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Final Fantasy XIV D&D Compendium

FFXIV x D&D Compendium


Before The Fall Edition

A love letter to D&D and Final Fantasy XIV. Its been a long road, thank you for walking it
with me. Thank you to everyone who has helped along the way.
-Soren (Sorenson Asgard on the Gilgamesh Server)

Note: These classes and races have been balanced for and are intended for use with the
5th Edition of Dungeons and Dragons.
Table of Contents Preface
Chapter 1: Races Starting with aknowledgements! Special Thanks to
/u/JamesMusicus for his class and race creation templates
Page Topic and /u/Stolksdorf for their homebrewing tool at
4 Chapter 1: Races naturalcrit.com/homebrew. Further more thank you to the
crew behind GM Binder who I am now hosting this
5 Au Ra document with! Thank you to the team behind Final Fantasy
8 Elezen XIV. Specifically Akihiko Yoshida for the work he's done to
create the art I am using. I have spent over two years enjoying
10 Garlean the world you all have created and have enjoyed it immensely!
12 Hrothgar A huge thank you to r/UnearthedArcana and r/ffxiv for their
warm reception and feedback along with countless reddit
14 Hyur users who've contributed with edits, ideas and proofreading.
16 Lalafell Also thank you to r/FFXIVxDnD the community that sprung
up around this book. I had started setting things up there to
18 Miqo'te host this document, went away from it for a few months and
21 Roegadyn came back to find things in full swing, which was amazing to
see! With all of your help, this project continues to drive
23 Viera forward.
25 Chapter 2: Classes Finally, thank you to my many friends who have helped in
the play testing of this document.
26 Multiclassing
It has been a long road developing this resource and I truly
27 Arcanist appreciate everyone's interest, assistance and continued
37 Astrologian
passion around it. Thank you everyone and please enjoy!
42 Bard - Gridanian Utility Links
47 Black Mage Get Updates Here: r/FFXIVxDnD
52 Blue Mage
PDF download of document (Not browser based): PDF
HERE!
59 Dancer Browser View link: VIEW HERE! Please note that the
64 Dark Knight
website sometimes errors while rending. If text slides
off the right side of the page try reloading.
69 Dragoon Past Versions are housed HERE:
74 Gunbreaker
Contact Me
79 Machinist
I you need to get in touch with me about whatever you need
85 Monk - Ala Mhigan to know about this document, you can message me via Reddit
92 Ninja /u/SilentSoren or email me at [email protected] or
here r/FFXIVxDnD. I'll do my best to get back to you but
98 Paladin - Sultansworn don't have a lot of time to get to everyone in a timely matter.
104 Reaper Your best bet is to contact me on reddit. That's where I'm
most responsive!
110 Red Mage
114 Sage Support Me?
119 Samurai I'll take a brief moment to shill for a moment here. If you'd
like to show me some love, I've started streaming on Twitch
123 Warrior and creating content for Youtube. If you'd like to hang out and
128 White Mage see what I'm up to you can find me on Twitch at
https://www.twitch.tv/sorenofasgard and on YouTube at
134 Chapter 3: Spells & Appendix Soren of Asgard Ch.. Thanks for swinging by!
142 Created Spells
Legal Disclaimer
145 Appendix A: Machinist Items List
I do not own the rights or permissions to neither the
146 Appendix B: Spoiler Races Dungeons & Dragons franchise nor the Final Fantasy
147 Appendix C: Naming Info franchise. This is simply intended as a fan project to bring
both of these loved properties together. Please don't sue me
into oblivion.

3
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Chapter 1: Races Hyur
The currently available races cover all playable races in the The Hyur have spread across the entirety of the world,
FFXIV MMO along with the presumed race. Each race is able making it difficult to trace what their homeland truly is.
to fit into most fantasy worlds without trouble, I will include a There are the average sized Midlanders, named for the
quick blurb for each here. elevation in which their sub species lived for many years, and
the taller, more muscular highlanders, who lived in the high
Au Ra mountains for their declared homeland.
The Au Ra hail from the east, and are marked by their scales Lalafell
and horns. These people have a stark difference in height The Lalafell immigrated from Southern islands to Eorzea
between the the males and females of the species. The males forming two distinct groups based on the geography their
tend to be much taller than the females and many other ancestors settled in. The darker skinned Dunesfolk formed
races, while the females on average are shorter than many of the city state of Ul'dah in the deserts of Thanalan, while the
the other races. The dark scaled Xaela are nomads who lighter skinned Planesfolk settled and farmed the lands of La
travel the Azim Steppe and have developed a wide variety of Noscea, a large island off the mainland of Eorzea. Both of
customs which change from tribe to tribe. The light scaled these naturally charming folk found great success as
Raen live largely integrated into modern society, giving up merchants through history.
their nomadic ways for peaceful coexistence with the other
races. Miqo'te
Elezen The Miqo'te are a second group of feline people who traveled
The Elezen are elves who hail from Eorzea who call the to Eorzea across a frozen sea long ago. These proud people
lands of Gridania and Ishgard their home. Taller than regular find pride in their natural hunting ability and have split into
elves, they have naturally good eyesight and are well intuned two distinct ethnic groups who worship the sun and moon
with the land. Over time they split into two groups, the respectively. The Seekers of the Sun live in warmer clients in
Wildwood whom are light skinned and dextrous, skilled with patriarchal societies while The Keepers of the Moon live in
a bow and live in either dense forests or their highly religious dense forests, their tribes centering on matriarchs.
city-state homeland. Their relatives the Duskwights live in a Roegadyn
series of twisting tunnels and ruins underground, coming up
only to hunt for food or pillage before returning to their The Roegadyn are large, hulking people who hail from the
cavernous homes. mountains and the sea. The Sea Wolves are known as famed
pirates and settled the coastal city state Limsa Lominsa,
Garlean while the Hellsguard live in villages atop mountains and
The Garleans are physically strong and highly intelligent volcanoes, acting as keepers of the land, believing such
people who call the land of Ilsabard their home. They are locations to be portals to other worlds.
marked by their third eye, a gem like growth in the center of Viera
their forehead. Unfortunately for them, the Garleans as a
whole have great difficulty channeling aether through their The Viera are lapine people who live in dense forests and act
bodies, which despite their physicality and intelligence, found as the protectors of their home. With their more secluded
themselves bowing to many other magic wielding races. They nature, they generally avoid contact with the outside world,
were eventually able to develop technology to make up for happily protecting the Golmore Jungles and Skatay Range,
this lack of magical aptitude and turned the tables, both found in the east. There are two distinct groups of Viera
establishing the Garlean Empire in Ilsabard, a dominate force who developed slightly differently based on their homes, the
which sought to invade the land of Eorzea. Rava having darker skin while the Veena have far fairer skin,
both groups blending into their respective environments
Hrothgar better thanks to these adaptations.
The Hrothgar are powerful, feline people from the Northeast
who had struggles when meeting the other races of the world
as they were unable to speak the common tongue. They call
Ilsabard their homeland and they walk two distinct paths, one
of servitude and the other of freedom. These distinct paths
and ways of life led to the Helions, warm coloured Hrothgar
who serve in the name of their Queen, and The Lost, cool
coloured Hrothgar who value freedom above all else.

4
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Au ra Variable Size
We Xaela are nomads who roam and live off the land. My
tribe was no different. Yet though we did no harm to those Au Ra are characterized by their curved horns and intricate
whose lands we traversed, they treated us as vermin. In their patterning of scales across their bodies. Sleek and powerful
ignorance, they feared us, and that fear manifested as spite tails extend out from behind the Au Ra. There is a striking
and violence. difference in height between the males and females of the
My loved ones and I were cursed at, spat upon, beaten, and race, the men ranging from just over 6 feet tall to 7 and a half
worse. It was out of the desire to protect them that I began feet tall, while the women are dwarfed, rarely coming close to
my research. 6 feet tall. Their faces contain sharp features and piercing
-Alaqa the Witch eyes.
The Au Ra are a misunderstood people due to their Divided By Blood
physical appearance. Their scaled bodies and horns led many
to fear them, believing them to be descendants of dragons or The Auri creation myth tells the tale of two beings, the dawn
demons. This fear led to hate, which gave way to violence, father and the dusk mother. The two kinds of Au Ra have
leaving these proud people fewer in number across much of beliefs about their connection to these beings. The dark
the world. These conditions have led the Au Ra to value their scaled Xaela are a nomadic people who believe that the blood
families beyond all else. of the dusk mother courses through their veins.
On the Azim Steppe, their traditional garb varied widely
from tribe to tribe. Each group had a special way to adorn
themselves which had meaning to their group. Outside of the
tribal roots, Auri tend to blend into the fashion style of the
region they live.
5
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The Xaela view themselves as free spirit folk, who roam the Au Ra Traits
lands hunting, gathering, and battling against other roaming
tribes, in honour of their ancestors. The light scaled Raen Your Au Ra character has a variety of natural abilities.
have instead decided to assimilate into Eastern society, Ability Score Increase. Your Wisdom score increases by
though they are a minority, their loyalty and service has been 2.
a great boon to the culture they've ingrained themselves in. Age. Despite their extraordinary physical features, the Au
Ra live about as long as any of the other races of Eorzea,
Peaks, Valleys and Plains reaching physical maturity around the age of 16, and living to
The Auri homeland is known as Othard, a region to the far be around 80 years old.
east. A majority of their homeland is covered by sprawling Alignment. The Au Ra as a whole do not tend to neither
plains known as the Azim Steppe which dominates the good nor evil, or towards law or chaos. The Xaela tend
region. The Xaela clans travel across this sea of grasslands in strongly towards the chaotic lives of nomads outside of the
close knit tribes. The northern and western reaches of laws of civilized city states, while the Raen enjoy the order
Othard are shielded with high mountain peaks and deep provided by the law. Often times an Au Ra finds themselves to
valleys shrouded in mist. It is from these mists that the Raen be the product of their upbringing.
originally hailed. Today most live in civilized society or hidden Size. There is a large size disparity between men and
villages allowing them to live peaceful lives. women of the Au Ra. Males range anywhere from 6 and a
half to 7 feet tall with a lean build dwarfing the females who
For my family rarely grow taller than 5 feet. Your size is medium.
Speed. Your base walking speed is 30ft.
An Au Ra may set off on an adventure for any number of Cranial Horns. You gain proficiency in the perception skill.
reasons, a thirst of adventure, defense of their tribe or a Scaled Bodies. When unarmored, your AC is equal to 11 +
mission for a master could send them on their path. This your dexterity modifier.
could go as far as searching for lost family members, or Languages. You can speak, read and write Common and
seeking revenge for a slight against their family. Auri. The Auri language does not include numbered nouns or
It was consideration for their families which helped define verbs, causing an Au Ra to mislabel things sometimes when
the two bloodlines of the Au Ra. The Xaela sought to keep speaking another language.
their traditional ways and use power to protect their families. Subrace. The Auri bloodline has split into two distinct
The Raen felt that a peaceful livelihood amongst the other groups, the nomadic Xaela and the solitary Raen, divided by
races of the world was the best approach to protect their the divine blood of their creators the Dusk Mother and Dawn
community. Father. Select one of the two subraces of Au Ra.
Au Ra Names Xaela
The Au Ra approach names in two strikingly different ways. As a Xaela, you've been hardened by your life on the road as a
The Xaela see many names shared across tribes, but there part of a nomadic tribe. A life of hunting and warring has led
are as many spellings for the same name as there are tribes. you to martial prowess and improved strength. You are more
Xaela take the name of their tribe as their surname. The outgoing than your Raen counterparts and are much more
Raen name themselves in their tongue in a way that their willing to engage in battle to resolve a conflict. Xaela tribes
name carries meaning. Only those belonging to the ruling are small but numerous, battling for territory against one
and warrior class of society legally have surnames, while another on the Azim Steppe. Despite a willingness to fight,
commoners may take a surname, it is not legally recognized. Xaela do not seek war, it is merely a tool to settle differences.
Raen who are in power often take surnames related to their Ability Score Increase. Your Strength score increases by
feats in battle, while commoners take names related to their 1.
profession. Those from outside the Hingan culture tend to Nomadic Instincts. You gain proficiency in the survival
use names common in their home region. skill.
Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu, Savage Attacks. When you score a critical hit with a melee
Fugetsu, Unzan, Masatsuchi, Izuna, Sagan, Karaku. weapon attack, you can roll one of the weapon’s damage dice
Chikamasa Rokuyari,Tanehiro,Yoshikore,Hidetake, Norishig. one additional time and add it to the extra damage of the
Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi, critical hit.
Azami, Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki.
Male Xaela Names. Arslang, Agasiletai, Chaghagan,
Chuacenur, Bayan, Luvsan, Bujeg, Khalja, Charakha, Xaela Tribes
Khaishan, Chigu, Jebke, Cirina, Narangerel, Ogul, Altan An extended list of the 51 Xaela Tribes has been provided in
Female Xaela Names. Boragchin, Narengawa, Chotan, the Appendix F for this document on page 116.
Qoyar, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi,
Odchigin, Khorghosun, Yesun, Ariunbold, Bayar.
Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, Oronir,
Malqir, Khatayin, Ura, Goro, Oroq
Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi,
Rokuyari, Godo, Tabito, Yumishi, Musa

6
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A Valuable Ally
The Au Ra are steadfast allies once they are befriended. Once
an Au Ra calls you their friend, you are considered family to
them. Their experiences with other races are fewer in number
than most, but can appreciate the culture of the new lands.

Hyur. "Every Hyur is different in their own way. They're an


ambitious people who work hard for their future. We can live
alongside them easily."

Miqo'te. "Miqo'te don't differ much from us. We both have


an appreciation for what the natural world can provide us with.
I'm sure our tribes would clash if they crossed paths in Othard
though."

Raen
The Raen live in harmony with the other civilized races of the
East. They've assimilated fully into Doman culture, becoming
valued for their unwavering determination to loyalty to their
allies. They are largely looked upon favourably by the other
races for their peaceful demeanor and respectable approach
to life.
Ability Score Increase. Your Charisma score increases by
1.
Polite Society. You gain proficiency in the Persuasion skill.
Unwavering Loyalty. You have advantage on saves against
being charmed.

7
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Elegance and Pride
Long legs, slender bodies, pointed ears and sharp features
are all marks of an Elezen. Only rivaling their otherworld
appearance is the poise with which they carry themselves.
Their tall, thin frames only differ within the race by the colour
of their skin.
Difference of Opinion
The Elezen race is divided due to their pride. The Wildwood
and Duskwights found they could not coexist and distanced
themselves from one another. The Wildwood believing they
are the true rulers of the forests in which they live and hold
dominion. The Duskwights, who historically made their
homes in the cavern systems of the forests have rejoined the
surface but are eyed with great prejudice by their Wildwood
brethren. The Ishgardians were a separate group of Elezen
who founded a city state in the North and have a totally
unique culture of their own, closed off from the rest of the
Elezen world.
For centuries, our nation has been punished for the sins of
our forefathers. If our punishment is to end, I believe we must The Woods and the North
right the wrongs of antiquity and move forward as a nation The forest which the Elezen live is the Black Shroud, a
united. Needless to say, my father did not share this opinion. massive forest brought to order by the Wildwood, who protect
-Ser Aymeric de Borel, Lord Commander of the Holy See the forest from poachers and other threats which would
The Elezen are a race divided within themselves, and their encroach on it. Duskwights, who disregard the need to
often arrogant attitudes keep the other races at an arms protect the forest and hunt to their content. Looking to the
reach. The Wildwood live off the lush forests, using their Northern city state of Ishgard, towering spires, homes and a
keen eyes to hunt and gather in the dense woods. The grand cathedral hide behind their giant gates. Living
Duskwights in contrast are notorious for thievery and conditions in Ishgard are rough, as the poor go hungry in the
pillaging, being the victims of prejudice within the lower levels of the city, while the wealthy live in exuberance,
Twelveswood. The Ishgardians have done away with the looking down on the less fortunate citizens, ruled by the
forest and founded an oligarchy and city state in Northern religious teachings of the Holy See.
Eorzea.

8
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Honour and Vengeance Wildwood
The Wildwood Elezen have become the protectors of the
An Elezen may set out on an adventure for many different forest and masters of . Despite this, the Wildwood keep a
reasons. An Ishgardian hungry for revenge against the tight hold on their homes, defending them aggressively. They
dragons may set out to seek greater strength, while a have learned to live off land wherever they find themselves.
Wildwood may take up arms to defend their forest home Years of life in the forests of the Black Shroud has imbued
from an encroaching threat against the Black Shroud. them with various abilities.
Duskwights may set out to gain honour and riches to support Ability Score Increase. Your Dexterity score increases by
their family or to prove to the world they are more than just a 1.
thief. Perhaps you seek glory in battle, and head out to find Hawk Sight. The normal range of your ranged weapon is
this fame. increased by 20ft. This cannot exceed the max range of the
Elezen Names weapon.
Natural Shrewdness. You gain proficiency in the Insight
Both the Wildwood and Duskwight clans of Elezen spell their skill.
names very similarly. Men's names are longer and always in -
loix, -aux, -mont, or -geant. A female's name will always end in Duskwight
-ne, -ette, -elle, or -ie. Duskwights are Elezen whose ancestors made their home in
Despite the similarity in their first names, the Elezen tribes the cavernous systems of the Black Shroud. Their light hair
over time claimed sur names for either side. These surnames and dark skin sets them apart from the Wildwood and marks
will never cross clans, but only those who live within the race them to stand out. Duskwights are natural cave explorers
will know the difference. after, their forefathers adapting to the caves of Gelmorra. The
Male Elezen Names. Adeux, Beichault, Dreauchant, difficulty fitting into Gridanian society lead the Duskwights to
Eauplaux, Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex, build a reputation of banditry for themselves.
Female Elezen Names. Adreanne, Iflione, Eaupline, Ability Score Increase. Your Constitution score increases
Eranne, Etrene, Moriene, Peronne, Cummone ,Phivonne by 1.
,Paxeonne Cave Dweller. You gain advantage when making Stealth
Elezen Surnames. Breaunojuste, Douvionne, Feajorins, checks in caves or dim and dark lighting conditions.
Gehon, Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Darkvision. Due to life in the caverns your eyes have
Zuhepane adapted to help you see in the dark. You can see in dim light
within 60 feet of you as if it were bright light, and in darkness
Elezen Traits as if it were dim light. You can't discern colour in darkness,
Your Elezen character has a variety of natural abilities. only shades of grey.
Ability Score Increase. Your Intelligence score increases Ishgardian
by 2. The Elezen of Ishgard left the Twelveswood all together over
Age. Though Elezen are one of the longest standing races, a millenia ago to found the city state of Ishgard. These Elezen
they do not live much longer than anyone else. They reach have found themselves embroiled in a thousand year war
physical maturity around age 18 and live into their nineties. with dragons, and live a life balancing war and strict
Alignment. Wildwood Elezen lean towards lawful adherence to their laws.
alignments, be it their upbringing to protect the forest or life Ability Score Increase. Your Strength score increases by
within the religious walls of Ishgard. Duskwight's have 1.
embraced the wild way of living, leaning towards chaotic Conscription. You gain proficiency with shortswords,
alignments, viewing laws as arbitrary things. shortbows and spears.
Size. Elezen are known for their tall slender bodies. Men Halone's Scriptures. You gain proficiency in the Religion
can reach a maximum 6 feet 8 inches and rarely are shorter skill.
than 6 foot 3 inches. Women reach a maximum of 6 and a
half feet and rarely shorter than 6 feet tall. Your size is
medium. Arrogance or Confidence?
Superb Hearing. You gain advantage when making a The Elezen strongly believe in their abilities and their
perception check using your hearing.
Speed. Your base walking speed is 30ft. birthrights. Many races may see this as arrogance, but if you
Languages. You can speak, read and write Common and are able to see past their haughty attitudes, you will find a
one extra language of your choice. steadfast and reliable ally.
Subrace. The Elezen come from two different clans.
Select one of the three subraces of Elezen.

9
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Garlean
Only a man of power can rightly steer the course of
civilization. And in this land of creeping mendacity, that one
truth will prove its salvation.
-Gaius van Baelsar, Legatus of the XIV Legion
The Garleans, who share the name of their Empire, are a
people who had suffered greatly before finding the means to damning disadvantage, an extreme difficulty when
fight back, in doing so becoming conquerers in their own manipulating magic. Though there are Garleans capable of
right. Garleans value advancement and ability, while looking overcoming even this obstacle who go on to master aetherial
down on those who are happy to sit in stagnation, and its this manipulation as well.
dogged dedication which has allowed them great success in
the world. Displaced Conquerers
Physical Description The Garleans are a race of people who found themselves at a
The Garleans are a hearty people whose life under the disadvantage in the world. Once living in the southern, warm
imperial rule has provided them with strong bodies and reaches of Ilsabard, the Garleans found themselves forced
minds. Their most striking feature though is the pearl like north over time. Eventually they were forced to cross
third eye which sits in the center of their forehead. This treacherous peaks which divided the north and south, leading
special third eye provides Garleans with improved spatial to them settle in lands with long, bitter winters and short
recognition. These two great assets were met only with a growing periods. Their misfortune would eventually lead to a
great boon in the form of ceruleum, a fuel which they were
able to take advantage of start a golden era of technology for
themselves.

10
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Advent of Magitek Alignment. Garleans tend toward a lawful alignment as
their roots trace back to a highly ordered Empire where title
As nearly all Garleans are unable to manipulate aether in and rank were held in high regard.
their bodies, they found themselves defeated time and time Size. Garlean males on average tend to stand anywhere
again by those with an aptitude for magic. That was until the from 6 to 7 feet tall while their female counterparts tend to
discovery of ceruleum, which after experimentation and reach anywhere from 5 and a half to 6 feet tall. Your size is
engineering led the to the birth of magitek. This came in the medium.
creation of many machines and devices which could mimic Imperial Education. You gain proficiency in one skill of
magical effects and swung the pendulum in the Garleans your choice and one set of artisan's tools of your choice.
favour. Within 50 years of the discovery they'd managed to
form a vast empire which spanned three quarters of the great
continents of Aldenard. Optional Racial Trait
Magically Inert. You have great difficulty casting magic on your
Why They Adventure own power and require the aid of technology to do so.
Garleans may adventure for a variety of reasons, but two
stand out amongst all the possibilities. The first would be for In the world of Final Fantasy XIV, the Garleans have a great
the benefit of their empire, to act as an ambitious patriot who deal of difficulty manipulating aether, which caused them a
seeks to better Garlemand's position in the world through great deal of strife in the past. It is not impossible for a
hard work. The other may be to seek freedom from the Garlean to gain the ability to do so, and half garleans have no
chains of their society, coming from a rigid hierarchy where
moving upwards is only possible by military activity leaves a trouble at all thanks to their mixed blood.
bad taste in many people's mouths, so in the name of freedom When playing a casting class as a Garlean should have their
and peace some Garleans may break away from their
homeland and chase their dreams. casting focus flavoured to account for this. For example a
Garlean Wizard could have a staff which recharges magic
Garlean Names energy over time and uses that charged staff to cast spells.

Garleans names often declare one's title within the Empire as Their spell slots recovering when the staff recharges at the end
their middle name. Otherwise their traditional names find of a long rest.
their roots in Latin, having both a first and last name.
Male Garlean Names. Aulus, Cid, Faust, Gaius, Ignatius,
Kaius, Maxima, Nael, Nero, Noah, Quentin, Regula, Solus, Spatial Insight. You gain proficiency in the Investigation
Vitus, Zenos skill.
Female Garlean Names. Adora, Alma, Belva, Cella, Third Eye. You gain proficiency in the Perception skill.
Elysia, Gloria, Julia, Livia, Lucia, Minerva, Octavia, Rheya, Additionally, ranged weapon attacks you make have an
Silvia, Vesta increased normal range of 10ft.
Garlean Middle Titles. van (Legatus), quo (Centurio), pyr Speed. Your base walking speed is 30ft.
(Assistant to Centurio), oen (veteran soldier), lux (head field Languages. You can speak, read and write Common,
engineer/medic), kir (veteran field engrineer/medic), jen (field Garlean and one extra language of your choice.
engineer/medic), dus (civil servant), cen (artisan), bas
(merchant), aan (person from annexed lands)
Conquerers
The Garleans and the Garlean Empire have incurred the disdain
The Hierarchy of many races across the land. Those who within the Empire
A proper list of all known positions in the Garlean Empire can are often patriotic within the homeland, while hateful in the
be found in Appendix F at the end of this resource on page annexed regions. As such most races who are not Garleans
118. have a hatred for them until they prove their intentions are
good.

Garlean Surnames. Arvina, Asina, Baelsar, Brutus, Darnus,


Gabranth, Galvus, Garlond, Hydrus, Junius, Lexentale,
Messalla, Priscus, Scaeva
Garlean Traits
Your Garlean character has a variety of natural abilities.
Ability Score Increase. Your Strength score increases by
2 and your Intelligence score increases by 1.
Age. Garleans live as long as the other races of Eorzea,
reaching maturity around 18 years old and living on average
to the age of 80.

