
loyalty to camaraderie, and a sense of brotherhood-in-arms.
her comrades during the Siege of the Penumbral Fortress, a
They frequently serve as guardians of the Council Towers or as
seemingly insurmountable battle. Her intellect and strategic
elite units combating the Ungods’ servants in the Penumbral
mind are vital for outmaneuvering the Ungods’ schemes to
Plane. When assigned to missions in cities inhabited by other
this day. She enjoys writing fantasy books in her spare time.
species, they are both respected and feared for their draconic
Valorus, the White Originator, is hailed as the Shield of
ties. Dragonborn are generally suspicious of other species,
the Innocent. Adorned with silver-white armor, a shining
always vigilant for signs of corruption.
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effort, though their overall presence was limited.
n Tanares, gnomes epitomize intellect, elegance, In the subsequent Age of Heroes, the gnomes forged a
and refinement. Conceived by Lumina, the goddess of strong alliance with the Republic. They were instrumental
knowledge, art, culture, and beauty, over three millen- in crafting the first laws, documents, bureaucratic systems,
nia ago during the Age of the Gods, these scholarly beings and political structures that laid the foundation for Tanares’
were molded from light and endowed with their deity’s vast first republican system. As a result, several gnomes rose to
knowledge. Their divine mission: to disseminate wisdom, prominence as esteemed parliamentarians.
art, and beauty throughout the world. The gnomes’ history is marked by both adversity and
Tanares’ gnomes boast a unique and exotic appearance triumph. Despite the challenges they have faced, their
that distinguishes them from other species. These small but unwavering dedication to the pursuit of knowledge, art,
elegant beings, standing around 3 to 3.5 feet tall, boast an and beauty has guided them
air of sophistication. With delicate features and expressive through the darkest of times.
eyes that gleam with intelligence, their skin tone ranges from Their indomitable spirit and
pale to earthy hues, while their hair displays a vibrant array deep-rooted connection to
of colors, often adorned in berets. They wear sophisticated Lumina’s divine mandate
attire, their fashionable presence mirroring their dedication continue to shine, inspiring
to high culture and aesthetic sensibilities. Their seemingly future generations and serv-
haughty demeanor stems from their commitment to elite ing as a testament to the
education and their inclination to undervalue individuals enduring legacy of the
with lesser knowledge. gnomes of Tanares.
Inspired by Lumina, these gnomes passionately delve in-
to the intricacies of the mind and the pinnacles of creative
expression. Their captivating art and architecture, as well
as their gourmet culinary masterpieces, reflect their relent-
less pursuit of excellence. Scholars, artists, and philosophers
alike, the gnomes leave an indelible mark on the cultural
tapestry of Tanares, shaping its heritage and inspiring gen-
erations to come.
History
The history of the gnomes in Tanares is a saga of resilience
and perseverance, interwoven with tales of devastation and
recovery. Created by the goddess Lumina over three thousand
years ago, these enlightened beings were charged with the
mission of spreading knowledge, art, and beauty through-
out the world. Yet, their journey has been punctuated by
immense challenges and losses.
Since the first Ungod invasion, the gnomes have been en-
gaged in an ongoing struggle against their eldritch corruption.
They’ve played a critical, albeit indirect, role in this conflict
by leveraging their intellect to continuously research the
enemy’s powers, plans, and motivations. This understanding
has enabled them to contribute significantly to the ongoing
battle by formulating the best paths of action to combat the
Ungods. At this time they founded the first bard schools of
Tanares, greatly advancing music and culture in the world.
Yet, the Malrokian Curses brought great suffering to gnome
society, as cataclysmic events twice ravaged their flourishing
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source of pride for the gnomes of Tanares but also a source he orcs of Tanares, native to the rugged and
of income for many adventurers and thieves alike. arid expanse of the Tsvetan rock lands, are a resil-
ient and determined people. Their imposing stature,
The Exotic Gnomish Culinary marked by a muscular build, greenish skin, and prominent
tusks, often leads to misconceptions of savagery and brutal-
The gnomes of Tanares have elevated the culinary arts to ity. However, beneath this formidable exterior lies a species
unparalleled heights, crafting dishes that both captivate the deeply connected to their ancient customs, clan structure,
senses and delight the palate. Famed for their refined flavors and shamanistic beliefs.
and artful presentation, gnomish cuisine is sought after by Orc society consists of four distinct clans, each defined
influential nobles and discerning gourmands alike. Gnomish by its totem animal and unique way of life. The Spiked
chefs are seen as learned connoisseurs, creating a culinary Bones are famed for their prowess in worgen breeding and
style that embodies the finest traditions. mounted combat, sharing a profound bond with animals.
To prepare their gastronomic marvels, gnomes utilize ra- The Stone Fangs, skilled in stealth and hunting, draw upon
re and precious components, many of which can only be their nomadic roots and intricate knowledge of terrain and
obtained through the efforts of daring adventurers and ex- herbs. The Hot Bloods are steadfast warriors who adhere
plorers. Magical herbs, exotic parts of mystical creatures, to a strict code of respect for their elders, while the Strong
and other treasures are procured through audacious forays Fists value strength, simplicity, and living simple lives free
into dangerous realms of Tanares. The quest for these in- from greed and envy.
gredients often fuels thrilling adventures and impassions At the heart of each clan’s culture lies their shamanistic
intrepid explorers, who play a vital role in gnomish culi- practices, centered around embracing their relationship with
nary achievements. their totem animal and the environment. Led by the eldest
The market for such exotic goods is always thriving. The female shaman, these spiritual guides steer their tribes in
most rare components are sold into auctions with prices all aspects of life, except for combat and hunting, where the
based on the freshness and quality of the component. Many Warchiefs assume control. Above them, the Warlord leads
adventurers make their living procuring goods for great chefs. all Warchiefs within a clan, and the revered Red Mother, a
They search for magic items and devise unique strategies, all female orc chosen by the spirits, serves as the spiritual guide
to better find and preserve the components, allowing gnome for the entirety of the orc people.
master chefs to make divine creations. In a world fraught with challenges, from monstrous threats
A prime example is the esteemed Kraken Ink Sauce. Its deep to the corrupting influence of the Ungods and the linger-
sour flavor expertly enhances the taste of a variety of meats. ing wounds of the oppressive Tanarean Empire, the orcs’
The Manticore Tail Pastry features delectable manticore tail relationships with other species are complex. Though they
meat seasoned with unusual spices, encased in a delicate harbor distrust towards humans and elves, they maintain
puff pastry. The Basilisk Egg Soufflé highlights the singular a mutual respect with dwarves and Gloomfolks, exempli-
flavor of basilisk eggs, combined with sautéed leeks and a fying the diverse alliances and enmities that make up the
dash of enchantment, culminating in a light, airy delight. realm of Tanares.
Through their culinary prowess, gnomes embody their
erudition and cultivated taste, dedicating themselves to History
crafting experiences that elevate the senses. The tantalizing
creations of gnomish cuisine offer ample opportunities for The history of the orcs began in the Age of Gods when Tamera
those fortunate enough to partake, and the pursuit of these and Bauron crafted the world and its inhabitants. Blessed with
exquisite ingredients provides a wealth of inspiration for strength and tenacity, orcs were designed to thrive in Tanares’
adventurers eager to contribute to the gnomes’ legendary harsh south landscapes. However, the Ungods Invasion dis-
culinary artistry in Tanares. rupted peace, corrupting the world and plunging all life into
a desperate battle for survival. Led by their Warlord and the
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sins and waged war against the relentless demons and devils
orn from a cursed union between demons and that pursued them.
mortals who traded the souls of their descendants However, centuries later, an enraged demon, provoked by
for power, Tieflings emerged as a tormented clan, Caeldolor’s interference, devised a way to draw the eldritch
burdened by the darkness of their ancestry. Seeking refuge Ungods’ attention to the Tieflings’ sanctuary. A savage battle
from relentless demonic pursuit, the Tieflings discovered a erupted, and though the Goetus clan fought with indomitable
small plane, where Caeldolor, a benevolent god of redemp- courage, they were no match for the insatiable Ungods. With
tion, suffering, and martyrdom, granted them sanctuary his final breath, Caeldolor shielded the Goetus Tieflings from
within the sacred walls of his temple. annihilation, allowing them to flee to Tanares, where they
Tieflings developed a somber culture steeped in self-pun- united with the Tanareans to resist the invading Ungods.
ishment, religious zeal, and dark mysticism. Adorning their Now, bereft of their divine guardian, the Tieflings exist in
bodies with penitent tattoos and spiked chains, the Tieflings perpetual dread, aware that the demons and devils of their
chanted hymns of lamentation while waging a never-ending past still hunger for their souls. For millennia, they have com-
battle against the demons that plague their existence. mitted themselves to a somber existence of self-punishment
A powerful demon, infuriated by Caeldolor’s interference, and austerity, ever vigilant against the encroaching shadows.
found a way to lure the destructive Ungods to the Tieflings’ Clad in austere attire and adorned with protective symbols,
sanctuary. The Tieflings fought valiantly but were defeated the Goetus Tieflings of Tanares dedicate their existence to
alongside their god, who used the last vestiges of his powers the fights against the Ungods and any Devil or Demon that
to protect the remaining Tieflings.With their god absent, the enters Tanares, existing as a living testament to the eternal
clan fled to Tanares, the next plane invaded by the Ungods, battle between the forces of light and darkness.
and became exiles in constant fear of the demons seeking
to claim their souls.
Redemption and Corruption
Cloaked in dark clothing adorned with protective symbols,
they seek redemption through self-flagellation, simplicity, Haunted by their dread of demons and driven by a desire for
and combat against evil forces, in the hope of freeing their retribution against the Ungods that destroyed their sanctuary,
souls from the demons’ grasp. However, not all Tieflings fol- the Goetus Tieflings seek both redemption and the power
low a righteous path; some devise twisted schemes, seeking to combat their foes. Many follow the path of priests and
salvation through power, souls, or riches. clerics in service to Tamera and Bauron, waging a relentless
The Tieflings’ sinister appearance and the weight of their war against the nightmarish aberrations of the Penumbral
lineage instill unease and suspicion among Tanares’ inhabi- Plane while striving to cleanse their cursed lineage.
tants, who are concerned that these exiles, having once faced Delving into the depths of their dark mysticism, the
the Ungods’ corruption, may still carry hidden taint. Tieflings have honed three distinct methods to confront
the sinister forces that plague the land of Tanares. First,
Tiefling History through the art of Penumbral Exorcism, a chorus of Goetus
Priests chants powerful and dark incantations that reverber-
In an age of darkness and despair, a clan of mortals on an ate through the shadows. This practice allows them to drive
unknown plane of existence forged a dangerous pact with out penumbral corruption and banish the nightmarish ab-
demons. These mortals, the ancestors of the Tieflings now errations back to their unholy realm, cleansing the afflicted
living in Tanares, traded the souls of their descendants for and restoring a portion of their sanity. While Celestianist
unimaginable power. Thus, the Goetus clan of Tieflings was Clerics may be familiar with this ritual, the Tieflings possess
born, an accursed species eternally haunted by their sinister an unparalleled expertise in its execution.
heritage. Ensnared by the demons who held their souls cap- Second, in a harrowing display of Sacrificial Atonement,
tive, the Goetus languished in suffering, their spirits yearning multiple Goetus Tieflings participate in a dark, bloody ritual,
for liberation. offering their own blood to create a barrier against penum-
As the eons passed, a courageous few defied their demonic bral creatures and aberrations. The size, power, and duration
masters, embarking on a treacherous odyssey across the in- of the barrier depend on the strength of the participating
finite planes to seek sanctuary. Their perilous journey took Tieflings and the amount of blood they sacrifice. At times,
them through terrifying realms, where they faced evil forces
and unimaginable terrors. Fueled by the faintest glimmer
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eneath the vast
continent of
Tanares lies the
shadowy, subterranean realm of the Undertanares, where
the resilient and ferocious Gloomfolk dwell. Once Winter
Elves, these beings met a dark fate in the eerie Penumbral
Plane, a realm tainted by corruption and shadows. Captured
Gloomfolk and enslaved by the Cult of Shadow Wing, the Winter Elves
were subjected to horrific experiments under Bellara, the
Poisonous scorpid-elves with penumbral roots, these brothers Daughter of the Ungods. Seeking to create a new hybrid of
and sisters thrive as defiant survivors valuing hive loyalty mortal creatures and penumbral aberrations for her army,
and personal liberty. Their unorthodox, resourceful spirit she transformed them into fearsome, scorpion-like creatures.
embodies an anarchic, do-it-yourself ethos. The Gloomfolk’s striking appearance blends elven beau-
ty with scorpid terror. Their upper bodies exhibit the ele-
Hey there, stranger! You’ve followed the echoes of our drums
gant features of their Winter Elven heritage, while chitinous
to our hive, huh? No need for airs and graces here, just our
shells of onyx hues extend from their waists, forming scorpi-
steadfast spirit and unity. We’ve survived the blackest of night-
on-like lower halves with vicious claws and venomous tails.
mares and emerged stronger, claiming the freedom to be our
Embracing personal expression and rejecting traditional
authentic selves. Our bold tattoos narrate our lives, and our
conformity, they don vivid, bold clothes, studded leather
music thunders in sync with the hive’s pulse.
jackets, tribal tattoos, iron chains and ragged, comfortable
Join us in the shadows, and you’ll see we’re pros at navigat-
clothing. To them, attire is a means of expressing their indi-
ing these treacherous depths. We stalk the wicked beings that
viduality, rather than impressing others or signifying status.
haunted our past, avenging our kin and shielding the world
Nestled within the Undertanares’ tunnels and caverns,
from the Penumbral Plane’s horrors. We don’t kneel to gods;
Gloomfolk form tight-knit communities in their hives, cele-
our rituals are what bind and nourish us, forging unbreak-
brating effort, personal talents, independence, and self-suffi-
able connections.
ciency. Their deep loyalty to their hive binds them together,
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Traits
Ability Score Increase. Your Constitution score
increases by 2 and one other ability score of your
choice increases by 1.
Age. Gloomfolk offspring mature rapidly, capa-
ble of standing just moments after birth and walk-
ing within an hour. They transition into adulthood
by age 12 and, despite their swift development, can
live for an impressive 200 years.
Alignment. Gloomfolks are individualists at heart,
cherishing freedom, yet always guided by the col-
lective morality of their hive. They generally lean
towards chaos, with a neutral stance between good
and evil, with both attributes often coexisting with-
in a single hive.
Size. Gloomfolks average about 6 feet tall and weight
about 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dark Vision. Due to its adaptation to the Penumbra,
you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
Perseverance. You gain proficiency in Survival, along
with advantage on saving throws against effects orig-
inating from the Penumbral Plane environment. If
you already have advantage, you may roll three
dice and select the highest result.
Combat Instinct. Your honed survival in-
stincts allow you to use any object as a weap-
on. When you wield an unconventional item
as an improvised weapon, you can add
your proficiency bonus to your attack
rolls. Moreover, you may choose to
use either your Dexterity or Strength
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coalescing within the Soulborn’s consciousness as they re-
n the realm of Tanares, a rare and remarkable
gain fragments of their past over time. Occasionally, intense
phenomenon gives rise to the Soulborn, a people who
emotional situations or the presence of certain objects may
defy the boundaries of species and culture. These ex-
provoke the retrieval of these lost memory shards. But oth-
traordinary beings are born with the soul of a Soulborn, re-
erwise, it is a slow and continuous process.
incarnated into the bodies of newborns from various species.
Throughout countless lives, the Soulborn have woven
Their distinct appearance, marked by gray skin and white,
themselves into the tapestry of Tanares’ diverse cultures and
curly hair, sets them apart from their biological kin. These
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he Taii’Maku, a majestic and enigmatic spe- Their polite and pacifist way make them easy to coexist
cies, exude an aura of reverence and admiration that with other species, but their lack of emotions and rational
leaves a lasting impression upon those who cross
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N ew C lasses
C lass S ubclass D escription H it P rimary S aving T hrow W eapon and A rmor
D ie S tat P roficiency P roficiency
Dragonblade Combat geniuses and trained strategists who d8 Intelligence Intelligence All armor, shields, simple
wield powerful dragon abilities to subdue ene- Constitution weapons, and martial
mies and dominate battles. weapons.
Fury of the Red Experts in offensive maneuvers, they outma- d8 Intelligence Intelligence All armor, shields, simple
Dragon / Azymor neuver their enemies with lethal precision. Constitution weapons, and martial
weapons.
Integrity of the White Experts in defensive maneuvers, they are near d8 Intelligence Intelligence All armor, shields, simple
Dragon / Kerloth impossible to strike and absorb enemy attacks Constitution weapons, and martial
with ease. weapons.
The Celerity of the Tactical positioners are masters of battlefield d8 Intelligence Intelligence All armor, shields, simple
Blue Dragon / Thyra control, manipulating the flow of battle to Constitution weapons, and martial
their advantage. weapons.
Elementalist Wise casters who use elemental powers d6 Wisdom Intelligence Club, daggers, quarter-
to support allies, hamper foes, and solve Wisdom staffs, shortbow and
problems. longbow
Air Primordial Masters of movement, illusion, perception, d6 Wisdom Intelligence Club, daggers, quarter-
Element and air, they confuse and mislead enemies. Wisdom staffs, shortbow and
longbow
Earth Primordial Masters of protection, barriers, strengthening, d6 Wisdom Intelligence Club, daggers, quarter-
Element and earth, they shield allies from harm. Wisdom staffs, shortbow and
longbow
Fire Primordial Masters of combat, enchantment, fear, and d6 Wisdom Intelligence Club, daggers, quarter-
Element fire, they cripple and strike fear into foes. Wisdom staffs, shortbow and
longbow
Water Primordial Masters of healing, abjuration, life, and water, d6 Wisdom Intelligence Club, daggers, quarter-
Element they mend allies' wounds and cure ailments. Wisdom staffs, shortbow and
longbow
Madwalker Mad-touched survivors and penumbral d8 Dexterity Dexterity Light armor, Simple
experts, they shift their form to accomplish Charisma weapons, martial
incredible feats. weapons
Aberrant Arachnid Trail Aggressive hunters who ambush and isolate d8 Dexterity Dexterity Light armor, Simple
(Arachnid Hunter’s) their prey, they are silent and deadly. Charisma weapons, martial
weapons
Nightmare's Resilient survivors with glimpses of the future, d8 Dexterity Dexterity Light armor, Simple
Augury Trail they prepare for impending catastrophes with Charisma weapons, martial
(Nightmare Predator’s) powerful abilities. weapons
Redeemer Charismatic leaders and divine casters, bless- d8 Charisma Charisma Light armor, daggers,
ed by the gods with the power to captivate Wisdom darts, slings, quarter-
crowds and wield gold as a weapon. staffs, light crossbows.
Shepherd Grand speakers and preachers who gather d8 Charisma Charisma Light armor, daggers,
throngs of followers, they persuade and in- Wisdom darts, slings, quarter-
spire with their words. staffs, light crossbows.
Doomspeakers Prophets who fear the end of the world and d8 Charisma Charisma Light armor, daggers,
accumulate power to fight against impending Wisdom darts, slings, quarter-
disaster. staffs, light crossbows.
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N ew S ubclasses
C lass S ubclass D escription H it P rimary S aving T hrow W eapon and A rmor
D ie S tat P roficiency P roficiency
Barbarian Path of the Brutal A barbarian hunter who specializes d12 Strength Strength Light and medium armor,
Hunter in focusing their fury on their prey. Constitution shields, simple and martial
weapons
Barbarian Path of the A barbarian survivor who special- d12 Strength Strength Light and medium armor,
Penumbral izes in dealing with the horrors of Constitution shields, simple and martial
the Shadow Plane. weapons
Bard College Of Life A bard who can harmonize their d8 Charisma Dexterity Light armor, simple weapons,
music with the essence of life. Charisma hand crossbows, longswords,
They can heal people and commu- rapiers, short swords
nicate with animals.
Cleric Chaos Domain A cleric who can cast spells from d8 Wisdom Wisdom Light and medium armor,
other classes and infuse random- Charisma shields, simple weapons
ness into their magic.
Cleric Courage Domain A cleric who inspires their allies, d8 Wisdom Wisdom Light and medium armor,
providing them with courage and Charisma shields, simple weapons
determination.
Druid Circle of the Druids who focus on plants above d8 Wisdom Intelligence Light and medium armor (non-
Bloom other aspects of nature. Wisdom metal), shields (nonmetal), clubs,
daggers, darts, javelins, maces,
quarterstaffs, scimitars, sickles,
slings, spears
Fighter Death Knight A warrior who can channel the d10 Strength Strength All armor, shields, simple and
power of death into lethal blows. Dexterity Constitution martial weapons
Monk Way of the A monk trained in animal postures, d8 Dexterity Strength Simple weapons, shortswords
Animals shifting stances during combat. Wisdom Dexterity
Paladin Oath Of Freedom A paladin who values freedom. d10 Strength Wisdom All armor, shields, simple and
Their oath ignores laws and rules Charisma Charisma martial weapons
for the sake of goodness.
Ranger Shadow Rangers who lurk on the fringes d10 Dexterity Strength Light and medium armor,
Investigator of society, seeking out aberra- Wisdom Dexterity shields, simple and martial
tions and sinister cultists lurking weapons
in cities.
Ranger Arcane Guardian Rangers who protect magic, with d10 Dexterity Strength Light and medium armor,
specialized training to face those Wisdom Dexterity shields, simple and martial
who abuse arcane power. weapons
Rogue Ninja Ninjas capable of using Ki tech- d8 Dexterity Dexterity Light armor, simple weapons,
niques as infiltrators and assassins. Intelligence hand crossbows, longswords,
rapiers, shortswords
Sorcerer Cultist Fanatical sorcerers who channel d6 Charisma Constitution Daggers, darts, slings, quarter-
their madness into magical power Charisma staffs, light crossbows
and conjure Shadow beings.
Warlock Pact of the Dark Warlocks who make a pact with d8 Charisma Wisdom Light armor, simple weapons
Hunter an entity that seeks to destroy all Charisma
mystical creatures of darkness.
Wizard Lost Magic Adventurous and explorative wiz- d6 Intelligence Intelligence Daggers, darts, slings, quarter-
Researcher ards who seek the lost secrets of Wisdom staffs, light crossbows
magic from ages past.
57
A
human stands atop a towering
wall, surveying the battlefield below
with piercing eyes. An army of undead
advances steadily, marching towards their strong-
hold with a relentless pace. The human remains calm,
a steely determination in his gaze as he descends the
stairs, his battle plan already forming in his mind.
An ancient tome, bound in dragon scales, slams
shut with a resounding thud. Outside his friends
call for help, but the gnome only smiles, ready for
action - his sixty years of dragon studies have given
him the claws of a dragon and the fangs of a predator.
The Arena floor trembles with the chaos of battle as
members of the team fall one by one. An elf retreats,
his every move watched by his enemies. But his retreat is
a ruse, a clever ploy to position himself for the perfect strike.
With a dash and flash of his sword, he dispatches the enemy
conjurors and charges forward, ready to end the battle and
protect his wounded allies.
58
In their quest, Dragonblades often face formidable ad- with mortals. Their original purpose was to increase the
versaries such as the Cult of Shadow Wing, which seeks to strength of mortals in the war against the Ungods’ minions
corrupt all creatures, including dragons, turning them into and protect Tanares, the world entrusted to the dragons by
penumbral creatures that empower the Eldritch Ungods. Tamera and Bauron. As time passed, the Ancient Age saw
As the Dragonblades grapple with their daunting tasks, the creation of the Draconic Council, a powerful assembly
the enigmatic Draconic Council is beset with internal strife, of dragons, formed to preserve Tanares from penumbral
casting shadows over the future of Tanares. The Council’s corruption and the destructive Malrokian Curse.
divisions stem from contrasting beliefs regarding the potential Upon its formation, the Dragonblades became an essential
of mortals. The majestic Golden Avatar Dragon, Isendden, component of the Draconic Council, serving as the back-
champions a faction that fervently trusts in mortal potential bone of their troops. Most have remained politically neu-
and destiny. In stark contrast, the formidable Black Avatar tral, intervening only when the Council acted to prevent
Dragon, Zaldrus, spearheads a faction that perceives mortals war or corruption. From their war-focused beginnings, the
as feeble and susceptible to corruption. As this clandestine Dragonblades have evolved into versatile agents, serving on
struggle for dominion over the council unfolds, whispers of the most diverse arrays of duties within the Council.
political intrigue echoes in the Draconic Towers. During the Kemet invasion, some Dragonblades, rec-
Undeterred by these challenges, the Dragonblades perse- ognizing the potential cataclysm, aided in the war effort
vere in their mission. They venture into the Penumbral Plane against the invading dark elves. Among them was the leg-
to free captured dragons, dismantle the Shadow Wing’s plans, endary Dragonblade Sedura, a solitary warrior trained by a
and vanquish their foes. As the embodiment of strategic rogue master. Initially manipulated by D.E.A.T.H. to kill the
combat against the encroaching darkness, the Dragonblades Dragon Avatar Thyra, Sedura redeemed herself by becoming
unleash their intellect, martial skill, and the awe-inspiring a war hero and helping Talessa and the Draconic Council
power of dragons to vanquish their foes. thwart the Cult of Shadow Wing’s attempt to corrupt other
Avatar Dragons.
The History of Dragonblades In contemporary times, Dragonblades operate as war-coun-
selors and emissaries for various factions, with the Draconic
The Dragonblades’ origins can be traced back to the Godly
Council allowing this to maintain influence and gather
Age, when dragons first shared their knowledge and power
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Draconic Power
Your deep study and immersion made you able to com-
prehend the secret martial techniques known as Draconic
62
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) - - - 18 (+4) 12 (+1) 16 (+3) - - -
Saving Throws Same as the Dragonblade Saving Throws Same as the Dragonblade
Skills Same as the Dragonblade Skills Same as the Dragonblade
Damage Immunities By Dragon Soul (fire for red, lightning for Damage Immunities By Dragon Soul (fire for red, lightning for
blue, cold for white). blue, cold for white).
Senses blindsight 30 ft., darkvision 120 ft. Senses blindsight 30 ft., darkvision 120 ft.
Languages By Dragonblade Languages By Dragonblade
Challenge — Challenge —
Actions Actions
Multiattack. The juvenile dragon form makes three attacks: one Multiattack. The mature dragon form makes three attacks: one
with its bite and two with its claws. with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
8 (1d10 + 3) piercing damage plus 4 (1d8) energy damage by 9 (1d10 + 4) piercing damage plus 4 (1d8) energy damage by
Dragon Soul. Dragon Soul.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) slashing damage. 11 (2d6 + 4) slashing damage.
Breath Weapon (Recharge 5-6). The juvenile dragon form exhales Breath Weapon (Recharge 5-6). The mature dragon form exhales
energy in a 30-foot cone. Each creature in that area must make energy in a 30-foot cone. Each creature in that area must make
a DC 13 Dexterity saving throw, taking 21 (6d6) energy dam- a DC 14 Dexterity saving throw, taking 31 (9d6) energy dam-
age on a failed save, or half as much damage on a successful age on a failed save, or half as much damage on a successful
one. The energy is the same as the Dragonblade’s Dragon Soul. one. The energy is the same as the Dragonblade’s Dragon Soul.
63
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) - - - 20 (+5) 12 (+1) 18 (+4) - - -
Saving Throws Same as the Dragonblade Saving Throws Same as the Dragonblade
Skills Same as the Dragonblade Skills Same as the Dragonblade
Damage Immunities By Dragon Soul (fire for red, lightning for Damage Immunities By Dragon Soul (fire for red, lightning for
blue, cold for white). blue, cold for white).
Senses blindsight 30 ft., darkvision 120 ft. Senses blindsight 30 ft., darkvision 120 ft.
Languages By Dragonblade Languages By Dragonblade
Challenge — Challenge —
Actions Actions
Multiattack. The adult dragon form makes three attacks: one Multiattack. The old dragon form makes three attacks: one with
with its bite and two with its claws. its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
16 (2d10 + 5) piercing damage plus 4 (1d8) energy damage by 16 (2d10 + 5) piercing damage plus 9 (2d8) energy damage by
Dragon Soul. Dragon Soul.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) slashing damage. 12 (2d6 + 5) slashing damage.
Breath Weapon (Recharge 5-6). The adult dragon form exhales Frightful Presence. Each creature of the dragon’s choice that
energy in a 30-foot cone. Each creature in that area must make is within 120 feet of the dragon and aware of it must succeed
a DC 15 Dexterity saving throw, taking 35 (10d6) energy dam- on a DC 16 Wisdom saving throw or become frightened for 1
age on a failed save, or half as much damage on a successful minute. A creature can repeat the saving throw at the end of
one. The energy is the same as the Dragonblade’s Dragon Soul. each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Breath Weapon (Recharge 5-6). The old dragon form exhales
energy in a 30-foot cone. Each creature in that area must make
a DC 16 Dexterity saving throw, taking 42 (12d6) energy dam-
age on a failed save, or half as much damage on a successful
one. The energy is the same as the Dragonblade’s Dragon Soul.
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Elemental Flay
Activation: Action
Type: Claw
Power: Make a weapon attack. On a hit,
deal the usual damage and distress a
substantial portion of the target’s skin.
The next time the creature takes damage
before the end of your next turn, it suffers
an extra 1d6 damage.
Ancestral Blessing
Activation: Action
Type: Scale
Power: Make a weapon attack. On a hit, deal your usual
damage and bask in a soft luminescence of sacred golden
light that bestows upon you 1d6 temporary hit points for
1 minute.
Draconic Shield
Activation: Action
Type: Scale
Power: Make a weapon attack. Then, choose either yourself
or a willing creature within 30 feet, and generate an unseen
barrier for protection. The beneficiary gains a +2 bonus to
AC against all attacks, and a +2 bonus on all saving throws
until the start of your next turn.
Distracting Tail
Activation: Action
Type: Wing
Power: Make a weapon attack. On a hit, deal the usual dam-
age and destabilize the enemy, causing it to lose the ability
to make Opportunity Attacks and suffer a -2 penalty to AC
until the end of your next turn.
Dashing Rush
Activation: Action
Type: Wing
Power: Augment your legs to move up to half your base
speed, ignoring difficult terrain, before making a weapon
attack. If at least 10 feet of this movement is completed in a
straight line, your attack deals 1d6 extra damage.
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71
Stormbringer
Activation: Movement Action
Type: Wing
Power: Infuse your feet with energy, granting the abil-
ity to stride upon the winds. Gain flight movement
equivalent to your walking speed for this turn.
Your next attack during this turn deals an ad-
ditional 1d8 lightning damage for every 10 feet
of straight-line flight movement made before
the attack. If your turn ends in mid-air, you
fall as usual.
Boon of Flames
Activation: Bonus Action
Type: Wing (Red dragon only)
Power: Infuse your weapons with fiery energy.
It deals an extra 4d6 fire damage to all attacks
until the end of your next turn. The damage
increases to 4d6 at the 19th level.
Frost Burst
Activation: Action
Type: Claw (White dragon only)
Power: Slam your weapon against the ground,
triggering a frost energy explosion. All creatures
within a 10-foot radius must pass a Constitution
saving throw. Those failing take 4d8 cold dam-
age and have their movement speed halved for
1 minute. Successful save results in half damage
and no movement penalties. The damage increases
to 3d8 at the 16th level and 4d8 at the 19th level.
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74
7th Level
Barrage of Claws
Activation: Action
Type: Claw
Power: You unleash a flurry of attacks. Make three weapon
attacks against a single target, each dealing an extra 1d6
damage and ignoring the target’s damage resistance.
Ghostly Tail
Activation: bonus action
Type: Claw
Power: You execute a spinning energy attack that takes the
form of a spectral dragon’s tail. Choose any number of crea-
tures within 15 feet; they must succeed on a Dexterity saving
throw or take 6d8 damage of the type associated with your
Draconic Soul and fall prone. Successful saves result in half
damage and no additional effect.
Legendary Resistance
Activation: Reaction
Type: Scale
Power: Drawing upon your dragon lineage, you can con-
vert a failed saving throw into a successful one. If you’ve
already used a Draconic Power this round, you may opt to
take one level of exhaustion to bypass the Draconic Power
per round limitation.
After using this power, you cannot use it again until you
finish a short rest.
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76
I
n a serene garden, a wise elementalist master pre-
pares tea for its disciples with the utmost precision, their
every movement harmoniously aligned with the elements.
As the tea leaves dance in the boiling water, the disciples sense
a deep connection to the elements, feeling the master’s power
coursing through their veins.
When confronted by ruthless bandits, the elementalist
Soulborn commands the elements with a flick of their wrist,
unleashing an icy beam of pure energy that encases half of the
bandits in a frozen tomb while the rest flee in terror.
Against a monstrous beast, the elementalist stands resolute,
igniting their weapons and those of their allies with blazing
magic. Confidence burns within them as they prepare for an
epic battle, ready to vanquish the darkness with the raw power
of the elements.
78
1 2 3 4 5 6 7 8 9
Primordial Element,
1st +2 Spell Casting, Primordial 2 2 2 - - - - - - - -
Element trait
2nd +2 Primordial Bond 2 2 3 - - - - - - - -
3rd +2 - 4 4 4 2 - - - - - - -
Ability Score
4th +2 4 4 4 3 - - - - - - -
Increase
5th +3 - 6 6 4 3 2 - - - - - -
6th +3 Primordial Element trait 6 6 4 3 3 - - - - - -
7th +3 - 8 8 4 3 3 1 - - - - -
Ability Score
8th +3 8 8 4 3 3 2 - - - - -
Increase
9th +4 - 10 10 4 3 3 3 1 - - - -
10th +4 Primordial Element trait 10 10 4 3 3 3 2 - - - -
11th +4 - 12 12 4 3 3 3 2 1 - - -
Ability Score
12th +4 12 12 4 3 3 3 2 1 - - -
Increase
13th +5 - 14 14 4 3 3 3 2 1 1 - -
14th +5 Primordial Element trait 14 14 4 3 3 3 2 1 1 - -
15th +5 - 16 16 4 3 3 3 2 1 1 1 -
Ability Score
16th +5 16 16 4 3 3 3 2 1 1 1 -
Increase
17th +6 - 18 18 4 3 3 3 2 1 1 1 1
18th +6 Stoic Attunement 18 18 4 3 3 3 3 1 1 1 1
Ability Score
19th +6 18 18 4 3 3 3 3 2 1 1 1
Increase
20th +6 Elemental Pinnacle 18 18 4 3 3 3 3 2 2 1 1
throughout their lives, undertaking tasks as required and In the world of Tanares, an ominous threat looms as the
ensuring their actions never tarnish their master’s name. immortal Kemet leader, Gullog, seeks to conquer and turn
Concurrently, masters are obligated to impart wisdom, safe- all to icy death. Elementalists, at the heart of a prophecy
guard their disciples, and foster their spiritual growth, with that may provide salvation, see themselves as responsible for
any abuse constituting great dishonor. restoring the goddess Bás to her pacifist ways and ending
Elementalists regard their fellow practitioners as kin, de- Gullog’s tyranny. Beyond the prophecy, Elementalists serve
spite differing principles and views among schools devoted as spiritual guides, royal advisors, military strategists, and
to various elements. They engage in fervent debates, never guardians of elemental energies. Guided by the teachings of
overstepping the bounds of theological, philosophical, and venerable masters and their respected schools and enclaves,
metaphysical discourse. Their relationships with other magic Elementalists confront Tanares’ challenges with the perspec-
users are intricate, often considering wizards and sorcerers tive of ancient wisdom.
untrustworthy due to their immense powers without requisite
wisdom and moral enlightenment. However, those displaying History of Elementalism
tempered conduct and good character are highly esteemed.
Within the time-worn tomes of Tanares, the tale of the Elven
Clerics earn respect for their devotion and moral code, but
kin is woven in intricate prose. Once thriving in a realm of
their potential fanaticism incites wariness, whereas druids
unmatched beauty, the Elves found their world shattered by
are perceived as kindred spirits, embracing a more primal
the apocalyptic fury of their own goddess, Bás. Spurred by
yet venerable approach to wisdom.
the heinous deeds of the malefic Ungods, her rage laid waste
to the once-pristine Elven lands. Amidst the frozen ruins, the
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81
Hit Points
Hit Dice: 1d6 per elementalist level
Hit Points at 1st Level: 6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per elementalist level
after 1st.
Proficiencies
Armor: None
Weapons: Club, daggers, quarterstaffs, shortbow,
longbow
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight,
Nature, Perception, Persuasion, 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 or (c)
A longsword and shield (only primordial
element of Fire)
• (a) a component pouch or (b) an
elemental focus
• (a) a diplomat’s pack or (b) an
explorer pack
• A shortbow and 20 arrows.
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83
Primordial Bond
At 2nd level, you gain the ability to cast a
spell from your primary element as an ac-
tion, regardless if it’s part of your spell list,
without using a spell slot. The level of the
spell cast with this feature cannot ex-
ceed one-third of your Elementalist
level (rounded up). After using this
feature, you must complete a long
rest before you can use it 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 abil-
ity scores of your choice by 1. As normal,
you can’t increase an ability score above 20
using this feature.
Fusion Master
Starting at 18th level, you no longer need to have
cast an elemental spell before casting a fusion
spell, and you don’t need to keep track of the
elements of the spells you cast.
Elemental Pinnacle
Starting at 20th level, after casting a spell, for
the next minute, you become immune to a
type of damage based on the last spell you
cast according to the next table. Fusion
spells of opposing elements do not
grant damage immunity.
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Wind Wisdom
Starting at 1st level, the lib-
erty and adaptability of the
air bestow you with new
skills. Choose two skills for
proficiency from Acrobatics,
Deception, Persuasion, and
Stealth. Additionally, you gain
the ability to use the Disengage or
Hide actions as a bonus action, and
reduce any fall’s height by 30 feet when cal-
culating fall damage.
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Tomb of Invulnerability
At 14th level, when targeted or affected by an
attack, spell, or any effect except divine in-
tervention, you can use your reaction to
manifest an invincible stone tomb for pro-
tection. Weighing 12,000 pounds, this
tomb is impervious to all but divine inter-
vention. Inside the tomb, you are immune
to all damage and any physical, mental, or
magical effects. However, you also become
incapacitated, unable to perform actions,
reactions, bonus actions, speak, or issue
mental commands. No communication
can penetrate the tomb, but you retain
your tremorsense, with its range extended
to 120 feet within the tomb.
You can choose to end this effect at the
start of each turn, causing the tomb to de-
materialize instantly. Any effects or conditions
affecting you prior to entering the tomb are sus-
pended while inside, nullifying their effects but
also halting their duration. Inside the tomb, you
are unaffected by hunger, thirst, and don’t need
to breathe, but you continue aging normal-
ly. It is not possible to take rests within the
tomb. This feature can’t be used again until
you complete a long rest.
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Water Primordial
Element
Elementalists who choose this Primordial Element are strong-
ly attached to Peace, Tradition, Restoration, and Wisdom. By
choosing water as your Primordial Element you can learn
Water, Air and Earth spells, the latter two being your second-
ary elements, and you will know the fusion element spells
Plant and Spirit.
87
Fire
L evel N ame D escription
1 Burning Eyes Grants proficiency in Intimidation and advantage on Intimidation checks.
1 Burst of Embers Creates a cloud of ash that illuminates and reveals creatures and objects.
1 Fireheart Bond Enchants a humanoid, making them a friend.
1 Flash Causes blindness in creatures in an area for one turn.
1 Inner Fire Increases melee fire damage and grants immunity to the frightened condition.
2 Ability Boost Grants advantage on ability checks and allows for a target swap.
2 Flames of Leadership Grants advantage on Persuasion, Deception, and Intimidation checks and allows for a command.
2 Heat Vision Grants darkvision up to 90 feet.
2 Spiritual Flame Creates a magical flame that does not generate heat and illuminates. End the spell to blind creatures.
2 Subtle Influence You manipulate the mind of a creature subtly influencing their emotions and behaviors.
3 Elemental Frenzy Forces a creature into a frenzy, attacking everything in its vicinity.
3 Flame Weapon Grants extra fire damage to a target's weapons.
3 Focused Blast As a reaction, you make an area spell or ability affect a single target, amplifying its power.
3 Hellfire Gaze Causes fear in creatures in an area and forces them to move away.
4 Blaze Light Creates a wave of confusion that disorients creatures in an area.
4 Curse of Flames Curses a creature with pain and an additional 1d6 fire damage.
4 Fire Collar Creates an enchanted collar on a beast that can be commanded by the caster.
4 Flames of Fear Forces creatures to believe they are burning and moves them.
5 Commandment of Fire Forces a target to follow a command for 30 days.
5 Fire Crown Enchants a humanoid, gives them a command, and forces them to obey you.
5 Flames of Heroism Ignores fear, adds 1d4 damage, and makes magical attacks with extra fire damage.
5 Skin of Embers Transforms a creature's skin into embers, granting resistance and vulnerability.
6 Burning Dash Increases speed and strength, allows for object movement and creature knockdown.
6 Flame Body Turn your body into a bright flame burning anything you touch and strengthening your mind.
6 Hell Dragon Eye Causes fear in creatures that meet your gaze.
6 Mass Inflammation Influences multiple creatures to follow a course of action for 24 hours.
7 Blazing Army Increases fire damage caused by natural and manufactured weapons of allies within a 30-foot radius.
7 Fire Dragon Transf. Transforms the caster into a dragon-like humanoid, granting protection against fire, flight, and a cone of fire attack.
7 Flame Hammer Creates a magical flaming hammer that deals fire damage on attacks.
7 Summon Flame Dragon Summons a dragon spirit to aid the caster in battle.
8 Dragon Breath The caster can breathe a blast of fire or smoke to deal area damage or incapacitate creatures.
8 Fire Lobotomization Fires a ray of fire into a creature's mind, drastically reducing its intelligence and wisdom.
8 Fire Shackles Creates chains of fire around a creature, controlling it and allowing the caster to communicate telepathically with it.
8 Flames of Adoration/ Emits an aura of worship or fear that affects a category of intelligent creatures.
Fear
9 Ignite Seal Creates a magical seal that can be activated to cause destruction, explosion, or damage over an extended period.
9 Flames of Heart Increases the courage and resilience of allies within range, granting immunity to being charmed or frightened.
9 Mass Curse of Flames Causes the curse of flames on all creatures within a 60-foot radius.
9 Purge Flames Destroys an undead or extra-planar enemy with magical flames.
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Absorb Spell
8th-level water
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to disrupt a creature in the process of
casting a spell, converting its magical power into
healing droplets. If the spell being cast is 5th level
or lower, it fails and has no effect. If it is 6th lev-
el or higher, you must make a spellcasting ability
check. The DC equals 10 plus the level of the spell
being cast. On a successful check, the spell fails.
If the target’s spell fails, you can choose to absorb
the energy from the interrupted spell, gaining tem-
porary hit points equal to the spell’s level that lasts
1 minute, or copy it, casting the spell immediately
as if you were the original caster, and without re-
quiring any material components.
Elemental Flux. Your next Elemental Surge affects
a 45-foot cone and deals 12d6 cold damage.
Accelerate
2nd-level air
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
93
Air Double
8th-level air
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a gaseous copy of yourself in an empty space beside
you. This copy is indistinguishable from you, even by magical
means or abilities such as true sight. The copy has the same
stats as you, except for its hit points, as the copy disappears
and the spell immediately ends if it takes any damage. The
copy has its own turn, which can be immediately before or
after your turn. You command what it does (actions, bonus
actions, reactions, movement, etc.). It has no resources of
its own, such as ammunition, ability uses, or spell slots, so
every time it uses something that costs a resource, it uses
the resources that you have. For example, if the copy casts
a spell, that spell is consumed from your daily uses as if you
had cast the spell. The same applies to potions, scrolls, etc.
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95
You ignite all weapons of all allied creatures within a 30-foot When you cast this spell, a flame that rises from your feet cov-
radius circle within range. For the duration of the spell, all ers your entire body, increasing your speed and strength for
natural and wielded weapons are considered magical and the duration. As part of this spell, you can immediately move
deal an extra 2d6 fire damage. 40 feet in any direction you choose. During this movement,
Elemental Flux. Your next Elemental Surge affects a 20-foot you can push objects up to five times your normal capacity
radius circle centered on you and deals 11d6 fire damage. (or 150 times your strength score in pounds). If you collide
with a creature, the movement ends, and the creature must
Blessing of the Earth succeed on a Strength saving throw or be pushed 40 feet back
7th-level earth and fall prone. If the creature’s movement is interrupted by
Casting Time: 1 action obstacles, it will fall prone and suffer 4d6 bludgeoning damage
Range: 90 feet in addition. If the path is blocked by another creature, that
Components: V, S, M (a handful of sacred temple soil) creature must succeed on a Dexterity saving throw, suffering
the same damage and falling prone on a failure.
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98
Casting Time: 1 minute Circles of hot and dry winds surround the target of the spell,
Range: 90 feet creating a strong wind area with a 10ft radius around them,
Components: V, S, M (a small figurine encrusted with gems granting them a +2 bonus to AC and imposing disadvantage
worth at least 100 gp) on ranged attack rolls made against them. Hostile creatures
Duration: Concentration, up to 1 hour that start their turn or enter the area must make a strength
saving throw or be pushed out of the area on a failed save.
You conjure an earth guardian, with the same appearance as
During their turn, the target of the spell can use a bonus
the figurine used, that emerges from the ground in an emp-
action to make a magical ranged attack against a creature
ty 10-foot cube. Use the stat block of an earth elemental to
within 30ft. If the attack hits, it deals 1d12 bludgeoning dam-
characterize the guardian, which will remain for the duration
age, and the target must make a Dexterity saving throw.
of the spell or until reduced to 0 hit points, disappearing
On a failure, they are pushed back 20ft and fall prone; on a
magically when the spell ends.
success, they are pushed back 10ft and remain standing. If
The guardian obeys you to the best of its ability and acts
there is an obstacle in the way of the pushed creature, they
after you in the initiative order. You can give simple course-
take 2d6 bludgeoning damage for every 10ft they are pushed,
of-action commands, such as attacking a target or running in
and if the obstacle is another creature, that creature must
a direction, as a free action. If you want to give a command
make a Dexterity saving throw. On a failure, they take the
the size of a phrase, you must spend a bonus action. If you
same damage and also fall prone.
lose concentration, the guardian will continue to follow the
In addition, if a creature is targeted by an attack and the
last command until completed. If the guardian completes
attacker or the target is within 30ft of the area of this spell,
the action and cannot hear or obtain new commands, it will
the target can use their reaction to impose disadvantage on
use the Dodge action and preserve itself as best as possible.
the attack by sending a gust of wind towards it.
You can use an action to regain concentration on this spell
Elemental Flux. Your next Elemental Surge affects a 45-foot
a number of times equal to your proficiency bonus.
cone and deals 12d6 thunder damage.
Elemental Flux. You can infuse your guardian with energy,
allowing it to use an action to cast Your next Elemental Surge Curse of Flames
once during the spell’s duration, dealing 5d6 acid damage. 4th-level fire
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Earth Embrace
3rd-level earth
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Concentration, up to 1 minute
You alter the gravity around up to six creatures of your choice
within a 40-foot square within range. Each creature must
succeed on a Constitution saving throw or be affected by
the spell for the duration.
An affected creature has difficulty moving, suffers a penalty
of -2 to its AC and Dexterity and Strength saving throws.
Its movement and actions are limited (see below), allowing
it to use only half of its movement and one action between
an action and a bonus action. The creature cannot maintain
concentration on spells and if it attempts to cast a spell, it
must succeed on a Strength saving throw, and the spell does
not take effect on a failure.
Limited Actions. The targets of the spell have limited but
not prevented actions. If a creature wants to use its reaction
action, a second between bonus action and action or use its
entire movement, it must make a Strength saving throw. On
a success, it can use the action but suffers 1 level of exhaus-
tion. On a failure, it does not perform the action and suffers
one level of exhaustion from the effort.
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damage for every 10 feet it moved before having its move- Earth Acid
ment impeded. If you choose to have the wind blow against Fire Fire
the ground or a creature that cannot move due to a wall or Water Cold
other obstructed space caused by large or larger objects, a
creature that fails the saving throw is knocked prone and At Higher Levels. With this special cantrip, you can expend
restrained until the beginning of its next turn. one of your spell slots to increase the damage it deals. The
Elemental Flux. You make Your next Elemental Surge burst extra damage added depends on the level of the spell slot
around you, which affects a 30-foot radius circle centered used, as shown on the table below. If you use a spell slot
on you and deals 12d6 thunder damage. of 4th-level or higher, the range of the spell’s area of effect
doubles (30-foot cone) and if you use a 7th-level or higher
Elemental Frenzy spell slot, the range triples (45-foot cone).
3rd-level fire
S pell L evel E xtra D amage
Casting Time: 1 action
1st 1d6
Range: 60 feet
2nd 2d6
Components: V, S
Duration: Concentration, up to 1 minute 3rd 3d6
4th 5d6
You ignite the flames of rage in a creature you can see within
range, forcing the creature to make a Wisdom saving throw. 5th 6d6
On a failure, for the duration of the spell, the creature be- 6th 7d6
comes frenzied and will always attack its nearest creature. 7th 9d6
If there are no creatures within reach, the affected creature 8th 10d6
will spend its entire turn moving to the nearest creature. The 9th 11d6
affected creature is also immune to frightened and charmed
and cannot use spells or any spellcasting abilities, only making
armed and unarmed attacks. Additionally, all of its attack
Evanescence of Sue’en
9th-level air
rolls will have advantage, but all attack rolls against the af-
fected creature will also have advantage. Casting Time: 1 action
The affected creature can make a new saving throw at Range: Self
the beginning of all its turns to break free of the effect on a Components: V, S
success. If it has taken any damage since the end of its last Duration: 10 minutes
turn, it will make the save with disadvantage. You connect your essence with that of the air. For the dura-
Elemental Flux. You make Your next Elemental Surge burst tion, your movement speed is doubled, you have advantage
around you, which affects a 10-foot radius circle centered on any Dexterity checks, and you don’t provoke opportunity
on you and deals 5d6 fire damage. attacks for moving.
In addition, when a creature makes an attack against you,
Elemental Surge
you can use your reaction to dissipate into the air and avoid
Cantrip
the attack. While dissipated, you are immune to all damage.