11
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Claws, Fur and Fury
The Hrothgar are a powerful people who boast broad frames,
feline reflexes and fierce appearances which are marked by
their sharp claws and pointed fangs. Their race suffers from
having a large disproportion between the males and females
of their kind, which males make up a staggering number of
Hrothgar their kin. This has also led to the Hrothgar to adopt a
matriarchy in their homeland which rallied many, but drove
During the Third Astral Era, Queen Gunnhildr united the many away as well, leading to them becoming known as The
fragmented tribes of Hrothgar to rise up and drove off the Lost.
Allagans, eventually going on to found the nation of Bozja.
-Misija A Question of Servitude
Hrothgar had a difficult start in the world initially, lacking The Hrothgar split into two distinct groups of people over
knowledge of the common tongue of the land, they often their ways of life coming into conflict. The Helions, who are
found themselves at odds with their more well spoken races easily identified by the warm colours of their fur, were found
of the world. In time these fiercely misunderstood people mainly in the southern parts of their homeland and their lives
managed to learn the language of the land and peace was revolved around their Queen. General most Helions are
brokered between them and the other races. Afterwards, a devout servants to their Queen.
friendly neighbourly relationship formed between their home In comparison The Lost boasted a more free spirited,
nation of Bozja and the rest of the world. nomadic life style, wanting to live their lives unbound by the
whims of a Queen. As they live as nomads they often practice
various professions from seasonal work, to mercenary, to
merchant. Often they avoid professions which will force them

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to put roots down. Their fur is often coloured in cool hues, Claws. Your sharp claws are a natural weapon, which you
which is said to reflect their independence and the choice to can use to make unarmed strikes. If you hit with it, you deal
leave the warm embrace of their Queen. slashing damage equal to 1d6 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
War Torn Homeland strike.
The Hrothgar hail from a tropical region in Southern Keen Smell. You have advantage on Perception checks
Ilsabard known as Bozja. Born of an intense struggle against that rely on smell.
the allagan empire centuries ago, Bozja is lead by Queen Speed. Your base walking speed is 30ft.
Gunnhildr, a title bestowed upon the woman with the greatest Languages. You can speak, read and write Common and
aptitude for a rare power of future sight, who goes on to one extra language of your choice.
select her successor. Due to a severe accident that leveled the Subrace. The Hrothgar come from two different clans.
capital city, Bozja has become a war torn land controlled by Select one of the two subraces of Hrothgar.
the Garlean Empire, dutifully fought for by a resistance of Helion
patriots trying to save their homeland. The Helions come from a matriarchal society whose males
Its My Life greatly outnumber the females. These loyal and dutiful
people will risk life and limb for their queen and bring that
The Hrothgar have seen their kind split based on lifestyle ferocious dedication to defend their friends. Helions often
choices between servitude and freedom. This ideological have a warm colour to their fur, reflective of the warm
decision drives these people forward, the Helions setting off embrace from their queen.
on adventure in the name of their Queen to protect her or Ability Score Increase. Your Dexterity score increases by
their homeland, while for The Lost adventure is a key part of 1.
their existence, needing to constantly travel to survive. Lionhearted. You have advantage on saving throws against
being frightened.
Hrothgar Names Aggressive. As a bonus action, you can move up to your
Hrothgar names generally are shared between the Helions speed toward an enemy of your choice that you can see or
and the Lost, the difference in their naming stemming from hear. You must end this move closer to the enemy than you
traditional family names. The Helion clans are always three started.
syllable names which begin with A, while the Lost always end
their name in "-asch." The Lost
Male Hrothgar Names. Borimir, Deyan, Grugur, Mikac, Scattered and worldly, The Lost hail from a bloodline of
Ludevit, Novak, Semir, Sudimir, Svante, Taman Hrothgar to left the matriarchy which their kind hails from
Female Hrothgar Names. Anja, Gunnhildr, Hana, Jana, and sought to strike out in the world. Often times they take on
Katarina, Maja, Milena, Petra, Teodora the roles of traders and mercenaries, preferring nomadic jobs
Helion Family Names. Amilan, Aredna, Arodica, Asvana, and lifestyles which prevent them from setting down roots.
Astana Their cool coloured fur is said to show the loss of the warmth
The Lost Family Names. Irryasch, Mildasch, Ovasch, they had received from their Queen so long ago.
Petyasch, Piryasch, Zelasch Ability Score Increase. Your Constitution score increases
by 1.
Hrothgar Traits Contractor's Life. You gain proficiency in the Persuasion
skill.
Your Hrothgar character has a variety of natural abilities. Unbending. You have advantage on saving throws against
Ability Score Increase. Your Strength score increases by being charmed.
2.
Age. Hrothgar tend to live about as long as most of their
neighbouring races. They reach physical maturity around age Newly Formed Bonds
18 and live into their nineties. The Hrothgar found themselves largely at odds with the other
Alignment. Helions lean towards lawful alignments, be it races of the world initially. Once they had mastered their
their upbringing to obey their Queen's wishes and uphold her
rule in her lands. The Lost have embraced life on the road tongue things generally smoothed over.
and lean towards a more chaotic alignment. As always there Au Ra. "We see a lot of ourselves in the Au Ra, both Helions
are oddities within every group with Helions who shirk their
servitude or members of The Lost putting down roots. and The Lost alike. We can appreciate the path they walk."
Size. Hrothgar are known to have tall, powerful frames Roegadyn. "They're powerful and boisterous, not unlike
marked by muscle and fur. At their tallest the Hrothgar stand
at 7ft. tall while their low average heights sit around 6ft. ourselves. They could be great friends or great rivals
4inches tall. Generally they way over 260 lbs. Your size is depending on the day."
medium.
Powerful Build. You count as one size larger when you are Viera. "They too seem to experience issues within their kind
determining your carrying capacity and also the weight you when it comes to their opposite sex. Seems strange that
are able to push, drag or lift. usually the females only ever show themselves."

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Hyur
Thal's Balls...I'd forgotten what it was like to feel so alive! Not Of Average Build
since leaving the Bloodsands have I had the privilege. Not The Hyur are a race of average sized humanoids whom one
since the Bull of Ala Mhigo hung up his swords. Back then, may view as an average group of people, lacking
the outcome might have been different. But I do not begrudge distinguishing features such as pointed ears, immense size or
you your victory. I know how far you have come, how much horns. Over time Hyur have diverged into two distinct groups,
you have endured. Our fight only confirmed it. We shall have the Midlanders and Highlanders. Midlanders are widespread
to do this again one day, when time allows. across the land and come in all shapes and colours,
-Raubahn Aldynn, The Bull of Ala Mhigo becoming prevalent in all cities. Highlanders in comparison
Around 1000 years ago, the Hyur spread across the land in a are taller than their Midlander counterparts, boasting a more
great migration from the north. They made their homes powerful, muscular build.
wherever they could set their footing. Some took to the
mountains, while others found a foot hold in any city which A Matter of Location
would accept them. Today the Hyur are one of the most The differences between the Midlanders and Highlanders
populous races in the world. was born from their homes long ago. The Highlanders are
named for living at a high elevation, mountains in particular.
These tough living conditions lead to a heartier, more
physically powerful people. The Midlanders lived at sea level
and across the world, which minimized changes due to life in
extreme conditions.

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People of the World Age. Hyur tend to live for approximately 75 years, reaching
sexual maturity around age 16 and full maturity around 20
Hyur as a whole make up a large percentage of the years old. Alignment. Overall the Hyur are a highly variable
population in the world. Over a thousand years ago the Hyur race, so it stands to reason that the Hyur tend to not lean
immigrated in massive waves from their homelands and towards neither good nor evil. The same could be stated
made their homes wherever their feet hit the ground. about their impressions of law and chaos. They comfortably
Highlanders are a special case within the Hyur, famed for fall in line with the culture in which they are raised, but are
their mountainous city of Ala Mhigo. In recent years, the Ala generally good-hearted.
Mighans were forced from their homes to immigrate across Size. Hyur tend to range in height from 5 feet to 6 and a
the world, mixing into the cities across the world themselves. half feet tall depending on their heritage. Midlanders struggle
to pass 6 feet while highlanders easily pass it. Your size is
Glory and Prosperity medium.
The Hyur are a hardworking and ambitious people, no matter Speed. Your base walking speed is 30ft.
what walk of life they come from. It is for this reason that for Spread of Culture. You gain proficiency with a set of
every Hyur in the world, there could be a different reason to artisan's tools, gaming set or musical instrument of your
seek adventure. Some may head out on the road for the value choice.
of the journey itself, while others may do so in search of Versatility. You gain proficiency in two skills of your
riches. Some Hyur may be adventuring on another's behalf, choice.
perhaps their family sitting at home, or to defend their people Languages. You can speak, read and write Common and
from an imminent threat. In a world with so many two other languages of your choice.
possibilities, it does not take much convincing to bring a Hyur Subrace. The Hyur have changed over time based on
to action. where they lived over the past millennium. Select one of the
two subraces of Hyur.
Hyur Names Midlander
The names of the Hyur are in the common tongue of the land. As a Midlander, you are a child of possibility. The midlanders
Midlander may take names which are appropriate for the can live pretty well anywhere in the world and not seem out
culture in which they live while Highlanders take names of place. Due to their ability to find comfortable lives
which have a harshness in their pronunciation. As a surname, anywhere, they have becoming highly adaptable and well
Midlanders will often take a descriptive name for their educated.
physical traits or profession. Highlanders prefer to earn their Ability Score Increase. Your Intelligence score increases
surnames in battle, using feats of martial prowess or names by 2.
with violent imagery. Variable Education. You are proficient in an additional set
Male Midlander Names. Odard, Redwald, Kenward, of artisan's tools of your choice.
Herebert, Acwuld, Edward, Roderic, Eadwine
Female Midlander Names. Rowena, Hilda, Agatha, Highlander
Hrodwyn, Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, The warlike Highlanders see battle as the reason for life.
Somerhild, Rimilde They are no strangers to violence living in the mountains,
Male Highlander Names. Sigmundr, Arnar, Armond, over time making great conquests against various groups of
Varin, Bard, Hordr, Ogmundr, Hallgrim, Thordr, Raubahn people. Life in these tough conditions has hardened the
Female Highlander Names. Marte, Cathrine, Yngvildr, Highlanders as a people, leading to naturally powerful builds.
Helene, Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla Ability Score Increase. Your Strength score increases by
Midlander Surnames. Taylor, Faulkner, Browne, Parker, 2.
Forrest, River, Miller, Draper, Fletcher, Hill, Thatcher Naturally Honed Body. You gain proficiency in the
Highlander surnames. Fury, Burne, Savage, Stronge. Athletics skill.
Strongaxe, Blood, Furor, Shatterfist, Strongblade, Ironwill
Variant: Padjal
The Padjal are a rare occurrence born to Hyurian families
Breadth of Bonds who live in The Black Shroud. These children are grow white
Hyur are prevalent throughout the world, and because of this
hued animal horns as they get older and were chosen by the
elementals at birth. This places them in a position of holy
most will welcome a Hyur into their lives without prejudice.
reverence in Gridania. These people stop aging around their
Overall the Hyur are met with courtesy wherever they wander. teens and have a natural latent power for conjury.
Ability Score Increase. Your Wisdom score increases by
2.
Hyur Traits Nature's Blessing. You gain proficiency in the Nature skill.
Your Hyur character has a variety of natural abilities tied to
their heritage of being a diverse peoples.
Ability Score Increase. An ability score of your choice
increases by 1.

15
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The Plainsfolk have larger, pointed ears which greatly
Lalafell improved their hearing, while the Dunesfolk developed a film
But I will see them suffer no longer. The victory feast shall which covers their eyes, protecting them from the sun and
provide the stage on which I declare the dissoultion of the sand of the desert. Additionally, out of tradition, Dunesfolk
sultanate. 'Tis mine intent that the ruling class of our golden sometimes place gemstones associated with their zodiac sign
city should take its place beside the common man in a fair on their foreheads.
and equitable republic. No more shall this nation bow to the
whims of a privileged few. Products of the Land
-Nanamo Ul Namo, Sultana of Ul'Dah The Lalafellin homelands produced two types of people, from
The Lalafell are generally a cheery race of people. Long ago which they take their names. The Plainsfolk started off as
the Lalafells lived as masters of agriculture and spread agriculturalists living their lives on their farms, eventually
across the land along trade routes, selling their produce trading their goods across the land, leading for lalafells to
becoming one of the most widespread races there is. In time spread across the world. The Dunesfolk began and remain as
the Dunesfolk went as far as establishing their own desert desert dwelling folk, their bodies adapting to the harsh
city-state known as Ul'Dah. These tiny folk are highly conditions.
ambitious and are not afraid to take hold of opportunity when Rolling Planes and Towering
it appears before them.
Dunes
Tiny Yet Mighty The Lalafell can trace their ancestry back to two key area.
Lalafell anatomy sees these kindly people rarely growing to The Plainsfolk began as farmers on fertile lands across the
be 3 feet tall. Their short bodies are rotund, with short feeble southern seas, farming the fertile lands of their namesake.
looking legs. But appearances can be deceiving as Lalafells The Dunesfolk were not so lucky to have farmable land and
bodies are highly efficient, allowing them to travel long instead turned to animal husbandry.
distances on their short legs.

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Traditionally Dunesfolk built their homes on the backs of Speed. Your base walking speed is 25ft.
beasts of burden, traveling with their herds. Eventually the Cunning. You have advantage on all Intelligence, Wisdom,
Dunesfolk founded a great city of wealth, where many and Charisma saving throws against magic.
Dunesfolk live today. Lalafellin Nimbleness. You can move through the space of
any creature that is of a size larger than yours.
Family and Fortune Languages. You can speak, read and write Common and
Lalafells care deeply for their small families and would do one other language.
anything for them. They may set out on an adventure to
support their families or in their defense. Not all Lalafells
have such pure goals though as many contain a great deal of Good Relations All Around
ambition in their tiny bodies. Merchants travel all over the Thanks to their charming demeanors and financial ties across
land, researchers seeking knowledge in secret places, the world, Lalafells are one of the few races who can say it is
sellswords bravely take on jobs to prove themselves. Lalafells on good terms with nearly everyone. Most Lalafells are kindly
may be small, but they take on the world in a big way. and outgoing, allowing them to seem like the younger sibling
Lalafell Names of all the races.

Both the Plainsfolk and the Dunesfolk name themselves


using set rhyming schemes, ruled by rhythm and repetition. Subrace. The Lalafell come from two distinct groups of
Syllables are combining in various combinations to form people. Select one of the two subraces of Lalafell.
playful sounding names. This means that Lalafells generally
do not have surnames unless they come from royalty, which Plainsfolk
adds their family name in the middle. Each gender and As a Plainsfolk, you have spent some time working in
subrace of Lalafell have their own rule set detailed below. agriculture, or have had information passed down to you
Each letter indicates a syllable or pair of syllables. from your family. Your highly sensitive ears and knowledge of
farming has led to the development that sets you apart from
Lalafell Naming Convention your fellow Lalafell, the Dunesfolk.
Gender and Subrace Rhyming Scheme Ability Score Increase. Your Dexterity score increases by
Male Plainsfolk AB - CB 1.
Naturally Stealthy. You can attempt to hide even when
Female Plainsfolk ABB - AB when you are obscured only by a creature that is at least one
Male Dunesfolk AAB - CCB size larger than you.
Female Dunesfolk AAB - AB Dunesfolk
As a Dunesfolk, you've adapted to the harsh desert
Male Plainsfolk Names. Budadi Yidadi, Egul Sagul, Erelo environments and thrived. The land from which you hail is
Forelo, Elehul Pedulehul, Gusis Shisis known for its riches and merchantry as much as its known
Female Plainsfolk Names. Icucu Icu, Badada Bada, for his corruption.
Usoso Uso, Kikuku Kiku. Ability Score Increase. Your Intelligence score increases
Male Dunesfolk Names. Wowokima Chichikima, by 1.
Sheshehici Rorohici, Hihihebo Ruruhebo, Tutushuhu Dustshield. Your eyes have developed a film to protect
Kukushuhu, Gogoreba Susureba them from desert conditions. You have advantage on saving
Female Dunesfolk Names. Ejaja Eja, Babayi Bayi, Rerega throws against being blinded.
Rega, Chochosha Chosha, Bobochu Bochu, Lelepu Lepu Land of Merchants. You gain proficiency in the Deception
skill.
Lalafell Traits
Your Lalafell character has a variety of natural abilities Spoiler Subrace
derived from their ancestry.
Ability Score Increase. Your Charisma score increases by There is a third subrace option for Lalafells
available in Appendix B of this book on page 113.
2. This subrace reflects minor spoilers for the FFXIV
Age. These smallfolk are able to live just as long as the MMO.
other races. Lalafells reach physical maturity around the age
of 18, and live until their mid eighties.
Alignment. Generally speaking, Lalafells lean towards a
good natured alignment, though some shrewd business men
may push far away from this approach to life. Neither the
Plainsfolk or Dunesfolk have a inclination to law or chaos,
with individuals falling into all categories.
Size. Lalafells are a diminutive people who see no
difference in height due to gender. Their heights on average
range from 2 feet and 8 inches to just over 3 feet. Your size is
small.
17
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Miqo'te Lithe Hunters
The Nunh that I once fought also believed that his strrrength The Miqo'te are a feline race with large catlike ears, fanged
would save him. He was wrong, and I am now Nunh. Many teeth and long tails. They have a highly tuned sense of smell
years ago I joined the Company of Heroes to hone my skills and powerful legs, which have allowed them to become
instead of challenging my predecessor before I was ready. natural hunters. The Seekers of the Sun's ears are wider with
Even when I was young I understood that victorrrry goes to thicker fur, while the Keepers of the Moon's ears are longer
the patient, the cunning, the pragmatic." and stylized, with shorter fur. Futhermore, the eyes of the
-U'odh Nunh, leader of the Drake Tribe Seekers has developed such that the pupils are slit light, to
The Miqo'te are an aloof people who value their help guard their eyes from the exposure of the sun, while the
independence from the world. Centuries ago the Miqo'te Keepers' pupils have become large and rounded. Many more
migrated, Seekers spreading across the world in low women are born into the tribes and clans of the Miqo'te
numbers while Keepers finding dense forests as a new home. people.
Traditionally they avoid the other races, but over time more
and more Miqo'te have integrated into society with pockets of
die hard traditional Miqo'te tribes surviving out in the world.

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Of Suns and Moons Female Seeker Names. C'nhamfaule, C'qhaalkamo,
D'mhagsoo, G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu,
The Seekers or the Sun and Keepers of the Moon are two L'keknhegu, M'yhaiabdu, N'zhamroli
distinct ethnicities falling under the Miqo'te. Their cultures Male Keeper Names. Axah'a, Gohkoh'to, Luhga'li,
differ greatly down to the social structures of their groups. Mahgeh'sae, Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi,
The Seekers live in male dominant societies centered around Wizo'tan.
an alpha male known as the Nuhn, and worship the god Female Keeper Names. Nuhmu, Ota, Pehbi, Vehba, Yaba,
Azeyma. In contrast the Keepers live in a matriarchal society Miko, Fafoh, Cehxi, Xarih, Ecih
and worship the goddess Menphina. Keeper Surnames. Dagnheive, Dopsha, Gauvro,
Jadnhapo, Jhendaka, Khutnauyu, Phemfa, Mhento,
Arid Sands and Dense Woods Rheibfuqe, Ruyhaia.
The hot, arid deserts of Southern Thanalan are home to one
of the most famed tribes of the Seekers of the Sun. Seekers Seekers of the Sun Tribes
can be found anywhere across the world, barring cold regions
with a harsh winter climate. Those who integrate into larger For a full list of the Seekers of the Sun's tribes, see appendix F
cities tend to discard their tribal ties and take up the social on page 110.
norms of the city in which they live. Keepers of the Moon
have taken to the dense forests away from the heat of the sun.
Miqo'te Traits
Adventure Calls
Your Miqo'te character has a variety of natural abilities
The Miqo'te tend to differ on their approach to life depending related to their natural physical traits.
on their ethnicity. The Seekers of the Sun are bold Ability Score Increase. Your Dexterity score increases by
individuals who are quick to jump into action, but also 2.
become bored easily. This natural need for excitement may Age. Miqo'te tend to live secluded, healthy lives reaching
call a Miqo'te to action, leading them out into the world to physical maturity around the age of 16, and living to be
explore. Those from traditional tribes may leave their tribe around 80 years old.
seeking to start their own clan of Seekers, becoming the Alignment. Miqo'te who live within a traditional tribal
alpha of their group. setting lean towards a lawful alignment, adhering to the laws
Keepers are guarded and brooding, which may stall them of their people. Those who are born or live in more diverse
from setting out on a journey, but when the need arises to settings tend to lean in no particular direction.
protect family, friends or their home, a Keeper will stop at Size. Miqo'te are a proud people with powerful leg
nothing to protect that which they cherish. muscles. Their slender builds distract from how powerful
Miqo'te Names their bodies really are. On average males tend to range in
height from 5 feet to 5 and a half feet tall, while females
Seekers of the sun use a simple naming convention. Male range from 4 feet 9 inches to 5 feet 3 inches Your size is
names are one or two syllables and preceded by a letter medium.
which is associated with the tribe. The extra aitches (H) we Speed. Your base walking speed is 30ft.
see in names such as represent a slight hissing/spitting Darkvision. Your eyes have adapted to help you see in the
sound that is made when the name is pronounced by the cat- dark. You can see in dim light within 60 feet of you as if it
like Miqo’te. Many of the other races in Eorzea cannot were bright light, and in darkness as if it were dim light. You
accurately reproduce this sound, so the aitches (H) end up can't discern colour in darkness, only shades of grey.
going silent when read. They do not take a family name, but Predation. You gain proficiency in the Perception skill.
instead are given the name Tia at birth. A Tia may change Languages. You can speak, read and write Common and
their surname to Nunh by challenging the tribes breeding one language of your choice. When speaking Common, your
male and defeating him in battle. If successful the two trade pronunciation of "r" sounds are sometimes extended with a
titles. Female seekers' first names are given in the same way purr.
with three or more syllables, but the surname is the first Subrace. The Miqo'te are made up of two distinct clans.
name of the breeding male who sired her. Select one of the two subraces of Miqo'te.
The tribal prefix often gets dropped in casual conversation
and with close friends and family. Seekers of the Sun
The female Keepers use one to two syllable first names As a Seeker of the sun, you come from a race of renowned
without a tribal prefix due to their small communities. hunters. The Seekers live in a patriarchal society which
Additionally in their culture the mother's surname is passed worships the sun and Azeyma. This past has given you the
on to the children. The males born into the Keepers' tools to become a deadly hunter, capable of wounding their
communities take both of their mother's names, adding a marks with great efficiency.
suffix to the end of their first name to indicate their birth Ability Score Increase. Your Charisma score increases by
order counting the males. It is rare that more than 3 suffixes 1.
are needed. Natural Athelticism. You gain proficiency in the Atheletics
Male Seeker Names. I'wheto, S'ciwah, Q'tuja, P'fhemeh, skill.
I'chelu, B'cuhguh, S'tohm, S'ghut, M'bod, I'phur. Graceful Speed. Your base walking speed is 35ft.

19
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Keepers of the Moon
As a Keeper of the Moon, you come from a highly spiritual
matriarchy. Your people worship and moon and the goddess
Menphina. Many Keepers make use of war paint as they
believe it helps to channel the power of the moon into their
bodies. Keepers are renown for their tenacity in battle when
defending their homelands, often pushing beyond their limits
when pressed.
Ability Score Increase. Your Wisdom score increases by
1.
Superior Darkvision. Your darkvision has a radius of 120
ft.
Tenacity. When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead. You can't
use this feature again until you finish a long rest.

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

20
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Roegadyn
They sought to secure a place to breed and multiply, that Their faces have fierce features and large flat noses. Due to
their kind might survive. Self-preservation, as you say. But we their large size, Roegadyn tend to wear durable, flexible
have as much right to live and thrive as they. If our own clothing which allows them to move easily.
survival is threatened, are we to lay down our arms and
welcome oblivion? Nay. Maritime Reavers, Volcanic
-Admiral Merlwyb Bloefhiswyn Hermits
The Roegadyn are a physically powerful race of people with a The Sea Wolves live up to their names through a storied
thirst for life which few can rival. They live loudly with history on the ocean. Most Sea Wolf communities can be
boisterous voices, larger than life goals and an unflinching found on the coast, as most make their living from the sea.
approach to danger. Roegadyns are fearless explorers who Be it sailing, naval service or mercenary work, the Sea
long ago were the greatest pirates to sail the seas. Adventure Wolves continue to feel most at home when adventuring on
is in their blood. board a ship. The Hellsguard in comparison live in land
around the volcanic mountains of Abalathia. Here they guard
Size Matters the material plane from undead spirits trying to return home.
Roegadyn are enormous humanoids with a hulking muscular The Great Seas and Abalathia
build. Men and women alike grow to tower over the other
races. Partly due to their size, Roegadyn as a whole love The Roegadyn as an entire race hail from the Northern seas ,
competitions of strength and courage, challenging one their name translating to people of the rain. These sea fairing
another to push themselves and their bravery. people can be found living in coastal citites the world over
living as sailors, mercenaries and pirates.