Casting Time: 1 action At the start of your next turn, you rematerialize in any un-
Range: Self (varies) occupied space within 120 feet of the initial point. Creatures
Components: S of your choice within 5 feet must make a Constitution sav-
Duration: Instantaneous ing throw, being moved 5 feet and incapacitated for 1 min-
With an action, you release pure elemental energy from your ute on a failure.
hands in a 15-foot cone. You deal 1d6 damage of your primary Elemental Flux. Your next Elemental Surge affects a 30-foot
elemental type, as shown on the table below. All creatures radius circle centered on you and deals 14d6 thunder damage.
within the area must make a Dexterity saving throw, taking
only half damage on a successful save.
You can also focus all energy on a ray. In this case, you
make a magic ranged attack within 60 feet of the target and
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108
Focused Image
2nd-level air
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create the image of an object, a creature, or some
other visible phenomenon thats is no larger than 5-foot
cube. This image appears at a spot that you can see with-
in range and lasts for the duration. Only one creature
can see this image and it seems completely real, including
sounds, smells, and temperature appropriate to the thing
depicted. You can’t create heat or cold, a sound loud enough
to deal thunder damage or deafen a creature, or a smell.
As long as you are within range of the illusion, you
can use your action to cause the image to move to
any other spot within range. As the image changes
location, you can alter its appearance so that
its movements appear natural for the image.
For example, if you create an image of a crea-
ture and move it, you can alter the image so
that it appears to be walking. Similarly, you
can cause the illusion to make different
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110
Casting Time: 1 action You manifest a large storm infused with the healing energy
Range: 40 feet of water essence, covering an area of 60 feet radius. This
111
Hellfire Gaze
3rd-level fire
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a lump of coal)
Duration: Concentration, up to 1 minute
Your eyes convey the horrors of the worst
nightmares of creatures. Each creature in
a 30-foot cone must succeed on a Wisdom
saving throw or drop whatever it is holding and
become frightened for the duration.
While frightened by this spell, a creature must
take the Dash action and move away from you
by the safest available route on each of its
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114
Life Synchronization You create a barrier that looks like a network of pure ener-
5th-level water gy. The barrier does not need to be sustained and can float
in the air. It occupies an area of 60 feet in length, 20 feet in
Casting Time: 1 action height, and one inch in thickness. Any creature within the
Range: 60 feet area where the barrier was created must make a Strength
Components: V, S saving throw, suffering 3d8 electrical damage on a failure
Duration: Instantaneous and being thrown 10 feet in a direction of your choice. On
You synchronize the energy fluids of 4 willing creatures, which a successful save, the target takes only half the damage and
you can see within range, to heal them. You can transfer any is expelled into the nearest free space, as chosen by the af-
amount of hit points between them, as long as each one has fected creature.
at least 1 hit point and does not exceed their maximum hit The barrier magnetically affects an area around it with
points. At the end of the synchronization (hit point trans- a 15-foot radius, causing attacks made with metal weap-
fer), you heal an additional 2d8 hit points from each of the ons to have disadvantage on their rolls. Creatures made of
creatures that have transferred hit points (taken damage or metal or wearing metal armor must spend an extra 5 feet
regained hit points). Undead and constructs are not affected of movement for every 5 feet they move. Additionally, any
by this spell. electrical damage spells or abilities have no effect and are
absorbed by the barrier.
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Magma Glow
1st-level lava
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of charcoal)
Duration: 1 hour
You touch an object, causing it to emit a faint glow that is
imperceptible in bright light and difficult to notice in low-
light conditions. The object can be any item (magical or
not) of your choosing, weighing no more than 10 pounds.
While the spell is active, you can sense the location of the
object as long as it is within 240 feet of you, even if it is behind
walls, doors, or other barriers. The location is communicated
to you as a general sense of direction (e.g., “northwest”) and
distance (e.g., “about 50 feet away”).
You can dismiss the spell at any time as a bonus action,
causing the glow to fade immediately.
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120
121
122
123
124
Seismic Quake
9th-level earth
Casting Time: 1 action
Range: 1 mile
Components: V, S, M (a gem worth at least 100 gp, which
the spell consumes)
Duration: Concentration, up to 1 minute
You take a gem in your hand that crumbles when using the
magic. When its fragments touch the ground, you generate
an earthquake with a radius of 120 feet and an epicenter of
your choice within range, causing the entire area of effect
to become difficult terrain. At the time of casting and at the
beginning of each turn of a creature within the area, they
must make a Dexterity saving throw, becoming prone on
a failure. Creatures that are concentrating on other spells
must also make a Constitution saving throw, losing con-
centration on a failure.
Structures within the area of effect suffer 60 bludgeoning
damage when you cast the spell, and at the beginning of
each turn that you maintain concentration. If they reach 0
hit points, they collapse and may cause damage to creatures
beneath them, at the GM’s discretion.
In addition, at the GM’s choice, other effects may oc-
cur, such as fissures or shifting ground. When a fissure is
formed, it can have a depth of 3d4x10 feet and a width of
1d4x5 feet. Creatures in the area of the fissure must make a
Dexterity saving throw. On a failure, they fall into the fissure,
or choose one of the edges to remain on the surface on a
success. When the ground shifts, at the GM’s discretion, a
block bounded by a straight line may rise or sink 1d4x10
feet, taking everything on it along and causing structures
it cuts through to collapse.
Elemental Flux. Your next Elemental Surge makes you
stomp the ground. All creatures in a 30-foot radius cir-
cle centered on you must succeed on a Dexterity saving
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126
You and up to five other willing creatures within range take a Casting Time: 1 action
step on the border of the Ethereal Plane, entering the region Range: Self
that overlaps with the current plane. While on the border, Components: V, S
you can move in any direction as if you had a flying speed Duration: 1 minute
equal to your walking speed. You can still see and hear the For the next minute, at the end of your turns, if you are not
original plane, but everything appears grayed out and muf- grappled, you can choose to enter the Ethereal Plane, or when
fled, and you can’t see anything beyond 60 feet. already there, return to the Material Plane. When you return
For the duration, as a bonus action, a creature under the to the Material Plane, you choose an unoccupied space within
effect can choose to move from the Ethereal Plane to the 20 feet of where you disappeared to reappear. You cannot
Material Plane and vice versa. The creature returns to the choose to go to the Ethereal Plane for two turns in a row.
same mirrored location it occupied in the Ethereal or Material
127
Spiritual Immunity
8th-level spirit
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, a willing creature you touch becomes
immune to acid, cold, fire, lightning, necrotic, psychic,
poison, and thunder damage.
At Higher Levels. If you cast this spell using a
9th-level spell slot, you can also affect an addi-
tional willing creature within 5 feet of the spell’s
initial target.
Elemental Flux. Your next Elemental Surge
affects a 60-foot line that is 5 feet wide and
deals 12d6 force damage plus plus 1d6 force
damage for every spell level used above 8th.
Spiritual Travel
7th-level spirit
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a mithril key encrusted
with gems worth at least 500 gp)
Duration: Instantaneous
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130
131
132
True Levitation
9th-level air
Casting Time: 1 hour
Range: 1 mile
Components: V, S
Duration: Concentration, up to
24 hours
133
Unflinching Stream You create a volcano from a point within range. From the
1st-level water moment you cast the spell, a volcano begins to rise from the
ground, growing in four distinct stages.
Casting Time: 1 bonus action First stage. When you cast the spell, a 20-foot-radius circle
Range: 30 feet around the point you choose becomes extremely hot, and
Components: V, S the ground becomes scorching hot. Creatures that enter or
Duration: Concentration, up to 10 minutes start their turn within the area must make a Constitution
You imbue a willing creature of your choice with the essence saving throw, taking 6d8 fire damage on a failure or half as
of water. For the duration, the target gains 2d6 temporary hit much on a success.
points and advantage on Intelligence, Wisdom, and Charisma Second stage. The 20-foot-radius circle rises from the
saving throws. If the target loses all of the temporary hit ground, transforming the area affected by the spell into
points, they still retain the advantage on their saving throws difficult terrain and beginning to release toxic gasses. All
for the duration. creatures within the area and a further 20-foot radius must
Elemental Flux. Your next Elemental Surge deals cold make a Constitution saving throw or become poisoned due
damage and affects a 20-foot line that is 5 feet wide. to the toxic gasses. Additionally, the effects of the first stage
increase to a 60-foot radius.
Veil of Invisibility Third stage. The raised area explodes in lava, and all crea-
1st-level air tures in the 20-foot-radius circle must make a Dexterity sav-
Casting Time: 1 action ing throw. On a failure, they take 8d8 bludgeoning damage
Range: Touch and 3d8 fire damage, are thrown 20 feet in a direction of
Components: V, S, M (an eyelash encased in gum arabic) your choice, and become coated in lava. A creature coated
Duration: Concentration, up to 10 minutes in lava takes 8d8 fire damage at the start of each of its turns
for the next minute, or until it is doused with 3 gallons of
You wrap the air around a creature you touch, making it
water or uses an action to clean itself. In addition, the area
invisible to one other creature within 60 feet. Anything the
affected by the second stage increases to a further 20-foot
target is wearing or carrying is also invisible as long as it
radius, and the area affected by the first stage increases to a
remains on their person. If the target attacks or casts a spell,
total of a 60-foot radius.
the spell ends.
Fourth stage. A 20-foot-radius pool of lava forms at the
At Higher Levels. When you cast this spell using a spell
center of the volcano, rising to a height of 40 feet and begin-
slot of 3rd level or higher, you can target one additional
ning to launch magma spheres into the surrounding area.
creature for each slot level above 2nd.
The magma spheres strike three locations of your choice
Elemental Flux. Your next Elemental Surge deals thun-
within 100 feet of the center and affect a 10-foot-radius
der damage, affects a 20-foot line that is 5 feet wide, and
circle. Creatures in the area must make a Dexterity saving
deals an extra 1d6 thunder damage for every 2 spell levels
throw or take 10d8 fire damage and become coated in lava
used above 1st.
134
You sprinkle ruby dust over the flames, causing a barrier of Casting Time: 1 bonus action
pure magma to rise from the ground. You can choose the Range: 30 feet
shape of the barrier to be either a straight line with a length Components: V, S
of 60 feet, a height of 15 feet, and a width of 5 feet, or a circle Duration: Concentration, up to 10 minutes
with a diameter of 20 feet, a height of 15 feet, and a width You aid a willing creature of your choice. For the duration of
of 5 feet. The barrier blocks the line of sight. the spell, it can roll an additional 1d4 and add it to all attacks
When the barrier appears, every creature within its ar- and saving throws it makes. For the duration, when it rolls
ea is pushed to one side of it, as chosen by you, and must a d20 for an attack or saving throw, the target can choose
make a Dexterity saving throw, taking 5d8 fire damage and to roll another d20 and use the new result, ending the spell.
becoming lava-soaked on a failure, or half damage and no Elemental Flux. Your next Elemental Surge deals
lava on a success. 2d6 cold damage.
135
Water Restoration
8th-level water
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
A creature absorbs the ambient water to restore itself. The
creature regains 50 hit points at the moment of casting and
an additional 50 hit points at the start of its turns until the
spell ends. Additionally, if the target remains under the effect
of the spell for an entire hour, the water can permanently
regrow lost limbs and body parts, exactly as the original.
If the target is in contact with a large body of water, such as
lakes, rivers, seas, and oceans, and has remained in contact
since the end of its last turn, the target creature accelerates
the above effects, regains all lost hit points, and if it spends
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I
n the Penumbral Plane, a dwarf crawls inside a
nest of arachnid aberrations. Swarmed by monsters, he
easily shrugs off their attacks. When he finally sees the
queen, the dwarf shapeshifts into an Arachne himself and
handily defeats his opponent.
While fighting in an Arena match, a gnome makes an ab-
errant tentacle grow from his back. Using it to cross a pit with
a series of acrobatic moves, he lands right by his enemies.
Grinning, he grapples his opponents with his tentacle and
throws them one by one into the pit, ensuring his Team’s victory.
A human is pursued by the Ironhand. Her crime? Existing.
As she is surrounded by guards, a pair of twisted wings sprout
from her back. She takes flight and leaves town, knowing that
on her back are not only tentacles or wings, but a target.
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140
141
142
long as you do not exceed the maximum number of known 17th Greed Aracne Overlord Penumbral Vizir
Mutations as shown in the madwalker table on page 139. 19th Fear Aracne Matriarch Penumbral Tyrant
If you wish, when you gain a madwalker level, you may
choose one Aberrant Mutation that you already know and You have access to the basic shapes and, starting at 2nd
replace it with another. Each of your Aberrant Mutations must level, you also have access to the shapes from your Trail of
be of a level no higher than your madwalker level allows. Madness, as shown in the table. When this ability activates,
(For example, when you reach 5th level of the class,you can choose and transform into one of the basic or trail shapes
learn a new Aberrant Mutation of 1st or 2nd level,but you available. If there is not enough space for your chosen shape
cannot know more than four Aberrant Mutations.) to fit, the transformation fails and you lose its use.
You can use only one Aberrant Mutation per round, but While you are transformed, the following rules apply:
you can have more than one of them active. • All attacks, damaging spells, and effects from your shape
deal 1d4 extra damage, increasing to 2d4 at 6th level,
Insanity Points 3d4 at 12th level, and 4d4 at 18th level.
• Your game statistics are replaced by those of the penumbral
Madwalkers delve deeper and deeper into the realms of mad-
creature, but you retain your alignment, personality, Intel-
ness as they use their powers. After activating an Aberrant
ligence, Wisdom, and Charisma scores. You also retain all
Mutation, at the end of your turn you acquire the number
of your skill and saving throw proficiencies, in addition to
of Insanity Points stated in its description.
gaining the creature’s Intelligence, Wisdom, and Charisma
Once you amass a specified number of Insanity Points, you
saving throw proficiencies, and all other proficiencies it may
receive a penalty to your AC and all attacks and saving throws,
have. If the penumbral creature has the same proficiency
as shown in the Insanity Steps table. When you reach maxi-
as you and the bonus in its stat block is higher than yours,
mum Insanity, you transform into a Penumbral Shape. After
use the creature’s bonus instead of yours.
the transformation ends, you remain at maximum Insanity
and stop gaining points (keeping the penalties). • While in your Penumbral Shape, you may not activate
You lose all Insanity Points after finishing a long rest. Aberrant Mutations, cast spells, or use any of your original
I nsanity S teps
T otal P enalty to I nsanity P oints I nsanity P oints I nsanity P oints I nsanity P oints I nsanity P oints
A ttacks , AC and (1 st to 4 th (5 th to 8 th (9 th to 12 th (13 th to 16 th (17 th to 20 th
saves levels ) levels ) levels ) levels ) levels )
–1 penalty 3 to 5 6 to 11 9 to 17 12 to 23 15 to 29
–2 penalty 6 to 8 12 to 17 18 to 26 24 to 35 30 to 44
–3 penalty 9 or more 18 or more 27 or more 36 or more 45 or more
Penumbral Shape 12 (maximum) 24 (maximum) 36 (maximum) 48 (maximum) 60 (maximum)
143
144
145
146
147
148
150
151
2nd Level
Amphibious Skin
2 Insanity Points
With an action, you can modify
your skin to make it slippery, chang-
ing your base AC to 13 + your Dexterity modifier.
This grants you advantage on ability checks and
saving throws to escape the grappled condition.
Additionally, you grow gills on your neck that
allow you to breathe underwater, and your limbs
are adapted to provide a swimming speed equal to
your base walking speed. These effects last for 8 hours.
Body Shaping
2 Insanity Points
With an action, you can alter your physical appear-
ance for the next 8 hours. You can assume the form
of any humanoid creature within your size cate-
gory. Other attributes, such as your voice, scent,
and mannerisms, remain
the same. A creature
must succeed on a DC 20
Intelligence (Investigation)
check to discern that your ap-
pearance is a disguise.
If you assume the form of
a creature that has charmed
or frightened another one,
the affected creature is also
considered charmed or fright-
ened by you while you main-
tain this form or until it sees
through your disguise.
Alternatively, you may
use this mutation to en-
hance your body, grant-
ing you 2d6 temporary hit
points for 1 minute.
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154
Venomous Saliva
3 Insanity Points
As a bonus action, you can spew a toxic mist at a creature
within 15 feet. The creature must succeed a Constitution
saving throw or take 3d12 poison damage.
Nightmare’s
Augury Trail
Telepathic Mindlink
3 Insanity Points
With a bonus action, you establish a mental link between
yourself and a willing creature. The connection lasts for 1
hour or until you choose to end it or fall unconscious. During
this time, you can telepathically communicate with the crea-
ture within your line of sight or up to 40 feet away even if
obstructed. If the creature is familiar to you, the commu-
nication range increases to 120 feet when out of sight. This
ability is affected by magical means that prevent magic or
magical communication. You can maintain a bond with up
to 3 creatures simultaneously; establishing a new link with
a fourth creature breaks the connection with the first.
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157
Parasitism
5 Insanity Points
With a swift movement, you attempt to at-
tach yourself onto a nearby creature, forcing
it to make a Constitution saving throw. If it
fails, you transform and graft yourself onto
them, draining their vitality. The afflicted crea-
ture suffers 10d10 necrotic damage at the start of each of its
turns, and you recover hit points equal to half the inflicted
damage. The target’s movement speed is reduced by 10 feet,
and it can expend an action to try and pry you off, making
a Strength saving throw. On a success, you are dislodged
and fall prone in an adjacent space. While leeching, you are
unable to take actions, bonus actions, or reactions, and you
are immobile, sticking to your host. Should the creature’s hit
points reach zero, your parasitic grip ceases, and you appear
in an unoccupied adjacent space. At the start of your turn,
while leeching, you can gain an extra Insanity Point to vol-
untarily detach and stand in a nearby open space.
Penumbra Blade
5 Insanity Points
While making an attack, you can invoke this mutation
to infuse your weapon with potent necrotic energy drawn
from the shadow plane. All attacks you make until the end
of your turn deal an extra 4d6 necrotic damage.
158
Nightmare’s
Augury Trail
Eye of Augury
5 Insanity Points
As an action, you close your
eyes, which merge into a singular,
large eye in the center of your face.
For 1 minute, you gain truesight
and can use your bonus action to
take the Dodge or Disengage ac-
tion. During this time, you can
use an action to focus your eye
on a creature within 40 feet, im-
posing a Wisdom saving throw.
On a failure, they suffer the effects
of the confusion spell. Using this
ability ends the mutation.
Phantom of Penumbra
5 Insanity Points
As an action, you create a penumbral projection of your-
self and launch it at a target within 30 feet. The target must
succeed on a Wisdom saving throw or take 4d6 psychic
damage and become stunned for a minute. The projection
then moves to another creature within 20 feet and imposes
the same conditions, repeating up to 4 times. If a creature
succeeds on the saving throw, the effect ends.
A creature affected by this ability can make the saving throw
again at the end of its turns, ending the effect on a success.
159
160
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 10 (0) 14 (+2) 8 (–1) 18 (+4) 14 (+2) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Acid Skin. A creature that touches the Aspect of Disgust or hits Surge of Action (Recharge 5-6). As a bonus action, the Sloth can
it with a melee attack while within 5 feet takes 3 (1d6) acid move up to its speed toward a hostile creature that it can see.
damage. Each hit on the Aspect of Disgust with a nonmagical Aura of Laziness. Creatures that start their turn within 15 feet
weapon made of metal or wood induces corrosion. After dealing of the Sloths have their movement speed halved for that turn.
damage, the weapon suffers a permanent and cumulative -1 If the creature ends its turn inside the aura, it must succeed on
penalty to damage rolls. The weapon is destroyed if the penalty a DC 11 Wisdom saving throw or become restrained until the
reaches -5. Nonmagical ammunition made of metal or wood that end of its next turn.
hits the Aspect of Disgust is destroyed after dealing damage.
Regeneration. The sloth regains 5 hit points at the start of its
Stench. Any creature that starts its turn within 10 feet of the turn if it has at least 1 hit point.
Aspect of Disgust must succeed on a DC 12 Constitution saving
throw or be poisoned until the start of its next turn. A creature Actions
that successfully saves is immune to the Aspect of Disgust’s
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
stench for the next 24 hours.
14 (2d6 + 4) piercing damage. The target must make a DC 13
Actions Constitution saving throw, taking 3 (1d6) poison damage, and
can’t take reactions until the end of its next turn, with its speed
Multiattack. The Aspect of Disgust makes three Gastric Spit halved until the end of the Sloth’s next turn on a failed save, or
attacks. half as much damage on a successful one.
Gastric Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
one target. Hit: 7 (1d8 + 2) acid damage. 8 (1d8+4) slashing damage. If the target is a creature, it must
Disgusting Vomit (Recharge 5–6). The Aspect of Disgust expels succeed on a DC 13 Strength saving throw or be knocked prone.
acid in a 15-foot cone. Each creature in that area must make a
DC 13 Dexterity saving throw, taking 13 (3d8) acid damage on
a failed save, or half as much damage on a successful one. After
this initial effect, all creatures within 20 feet of the Aspect of
Disgust (whether they were in the cone or not) must succeed
on a DC 13 Constitution saving throw or be poisoned until the
end of their next turn due to the nauseating sight. On a suc-
cessful save, the creature is immune to the Aspect of Disgust’s
Disgusting Vomit for 24 hours.
161
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 6 (-2) 14 (+2) 7 (-2) 12 (+1) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 19 (+4)
162
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 20 (+5) 15 (+2) 9 (-1) 20 (+5) 15 (+2) 18 (+4) 10 (0) 14 (+2) 22 (+6)
Dispel Master. The Sadness can cast dispel magic as a bonus Prideful Grappler. The Pride has advantage on attack rolls against
action and it is always considered as if it was cast using a 5 creatures it is grappling.
level spell slot. Armor of Pride. Whenever an enemy attack misses the Penumbral
Magic Resistance. The Sadness has advantage on saving throws Pride it gains a cumulative +1 to AC until the start of its next
against spells and other magical effects. turn (up to +5).
Melancholy Magic. When a creature fails a saving throw against
a spell cast by the Sadness, it gains disadvantage on all saving
Actions
throws until it finishes a short or long rest. Multiattack. The Pride makes three claws or three force blast
Sad But True. When the Sadness dies, it explodes in a burst of attacks. If the Pride lands one or more melee hits, it can make
psychic energy. Each creature within 15 feet of it must make a a Grab attack.
DC 16 Wisdom saving throw, taking 13 (3d8) psychic damage Force Blast. Ranged Spell Attack: +9 to hit, range 60 ft., one
on a failed save, or half as much damage on a successful one. target. Hit: 11 (1d10+6) force damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Actions Hit: 8 (1d8+5) slashing damage.
Multiattack. The Sadness makes two Creepy Slam attacks. Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Creepy Slam. Melee Weapon Attack: +5 to hit, reach 5 ft, one the target is grappled (escape DC 17). Targets that are Huge or
target. Hit: 5(1d6+2) bludgeoning damage plus 3(1d6) psychic larger are immune.
damage. Spellcasting. The Pride casts one of the following spells, using
Planar Shift (2/day). The Sadness can cast plane shift twice per Charisma as the spellcasting ability (spell save DC 17, +9 to hit
day to shift from the Material Plane to the Penumbral Plane, with spell attacks):
or vice versa. At will: detect magic, expeditious retreat, false life, feather fall
Spellcasting. The Sadness casts one of the following spells, using 3/day each: enhance ability, invisibility, levitate, misty step
Intelligence as the spellcasting ability (spell save DC 16, +8 to 2/day each: counterspell, fly, haste, slow
hit with spell attacks): 1/day: blight
At Will: detect magic, dispel magic, fire bolt, shocking grasp
3/day each: faerie fire, identify, counterspell, detect thoughts, fire-
ball, misty step
1/day each: cloud kill, banishment, globe of invulnerability, stone-
skin, wall of force
163
Actions
Multiattack. The Greed makes two attacks with its claws and
two with its covetous globes.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Draining Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (2d8 + 6) necrotic damage, and the Greed regains
hit points equal to half the damage dealt.
Covetous Globes. Ranged Weapon Attack: +9 to hit, range 20/60
ft., one target. Hit: 17 (2d10 + 6) necrotic damage. Each creature
struck by a globe must make a Wisdom saving throw (DC 17) or
suffer the Curse of Greed.
Planar Shift. A Greed can cast plane shift to enter the Prime
Material Plane, cause mischief or attack with its covetous globes,
then return to the penumbra to savor its victim’s fate.
164
Actions
Multiattack. The Fear makes three Fear Stab or three Psychic
Blast attacks.
Fear Stab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) piercing damage plus 9 (2d8) psychic damage.
The target must succeed on a DC 18 Wisdom saving throw
or become frightened for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect
on a success.
Psychic Blast. Ranged Spell Attack: +10 to hit, range 60 ft., one
target. Hit: 18 (2d10+7) psychic damage.
Spellcasting. The Fear casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 18, +10 to
hit with spell attacks):
At will: darkness, detect magic, silent image
3/day each: fear, major image
1/day each: dream, phantasmal killer
Terror Wave (Recharge 5-6). The Fear emits psychic energy in a
40-foot cone. Each creature in that area must make a DC 18
Wisdom saving throw, taking 27 (6d8) psychic damage on a
failed save, or half as much damage on a successful one. On a
failed save, the creature also becomes frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its
turns, ending the effect on a success. A creature that successfully
saves against this effect is immune to the Fear’s Terror Wave
for the next 24 hours.
Planar Shift. The Fear magically shifts from the Material Plane
to the Penumbral Plane, or vice versa.
165
Actions:
Multiattack. The Arachne Serf makes two Claw
attacks.
Claw. Melee Weapon Attack: +4 to
hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slash-
ing damage.
166
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 9 (-1) 12 (+1) 13 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (0) 12 (+1) 14 (+2)
Prowlers. The creature has advantage on Dexterity (Stealth) Prowlers. The creature has advantage on Dexterity (Stealth)
checks made to hide. checks made to hide.
Spider Climb. The creature can climb difficult surfaces, including Spider Climb. The creature can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check. upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the creature knows the Web Sense. While in contact with a web, the creature knows the
exact location of any other creature in contact with the same web. exact location of any other creature in contact with the same web.
Web Walker. The creature ignores movement restrictions caused Web Walker. The creature ignores movement restrictions caused
by Web Spinning and any other spider web. by Web Spinning and any other spider web.
Actions Actions
Multiattack. The Arachne Scout makes two Claws attacks Multiattack. The Arachne Soldier makes three Poisonous Claw
Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. attacks.
Hit: 6 (1d6 + 3) slashing damage. Poisonous Claw. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range one target. Hit: 7 (1d6 + 4) slashing damage plus 2 (1d4) poison
30/60 ft., one creature. Hit: The target is restrained by webbing. damage.
As an action, the restrained target can make a DC 12 Strength Web (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range
check, bursting the webbing on a success. The webbing can al- 30/60 ft., one creature. Hit: The target is restrained by webs. As
so be attacked and destroyed (AC 10; hp 5; vulnerability to fire an action, the target can make a DC 12 Strength check, burst-
damage; immunity to bludgeoning, poison, and psychic damage). ing the webs on a success. The webs can also be attacked and
destroyed (AC 10; hp 5; vulnerability to fire damage; immunity
to bludgeoning, poison, and psychic damage).
167
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 15 (+2) 11 (-1) 12 (+1) 15 (+2) 14 (+2) 20 (+5) 15 (+2) 11 (0) 13 (+1) 16 (+3)
Saving Throws Dex +7, Cha +4 Saving Throws Dex +7, Cha +5
Skills Stealth +9 Skills Stealth +9
Damage Resistances psychic Damage Resistances psychic
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages Common, Deep Speech Languages Common, Deep Speech
Proficiency Bonus +2 Proficiency Bonus +2
Challenge 3 (700 XP) Challenge 4 (1,100 XP)
Prowlers. The creature has advantage on Dexterity (Stealth) Prowlers. The creature has advantage on Dexterity (Stealth)
checks made to hide. checks made to hide.
Spider Climb. The creature can climb difficult surfaces, including Spider Climb. The creature can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check. upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the creature knows the Web Sense. While in contact with a web, the creature knows the
exact location of any other creature in contact with the same web. exact location of any other creature in contact with the same web.
Web Walker. The creature ignores movement restrictions caused Web Walker. The creature ignores movement restrictions caused
by Web Spinning and any other spider web. by Web Spinning and any other spider web.
Actions Actions
Multiattack. The Arachne Ambusher makes three Poisonous Multiattack. The Arachnid Hunter makes three Poisonous Claw
Claw attacks. attacks.
Poisonous Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., Poisonous Claw. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 8 (1d6 + 5) slashing damage plus 2 (1d4) poison one target. Hit: 8 (1d6 + 5) slashing damage plus 2 (1d4) poison
damage. damage. The target must make a DC 13 Constitution saving
Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range throw or be poisoned.
30/60 ft., one creature. Hit: The target is restrained by webbing. Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range
As an action, the restrained target can make a DC 12 Strength 30/60 ft., one creature. Hit: The target is restrained by webbing.
check, bursting the webbing on a success. The webbing can al- As an action, the restrained target can make a DC 12 Strength
so be attacked and destroyed (AC 10; hp 5; vulnerability to fire check, bursting the webbing on a success. The webbing can al-
damage; immunity to bludgeoning, poison, and psychic damage). so be attacked and destroyed (AC 10; hp 8; vulnerability to fire
damage; immunity to bludgeoning, poison, and psychic damage).
168
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 15 (+2) 12 (+1) 13 (+1) 17 (+3) 14 (+2) 21 (+5) 15 (+2) 12 (+1) 14 (+2) 17 (+3)
Prowlers. The creature has advantage on Dexterity (Stealth) Prowlers. The creature has advantage on Dexterity (Stealth)
checks made to hide. checks made to hide.
Spider Climb. The creature can climb difficult surfaces, including Spider Climb. The creature can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability upside down on ceilings, without needing to make an ability
check. check.
Web Sense. While in contact with a web, the creature knows Web Sense. While in contact with a web, the creature knows
the exact location of any other creature in contact with the the exact location of any other creature in contact with the
same web. same web.
Web Walker. The creature ignores movement restrictions caused Web Walker. The creature ignores movement restrictions caused
by Web Spinning and any other spider web. by Web Spinning and any other spider web.
Actions Actions
Multiattack. The Arachne Sorcerer makes three Poisonous Claw Multiattack. The Arachne Noble makes three Poisonous Claw
attacks attacks
Poisonous Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., Poisonous Claw. Melee weapon attack: +8 to hit, reach 10 ft.,
one target. Hit: 9 (1d8+5) slashing damage plus 3 (1d6) poison one target. Hit: 9 (1d8+5) slashing damage plus 3 (1d6) poison
damage. A creature hit must make a DC 12 Constitution saving damage. A hit creature must make a DC 13 Constitution saving
throw or become poisoned. A poisoned creature can repeat the throw or be poisoned.
saving throw at the end of each of its turns, ending the effect Poison Jet. The Arachne Noble sprays magic poison gas in a
on itself on a success. 40-foot cone. Each creature in that area must make a DC 14
Spellcasting. The Arachne casts one of the following spells, using Constitution saving throw, taking 45 (10d8) poison damage and
Charisma as the spellcasting ability (spell save DC 14, +6 to hit being poisoned on a failed save, or half as much damage and not
with spell attacks): getting poisoned on a successful one. At the end of each of its
At will: charm person, mage hand, poison spray turns, the poisoned target can make a Constitution saving throw.
3/day each: sleep, fear, invisibility, see invisibility Spellcasting. The Arachne casts one of the following spells, using
1/day each: dimensional door Charisma as the spellcasting ability (spell save DC 14, +6 to hit
Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range with spell attacks):
30/60 ft., one creature. Hit: The target is restrained by webbing. At will: charm person, mage hand, poison spray
As an action, the restrained target can make a DC 13 Strength 3/day each: sleep, fear, invisibility, see invisibility
check, bursting the webbing on a success. The webbing can al- 1/day each: dimensional door
so be attacked and destroyed (AC 10; hp 8; vulnerability to fire Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range
damage; immunity to bludgeoning, poison, and psychic damage). 30/60 ft., one creature. Hit: The target is restrained by webbing.
As an action, the restrained target can make a DC 13 Strength
check, bursting the webbing on a success. The webbing can al-
so be attacked and destroyed (AC 10; hp 8; vulnerability to fire
damage; immunity to bludgeoning, poison, and psychic damage).
169
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 15 (+2) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 21 (+5) 15 (+2) 13 (+1) 15 (+2) 19 (+4)
Prowlers. The creature has advantage on Dexterity (Stealth) Prowlers. The creature has advantage on Dexterity (Stealth)
checks made to hide. checks made to hide.
Spider Climb. The creature can climb difficult surfaces, including Spider Climb. The creature can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability upside down on ceilings, without needing to make an ability
check. check.
Web Sense. While in contact with a web, the creature knows Web Sense. While in contact with a web, the creature knows
the exact location of any other creature in contact with the the exact location of any other creature in contact with the
same web. same web.
Web Walker. The creature ignores movement restrictions caused Web Walker. The creature ignores movement restrictions caused
by Web Spinning and any other spider web. by Web Spinning and any other spider web.
Actions Actions
Multiattack. The Arachnid Commander makes three Poisonous Multiattack. The Arachne Overlord makes four Poisonous Claw
Claw attacks. attacks
Poisonous Claw. Melee weapon attack: +8 to hit, reach 10 ft., Poisonous Claw. Melee Attack, range 10 ft., +8 to hit, one crea-
one target. Hit: 10 (1d10+5) slashing damage plus 7 (2d6) poison ture. Hit: 10 (1d10+5) slashing damage plus 7 (2d6) poison dam-
damage. A hit creature must make a DC 13 Constitution saving age. A creature hit by the attack must make a Constitution saving
throw or be poisoned. throw with a DC of 13 or become poisoned.
Poison Jet. The Arachnid Commander sprays magic poison gas Poison Jet. The Arachne Commander sprays magic poison gas
in a 40-foot cone. Each creature in that area must make a DC in a 40-foot cone. Each creature in that area must make a DC
15 Constitution saving throw, taking 45 (10d8) poison damage 15 Constitution saving throw, taking 45 (10d8) poison damage
and being poisoned on a failed save, or half as much damage and being poisoned on a failed save, or half as much damage
and not getting poisoned on a successful one. At the end of each and not getting poisoned on a successful one. At the end of a
of its turns, a poisoned target can make a Constitution saving poisoned target, it can make a Constitution saving throw, ending
throw, ending the effect on a success. the effect itself on a success.
Spellcasting. The Arachne casts one of the following spells, using Spellcasting. The Arachne casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 15, +7 to hit Charisma as the spellcasting ability (spell save DC 15, +7 to hit
with spell attacks): with spell attacks):
At will: charm person, mage hand, poison spray At will: charm person, mage hand, poison spray
3/day each: sleep, fear, invisibility, see invisibility 3/day each: sleep, fear, invisibility, see invisibility
1/day each: dimensional door, greater invisibility, dominate person 1/day each: dimensional door, greater invisibility, dominate person
Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range
30/60 ft., one target. Hit: The target is restrained by webbing. 30/60 ft., one target. Hit: The target is restrained by webbing.
As an action, the restrained target can make a DC 13 Strength As an action, the restrained target can make a DC 13 Strength
check, bursting the webbing on a success. The webbing can also check, bursting the webbing on a success. The webbing can also
be attacked and destroyed (AC 10; hp 10; vulnerability to fire be attacked and destroyed (AC 10; hp 10; vulnerability to fire
damage; immunity to bludgeoning, poison, and psychic damage). damage; immunity to bludgeoning, poison, and psychic damage).
170
171
Actions
Nightmare L urker Madwalker
2nd Level
Multiattack. The Nightmare Keeper makes two force blast
attacks.
Large aberration, neutral evil
Force Blast. Ranged spell attack: +6 to hit, range 60 ft, one target.
Armor Class 16 (Natural Armor) Hit: 7 (1d6+4) force damage.
Hit Points 17 (2d10+6)
Speed 0ft, fly 20ft (hover)
Actions
Multiattack. The Nightmare Lurker makes two force blast attacks.
Force Blast. Ranged spell attack: +6 to hit, range 60 ft, one target.
Hit: 3 (1d6) force damage.
172
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+2) 16 (+3) 13 (+1) 19 (+4) 13 (+1) 16 (+3) 12 (+1) 17 (+3) 14 (+2) 20 (+5) 13 (+1)
Saving Throws Int +3, Wis +6 Saving Throws Int +4, Wis +6
Skills Perception +8 Skills Perception +8
Damage Resistance psychic Damage Resistance psychic
Condition immunities prone Condition immunities prone
Senses darkvision 90 ft., truesight 30 ft., passive Perception 18 Senses darkvision 90 ft., truesight 30 ft., passive Perception 18
Languages Deep Speech, Common, Telepathy 60 ft. Languages Deep Speech, Common, Telepathy 60 ft.
Proficiency Bonus +2 Proficiency Bonus +2
Challenge 2 (450 xp) Challenge 3 (700 xp)
Special. See Augur Special Powers, page 172 Special. See Augur Special Powers, page 172
Actions Actions
Multiattack. The Nightmare Guardian makes two Frightening Multiattack. The Nightmare Warrior makes two Frightening force
force blast attacks. blast attacks.
Frightening Force Blast. Ranged spell attack: +6 to hit, range 60 Frightening Force Blast. Ranged spell attack: +7 to hit, range 60
ft, one target. Hit: 7 (1d6 + 4) force damage and the target must ft, one target. Hit: 9(1d8+5) force damage and the target must
succeed on a DC 14 Wisdom saving throw or be frightened for succeed on a DC 15 Wisdom saving throw or be frightened for
1 minute. A creature can repeat the saving throw at the end of 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. each of its turns, ending the effect on itself on a success.
Spellcasting. The Nightmare casts one of the following spells,
using Charisma as the spellcasting ability (spell save DC 15, +7
to hit with spell attacks):
At will: clairvoyance, command, comprehend languages
3/day each: levitate, suggestion
1/day each: counterspell
173
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+2) 17 (+3) 14 (+2) 20 (+5) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 15 (+2) 21 (+5) 14 (+2)
Saving Throws Int +4, Wis +7 Saving Throws Int +5, Wis +8
Skills Perception +9 Skills Perception +11
Damage Resistance psychic Damage Resistance psychic
Condition immunities prone Condition immunities prone
Senses darkvision 90 ft., truesight 30 ft., passive Perception 19 Senses darkvision 90 ft., truesight 30 ft., passive Perception 21
Languages Deep Speech, Common, Telepathy 90 ft. Languages Deep Speech, Common, Telepathy 60 ft.
Proficiency Bonus +2 Proficiency Bonus +3
Challenge 4 (1.100 xp) Challenge 5 (1,800 XP)
Special. See Augur Special Powers, page 172 Special. See Augur Special Powers, page 172
Prediction Gaze (1/day). When the Nightmare Eye locks eyes
Actions with a creature, as a free action, it can see the creature’s imme-
Multiattack. The Nightmare Overseer makes three Frightening diate future. The creature must make a Wisdom saving throw DC
force blast attacks. 16. On a failure, for one minute, the creature has disadvantage
Frightening Force Blast. Ranged spell attack: +7 to hit, range 60 on all attacks, ability checks, and saving throws it makes against
ft, one target. Hit: 9(1d8+5) force damage and the target must the Nightmare Eye.
succeed on a DC 15 Wisdom saving throw or be frightened for
1 minute. A creature can repeat the saving throw at the end of
Actions
each of its turns, ending the effect on itself on a success. Multiattack. The Nightmare Eye makes three force blast attacks.
Spellcasting. The Nightmare casts one of the following spells, Frightening Force Blast. Ranged spell attack: +8 to hit, range 60
using Charisma as the spellcasting ability (spell save DC 15, +7 ft, one target. Hit: 9 (1d8+5) force damage and the target must
to hit with spell attacks): succeed on a DC 16 Wisdom saving throw or be frightened for
At will: clairvoyance, command, comprehend languages 1 minute. A creature can repeat the saving throw at the end of
3/day each: levitate, suggestion each of its turns, ending the effect on itself on a success.
1/day each: counterspell Spellcasting. The Nightmare casts one of the following spells,
using Charisma as the spellcasting ability (spell save DC 16, +8
to hit with spell attacks):
At will: clairvoyance, command, comprehend languages, levitate
3/day each: suggestion, counterspell
1/day each: arcane eye, locate creature
174
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+2) 18 (+4) 16 (+3) 20 (+5) 15 (+2) 16 (+3) 13 (+1) 18 (+4) 17 (+3) 22 (+6) 15 (+2)
Saving Throws Int +6, Wis +8 Saving Throws Int +6, Wis +9
Skills Perception +11 Skills Perception +12
Damage Resistance psychic Damage Resistance psychic
Condition immunities prone Condition immunities prone
Senses darkvision 90 ft., truesight 45 ft., passive Perception 21 Senses darkvision 90 ft., Truesight 45 ft., passive Perception 22
Languages Deep Speech, Common, Telepathy 90 ft. Languages Deep Speech, Common, Telepathy 120 ft.
Proficiency Bonus +3 Proficiency Bonus +3
Challenge 6 (2,300 XP) Challenge 7 (2,900 XP)
Special. See Augur Special Powers, page 172 Special. See Augur Special Powers, page 172
Prediction Gaze (1/day). When the Nightmare Oppressor locks Prediction Gaze (2/day). When a Nightmare Lord locks eyes with
eyes with a creature, as a free action, it can see the creature’s a creature, as a free action, it can see the creature’s immediate
immediate future. The creature must make a Wisdom saving future. The creature must make a Wisdom saving throw DC 17.
throw DC 16. On a failure, for one minute, the creature will have On a failure, for one minute, the creature will have disadvantage
disadvantage on all attacks, ability checks, and saving throws it on all attacks, ability checks, and saving throws it makes against
makes against the Nightmare Oppressor. the Nightmare Lord.
Actions Actions
Multiattack. The Nightmare Oppressor makes three Frightening Multiattack. The Nightmare Lord makes three Force Blast attacks.
force blast attacks. Frightening Force Blast. Ranged spell attack: +9 to hit, range 60 ft.,
Frightening Force Blast. Ranged spell attack: +8 to hit, range 60 one target. Hit: 10 (1d10+5) force damage, and the target must
ft, one target. Hit: 10 (1d10+5) force damage and the target must succeed on a DC 16 Wisdom saving throw or be frightened for
succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of
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.
each of its turns, ending the effect on itself on a success. Maelstrom of Madness (Recharge 5-6). The Nightmare Lord can
Spellcasting. The Nightmare casts one of the following spells, create a momentary 20-foot radius area of unstable psychic en-
using Charisma as the spellcasting ability (spell save DC 16, +8 ergy up to 90 ft. away. The Maelstrom deals 49 (9d10) psychic
to hit with spell attacks): damage and scrambles the senses of creatures within the area.
At will: clairvoyance, command, comprehend languages, levitate They must make a Wisdom saving throw DC 17. On a success, the
3/day each: suggestion, counterspell damage is halved, and they are not affected by the sense-scram-
1/day each: arcane eye, locate creature bling effect. On a failure, creatures have disadvantage on attack
rolls and Wisdom (Perception) checks for one minute.
Spellcasting. The Nightmare casts one of the following spells,
using Charisma as the spellcasting ability (spell save DC 17, +9
to hit with spell attacks):
At will: clairvoyance, command, comprehend languages, levitate
3/day each: arcane eye, counterspell, locate creature
1/day each: animate objects, telekinesis
175
Actions
Multiattack. The Penumbral Vizier makes four force blast attacks.
Frightening Force Blast. Ranged spell attack: +9 to hit, range 60
ft, one target. Hit: 11 (1d10+6) force damage and the target must
succeed on a DC 17 Wisdom saving throw or be frightened 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.
Maelstrom of Madness (recharge 5-6). The Penumbral Vizier can
create a momentary 20-foot radius area of unstable psychic
energy up to 90 feet away. The maelstrom deals 49 (9d10) psy-
chic damage and scrambles the senses of creatures within the
area. They must make a Wisdom saving throw DC 17. On a
success, the damage is halved, and they are not affected by
the sense-scrambling effect. On a failure, creatures have dis-
advantage on attack rolls and Wisdom (Perception) checks for
one minute.
Spellcasting. The Nightmare casts one of the following spells,
using Charisma as the spellcasting ability (spell save DC 17, +9
to hit with spell attacks):
At will: clairvoyance, command, comprehend languages, levitate
3/day each: arcane eye, counterspell, locate creature
1/day each: animate objects, telekinesis
176
18 (+4) 14 (+2) 20 (+5) 20 (+5) 22 (+6) 16 (+3) Maelstrom of Madness (recharge 5-6). The Nightmare Tyrant
can create a momentary 20-foot radius area of unstable psy-
Saving Throws Int +9, Wis +10 chic energy up to 90 feet away. The maelstrom deals 44 (8d10)
Skills Perception +14 psychic damage and scrambles the senses of creatures within
the area. They must make a Wisdom saving throw DC 18. On
Damage Resistance psychic
a success, the damage is halved, and they are not affected by
Condition Immunities prone
the sense-scrambling effect. On a failure, creatures have dis-
Senses darkvision 90 ft., truesight 60 ft., passive Perception 24 advantage on attack rolls and Wisdom (Perception) checks for
Languages Deep Speech, Common, Telepathy 120 ft. one minute.
Proficiency Bonus +4 Spellcasting. The Nightmare casts one of the following spells,
Challenge 10 (5,000 XP) using Charisma as the spellcasting ability (spell save DC 17, +9
to hit with spell attacks):
Special. See Augur Special Powers, page 172 At will: arcane eye, clairvoyance, command, comprehend languages,
Prediction Gaze (3/day). When a Nightmare Tyrant locks eyes levitate
with a creature, as a free action, it can see the creature’s imme- 3/day each: animate objects, counterspell, locate creature
diate future. The creature must make a Wisdom saving throw 1/day each: eye bite, telekinesis
DC 18. On a failure, for one minute, the creature will have dis-
advantage on all attacks, ability checks, and saving throws it
makes against the Nightmare Tyrant.
177
A
midst the bustling city, a tiefling preacher
stands on a crate, captivating the faithful with hon-
eyed words that evoke adulation. The crowd showers
him with trinkets and coins, and he catches them with a sly
smile, claiming the treasures in the name of the gods. But the
faithful can’t help but wonder if his motives are pure, and if
their requests will come true.
As the sun sets, a cirrus enters the home of an ailing child,
unnoticed by all. The parents offer everything they have, be-
lieving in the wanderer’s saintly aura. With a gentle touch, the
cirrus fills the room with hope, and the child is miraculously
cured. The guardian angel fades into the night, never seeking
payment or recognition. A silent and selfless savior.
In a murky alleyway, an elf waits for bandits and their stolen
gold. When they appear, he unleashes an inky burst of energy,
sending one of the thieves flying. The others falter, and the elf
claims the coins as a reward for justice. Many question his
methods, and if his desire for retribution goes too far. The elf
justifies his actions as the means to a righteous end.
178
1 2 3 4 5 6 7 8 9
Spellcasting, Rays,
1st +2 Magic in Rays, 4 2 2 - - - - - - - -
Redemption Ritual
2nd +2 Spiritual Vocation 4 3 3 - - - - - - - -
Spiritual Vocation
3rd +2 4 4 4 2 - - - - - - -
feature
Ability Score
4th +2 5 5 4 3 - - - - - - -
Increase
5th +3 Elysian Restoration 5 6 4 3 2 - - - - - -
Spiritual Vocation
6th +3 5 7 4 3 3 - - - - - -
feature
7th +3 Eloquence 5 8 4 3 3 1 - - - - -
Ability Score
8th +3 5 9 4 3 3 2 - - - - -
Increase
9th +4 - 5 10 4 3 3 3 1 - - - -
Spiritual Vocation
10th +4 6 11 4 3 3 3 2 - - - -
feature
11th +4 Empathy 6 12 4 3 3 3 2 1 - - -
Ability Score
12th +4 6 12 4 3 3 3 2 1 - - -
Increase
13th +5 - 6 13 4 3 3 3 2 1 1 - -
14th +5 Divine Envoy 6 13 4 3 3 3 2 1 1 - -
Spiritual Vocation
15th +5 6 14 4 3 3 3 2 1 1 1 -
feature
Ability Score
16th +5 6 14 4 3 3 3 2 1 1 1 -
Increase
17th +6 Essence Reading 6 15 4 3 3 3 2 1 1 1 1
Spiritual Vocation
18th +6 6 15 4 3 3 3 3 1 1 1 1
feature
Ability Score
19th +6 6 15 4 3 3 3 3 2 1 1 1
Increase
20th +6 Balance of Life 6 15 4 3 3 3 3 2 2 1 1
granting them a harmonious perspective on the world and The History of the Redeemers
the wisdom to find balance between extremes.
Though their convictions may diverge from established In the nascent days of Tanares, when the divine permeated the
doctrines and from each other, most Redeemers remain unit- land, an extraordinary caste of individuals arose. Consecrated
ed by their divine purpose. Their liberty of belief extends by the deities Tamera and Bauron, they came to be known as
even to those who renounce the gods, embracing twisted the Redeemers. At first, these divine envoys were scarce and
philosophies to justify their actions. Yet, their divine powers enigmatic, yet their influence would reverberate across the
remain undiminished, stirring fervent discourse within the ages, shaping the world in ways both profound and nuanced.
halls of the Celestianist Church regarding their sacred nature. Among these celestial emissaries were the Cirrus
As prophets and visionaries, Redeemers effortlessly draw Windspeakers, who partook of the gods’ words through
adherents to their cause, forming tight-knit circles of devout the Angels that forged them. They were but the vanguard
believers. With their vast array of divine spells and their in- of the Redeemers who would traverse Tanares’ realms, guid-
nate ability to perceive the emotions of others, they become ed by prophetic dreams and visions heralding the world’s
sought after by those yearning for spiritual guidance and pivotal moments.
divine intervention.
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Prophetic Dreams
The dreams of the Redeemers are steeped in mystique, woven
from ethereal reveries and enigmatic signs gifted by their
celestial patrons, Tamera and Bauron. Unlike the unwaver-
ing conduits of the divine, who draw upon celestial energies
through steadfast devotion, the Redeemers first awaken their
spellcasting prowess amidst visions of resplendent grandeur,
infused with the very essence of divinity.