21
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The Hellsguard live around the volcanoes of the Abalathia Alignment. Roegadyn have no heavy leaning towards good
mountains, believing their home to be a sacred place related or evil. The Sea Wolves value the chaotic nature of
to the afterlife. Those Hellsguard who choose to leave their adventuring and lean towards this alignment, while the
mountain homes can be found in large cities near these Hellsguard look to laws of their ancestors to guard the sacred
mountains, making a living as sellswords or chasing deeper volcanoes they've lived near for ages.
knowledge of magic. Size. Roegadyns are a massive people who grow much
taller than their fellow races. Males grow as tall as 7 and a
In Their Nature half feet tall, while women can grow to be 7 foot 3 inches
The Roegadyn people are a boisterous race, seeking out talls. Despite your powerful builds and great height, your size
challenges to test their power and bravery. is medium.
They rarely need much convincing to head into the heat of Speed. Your base walking speed is 30ft.
battle for a cause they believe in, though coin may help speed Brave. You have advantage on saving throws against being
them along. Sea Wolves have a long history of pirating, frightened.
looting and battle on ships of all sorts, giving them a deep Powerful Build. You count as one size larger when you are
seeded thirst for adventure. determining your carrying capacity and also the weight you
Hellsguard grow up in solitude away from society, having are able to push, drag or lift.
no city to call their own. They may decide to head off in Languages. You can speak, read and write Common and
search of a more engaging existence by heading down their Roegadyn.
mountain and seeing what else the world has to offer. Subrace. The Roegadyn have settled into two distinct
lifestyles. Select a subrace based on where you come from.
Roegadyn Names
Sea Wolves and Hellsguard follow very different rules when On Your Merit
it comes to naming conventions. Sea Wolves all derive their Both the Sea Wolves and the Hellsguard do not carry
names by combining two words from their ancient Roegadyn
Language. preconceived notions about other races, but rather judge each
Hellsguard on the other hand avoid their ancient language person they meet by their own standards. Sea Wolves may
and use the common tongue. Their names are formed using value people who show courage, while Hellsguard appreciate
two words as well, often drawing inspiration from nature. those who think before acting.
Women of the Hellsguard tend to use plant imagery in their
names as well, but are not restricted to do so. Nearly all
Hellsguard abandon their family names, refusing to be Seawolf
defined by their ancestors in the past. Fearless sailors of the sea. The Sea Wolves have a storied
Male Sea Wolf Names. Klynnahct, Flazfolg, Roehahtyn, history of being a great sailors. No coastal cities were safe in
Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr the past when the Sea Wolves came to town. A history of
Female Sea Wolf Names. Rhotbryda, Hezzwyb, sailing and pirating has left the Sea Wolves with inherent
Rhenbryda, Grynegeim, Ketenbryda, Skaenswys, Swozthota, abilities.
Wyznthota, Rhotbryda, Trahggeim Ability Score Increase. Your Strength score increases by
Male Hellsguard Names. Aware Sun, Major Wind, Blue 1.
Yew, Grateful Forest, Surprised Cavern, Bright Island, Flawed Sailor's Swimming. You have advantage when making
Lake, Fearless Oak, Dirt Snow, Stark Crow Athletics (swimming) checks.
Female Hellsguard Names. Soft Pea, Obedient Apple, Toughness. Your hit point maximum increases by 1, and it
Honored Eclipse, Orange Autumn, Silly Feather, Carefree increases by 1 every time you gain a level.
Locust, Secret Lavender, Careful Vapor, Optimistic Blossom,
Innocent Daffodil. Hellsguard
The elusive Hellsguard live around then volcanoes located
within Abalathia's Spine. They have lived in solitude for
Roegadyn Language hundreds of years guarding the volcano from spirits seeking
Check Appendix F for a list of Roegadyn words on page 110. passage from the world of the dead into their own world, over
time granting magical abilities.
Ability Score Increase. Your Charisma score increases by
Roegadyn Traits 1.
Magical Knowledge. You gain proficiency with the Arcana
Your Roegadyn character has a variety of natural abilities skill.
which all members of their race have. Volcanic Children. You know the Firebolt cantrip. At 3rd
Ability Score Increase. Your Constitution score increases level you learn the Burning Hands spell and may cast it at the
by 2. 2nd level once before requiring a long rest. When you reach
Age. Though physically larger than the other races, the 5th level, you can cast the Heat Metal spell once with this
Roegadyn do not live any longer; reaching full maturity trait and regain the ability to do so when you finish a Long
around the age of 20 and living into their eighties. Rest. Charisma is your spell casting ability for these spells.

22
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Separate Paths
The Viera are a race of both males and females, but outside
of necessary meetings to keep their race continuing onwards
Viera and taking the male children who have reached adulthood,
they lead separate lives. The males of the Viera live secretive,
The Viera may begin as part of the Wood, but it is not the only lonely lives in which they shun everyone, even their own kin
end that we may choose. to fully pursue their sacred role as a Wood-warder. The
-Fran the Sky Pirate Wood-warders patrol the Golmore Jungle and ensure no
The Viera are a beautiful and mysterious folk, shrouded in outsiders reach their former homes. That isn't to say the
mystery as many spend most of their lives in the Woodlands women are defenseless though, as the female Viera are as
they call home. Their tall, slender bodies adorned with rabbit- capable as the men, but turn their attention to defend their
like traits creates an air of grace amongst them. Long, high young and homes.
angled feet require high-heeled shoes and dextrous clawed
fingers help to draw a striking image of the Viera.

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People of the Wood Size. The Rava are tall and lithe people who reach an
average height just over 6ft. tall, while the Veena are shorter,
The word Viera itself means "people of the wood" and true to with an average height around 5ft. 8 inches tall. Your size is
their name, in different forests of Dalmasca. Both the Rava medium.
and the Veena boast tall, lithe frames and graceful traits of Speed. Your base walking speed is 35ft.
rabbits. The Rava make their home in the Golmore Jungle Lapine Hop. Your maximum high jump and long jump
and grew to have umber skin and dark hair, allowing them to distances are 10ft. higher than how it would be normally
more easily blend in with the forest. In stark contract the calculated.
Veena have very light skin and fair hair help them blend in Lucky. When you roll a 1 on an attack roll, ability check, or
with the Skatay Range they call home. saving throw, you can re-roll the die and must use the new
roll.
Of Jungles and Forests Mask of the Wild. You can attempt to hide even when you
Both the Rava and Veena clans make their homes exclusively are only lightly obscured by foliage, heavy rain, falling snow,
in the Golmore Jungle, or the primeval forests which line the mist, and other natural phenomena.
southwestern foothills of the Skatay Range, respectively. Both Speak with Small Beasts. Through sounds and gestures,
locations are large, sprawling canopies of forest which you can communicate simple ideas with Small or smaller
provide them with all the Viera need to survive. In addition to beasts.
the thick forest canopy, the Skatay Range boasts white Languages. You can speak, read and write Common and
mountains which the Veena has grown to use as a secondary Viera.
home. Both the Rava and Veena guard their homes with Subrace. The Viera's bloodline has split into two distinct
violence and without prejudice, anyone who enters their groups, the dark skinned Veena and the fair skinned Rava.
forest homes may be privy to a hostile reception.
The Green Word Loyal To Others
The Viera's set of laws are considered to be the laws of the The Viera are a race of people who warm to others slowly,
forest in which they live. The Viera take jobs under this set of keeping other races at an arms length and keeping their own
laws and restrict themselves from having contact with the kind divided even further. But once someone manages to
world outside of their forest. Among many other restrictions break through this hesitation they'll find a stalwart ally.
the Viera subject themselves to, some find their ways off
putting. If a Viera chooses to leave the forest they are Au Ra. "Their nomadic life style and deep traditions is quite
considered an outsider from that day forward. These strict similar to ourselves and the Green Law. I may find their way of
laws often drive Viera with a fire in their heart away to seek doing things strange but I can appreciate their way of life all
adventure. the same."
Viera Names Miqo'te. "The Miqo'te seem to be great hunters, I can't help
Viera names are often short in nature, normally only 4 but wonder who the better between us would be. I respect
characters long. The letter "J" is used as a vowel in their their ability."
tongue creating confusion at times for those who are not
familiar with the Viera language. Despite close attention to
purity in their bloodlines, the Viera do not worry about Rava
lineage and do not have family names. Making their home in the Gelmore Jungle, the Rava are a tall,
Male Viera Names. Atan, Morn, Tjln, Frjn powerful race with an intimating presence about them. Their
Unsure as to true examples of male names but will give powerful bodies and unrelenting tactics in the forest make
some example names until official material is released the Rava powerful friends and more dangerous foes.
Female Viera Names. Fran, Jote, Mjrn, Kryn, Ktjn Ability Score Increase. Your Wisdom score increases by
1.
Viera Traits Powerful Presence. You gain proficiency in the Intimidate
Your Viera character has a variety of natural abilities. skill.
Ability Score Increase. Your Dexterity score increases by
2. Veena
Age. Viera reach physical maturity at the same pace as all Hailing from the forests which grow about the Skatay Range,
the other races, but once reaching adulthood live roughly the Veena defend their home with just as much vigor as the
three times as long as the other races, approximately 240 Rava, but have a much easier time if they leave their homes
years. due to their more average size and softer appearance. Due to
Alignment. The Trueblooded Viera tend toward a Lawful the rise of war near their homeland, many Veena left the
nature, as they have a strict code of staying within the woods Skatay Range, joining many pockets of civilization.
and living their lives, while adventurers who leave home tend Ability Score Increase. Your Intelligence score increases
towards a more Chaotic alignment as they're a people who by 1.
live outside of tradition. Approachable. You gain proficiency in the Persuasion skill.

24
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Chapter 2: Classes

Classes of Final Fantasy XIV


Hit SavingThrow
Class Description Die Proficiencies Armor and Weapon Proficiencies
A spellcaster who summons a familiar to assist Intelligence & Daggers, darts, slings, quarterstaffs,
Arcanist d6
them in battle Wisdom light crossbows
A spellcaster who uses tarot cards and draws Wisdom & Daggers, darts, slings, quarterstaffs,
Astrologian d6
power from the stars Charisma light crossbows
A ranged specialist who balances martial and Dexterity & Light armour, Simple Weapons,
Bard d8
magical abilities with song. Charisma Longbows
A mage who calls upon the power of the void Intelligence & Daggers, darts, slings, quarterstaffs,
Black Mage d6
to empower their spells. Charisma light crossbows
A mage who creates links with monsters and Dexterity & Light Armour, Simple Weapons, Long
Blue Mage d8
draws magic from their essence Intelligence Swords, Scimitars, Short Swords
A supportive fighter who uses both magic and Dexterity & Daggers, Sickles, Darts, Light
Dancer d8
martial arts to control the battle field Charisma Crossbows, Whips
A knight who harnesses forbidden powers to Constitution & All Armour, Shields, Simple and
Dark Knight d10
protect the weak Charisma Martial Weapons
A high flying warrior who specializes in fighting Strength & Light and Medium Armours, Simple
Dragoon d10
and utilizes the power of dragons Dexterity and Martial Weapons
A bodyguard who augments their weaponry Strength & All Armour, Shields, Simple and
Gunbreaker d10
with manatriggers to deliver powerful attacks Dexterity Martial Weapons
A tinkerer who uses firearms and creates many Light armour, Simple Weapons,
Dexterity &
Machinist devices and clockwork companions to do d8 Pistols, Hunting Rifles, Revolvers and
Intelligence
battle Muskets
A fighter that specializes in unarmed combat Dexterity &
Monk d8 Light armour, Simple Weapons
wielding elemental power. Wisdom
A fighter who uses deception and speed with a Dexterity &
Ninja d8 Light armour, Simple Weapons
large variety of tools. Intelligence
An Armored knight who uses their aether to Strength & All Armour, Shields, Simple and
Paladin d10
empower their equipment Charisma Martial Weapons
A mage who draws from the schools of white
Dexterity & Light Armor, Simple Weapons, Short
Red Mage and black magic, weaving them together with d8
Charisma Swords and Rapiers
swordplay
A fighter who calls on an ally from the void to Strength & Light and Medium Armours, Simple
Reaper d10
aide them in battle. Wisdom and Martial Weapons
A mage who uses advanced technologies to Intelligence & Daggers, darts, slings, quarterstaffs,
Sage d6
augment their spell casting. Wisdom light crossbows
A fighter specializing in an eastern approach to Strength & Light, Medium Armour, simple
Samurai d10
combat. Wisdom weapons, martial Weapons
A fighter who uses immense strength and bulk Strength & All armor, simple weapons, and
Warrior d12
to overpower opponents. Constitution martial weapons
White A mage who borrows the power of nature to Wisdom & Daggers, darts, slings, quarterstaffs,
d6
Mage cast spells Charisma light crossbows

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The world of Final Fantasy XIV offers a wide variety of
classes in its world. Listed in the table below are the full Multiclassing Proficiencies
classes who could stand on their own in the context of Class Proficiencies Gained
Dungeons & Dragons. Arcanist -
Multiclassing Astrologian -
The tables on this next page show the requirements to Bard
Light armor, one skill of your choice, one
multiclass and the proficiencies gained when doing so. musical instrument of your choice
Black Mage -
Light Armor, Simple Weapons, Long Swords,
Multiclassing Prerequisites Blue Mage
Scimitars, Short Swords
Class Ability Score Minimum Dancer Light Armor, Charkrams, Scimitars
Arcanist 13 Intelligence
Light Armor, Medium Armor, Shields, simple
Dark Knight
Astrologian 13 Wisdom weapons, martial weapons
Bard 13 Charisma Light Armor, Medium Armor, simple
Dragoon weapons, martial weapons, one skill from the
Black Mage 13 Intelligence class's skill list
Blue Mage 13 Intelligence Light Armor, Medium Armor, simple
Dancer 13 Charisma Gunbreaker weapons, martial weapons, one skill from the
class's skill list
Dark Knight 13 Strength or Charisma
Light Armor, Pistols, Hunting Rifles,
Dragoon 13 Strength or Dexterity Machinist
Revolvers, Muskets
Gunbreaker 13 Strength Monk Simple weapons, shortswords
Machinist 13 Dexterity or Intelligence Light armor, one skill from the class's skill list,
Ninja
Monk 13 Dexterity thieves' tools
Ninja 13 Dexterity Light armor, medium armor, shields, simple
Paladin
weapons, martial weapons
Paladin 13 Charisma
Light Armor, Medium Armor, simple
Reaper 13 Wisdom Reaper weapons, martial weapons, one skill from the
Red Mage 13 Charisma class's skill list

Sage 13 Intelligence Light Armor, Medium Armor, simple


Red Mage weapons, martial weapons, one skill from the
Samurai 13 Strength class's skill list
Warrior 13 Strength Sage -
White Mage 13 Wisdom Light Armor, Rapier, one skill from the class's
Samurai
skill list
Light Armor, Medium Armor, Shields, simple
Warrior
weapons, martial weapons
White
-
Mage

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Arcanist
A lightly armoured Hyur maneuvers through the battlefield
alongside his carbuncle companion. The carbuncle dashes
ahead and lets out a burst of magical energy, dazing their foes
and creating an opening for their allies, swaying the battle in
their favour.
A quiet Miqo'te woman carefully scratches notes into her
research tome. After a long times passes, she wipes the
sweat from her brow as a shining avian figure bursts forth
from another plane, ready to heed her every command.
A carefully launched arrow catches the the Lalafell's ally.
Invoking a few words and raising their grimoire to the sky,
healing magics close the wound, allowing their friend to fight
on.
These skillful magic users take on many roles on the
battlefield, be it a commander of their allies, a medic or a
destructive force. Through careful planning and preparation
an Arcanist becomes an indomitable force to stand against.
Magic Through Research
Arcanists work hard to explore the secrets of magic, only
through deep understanding of formulas and geometrical
figures can they produce magical effects. Their tomes and
grimoires are filled with fascinating formulas and diagrams,
which when fed magical energy from the arcanist's body
burst forth into powerful spells. Ever thirsty for greater
knowledge, an Arcanist seeks knowledge and then puts it to
the test.
Borrowed Power
One thing which sets the Arcanist apart from other spell
casters is their usage of summoning companions. Early in
their studies an Arcanist learns to summon forth a magical
servant. This is the first major task of an Arcanist and helps
to sharpen their powers. The companion borrows some of
the arcanist's power and in return gives the caster an
unwavering ally on the field of battle.
Creating an Arcanist
An arcanist's path begins with a few formulas scrawled in a
tome and a large amount of time practicing their craft,
researching to unlock greater power to have at their disposal.
You must consider what was your arcanist's call to action?
Perhaps their thirst for knowledge couldn't be satisfied at
their desk, or they saw that their abilities could help the
world in another way. Perhaps they uncovered some
information that they must investigate or acted upon.
Whatever the cause which brought the arcanist out into the
world, they do so with their research in hand and companion
by their side.
Quick Build
You can make a Arcanist quickly by following these
suggestions. First make Intelligence your highest ability
score, following with Constitution. Second take the Sage
background. Third, take the Acid Splash, Mage Hand and
Prestidigitation cantrips.

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The Arcanist
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Tactics 3 2 — — — — — — — —
2nd +2 Arcanist Specialization, Aetherial Ally 3 3 — — — — — — — —
3rd +2 ─ 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 ─ 4 4 3 2 — — — — — —
6th +3 Specialization Feature 4 4 3 3 — — — — — —
7th +3 ─ 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 ─ 4 4 3 3 3 1 — — — —
10th +4 Specialization Feature 5 4 3 3 3 2 — — — —
11th +4 ─ 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 ─ 5 4 3 3 3 2 1 1 — —
14th +5 Specialization Feature 5 4 3 3 3 2 1 1 ─ —
15th +5 ─ 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 ─ 5 4 3 3 3 2 1 1 1 1
18th +6 Grand Design 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 According to Plan 5 4 3 3 3 3 2 2 1 1

(a) a light crossbow and 20 bolts or (a) a simple weapon


Class Features (a) a grimoire which acts as your spell casting focus
(a) a scholar's pack or (b) an explorer's pack
As an Arcanist, you gain the following class features
Hit Points
Spell Casting
Hit Dice: 1d6 per Arcanist level Level requirement and general description. See chapter 10 of
Hit Points at 1st Level: 6 + your Constitution modifier the PHB for the general rules of spellcasting and the end of
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution this document for the Arcanist spell list.
modifier per Arcanist level after 1st
Cantrips
Proficiencies At 1st level, you know 3 cantrips of your choice from the
Armor: None Arcanist spell list. You learn additional Arcanist cantrips of
Weapons: Daggers, darts, slings, quarterstaffs, light your choice at higher levels, as shown in the Cantrips Known
crossbows column of the Arcanist table.
Tools: None
Saving Throws: Intelligence, Wisdom Spellbook
Skills: Choose two from Arcana, History, Insight, At 1st level, you have a spellbook containing six 1st-level
Investigation, Medicine, and Religion. Arcanist spells of your choice. Your spellbook is the
repository of the Arcanist Spells you know, except your
Equipment Cantrips, which are fixed in your mind.
You start with the following equipment, in addition to the
equipment granted by your background
(a) quarterstaff or (b) a dagger
28
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For example, if you're a 3rd-level arcanist, you have four
1st-level and two 2nd-level spell slots. With an lntelligence of
Your Spellbook 16, your list of prepared spells can include six spells of 1st or
The spells that You add to your spellbook as You 2nd level, in any combination, chosen from your spellbook. If
gain levels reflect the arcane research You conduct you prepare the 1st-level spell magic missile, you can cast it
on your own, as well as intellectual breakthroughs using a 1st-level or a 2nd-level slot.
You have had about the nature of the multiverse. Casting the spell doesn't remove it from your list of
You might find other spells during your adventures. prepared spells. You can change your list of prepared spells
You could discover a spell recorded on a scroll in when you finish a long rest. Preparing a new list of arcanist
an evil wizard's chest, for example, or in a dusty spells requires time spent studying your spellbook and
tome in an ancient library. memorizing the incantations and gestures you must make to
Copying a Spell into the Book. When You find a cast the spell: at least 1 minute per spell level for each spell
arcanist spell of 1st level or higher, You can add it
to your spellbook if it is of a level for which You
on your list.
have spell slots and if You can spare the time to Spellcasting Ability
decipher and copy it. Copying a spell into your
spellbook involves reproducing the basic form of
Intelligence is your spellcasting ability for your Arcanist
the spell, then deciphering the unique system of
spells. You use your Intelligence whenever a spell refers to
notation used by the mage who wrote it. You must
your spellcasting ability.
practice the spell until You understand the sounds In addition, you use your Intelligence modifier when setting
or gestures required, then transcribe it into your the saving throw DC for a Arcanist spell you cast and when
spellbook using your own notation. making an attack roll with one.
For each level of the spell, the process takes 2
hours and costs 50 gp. The cost represents
Spell save DC = 8 + your proficiency bonus + your
material components You expend as You Intelligence modifier
experiment with the spell to master it, as well as Spell attack modifier = your proficiency bonus + your
the fine inks You need to record it. Once You have
spent this time and money, You can prepare the
Intelligence modifier
spell just like your other spells. Ritual Casting
Replacing the Book. You can copy a spell from
your own spellbook into another book. For
You can cast any Arcanist spell you know as a ritual if that
example, if You want to make a backup copy of
spell has the ritual tag.
your spellbook. This is just like copying a new spell Spellcasting Focus
into your spellbook, but faster and easier, since
You understand your own notation and already
You can use a magical grimoire, tome or other similar
know how to cast the spell. You need spend only 1 equipment as an arcane focus (found in chapter 5 of the
hour and 10 gp for each level of the copied spell. If player's handbook) for your Arcanist spells.
You lose your spellbook, You can use the same
procedure to transcribe the spells that You have
Learning Spells of 1st Level and Higher
prepared into a new spellbook. Filling out the Each time you gain an Arcanist level, you can add two
remainder of your spellbook requires You to find Arcanist Spells of your choice to your Spellbook for free.
new spells to do so, as normal. For this reason, Each of these spells must be of a level for which you have
many mages keep backup spellbooks in a safe spell slots, as shown on the Arcanist table. On your
place. adventures, you might find other spells you can add to your
The Book's Appearance. Your spellbook is a spellbook (see "Your Spellbook").
unique compilation of spells, with its own
decorative flourishes and margin notes. It might be Tactics
a plain, functional leather volume that You received
as a gift from your master, a finely bound gold-
Beginning at the 1st level, you have developed a head for
edged tome you found in an ancient library, or even
tactics during battle. You can use this feature a number of
a loose collection of notes scrounged together. times equal to your Intelligence modifier (a minimum of
once). You regain any expended uses when you finish a long
rest.
You learn your first tactic at 1st level from the following list.
Preparing and Casting Spells You learn additional tactics at the 2nd, 6th, 10th and 14th
The Arcanist table shows how many spell slots you have to level. Some tactics may require you be at least a certain level
cast your spells of 1st level and higher. To cast one of these or have taken a specific specialization. When you level up you
spells, you must expend a slot of the spell's level or higher. may exchange one of your known tactics for another.
You regain all expended spell slots when you finish a long Advantageous. When rolling initiative, you may expend
rest. You prepare the list of arcanist spells that are available one use of tactics to increase an ally or your own initiative roll
for you to cast. by your proficiency bonus. You may only do so once per
To do so, choose a number of arcanist spells from your initiative roll.
spellbook equal to your Intelligence modifier + your arcanist
level (minimum of one spell). The spells must be of a level for
which you have spell slots.

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Aetherial Barrier. When a creature you can see attacks a Logsitics Preparation. As a bonus action, all allied
target other than you that is within 15ft. of you or your creatures within 20ft. of you or your aetherial ally gain 10ft.
aetherial ally, you can use your reaction to impose of movement until the start of your next turn.
disadvantage on the attack roll. Nymian Preparation (Scholar only, 6th Level Required).
Blessing of Nym (Scholar only). When you cast a spell When you cast a spell which recovers hit points, instead of
which recovers hit points or is from the Nymian Scholar healing the target, they gain temporary hit points equal to
expanded spell list, you may cast it through your aetherial half the amount of hit points that would have been healed.
ally. Your fey acts as the point of origin for the spell and your The healing spell must require the caster to roll dice to
touch based spells may be cast as though you were standing decide the amount of hit points recovered. If any die results in
where your fey is. its maximum value, the creature gains temporary hit points
Bombarding. (Tactician only). When you take the Attack equal to the full amount of hit points healed.
action or cast a spell, as a bonus action, you may direct one of Plan of Attack. As a reaction, you may add your
your companions to strike. When you do so, choose a friendly proficiency bonus to the attack roll of an allied creature
creature who can see or hear you. That creature can within 10ft. of you.
immediately use its reaction to make one weapon attack. Quick Summoning (14th Level Required). As an action,
Castle (10th Level Required). As a bonus action, your you may summon an aetherial ally as though you just
aetherial ally and a willing creature within 30ft. of it completed a long rest. You may do so once, use of this tactic
instantaneously switch positions. This does not provoke recovers after a long rest.
attacks of opportunity. Rouse. When your aetherial ally takes its action within
Carbuncle Bind (Tactician Only). When your carbuncle 30ft. of you, as part of their action you may empower it
lands a melee attack, as part of its action you may empower further. For a number of rounds equal to your Intelligence
it. You attempt to bind the target creature to your carbuncle. modifier, add your Intelligence modifier to the damage rolls
The target of your carbuncle's attack must make a Dexterity and healing effects of your aetherial ally.
saving throw. On a failed save, a binding ethereal chain bursts Spreading Strike (6th Level Required). When your
forth from the carbuncle, shackling the target. The creature aetherial ally takes the attack action, as part of their action
may not move more than 5ft away from the carbuncle for 1d4 you may empower them. They may make a second attack on
rounds. a creature 5ft. from the first target.
Carbuncle Shine (Tactician Only). As a bonus action you Spur (Summoner only). When your Egi takes an action,
cause your carbuncle to shine brightly. All creatures who can as part of their action you may empower them. They gain
see the carbuncle within 10ft. must make a Constitution advantage on their attack roll. The additional damage from
saving throw. On a failed save, the creature is blinded for 1d4 your proficiency bonus is doubled for this attack.
rounds. Switching Step (6th Level Required). As a bonus action,
Deployment Tactics. (Tactician only). As a bonus action, you may switch places with your aetherial ally instantly if they
select two friendly creatures who can see and hear you. They are within 60ft. of you. This does not provoke attacks of
may move up to half their movement speed without opportunity.
provoking attacks of opportunity. Tactical Position (Tactician Only). You may use the help
Devotion (Summoner only, 10th Level Required). When action as a bonus action.
a creature within 10ft. of your aetherial ally attacks another Tri-bind (Summoner Only, 6th Level Required). As an
creature with a melee attack successfully, as a reaction you action all creatures within 10ft. of your aetherial ally must
may add your Intelligence modifier and proficiency bonus to make a Dexterity saving throw against your Spell Save DC or
the damage roll. become restrained for 1 minute. As an action on their turn an
Elemental Attunement (Summoner only). As an action, affected creature may make a Strength saving throw to end
you may grant resistance to fire, cold, lightning, poison or the effect.
sonic damage to yourself or a creature within 5ft. of you for a
number of rounds equal to your Intelligence modifier. Arcanist Specialization
Emergency Tactics (Scholar only, 10th Level Required). At 2nd level, you choose a specialization to focus on as an
When a creature you can see takes damage, as a reaction you Arcanist: Tactician, Summoner or Nymian Scholar, all
may cast a spell which restores hit points to its target. detailed at the end of the class description. Your archetype
Excogitation (Scholar only). When you cast a healing choice grants you features at the 2nd, 6th, 10th and 14th
spell, you may delay the effect by up to 1 minute. The spell level.
effect activates after the target takes a total amount of
damage declared by you when you use this tactic. If the Aetherial Ally
creature reaches 0 hit points or less the healing spell takes
effect immediately. Beginning at 2nd level you learn to summon an aetherial
False Fear (Tactician Only, 6th Level Required). When creature to assist you in battle. The creature is friendly to you
your carbuncle lands an attack, as part of their attack you and your companions and obeys your commands. Depending
may empower it further. You attempt to attack their mind. The on your selected archetype you are able to summon specific
creature must make a Wisdom saving throw against your creatures. Tacticians are able to summon carbuncles,
spell save DC, on a failed save their mind is infested with an summoners are able to summon Egis and nymian scholars
illusion causing them to become frightened of the carbuncle are able to summon Eos or Selene.
until the end of your next turn.