The recent resurgence of the Angels saw them confirming
the divine origins of the Redeemers’ dreams and visions,
emphasizing the need for discerning interpretation. Yet, the
myriad conclaves of the Redeemers are far from immune to
internal strife. A great number of beliefs unfurl, as some advo-
cate for collective endeavors to decipher the cryptic symbols
embedded within the revelations, asserting that the wisdom
of the most exalted should guide the interpretations. In stark
contrast, others extol the merits of individual sovereignty,
resolute in their belief that each Redeemer must divine the
meaning of their own visions, as the gods intended solely
for the chosen recipient and no other.
This divergence of convictions gives
birth to factions within the hallowed
halls of the Redeemers’ temples, un-
derscoring the unique nature of
each Redeemer’s visions as they
embark upon their sacred mis-
sions. Despite the turbulence,
an atmosphere of mutual respect
prevails, with the majority ac-
knowledging the divine gifts of
their brethren, united by their
shared vocation to shepherd and
uplift the denizens of Tanares
and their unyielding bond with
Tamera and Bauron.
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184
185
Spiritual Vocations
Shepherd
Redeemers who follow the Shepherd vocation are those whose
mission given by Tamera in their dreams, even if they are
not aware of it, is to bring balance and soothe the masses so
that their emotions do not generate penumbral creatures. In
addition, controlling the emotions of the masses ensures that Negative Rays:
wars are less likely to happen. Shepherds are excellent lead- If you declare that you will fire your Negative Ray, you must
ers of crowds, often religious leaders, prophets, and healers. make a move with your marker following the arrow passing
through the middle of the circle (purple arrow - Chaos Track
Preacher - two movements counterclockwise)
At 2nd level, you gain proficiency in Religion. If you are
alredy proficient, your proficiency bonus is doubled for any
ability checks you make that uses this skill.
In addition, you have advantage on Charisma checks related
to gathering groups, crowds, or audiences to listen to you.
Cycle Of Redemption
From the 2nd level, you have a special marking on your
character sheet called the Cycle of Redemption. The position
to which you move the marker on the Cycle, when you use
one of your rays, will guarantee you a unique benefit, which
will last until the beginning of your next turn.
After taking a long rest, you determine your starting posi-
tion on the Cycle and then place a marker on your character
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187
King Of Treasures
the Ray and the Spell, but becomes cursed by your
magic for 1 minute. At the end of each of the crea-
ture’s turns, it takes half the damage again, then it
must succeed on a Constitution saving throw to end Your business acumen offers you distinctive abilities to ap-
this effect. praise items, as well as to count treasures. From the 10th
Despair You instill the fear of the world-end on the creature. level, you have advantage on any Intelligence checks related
The creature must make a Wisdom saving throw or
become frightened for 1d4 rounds.
to trading goods, conducting mathematical calculations,
economics, or investing in a business. Additionally, you can
Omen Before the target creature makes a saving throw
against your spell, choose two numbers between 2 verify the authenticity of a work of art, coin, gem, jewelry,
and 20. If the creature's roll equals either of the cho- document, or magic item and determine its exact price by
sen numbers, it automatically fails the saving throw examining it for at least one minute.
as if it had rolled a 1. If the creature has advantage
on the saving throw, use the higher of its two rolls.
If the creature has disadvantage on the saving throw, Charming
use the lower of its two rolls.
Apocalypse All other creatures within 10 feet of the target must At 15th level, when you succeed on a Charisma check to
make a Dexterity saving throw. On a failed save, interact with a non-hostile creature, it becomes charmed by
they are affected by the spell (but not your ray) as you. The creature becomes friendly to you until you com-
if they were the original target. You must make any
necessary attack rolls, saving throws, or decisions for mit an act harmful to it, or say or do something against its
each affected creature, as if casting the spell against deep-rooted beliefs. The creature can resist this effect with
that target.
a successful Wisdom save, with the save DC equal to your
After using Apocalypse, you must take a short rest
before you can use this option again.
spell DC. The effect lasts for 7 days and is not considered
magical, but merely the result of your extraordinary persua-
sive power. A creature that succeeds on the save becomes
Ray of Damnation immune to this ability for the next 24 hours.
Starting at 3rd level, your negative ray imposes disadvantage
on saves made by non-natural creatures (shadow creatures,
New Perspective
ungods’ servants, undeads, and aberrations, or as determined At 18th level, you can alter a creature’s viewpoint by engaging
by your GM in other scenarios) targeted by the ray until the it in conversation for at least 10 minutes. The creature must
beginning of your next turn (including saves against spells make a Wisdom saving throw, with the DC equal to your
cast by Magic in Ray during the same ray). spell DC. On failure, you can modify the creature’s opinion
Starting at 9th level, whenever you use your negative ray on a subject or individual, provided it does not contradict
using the Magic in Ray ability, in addition to other effects, its core beliefs. This ability can only be used on the same
you also deal an extra 1d8 necrotic damage to the target on a creature once every 7 days. This effect is not magical but
successful hit. This extra damage ignores any immunity or re- results from your great power of persuasion, and creatures
sistance the creature might have if it is a non-natural creature. influenced by this ability will feel convinced rather than
charmed or manipulated. At the GM’s discretion, a creature
exposed to this ability multiple times over months or years
may even change its alignment, personality traits, ideals, and
flaws, if the change aligns with the creature’s circumstances.
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190
• Blessing of Spell Resistance: The blessed creature has • Blessing of Regeneration: The blessed creature regains 1d6
advantage on saving throws against spells. hit points every 10 minutes, provided they have at least 1
hit point. If the creature loses a body part, it regrows and
• Blessing of Salvation: If the blessed creature would die, returns to full functionality after 1d6+1 days, as long as it
it stays alive with 1 hit point, all failed death saves are re- has at least 1 hit point the whole time.
moved, and it becomes conscious if it wasn’t already. This
blessing is completely lost when used. This blessing uses • Blessing of Haste: The blessed creature can make one
two attunement slots instead of one. weapon attack as a bonus action on each of their turns.
• Blessing of Evasion: The blessed creature has advantage • Blessing of Avoidance: All attacks against the blessed
on Dexterity saving throws. creature are made with disadvantage. If the creature takes
damage, this benefit is lost until the start of their next turn.
• Blessing of the Skies: The blessed creature can activate this This blessing has no effect if the creature is incapacitated,
blessing for up to 4 hours per day using a Bonus Action. restrained, or otherwise unable to move.
Once activated, the creature gains a flying speed equal to its
walking speed. Each activation has a duration of 1 minute, • Blessing of Supreme Weapon: One weapon the blessed
and when it expires, the creature descends at a rate of 30 creature holds can be considered a +3 weapon. The re-
feet per round until it lands. deemer can pay three times the blessing cost to instead
make this blessing apply to all weapons the creature uses,
• Blessing of Superior Weapon: One weapon the blessed including natural and unarmed attacks.
creature holds can be considered a +2 Weapon (can be
changed at the start of the creature’s turn). The redeemer
can pay three times the blessing cost to instead make this
Blessing apply to all weapons the creature uses, including
natural and unarmed.
191
Brawler
Brawlers are simplified Barbarians. They are ideal for new
players who are looking for a less complexity or to create
a more straightforward character without sacrificing effec-
tiveness during play.
B
rawlers are warriors from remote tribal
communities renowned for their immense strength
and unwavering spirit. Drawing on a connection
to the earth and their ancestral heritage, they harness a
primal power that fuels their ferocity in combat. Unlike
traditional barbarians, brawlers don’t rely on rage, but
rather on their raw physicality and brute strength to
overcome any obstacle.
Armed with massive two-handed weapons, they
unleash devastating blows on their foes, leaving
a trail of destruction. Although fearsome, most
brawlers have good hearts and hold their tribe
and elders in high regard. Proud of their
heritage, they will go to great lengths to
protect or bring honor to their people.
Brawlers often join adventurers to
make a name for themselves and defend their
tribes from harm. With their indomitable spirit and
earth-shattering strength, they are a formidable
presence on the battlefield, leaving their mark
and making their tribe proud.
You can’t Multiclass into Simplified Classes,
or Multiclass if you are a Simplified Class
192
193
194
M
ages are spellcasters of unparalleled
talent, known for their skilled and practical
approach to magic. With logical minds and
sharp intellects, they focus their efforts on refining
a select few incantations, honing their control until
each one shines like a work of art. Their mastery of
magic allows them to wield their powers with effortless
precision, pursuing their individual goals with unwav-
ering determination.
In addition to their exceptional abilities, Mages
are also down-to-earth in their approach to life.
They indulge in life’s finer things, savoring rich cui-
sine and rare wines, but view the world with a util-
itarian perspective, seeking success in all aspects,
not just in their magical prowess. They have a fond-
ness for order and prefer tidy spaces, well-groomed
attire, and everything in its proper place.
Though not naturally charismatic, Mages of-
ten play the role of hidden masterminds behind
successful adventuring parties. Using their stra-
tegic thinking and practicality, they guide their
companions to victory from behind the scenes,
seeing themselves as the driving force behind any
venture’s success. They are self-assured, their confidence
matched only by their exceptional abilities.
Mages aspire to high-status positions, but prefer roles
that require technical and practical work over those that
involve more political or theoretical routine. With
their practicality, mastery of magic, and appreciation
for life’s indulgences, Mages are truly one-of-a-kind
spellcasters, always turning their knowledge into mas-
tery. Their logical and organized nature only adds to their
unparalleled virtuosity in magic.
You can’t Multiclass into Simplified Classes, or Multiclass
if you are a Simplified Class
Class Features
As a mage, you gain the following class features.
Hit Points
Hit Dice: 1d6 per mage level
Hit Points at 1st Level: 6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per mage level after 1st
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198
P
riests are faithful servants of the gods, shin-
ing beacons of devotion who spread the word of
their deity to all who will listen. Most priests serve
Tamera, the radiant goddess of sun and life, while others
follow Bauron, the enigmatic deity of moon and punishment.
Dwarves offer their prayers to Dorsi, the god of guardianship
and virtues, and among the elves, there are those who wor-
ship the Cuibhle pantheon, the gods of elements and seasons.
Acting as guides to the common people and trusted advisors
to their closest allies, priests are known for their exceptional
healing powers and their ability to protect those around them
with sacred magic. They serve as shining lights, illuminating
the path for their companions and offering hope in even the
darkest of moments.
Although not trained in traditional combat, priests are
equipped with the basics of armor and shield usage, allowing
them to face danger with bravery. However, their true power
lies in their unwavering faith and their divine magic, making
them a formidable force on the battlefield and a source of
inspiration to their allies. Whether ministering in small tem-
ples or venturing out into the world as adventurers, priests
are a shining example of the power of the divine.
You can’t Multiclass into Simplified Classes, or Multiclass
if you are a Simplified Class
Class Features
As a priest, you gain the following class features.
Hit Points
Hit Dice: 1d8 per priest level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per priest level after 1st
Proficiencies
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion
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201
S
coundrels are the very embodiment of
cunning and guile, renowned for their mischie-
vous tricks and underhanded dealings. Their
sharp minds and silver tongues deceive with effortless
charm, beguiling those around them and manipulating their
adversaries to their advantage. With a love for the shadows
and a disdain for fame, they are driven by wealth, adventure,
or personal causes.
Life on the street has honed the Scoundrels into fiercely
independent and cynical individuals, with a soul tempered
by the harsh realities of survival. They learned to be acrobatic
and agile, exploiting the weaknesses of their enemies and de-
livering devastating blows to their critical points with preci-
sion and speed. Wielding light weapons like daggers, they rely
on speed and agility over brute force, moving with fluid grace
that leaves their foes disoriented and struggling to keep up.
In combat, Scoundrels are the ultimate thieves and trick-
sters, leaving a trail of confusion in their wake. Their cunning,
swiftness, and ability to strike from unexpected angles make
them formidable opponents, cementing their reputation as
masters of the shadows. With a carefree exterior and a quick
wit, they are both dangerous and unpredictable, making
them a valuable asset to any adventure group. But with their
love for wealth and tendency to be motivated by personal
gain, they can also be lucky yet unreliable allies. Scoundrels
are survivors of the street, and their skills are the result of
a lifetime of mischief, sly, and crafty schemes.
You can’t Multiclass into Simplified Classes, or Multiclass
if you are a Simplified Class
Class Features
As a scoundrel, you gain the following class features.
Hit Points
Hit Dice: 1d8 per scoundrel level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per scoundrel level after 1st
204
Proficiencies extra 1d8 damage. The extra damage increases as you gain
Armor: Light armor levels in this class, as shown in the Sneak Attack Simplified
Weapons: Simple weapons, hand crossbows, longswords, column of the Scoundrel table.
rapiers, shortswords
Tools: Thieves’ tools Scoundrel’s Agility
Saving Throws: Dexterity, Intelligence Scoundrels are known for their agility and difficulty to be
Skills: Choose four from Acrobatics, Athletics, Deception, hit. Starting at 1st level, your movements don’t provoke op-
Insight, Intimidation, Investigation, Perception, Performance, portunity attacks and your movement increases by 5 feet.
Persuasion, Sleight of Hand, and Stealth Starting at 5th level, you also receive a +2 bonus to your AC.
Equipment
Adventurer’s Aptitude
You start with the following equipment, in addition to the
equipment granted by your background: You are famous for your unmatched ability to handle com-
• (a) a rapier or (b) a shortsword plicated situations. Starting at 3rd level, you gain a +1 bonus
• (a) a shortbow and a quiver of 20 arrows or (b) a shortsword to all ability checks that you are proficient in. This bonus
increases to +2 at 6th level, +3 at 9th level, +4 at 12th level,
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
and +5 at 15th level.
adventurer’s pack
• Leather armor, two daggers, and thief ’s tools
Experience
Sneak Attack Simplified Your experience grants you certain practical knowledge. At
2nd level, and again when you reach 10th and 18th level,
Starting at 1st level, you know how to exploit a foe’s distrac- you gain proficiency in a skill of your choice.
tion to strike a vital blow. The first time on each turn that
you hit a creature adjacent to an ally of yours, you deal an
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T
he Barbarians of Tanares have been oppressed With her recent passing, two young disciples vie for the
and hunted by the Empire for centuries. These war- esteemed position, driving a wedge between the tribes and
riors have retreated to the fringes of Tanares, where threatening to further fracture the once-unified orcs. The
they could preserve their tribal customs and traditions away fate of the Tsvetan Orcs hangs in the balance, as the power
from civilization’s scrutiny. However, as the Empire’s influ- struggle between the two disciples unfolds and the future
ence waned, they have a newfound sense of freedom and of their culture hangs by a thread.
are now ready to wander the lands again in search of gold
or glory. Primal Paths
Each Barbarian tribe in Tanares boasts its own unique
At 3rd level, a barbarian gains the Primal Path feature, which
cultural identity, shaped by their geography and his-
offers you the choice of a subclass. The following options
torical customs.
are available to you when making this choice: Path of the
The Kolbjorners of the mountains are known for their
Brutal Hunter and Path of the Penumbra.
toughness, honed by their battles against massive beasts and
giants. They are proud and honor-bound, valuing their word
above all else. They tend to use heavier armor and wooden Path of The Brutal Hunter
shields favoring axes as weapons. The Path of the Brutal Hunter is a barbaric tradition that
The Ben’netans of the icy tundras are master hunters and holds to the notion that in the grand scheme of things, all
fishermen, distrustful but with good hearts. They use their beings are either hunters or prey. Those who embrace this
208
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T
he illustrious taverns of Tanares teem with
wayfaring minstrels, yet only an elite cadre possess College of Life
T
the innate talent and rigorous training required to he bards of the College of Life stand out as
fully harness the transcendent power of music, thereby as- masters of life magic and music, wielding their art
cending to the esteemed ranks of true bards. to tap into the life force that permeates the world.
The diverse regions of Outumn, Central, and the Capital With their songs, they create a powerful connection to the
are renowned for housing the most prestigious academies essence of life, inspiring hope and healing even the most
of bardic magic. These venerable institutions, steeped in dire wounds.
grandeur, dedicate themselves to nurturing gifted individuals These bards are renowned for their mastery of the life force
in the mystic art of channeling magic through melodious and their ability to communicate with woodland creatures
verse. Gnomes have proven particularly influential in shaping and animals. They can often be found in serene groves, sur-
the evolution of this arcane tradition, with their esteemed rounded by nature, where they commune with the creatures
academies scattered throughout Tanares, standing as pre- and bring peace to the land with their music. But they are
eminent centers of artistic learning. The most distinguished also powerful in battle, radiating the vital energy of life to
of these colleges boasts an extensive repository of knowl- heal and protect their allies, using their melodies to infuse
edge, meticulous historical archives, and an assemblage of their surroundings with the power of life.
acclaimed maestros. One of the greatest legends in Tanares is the elusive Eighth
Bards are versatile, charismatic individuals who find warm Note, a musical technique said to hold the power to connect
reception in locales as varied as swashbuckling pirate vessels, the lives of many creatures, healing physical and mental
212
Upon joining the College of Life at 3rd level, your bardic B ard L evel S pells
inspiration becomes a conduit for not only strengthening 7th death ward
resolve but also mending physical injuries. When an ally 9th reincarnate
uses your inspiration die and remains conscious, they re- 11th heal
gain hit points equal to the roll, in addition to the standard 15th holy aura
benefits of your inspiration. Any excess hit points translate
17th mass heal
into temporary hit points that last until the ally completes
a short or long rest.
Life Symphony
Medicinal Study
At 14th level, you radiate the vibration of life. The amount
At the 3rd level, you gain proficiency in Medicine. If you’re of hit points you heal with Chord of Healing is doubled.
already proficient, your proficiency bonus is doubled for any Furthermore, when you use Song of Rest, each creature heals
ability check that uses this skill. 2d10 HP (instead of 1d10). In addition, it also removes all
the blinded, deafened, paralyzed, and poisoned conditions,
Voice of the Nature as well as any effect that reduces abilities or maximum hit
points. Life Symphony has no effect on undead, constructs
At 3rd level, your studies into the symphony of life enable you
or other non living creatures.
to understand and converse with animals. You can now com-
prehend and verbally communicate with beasts. Although
213
I
n Tanares, the eternal struggle between the di- vasion, enabled the resurgence of local religions and cultures
vine Gods, particularly Tamera and Bauron, and the as the Church lost its imperial authority in regions where the
malevolent Ungods has shaped the religious landscape Empire’s influence waned. The revival of cults like the Ba-
since the Godly Age, over three millennia ago. The Cirrus Ka in Kepesh lands and the rising power of Yama’s Fumetsu
Windspeakers established the first religion through oral tra- Eido has spawned a new generation of Clerics, unbound by
dition, as their preachers disseminated interpretations of Church persecution and able to follow their divine callings.
wisdom bestowed upon them by the Angels. However, the ongoing cold war enveloping Tanares compli-
To preserve this wisdom, humans endeavored to compile cates the Clerics’ roles. Not merely spiritual leaders, they are
sacred scriptures, seeking to avoid the interpretational dis- now political players deeply entwined in covert operations,
crepancies and inconsistencies inherent in the Cirrus oral espionage, and manipulation of the masses. Their influence
tradition. Thus, the Evolutionist religion emerged. However, and power are crucial to most factions seeking power.
unbeknownst to many, sinister cultists of the Ungods infil- For example, a Celestianist Cleric might leverage their
trated the assembly of scribes and founders, subtly manip- reputation as a peacemaker to broker a clandestine deal
ulating the scriptures to their advantage. between warring factions while gathering intelligence for
Centuries of mass deception ensued until Angels finally their church to undermine the Ungods. Conversely, a Ba-Ka
returned to the material plane, illuminating the corruption Cleric could utilize their cult’s network of spies to thwart the
within the Church that reached even the High Cardinal Celestianist Church’s plans, advancing their own religious
and political objectives..
214
C
lerics of Chaos, primarily linked with the the world, bringing chaos and disorder and destabilizing
Windspeaker and Ba-Ka faiths, embrace sponta- society and the prevailing authorities. Some may seek good
neity, freedom, and perpetual change. Their deci- and innovation, while others may dedicate themselves to
sion-making reflects this spirit, using luck and randomness destruction.
to determine the optimal course of action in uncertain situa-
tions. It’s not unusual for a Cleric of Chaos to cast lots when Preparing your Spells
concrete evidence is lacking, acknowledging the futility of
controlling chance and fully accepting it. When you’re preparing your spells, immediately after complet-
These clerics maintain that unpredictability is the only ing a long rest, you may choose to prepare your spells using
constant and that excessive reliance on laws and order stifles the Cleric Spell List, or roll 1d6 and compare the result to the
progress. They consider hierarchy limiting, as it constrains table “Determining the Cleric Spell List of Chaos” to randomly
individuals and favors those in power. They believe natural determine which spell list you will use to prepare them.
chaos enables creatures to unveil their true selves and achieve
D etermining the L ist of S pells for the C leric of C haos
their potential through self-responsibility.
d6 S pell L ist
Windspeaker Clerics of Chaos honor Tamera and Bauron,
the dual deities, by accepting the unpredictable and leaving 1 Bard
matters to chance. They assert the world was born from the 2 Cleric
fusion of these conflicting natures, creating chaos. Conversely, 3 Druid
Clerics of Chaos devoted to Ba-Ka, the Spirit God of Magic, 4 Sorcerer
laud the deity’s endorsement of magic in all its forms. They
5 Warlock
value that Chaos Domain clerics can use magic from other
6 Wizard
domains, crediting this to Ba-Ka’s influence. These clerics
see the extensive and intricate power of magic as irrefutable
evidence of chaos’s potency, as magic transforms the world’s When you prepare spells from spell lists other than the Cleric
structure and rules. spell list, they become considered Cleric spells for you. You
The Evolutionist Church previously harbored Chaos Clerics retain access to all spells from your normal domain, but not
who considered Bauron a God of Chaos. However, recent reve- other Cleric spells. All other Cleric spellcasting rules apply
lations from angels exposed the Ungods’ manipulation of sacred normally. Even if you acquire a spell list whose normal casters
215
nally inflicts the same damage, the chaos-infused spell gains 4 The target of your spell is changed to another
hostile creature within 60 feet of your target. If there
additional power, granting an extra 1d10 bonus damage of is no other creature, the target remains unchanged.
that same type. This bonus increases to 2d10 at 12th level.
5 On a successful attack, the creature has disadvantage on
I nfuse C haos the next attack it makes until the start of your next turn.
216
Courage Domain
on. Steered by their unyielding spirit and celestial mandate,
they will never yield, advancing toward triumph with valor
I
n a world fraught with peril, uncertainty, and in their hearts.
hardship, clerics are some of the select few destined to
fulfill a higher calling. To rise to this challenge, they In Other Settings
must embody exceptional mental and moral fortitude—true
valor. Considering the paramount role that courage plays Clerics of this domain associate with gods of courage, war,
in their faith, it is little wonder that numerous deities claim and order, such as Ares and Heimdall. They typically seek to
dominion over this domain. confront dangers and achieve social peace through bravery
One of such deities, The Glorious One has many clerics and order.
dedicated to the Courage Domain, inspiring their followers
to persevere through formidable circumstances and combat C ourage D omain S pells
malevolence in pursuit of a better world. The Glorious One’s C leric L evel S pells
standard, soaring high during conflicts, emboldens others to
1st heroism, shield of faith
champion the cause of righteousness and remain steadfast
3rd branding smite, veil of bravery*
in the face of trepidation. Tamera, the goddess of the sun
and life, also boasts some disciples who uphold the tenet of 5th haste, revivify
courage, for they believe in kindling hope within the dis- 7th freedom of movement, stoneskin
heartened. Her adherents are celebrated for their unwavering 9th greater restoration, legend lore
218
Channel Divinity:
Bolster the Spirit
Starting at 2nd level, you can use your Channel Divinity to
bolster the courage of a creature you touch. As an action, you
can give the touched creature one of the following benefits:
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Druid Circles
At 2nd level, a druid gains the Druid Circle feature, which
offers you the choice of a subclass. This option is available
to you when making that choice: Circle of Bloom.
D
Druids ruids of the Circle of the Bloom hold a spe-
cial reverence for the power and importance of
The druid class receives a new subclass in this section.
plant life in the natural world. They form deep,
Druids in Tanares personal connections with the plants they care for, viewing
them as beloved friends and family, and often giving them
I
n Tanares, druids form powerful circles, devoted individual names. These druids are known to talk to their
to preserving nature’s fragile equilibrium and safeguard- plants, nurturing their growth and helping them to flourish.
ing the Primal Magic Weave. They prioritize the pro- Their deep connection with the natural world is so strong
tection of forests, endangered by human avarice and the that it calls forth a guardian spirit from the forest to accom-
Penumbral Plane’s corruption. pany them on their journey. This spirit takes the form of a
The Primal Magic Weave constitutes Tanares’ life essence, physical plant, and is a tireless protector, ready to defend
linking all living beings and upholding the cycle of life and the druid from any danger. As the druid grows in power and
death. Forest destruction, Penumbral Plane corruption, and knowledge, so too does their spirit, evolving into a more for-
magic misuse can destabilize this delicate balance, endan- midable form, yet never losing its bond with its chosen druid.
gering the entire world. The Circle of the Bloom is dedicated to preserving and
Druids inhabit Tanares, including cities, where they strive restoring the natural balance of forests and vegetation, rec-
to maintain nature’s harmony. They are most prevalent in the ognizing that all creatures can benefit from the abundance
vast Sindile, Bak, and Shadowy forests, serving as guardians and vitality of plants. From their bountiful fruits and herbs,
and gatekeepers. Only those with noble intentions gain entry, to their life-giving essence and ability to heal, plants are a
as druids resolutely defend the wild from harm. vital source of sustenance and growth. The most passionate
Although not all druids venerate a deity, most respect the members of the Circle will even venture into the dangerous
Nature Spirits religion, perceived as nature’s myriad manifes- and mysterious Penumbral Plane to protect the plants that
tations. Some extremist druids join factions like the Eternal grow there, and to restore balance to the forces of nature.
220
yet they can provide you with information regarding nearby 14th Guardian Tree
places and creatures, including everything they have observed 18th Ancient Guardian
within the past day. However, keep in mind that gaining
knowledge from plants might require persuading them or
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222
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 14 (+2) 7 (-2) 10 (0) 6 (-2) 18 (+4) 8 (-1) 20 (+5) 7 (-2) 12 (+1) 6 (-2)
Actions Actions
Branch Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one Branch Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 6 (2d4 + 1) bludgeoning damage and the target is target. Hit: 13 (2d8 + 4) bludgeoning damage and the Guardian
grappled if its size is medium or smaller (escape DC 13). Until can cause the target to become grappled by it if its size is Large
this grapple ends, the Guardian Sprout can’t use its Branch on or smaller (escape DC 16). Until this grapple ends, the Guardian
other targets. Shrub can’t use its Branch on other targets.
Root Entanglement (Recharge 5-6). The Guardian Shrub takes
root in the ground and causes them to sprout a 20 ft radius
around it. All creatures in the area must succeed on a Strength
saving throw DC 15 or be restrained by the entangling roots.
A creature restrained by the Guardian Shrub can use its action
Actions
Branch Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage and the Guardian
can cause the target to become grappled by it if its size is large
or smaller (escape DC 14). Until this grapple ends, the Guardian
Bush can’t use its Branch on other targets.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 22 (+6) 7 (-2) 14 (+2) 6 (-2) 22 (+6) 7 (-2) 24 (+7) 7 (-2) 16 (+3) 6 (-2)
Innate Spellcasting. The Guardian Tree can innately cast the Innate Spellcasting. The Ancient Guardian can innately cast good-
goodberry spell, three times per day, requiring no material berry, three times per day, requiring no material components.
components.
Actions
Actions Multiattack. The Ancient Guardian can make two Branch Slam
Branch Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one attacks.
target. Hit: 16 (2d10 + 5) bludgeoning damage and the Guardian Branch Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one
can cause the target to become grappled by it if its size is Huge target. Hit: 17 (2d10 + 6) bludgeoning damage and the Guardian
or smaller (escape DC 17). Until this grapple ends, the Guardian can cause the target to become grappled by it if its size is Huge
Tree can’t use its Branch on other targets. or smaller (escape DC 19). The Ancient Guardian keeps on grap-
Root Entanglement (Recharge 5-6). The Guardian Tree takes root pling up two creatures simultaneously, and while it is grappling
in the ground and causes them to sprout a 30 ft radius around two creatures it can’t use its Brach attack against creatures other
it. All creatures in the area must succeed on a Strength saving than the grappled ones until it releases one of them.
throw DC 16 or be restrained by the entangling roots. A crea- Root Entanglement (Recharge 5-6). The Ancient Guardian takes
ture restrained by the Guardian Tree can use its action to make root in the ground and causes them to sprout a 30 ft radius
a Strength saving throw. On a success, it frees itself. As long as around it. All creatures in the area must succeed on a Strength
there is a restrained creature, the Guardian Tree has its speed saving throw DC 18 or be restrained by the entangling roots. A
reduced to 0, if it moves on its turn the restrained creature is creature restrained by the Ancient Guardian can use its action
released. to make a Strength saving throw. On a success, it frees itself.
As long as there is a restrained creature, the Ancient Guardian
has its speed reduced to 0, if it moves on its turn the restrained
creature is released.
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T
he Death Knight, a fearsome warrior, wields
Fighters in Tanares the very essence of death’s power. This chilling bond
I
may arise from arcane rituals, a miraculous resur-
n Tanares, when the veil of magic and deceitful rection, or an encounter with the afterlife that attunes the
whispers fail, only the unbreakable will of the warrior warrior to death’s dark might.
and the gleam of sharpened steel remain as solutions to Misunderstood and dreaded, Death Knights are often
any crisis. Fighters are the fearless champions who boldly perceived as cold, sinister beings, seemingly indifferent to
stride into the fray, risking their lives with each clash of death itself. However, they merely regard it as an intrinsic
blades. They serve as guardians, protectors, hired swords, and aspect of life’s cycle, a force they harness with great efficacy.
gladiatorial legends, rising to meet the challenge of conflict In Kemet society, Death Knights have achieved fame for
for both good and evil forces. their insatiable thirst for battle and intimate connection with
In a realm where cataclysmic events unleashed by the death, leading to the refinement of necromantic augmenta-
Ungods annihilate entire civilizations if they dare to en- tions over countless generations. They also emerge in other
gage in battlefield wars, nations’ fates are often determined death-revering cultures such as the Kepesh, as well as amongst
in blood-soaked arenas, where only the strongest and most malevolent cults, corrupted Dorsianist dwarves, and Shadow
skilled emerge victorious. Here, Fighters are more than sol- Wing devotees. Remarkably, virtuous Death Knights can be
diers; they are heroes, championing their causes or others’ for
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227
Between Life
and Death
At 18th level, you exist in the twilight zone
between life and death. You don’t require
food, drink, or sleep, and you cannot be
affected by sleep effects or the frightened
condition. Even though you don’t need
sleep, taking a long rest still requires at
least 4 hours of inactivity to rejuvenate your
body and mind. During this period, you re-
main alert and do not need to be unconscious.
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229
T
he Monks of Tanares are renowned for their skills for selfish purposes, these individuals are seen as out-
unyielding physical and mental discipline, embody- liers and are shunned by their fellow Monks.
ing the ideals of martial arts, philosophy, and wis-
dom. These serene and insightful individuals only resort to Way of the Animals
M
violence as a last resort, but when compelled to act, they
reveal themselves to be formidable warriors, capable of onks of the Animal Path embody the pinna-
overcoming even the most vicious foes with just their bare cle of martial arts and wisdom, seeking to perfect
hands. Their mastery of hand-to-hand combat, honed with their combat skills through a deep understand-
a focus on retribution rather than aggression, has earned ing of nature and the movements of different creatures. By
them a reputation as some of the greatest martial artists in blending and alternating between various animal styles, these
the land of Tanares. monks have achieved a fluidity of body and spirit that is
Their rigorous training and unwavering discipline make unmatched, expanding their Ki and granting them a broad
them highly sought after by nations and factions as spies, and insightful perspective into the world.
diplomats, and investigators. Their ability to engage in hand- Not only are these monks masters of combat, but they also
to-hand combat against armed opponents, without the need possess a unique worldview that is shaped by their connection
for weapons, allows them to carry out covert operations to the animals they emulate. They see the world and those
in places where weapons are prohibited. Their discipline around them through the lens of different creatures, each
and training also make them difficult to surprise, disarm, or with its own distinctive characteristics and traits. They might
capture, making them a valuable asset to any organization. describe someone as cunning as a Snake, determined like a
Most Monks reside in the eastern regions of Tanares, with Tiger, precise like a Praying Mantis, cunning like a Monkey,
monasteries nestled in the Forbidden Kingdom of Yama, or unshakable like a Dragon. This unique perspective has
home to their most revered temples, serving as guardians, made the masters of the Animal Path be seen as wise sages,
wise sages, and trusted mentors to the initiated. Some Monks
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231
The Monkey
While in Monkey Stance, you can spend 1 KI
Point when you perform a “Step of the Wind”
to fire. If you do, you can pass spaces occu-
pied by enemies and do not receive attacks
of opportunity while moving. After the
move, you can take a Hide action.
The Tiger
While in Tiger’s Stance, when you perform a
“Flurry of Blows” you can spend 1 Extra Ki
point to perform one more extra melee attack.
If the attack succeeds, the target must make a
Strength saving throw. On a fail, the creature is
prone and takes an extra 1d10 damage.
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The Tiger
When you enter Tiger’s Stance, until the end
of your next turn, the next attack you hit
deals +1d10 damage.
The Snake
When you enter Cobra’s Stance, until the end of
your next turn, you gain advantage on the next
attack you make. If you already have advantage
on this attack, it becomes a critical hit if you hit.
The Dragon
When you enter Dragon Stance, until the end of your
next turn, all damage reductions incurred by your 3rd
level dragon ability are doubled.
Animal Awareness
Starting at 17th level, you significantly develop your senses,
similar to the animals whose movements define your martial
art. You gain proficiency in Perception and Insight; if you
are already proficient, double your proficiency score in that
skill. In addition, you can never be surprised.
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I
n Tanares, Paladins are a rare and revered sight, where their convictions are challenged, they may confront
primarily linked to the Celestianist Church through two animosity and, in the most extreme instances, mortal peril.
distinguished factions:
The esteemed Tamerian Order of Knights, devoted to Paladins of Freedom
T
Tamera, are celebrated for their dedication to the cause of
he Oath of Freedom symbolizes a Paladin’s
good and for their compassion, safeguarding sacred temples,
unbreakable spirit to rid the world of tyranny and
and shielding the common folk from harm. Their acts of
defend the innocent from oppression. Known as
valor and heroism inspire hope and courage in every cor-
Free Knights, these Liberators rise above the limitations of
ner of the realm.
religious institutions, instead following their own unwaver-
The Inquisitors, aligned with Bauron, bear the solemn
ing principles in their quest for justice. In a world where the
responsibility of hunting down Penumbral Creatures, mon-
very foundations of law and order can be corrupted and used
strous beings, and heretics that lurk within the shadows.
as weapons of oppression, these heroes stand tall, enshrining
Their measured and deliberate demeanor evokes both fear
the ideals of equality, fraternity, and liberty above all else.
and admiration among those who encounter them.
Free Knights approach each mission with unrelenting ded-
Additional Paladins emerge from the stout Dwarf adherents
ication and urgency, never backing down from the challenge
of Dorsi, the fervorous Cirrus followers of the Windspeaker
at hand. Whether it be rescuing a lost child or exposing a
religion, and, more recently, within the ranks of the Ba-Ka
corrupt church cardinal conspiring with evil forces, they
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235
Avatar of Freedom
At 20th level, as a bonus ac-
tion, you can become an avatar
of freedom. For 1 minute, your
conviction manifests as a tangi-
ble aura, taking the form of an
emblem of freedom that reflects
your beliefs.
For the duration, you gain
immunity to any magical ef-
fect that results in the stunned,
restrained, charmed, para-
lyzed, or petrified conditions.
Moreover, you and all allies
within 20 feet of you contin-
ually benefit from the effects of
the freedom of movement spell.
After using this feature, you
can’t use it again until you fin-
ish a long rest.
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Ranger Archetypes
At 3rd level, a ranger may choose an archetype to follow
as a subclass. In addition to its options, the ranger may
choose the Shadow Investigator or the Arcane Guardian.
T
The ranger class receives new subclasses in this section.
he rapid spread of the Penumbral threat has
caused widespread fear and unease in populated
Rangers in Tanares areas, particularly in urban centers where these
R
angers roam the wild and ever-changing creatures can more easily blend in and corrupt individuals.
landscapes of Tanares, serving as hunters, guard- In response, the Shadow Investigator has emerged, possess-
ians, guides, warriors, scouts, and even gladiators ing the skills and intuition necessary to swiftly detect and
in the arenas. Their versatility and adaptability make them eliminate these malevolent beings.
in high demand, sought after for their unique skillset and Through their extensive network of connections and their
practical approach to life. Unlike other spellcasters, Tanares keen senses, the Shadow Investigator gathers information,
Rangers don’t typically pray to nature deities, instead opting analyzes affected locations, and identifies their targets with
for a more pragmatic or regional faith. precision. Their mastery of the enemy and their tactics, honed
The harsh realities of the Malrokian Curse have dramatical- through extensive training in fighting the Penumbral threat,
ly altered the geography, flora, and fauna of the region, leading allows for efficient and effective operations. Whether it’s
to the discovery of lost kingdoms, blocked passageways, and hunting down penumbral creatures or targeting sinister
hidden locations. In these treacherous and unknown terri- cultists, the Shadow Investigator is determined to root out
tories, rangers shine, with their unparalleled skills in navi- evil at its source.
gating and addressing unexpected encounters, locating rare Despite their unconventional methods, the Shadow
specimens, and even tracking magical beasts and monsters. Investigator remains a critical component in the ongoing
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Detective’s Cunning
At 7th level, your intuition sharpens. You can’t be sur-
prised while you are conscious, and you gain advantage
on saving throws against illusion and enchantment spells.
Furthermore, you instantly notice when a creature within
20 feet of you alters or conceals its true form through
disguise, magic, or other means. You can tell that the
creature is disguising or hiding its true form, but you
don’t learn its true form.
Quick Witted
At 11th level, your swift adaptability allows you
to quickly formulate plans against your
foes. Whenever you use the Combat
Instinct feature, you can also perform
one of the following as part of the
same bonus action:
Cunning Step. You can move up
to 5 feet. This movement doesn’t
provoke opportunity attacks.
Exploit Weakness. The next
successful attack you make
against your focus this turn deals
an extra 1d6 damage. This dam-
age increases to 1d8 if your target
is an aberration or a creature from
the Penumbral Plane.
Quick Thinking. You can take the Use
an Object action.
Shadow Hunter
At 15th level, you become a true
scourge to aberrations and crea-
tures from the Penumbral Plane.
You gain advantage on Intelligence
(Investigation), Wisdom (Insight),
and Wisdom (Perception) checks
related to aberrations and creatures
from the Penumbral Plane. In addi-
tion, you have advantage on attack
rolls against these creatures and on
saving throws against effects created
by them.
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Envy: These creatures are typically Pride: The duke and baron of the
found in packs and are cowards at Penumbra, these creatures dominate
heart. They may be lured away with large territories and won’t tolerate
penumbral crystals or driven off with interference from other creatures.
a show of force. Use your wits to outsmart their
traps and plans, or lure them into a
Disgust: Found in Penumbra trap of your own making. Be wary
swamps, these creatures hoard of them, as their pride will always
waste in their dens. While they can be their weakness.
be dangerous, they may also have
valuable penumbral crystals and rats Greed: These creatures prey on ad-
hidden among their filth. Approach venturers’ lust for treasure, cursing
with caution and be prepared to sift them with vile magic. Be mindful of
through their hoard to find what their curse and resist the urge to obsess
you’re looking for. over wealth. Offering magical items
and riches may appease them, but be
Sloth: These herbivores move as lit- careful not to fall into their trap.
tle as possible and ambush their prey.
They only accept other sloths, form- Fear: Feeding on terror, these crea-
ing groups and even large herds. If tures invade their victims’ dreams and
you must cross their path, be stealthy transform into their greatest fears.
and avoid provoking them. Confront your fears head-on and
be brave to defeat them. Protective
charms or spells may also help.
Pain: These aggressive creatures
attack any other creature that feels Anger: This creature is known for
pain, and are often used as troops by its aggressiveness and causes great
more powerful creatures. Keep your destruction when out of control. If
distance and attack from afar, or use provoked, eliminate it quickly, or
distractions to split them before any if impossible, spread and flee. Be
fight begins. careful, as they are often used as a
weapon by more powerful creatures.
Lust: These creatures seek pleasure
and luxury, often disguising them- Grudge: These creatures hold grudg-
selves as attractive and sumptuously es and will magically mark anyone
dressed people. Be wary of their se- who has wronged them. Never hurt
ductive power and avoid falling un- one and let it get away. No offer of
der their spell. Know that they can apology will work with them; either
change their shape but not anything don’t hurt them or finish the job, as
they are wearing. there is no other alternative.
241
Arcane Guardian
In Tanares, magic is as revered as it is feared. It has brought
both marvels and disasters, such as the downfall of the
A
rcane spellcasters are known to inspire fear once-prosperous Kingdom of Arcana, which was destroyed
with their formidable and unpredictable magic, but by a Malrokian Curse. Society’s fear of magic and mages led
some Rangers have taken up the mantle of Arcane Emperor Baleroth to dedicate resources towards controlling
Guardians to counter this threat. Trained by prestigious noble and restricting the use of arcane powers.
houses, arcane schools, or remote temples, these elite war- To protect the Tanarean Empire from magical threats, spe-
riors are experts in suppressing and punishing the misuse of cial groups were created to study and combat arcane magic.
magic and eliminating magical creatures that wreak havoc These Arcane Guardians underwent rigorous training and
on the lives of the common folk. mystical experiments to hone their sensitivity to magical
Arcane Guardians are not your typical Rangers. They energies and track them. Many of them harbor a deep-seated
possess knowledge of both wizard spells and ranger spells, hatred for the indiscriminate use of magic, either due to the
granting them a powerful advantage in combating magical Empire’s manipulative training or because of the atrocities
dangers. They have honed their skills in magic manipula- they suffered during their training. Regardless of their mo-
tion and resistance, and have learned to draw upon their tivations, they treat magic with suspicion and instability.
inner reserves to unleash spells that surpass their normal Over time, some of these soldiers discovered that not all
capabilities. Their weapons are imbued with mystical energy of the targets they hunted were truly dangerous conjurers.
that disrupts the magic of their foes, causing immense pain Many were merely political pawns, leading some Guardians
with each strike. to question their orders and seek a way out of the Imperial
Many Arcane Guardians are created through alchemical forces. Those who managed to desert and survive became
processes or magic rituals, either voluntarily to protect their mercenaries, adventurers, or reclusive hermits, always evad-
people or through forced experimentation. Regardless of ing the reach of the Empire’s agents.
their origin, they possess a versatility that sets them apart With the formation of the Magocracy of Arcane Tower,
from other Rangers, including access to more aggressive many of these previously hidden rangers were invited to join
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243
Rogue Ninja
B
The rogue class receives a new subclass in this section. orn from the crucible of oppression, Ninjas
emerged from the ashes of poverty, bringing their
Rogues in Tanares fight against corrupt nobles and officials into the
I
shadows. Trained in the lethal arts of combat, weaponry, and
n Tanares, Rogues emerge as unparalleled mas-
stealth, they wielded their surroundings as a deadly weapon,
ters of stealth, deception, and cunning. Their exceptional
shrouding their identities in mystery to protect their com-
skills in infiltrating the highest echelons of society and
munities from retaliation. Through relentless training and
mastery of disguise render them indispensable in the clan-
the refinement of their skills, these rebels transformed into
destine power struggles shaping Tanares’ political landscape.
merciless assassins, combat specialists, and the undisputed
From rogue guild members to pirate marauders and op-
masters of disguise, all united under the banner of secretive
eratives of enigmatic organizations like the Third Eye or the
and powerful clans.
Cult of the Shadow Wing, Rogues are highly sought after.
Each Ninja clan is fiercely dedicated to its own unique
They may work as mercenaries for the highest bidder, or
purpose, guided by the timeless principles of their ances-
align themselves with factions or nations to further their
tral leaders. They abide by a strict code of honor, shrouded
personal agendas. Their expertise in intelligence gathering
in mystery, that is as unyielding as their commitment to
and mastery of disseminating disinformation establish them
their cause. While their methods may appear dishonorable
as formidable forces in Tanares’ intricate power dynamics.
to outsiders, the loyalty of each Ninja to their clan is un-
Furthermore, their adaptability and stealth make them in-
breakable, even if it means committing acts that are ethically
valuable assets in numerous quests, rendering them coveted
questionable. This unwavering commitment to the goals set
additions to adventuring parties.
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245
Hidden strike
At 17th level, your sneak attack becomes even deadlier due
to your ninjutsu training. If you are hidden from a creature
and make an attack that triggers your sneak attack damage
against it, the damage dice for your sneak attack become
d8s instead of d6s.
246
247
T
hroughout the ancient Tanarean eras, ar- bands of adventurers. Their roles are diverse, encompassing
cane magic has perpetually been enshrouded in diplomats, spies, arcane specialists, adventurers, and even
secrecy and taboo, culminating in the zenith of gladiators or assassins in rare instances.
Arcana—the remarkable magical city nestled within the In Tanares, sorcerers encounter neither prejudice nor re-
Mystical Province. Alas, its unrivaled power drew the cov- jection, holding positions of equal importance to mages in
etous gaze of many, ultimately resulting in the catastrophic society. With their innate charm and charisma, coupled with
Malrokian Curse which decimated the city, leaving naught their awe-inspiring arcane prowess, they effortlessly navigate
but desolate ruins and the dreaded Wasteland in its wake. both the hallowed halls of mystical tomes and libraries, and
In the aftermath, the Tanarean Empire stringently curtailed the opulent corridors of noble gatherings. Sorcerers have
the use of wizardry in an earnest endeavor to avert a similar thus become coveted advisors and influential figures in the
calamity. The control over arcane forces fell to the formidable complex tapestry of Tanares’ politics.
Imperial Mages, instigating a decline in magical education and
practice across the continent. Unbeknownst to them, the taboo Cultist
T
against magic was instigated by the Ungods’ servants—nefar- he Malrokian Curse, a cataclysmic event
ious infiltrators who had permeated political and religious in- that shook the very foundations of Arcana, forev-
stitutions with the sinister intent to undermine mortal power. er changed the Tanarean Magic Field. Many mages
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249
Blood Pact
At 18th level, you can siphon the life force of your summon,
restoring your health and magical energy.
You can sacrifice your summon to regain hit points equal
to the summon’s current hit points. For every 10 hit points
restored in this way, you regain 1 sorcery point. You can use
this feature once, regaining use after a long rest.
250
Armor Class 10 + 1 for each 2 spellcaster level Armor Class 10 + 1 for each 2 spellcaster level
Hit Points 5x spellcaster level Hit Points 5x spellcaster level
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (0) 15 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (0) 18 (+4) 15 (+2) 14 (+2) 13 (+1) 7 (-2)
Blood Frenzy. The Gluttony Invocation makes a number of attacks Pack Tactics. The envy has advantage on an attack roll against
equal to your bonus proficiency. a creature if at least one of the envy’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
Actions
Multiattack. The Gluttony Invocation makes a number of attacks
Actions
equal to your bonus proficiency. Multiattack. The Envy Invocation makes a number of attacks
Bite. Melee Weapon Attack: Gluttony Invocation STR Bonus (4) equal to your bonus proficiency.
+ Your Proficiency, reach 5 ft., one target. Hit: 1d10 + 4 + your Resentment Blast. Ranged spell attack: Envy Invocation DEX
bonus proficiency piercing damage. The Gluttony Invocation Bonus (4) + Your Proficiency, range 60 ft., one target. Hit: 1d8
gains half of damage in temporary hit points. If the target is a + 4 + your bonus proficiency piercing damage. If the target is
living creature it must succeed on a DC 11 Wisdom saving throw a creature, it must succeed on a DC 14 Strength saving throw
or be cursed hit hunger curse. A cursed creature has disadvan- or be knocked prone.
tage on attack rolls until eating during a short or long rest, being
targeted by a remove curse spell, or eating a berry created by
a goodberry spell.
251
Warlocks in Tanares
Pact of the Dark Hunter
Y
In the world of Tanares, the divine pantheon finds itself ou made a pact with an obscure extraplanar
preoccupied with repelling the invasion of the malevolent entity that refuses to reveal its true origin, sharing
Ungods. This diversion of their attention has created a power with you only its goal: to destroy all aberrations and
vacuum, enticing otherworldly entities to seize opportuni- unnatural creatures that plague the multiverse. It desires you
ties for power within Tanares. Warlocks, mortals who have to act as its hand in your world, eradicating the dark beings
forged pacts with these entities, now harness the potent magic hidden in the shadows.
bequeathed by their extraplanar patrons and serve as their Different from other warlocks you train your body and
emissaries in the mortal realm. mind to exhaustion to fight the creatures of the night. You
Empowered by their enigmatic benefactors, Warlocks op- learn how to properly use all kinds of weapons to deliver your
erate behind the scenes, furthering their patrons’ ambitions powerful magic abilities, channeling your powers through
whilst navigating the intricate and ever-evolving political blades and bolts alike, becoming the terror of all dark beings.
landscape of the continent. By channeling the influence of Moved by vengeance, a strange sense of justice, or some
other personal goal, your path is often dark, grim, and
252
In truth, the Dark Hunters maintain their distance not 5th passwall, telekinesis
due to their foreboding reputation, but because they recog-
nize that proximity to others would only invite danger and Bane of Darkness
suffering. Witnessing the ramifications of their actions and
the wickedness they hunt, they opt to operate in solitude or Starting at 1st level, your mystical abilities become more
as affiliates of the Celestianist Church to mitigate risks to potent against the unnatural creatures you are called to hunt.
those dear to them. When you hit with a weapon attack against an aberration,
Despite their solitary dispositions, Dark Hunters exhibit undead, or extraplanar creature, deal an additional 1d6
unwavering loyalty to their comrades, stopping at nothing damage. This extra damage bypasses any resistance or im-
to safeguard those they trust. As the vanguards of the inno- munity. This damage increases to 1d8 at 9th level, and to
cent, they vanquish evil with calculated precision, employing 1d10 at 17th level.
darkness to combat darkness in a bid to restore equilibrium
to the world. When peril looms, the Dark Hunters are sum- Dark Hunter
moned to defend the innocent, responding with unshakeable At 1st level, you master the skills necessary for your mission.
resolve and courage. You gain proficiency with Stealth and Perception skills, as
In a realm besieged by darkness and depravity, the well as shields and martial weapons.