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Select the relevant stat block when summoning your Tactician
aetherial ally. These summons use your proficiency bonus
(PB) in several places. Descriptions of your aetherial allies Most arcanists walk the path of the Tactician, highly
can be found alongside the provided stat blocks at the end of intelligent spell casters who assist their allies by organizing
the class description. their forces and swaying battle with tactical maneuvers. In
In combat, your aetherial ally acts during your turn. It can the tradition of arcanists, the tactician who brings forth a
move and use its reaction on its own, but the only action it carbuncle, to help dictate the pace of battle.
takes is the Dodge action, unless you take a bonus action on
your turn to command it to take another action. That action Field Commander
can be one in its stat block or some other action. You can also Beginning at the 2nd level, you have opted to take up the
sacrifice one of your attacks when you take the Attack action blade alongside the book to protect yourself on the battle
to command the beast to take the Attack action. If you are field. You gain proficiency in light armor, shields, simple and
incapacitated, the beast can take any action of its choice, not martial weapons. You may use your weapon as a casting
just Dodge. focus to satisfy the somantic component. You gain one extra
If your aetherial ally is reduced to 0 hit points, its body hitpoint when you level up, including reaching the 2nd level.
dissipates into a fog of magical energy which remains intact Additionally, when you select a new tactic according to the
for one minute. You can use your action to touch it and Tactics feature, you select two tactics. You regain any
expend a spell slot of 1st level or higher. Aetherial ally's body expended uses of Tactics when you complete a short or long
returns to life after 1 minute with all its hit points restored. rest.
You summon your aetherial ally when you complete a long
rest. At this time you can summon a different aetherial ally. Tactical Eye
The new summon appears in an unoccupied space within 5 Also beginning at 2nd level, when you use the Help action to
feet of you, and you choose its stat block. If you already have aid an ally in attacking a creature, the target of that attack
an aetherial ally from this feature, it vanishes when the new can be within 30 ft. of you, if the target can see or hear you.
summon appears. The summon also vanishes if you die.
Strategic Preparation
Beginning at the 6th level, if you spend at least 1 minute
Arcanist Summons observing or interacting with another creature outside
Information about your available summons can be found at the
combat, you can learn certain information about its
capabilities compared to your own.
end of the class description.
The DM tells you if the creature is your equal, superior, or
inferior in regard to two of the follow characteristics of your
choice:
Ability Score Improvement
Strength score
When you reach 4th level, and again at 8th, 12th, 16th, and Dexterity score
19th level, you can increase one ability score of your choice Constitution score
by 2, or you can increase two ability scores of your choice by Intelligence score
1. As normal, you can't increase an ability score above 20 Wisdom score
using this feature. Charisma score
Armor Class
Grand Design Current hit points
Beginning at 18th level, the maximum number of tactics you Class levels (if any)
may use before a rest increases by 2. At the DM's discretion, you might also realize you know a
piece of the creature's history or one of its personality traits,
According To Plan if it has any.
Beginning at the 20th level, you recover half of your expended
tactics uses when you roll for initiative. Chain Stratagem
Beginning at the 10th level, when an ally is attacking a
creature whom is affected by your Help action, their attack
The Aetherial Ally lands a critical hit on a die result 19 or 20.
Arcanist's are able to summon a dedicated ally through the Carbuncle's Sacrifice
use of grimoires and magical formulas, Acantists have
learned how to bring forth a magical ally to fight alongside Beginning at the 14th level, you are able to sacrifice your
them. Depending on the area of study an Arcanist specializes carbuncle to recall the magic energy which makes up its body
in, they are able to summon different allies. A Tactician has and calm your mind. Your carbuncle is unsummoned and you
learned to bring forth a carbuncle, a Summoner has learned recover half the expended uses of your Tactics feature.
to bring forth elemental egis, and a Nymian Scholar has
learned to summon a special type of fey.

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Summoner
A summoner has directed their studies towards harnessing
the powers of elementals from another plane, summoning
fragments of their strength as Egis to serve them.
Egi's Boon
Beginning at the 2nd level, while you have your Ifrit Egi
summoned you know the Firebolt Cantrip and have
resistance against fire damage. While you have your Garuda
Egi summoned you know the Thunderclap cantrip and have
resistance against thunder damage. While you have your
Titan Egi summoned you know the Magic Stone cantrip and
have resistance against bludgeoning damage.
Channeled Casting
Beginning at the 6th level, when you cast a spell you may cast
the spell as if you were standing where your egi is. Spells
which use you as their point of origin may instead use your
egi as the point of origin. These spells do not cause damage
to your egi. You can use this feature three times. You regain
any expended uses when you finish a long rest.
Fester
Beginning at the 10th level, when you cast a spell that deals
damage and requires a target creature to make a saving
throw, if it fails you may deal additional necrotic damage to
the target creature equal to #d8, where # is equal to your
Intelligence modifier. You can use this feature three times.
You regain any expended uses when you finish a long rest.
Enkindle
Beginning at the 14th level, as an action you are able to call
on your egi to release the great power hidden within it,
unleashing a devastating attack. You must then finish a short
or long rest to use Enkindle again. The power is described in
the creature description at the end of the class description.
Nymian Scholar
Some arcanists decide to research the use of their magic in
the medical arts. These arcanists come to be known as
nymian scholars, specializing in the lost healing magic of
Nym. They call on the fey of this lost city, summoning them to
assist them on the field of battle.
Expanded Spell List
Your specialization as an scholar lets you choose from an
expanded list of spells when you learn an arcanist spell. The
following spells are added to the arcanist spell list for you.
Critical Heal
Expanded Spell List Starting at the 2nd level, your healing spells have the
Spell Level Spell potential to cause a critical heal. When you cast a healing
spell and one of the die results in its highest possible result.
1st Bless, Sanctuary Roll another die of the same value and add that number to
2nd Lesser Restoration, Prayer of Healing the amount of hit points recovered. A critical heal may only
occur once per healing spell.
3rd Mass Healing Word, Revivify
4th Lustrate, Sacred Soil Nymian Healer
Starting at 6th level, your healing spells are more effective.
5th Greater Restoration, Mass Cure Wounds Whenever you use a spell of 1st level or higher to restore hit
points to a creature, the creature regains additional hit points
equal to your proficiency bonus + the spell's level.

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Adloquiem
Starting at the 10th level, when you cast a spell of 1st level or
higher to restore hit points to a creature, you may expend one
us of tactics to empower the heal. Your healing spell creates a Topaz Carbuncle
protective ward on the creature, granting them temporary hit Small Elemental
points equal to the hit points recovered for 10 minutes. If a
critical heal occurred, the target gains additional temporary
hit points equal to half of the amount of hit points recovered. Armor Class 13+PB (natural armour)
Hit Points 5 + five times your class level (the
Nymian Savior carbuncle has a number of Hit Dice [d8s] equal to
your arcanist level)
Starting at the 14th level, when you cast a healing spell which Speed 30ft.
will not grant temporary hit points, that creature gains 1d10
temporary hitpoints.
STR DEX CON INT WIS CHA
Tactician's Carbuncles 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (0)
Carbuncles are fox-like creatures with long rabbit like ears
who are summoned by Tacticians as their stalwart allies. Senses passive Perception 12
These creatures can come in a variety of colours based on Languages understands the languages of its
the colours of gem stones, but their bodies are formed of summoner but cannot speak
materialized aether. The most common appearances of the Challenge -
carbuncles are Emerald and Topaz coloured. Proficiency Bonus equals your bonus

Actions
Emerald Carbuncle Gouge. Melee Weapon Attack: your spell attack
modifier to hit, Reach 5ft., one target. Hit: 8 (1d8 +
Small Elemental 2 + PB) bludgeoning damage.

Armor Class 12 + PB Glittering Topaz (Recharge 5-6). Topaz Carbuncle


increases its AC by 2 for 1d4 rounds.
Hit Points 4 + four times your class level (the
carbuncle has a number of Hit Dice [d6s] equal to Shining Topaz (Recharge 6). Melee Magic Attack:
your Arcanist level) your spell attack modifier to hit, Reach 5ft., one
Speed 30ft. target. Hit: 8 (1d6 + 2 + PB) bludgeoning damage. A
creature struck by Gouge must make a Wisdom
saving throw against your spell save DC. On a failed
STR DEX CON INT WIS CHA save, the creature has disadvantage on actions taken
6 (-2) 14 (+2) 13 (+1) 8 (-1) 14 (+2) 11(0) against targets other than the Topaz Carbuncle
during their next action.
Senses passive Perception 12
Languages understands the languages of its
summoner but cannot speak
Challenge -
Proficiency Bonus equals your bonus

Actions
Downburst. Melee Magical Attack: your spell attack
modifier to hit, Reach 5ft., one target. Hit: 9 (1d8 +
2 + PB) thunder damage
Gust. Ranged Magical Attack: your spell attack
modifier to hit, Reach 30ft., one target. Hit: 8 (1d6
+ 2 + PB) thunder damage
Back Draft (Recharge 6). Melee Magical Attack: your
spell attack modifier to hit, reach 5ft., one target.
Hit: 8 (1d6 + 2 + PB) thunder damage. When a
create is hit by Back Draft that must make a
Strength saving throw against your Spell Save DC.
On a failed save, they are knocked back 10ft., and
are not knocked back on a success.

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Summoner's Egis
The summoner's Egis are elementals created in the image of Ifrit-Egi
far more powerful beings. Their bodies are formed of aether
and reflect the summoner's mental image of these more Small Elemental
powerful beings.
Ifrit-Egis are bathed fire, their bodies sporting large horns Armor Class 12+PB
and claws. Some depictions swing between demonic, lizard Hit Points 5 + five times your class level (the egi has
like or beastial in nature. a number of Hit Dice [d8s] equal to your Arcanist
Titan-Egis are bulky in nature, their bodies formed of level)
stone with gemstones inlaid in its body that glow softly. Their Speed hover 30ft.
upper body tends to sport broad shoulders, thick arms, and
jagged hair tied back. Some depictions of Titan-Egis show STR DEX CON INT WIS CHA
them in a more humanoid form.
Garuda-Egis are sleek in their build with large wings and 16 (+3) 14 (+2) 15 (+2) 8 (-1) 12 (+1) 14 (+2)
are bathed in aetherial winds that course around their body.
Their bodies are usually tinged in green hues. Some other Damage Immunity Fire
depictions of Garuda often appear as a winged woman with a Senses passive Perception 10
wicked grin. Languages understands the languages of its
summoner but cannot speak
Challenge -
Proficiency Bonus equals your bonus

Actions
Burning Strike. Melee Weapon Attack: your spell
attack modifier to hit, Reach 5ft., one target. Hit: 12
(1d6 + 3 + PB) slashing damage plus 1d4 fire
damage.
Flame Charge (Recharge 6). The Ifrit-Egi releases a
burst of flames in a 10ft. radius circle around itself.
Each creature in the affected area must succeed on
a Dexterity saving throw against your spell save DC.
Each creature takes 8 (1d12 + PB) fire damage, or
half as much damage on a success.

Enkindle
Inferno (Requires Arcanist Level 14). Ifrit-Egi releases
an explosive pillar of fire around itself in a 30ft.
radius, severely burning all creatures in range. All
affected creatures must make a Dexterity saving
throw against your spell save DC. Creatures that fail
the Dexterity check take 45 (7d12) fire damage, or
half as much on a successful save.

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Titan-Egi Garuda-Egi
Small Elemental Small Elemental

Armor Class 13+PB (natural armor) Armor Class 12+PB


Hit Points 5 + five times your class level (the egi has Hit Points 5 + five times your class level (the egi has
a number of Hit Dice [d8s] equal to your Arcanist a number of Hit Dice [d6s] equal to your arcanist
level) level)
Speed hover 30ft. Speed hover 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 14 (+2) 10 (0) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 14 (+2)

Senses passive Perception 11 Senses passive Perception 11


Languages understands the languages of its Languages understands the languages of its
summoner but cannot speak summoner but cannot speak
Challenge - Challenge -
Proficiency Bonus equals your bonus Proficiency Bonus equals your bonus

Actions Actions
Rock Buster. Melee Weapon Attack: your spell attack Shred. Melee Weapon Attack: your spell attack
modifier to hit, Reach 5ft., one target. Hit: 7 modifier to hit, Reach 5ft., one target. Hit: 6 (1d6 +
(1d4+2+PB) bludgeoning damage. PB) slashing damage.
Earthen Armor (Recharge 6). Creates a barrier or Wind Blade. Ranged Magical Attack: your spell attack
stone around Titan-Egi and either the summoner or modifier to hit, Reach 30ft., one target. Hit: 8 (1d6
any other ally within 30ft. of the Titan-Egi. Both + 2 + PB) thunder damage.
targets obtain temporary Hit Points equal to Titan-
Aerial Slash (Recharge 6). A target creature within
Egi's Constitution modifier + PB. The barriers
30ft. of Garuda-Egi becomes the center point of a
crumble to the dust at the end of Titan-Egi's next
massive burst of wind. All creatures within 10ft.
round, removing the temporary Hit Points as well.
must made a Dexterity saving throw against your
Enkindle spell save DC. On a failed save, the creatures takes
12 (2d6+2+PB) thunder damage and half as much
Earthen Fury (Requires Arcanist Level 14). Titan-Egi on a successful save.
instantaneously pulverizes the land around it,
turning a 30ft. radius circle of land into a swampy Enkindle
mire. The affected area is considered difficult terrain
Aerial Blast (Requires Arcanist Level 14). Garuda-Egi
and all creatures other than the Summoner or Titan-
unleashes a thunderous burst of wind in a 20ft.
Egi that start their turn in the mire receive 18 (4d8)
radius circle within 30ft. of it. All creatures wtihin
poison damage. The area remains for a number of
range must make a Strength save equal against your
turns equal to your Intelligence modifier.
spell save DC. Each creature that fails the save is
knocked back 20ft. from the central point of Aerial
Blast and takes 39 (6d12) thunder damage.
Creatures that succeed on the save take half as
much damage and are not knocked back. Garuda-Egi
is immune to this attack.

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Scholar's Fey
Arcanists who take up the path of a Scholar are students of
the ancient healing arts of Nym. These strategic healers who Selene
backed legions of marauders in the past. Alongside every Small Fey
skilled Scholar stood a whimsical and caring fey that assisted
them in their healing practice. Armor Class 13+PB
Fey known as Eos sport long hair and pastel coloured Hit Points 4 + four times your class level (the fey has
clothing and wings, while Selene often kept their hair short a number of Hit Dice [d6s] equal to your Arcanist
and dressed in far more vibrant colours. level)
Despite their humanlike appearance, the Nymian Fey's Speed 30ft.
bodies were formed of aether, but their memories and spirit
lived with their scholar, remembering their past each time
they were called forth. STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (0) 10 (0) 12 (+1) 16 (+3)

Eos Senses passive Perception 14


Languages understands the languages of its
Small Fey summoner but cannot speak
Challenge -
Armor Class 13+PB Proficiency Bonus equals your bonus
Hit Points 3 + three times your class level (the fey
has a number of Hit Dice [d4s] equal to your Innate Spellcasting. Selene's innate spellcasting
Arcanist level) ability is Charisma but shares your spell save DC and
Speed 30ft. spell attack bonus. It can innately cast the following
spells, requiring no material components: At Will:
true strike, dancing lights
STR DEX CON INT WIS CHA
2/day: healing word
2 (-4) 16 (+3) 10 (0) 10 (0) 12 (+1) 16 (+3)
1/day: aid
Senses passive Perception 14
Languages understands the languages of its Actions
summoner but cannot speak
Unarmed. Melee Weapon Attack: your spell attack
Challenge -
modifier to hit, Reach 5ft., one target. Hit: 1
Proficiency Bonus equals your bonus
bludgeoning damage.
Innate Spellcasting. Eos's innate spellcasting ability is Fey Bolt. Ranged Magical Attack: your spell attack
Charisma but shares your spell save DC and spell modifier to hit, Reach 30ft., one target. Hit: 8
attack bonus. It can innately cast the following (1d4+3+PB) radiant damage.
spells, requiring no material components: At Will:
bladeward, light Fey Lance (Recharge 5 or 6). Ranged Magical Attack:
your spell attack modifier to hit, Reach 30ft., one
2/day each: cure wounds, healing word target. Hit: 13 (1d10+3+PB) radiant damage.
1/day: aid

Actions
Unarmed. Melee Weapon Attack: your spell attack
modifier to hit, Reach 5ft., one target. Hit: 1
bludgeoning damage
Fey Bolt. Ranged Magical Attack: your spell attack
modifier to hit, Reach 30ft., one target. Hit: 8
(1d4+3+PB) radiant damage.
Fey Shield (Recharge 6). Eos creates a shield of
temporary hit points around a target creature within
60ft. of them. This shield is 1d4 + your spellcasting
ability modifier. The shield lasts for one minute
before fading.

36
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Astrologian
A slender Elezen woman draped in fine robes sits in a dark
room across from a man who feels he has lost his way.
Smiling she releases her Planisphere and a flurry of arcana
cards into the air. From the squall of cards she draws and
divines the man’s fate, instilling in the lost soul a sense of
peace and hope for the future.
A Roegadyn man stands behind his allies on the battlefield.
He raises his Star Globe to the sky and begins to channel
energy into his trust tool. Using the power of the stars above,
soothing energy radiates outwards, enveloping his allies,
bringing them succor in the heat of battle.
A well versed Auri Astrologian stands before a
congregation of people. She has come to spread the word of
her rare new art, offering understanding of the future through
the power of the stars. It has become her sacred duty to bring
the stars into view for the common people.
Whether they stand behind their allies granting them the
blessing of the stars and moons of the universe, or standing
alongside them on the front line, Astrologians manipulate the
fates of both friends and foe to find success.
Wielders of Fate
The first task of all Astrologians is to gain a mastery over
using the deck of sixty. To them, fortunetelling is a tool which
allows them to interpret the stars themselves. Their deck is
based on the constellations that they study. The Astrologians
are gifted a divining deck when they begin their study from
their master. They act as a conduit for the magic energy
gathered by their star globes, passing the empowering magic
from the stars to their allies.
An Elegant Tool
The Star Globe is a tool used by Astrologians which allows
them to locate and draw in power from the stars. The globes
are formed by large rings of precious metal and lenses. The
rings are marked using a large spread of precise markings
and which allows the user to find and map the stars in order
to draw power without a view of the sky.
Creating an Astrologian
Astrologians hail from a faraway island where knowledge is
viewed as the greatest virtue. Astrologians are usually
scholars by trade, and specialized in the study of astromancy.
Often they find themselves born into the scholar’s life or into
highborn families. Sometimes low born apprentices find
themselves working beneath a master of astromancy and
learn how to tap into the magic of the stars. Astrologians are
blessed with the ability to read the future. Through the use of
the deck of sixty and the stars they are capable of tapping into
the future, though the farther they look, the less clear things
become. Some Astrologians travel the land to share this gift
of foresight with everyone, while others seek out
opportunities to spread their young order of magic around
the realm. Others track down allies and adventure, as the
stars had mandated that the Astrologian set out on a quest
for a task which they cannot see the end of.

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The Astrologian
Level Proficiency Bonus Features Available Draws Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Draw 2 3 2 — — — — — — — —
2nd +2 Sect Study Focus 3 3 3 — — — — — — — —
3rd +2 ─ 4 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 5 4 4 3 — — — — — — —
5th +3 Shuffle 6 4 4 3 2 — — — — — —
6th +3 Sect Study Feature 7 4 4 3 3 — — — — — —
7th +3 ─ 8 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 9 4 4 3 3 2 — — — — —
9th +4 ─ 10 4 4 3 3 2 1 — — — —
10th +4 Sect Study Feature 11 5 4 3 3 2 2 — — — —
11th +4 Spread 12 5 4 3 3 2 3 1 — — —
12th +4 Ability Score Improvement 13 5 4 3 3 2 3 1 — — —
13th +5 ─ 14 5 4 3 3 2 3 1 1 — —
14th +5 Sect Study Feature 15 5 4 3 3 2 3 1 1 — —
15th +5 ─ 16 5 4 3 3 2 3 1 1 1 —
16th +5 Ability Score Improvement 17 5 4 3 3 2 3 1 1 1 —
17th +6 Double Draw 18 5 4 3 3 2 3 1 1 1 1
18th +6 Time Dialation 19 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 20 5 4 3 3 3 3 2 1 1 1
20th +6 The Deck of Sixty 21 5 4 3 3 3 3 2 2 1 1

Quick Build Tools: Divination Deck


You can make an Astrologian quickly by following these Saving Throws: Wisdom, Charisma
suggestions. First make Wisdom your highest ability score, Skills: Choose two from Arcana, Deception, Insight,
following with Constitution. Second take the sage Persuasion, History, Religion
background. Third, take the Dancing Lights, Sacred Flame, Equipment
Guidance and Truestrike cantrips and the first level spells You start with the following equipment, in addition to the
Cure Wounds and Divine Favor. equipment granted by your background:
Class Features (a) a dagger or (b) a quarter staff
(a) a light crossbow and 20 bolts or (a) a simple weapon
As an Astrologian, you gain the following class features a Star Globe
a Divination Deck
Hit Points (a) a explorer's pack or (b) a scholar's pack
Hit Dice: 1d8 per Astrologian level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constituion Divination Deck
modifier per Astrologian level after 1st The Divination Deck is a tool used to perform fortune telling.
Proficiencies You understand how to tell fortunes via tarot decks with this
Armor: None proficiency.
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light
Crossbows

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Spellcasting Draw
As a student of astrology, you can cast Astrologian spells. See Beginning at the 1st level, as an action you are able to draw a
chapter 10 of the PHB for the general rules of spellcasting card from your deck of sixty and empower an ally according
and the end of this document for the Astrologian spell list. to the drawn card.
Roll 1d6, the number shown corresponds to the drawn
Cantrips card. Once drawn, you may apply the empowering effect to
At 1st level, you know three cantrips of your choice from the yourself or another creature within 30ft. that you can see.
Astrologian spell list. You learn additional Astrologian The card releases the energy within and the card returns to
cantrips of your choice at higher levels, as shown in the the deck.
Cantrips Known column of the Astrologian table. The effect of the boon lasts for a number of rounds equal to
your Wisdom ability modifier with a minimum of 1 round.
Preparing and Casting Spells You must use temporary resources within this time otherwise
The Astrologian table shows how many spell slots you have they are lost. A creature may only have one Draw effect
to cast your Astrologian spells of 1st level and higher. To cast affecting them at a time. A new effect replaces the old effect.
one of these spells, you must expend a slot of the spell’s level The Available Draws column of the astrologian table shows
or higher. You regain all expended spell slots when you finish the number of times you can draw cards for your astrologian
a long rest. level. You regain all of your expended uses of draw when you
You prepare the list of Astrologian spells that are available finish a long rest.
for you to cast, choosing from the Astrologian spell list. When
you do so, choose a number of Astrologian spells equal to Draw Effects
your Wisdom modifier + your Astrologian level (minimum of Card Die
one spell). The spells must be of a level for which you have Drawn Result Card Effect
spell slots.
For example, if you are a 3rd-level Astrologian, you have Bonus 1d6 damage on all damage rolls.
four 1st-level and two 2nd-level spell slots. With a Wisdom of This bonus damage applies once per
16, your list of prepared spells can include six spells of 1st or The
1
action, attack damage roll, bonus action
2nd level, in any combination. If you prepare the 1st-level Balance and reaction. This increases to 2d6 at the
5th level, 3d6 at the 11th level and 4d6
spell cure wounds, you can cast it using a 1st-level or 2nd- at the 17th level.
level slot. Casting the spell doesn’t remove it from your list of
prepared spells. All damage you take is reduced by 1d6.
You can change your list of prepared spells when you finish The
2
This increases to 2d6 at the 5th level,
a long rest. Preparing a new list of Astrologian spells requires Bole 3d6 at the 11th level and 4d6 at the 17th
time spent in prayer and meditation: at least 1 minute per level.
spell level for each spell on your list. The You gain one extra attack when you take
3
Arrow the attack action.
Spellcasting Ability
Wisdom is your spellcasting ability for your Astrologian The
4
Your attack rolls crit on a 19 or 20 die
spells. The power of your spells comes from your Spear result.
understanding of astrological powers. You use your Wisdom Temporarily provides one level 1 or 2
whenever a Astrologian spell refers to your spellcasting The spell slot. May be used for level 3 spell
ability. In addition, you use your Wisdom modifier when Ewer
5
slots beginning at the 11th level and level
setting the saving throw DC for a Astrologian spell you cast 4 spell slots at the 17th level.
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Temporarily provides 1, non-spell slot
resource to an ally. This increases to 2
Wisdom modifier The
6 resources at the 5th level, 3 resources at
Spell attack modifier = your proficiency bonus + your Spire
the 11th level and 4 resources at the
Wisdom modifier 17th level.
Ritual Casting
You can cast a Astrologian spell as a ritual if that spell has the *The resources included in this effect includes class resources
ritual tag and you have the spell prepared. like the Monk’s Ki Points and the Fighter’s maneuver dice. This
does not include abilities which do not use a resource such as
Spellcasting Focus
You can use a star globe, planisphere or other similar tools as a Cleric's Channel Divinity or a Fighter's Action Surge. There
an arcane focus (found in chapter 5 of the player's handbook) must be an expended resource. Ask your DM their
for your astrologian spells. consideration of what counts as a resource.