Dark Hunters are beacons of hope for the despondent and
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This otherworldly entity is shrouded in on eradicating these abominations from can find common cause in fighting
mystery, a creature with an unknown Tanares, and with the threat of necro- against the horrors that threaten us all.
purpose that has left even the most ex- mancy looming large over the land, the But there are still so many questions
perienced scholars of Tanares scratch- task is more urgent than ever. unanswered. How did this creature
ing their heads. But I, dear adventurer, Make no mistake, this entity is not come here, and what are its true in-
have uncovered some of its secrets. motivated by any sense of altruism tentions? I will stop at nothing to un-
It hails from a world ravaged by the or concern for the people of Tanares. cover these mysteries.. Think twice
scourge of aberrations and undead, It has its own plans, and we would before you make a pact with it.
where it and its companions fought do well to remember that. However, - Grace Sung from the Arcane Tower
valiantly against these twisted beasts, as the saying goes, the enemy of my
but at great cost. Now, its sights are set enemy is my friend, and for now, we
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n Tanares, the legacy of magic is intricately wo- future. Archmage Avellum, disillusioned with the magoc-
ven into the tapestry of history. It was the ancient Cirrus racy’s path, withdrew his support and aided the formation
who first developed the art of arcane magic, sharing their of the Republic of Outumn. There, he established his own
knowledge with the world and setting the stage for monu- tower and school of magic in Heroes Rise, inspiring young
mental change. The construction of the moving cities of the wizards to become heroes and offering them the opportunity
Taii’Makus, the elaborate network of portals and the powerful to study under his guidance.
magic items used by the most important heroes of Tanares In Tanares, the political landscape is intricate and ev-
serve as a testament to the wizards’ remarkable ability to er-changing. Wizards, revered for their intellect and ability
harness the power of magic and shape the world. to bend reality with their magic, find themselves at the heart
The Ungods, perceiving the potential threat posed by ar- of countless conspiracies and power struggles. They serve as
cane magic to their invasion, sowed seeds of fear and mis- leaders, mentors, and advisors, navigating the complexities of
trust among the mortal species. As a result, magic became a politics with their cunning and formidable magical abilities.
double-edged sword, with its immense power sparking con- Within the Empire, wizards are closely monitored by the
flicts and catastrophes. One such tragedy was the fall of the Imperial Wizards, while in the Magocracy of Mage Tower,
Malrokian Kingdom to the first Malrokian Curse—a disaster they enjoy the freedom to research and experiment. In the
attributed to the Cirrus teaching magic to the Kepesh people Republic, many wizards join bands of adventurers, deter-
and their refusal to comply with the Evolutionist Church’s mined to make a difference in the world and demonstrate
demand for controlling magical knowledge. their worth as champions of the realm.
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he downfall of Arcana marked the end of an in search of knowledge about these lost arts and share their
era for magic, but the knowledge and power of the findings with Vaeraunt.
arcane still lies hidden in dungeons and ruins across Archmage Avellum, the former founder of the Magocracy
Tanares. The Lost Magic Researchers are wizards who have of Mage Tower, now trains chosen apprentices in his new
dedicated themselves to uncovering the secrets of the ancient home within the Republic of Freelanders, a land of heroes and
mages, who once wielded magic with greater proficiency freedom. Avellum only selects the most capable individuals
and potency. to tread this perilous path, fully cognizant of its inherent
These wizards boast a deep understanding of the arcane and dangers. Although less common, practitioners of Lost Magic
have developed unique methods for augmenting their magic can still be found among evil factions. Some of them belong
to levels beyond what is seen in the present day. They are to the Cult of Shadow Wing, utilizing their expertise to un-
also physically fit, a testament to their adventurous spirit and earth ancient artifacts that could further the Ungod’s plans.
fearless pursuit of knowledge, as they delve into dungeons, Others may work for the Kemets or Golgöggoth, seeking ways
climb down treacherous tunnels, and excavate long-forgotten to advance their agenda of global domination. Regardless of
ruins to uncover the secrets of the arcane. their affiliation, Lost Magic Researchers venture into ancient
Lost Magic Researchers are adventurers at heart, driven or forbidden realms with an unprecedented level of freedom.
by a thirst for discovery and a fearless spirit. They are not
content to simply hone their craft within the safety of their
towers, but instead brave dangers to seek out the knowledge In Other Settings
of the past. Whether they are treasure hunters, archaeolo- Worlds are rarely brand new and without their share of mys-
gists, cartographers, or even mercenaries, these wizards are tery and lost treasures. Adapt your research to fit with an
united by their unwavering determination to unlock the ancient civilization in the setting, or simply consider that
secrets of the arcane. you are after the knowledge and experiments left behind by
wizards who died. If that is somehow not possible, then you
Lost Magic Researcher are at the forefront of magic as an empirical science in your
in Tanares world, seeking to break the traditional boundaries of magic
and elevate your spells beyond the known limits.
The realm of Arcana is shrouded in tales of its mighty
wizards and their mastery of magic. Some believe that they
pushed the limits of the Tanarean Magic Field, the magical Treasure Hunter
fabric that enshrouds the world. These experiments resulted
At the 2nd level, your extensive studies, explorations, and
in magnificent wonders, but also claimed the lives of some
training in retrieving ancient artifacts and knowledge from
of the practitioners. Vaeraunt, the Mastermind and lead-
uncharted dungeons have honed your acrobatic abilities
er of the Magocracy of Arcane Tower, is one such practi-
and deepened your understanding of arcane matters. You
tioner and scholar of Lost Magic, who encourages young and
gain proficiency in Arcana and Acrobatics. If you’re already
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ou are a master in the making and copying
of maps, measuring and conveying the geography
of various regions through your extensive studies.
Whether apprenticed to a master or self-taught, you have
made a name for yourself both for your unrivaled under-
standing of terrain changes and your ability to represent
them in beautiful maps.
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Feature: Cherished
By The People
Your reputation precedes you as a respected leader who has
earned the love and admiration of the people you serve.
Community Leader Those who consider you a leader are willing to follow your
Y
commands, provided that your actions align with their values
ou are a natural leader, possessing a vision and do not put them in harm’s way. Your status as a com-
that inspires others to follow you. Whether you have munity leader also grants you access to valuable resources,
built a community from scratch or have taken the allies, and information that can aid you in your endeavors.
helm of an existing one, your charisma and persuasiveness
have earned the trust of the people under your care, and your Suggested Characteristics
leadership has brought about positive change.
You are a born leader, possessing an unyielding vision As a community leader, you feel a deep sense of responsibility
that ignites a flame of inspiration within those around you. towards those under your care. However, you may also have
Whether you have founded a community from the ground personal goals and ambitions that conflict with the needs
up or taken over the reins of an existing one, your natural of your community. You may struggle to balance the needs
charisma and unwavering determination have earned you of the many against the desires of the few, but your sense of
the trust and loyalty of those under your guidance, leading purpose and determination drive you to do what you believe
to remarkable progress and positive transformation. is right, even in the face of opposition.
Your leadership is not without its challenges, however.
Many obstacles and detractors will try to impede your efforts
and undermine your influence. Yet, you stand tall, firmly
believing in your convictions and knowing that the path to
true success requires perseverance and courage. Will you
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our life is dedicated to the pursuit of the
world’s greatest natural predators, the Dragons. As a Dragon Hunter, you are consumed by your mission to rid
From the majesty of their wings to the ferocity of the world of these powerful creatures. You are single-minded
their flames, you have witnessed the chaos and destruction in your pursuit, driven by an unshakeable belief in the impor-
that these creatures can cause. Driven by a fierce determina- tance of your work. You relish the thrill of the hunt, the rush
tion to prevent them from spreading further terror, you have of adrenaline as you face down these fearsome beasts. You
spent years studying every aspect of their existence. You have are highly knowledgeable about dragons and their behavior,
learned the nuances of their language, the intricacies of their a living encyclopedia of lore and legend. You are willing to
customs, and the depths of their abilities. You have delved take great risks to achieve your goals, venturing into dan-
into the history of the world to better understand their in- gerous territory and facing overwhelming odds. However,
fluence, their origins, and their place in the tapestry of time. you are not invincible, and you may struggle with the toll
that your lifestyle takes on your personal relationships and
Skill Proficiencies: Investigation and Nature health. The constant vigilance, the solitude, and the fear of
Tool Proficiencies: land vehicles failure can wear on even the most stalwart soul.
Languages: Draconic
Equipment: A dragon scale, a memento from your home
region, a set of common clothes and a belt pouch contain-
ing 15 gp.
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I deals B onds
d6 I deal d6 B ond
1 Preservation. I believe Dragons are a fundamental part of 1 A roving dragon destroyed my village, and that’s why I de-
the world. Though we must protect ourselves from them, vote myself to hunting down these beasts
indiscriminate hunt might irreparably harm nature’s balance
(Lawful) 2 I’m secretly in love for another hunter and I wish to prove
myself to him/her before making my love known
2 Change. The dragons’ reign of terror must end, bringing a
new era of freedom for humanity. (Good) 3 I have a Master who taught me on the nature and power of
the dragons
3 Fame. I wish to be known as the greatest dragonslayer
the world has ever seen. Only then will I be truly satisfied. 4 I owe my life to my fellow hunters. I would never be able to
(Any) betray or leave a single one of them behind
4 Vengeance. No matter the consequences, I am ready to ac- 5 I grew up in a small city in a dragon’s territory. One day I
cept them if it means I will exact my revenge on a Dragon. hope to return and free my people
(Chaotic) 6 When I was young, a great hero saved me from a dragon.
5 Knowledge. I must learn all there is to know about drag- I have followed his steps ever since in order to become a
ons. Then I’ll be ready to face them (Any) hero myself.
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ou are a member of the privileged class of and can prove valuable in a variety of situations.
the Empire, given the esteemed position of oversee-
ing lands and collecting taxes. Whether born into Suggested Characteristics
nobility or having earned your position through hard work,
Living under the rule of the Empire was a challenging and
you hold a crucial role in the Empire’s functioning society.
often brutal experience, and those who served it are no ex-
As an Imperial servant, your job may come with perks, but it
ception. These individuals ranged from capable and loyal
also carries the weight of responsibility. You are tasked with
servants to ruthless officials who would do whatever it took
upholding the policies of the Empire, a responsibility that
to maintain their power and influence. While many drifted
many fear and few truly understand. Will you embrace the
away from the Empire after its fall, you still maintain deep
power and influence that come with your position, or will
roots from years of obedience that are not easily pruned.
you question the motives of those in power and fight against
As a result, you may be prone to maintaining loyalty to the
the injustices of the Empire? Will you use your position for
Empire even after it has lost its former glory, or perhaps
the greater good, or will you succumb to the corrupting in-
you harbor feelings of resentment for the role it played in
fluence of power?
your life. You may have an acute sense of duty and honor,
or a ruthless streak that allows you to achieve your goals
Skill Proficiencies: Intimidation and history
by any means necessary. Whatever your disposition, your
Tool Proficiencies: one of your choice
time as an Imperial Servant has left an indelible mark on
Language: one of your choice
your character that will shape your decisions and actions
Equipment: An Imperial insignia, an Imperial recommen-
for years to come.
dation letter, a set of fine clothes, and a belt pouch contain-
ing 15 gp.
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Thanks to this hidden contact, you have access to valuable
ou were once a member of a dark and forbid-
information about the cult’s activities and plans. They can
den cult, feared and reviled by all who knew of its
provide you with insider knowledge of the cult’s rituals, be-
existence. This cult may have worshiped one of the
liefs, and hierarchy, as well as the identities of its members
Ungods, aberrant deities of insanity, or the ancient god Bás,
whose vengeful motivation and icy deathly powers are the
stuff of legend. The cult’s practices were cruel and malevo-
Suggested Characteristics
lent, invoking dark powers and twisted rituals that still haunt As an Occultist, you are driven by a desire to atone for the
your dreams. dark deeds of your past. You may be haunted by the memories
Driven by a growing sense of horror and disgust, you left of the cult and the horrors that you witnessed, or you may be
the cult and began a new life, seeking to find a new path in driven by a fierce determination to bring the cult to justice.
life. But the cult remains active, its members lurking in the You possess a deep and abiding knowledge of the arcane,
shadows and continuing to sow fear among the populace. and may have developed a fascination with the forbidden
You maintain a tenuous connection to the cult, a delicate and the occult. You are skilled in the art of deception, able
balance of secrecy and danger that provides you with access to hide your true motives and intentions from those around
to valuable information and resources. you. You may struggle with a sense of isolation, knowing
that few can understand the weight of your dark past. But
you are resourceful and determined, willing to do whatever
it takes to protect the innocent and make amends for your
past mistakes.
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d6 I deal 6 I had no choices in the past and was forced to join the cult
against my will. Now that I have left, I struggle to make
1 Redemption. I seek to atone for the sins of the cult and my own decisions and am plagued by doubts and sec-
make amends for the harm I have caused. (Good) ond-guessing. I fear making the wrong choices and being
2 Power. I have acquired knowledge and resources that give led astray once again.
me great influence. I will use this power to further my own
goals, regardless of who I must manipulate or harm to B onds
achieve them. (Evil)
d6 B ond
3 Salvation. It is my duty to prevent the cult from perpetrat-
ing any more atrocities. I will work within the confines of 1 I have to make up for all the wrongs I did in the past.
the law to bring them to justice and restore order. (Lawful)
2 With the knowledge I've gained, I can prevent the worst.
4 Lunatic. The things I have seen have driven me to the
3 I felt the pain I witnessed and now I want to cause it to the
brink of madness. I am convinced that the end of the world
perpetrators.
is near, and I will do whatever it takes to prepare for the
apocalypse. (Chaotic) 4 I have a debt to the cult, but I can no longer go along with
it.
5 Responsibility. I have a solemn responsibility to prevent
the cult from causing any more harm. I am prepared to take 5 Now I know their worst side and how they think and how
any action necessary to achieve this goal, regardless of the to deal with them.
cost.. (Neutral)
6 I can no longer go back to the cult and I will make sure no
6 Shaveling. he cult's dark practices and beliefs threaten to one else does.
unravel the very fabric of reality. I will do whatever it takes
to protect the world from their influence, even if it means
resorting to unconventional or dangerous methods. (Any)
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skill checks while in the Penumbra.
nce in your life, you were lost in the dark
and hostile Penumbral Plane. Perhaps you were
lured in by whispers of forbidden knowledge,
Suggested Characteristics
or maybe you stumbled into a portal or rift by accident. As a Penumbral Survivor, your time in the Penumbral Plane
Whatever the reason, you found yourself alone in an un- has left an indelible mark on your character. You may be
forgiving environment, surrounded by monstrous creatures easily spooked and paranoid, or bold and eager to face down
and toxic fumes. the darkness. You possess a keen sense of perception and
The Penumbral Plane is a place of eternal darkness, where may be skilled in the art of stealth and survival, able to
shadows writhe and slither just beyond the edge of your find shelter and sustenance even in the most inhospitable
vision. The air is thick with the stench of decay and ma- of environments.
levolence that seeps into your very soul. Every moment in You may become a shadowy assassin who uses your knowl-
this twisted landscape feels like an eternity, the oppressive edge of the Penumbral Plane to slip in and out of the shadows
weight of the environment slowly chipping away at your unnoticed, or a paranoid wanderer who is constantly on
sanity and willpower. the lookout for danger and has a knack for finding hidden
But you refused to let the Penumbral Plane break you. paths and shortcuts or even a seeker of forbidden knowledge
Through a combination of sheer guts, cunning, and pure luck, who is willing to risk anything to uncover the secrets of the
you navigated the treacherous terrain and escaped through Penumbral Plane.
another portal. The experience left a deep and lasting scar on
your mind and soul, haunting you with memories of the hor-
rors you faced and the dangers that still lurk in the shadows.
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271
Suggested Characteristics
Undercover In a world wrought with instability and strife, the value of
secrecy and stealth cannot be overstated. Espionage reigns
Y
ou live in the shadows, your true identity supreme and those with the ability to blend in seamlessly
shrouded in secrecy, while another identity allows with their surroundings are highly prized. Such individuals
you to navigate the tumultuous world of Tanares are often aloof, with a guarded air about them as they keep
with ease. Perhaps you pose as a humble farmer, a stoic sol- their true identities close to the vest. Every step they take,
dier, or even something more sinister. You have spent so every word they utter, is calculated to maintain their disguise.
much time in this other skin that it feels like a part of you, The weight of their responsibility can lead to paranoia, con-
and you are recognized for it even in other regions. With the stantly scanning their surroundings for any hint of danger.
growing tensions of the cold war, your unique ability to move Yet, not all who walk in shadows are wrought with anx-
unnoticed between your two identities provides a distinct iety. Some have a natural magnetism, a charm that allows
advantage, allowing you to gather invaluable information them to slip into a role like a second skin. They possess an
for espionage purposes. But as the stakes become higher, the innate ability to blend in with the most disparate of crowds,
lines between your true self and your other identity begin effortlessly becoming someone else entirely. But, even for
to blur, and the risk of being discovered looms ever larger. those with a silver tongue, maintaining multiple identities
is an arduous task. One slip-up, one careless mistake, and
Skill Proficiencies: Investigation, Deception the consequences can be dire. A moment’s distraction can
Tool Proficiencies: Disguise Kit bring an end to their carefully crafted charade and plunge
Equipment: Two sets of common clothes, two sets of doc- them into the heart of danger.
uments for each identity, a sturdy bag, and a small pouch
containing 15 gp.
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2 The Greater Good. The information I gather, even through 3 My true loyalty lies with a specific organization or individu-
questionable means, serves a greater purpose for the safe- al, and I will do whatever it takes to further their goals and
ty and stability of Tanares (Lawful) protect their interests.
3 Power and Control. With my dual identities and knowledge 4 I have been given a specific mission by my organization or
of others' secrets, I hold immense power and control over employer, and I will not rest until it is accomplished, even if
those around me (Evil) it means sacrificing my personal safety.
4 Freedom. My own freedom and success are my top priori- 5 I have fallen in love with someone who I must keep at a
ties, even if it means betraying others (Chaotic) distance for fear of revealing my true identity, but I will do
everything in my power to protect them from harm.
5 Mercenary. The information I possess has immense value,
and I will sell it to the highest bidder (Neutral) 6 I have become emotionally attached to a civilian who
knows me only as my false identity, and I must constantly
6 Survivor. I will do whatever it takes to survive and achieve remind myself that my feelings are based on a lie and could
my goals, even if it means sacrificing my true identity (Any) lead to danger if revealed.
273
With the GM’s permission, you may choose to take levels You become a master at reading body language and using
in multiple classes to gain versatility at the expense of focus that knowledge in social interactions. You gain the follow-
in your current class. To do so, use the multiclassing rules ing benefits:
as normal, and when selecting one of the classes from this • Increase your Charisma or Wisdom score by 1, up to a
book, follow these parameters: maximum of 20.
• After interacting with a creature for at least 1 minute, you
Prerequisites have advantage on all Charisma ability checks when inter-
acting with that creature for the next 24 hours.
To take levels in a new class, you must meet the skill pre- • After interacting with a creature for at least 1 minute, you
requisites of both your current class and the new one. To know its Intelligence, Wisdom, and Charisma scores and
qualify for the new classes in this book, you must meet the what skills, if any, the creature is proficient in for those
following prerequisites: abilities.
M ulticlassing P rerequisites
C lass A bility S core M inimum Detective
Dragonblade Constitution 13 and Intelligence 13 You notice details that few others would take into account.
Elementalist Wisdom 13 Your training and focus on solving crimes and mysteries
Madwalker Dexterity 13 and Wisdom 13 have sharpened your perception and reasoning around you
Redeemer Charisma 13 beyond normal limits. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, up to a
maximum of 20.
Proficiencies • You have advantage on Wisdom (Perception), Wisdom
When you choose to level up in one of the new classes that (Insight), and Intelligence (Investigation) checks when
is not your character’s first level, you only gain the follow- investigating a crime or mystery.
ing traits. • When examining a scene of a crime with a dead body, you
M ulticlassing P roficiencies
can determine the cause of death and estimate how long
the creature has been dead within 10 minutes. You can also
C lass P roficiencies gained
tell if the creature died in a fight and if the location where
Dragonblade Light armor, medium armor, shields, simple the body is found was the site of death.
weapons, martial weapons
Elementalist -
Focus Inclination
Madwalker Light armor, simple weapons, martial weapons,
one skill from the class’s skill list Prerequisite: Taii’Maku
Redeemer Light armor, one skill from the class’s skill list You focus on your inclination and gain more advantages
from it than other Taii’Makus.
Class Features If you have chosen the Inclination to Philosophy, you gain
the following benefits:
Spellcasting. Although possessing powerful mystical abili- • While in Equilibrium, you also gain +1 bonus to your AC
ties, the Dragonblade and the Madwalker, due to not having and to the saving throw DCs of your spells and abilities.
the spellcasting feature, do not add their levels to the calcula-
• You can cast spells as if you were using a spell focus, even
tion of spell slots, unlike the Elementalist and the Redeemer
when you are not. Your own body and mind are considered
who, having the spellcasting feature and being able to learn
as your spell focus.
9th level spells, add their levels entirely.
If you have chosen the Inclination to Engineering, you gain
Redemption Ritual. This class feature of the Redeemer
the following benefits:
that allows the exchange of spell lists, at a cost of gold, during
a short rest only works for the Redeemer’s known spells. • You can have up to four mechanisms linked to you instead
Elemental Flux. The elemental flux is a special feature of of the three granted by the Ingenious Inventors trait.
elemental spells of the Elementalist, therefore only applied • When making skill checks and Wisdom saving throws, you
when casting one of these spells. can use your Intelligence bonus instead of your Wisdom
bonus.
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278
7th Level
Shadow Sword
8th Level
Uster’s Necrotic Comet
9th Level
Terror Clone
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Electric Burning You imbue magic into a ranged weapon that uses ammo, and
when used by you, it fires magical ammo created on each
2nd-level evocation
attack, each ammo dealing in addition to its normal damage
Casting Time: 1 action an extra 2d12 damage and all damage dealt is a force damage.
Range: 30-foot cone
Components: V, S, M (a bit of fur or wool)
Duration: Instantaneous
You create a cone of energy that extends 30 feet from the
palm of your hand. All creatures within the area must make
a Dexterity saving throw. On a failed save, a target takes
4d6 lightning damage plus 1d6 lightning damage per target
that failed in saving throws or, on a successful one, half as
much damage.
Execution Blade
6th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (holy symbol)
Duration: Instantaneous
A blade of radiant light, falls from the sky in an area of 5 feets
radius, dealing all creatures within that area 10d6 radiant
damage, the creatures have disadvantage on any ability check
they make until the end of their next turn, that blade ignores
resistances and immunities. Creatures in the
area can make a Dexterity saving throw, to
take half damage and not suffer the effect.
Force Armor
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
An energy armor forms around the cast-
er changing their AC calculation to 12 +
Dexterity modifier + Intelligence modifier.
Your AC cannot be increased or reduced in any other
way while this spell is active, whether by you, allies,
enemies, or even items.
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Metal to Wood
7th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You cause a magical shock and transmute manufactured
objects and metal equipment, in a 20 cubic feet area,
into wood. Creatures within the area must make
a Charisma save. If they fail, all equipped and
carried equipment made of metal is turned to
wood. Objects and equipment that are not
being equipped or carried are automatically
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Stone Bow
1st-level transmutation
Casting Time: 1 bonus
action
Range: Self
Components: V
Duration: Concentration, up to 1
minute
When you cast this spell, you become a conduit
for magical earth energy that makes projectiles
you launch charged with energy. For the du-
ration, or when the concentration ends, your
ranged attacks made with a weapon deal an ex-
tra 1d6 damage, of the same type as the weapon
or ammo. Also, whenever a creature is hit by
one of these attacks, it must make a Strength
saving throw. On failure, it will be pushed 10
feet straight away from you. Large or larger
creatures have advantage on this saving throw.
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coming a zombie as per the Animate the Dead spell. If the 3-4 The branches and vines begin to whip the creature,
dealing 2d6 bashing damage per turn as long as it re-
creature drops to 10 or fewer hit points, it makes the saving mains in the area of the brush.
throw with disadvantage. If the creature dies from the spell’s
5-6 Branches, roots, and leaves sway around the creature,
damage, it automatically becomes undead. blocking its movement and vision. Terrain occupied
by shrubs is considered difficult terrain. A creature,
Veil of Bravery while within the area, has disadvantage on attacks and
Wisdom (Perception) checks that depend on sight.
2nd-level abjuration
Casting Time: 1 action
Range: 20 feet
Components: V, S
Duration: 1 minute
You can turn your allies’ courage into a power-
ful protective energy. Choose up to 3 willing
creatures within range, while under this spell,
you and those creatures get +1 on all saving
throws, plus the following effect:
When a creature afflicted with the Veil of
Bravery takes damage, it can use its re-
action to reduce the damage by 1d6
for each creature within 20 feet of it
that is also afflicted with this spell.