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Astrologian Archetype Diurnal Sect
At 2nd level, you choose a sect to study as an Astrologian: Your study of astrology has led you to studying under the
Diurnal Sect, Nocturnal Sect or Fortuneteller, all detailed at Diurnal sect. Students of this sect focus on developing their
the end of the class description. Your archetype choice grants understanding of the stars and their fortune telling in
you features at the 2nd, 6th, 10th and 14th level. reference to the sun. Reflective of the life the sun provides
those of the land, students of the Diurnal Sect focus on
Ability Score Improvement improving their ability to heal and support their allies.
When you reach 4th level, and again at 8th, 12th, 16th, and Fortunate Healing
19th level, you can increase one ability score of your choice Beginning at the 2nd level, whenever you use a spell of 1st
by 2, or you can increase two ability scores of your choice by level or higher to restore hit points to a creature, you may
1. As normal, you can't increase an ability score above 20 expend an available draw to further empower the heal. The
using this feature. creature regains additional hit points equal to 1d6 + your
Wisdom modifier.
Shuffle
Beginning at the 5th level, when you use the Draw feature, as Eyes of Azeyma
a bonus action you may reroll the result of the d6 before Also beginning at the 2nd level, you may expend an available
applying its effect. You may only use the new result. draw to assist you in revealing dangers of the area. As an
action you may do a quick reading to scan for traps in the
Spread area, giving you advantage on perception checks for 1 minute.
Beginning at the 11th level, when you use the Draw feature, Diurnal Benefic
as a bonus action you may set a drawn card aside for later Beginning at the 6th level you are able to empower your
use, adding it to your spread. You may have a number of cards healing spells with the power of the sun. When you cast a
in your spread equal to your Wisdom modifier. spell of the 1st-level or higher that restores the hit points of
On your turn, as a bonus action you may play any card from an ally, you may leave a regenerative effect on all affected
your spread. The cards in your spread lose their power when allies. After the spell is cast, the affected creatures recover
you complete a long rest. 1d6 hit points at the start of their turn for a number of rounds
equal to your Wisdom ability modifier. You must then finish a
Double Draw short or long rest to use Diurnal Benefic again.
Beginning at the 17th level, when you use the Draw action, Lightspeed
you may draw and use two cards. Each card consumes an Beginning at the 10th level, you may cast a 1st, 2nd or 3rd-
available draw. As a bonus action you may place one or both level spell you have prepared as a bonus action by spending a
cards into your spread. number of available draws equal to the level of the spell you
Time Dialation wish to cast.
Beginning at the 18th level, as an action, you may expend an Sun's Fortune
available Draw to reapply a Draw effect on a creature within Beginning at the 14th level, when you use the Fortunate
Draw range. Healing feature, the additional healing becomes 6 + your
Wisdom Modifier. Additionally, you may roll 1d6 and apply
The Deck of Sixty the appropriate effect as if you had used the Draw action.
Beginning at the 20th level, when you roll initiative you Noctournal Sect
recover a number of available draws equal to your Wisdom
modifier. Students of the Noctournal Sect have chosen to unravel the
mysteries of the night sky and how the moon influences the
The Heavenly Paths world and fate. As seekers of knowledge, the Noctournal Sect
tries to unravel the unknown, akin to chasing the dark side of
When an Astrologian is early on in their studies, they select a the moon. In their efforts, students of this sect have taken to
sect of stars from which they will draw their powers from. focusing on preventative measures and offensive magics.
The stars were mapped using the positions of the sun and
moon, and these two sects are reflective of their reference Mage of Menphina
points. The Diurnal Sect uses the sun as their reference Beginning at the 2nd level, you have trained your body
point, creating their star maps with the sun being the key to alongside your mind, gaining prowess in the martial arts to
navigation, while the Nocturnal Sect uses the moon as the survive on the battle field. You have proficiency with one
reference point. An Astrologian may choose to minimally handed simple and martial weapons, light and medium
study the stars and focus their efforts into their tarot deck, armor. You gain 1 extra hit point when you level up.
learning advanced techniques on how to manipulate fate as a As a bonus action you may spend one draw to help you
Fortuneteller. predict how your enemy will react to your presence. You do
not provoke attacks of opportunity until your next turn.

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Noctournal Benefic Minor Arcana
Beginning at the 6th level you can empower your spells with Beginning at the 2nd level, you have learned to take
the magic of the moon. When you cast a spell of the 1st-level advantage of the minor arcana of your tarot deck. When you
or higher that restores the hit points of an ally, you may leave use the Draw feature, on a die result 1, 3 or 5 you may use
a shielding effect on all affected creatures. After the spell is the card to make a ranged Spell attack that deals 1d6 + your
cast, your all affected creatures gain temporary hit points Wisdom modifier force damage to a creature within 30ft. of
equal to #d4 where # is equal to your Wisdom ability you that you can see. On a die result 2, 4 or 6 you may use the
modifier. You must then finish a short or long rest to use card to heal 1d6 + your Wisdom modifier hit points to a
Noctournal Benefic again. creature within 30ft. of you that you can see. The potency of
this effect increases to 2d6 at 6th level, 3d6 at 10th level and
Malefic Attunement 4d6 at the 14th level.
Beginning at the 10th level, when you make a melee weapon Skillful Readings
attack, you may cast a spell as a bonus action. You do not Beginning at the 6th level, you are able to use your arcana
have disadvantage on ranged attack roles if a hostile creature cards to more effectively tell the future. When casting a
is within 5ft. of you. Divination spell, you may spend a number of available draws
Lunar Rage equal to the spell's level in place of expending a spell slot.
Beginning at the 14th level, you touch a willing creature or Stacked Deck
yourself and bless them with the power of the Noctournal Beginning at the 10th level, you have learned how to bend the
Sect. Weapon attacks made by the selected creature deal an results of your fortune telling. When you use the Draw ability,
additional 2d6 force damage for 1 minute. At the start of each you may roll 2d6 and select which die is the true result of the
of the affected creature's turns, they roll 1d6 + your Wisdom card.
modifier and gain that many temporary hit points. You must
then finish a long rest to use grant Lunar Rage again. Sleeve Draw
Fortuneteller Beginning at the 14th level, as an action you may make use of
each of your card drawing effects. Roll 6d6 and select 3
Some Astrologians turn away from the study of the cosmos results. Two are added to your Spread and one may be used
and instead turn their attention to fate and the Deck of Sixty. for the Draw or Minor Arcana effect. This expends three uses
Such Astrologians are known as Fortunetellers and develop of the Draw action. You must then finish a short or long rest
innovative ways to make use of the tarot, even bending fate to to use Sleeve Draw again.
their will.

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Gridanian Bard
Nestled in the trees at the edge of the wood, a skilled
bowmaster watches their mark wander the plains 100 yalms
away. With a slight smile they let loose an arrow toppling the
creature in a single shot.
In the thick of battle, a fearless singer's voice belows out
above the clash of steel, their voice imbued with magic,
ushering great power unto their allies, turning the tide of
battle.
In preparation for an upcoming battle, a careful hunter
crafts a series of poisons and douses their arrow heads.
Though their attacks appear simple, the poison running
through their future mark will ravage its body.
Gridanian Bards are a somewhat young profession in
Eorzea, but one of great effect for the Black Shroud.
Historically finding their beginnings as archers, these bards
mix sword and song in order to protect themselves and their
allies in the heat of battle.
Songs for the souls
One of the originators of the craft was a disgraced
commander who travelled the land singing songs to soothe
the spirits of their dead allies. In time this commemorative
art would find great utility on the battle field and then go on
to be widely practiced across the world.
Of Lyres and Lyrics
Bards make use of musical instruments and their own voice
to weave beautiful musical pieces that have magical
properties. Their ability to soothe wounds, fend off danger
and weaken foes has made their presence invaluable on the
battle field.
Creating a Bard
Bards traditionally are specially trained by some sort of
mentor figure who assists them in unlocking the potential of
spells through song. This is not always that case though as
some are able to unlock these secrets for themselves. You
must also consider how to treat these mystical arts, do you
follow their purposes of the past where they served to soothe
spirits and support military units, or have you taken music
back as a free lance wanderer, weaving songs and stories for
the masses. A bard at heart is a free spirit who can use their
magical power how they see fit.
Quick Build
You can make a Gridanian Bard quickly by following these
suggestions. First make Dexterity your highest ability score,
following with Charisma. Second take the Entertainer
background. Third, take the archery fighting style.

Pre-Project Meteor Survivor Bard


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

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

Equipment
Class Features You start with the following equipment, in addition to the
As a Gridanian Bard, you gain the following class features equipment granted by your background:
Hit Points A set of leather armor
Hit Dice: 1d8 per Bard level (a) rapier or (b) two simple melee weapons
Hit Points at 1st Level: 8 + your Constitution modifier A longbow and a quiver of 20 arrows
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) an explorer's pack or (b) a scholar's pack
modifier per bard level after 1st a musical instrument of your choice
Proficiencies
Armor: Light Armor
Weapons: Simple weapons, longbows, longswords, rapiers,
shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

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Bardic Inspiration Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the bard
Beginning at 1st level, you can inspire others through stirring spell list.
words or music. To do so, you use a bonus action on your The Spells Known column of the bard table shows when
turn to choose one creature other than yourself within 60 feet you learn more bard spells of your choice. Each of these
of you who can hear you. That creature gains one Bardic spells must be of a level for which you have spell slots. For
Inspiration die, a d6. instance, when you reach 5th level in this class, you can learn
Once within the next 10 minutes, the creature can roll the one new spell of 1st or 2nd level.
die and add the number rolled to one ability check, attack roll, Additionally, when you gain a level in this class, you can
or saving throw it makes. The creature can wait until after it choose one of the bard spells you know and replace it with
rolls the d20 before deciding to use the Bardic Inspiration another spell from the bard spell list, which also must be of a
die, but must decide before the DM says whether the roll level for which you have spell slots.
succeeds or fails. Once the Bardic Inspiration die is rolled, it
is lost. A creature can have only one Bardic Inspiration die at Spellcasting Ability
a time. Charisma is your spellcasting ability for your bard spells,
You can use this feature a number of times equal to your since your magic draws on your presence and expression
Charisma modifier + your proficiency bonus. You regain any through music. You use your Charisma whenever a spell
expended uses when you finish a long rest. refers to your spellcasting ability. In addition, you use your
Your Bardic Inspiration die changes when you reach Charisma modifier when setting the saving throw DC for a
certain levels in this class. The die becomes a d8 at 5th level, bard spell you cast and when making an attack roll with one.
a d10 at 10th level, and a d12 at 15th level.
Spell save DC = 8 + your proficiency bonus + your Charisma
Fighting Style modifier
At 1st level, you adopt a particular style of fighting as your Spell attack modifier = your proficiency bonus + your
specialty. Choose one of the following options. Charisma modifier
You can’t take a Fighting Style option more than once, even
if you later get to choose again. Spellcasting Focus
At 2nd level, you can use an instrument as a spellcasting
Archery focus for your bard spells. You can use any instrument you
You gain a +2 bonus to attack rolls you make with ranged are proficient with to assist you in weaving your spells.
weapons.
Minstrel's Music
Defense
While you are wearing armor, you gain a +1 bonus to AC. Beginning at 2nd level, your voice becomes imbued with
magic power allowing you to sing songs that empower allies
Dueling and weaken foes. As an action you can expend a use of your
When you are wielding a melee weapon in one hand and no Bardic Inspiration and begin to sing, affecting you and
other weapons, you gain a +2 bonus to damage rolls with that creatures who can hear you within 30ft. of you. You must
weapon. maintain concentration while singing as though you are
casting a spell. You may perform for up to 1 minute. You know
Two-Weapon Fighting two songs:
When you engage in two-weapon fighting, you can add your The Warden's Paean. When an you or an allied creature
ability modifier to the damage of the second attack. takes damage they take reduced damage equal to your bardic
inspiration die.
Spellcasting Foe's Requiem. When you or an allied creature who
begins their turn within range of your song deals damage, as
By the time you reach 2nd level, you have learned to use a reaction you may expend one bardic inspiration die. Roll
music to manipulate magical energy and cast spells. the die and add the result as bonus damage.
Spell Slots Expertise
The bard table shows how many spell slots you have to cast
your bard spells of 1st level and higher. To cast one of these At 3rd level, choose two of your skill proficiencies. Your
spells, you must expend a slot of the spell's level or higher. proficiency bonus is doubled for any ability check you make
You regain all expended spell slots when you finish a long that uses either of the chosen proficiencies.
rest. At 10th level, choose two more of your skill proficiencies.
For example, if you know the 1st-level spell Charm Person Your proficiency bonus is doubled for any ability check you
and have a 1st-level and a 2nd-level spell slot available, you make that uses either of the chosen proficiencies.
can cast Charm Person using either slot.

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Gridanian Bard Archetype Minstrel's Coda
At 3rd level, you select your bardic focus which will guide Beginning at 20th level, when you roll initiative and have no
your progression as you expand your skill set. The God's uses of Bardic Inspiration left, you regain one use.
Quiver is a self assured traditionalist who relies fully on their
marksmanship, the Soul Voice focuses on the magical power Bard Archetypes
of song and the Shadow Point who makes use of every
advantage at their disposal to weaken their foes via poison At their core, bards are lightly armored, well travelled
and treachery. warriors who mage use of song and spell to overcome any
trouble they find themselves in. Each bard will focus on a
Ability Score Improvement different way of solving these problems, the God Quivers
When you reach 4th level, and again at 8th, 12th, 16th, and focusing on the reliability of bowarm, Soul Songs focusing on
19th level, you can increase one ability score of your choice keeping their allies safe and empowered, and the Shadow
by 2, or you can increase two ability scores of your choice by Points who are happy to resort to under handed tactics to
1. As normal, you can't increase an ability score above 20 exhaust and soften their foes up. No matter the path they
using this feature. choose, a bard makes for a

Extra Attack God Quiver


Beginning at 5th level, you can attack twice, instead of once, God Quivers are skilled marksmen that rely on their sharp
whenever you take the Attack action on your turn. eyes and their certainty that they'll land their shots with
vicious accuracy, only using the power of song to further
Troubadour Training empower themselves.
Beginning at 6th level, you've developed further songs to Straight Shot
assist your allies in the heat of battle. Beginning at 3rd level, when you roll for an attack, you may
Army's Paeon. When you or an allied creature within expend one of your bardic inspiration die to improve the
range of your song is targeted by an attack, you may use your deadly accuracy of your shot. Roll the die and add the result
reaction to expend one bardic inspiration die to magically to the attack roll, if the resulting sum is 20 or higher, the
protect the creature. Roll the die and add the result to the attack becomes a critical hit.
creature's AC for the attack.
Wanderer's Minuet. When you or an allied creature starts Hawkeye
its turn within range of your song, its base speed is increased Beginning at 7th level, you gain advantage when making
by 10ft. and they gain advantage on Dexterity saving throws perception skill checks that rely on sight. Additionally, the
until the start of their next turn. effective range of your ranged weapons are increased by 50ft.
Unshakeable Performer Bardic Barrage
Beginning at 11th level, when you use the Attack action to
Beginning at 10th level, you gain advantage on charisma make a ranged weapon attack, as a bonus action you may
saving throws. make one additional attack. You may do this a number of
times equal to your Dexterity modifier. Uses of this feature
Radiant Finale are recovered when you complete a long rest.
Beginning at 14th level, while one of your minstrel's music Misery's End
songs are active, as an action you add a stylized ending to Beginning at 15th level, when one of your attacks deals a
your song. You are able to choose how to end your critical hit, it deals bonus damage equal to twice the weapon's
performance: damage die.
Forte. A creature you can see within range of your song
must make a Charisma saving throw against your Bard spell Soul Voice
save DC, taking 2d8 psychic damage and having
disadvantage on their next attack on a failure, and taking half The Soul Voice bards are the skilled archers who've fully
as much damage without any other effects on a success. taken to their musical role on the battle field, mixing spell
Piano. A creature you can see within range of your song is casting with music to empower their allies with peerless
healed by 2d8 hit points. effectiveness.
Final Fantasia
Beginning at 18th level, you are able to mix two song styles
into an unforgettable performance. When you use your
minstrel music feature you can choose two effects to apply to
your song. You can only do this once. Use of this feature
recovers when you complete a long rest.

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Soothing Songs Degenerative Toxicity
Beginning at 3rd level, you have learned some new songs to Beginning at 7th level, you gain resistance to poison damage.
support your allies during battle. When you use your Additionally, when a creature makes a saving throw against
Minstreal's Song feature you gain the following options. your bite poisons, the save DC difficulty is increased by half
Nature's Minne. At the start of your turn, you an all allied your proficiency bonus rounded up.
creatures recover 1d4 hit points.
Silent Nocturne. When a creature attempts to cast a spell Advanced Toxins
with verbal components, you may use your reaction to Beginning at 11th level, you have learned to concentrate your
attempt to drown out their words before they speak. They poisons. When creating a batch of bites, you may combine
must succeed on a Charisma saving throw against your Bard two dosages into a single dose to create new poisons. These
spell save DC. On a failure, the creature becomes unable to bites have the following additional effects.
speak. Caustic Bite. The on hit poison damage is increased to
2d4 poison damage. The creature becomes poisoned, taking
Endless Performance 1d4 poison damage at the start of their turn and deals 1d4
Beginning at 7th level, as a bonus action, you may spend one less damage on their damage rolls. The creature may use its
of your spell slots and regain uses of Bardic Inspiration equal action to reattempt the saving throw on its turn.
to the spell level of the spell slot spent. Shadow Bite. The creature becomes poisoned and unable
to speak for one minute. The creature is unable to reattempt
Mage's Ballad the saving throw to overcome this poison.
Beginning at 11th level, you've learned to transform your Storm Bite. The creature becomes poisoned and
magical music into raw magic power. During a short rest, you paralyzed. The creature may use its action to reattempt the
may spend a bardic inspiration die to recover spell slots. Roll saving throw on its turn.
the die and recover a number of spells slots whose total spell
level is equal to or less than the result of the die. You may Fever Pitch
only do this once. Use of this feature refreshes when you Beginning at 15th level, when a creature is poisoned by your
complete a long rest. caustic, shadow or storm bite, they become deliriously
feverish. At the start of the creature's turn they must succeed
Battle Voice on a Wisdom saving throw against your bard spell save DC,
Beginning at 15th level, the effective range of your Minstrel's becoming stunned until the end of their turn. A creature who
Song is increased to a 60ft. radius. succeeds on this saving throw becomes immune to this effect
for 1 hour.
Shadowpoint Additionally, at the start of a poisoned creature's turn it
Shadowpoints are specialized bards who have excel at takes 2d6 necrotic damage.
debilitating their foes with dangerous, homemade poisons
which they deliver via their weapons.
Arrow Bites
Beginning at 3rd level, you gain proficiency with the
poisoner's kit.
Additionally, you have learned how to create simple
poisons called bites out of easily accessible materials. As a
bonus action, one dose of can be applied to ten arrow heads
or a single weapon and remain effective for one minute.
When you complete a long rest, you create a fresh batch of
bites which remain potent for 24 hours after their creation.
You are able to create two types of poison at 3rd level and
decide how many of each poison you make in a batch.
A creature struck with a weapon doused in this poison
takes bonus 1d4 poison damage. The creature must succeed
on a Constitution saving throw against your Bard spell save
DC or suffer an additional effect based on the poison used.
Venomous Bite. The creature becomes poisoned and at
the start of their turn they take 1d4 poison damage for 1
minute. The creature may use its action to reattempt the
saving throw on its turn.
Wind Bite. The creature becomes poisoned and their
speed is reduced by 10ft for 1 minute. The creature may use
its action to reattempt the saving throw on its turn.

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Black Mage
A Lalafell stands before a horde of kobolds, blood thirsty they
dash towards him. With a few skillful waves of his staff, a
large fire ball erupts from the gem inlaid at the end of the
staff, causing a massive fiery explosion, leaving nothing but
ash.
A woman wearing dark robes grins as she waves her wand
before a guard refusing her entry. With a few choice words
and a spell, the guard happily steps aside, unlocking the
passage bowing to her as she passes.
An Elezen laughs at the umbral hue of his magics as he
unleashes a fireball empowered by dark magics upon his
foes, his demonic servant chuckling at his side watching the
dust settle.
A black mage is a powerful ally who wields forbidden
magic. This raw energy manifests itself into devastating
spells and effects. Their power is only rivaled by their thirst to
increase that power.
A Dark Past
In days long past, there existed an powerful clan of mages
and their arcane art known as black magic—a potent magic of
pure destructive force born forth by a sorceress of
unparalleled power. Those who learned to wield this
instrument of ruin came to be called black mages, out of both
fear and respect for their gift. Yet great power served to
corrupt the judgment of mortal man, and so he unknowingly
set out upon the path of ruin.
Adventurers who take the black will become agents of
devastation, capable of annihilating those who oppose them
through little more than the force of their will.
Ties to the Void
In order for a mage to don the black, they must extensively
research what they call the void. This is another plane of
existence from which Black Mages draw knowledge from in
order to unlock power within themselves. Most black mages
are able to explore the knowledge gained from the void
through tomes and texts now, but some who thirst for new
power may attempt to tap into the void directly. Black Mages
continue to grow within their craft through continuing their
study of the dark arts.
Creating a Black Mage
Black Mages are earnest in their desires and reasons for
taking the black. More often than not it is in the pursuit of
power or out of sheer curiousity. You must know why you are
pursuing this power, or why you are curious about the dark
arts. You must also decide where you began to dip your toes
into the world of black magic. Did you join a cult of mages
who studied the art? Perhaps a proper school which provides
the proper materials to explore black mage. Maybe you were
taken under the wing of a mentor who has mastered the art.

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

Quick Build Proficiencies


You can make a black mage quickly by following these Armor: None
suggestions. First, Intelligence should be your highest ability Weapons: Daggers, Darts, Slings, Quarter Staffs, Maces,
score, followed by Constitution or Dexterity. Second, choose Light Crossbows
the sage background. Third, choose the mage hand, light, and Tools: None
ray of frost cantrips, along with the following 1st-level spells Saving Throws: Intelligence, Wisdom
for your spellbook: burning hands, charm person, feather fall, Skills: Choose two from Arcana, Deception, History, Insight,
mage armor. magic missile, and sleep. Intimidation, Persuasion, Religion.
Class Features Equipment
You start with the following equipment, in addition to the
As a Black Mage, you gain the following class features equipment granted by your background:
Hit Points (a) a dagger or (b) a quarter staff
Hit Dice: 1d6 per Black Mage level (a) a light crossbow and 20 bolts or (a) a simple weapon
Hit Points at 1st Level: 6 + your Constitution modifier a spell casting focus (a cane, staff, wand or similar object)
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution (a) an explorer's pack or (b) a scholar's pack
modifier per Black Mage level after 1st a spellbook

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Spell Casting
As a student of Arcane Magic, you have a Spellbook Your Spellbook
containing Spells that show the first glimmerings of your true The spells that You add to your spellbook as You
power. gain levels reflect the arcane research You conduct
on your own, as well as intellectual breakthroughs
Cantrips You have had about the nature of the multiverse.
At 1st Level, you know three Cantrips of your choice from the You might find other spells during your adventures.
Black Mage spell list. You learn additional Black Mage You could discover a spell recorded on a scroll in
Cantrips of your choice at higher levels, as shown in the an evil wizard's chest, for example, or in a dusty
Cantrips Known column of the Black Mage table. tome in an ancient library.
Copying a Spell into the Book. When You find a
Spellbook black mage spell of 1st level or higher, You can add
At 1st level, you have a spellbook containing six 1st-level it to your spellbook if it is of a level for which You
Black Mage spells of your choice. have spell slots and if You can spare the time to
decipher and copy it. Copying a spell into your
Preparing and Casting Spells spellbook involves reproducing the basic form of
the spell, then deciphering the unique system of
The Black Mage table shows how many spell slots you have notation used by the mage who wrote it. You must
to cast your spells of 1st level and higher. To cast one of these practice the spell until You understand the sounds
spells, you must expend a slot of the spell's level or higher. or gestures required, then transcribe it into your
You regain all expended spell slots when you finish a long spellbook using your own notation.
rest. You prepare the list of black mage spells that are For each level of the spell, the process takes 2
available for you to cast. hours and costs 50 gp. The cost represents
To do so, choose a number of black mage spells from your material components You expend as You
spellbook equal to your Intelligence modifier + your black experiment with the spell to master it, as well as
mage level (minimum of one spell). The spells must be of a the fine inks You need to record it. Once You have
level for which you have spell slots. spent this time and money, You can prepare the
For example, if you're a 3rd-level black mage, you have four spell just like your other spells.
1st-level and two 2nd-level spell slots. With an lntelligence of Replacing the Book. You can copy a spell from
16, your list of prepared spells can include six spells of 1st or your own spellbook into another book-for example,
2nd level, in any combination, chosen from your spellbook. If if You want to make a backup copy of your
you prepare the 1st-level spell magic missile, you can cast it spellbook. This is just like copying a new spell into
using a 1st-level or a 2nd-level slot. your spellbook, but faster and easier, since You
Casting the spell doesn't remove it from your list of understand your own notation and already know
prepared spells. You can change your list of prepared spells how to cast the spell. You need spend only 1 hour
when you finish a long rest. Preparing a new list of black and 10 gp for each level of the copied spell. If You
lose your spellbook, You can use the same
mage spells requires time spent studying your spellbook and procedure to transcribe the spells that You have
memorizing the incantations and gestures you must make to prepared into a new spellbook. Filling out the
cast the spell: at least 1 minute per spell level for each spell remainder of your spellbook requires You to find
on your list. new spells to do so, as normal. For this reason,
many mages keep backup spellbooks in a safe
Spellcasting Ability place.
Intelligence is your Spellcasting Ability for your Black Mage The Book's Appearance. Your spellbook is a
Spells, since you learn your Spells through dedicated study unique compilation of spells, with its own
and memorization. You use your Intelligence whenever a decorative f10urishes and margin notes. It might
spell refers to your Spellcasting Ability. be a plain, functionalleather volume that You
In addition, you use your Intelligence modifier when setting received as a gift from your master, a finely bound
the saving throw DC for a Black Mage spell you cast and gilt-edged tome You found in an ancient library, or
when making an Attack roll with one. even a loose collection of notes scrounged
together.
Spell save DC = 8 + your Proficiency Bonus + your
Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Spellcasting Focus
Intelligence modifier You can use a rod, cane, wand or other similar equipment as
a Spellcasting focus for your Black Mage Spells.
Ritual Casting
You can cast a Black Mage spell as a ritual if that spell has
the ritual tag and you have the spell in your Spellbook. You
don't need to have the spell prepared.

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Learning Spells of 1st Level and Higher
Each time you gain a Black Mage level, you can add two Bringers of the end
Black Mage Spells of your choice to your Spellbook for free. Unabated use of black magic lead to the downfall of the
Each of these Spells must be of a level for which you have society in which black mages find their roots alongside the
Spell Slots, as shown on the Black Mage table. On your white mage's overuse of white magic. Black Mages wield
Adventures, you might find other Spells that you can add to incredibly destructive powers which set their world on a path
your Spellbook (see “Your Spellbook”). to destruction once before, and careless use of this power
could do so again. The Mhachi specializes in powerful,
Manafont destructive magic, an Enchanter uses charms and poison to
At 1st level, you have unlocked the secrets of storing magical cripple their foes, and a Void Mage has focused their studies
energy in your body and utilizing it to assist your spell on manipulating the void to gain greater magical strength.
casting.
Mhachi
Mana points The Machi are mages who specialize in the destructive arts.
You have one Mana point, and you gain more as you reach The Mhachi are the ones who created the art of Black Magic.
higher levels, as shown in the Mana Points column of the Through deep introspection, they've learned to use their
Black Mage table. You can never have more mana points than manafont to increase their destructive power.
shown on the table for your level. You regain all spent mana
points when you finish a long rest. Expanded Spell List
Your specialization as a Mhachi lets you choose from an
Leylines expanded list of spells when you learn a black mage spell.
When you cast a spell, the residual mana from your spell The following spells are added to the blackmage spell list for
temporarily creates a leyline, which can be manipulated with you.
your manafont.
If you cast a spell last turn and have not moved or taken Expanded Spell List
any other actions during your turn, you may spend a number Spell Level Spell
of mana points equal to that spell's level to cast an evocation
spell equal to or lower than that level without expending a 1st Chromatic Orb, Witch Bolt
spell slot. Your turn immediately ends after casting the spell. 2nd Aganazzar's Scorcher, Snilloc's Snowball Swarm
You can cast spells in this way no higher in level than 5th.
3rd Call Lightning, Sleet Storm
Magical Discipline 4th Ice Storm, Storm Sphere
At 2nd level, you choose the discipline you belong to as a 5th Cone of Cold, Immolation
Black Mage. Mhachi, Enchanter, or Void Mage, all detailed at
the end of the class description. Your archetype choice grants Unstable Aether
you features at the 2nd, 6th, 10th and 14th level. Beginning at the 2nd level, when you cast a spell, you may
Ability Score Improvement spend one mana point to reroll any damage die which
resulted in a 1 or 2. You must use the resulting rolls.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Polygot
by 2, or you can increase two ability scores of your choice by Beginning at the 6th level, your magical studies have warped
1. As normal, you can't increase an ability score above 20 your mind and understanding of the world. You can read all
using this feature. writing.
Surecaster Aetherial Manipulation
Beginning at the 10th level, you are able to more effectively
Beginning at the 18th level, as a bonus action, you may manipulate your Leylines. Your movement is no longer
expend 5 mana points to achieve an impregnable state of restricted when making use of your Leylines feature. Casting
mind. You pass all concentration checks automatically for the a spell with the effect of Leylines still immediately ends your
next 10 minutes. turn.
Additionally, if you expended a spell slot during your last
Resonating Aether turn, as a bonus action, you may spend one mana point to
Beginning at the 20th level, you regain half your missing magically teleport back to the location you were standing in
mana points when you roll initiative. when you cast the spell if the space is unoccupied.

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Devestating Force Void Mage
Beginning at the 14th level, when you roll damage for a spell
and roll the highest number possible on any of the dice, A Void mage is a Black Mage who has focused their research
choose one of those dice, roll it again and add that roll to the on harnessing the power of The Void and the dark creatures
damage. You can use this feature a number of times equal to who live within it. This has granted the Black Mage
your Intelligence modifier (a minimum of once). You regain proficiency over dark magic which they wield with authority.
any expended uses when you finish a long rest. Expanded Spell List
Enchanter Your specialization as a Void Mage lets you choose from an
expanded list of spells when you learn a blackmage spell. The
While many Black Mages focus their studies on the following spells are added to the blackmage spell list for you.
destructive arts, the Enchanter has shifted their study to
empower their allies and weaken their allies through the use Expanded Spell List
of powerful magics. Spell
Level Spell
Expanded Spell List
Your specialization as an Enchanter lets you choose from an 1st Armor of Agathys, Arms of Hadar
expanded list of spells when you learn a blackmage spell. The 2nd Ray of Enfeeblement, Shadow Blade
following spells are added to the blackmage spell list for you. 3rd Hunger of Hadar, Summon Lesser Demon
Expanded Spell List 4th Banishment, Summon Greater Demon
Spell Level Spell
Contact Other Plane (Ritual), Negative Energy
5th
1st Bless, Cause Fear Flood
2nd Enlarge/Reduce, Magic Weapon
Void Casting
3rd Slow, Haste Beginning at 2nd level, when you cast a spell, you may spend
4th Blight, Charm Monster one mana point to change the damage type of the spell to
necrotic. When you change the damage type of your spell in
5th Dominate Person, Hold Monster this way it does additional damage equal to your Intelligence
ability modifier. This bonus applies to your spell once.
Point of Influence
Beginning at the 2nd level, you are able to use your Leylines Void Sense
feature for both enchantment and evocation spells. Beginning at 6th level, you have learned to borrow power
from the void to improve your senses and causing your eyes
Silvered Tongue to glow with dim red light. You may spend 1 mana point to
Beginning at the 6th level, your focus on enchantment magic gain darkvision out to 60ft. for one hour. If you already have
has improved your speech. You gain proficiency in one of the darkvision, the range is increased by 60ft. Additionally, you
following skills: deception, intimidation, persuasion. If you gain advantage on perception checks that use your eyes while
are already proficient in that skill, you gain expertise with it. under this effect.
Your proficiency bonus is doubled for any ability check you
make that uses the chosen skill. Additionally, you may use Ebony Offense
Intelligence as your ability score for the selected skill. At 10th level, necrotic damage you deal is unaffected by
resistances. As a bonus action, you may spend a mana point
Unshaken Will to overcome necrotic damage immunity for your next spell.
Beginning at the 10th level, when you must make a wisdom
saving throw, you may spend 1 mana point to gain advantage Bloody Veil
on the saving throw. Beginning at the 14th level, when you kill a creature with a
spell of first level or higher with necrotic damage, you gain
Deep Influence temporary hit points equal to the spell's level multiplied by
Beginning at the 14th level, when you cast an enchantment your Intelligence ability modifier.
spell, you may spend 1 mana point to cause the target to have
disadvantage on their saving throw.

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Blue Mage
After careful preparation and intensive study, a man wearing
blue robes makes careful notes of a dangerous beast just
outside of the reach of an arrow. When their study is
complete they make the call and their allies strike out against
the beast, listening to the insights the researcher had found.
A woman wearing tough leather armour mixed with long
following lengths of blue fabric skillfully strikes out with the
scimitar. With grace and power, the woman unleashes one of
the many monstrous souls she's absorbed, shrouding their foe
in flames.
The Blue Mage is a curious soul who has entwined their
life with that of the monsters and beasts who roam the world.
Whether writing a chronicle of all the monsters in the world,
or stealing their powers to defend their homes from the
beasts, Blue Mages make for clever, vicious and dependable
allies who can find a place of comfort anywhere on the battle
field.
Ode to Monsters
The Blue Mage's trademark ability is their uncanny mastery
over the souls of monsters. Lore Keepers craft their magic to
mimic the skills of monsters, while Fell Guards and Masked
Carnevallians go a step forward and absorb the life force of
monsters and use it to fuel their magic. Regardless of
approach, Blue Mages are renowned for fighting like
monsters, unsettling their enemies and at times even their
allies.
Gift of the Whalaqee
Blue Magic finds its roots in the New World, a sacred form of
magic practiced by the Whalaqee tribe. They consider the
powers of monsters to be that of nature and absorb their
powers. They've also learned to store monster magic in
totems to pass power on to other Blue Mages easily.
Creating a Blue Mage
When creating a Blue Mage one must consider how you
came to know of Blue Magic. Did you meet a strange
wanderer who assisted you in your studies? Perhaps you
encountered a legendary beast when at a young age, affecting
you in unforeseen ways. You must also consider the role that
you will serve in the world in relation to monsters. Are your
pursuits scholarly or are they of a more protective nature?
Perhaps you seek out rare monsters to better yourself as a
warrior.
Quick Build
You can make a Blue Mage quickly by following these
suggestions. First make Intelligence your highest ability
score, following with Dexterity or Constitution. Second take
the Sage background. Third choose the cantrips Fire Bolt
and Prestidigitation. Fourth add two monster links to your
research journal, one combining Burning Hands and Grease,
the other combining Sleep and Witch Bolt.

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The Blue Mage
Proficiency Cantrips Monster Link Spell Slot Monster
Level Bonus Features Known Capacity Slots Level Mimicry
Azure Lore, Blue Mage Calling
1st +2 2 1 1 1st —
Libra
2nd +2 Monster Mimicries 2 2 2 1st 2
3rd +2 Blue Mage Calling 2 2 2 2nd 3
4th +2 Ability Score Improvement 3 3 2 2nd 3
5th +3 3 3 2 3rd 4
6th +3 Magical Discipline Feature 3 4 2 3rd 4
7th +3 3 4 2 4th 5
8th +3 Ability Score Improvement 3 5 2 4th 5
9th +4 3 5 2 5th 5
10th +4 Magical Discipline Feature 4 5 2 5th 6
11th +4 Elite Monster Link (6th level) 4 6 3 5th 6
12th +4 Ability Score Improvement 4 6 3 5th 6
13th +5 Elite Monster Link (7th level) 4 6 3 5th 7
14th +5 Magical Discipline Feature 4 6 3 5th 7
15th +5 Elite Monster Link (8th level) 4 7 3 5th 7
16th +5 Ability Score Improvement 4 7 3 5th 8
17th +6 Elite Monster Link (9th level) 4 7 4 5th 8
18th +6 4 7 4 5th 8
19th +6 Ability Score Improvement 4 8 4 5th 9
20th +6 Deep Azure 4 8 4 5th 9

Equipment
Class Features You start with the following equipment, in addition to the
As a Blue Mage, you gain the following class features equipment granted by your background:
Hit Points (a) a dagger or (b) a simple weapon
Hit Dice: 1d8 per Blue Mage level (a) a longsword or (b) scimitar
Hit Points at 1st Level: 8 + your Constitution modifier a cane spell casting focus
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution a set of clothes
modifier a components pouch
leather armour
Proficiencies (a) an explorer's pack or (b) a scholar's pack
Armor: Light Armour a research journal
Weapons: Simple Weapons, Longswords, Scimitars,
Shortswords Azure Lore
Tools: None Your research and experience with monsters and magic has
Saving Throws: Dex, Intelligence granted you spellcasting abilities. See chapter 10 of the PHB
Skills: Choose two from Athletics, Animal Handling, Arcana, for the general rules of spellcasting and the end of this
History, Intimidation, Nature, Perception, Survival document for the Blue Mage spell list.

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Cantrips Spells Known of 1st Level and Higher
You know two cantrips of your choice from the blue mage The number of spells you are able to cast is dependent on the
spell list. You learn additional blue mage cantrips of your number of Monster Links you are currently accessing. While
choice at higher levels, as shown in the Cantrips Known accessing a monster link, you gain access to both spells that
column of the Blue Mage table. make up the monster link. At first level you are able to access
one of your monster links, your ability to access more
Spell Slots monster links at once growing as you gain levels in Blue
The Blue Mage table shows how many spell slots you have. Mage.
The table also shows what the level of those slots is; all of
your spell slots are the same level. To cast one of your blue
mage spells of 1st level or higher, you must expend a spell Your Research Journal
slot. You regain all expended spell slots when you finish a The monster links you've discovered are kept in
short or long rest. your research journal. As you further your research
For example, when you are 5th level, you have two 3rd-level alone, you may encounter the works of other blue
spell slots. To cast the 1st-level spell thunderwave, you must mages or peers who share their findings.
pend one of those slots, and you cast it as a 3rd-level spell. Copying a Monster Link into the Book. When you
find the research notes of a peer, or a tome with
Monster Links well detailed monster links, you can copy the pair
As a Blue Mage, you develop your spellcasting based on the of spells into your research journal if you have spell
abilities of monsters. A Monster Link is research linking the slots of the appropriate level and the spare time to
traits and abilities of creatures to pairs of spells to emulate decipher and copy the notation. Copying a spell
their magical properties. involved reproducing the basic form of the spells,
Each monster link you develop grants you two spells while then understanding the unique style of the blue
you are accessing them. When you gain a Blue Mage level, mage who wrote it. For each level of the spells, the
you take the opportunity to further develop your research and process takes 2 hours and costs 50 gp. The cost
may create a new monster link, adding another pairing of represents the material components you expend as
you experiment with the spell to master it, as well
spells from the blue mage spell list to your research journal as the fine inks you need to record it. Once you
as a pair. You may have any number of monster links in your have spent this time and money, you can access
research journal but may only access a number of monster the monster link just like your own monster links.
links per the Monster Link Capacity column of the Blue Mage For each level of the spells, the process takes 2
table, knowing the spells associated with the links you are hours and costs 50 gp. The cost represents
currently accessing. material components you expend as you
At the end of a long rest of which you spent two hours experiment with the spell to master it, as well as
focused on studying, you may exchange one of your monster the fine inks you need to record it. Once you have
links you are accessing for another. spent this time and money, you can access the
monster link just like your other monster links.
Replacing the Book. You can copy a monster link
Optional Rule from your own research journal into another book-
One of the key elements of the Blue Mage is seeking out and for example, if you want to make a backup copy of
your research. This is just like copying a new
gaining power from beasts out in the world. I recommend
monster link into your journal, but fast and easier,
using monster links as an additional reward for hard fought since you understand you own notation and already
battles with rare enemies. If the Blue Mage uses its Libra know how to cast the spells. You need spend only
feature before or after a battle with such a creature, the DM 1 hour and 10gp for each level of the copied spells
in order to copy a monster link you are currently
may decide they are feeling particularly inspired by their
accessing. Filling out the remainder of your
findings and can grant them a bonus monster link to add to research journal requires you to find new monster
their research journal, perhaps even using spells outside the links to do so, as normal. For this reason, many
Blue Mage spell list. blue mages keep back up copies of their research
in a safe place.
Book's Appearance. Your research journal may
take any style of tome you wish. A Lore Keeper like
Research Journal has a well kept tome used for taking notes in the
At first level, you have a research journal with two monster field, while the Fell Guard may carry a durable
links created by you. grimoire to record their experiences.

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Spellcasting Ability Elite Monster Link
Your spell casting ability for your blue mage spells changes At 11th level, you have made a major breakthrough in
depending on which blue mage calling you select. As a Lore emulating creatures of legend. You theorize an Elite Monster
Keeper, Intelligence is your spell casting ability, as a Fell link that you commit to memory. Choose one 6th-level spell
Guard Wisdom is your spell casting ability and as a from the blue mage spell list as this Elite Monster link.
Carnevallian your spell casting ability is Charisma. You use You can cast your elite monster link spell once without
the associated ability whenever a spell refers to your expending a spell slot. You must finish a long rest before you
spellcasting ability. In addition, you use the ability modifier can do so again.
for the associated ability when setting the saving throw DC At higher levels, you gain more blue mage spells of your
for a blue mage spell you cast and when making an attack roll choice that can be cast in this way: one 7th-level spell at the
with one. 13th level, one 8th-level spell at the 15th level, and one 9th
Spell save DC = 8 + your Proficiency Bonus + your ability level spell at the 17th level. You regain all uses of your Elite
modifier Monster Links when you finish a long rest.
Spell Attack modifier = your Proficiency Bonus + your Deep Azure
ability modifier
At 20th level, you may exchange your monster links when you
Spellcasting Focus complete a short rest. Additionally, you can spend 1 minute of
You can use a cane adorned with some kind of arcane focus highly intensive meditation, regaining all of your expended
at its handle as your spell casting focus. expended spell slots from your Azure Lore feature. You must
then finish a long rest to use Deep Azure again.
Blue Mage Calling
At 1st level, you choose the type of Blue Mage you'll become: The Azure Path
the Lore Keeper, Fell Guard or Masked Carnevallian. Both As you come to better understand the monsters of the world,
are detailed in the next section of the class description. Your you eventually must choose what path you will walk
choice grants you features at the 3rd, 6th, 10th and 14th level. alongside your research. To treat the creatures of the world
as subjects for research and chronicle their existence as a
Libra Lore Keeper, or to realize the danger of these creatures and
Also at 1st level, as an expert on monsters and beasts, you are stand against them as a Fell Guard. Some blue mages choose
able to discern certain traits about monsters you encounter. If to bring the monstrous magics to the masses, combining the
you spend at least 1 minute observing or interacting with marvels of monsters with showmanship as Masked
another creature outside combat, you can learn certain Carnevallians.
information about its capabilities compared to your own. The Lore Keeper
DM tells you if the creature is your equal, superior, or inferior
in regard to two of the following characteristics of your You have taken on the duty of becoming a Lore Keeper,
choice: researchers who seek out and chronicle the monsters of the
Strength Score world to the finest details possible. In doing so you've learned
Dexteriy Score to create magical bonds which allow you to borrow their
Constitution Score power or emulate their magical effects. Be it the fiery breath
Armor Class of a drake or the climbing ability of a spider, you know how to
Current hit points cast spells which pay homage to the beasts you've dedicated
Total class levels (if any) yourself to.
Additionally, you may spend 1 minute after combat Azure Knowledge
studying a creature's corpse to ascertain the same Beginning at 1st level, you may select an additional two
information. cantrips from the blue mage spell list and add them to your
cantrips known list. These do not count against the Cantrips
Monster Mimicries Known in the blue mage class table.
As your research into monsters continues, you learn how to Focused Assessment
use your magics to mimic their abilities. Starting at 3rd level, you gain proficiency in the Investigation
At 2nd level, you gain two Monster Mimicries. Your skill. If you already have proficiency in the Investigation, you
Monster Mimicry options are detailed at the end of the class gain expertise in it, doubling your proficiency bonus.
description. When you gain certain blue mage levels, you gain
additional mimicries of your choice as shown in the Monster
Mimicries Developed column of the Blue Mage table.
Additionally, when you gain a level in this class, you can
choose one of the mimicries you have developed and retool
your knowledge, replacing it with another mimicry you could
learn at that level.

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Additionally, you may use Libra as an action on a creature. Survival Tactics
You also have gained an eye for spotting weaknesses and Beginning at the 6th level, you gain one of the following
strengths, allowing you to learn additional types of features of your choice.
information: Escape the Horde. Opportunity attacks against you are
Damage resistances made with disadvantage.
Damage vulnerbilities Multiattack Defense. When a creature hits you with an
Damage immunities. attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Quick Assessment Steel Will. You have advantage on saving throws against
Beginning at the 6th level, as a bonus action you are able to being frightened.
use Libra during combat on a creature that is within 30ft. of
you. Azure Corruption
Beginning at the 10th level, you've learned to influence your
Extracurricular Studies body using monstrous magics. When you create a monster
Beginning at the 10th level, you may learn two spells of your link, you may substitute one of your spells learned with one of
choice from any class. A spell you choose must be of 5th level the following damage resistances: Acid, Cold, Fire, Lightning,
or lower, or a cantrip. The chosen spells count as blue mage Poison, or Thunder. You may only gain two resistances from
spells for you. your monster links at one time, and may only include one
resistance within a single monster link.
Ace Tutor
Beginning at the 14th level, you are able to read the subtle Absorb Ability
movements of monsters and beasts from afar. As an action Beginning at the 14th level, you have learned to drain the
you can offer advice on how to approach a beast or monster natural abilities of your prey. As an action, you draw energy
within 30ft of you, that you have used Libra on. out of a creature you touch. The creature must make a
Choose an ally within 60ft. of you, until your next turn they charisma saving throw against your spell save DC or receive
have advantage on attack rolls against that creature. a -2 reduction to an ability score of your choice on a failed
save. On a success, the creature becomes immune to this
Fell Guard effect for 1 minute. You gain a +2 bonus in the reduced ability
score. This change in ability score lasts 10 minutes and may
Fell Guard Blue Mages are adventurers who travel the world only be used once a day. Failed attempts do not expend the
battling monsters and beasts, bathing in their essence to use of this ability.
absorb their power and use it to further defend the world You must then finish a long rest to use Absorb Ability again
from those same beasts. The exposure to this monstrous
power, sometimes referred to as fell energy, comes at a risk. Masked Carnevallian
Fell Guard must balance the number of monsters whose
energy they tap into or else they'll lose themselves to the The powerful and outlandish magics of the Blue Mage
power. Walking the line between monster and man, these provide their practitioners with a large variety of magic few
magical warriors take major risks to protect the world. have seen before. As such, some Blue Mages mix their
monstrous magic with showmanship, becoming a Masked
Azure Guard Carnevallian.
Beginning at 1st level, you may use one handed melee
weapons as a spell casting focus for your blue mage spells. Monster Carnival
Additionally, you gain proficiency with medium armour and Beginning at 1st level, you can inspire others through
martial weapons. When you level up you gain an additional performing with monstrous magics. To do so, you use a
two hit points. Bonus Action on Your Turn to choose one creature other than
yourself within 60 feet of you who can see and hear you. That
Monstrous Vanguard creature gains one Carnevallian Inspiration die, a d6.
Beginning at 3rd level, you choose a fighting style focus to Once within the next 10 minutes, the creature can roll the
assist you in the type of monster you prefer to hunt. die and add the number rolled to one ability check, Attack
Colossus Slayer. Your tenacity can wear down the most roll, or saving throw it makes. The creature can wait until
potent foes. When you hit a creature with a weapon attack, after it rolls The D20 before deciding to use the Carnevallian
the creature takes an extra 1d8 damage if it's below its hit Inspiration die, but must decide before the DM says whether
point maximum. You can deal this extra damage only once the roll succeeds or fails. Once the Carnevallian Inspiration
per turn. die is rolled, it is lost. A creature can have only one
Giant Killer. When a Large or larger creature within 5 feet Carnevallian Inspiration die at a time.
of you hits or misses you with an attack, you can use your
reaction to attack that creature immediately after its attack.
provided that you can see the creature.
Horde Breaker. Once on each of your turns when you
make a weapon attack, you can make another attack with the
same weapon against a different creature that is within 5 feet
of the original target and within range of your weapon.

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You can use this feature a number of times equal to your Behemoth's Destruction
Charisma modifier (a minimum of once). You regain any Prerequisite: 9th level
expended uses when you finish a long rest. You can cast Destructive Wave once using a blue mage
Your Carnevallian Inspiration die changes when you reach spell slot.
certain levels in this class. The die becomes a d8 at 5th Level,
a d10 at 10th level, and a d12 at 15th level. Bomb Detonation
Dramatic Recovery Prerequisite: 5th level
Beginning at 3rd level, when you are hit by a melee attack, You can cast Fireball at will centered on yourself. You
you may use your reaction and spend one Carnevallian automatically take half the damage of the spell.
Inspiration die to move 5ft. backwards away from the Cactuar Needles
attacker and roll the Carnevallian Inspiration die, reducing When you are attacked by a melee weapon attack, as a
the damage you take by the result. reaction you may release a flurry of aetherial needles from
Entertainer's Intuition your body in a 5ft. radius around you. All creatures in range
Beginning at 6th level, when making a Charisma related skill must make a Dexterity saving throw against your Spell Save
check on a creature you have used the Libra feature on, you DC, taking 1d10 damage on a failure and half as much on a
have adavantage on the check. success. Creatures who fail this saving throw become
poisoned for one minute.
Traveling Troupe Crab Grab
Beginning at 10th level, a creature who has one of your When you use your Attack action to grapple a creature of
Carnevallian Inspiration die may spend it when they take your size or smaller, you gain advantage on your Strength
damage. The damage taken is reduced by the die's result. (athletics) check.
Monstrous Confidence Chocobo's Dash
Beginning at 14th level, creatures who use your Carnevallian You can cast Expeditious Retreat at will, without expending a
Inspiration die add your Charisma modifier to the die result. spell slot or material components.
Monster Mimicries Choco Cure
If a monster mimicry has prerequisites, you must meet them You can cast Cure wounds using a blue mage spell slot.
to learn it. You can learn the mimicry at the same time you Coblyn's Shatter
meet its prerequisites. Prerequisite: 3rd level
Adamantoise Shell You can cast Shatter at will centered on yourself. You do
You can cast Mage Armor on yourself at will, without not take damage from the spell.
expending a spell slot or material components. Couerl Blaster
Ahriman's Gaze Prerequisite: 5th level
Prerequisite: 3rd level You can cast Lightning Bolt using a blue mage spell slot.
You can cast Hold Person once using a blue mage spell Drake Breath
slot. Prerequisite: 3rd level
Bad Breath You can cast Aganazzar's Scorcher using a blue mage spell
You develop a breath weapon you may use as your action. slot.
Your breath weapon is a 15ft. cone. Any creature in range Flan's Body
must make a Dexterity saving throw against your spell save You can cast Absorb Elements at will, without expending a
DC. Your breath weapon deals poison damage. A creature spell slot or material components.
takes 2d6 damage on a failed save, and half as much damage You must finish a long rest to use Flan's Body again.
on a successful one. The damage increases to 3d6 at 6th
level, 4d6 at 11th level, and 5d6 at 16th level. Each time the Funguar's Nature
damage of your breath weapon increases, the range also Prerequisite: 9th level
increases by 5ft. You can cast Speak with Plants at will, without expending a
Additionally, a creature who fails their saving throw spell slot or material components.
becomes poisoned or blinded for 1 minute. You choose the
additional effect when you decide to take this action. Gremlin Tongue
You must finish a long rest to use Bad Breath again. You can cast Viscious Mockery. You gain proficiency in the
Blood Siphon Deception skill.
Prerequisite: 5th level Goblin Operations
You can cast Vampiric Touch using a blue mage spell slot. You gain proficiency in the Sleight of Hand and Stealth skills.