Each creature can use this spell’s effect
only once, then it ends. When the ef-
fect ends for all creatures, or the spell’s
duration ends, the spell ends.
At Higher Levels. When you cast this
spell using a spell slot of 3rd level or
higher; increase the damage reduction
die by one step for every two slot levels
above 2nd, reducing 1d8 for 4th level,
1d10 for 6th level, and 1d12 for 8th level.
Wildpath
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 8 hours
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In the world of Tanares, many heroes possess companions, 2 - Pay for its training
trained creatures that accompany them throughout their • Training is composed by; Place, Diet, Trainer Expertise
lives. Regardless of the type of these creatures, compan- and Supplies for training
ions have an extremely deep bond with their heroes, created
3 - Control any problem that may happen to the creature
and strengthened through years of adventure and training,
making it seem like they are one when accompanying their • Sickness, anxiety, wounds, rebelion, steal attempt
heroes in combat. 4 - Calculate the total of flying points and use the creature
Although different heroes have come to know their com- as mount in combats
panions in unique ways - whether by finding an abandoned • The best training, more Flying Points it has, the more un-
egg in the forest, rescuing a young one from hunters, or controlled problems it has, less Flying Points it has. They
even buying them from creature merchants - the deep con- are used to make spetacular maneuvers.
nection between the hero and their companion is a present
characteristic. Flying Points: It allows you to excecute maneuvers against
Over time and through a regime of training, long and enemies mounted in flying creatures.
arduous, companions develop, becoming valuable assets in
a party, defending them with their lives. But the difficulty 1 - Choose the creature
causes many trainers to give up or fail in their objective.
C reature C ost F lying P oints C haracteristic
Those who persist, however, find themselves with one of the
Pegasus Average Average Defensive
deepest bonds they will have in their lives, with a companion
that will never abandon or betray them. Griffon Average Average Offensive
Here we present the rules to train five types of flying crea- Hipogriff Low Low Balanced
tures and make them serve as mounts. Also, they excel in Drake High High Offensive
combats against other enemies with flying mounts, so you can
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Base: 6 Flying Points
he Tanarean Pegasus is a stunning creature,
known for its striking beauty and natural grace. C ost montly extra flying points
This breed of Pegasus boasts an impressive wing- 20 GP +1d6
span of up to 20 feet, making it a highly coveted mount for
50 GP +2d6
those seeking swift transportation and superior strength.
80 GP +3d6
However, training and handling this creature can present
unique challenges. The Tanarean Pegasus lacks the intelli- 120 GP +4d6
• Work on developing strength and endurance with STR DEX CON INT WIS CHA
longer flights and higher altitudes. Gradually in- 18 (+4) 15 (+2) 18 (+4) 3 (-4) 13 (+1) 14 (+2)
crease the distance and altitude to avoid exhaustion
and injury. Skills Perception +3
Damage Immunities radiant
• Finally, train the Pegasus in advanced techniques, Condition Immunities charmed, exhaustion, frightened
such as aerial combat and rescue missions. These Senses passive Perception 13
are highly specialized skills that require exceptional Languages -
trust and teamwork between you and your Pegasus.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) bludgeoning damage.
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Flight Destabilization (3 FP). A powerfull Bullrush can
he Tanarean Griffon is a fearsome creature
unbalance mounted enemies. As an attack, try to destabi-
with the powerful body of a lion and the majestic
lize the target’s flight. The target must make a Dexterity or
wings and head of an eagle. Towering over its reg-
Strength saving throw with DC = 8 + your attack modifier
ular Griffon counterpart, it can grow up to 10 feet in length,
+ proficiency bonus. If they fail, they enter a fall.
making it a formidable opponent in combat. Though the
Winged Resilience (3 FP). The Griffon’s agility can be very
Tanarean Griffon lacks intelligence and magical abilities, it
effective against mounted enemies. Spend Flying Points to
more than makes up for it with its ferocity and strength. This
reduce 12 damage suffered by you from a mounted enemy
makes it a difficult creature to train and control, requiring a
that is flying.
patient and skilled trainer to gain its trust and loyalty.
Flight Tenacity (4 FP). You know the dangerous move-
The Tanarean Griffon can be unpredictable and aggressive,
ments of mounted enemies that would make you fall from
with a tendency to assert dominance over weaker foes. To suc-
the Griffon. Use your reaction when you fail a saving throw
cessfully train one, a trainer must establish their own dominance
against an effect that would cause you or your mount to
and earn the Griffon’s respect through consistent handling and
fall, caused by another mounted creature. Consider the re-
training. Providing a secure and comfortable environment is
sult as success.
crucial to developing the creature’s trust and obedience. Despite
Aerial Sprint (2 FP). The Griffon’ instinct takes over and
its challenges, the Tanarean Griffon is a powerful and imposing
it charges against the mounted creature. Spend your Bonus
creature that can serve as a mount or companion for those who
Action to perform an Aerial Sprint, moving a distance equal
are willing to put in the effort to train it.
to three times your flying speed (after applying any modifi-
ers) toward another mounted creature.
Oguemir’s Guide to train a Griffon Fearsome Claws (3FP). Three enemies lose 2 Flying Points.
Regain this use after a short or long rest.
• Establish dominance over the Griffon through
consistent and firm handling. Use positive rein-
forcement and rewards to encourage good behavior,
G riffon
but also be prepared to assert your authority if
the griffon challenges your position as the leader.
Large monstrosity, unaligned
• Provide a balanced diet consisting primarily of
raw meat obtained through hunting or fishing. Armor Class 12
Supplement with plant matter to aid digestion. Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
• Develop the griffon’s natural abilities by starting
with exercises that build strength and agility, such STR DEX CON INT WIS CHA
as jumping and pouncing. Gradually increase the 18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)
difficulty and intensity of the exercises to challenge
the griffon and encourage growth. Use live prey to Skills Perception +5
teach the griff how to hunt effectively. Senses darkvision 60 ft., passive Perception 15
Languages understands Common and Auran but can’t speak
• Train the Griffon in hunting and tracking techniques. Challenge 2 (450 XP)
• Introduce the Griffon to aerial combat exercises and
teach it to use its claws and beak effectively in battle. Keen Sight: The griffon has advantage on Wisdom (Perception)
checks that rely on sight.
• Finally, work on more advanced techniques, such
as scouting and reconnaissance missions. Teach Actions
the griffon how to use its sharp eyesight to spot Multiattack. The griffon makes two attacks: one with its beak
targets from the air and how to navigate unfa- and one with its claws.
miliar terrain. Beak: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) piercing damage.
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Cost to training and Flying Points
Base: 6 Flying Points
C ost montly extra flying points
25 GP +1d6
60 GP +2d6
90 GP +3d6
130 GP +4d6
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Flight Destabilization (3 FP). A powerfull Bullrush can
he Tanarean Hippogriff is a majestic creature
unbalance mounted enemies. As an attack, try to destabi-
with the body of a horse and the head and wings
lize the target’s flight. The target must make a Dexterity or
of an eagle. Like its regular Hippogriff counterpart,
Strength saving throw with DC = 8 + your attack modifier
it can grow up to 10 feet in length and possesses incredible
+ proficiency bonus. If they fail, they enter a fall.
speed and agility. However, the Tanarean Hippogriff lacks
Rescue (2 FP). Observing the movement of the mounted
intelligence and magical abilities, making it challenging to
enemy, you can save your ally from the falling. Use your
train and control. It can be skittish and easily frightened,
reaction to fly to an ally that falls within your flying range
requiring a patient and skilled trainer to gain its trust and
and hold them in the air. Apply only it another mounted
obedience.
creature caused the falling.
To train a Tanarean Hippogriff successfully, a trainer must
Winged Resilience (3 FP). The Griffon’s claws can be very
create a safe and comfortable environment and introduce
effective against mounted enemies. Spend Flying Points to
the Hippogriff to other trained mounts to develop social-
reduce 12 damage suffered by you from a mounted enemy
ization skills. The trainer must also establish trust through
that is flying.
consistent handling and training. Despite its challenges, the
Forced Landing (1 FP). If a mounted flying enemy makes
Tanarean Hippogriff is a valuable and sought-after creature,
you fall, you safely land on the ground without taking any
prized for its speed, agility, and even beauty.
fall damage. You are ready to fly again next turn.
Inner Strenght (3 FP). As a bonus action, you can make
Oguemir’s Guide to train a Hipogriff a creature immediately make a maneuver using Flying
• Begin with basic obedience training, establishing Points. The cost is reduced by 2. Regain this use after a
trust and mutual respect with the creature through short or long rest.
consistent and patient handling. This includes teach-
ing it to come when called and stay in place.
• Develop the Hippogriff’s natural abilities with ex- H ipogriff
ercises that focus on both flight and running, such Large monstrosity, unaligned
as short flights with landing and takeoff, practicing
turns and sprints on the ground. This will enhance Armor Class 11
its agility and speed. Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft
• Train the Hippogriff in hunting and tracking tech-
niques, both on the ground and in the air, to improve STR DEX CON INT WIS CHA
its combat and survival skills. 17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)
15 GP +1d4
30 GP +2d4
50 GP +3d4
75 GP +4d4
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he Drake is a fearsome creature that strikes you can also utilize any of your Flying Maneuvers at no cost
fear into the hearts of many adventurers. With its against one of the targets the breath is aimed at. Regain this
muscular body, sharp claws, and fiery breath, it is use after a short or long rest.
a formidable opponent in combat. Unlike many other crea-
tures, the Drake is a solitary beast that does not form bonds
with others. This makes it difficult to train and control, as it
will only obey those it fears. The Drake is also highly intel- Oguemir’s Comprehensive Guide to Drake Training:
ligent and can be difficult to outsmart, requiring a trainer
with considerable skill and experience. • Drakes are formidable creatures that strike fear
To gain dominance over a Drake, a trainer must establish into the hearts of many adventurers. With their
their authority and maintain a constant level of fear in the
muscular bodies, sharp claws, and fiery breath,
they are powerful opponents in combat. Unlike
creature. Punishment can be used as a tool, but it must be
many other creatures, Drakes are solitary beasts
administered carefully and consistently to avoid triggering that do not form bonds with others. This makes
a violent response. Once the Drake has been subdued, it can training and controlling them a challenging task,
be trained in a variety of techniques, such as hunting and requiring a patient and experienced trainer with
aerial combat exercises. considerable skill.
Drakes are carnivorous creatures that feed on a variety of
prey, such as large mammals and other creatures of the sky. • To train a Drake, a trainer must establish their
Their diet is essential to maintaining their physical strength authority and respect by providing consistent
and agility. Training a Drake is a dangerous and difficult and positive reinforcement of good behavior.
task, but those who are able to successfully train one will
Punishment should be administered carefully and
only when absolutely necessary to avoid triggering
have a loyal and powerful companion that will serve them
a violent response.
well in any adventure.
• Start the training with basic obedience commands,
Cost to training and Flying Points such as coming when called and staying in place.
Base: 8 Flying Points Encourage the Drake to move around, climb, and
fly in a spacious, enclosed area. Then, focus on
C ost montly extra flying points training the Drake in hunting and tracking tech-
50 GP +1d8 niques, including searching for prey and attacking it.
120 GP +2d8
• As carnivorous creatures, Drakes require a di-
250 GP +3d8 et consisting of small to medium-sized animals
500 GP +4d8 such as rodents, rabbits, and deer to maintain their
strength and endurance.
Flying Maneuvers • Introduce the Drake to combat exercises, teaching
Winged Resilience (3 FP). The Drake’s tough scales are it how to use its breath and claws effectively.
highly effective against mounted enemies in the air. Spend Work on developing the creature’s strength and
Flying Points to reduce the damage inflicted by a flying endurance, as well as teaching it how to fly and
mounted enemy’s attack by 12 points. hunt while in the air.
Flight Destabilization (3 FP). A powerful Bullrush can
• Finally, train the Drake in more advanced tech-
unbalance even the most skilled mounted enemies. As an
niques, such as scouting and infiltration missions,
attack, use this maneuver to try to destabilize the target’s
in which it can use its natural abilities to their
flight. The target must make a Dexterity or Strength saving fullest extent. With consistent handling and train-
throw with DC = 8 + your attack modifier + proficiency ing, a well-trained Drake can become a loyal and
bonus. If they fail, they plummet towards the ground. powerful companion in any adventure.
Flight Blindness (4 FP). This powerful maneuver weak-
ens the connection between the flying mount and its rider.
Generate a powerful wave that interferes with their flight,
preventing the mounted enemy from using any Flying Points
until the start of your next turn. The only way to avoid this
effect is to spend 6 Flying Points. See its stat block in the Sourcebook.
Forced Landing (1 FP). When a mounted flying enemy
knocks you out of the sky, use this maneuver to land safely
on the ground without suffering any fall damage. You can
take to the air again on your next turn.
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I
Discuss these rules with your group and choose your team’s
n the world of Tanares, where war is forbidden, specialization carefully to enhance your 5e campaign by
teams are vital power forces that can bring about signif- encouraging teamwork and providing exciting new abilities
icant change. These groups of heroes are more than just and rewards for your team.
a collective of individuals; they each have their own unique
identities and are often called upon by common folk in need. Step 2: Get the Team sheet
Teams are much more than the sum of their parts, and these
optional rules aim to enhance the importance of teamwork Start by filling out the main information for your team, in-
in your 5e campaign. By choosing a team style that matches cluding their name, motto, team members, and chosen style.
your campaign preferences, your heroes can work together At this first level, your team gains a feature, which can be
to complete quests, earn Career Points, and gain new abilities found on page 303 based on your chosen specialty.
and rewards that reflect their area of expertise. Your team sheet includes structures with spaces to mark the
There are four distinct team styles to choose from, each stars, as well as places to track your Legendary Rewards and
with unique abilities that suit their specific skills and focus: Structure Abilities. Whenever your team gains a Structure
• Operatives: Specialize in gathering information and Point by reaching a new level, you can spend it on new struc-
neutralizing threats covertly. Members may be known as tures or upgrades to existing ones. Each new construction
assassins, saboteurs, or spies. They excel in stealth, decep- or upgrade will grant new abilities, which you should note
tion, and subterfuge, and are often hired for espionage, in their respective fields.
sabotage, or reconnaissance missions that require secrecy You can also track your Career Points on the sheet. The
and discretion. GM will determine the importance of your team’s deeds and
• Investigators: Solve problems in the open and act as an award Career Points according to the table on page 301. Once
arm of the law. Members are skilled in solving delicate your team has accumulated enough Career Points (see table
situations, preventing conflicts, and solving mysteries. on page 302), they will gain a new level.
Members may be involved in diplomatic or commercial
missions, murder investigations, or political negotiations. Levelling up the Team, you gain:
They may be known as detectives, diplomats, or researchers. L evel U nlock
• Special Forces: Use force to achieve their goals in combat. 1 Team Features
Members are focused on battle, using either brute force 2 Headquarters and Structures
or magic to defeat their enemies. They may be involved in 3 Legendary Rewards
defensive or offensive missions, securing important people,
places, or items, or suppressing enemies. Members may be
known as soldiers, bodyguards, or assaulters. Team Features
• Explorers: Blaze new trails or clear them of unwanted
Team Features are special abilities or traits that an Adventure
inhabitants. Members may specialize in exploring remote
Team or its members gain based on their specialization,
or forgotten regions or locations, or eliminating creatures
which allow them to perform their most important tasks
that threaten civilization. They lead a wandering life, al-
with greater effectiveness. Team Features are gained at the
ways searching for new places to explore. Members may
1st, 5th, and 13th levels of the Adventure Team and can pro-
be known as scouts, dungeon crawlers, or monster slayers.
vide significant benefits to the team or its members. These
To earn Career Points, your team must complete quests and
abilities can be instrumental in overcoming challenges and
achieve remarkable feats. Consult the table on page 302 to
achieving success in difficult situations.
see the rewards available for each level of Career Points, and
the table on page 301 for suggestions on how many Career
Points your team can earn based on their achievements.
With enough Career Points, your team can unlock new
abilities and structures, including a headquarters that can
be upgraded, customized and expanded. These new abilities
300
Common Task 1 A common task, mission or achievement that • Escort merchants and other clients on trips
demonstrates the Adventure Team's experience in through dangerous regions.
resolving certain types of situations. • Research a rare piece of information for a noble.
• Deliver a message to a distant region.
• Protect a farm from wild animals.
Well-done Task 2 An outstanding task, mission or achievement ac- • Retrieve a cure for a noble's daughter who was
complished with mastery. poisoned and discover who poisoned her.
• Find a lost person in a dangerous forest and bring
them back alive.
• Help rebuild a building or fortification by taking a
leadership role.
• Participate in sports competitions at fairs and
festivals and emerge as the champion.
Hard Task 3-5 A challenging and dangerous task, mission or • Win a battle in the Arena.
achievement. • Enter a goblin cave to rescue someone.
• Defend a village from a small group of barbarians.
• Kill or capture a beast or monster.
Important Job 6-8 An important task, mission or achievement that • Regain control of a city invaded by creatures.
many people depend on. • Find and explore ancient ruins or mines.
• Capture or kill a local criminal leader.
• Dismantle an infiltrated faction cell.
Heroic Feat 9-13 A heroic task, mission or achievement that few • Explore inhospitable and extremely dangerous
would dare attempt, and even fewer would places, such as the worst areas of the Penumbra,
succeed. and return with spoils.
• Win an important fight in the Arena.
• Face the influence of emotions from a powerful
Penumbral creature.
Legendary Feat 14-18 A legendary task, mission or achievement that • Defeat a powerful creature like a Lich or Dragon
bards will tell of and people will remember in tales. that is wreaking havoc in a territory.
• Forge a legendary item or artifact.
• Retrieve a lost legendary item or artifact.
• Be named protectors of a city or location.
World Changing 19+ (This can go A task, mission or achievement so grandiose that it • Destroy a Dragon Avatar or a faction leader.
as high as the GM altered the history or situation of a country, or even • Overthrow a faction or become its leader.
deems correct) the world.
• Keep a faction together in the face of a global
external threat.
• End the effects of the Malrokian curse.
Headquarters • If the Structure already has stars, you upgrade it and gain
the ability corresponding to the number of stars on it.
At 2nd level, your team can acquire a Team Headquarters, It’s important to check the table on page 302 to see the maxi-
a place to call home and plan your adventures. This could mum number of stars a Structure can have according to your
come from different sources such as a reward, a group that Team Level. Also, keep in mind that you cannot reallocate
helps you, or even one of the characters. The GM will work stars once you have placed them.
with the players to determine the best option and the story Having a Team Headquarters provides your team with a
of how you obtained it. home base that can be customized and improved over time.
Your Team Headquarters will be your base of operations It also offers new opportunities for roleplaying, strategic
and includes a Main Hall and special rooms called Structures. planning, and storytelling. Be sure to work with your GM
At 2nd level, you gain one point in the Main Hall and two to make the most of this optional rule and have fun with it!
points to place among the Structures. You can find a list of
Structures and their abilities on pages 304 to 315. You can use Legendary Rewards
the stars to construct new Structures or upgrade existing ones:
• If a Structure has no stars, it means you don’t have it. When As the Adventure Team gains recognition and notoriety
you put a star on it, you construct it and immediately gain in Tanares, they may receive Legendary Rewards to com-
its first star ability. memorate their achievements. These rewards can range from
301
Magic Item Your Adventure Team gains a Rare, Very Rare, or 3rd 20 2 Structure Points 2
Legendary item, at the GM's discretion.
4th 30 2 Structure Points 2
Team Feat The team chooses a Team Feat.
5th 40 Team Feature + 2 3
Powerful Ally Your Adventure Team gains a powerful ally such Structure Point
as an organization, another powerful Adventure
6th 50 2 Structure Points 3
Team, or a person of great influence.
7th 70 2 Structure Points 3
Legendary Your Adventure Team gains 2 Structure Points.
Headquarter 8th 90 2 Structure Points 3
(extra points)
9th 110 2 Structure Points 4
Portal Your Adventure Team gains a Portal that can
transport them to a specific location, already des- 10th 130 Legendary Reward 4
ignated at the time of acquisition. 11th 150 2 Structure Points 4
Heroic Staff One of your Staffs becomes a Heroic Staff 12th 170 Legendary Reward 4
Member Member and can participate in your Adventure
Team's activities. They will stay at your facility per- 13th 200 Team Feature + 2 5
forming their function unless requested. Structure Point
Monument Your Adventure Team gains a monument in the 14th 230 Legendary Reward 5
city where your Headquarter is located. With 15th 260 2 Structure Points 5
this, your Team gains the sympathy of the city's
population. 16th 290 Legendary Reward 5
17th 320 2 Structure Points 6
18th 350 Legendary Reward 6
19th 400 2 Structure Points 6
20th 450 Legendary Reward 6
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303
Structure Abilities
Level 1 - Deception or
Acrobatics Specialization
After making the skill related to your team specialization (see
below), a team member can reroll the d20 before the GM
gives the outcome, but must use the new result. This ability
can only be used again by any team member after 24 hours.
• Explorers: Dexterity (Acrobatics)
• Investigators: Intelligence (Investigation)
• Operatives: Dexterity (Stealth)
• Special Forces: Dexterity (Acrobatics)
Level 4 - Egress
Once per week, the team can use an effect like teleport to
be transported to the Headquarters.
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305
With the aid of a skilled Breeder, the stable staff, the Stables
Skills Animal Handling +3, Nature +2
can not only provide care and training for the mounts but also Senses passive Perception 11
produce offspring that can be sold for significant amounts Languages Common, plus any one language
of gold. The Breeder possesses unparalleled empathy when Challenge 0 (0 or 10 XP)
dealing with animals and can even tame ever more powerful
creatures as they gain experience. Innate Spellcasting. The Breeder’s spellcasting ability is Wisdom
To utilize the services of the Breeder, the Stables structure is (spell save DC 11). It can innately cast the following spells, re-
required. Whether it’s a quick rest or a longer stay, the Stables quiring no material components:
is the perfect place to keep your mounts safe and well taken 1/day: animal friendship
care of while adventuring in the dangerous lands of Tanares. Actions
Structure Abilities Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage.
Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target.
Level 1 - Animal Handling Hit: 3 (1d4+1) slashing damage.
Specialization
After making a Wisdom (Animal Handling) check, a team
member can reroll the d20 before the GM gives the outcome,
but must use the new result. This ability can only be used
again by any team member after 24 hours.
306
Structure Abilities
Level 1 - Athletics Specialization
After making a Strength (Athletics) check, a team member
can reroll the d20 before the GM gives the outcome, but
must use the new result. This ability can only be used again
by any team member after 24 hours.
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308
309
310
Actions
Structure Abilities Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8+1) slashing damage.
Level 1 - Intimidation Specialization
After making a Charisma (Intimidation) check, a team mem-
ber can reroll the d20 before the GM gives the outcome, but
must use the new result. This ability can only be used again
by any team member after 24 hours.
311
Structure Abilities
Level 1 - Insight Specialization
After making a Wisdom (Insight) check, a team member can
reroll the d20 before the GM gives the outcome, but must
use the new result. This ability can only be used again by
any team member after 24 hours.
Level 2 - Farm Labor 1
The farm is capable of producing fresh food to sustainably
feed up to 10 people daily, and the team gains 10 portions
of trail rations per month.
Level 3 - Farm Labor 2
The farm is capable of producing fresh food to sustainably
feed up to 20 people daily, and the team gains 20 portions
of trail rations per month.
Level 4 - Nutritive food
Whenever a team member uses a ration from the farm and
spends 1 Hit Dice, the amount healed is increased by 2.
Level 5 - Farm Labor 3
The farm is capable of producing fresh food to sustainably
feed up to 30 people daily, and the team gains 30 portions
of trail rations.
Level 6 - Nature Lore
All members of the team gain an extra spell slot for casting
druid spells and one spell from the druid spell list to add to
their known spells. They use their Wisdom modifier for the
spell’s attack bonus and saving throw DC. The spell can be
changed whenever the member gains a level.
• Casters of any class gain an extra spell slot of a level half
their maximum spell level (rounded down).
• Non-casters gain a first-level spell slot.
312
Behind thick glasses and with one or two thick books always Connoisseurs. The Curator has advantage on any check to de-
at their waist, the Curator is the guardian of the Museum’s termine whether an archaeological or art piece is legitimate or
vast collection. Responsible for guiding visitors through the imitation.
halls and showcasing the Adventure Team’s latest discover- Actions
ies, they are also charged with studying ancient tomes to Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
aid the group in their quest for precious artifacts. With an or range 20/60 ft., one target. Hit: 2 (1d4 ) piercing damage.
unwavering dedication to the protection of the Museum’s
treasures, the Curator ensures that the headquarters remains
a safe haven for all adventurers.
Structure Abilities
Level 1 - History Specialization
After making an Intelligence (History) check, a team mem-
ber can reroll the d20 before the GM gives the outcome, but
must use the new result. This ability can only be used again
by any team member after 24 hours.
Level 2 - Identification 1
The cost of the pearl to cast identify spell is reduced to 70 GP.
Level 3 - Identification 2
The cost of the pearl to cast identify spell is reduced to 50 GP.
Level 5 - Identification 3
The cost of the pearl to cast identify spell is reduced to 20 gp.
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314
Level 6 - Panacea
Once per week, a team member can benefit from the effect
of greater restoration spell.
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316
317
318
319