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Goobbue Sneeze Undead Touch
Prerequisite: 5th level You can cast inflict wounds using a blue mage spell slot.
You can cast Stinking Cloud using a blue mage spell slot. Worm Sense
Mandragora Shriek Prerequisite: 15th level
Prerequisite: 9th level You gain 30ft. of Tremorsense. You can detect and pinpoint
You can cast Confusion using a blue mage spell slot. the origin of vibrations within a 30ft. radius, provided that
you and the source of the vibrations are in contact with the
Mantis Claws same ground or substance. Tremorsense can't be used to
Prerequisite: 5th level detect flying or incorporeal creatures.
You can attack with your weapon twice, instead of once, Zu's Rage
whenever you take the Attack action on your turn. Prerequisites: 9th level
Mindflayer's Blast As an action, you leap 20ft. from your current location at
Prerequisite: 9th level blinding speed, delivering a leaping strike with a melee
As an action, you release a blast of psychic energy from weapon. Once you land, you may make one melee weapon
your mouth. All creatures in a 15ft. cone make an Intelligence attack against a creature in range. This attack does bonus
saving throw against your Spell Save DC. On a failure, they damage equal to your spell casting ability modifier.
become stunned for 1 minute. They may repeat the save as
an action on their turn.
You must finish a long rest to use Mindflayer's Blast again.
Mimic's Nature
You can cast Disguise Self at will, without expending a spell
slot of material components.
Pom Cure
You can cast Healing Word using a blue mage spell slot.
Ochu Vines
You can cast Entangle using a blue mage spell slot.
Opo-opo Athletics
You gain proficiency in the Athletics and Acrobatics skills.
Sahagin's Curse
Prerequisite: 7th level
You can cast polymorph using a blue mage spell slot. You
may only select Frog or Giant Frog as the new form. You
must finish a long rest to use Sahagin's Curse again.
Succubus Charm
Prerequisite: 9th level
You can cast Charm Person at will, without spending a
spell slot or material components. A creature that resists this
effect becomes immune to this spell cast by you for 1 hour.
Frog's Legs
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a
spell slot or material components.
Tonberry's Grudge
When you attack a creature who is stunned or paralyzed with
a melee weapon, you deal bonus damage equal to the the
average damage of the weapon's damage die.

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Dancer
The light of the room dims, and the spotlights focus on the
lightly dressed woman who makes her way across the stage.
With a large smile, she moves effortless along with the music,
filling everyone's hearts with joy and pushing them to stay
determined in whatever challenges they have.
Amid the chaos of the battlefield a maiden expertly slides
in and out of combat, soothing her allies' wounds and
empowering their wills to continue fighting.
Dressed in fine clothing with their trusty blade at their
side, the seemingly sweet woman dances through a group of
would-be assailants behind her establishment, cutting them
down with ease wielding her signature scimitar.
Dancers have harnessed magics and arts, combining them
into a spectacle which turns the battlefield into a show, and it
is by their graceful movements which which their allies are
guided to a happy conclusion.
Of Silk and Steel
Dancers draw from many different sources and backgrounds,
combining them into a single package which covers a wide
variety of situations. Using small weapons to pick away at
their unwitting foes as their dances debilitate their marks
while filling their allies with power. Though a rarity on the
battle field few forget the sight of a skilled dancer at work.
Ornaments of Power
Dancers perform their magical feats not through a stave or
rod, but rather specially made jewelry worn on the wrists and
ankles. As they dance around the battle field they move their
bodies in specific patterns to manipulate the magical power
within their bodies and to gather residual magic in the
environment. Once they've gathered the required magic they
must keep moving to keep their spell active, channeling the
magic further.
Creating a Dancer
Dancers are passionate people dedicated to their craft.
Spending years practicing has gifted them with the ability to
weave spells and their passions together into a gorgeous
display of skill. When creating a Dancer, you must consider
where they have honed their craft. Did they pick up the
profession naturally, teaching themselves over long hours, or
did they study beneath some kind of mentor? One must
consider their motivations, does your Dancer seek fame and
fortune, or do they want to bring the gifts of joy to the masses.
Perhaps they are going on their journey in an attempt to hone
their craft even further.
Quick Build
You can make a Dancer quickly by following these
suggestions. First make Dexterity your highest ability score,
following with Charisma. Second take the Entertainer
background.

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

Equipment
Class Features You start with the following equipment, in addition to the
As a Dancer, you gain the following class features equipment granted by your background:
Hit Points (a) two daggers or (b) two chakrams
Hit Dice: 1d8 per Dancer level a (a) whip or (b) scimitar
Hit Points at 1st Level: 8 + your Constitution modifier a set of bracelets and anklets for spell casting
Hit Points at Higher Levels: 1d8 (or 5) + your Constituion a set of clothes
modifier per Dancer level after 1st a (a) costume or (b) light armour
(a) an explorer's pack or (b) a entertainer's pack
Proficiencies
Armor: Light Armor
Weapons: Chakrams, Rapiers, Scimitars, Short Swords, Chakrams
Simple Weaons, Whips. For Chakrams I suggest using the Handaxe statblock. Set the
Tools: None cost to 15 gp and add the Finesse quality to the weapon.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Deception, Insight,
Perception, Performance, and Persuasion.

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Dazzling Dance As a Dancer, when you cast a Dancer spell you do not have to
fulfill the verbal component of the spell. You must spend 10ft.
At 1st level, as you fight you build towards empowering your of movement alongside your spell slot to cast a spell or to
movements further. When you use the Attack action against a maintain a spell. See chapter 10 of the PHB for the general
hostile creature, you gain a charge of Dazzling Dance. You rules of spellcasting and the end of this document for the
may hold a number of Dazzling Dance charges equal to your Dancer spell list.
Charisma modifier. Your charges dissipate one minute after
combat ends.
Additionally, you may spend 1 Dazzling Dance charge to What about Silence?
take the Dash or Disengage action as a bonus action. Most spellcasters shudder at the thought of being silenced as
their spells require a verbal component nearly every time. As a
Flourish Dancer you are able to for go the Verbal component, but that
Also beginning at 1st level, once per turn, you can deal an does not mean you're free from having your spells blocked.
extra 1d6 damage to one creature you hit with a ranged Instead, any effects which would drop your movement speed
weapon attack if you have advantage on the Attack roll. The
Attack must use a finesse weapon. to 0ft. will instead cause your spells to be blocked.

You don't need advantage on the Attack roll if another


enemy of the target is within 5 feet of it, that enemy isn't
Incapacitated, and you don't have disadvantage on the Attack Spellcasting Ability
roll. Charisma is your spellcasting ability for your Dancer spells,
The amount of the extra damage increases as you gain since their power derives from the strength of your
levels in this class, as shown in the Flourish Damage column convictions. You use your Charisma whenever a spell refers
of the Dancer table. to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
Unarmoured Defense Dancer spell you cast and when making an attack roll with
one.
While you are not wearing any armor, your Armor Class Spell save DC = 8 + your proficiency bonus + your
equals 10 + your Dexterity modifier + your Charisma Charisma modifier
modifier. You can use a shield and still gain this benefit. Spell attack modifier = your proficiency bonus + your
Charisma modifier
Spellcasting
By 2nd level, you have learned to draw on in latent magical Spellcasting Focus
energies around you into your bangles and use it to cast You can use a bangles, anklets or other jewelry inlaid with
spells. See Spells Rules for the general rules of spellcasting gem stones (see the Adventuring Gear section) as a
and the Spells Listing for the Dancer spell list. Preparing and spellcasting focus for your Dancer spells.
Casting Spells.
Whirling Steel
Preparing and Casting Spells Also at 2nd level, you can spend 1 hour attuning your recently
The Dancer table shows how many spell slots you have to discovered magics with up to two finesse throwing weapons.
cast your Dancer spells. To cast one of your Dancer spells of When you throw a weapon you are attuned with, it returns to
1st level or higher, you must expend a slot of the spell’s level your hand after the attack is resolved.
or higher. You regain all expended spell slots when you finish
a long rest. Dancer Archetype
You prepare the list of Dancer spells that are available for
you to cast, choosing from the Dancer spell list. When you do At 3rd level, you choose a style which dictates your growth as
so, choose a number of Dancer spells equal to your Charisma a dancer. The Paragon focuses on mastering and pushing the
modifier + half your Dancer level, rounded down (minimum limits of dance as an art. The Exoctic Wonder mixes blade
of one spell). The spells must be of a level for which you have work into their dance moves, mixing martial prowess with
spell slots. grace. The Peace Bringer seeks to bring succor and support
For example, if you are a 5th-level Dancer, you have four to their allies in the heat of battle.
1st-level and two 2nd-level spell slots. With a Charisma of 14,
your list of prepared spells can include four spells of 1st or Ability Score Improvement
2nd level, in any combination. If you prepare the 1st-level When you reach 4th level, and again at 8th, 12th, 16th, and
spell cure wounds, you can cast it using a 1st-level or a 2nd- 19th level, you can increase one ability score of your choice
level slot. Casting the spell doesn’t remove it from your list of by 2, or you can increase two ability scores of your choice by
prepared spells. 1. As normal, you can't increase an ability score above 20
You can change your list of prepared spells when you finish using this feature.
a long rest. Preparing a new list of Dancer spells requires
time spent in prayer and meditation: at least 1 minute per
spell level for each spell on your list. Spellcasting Ability.
Dance Magic

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Uncanny Dodge Bewildering Grace Effects
Starting at the 5th level, when an attacker that you can see Die
hits you with an attack, you can use your reaction to halve the Result Effect
attack's damage against you. You cast the Faerie Fire spell centered on you. You
7
are excluded from this effect.
Evasion
You cast the Cause Fear spell on an ally within
Beginning at the 7th level, you can nimbly dodge out of the 8
range.
way of certain area effects, such as a red dragon's fiery breath
or an ice storm spell. When you are subjected to an effect that 9 You cast the Invisibility spell.
allows you to make a Dexterity saving throw to take only half 10 You cast the Hold Person spell.
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail. 11 You cast the Magic Weapon spell.
12 You cast the Mass Healing Word spell.
Motivating Mambo
You select a creature within 30ft. That creature
Beginning at the 10th level, you've learned how to empower must make a Constitution saving throw against
your allies in the heat of battle via your dances. When you use 13
your spell casting DC. On a failure they gain a level
the Help action you can expend one Dazzling Dance charge of exhaustion.
to add your Charisma modifier to their roll. You now have the maximum number of Dazzling
Additionally, you may spend 1 Dazzling Dance charge to 14
Dance charges possible.
use the help action as a bonus action.
15 You cast the Insect Plague spell.
Bewildering Grace 16 You cast the Mass Cure Wounds spell.
Beginning at the 13th level, as an action you perform a 17 You cast the Otto's Irresistable Dance spell.
mysterious dance whose effects you cannot predict. Roll a
d20 die and resolve the effect. Spells cast with Bewildering 18 You care the Heal spell.
Grace do not consume spell slots. Non-spell effects from 19 You cast the Mordenkainen’s Sword spell.
Bewildering Grace last one hour. You can use this feature a
number of times equal to your Charisma modifier (a 20 You cast the Reverse Gravity spell.
minimum of once). You regain any expended uses when you
finish a long rest. Spell Dancer
Bewildering Grace Effects Beginning at the 14th level, when you cast a spell you gain a
Die number of Dazzling Dance charges equal to half the level
Result Effect (rounded down) of the expended spell slot. You do not gain
Dazzling Dance charges from Bewildering Grace.
You cast the Banishment spell on yourself. You
1 cannot end the spell early, but return to where you Stage Presence
were at the end of the spell duration.
2 You become petrified for one round of combat.
Beginning at the 18th level, you've become so accustomed to
performing both for crowds and amongst the chaos of the
3
Lights and small magical explosions surround you battlefield, you are rarely caught unaware of your
in a visual effect. Nothing Happens. surroundings and can protect yourself from the tricks of
All creatures within a 20ft. radius centered on you
assailants. Attackers cannot attack you with advantage unless
make a Dexterity saving throw against your spell
you are under the conditions: grappled, incapacitated,
4
save DC or are knocked prone. You are excluded
paralyzed or petrified. Additionally when knocked prone, it
from this effect. only costs 5ft. of movement to get back up.
All creatures within a 20ft. radius centered on you Rythmic Heart
make a Wisdom saving throw against your spell
5 save DC or become blinded. The creature may Beginning at the 20th level, when you roll initiative you gain 2
repeat the save at the end of each of their turns. Dazzling Dance charges.
You are excluded from this effect.
All creatures within a 20ft. radius centered on you The World Stage
make a Constitution saving throw against your A Dancer who has chosen a life of adventure is an ambitious
6 spell save DC or become poisoned. The creature master of their art. The paragon seeks overall mastery of
may repeat the save at the end of each of their dance, while the Peace Bringer hopes to relieve their allies.
turns. You are excluded from this effect. The Exotic Wonder seeks to mix their dances with martial
expertise.

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Paragon Safe Haven Hop
Beginning at the 11th level, you may select Aura of Life, Aura
You've devoted your training to dance as an art form itself, of Purity or Aura of Vitality and cast it without spending a
staying a purist of dance. Your singular focus will allow you to spell slot. You can use this feature a number of times equal to
reach mastery few ever hope to achieve in your discipline. half your Charisma modifier, rounded down (a minimum of
Inspiring Salsa once). You regain any expended uses when you finish a long
Beginning at the 3rd level, as a bonus action you can spend rest.
up to 2 Dazzling Dance charges to inspire an ally within 5ft. The Solace Swing
of you. Your ally may add a bonus to any attack roll, saving Beginning at the 15th level, you may spend Dazzling Dance
throw or ability check they make equal to twice the number of charges to restore your pool of healing power. For each point
charges used to inspire them one time. At 10th level you may spent you recover points to your pool equal to your Charisma
spend any number of Dazzling Dance charges in the same modifier.
way.
Magic of Movement Exotic Wonder
Beginning at the 6th level, when you cast a spell, you may You've trained in an exotic dancing style which incorporates
spend a number of Dazzling Dance charges equal to the spell weapons into your routines. You mix martial knowledge with
level instead of spending a spell slot. Spells cast using this graceful steps to create an awe inspiring dance which
feature do not generate Dazzling Dance charges. devastates your foes.
Improvised Flow Flourishing Swing
Beginning at the 11th level, when you make a concentration Beginning at 3rd level, your melee weapon attacks with
check you may spend a Dazzling Dance charge to roll with finesse weapons activate your Flourish feature.
advantage.
Fighting Style
Forte Fusion Beginning at the 3rd level, You adopt a particular style of
Beginning at the 15th level, you have learned how to mix fighting as your specialty. Choose one of the following
known dances into new exciting combinations. You are able options. You can’t take a Fighting Style option more than
to cast a second spell which requires concentration without once, even if you later get to choose again.
ending the first. To do so you use your action to spend 1
Dazzling Dance charge to cast the second spell alongside the Defense
required spell slot. Each turn you concentrate on the second While you are wearing armor, you gain a +1 bonus to AC.
spell, you must use your action to spend once Dazzling Dance
charge and spend 10ft. of movement per spell. Dueling
When you are wielding a melee weapon in one hand and no
Peace Bringer other weapons, you gain a +2 bonus to damage rolls with that
You've learned to effectively wield restorative spells while weapon.
dancing across the battle field. Offering relief and joy in even Fleet Foot
the worst situations. Your movement speed increases by 5ft.
Succor Swing Two-Weapon Fighting
Beginning at 3rd level, your magical dances are capable of
healing wounds. You have a pool of healing power that When you engage in two-weapon fighting, you can add your
replenishes when you take a long rest. With that pool, you ability modifier to the damage of the second attack.
can restore a total number of hit points equal to your Dancer Double Step
level × 5.
As an action, you can perform for a creature within 5ft. of Beginning at the 6th level, whenever you use the Attack
you and draw power from the pool to restore a number of hit action, you may spend 1 Dazzling Dance charge to make an
points to that creature, up to the maximum amount extra melee weapon attack.
remaining in your pool. Flawless Flow
Refreshing Round Beginning at the 11th level, you may make a melee weapon
Beginning at the 6th level, you've further developed your attack as a bonus action after casting a spell.
healing abilities. When you use your Succor Swing feature, Lamia Bite
you may target any number of creatures within 10ft. of you. Beginning at the 15th level, you may spend 4 Dazzling Dance
charges prior to making a weapon attack. Doing so increases
the critical hit range of your attack rolls for the remainder of
the turn, lowering the threshold by 4.

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Dark Knight
An Auri man dives into the front line of his foes. Recklessly,
he swings his blade with great might, cleaving through foe
after foe. The enemy scatters, claiming they battled a demon
that day.
A downtrodden woman stands behind an ebony clad Hyur.
Despite seeming to be on his last legs his exhaustion leads
him to pull greater strength to protect the weak against those
who had been pursuing.
A lalafellin woman stands before a strange demon, clad in
dark heavy armour and cloth, she weaves shadow magics
before to unleash dark magics to put an end to the demon
and silently protect the nearby village from its wrath.
It is a dark knight's freedom from the bounds of the law
which make these dark avengers so effective. Unconcerned
with what is lawful, a dark knight is concerned with what is
ethical in their view. Those who spread tyranny and injustice
best prepare for a visit from a dark knight who aims to set
things right and break the chains of oppressors.
Protecting the Meek
A Dark Knight is a knight who has taken up arms to serve the
downtrodden. They serve no lords or institutions, believing
no one is exempt from justice, no matter what their position
in society. They protect the commonfolk from not only
banditry and wild beasts, but from corrupt men who seek to
oppress them. In return, Dark Knights are often fed and
housed by those they protect, or rely upon bounty hunting
and raiding looters to support themselves.
Internal Darkness
When an adventurer chooses the path of a Dark Knight they
understand that they are renouncing their rights to be a
regular member of society. They belong to no society, acting
as paragons of justice who see no allegiance. To assist them
in their quest, Dark Knights are able to sacrifice their own
life force to power a well of darkness within themselves. They
cause themselves great pain and exhaustion in order to allow
dark power to course through their body which they harness
in a variety of ways.
Creating a Dark Knight
Dark Knights are natural adventurers, living outside the law
to see their goals to fruition. They may live within a remote
village protecting the inhabitants from bandits, while the
land's knights turn a blind eye to their plight, or they may
travel the world seeking out institutionalized injustice and
smiting it with violence. Dark Knights act on behalf of the
common folk, and do so not expecting praise nor admiration.
They are aware that they will not be celebrated in the history
books like Paladins would be. Instead they expect to be
demonized by history and happily accept this fact. One
seeking to become a Dark Knight must be introduced to it
through some means, be it an ancient tome with their rituals
recorded or a mentor to impart their knowledge.

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

Quick Build Skills: Choose two from Athletics, Arcana, History, Insight,
Intimidation, Perception, Survival.
You can make a Dark Knight quickly by following these Equipment
suggestions. First make Strength your highest ability score, You start with the following equipment, in addition to the
following with Charisma. Second take the Folk Hero equipment granted by your background
background.
(a) chain mail or (b) hide armour
Class Features (a) a martial weapon and a shield or (b) two martial
weapons
As a Dark Knight, you gain the following class features (a) a short bow and 20 arrows or (b) two daggers
(a) an explorer's pack or (b) a dungeoneer's pack
Hit Points
Hit Dice: 1d10 per Dark Knight level Well of Darkness
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Beginning at the 1st level, you are able to draw on the
modifier per Dark Knight level after 1st darkness in your heart and use it as power. You have a
number of Well of Darkness points shown for your Dark
Proficiencies Knight level in the Well of Darkness Points column of your
Armor: All Armor, shields Dark Knight table. You regain all of your expended uses of
Weapons: Simple and Martial Weapons your Well of Darkness when you finish a long rest.
Tools: None
Saving Throws: Constitution, Charisma

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Certain features make use of your Well of Darkness and Dark Knight Archetype
require your target to make a saving throw, the saving throw
is calculated as follows. At 3rd level, you choose which path of the dark knight to
Dark Knight Spell DC = 8 + your proficiency modifier + your follow. The Blackblood focuses on martial ability, relying on
Charisma modifier. powerful swordplay over magical arts. The Abyss Knight lets
the dark powers within themselves flow freely, letting them
When using spells which require you to make a ranged spell become more powerful the more dire their situation is, and
attack, your spell attack modifier is calculated as follows. the Dark Magus uses that inner darkness to cast powerful
magical spells alongside their stellar sword skill.
Dark Knight Spell Attack Modifier = your proficiency
modifier + your Charisma modifier. Ability Score Improvement
Darkside When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Also beginning at 1st level, as a bonus action you may spend by 2, or you can increase two ability scores of your choice by
one Well of Darkness point to fill your body with dark power 1. As normal, you can't increase an ability score above 20
for a number of rounds equal to your Charisma Modifier. using this feature.
When you make a melee weapon attack while under the
effect of Darkside, you deal additional necrotic damage as Extra Attack
indicated on the Class Table. Beginning at 5th level, you can attack twice, instead of once,
Fighting Style whenever you take the Attack action on your turn.
Beginning at the 2nd level, you adopt a particular style of The Blackest Night
fighting as your specialty, Choose one of the following Beginning at the 7th level, as a bonus action you may expend
options. You can't take a Fighting Style option more than one Hit Die to create a barrier which protects you or a
once, even if you later get to choose again. creature within 30ft. of you. Roll the expended hit die, the
Defense target gains temporary hit points equal to the die result +
While you are wearing armor, you gain a +1 bonus to AC. your Charisma modifier.
Dueling Fight or Flight
When you are wielding a melee weapon in one hand and no Beginning at the 9th level, you are able to spend 2 Well of
other weapons, you gain a +2 bonus to damage rolls with that Darkness points to cast the Cause Fear or Compelled Duel
weapon. spells.
Great Weapon Fighting Curse of the Abyss
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two Beginning at the 10th level, on your turn you may use a bonus
hands, you can reroll the die and must use the new roll, even action to curse a creature. The curse lasts for 1 minute. The
if the new roll is a 1 or a 2. The weapon must have the two- curse ends when the creature dies, you die or are
handed or versatile property for you to gain this benefit. incapacitated. Until the curse ends, you gain the following
benefits:
Protection
When a creature you can see attacks a target other than you You gain a bonus to damage rolls against the cursed
that is within 5 feet of You, you can use your reaction to target. The bonus equals your proficiency bonus.
impose disadvantage on the attack roll. You must be wielding Any attack roll you make against the cursed target is a
a shield. critical hit on a roll of 19 or 20 on the d20.
Two-Weapon Fighting If the cursed target dies, you regain hit points equal to
When you engage in two-weapon fighting, you can add your your Dark Knight level + your Charisma modifier
ability modifier to the damage of the second Attack. (minimum of 1 hit point) and 1 Well of Darkness point.
Burning Blood You must then finish a long rest to use Curse of the Abyss
again.
Also beginning at the 2nd level, as a bonus action you may
expend one of your hit die and roll it. You recover Well of Abyssal Communion
Darkness points equal to the result. You cannot exceed your
maximum number of Well of Darkness points. Beginning at 13th level, you may spend 6 Well of Darkness
points to cast Rary's Telepathic Bond.

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Quietus Soul Eater
Beginning at 11th level, once per turn when you make a
Beginning at the 14th level, you strike with a swirl of dark melee weapon attack, you may choose to recover hit points
energy. As an action, you may spend 2 Well of Darkness equal to half the damage dealt by your Darkside feature's
points to make a melee weapon attack to all creatures within bonus damage, rounded down.
10ft. of you. You may expend one hit die and roll it to deal
additional necrotic damage equal to the result to all creatures Ravaging Darkness
attacked. Beginning at the 17th level, you add your Charisma modifier
to the bonus damage of your Darkside feature.
Dark Mind
Beginning at the 15th level, you gain proficiency in the Abyss Knight
Wisdom saving throw. Abyss Knights are warriors who sneer in the face of suffering,
using techniques which injure themselves in order to deliver
Stalwart Soul devastating damage to their opponents.
Beginning at the 18th level, your body becomes fueled by your
inner darkness. At the start of each of your turns, you regain Dark Burst
hit points equal to 5 + your Constitution modifier if you have Beginning at 3rd level, you are able to weaponize your own
no more than half of your hit points left. You don't gain this life energy to unleash a burst of dark energy against your
benefit if you have 0 hit points. foes. While under the effect of Darkside, as an action, you
may spend 2d4 hit points to cast the Burning Hands spell.
Living Dead When cast in this way, the spell deals necrotic damage
instead of fire, and does not ignite flammable objects. Use the
Beginning at the 20th level, when you are reduced to 0 Hit Well of Darkness DC when casting the spell.
Points but not killed outright, instead of becoming You are able to cast the spell at higher levels by increasing
incapacitated, you may expend one hit die and recover hit the damage you take by 1d4 for each increase in casting level.
points equal to the result + your Constitution modifier. You may only increase the spell level up to a number of levels
equal to your Charisma modifier.
The Lonely Path Adversity
Dark Knights set off on their quest knowing it will be a Beginning at 6th level, you become fueled by the suffering you
difficult one full of challenges and sorrow. They'll stand endure in battle. For every 20 hit points you are missing, you
against foes they'd have no hope to defeat alone and indulge gain a +1 bonus to attack and damage rolls up to a maximum
the darkness in their hearts in order to grasp greater power equal to your Charisma modifier.
to complete their mission. Additionally you gain resistance to necrotic damage.
Blackblood Supernatural Sense
Blackbloods are Dark Knights who seek great power and Beginning at 11th level, you may cast the Detect Good and
presence on the battlefield. They spend their time perfecting Evil spell at will. You may also cast Detect Thoughts at will on
their martial abilities, and then infusing their peerless skill a willing creature or spend 2 Well of Darkness points to cast
with power drawn from the darkness which resides in their it on an unwilling creature.
hearts. Dark Star
Plunge Beginning at 17th level, damage from all sources is reduced
Beginning at 3rd level, as a bonus action you may spend one by your current Adversity bonus. When you cast Burning
Well of Darkness point to fill your body with a burst of dark Hands using the Dark Burst feature, you deal bonus damage
power, allowing you to jump to an unoccupied space beside a equal to your Charisma Modifier + your Adversity bonus.
target within 20ft. of you. Additionally, you may change the range from a 15ft. cone to a
You may jump over obstacles or creatures up to 10ft. tall 30ft. line. You reference the Adversity bonus after spending
while moving to the target creature. This movement does not your hit points to use Dark Burst feature.
provoke attacks of opprunity. When you land you may make a
melee weapon attack against the creature.
Piercing Intimidation
Beginning at 6th level, when making an Intimidation skill
check, you may spend 1 Well of Darkness point to gain
assistance from your inner darkness. Roll your Darkside
damage die and add the result to the result of your check.

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Dark Magus Spells and Well of Darkness Points
Dark Knight Levels Maximum Points for a Spell
As a Dark Magus, you have decided to focus on manipulating
your Well of Darkness. Doing so allows you to convert your 6th-8th 4
own life force into powerful Dark Arts. 9th-12th 5
You know two Dark Arts at 3rd level, detailed in the Dark
Arts section below. You learn one additional Dark Art of your 13th-16th 6
choice at the 6th, 11th and 17th level. Additionally you know 17th-20th 7
the Toll the Dead cantrip. Also, your maximum number of
Well of Darkness points is increased by a number equal to
your Charisma modifier. Dark Arts
Casting Dark Arts. Using the dark magical energy from The Dark Arts list is presented in alphabetical order. If the
within, you are able to cast spells. See chapter 10 for the magic requires a level, you must be that level in this class to
general rules of spell casting. To cast one of these spells you learn the spell.
use its casting time and other rules, but you don't need to Abyssal Drain. (17th Level) You can spend 6 Well of
provide material components for it. Darkness points to cast Contagion.
Once you reach the 6th level in this class, you can spend Creeping Darkness. You can spend 2 Well of Darkness
additional Well of Darkness point to increase the level of a points to cast Darkness.
Dark Art that you cast, provided that the spell has an Damning Curse. You can spend 1 Well of Darkness points to
enhanced effect at a higher level. The spell’s level increases cast Bane.
by 1 for each additional Well of Darkness hit die you spend. Dark Dance. You can spend 2 Well of Darkness points to
The default casting level of these spells is at the lowest cast Mirror Image.
possible level. Dark Passenger. (11th Level) You can spend 3 Well of
The maximum number of Well of Darkness point you can Darkness points to cast Lightning Bolt. The spell deals
spend in this way (including the base cost and the additional necrotic damage.
points you spend to increase the level) is determined by your Delirium. You can spend 2 Well of Darkness points to cast
Dark Knight level, as shown in the Spells and Well of Suggestion.
Darkness Points table. Edge of Shadow. You can spend 2 Well of Darkness points
to cast Shatter.
Flood of Darkness. (17th Level) You can spend 6 Well of
Darkness points to cast Negative Energy Flood.
Helter Skelter. (11th Level) You can spend 4 Well of
Darkness points to cast Hypnotic Pattern.
Power Slash. (6th Level) You can spend 3 Well of Darkness
points to cast Elemental Weapon.
Reprisal. You can spend 2 Well of Darkness points to cast
Hellish Rebuke.
Salted Earth. (6th Level) You can spend 3 Well of Darkness
points to cast Hunger of Hadar.
Scourge. You can spend 1 Well of Darkness points to cast
Hex.
Shadow Skin. (11th Level) You can spend 4 Well of
Darkness points to cast Shadow of Moil.
Shadow Wall. (17th Level) You can spend 6 Well of
Darkness points to cast Wall of Force.
Syphon Touch. (6th Level) You can spend 3 Well of
Darkness points to cast Vampiric Touch.
Unleash. You can spend 1 Well of Darkness points to cast
Arms of Hadar.
Unmend. You can spend 1 Well of Darkness points to cast
Magic Missile.

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Dragoon
An Elezen man stands before a fierce dragon, it roars out and
begins to take off in order to gain the advantage. With a
massive leap the man lands atop the dragon and forces it
back to the ground, creating an opening for his allies.
A Hyur cloaked in scale mail whirl's their spear around a
cluster of enemies keeping them at bay. When the time is
right they unleash a plume of fiery breath from beneath their
helm, singing their targets.
A Viera woman runs and leaps high into the sky, magical
wings forming on her body. With grace, she travels the
currents of the wind, happily flying about as she exercises her
new found freedom.
These fearless warriors stand against dragons, demons,
fiends and any other threats who would raise a hand against
their homelands. Dragoons use their command of both the
sky and ground to strike down their foes with deadly strikes.
Dragonbane
The Dragoon was a soldier born out of need in a distant land.
Their homeland has been locked in a war against dragon
kind for hundreds of years, leading to their soldiers to
specialize in battling back against dragons. Their most
notable ability is the Dragoon Jump, which is powered by a
magical gem each Dragoon receives upon completing their
basic training.
Masters of the Sky
The Dragoons have been blessed with the ability to soar high
into the air like those they have taken up arms to destroy.
These warriors are able to crash down from the sky using
their weapons and body weight to drive any skyborn into the
ground, or cause great damage to those already on land.
Wings will not grant you safety from a Dragoon.
Creating a Dragoon
When creating a Dragoon, consider what brought them down
the path of a specialized knight. They may have shown a
certain aptitude which allowed them to become a dragoon
with ease, or perhaps were born into the role due to the
history of their homeland. A dragoon may have decided upon
this path due to the stories of famed dragoons of legends,
hoping to become as powerful and respected as the knights
they had heard about while they were growing up.
Consider why a Dragoon would choose to head out on an
adventure. Are they seeking a specific dragon, hoping to slay
an enemy of their nation? Could your dragoon have
unfinished business with a dragon from their past?
Sometimes a dragoon may set out for the sake of journeying
around the land.
Quick Build
You can make a Dragoon quickly by following these
suggestions. First, make Strength your highest ability score,
following with Dexterity. Second take the Soldier
background.

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The Dragoon
Level Proficiency Bonus Features Trances
1st +2 Dragoon Trance, Jump 2
2nd +2 Fighting Style, Lancet 2
3rd +2 Dragoon Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Heavy Thrust, True Thrust 3
6th +3 Stall 4
7th +3 Archetype Feature 4
8th +3 Ability Score Improvement 4
9th +4 High Jump 4
10th +4 Crash Landing 4
11th +4 Archetype Feature 4
12th +4 Ability Score Improvement 5
13th +5 Chaos Thrust 5
14th +5 Invigorate 5
15th +5 Archeytpe Feature 5
16th +5 Ability Score Improvement 5
17th +6 Dragonfire Dive 6
18th +6 Battle Litany 6
19th +6 Ability Score Improvement 6
20th +6 One with the Sky 6

(a) a short bow and 20 arrows or (b) two hand axes


Class Features (a) an explorer's pack or (b) a dungeoneer's pack
a blessed Dragoon's Stone
As a Dragoon, you gain the following class features
Hit Points
Dragoon's Trance
Hit Dice: 1d10 per Dragoon level Beginning at the 1st level, you are able to fall into a special
Hit Points at 1st Level: 10 + your Constitution modifier. trance as a bonus action. Your soul is filled with power from
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution your Dragoon forebears. While under the effects of this
modifier per Dragoon level after 1st trance, your jump height becomes a minimum of 30ft. and
your jump distance becomes a minimum of 15ft.
Proficiencies Your trance lasts for 1 minute. It ends early if you are
Armor: Light and Medium armour, shields. knocked unconscious or you may end your trance as a bonus
Weapons: Simple weapons and Martial weapons action. Some Dragoon abilities may cause your trance to end
Tools: None early. Once you have entered a trance a number of times
Saving Throws: Strength, Dexterity shown for your dragoon level in the trances column for your
Skills: Choose two from Animal Handling, Athletics, dragoon table you must finish a long rest before you can
Acrobatics, History, Nature, Perception, Religion, Survival. enter a trance again.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) scale mail or (b) leather armor
(a) a martial weapon or (b) two spears
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Jump Dragoon Archetype
Also beginning at the 1st level, as an action you are able to At 3rd level, you select the focus of your training as a
perform a jump attack. Through the power of your Dragoon dragoon. Some Dragoon's stick to their roots and fight as
Trance you leap up to 30ft. into the air and land on a creature Dragon Slayers, while some attempt to harness the power of
within 15ft. of your starting position. The creature makes a Dragons and combine it with their unique martial abilities
Dexterity saving throw against your Dive DC as calculated becoming Dragon Hearts. Some Dragoon's decide to break
below, taking your weapon damage and bonus damage equal away from their dragon hunting roots and attempt to master
to 1d6 on a failure, and half as much on a success. This the skies as Valkyries.
bonus damage is increased to 2d6 at the 5th level, 3d6 at the
11th level and 4d6 at the 18th level. Ability Score Improvement
Dive DC = 8 + your proficiency modifier + your Strength When you reach 4th level, and again at 8th, 12th, 16th, and
modifier. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
You may not use Jump on a creature who is higher than 30ft. 1. As normal, you can't increase an ability score above 20
nor does not have at least 5ft. of space above their head. After using this feature.
finishing your Jump, select an empty space adjacent to the
target creature to land on. If the creature's size is Huge or Heavy Thrust
larger, you may choose to attempt to land on the creature
instead by making a Dexterity saving throw of a difficulty Beginning at the 5th level, as an action you may make a melee
decided by the DM. You do not take fall damage as a result of weapon attack which deals its weapon and bonus damage
using the Jump feature. Movement using the Jump feature twice. You may reroll the weapon damage of either or both
does not provoke attacks of opportunity. hits but must use the new result. On a critical hit, both
damage rolls benefit from the critical hit.
Fighting Style
True Thrust
Beginning at the 2nd level, you adopt a particular style of
fighting as your specialty, Choose one of the following Also beginning at the 5th level, as an action you may make a
options. You can't take a Fighting Style option more than melee weapon attack with double the proficiency bonus on
once, even if you later get to choose again. the attack roll.
Defense Stall
While you are wearing armor, you gain a +1 bonus to AC. Beginning at the 6th level, while under the effects of Dragoon
Dueling
Trance, as a bonus action when you reach the peak of any
jump, you may pause in place for a moment. At the end of
When you are wielding a melee weapon in one hand and no your next turn you continue your fall, allowing you to perform
other weapons, you gain a +2 bonus to damage rolls with that an action while suspended in the air.
weapon.
Great Weapon Fighting High Jump
When you roll a 1 or 2 on a damage die for an attack you Beginning at the 9th level, while under the effects of Dragoon
make with a melee weapon that you are wielding with two Trance, as an action you leap up to 80ft. into the air. At the
hands, you can reroll the die and must use the new roll, even start of your next turn, you land on a creature within 30ft. of
if the new roll is a 1 or a 2. The weapon must have the your starting position. The creature makes a Dexterity saving
twohanded or versatile property for you to gain this benefit. throw against your Dive DC, taking twice your weapon
damage and bonus damage equal to 4d6.
Two-Weapon Fighting This bonus damage is increased to 6d6 at the 11th level
When you engage in two-weapon fighting, you can add your and 8d6 at the 18th level.
ability modifier to the damage of the second attack. You may not use Jump on a creature who is higher than
80ft. nor has at least 5ft. of space above their head. After
Lancet finishing your Jump, select an empty space adjacent to the
Also beginning at 2nd level, while under the effects of target creature to land on. If the creature's size is Huge or
Dragoon's Trance, as an action you may make a melee larger, you may choose to attempt to land on the creature
weapon attack that drains your target's vitality. You recover instead by making a Dexterity saving throw of a difficulty
hit points equal to half the damage of your weapon attack decided by the DM. You do not take fall damage as a result of
rounded up. You can use this feature a number of times equal the High Jump ability. Movement using the High Jump feature
to your Strength modifier (a minimum of once). You regain does not provoke attacks of opportunity.
any expended uses when you finish a short rest.

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Crash Landing The Dragon Slayers stay true to their history, specializing in
fighting dragons and using that skill set against other foes.
Beginning at the 10th level, when you complete a successful The Dragonheart has learned to emulate their scalekin foes
Spineshatter Dive or High Jump, if the target creature has a in order to fight as hard as their legendary foes. Finally, the
flying speed, it is reduced to 0ft. for a number of rounds equal Valkyries have abandoned their dragon hunting ways and
to your Strength modifier. focused on mastering the sky.
Chaos Thrust Dragon Slayer
Beginning at the 13th level, as an action you make a melee Dragoons find their roots in war against dragons, but over
weapon attack. If your attack is successful, the creature must time it became a discipline with a less singular focus. That is
make a Constitution saving throw against your Dive DC, the case for some anyways, but the Dragon Slayer has fully
beginning to bleed on a failure, taking 1d8 piercing damage dedicated themselves to plunging into battle with some of the
at the start of their turn. As an action, the creature may most feared beasts that exist. Experts in piercing tough hide
reattempt to pass the saving throw to stop the bleeding. A and laying great beasts low, Dragon Slayers are able to ply
creature will bleed for a number of rounds equal to your their violent craft against all kinds of foes.
Strength modifier.
Spineshatter Dive
Invigorate Beginning at the 3rd level, when you use your Jump feature,
you can empower the attack to disable the target creature.
Beginning at the 14th level, when you fail a saving throw you When you do so, if the creature fails its Dexterity saving
may choose to reroll the saving throw. You must use the new throw, it becomes stunned until the end of your next turn and
number. You can use this feature twice. You regain any you double the bonus damage of the Jump. When you use this
expended uses when you finish a long rest. feature, your Dragoon Trance ends after completing your
Jump.
Dragonfire Dive
Beginning at the 17th level, when you use your Jump or High Dragon Lore
Jump action, you can empower the attack with fiery fury. The Beginning at the 7th level, you have gained a wealth of
bonus damage on the dive is increased to 8d8 fire damage. knowledge about dragons. You have proficiency in History,
All creatures within 20ft. of the target creature take this Nature and Perception checks when the check involves
bonus damage and must make a Dexterity saving throw dragons, and you add the Draconic language to your known
against the Dive DC, taking the full bonus damage on a languages.
failure and half as much on a success. Your Dragoon Trance Drachenlance
ends after performing a Dragonfire Dive.
Beginning at the 11th level, as an action you make a special
Battle Litany lance attack which focuses on piercing tough defenses. Your
attack roll is contested by 10 + the target's Dexterity modifier.
Beginning at the 18th level, while you are under the effects of
Dragoon's Trance, as a bonus action you can inspire the Dragon's Bane
ferocity of yourself and your allies. Your melee weapon Beginning at the 15th level, your expertise at battling dragons
attacks and those of your allies who are within 10ft. of you has provided you with greater techniques to battle them.
land critical hits on die results 19 or 20 for a number of When you are subjected to an effect that requires you to
rounds equal to half your Strength modifier. This does not make a Dexterity saving throw to take only half damage, you
overwrite or add to already present critical hit range instead take no damage if you succeed on the saving throw,
increases. This effect may be activated once each time you and only half damage is you fail. Additionally your attacks
enter a new Dragoon's Trance. against dragons deals 3d6 extra damage as you are able to
pin point their most vulnerable areas. Against non-dragon
One with the Sky creatures your blows still carry extra precision, dealing an
Beginning at the 20th level, when you roll initiative, you gain additional 1d6 damage.
two uses of Dragoon's Trance. Dragon Heart
Dragonsong War Dragon Hearts are dragoons who've leaned into the draconic
origins of their foes and learned how to manipulate the
The Dragoons can trace their history back to the Dragonsong magics latent in their bodies to become more like dragons.
War, a time of strife between the Elezen people of Ishgard These fierce warriors use the breath of a dragon to attack
and the dragons of the neighbouring land of Dravania. It was large swaths of foes, while using their training as a Dragoon
out of need to defend against their powerful foes did the first in combination to emulate a dragon in battle.
Dragoon's discover their destiny. These sky bound warriors
have a history of war on the front line against dragons, but in
the present day have explored other disciplines.

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Breath of the Dragon
Beginning at the 3rd level, as a bonus action, you may expand
a use of your Dragoon's Trance in order to cast the Dragon's
Breath spell on yourself at the 2nd level. At 9th level you cast
this spell at the 3rd level, and at the 17th level you cast this
spell at the 4th level. Strength is your spell casting ability for
this spell.
Dragon Sense
Beginning at the 7th level, you've gained the senses which are
akin to a dragon. You've gained 30ft. of blindsight and 60ft. of
darksight. Additionally during battle as a bonus action you
may make a perception check.
Blood of the Dragon
Beginning at the 11th level, you fight with the ferocity of a
dragon now. When you use your Dragoon's Trance ability, you
gain 10 temporary hit points and the spell casting and
concentration restriction of Dragoon's Trance is lifted from
the Dragon's Breath spell. The temporary hit points fade
when your trance ends.
Life of the Dragon
Beginning at the 15th level, while you are under the effect of
both Dragoon's Trance and Breath of the Dragon, you are
able to combine these powers to fight like a legendary
dragon. You may use the effect of the Dragon Breath spell as
a bonus action on your turn.
Valkyrie
Valkyries have chosen to distance themselves from the
Dragoon's roots and instead seek to be masters of the skies
themselves. Using swift movements and the power of flight,
Valkyires are able to move quickly in and out of battle with
power and a certain grace.
Crescent Moon Strikes
Beginning at the 3rd level, when you make the Attack action,
if there is a creature directly beside your target, you may roll
a second attack roll against that creature as a bonus action.
You do not receive an ability modifier bonus on the damage
roll for this attack.
Flight of the Dragon
Beginning at the 7th level, you are able to expend two uses of
Dragoon's Trance to gain 60ft. of flying speed for the duration
of the Trance. When you do so, an ethereal pair of dragon's
wings sprout from your back. You may use your Jump and
High Jump features while in flight, using your place in the air
as your starting position.
Valkyrie Strike
Beginning at the 11th level, you don't provoke opportunity
attacks when you fly out of enemies reach.
Stardiver
Beginning at the 15th level, while under the effects of Flight
of the Dragon, as an action you use your High Jump feature,
but may complete the attack in the same turn you start your
dive. If you do so, you expend one use of Dragoon Trance.

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Gunbreaker
Dusty and worn down, a man wielding a large two handed
blade plunges it into a formidable beast standing before him.
He pulls the trigger on the handle of the blade and sends a
shock wave through the creature, stunning it for his allies to
capitalize.
A woman lunges forward with her Gunblade in hand, as
she cuts across her foes body she pulls the trigger unleashing
flaming energy from her blade, making quick work of her
enemy. She flashes a wild smile to the allies of her quickly
defeated foe and beckons they try their luck against her
sword arm as well.
Carefully, a man lines up his fire arm to take a shot at his
approaching foes. He pulls the trigger and a blast of
thunderous energy launches from his blade, crashing into the
approach enemy, causing him to drop with a thud.
The Gunbreakers are innovative warriors who take the
field with their trusty Gunblades in hand. Able to handle a
variety of combat situations, the Gunbreaker exhibits a
mastery over the battle field.
Art of War
There were once great generals so skilled at warfare that
their work could have been seen as artistic. War forces
mankind to innovate, and as such lead to the inception of the
Gunbreaker. This unique creation features a a melee weapon
infused with triggers and munitions to augment their attacks
greatly. Despite being known alternatively as Gunblades their
weaponry most tend to use focus melee combat, battling on
the front lines.
The Royal Guard
The origin of the Gunbreaker can be traced back to the
Blades of Guhnnhildr, an elite group of warriors tasked with
protecting the queen of Bozja. Though the group was not
exclusively Gunbreakers, the Bozjan royal guard originated
the technique. The most experienced gunbreakers can often
call Bozja their homeland, or were trained by someone from
the region.
Creating a Gunbreaker
When creating a Gunbreaker, one must consider how they
learned about the Gunblade. Did they serve in a military
detachment skilled with the arms? Perhaps they met a
traveling mercenary who sought to take a student under their
wing.
You must also consider why the Gunbreaker has decided to
head off on their journey. Perhaps they stand for those who
cannot stand for themselves, with dreams of ridding their
home of evil forces. They may be a gritty mercenary who has
found a efficient ways of dealing with problems, and a client
who has many problems to see to. Perhaps they are testing
the new weapon outside of their smithy it was forged in. It
could be as simple as wanting to see the world or be a part of
something bigger than themselves.
Whatever the reason, the Gunbreaker is a powerful ally to
have on your side and fearful foe to face down.

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The Gunbreaker
Level Proficiency Bonus Features Munitions
1st +2 Arms Smith, Munitions, Burst Strike 1
2nd +2 Fighting Style, Gunner Shot 2
3rd +2 Gunbreaker Archetype 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Gunbreaker Archetype Feature 6
7th +3 Quick Hand 7
8th +3 Ability Score Improvement 8
9th +4 Diplomatic Enforcer 9
10th +4 Gunbreaker Archetype Feature 10
11th +4 Blasting Zone 11
12th +4 Ability Score Improvement 12
13th +5 Heart of the Vanguard 13
14th +5 Gunbreaker Archetype Feature 14
15th +5 Heart of Stone 15
16th +5 Ability Score Improvement 16
17th +6 Sonic Breaker 17
18th +6 Blood Fest 18
19th +6 Ability Score Improvement 19
20th +6 Gunbreaker Archetype Feature 20

Quick Build Saving Throws: Strength, Dexterity


Skills: Choose two from Athletics, Acrobatics, History,
You can make a Gunbreaker quickly by following these Investigation, Intimidation, Persuasion, Stealth, Survival.
suggestions. First make Strength your highest ability score, Equipment
following with Dexterity. Second take the Folk Hero
background. You start with the following equipment, in addition to the
equipment granted by your background
Class Features (a) scale mail or (b) leather armor
(a) a martial weapon which has already been converted to
As a Gunbreaker, you gain the following class features a gun blade.
Hit Points
(a) a shield or (b) a pistol and 20 bullets.
(a) an explorer's pack or (b) a dungeoneer's pack
Hit Dice: 1d10 per Gunbreaker level (a) Smith’s tools
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Arms Smith
modifier per Gunbreaker level after 1st
Beginning at the 1st level, you have learned how to modify
Proficiencies weaponry to incorporate a gunfire into their function. You
Armor: All armour, Shields. spend 1 day of time working on your weapon to complete the
Weapons: simple weapons, martial weapons, pistols, conversion process.
muskets
Tools: Smith's Tools

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Defense
Gun Weapons While you are wearing armor, you gain a +1 bonus to AC.
Arms Smith is used to convert a weapon into a gun weapon
such that it works with your abilities. The most common and
Dueling
When you are wielding a melee weapon in one hand and no
obvious is to use a longsword or greatsword for this sort of
other weapons, you gain a +2 bonus to damage rolls with that
thing but if your DM approves, you could turn any kind of weapon.
weapon into a gunweapon. Magic weapons may also require
extra time to convert or assistance to complete the Great Weapon Fighting
modifications at your DM's discretion. When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
All weapons that have undergone this process will be hands, you can reroll the die and must use the new roll, even
referred to as Gunblades in this document. if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
Gunner
Munitions You gain a +2 bonus to attack rolls you make with your
Beginning at 1st level, you've learned how to create cells Gunner Shot Attack action.
which draw in magical energy from your body to charge Protection
themselves called Munitions. You have a number of munition
charges your body can support, indicated on the class table When a creature you can see attacks a target other than you
above. You load up to 6 Munitions charges into your gunblade that is within 5 feet of you, you can use your reaction to
at a time. When you use Munition charges on attack rolls you impose disadvantage on the attack roll. You must be wielding
expend a loaded charge. You may load more charges as an a shield.
action. Two-Weapon Fighting
When using abilities triggered through using your When you engage in two-weapon fighting, you can add your
Munitions that require the enemy to make a saving throw, the ability modifier to the damage of the second attack.
saving throw is calculated as follows.
Gunbreaker Save DC = 8 + your proficiency modifier + your Gunner Shot
Strength modifier. Beginning at 2nd level, you gain a new attack option that you
When using features which require you to make a ranged can use with the Attack action. This special attack is a ranged
attack, your attack modifier is calculated as follows. weapon attack with a range of 60 feet which you may only
use while wielding a gunblade. You are proficient with it, and
Gunbreaker Ranged Attack Modifier = your proficiency you add your Dexterity modifier to the attack and damage
modifier + your Dexterity modifier. rolls. Its damage is thunder, and its damage die is a d10. This
damage increases to 2d10 at the 6th level, 3d10 at the 12th
Half of your expended Munitions rounded up are recharged level and 4d10 at the 18th level. You expend one Munitions
after completing a short rest and all of your Munitions after a charge when you use this attack option.
long rest. When you gain the Extra Attack feature, this special attack
can be used for any of the attacks you make as part of the
Burst Strike Attack action.
When you make a successful melee weapon attack with a
Gunblade, you may expend 1 Munitions charge to pull your Gunbreaker Archetype
weapon's trigger and attempt to launch your enemy At 3rd level, you select select your Gunbreaker style. The
backwards. The creature makes a Constitution saving throw Breaker style focuses on weakening foes with special
against your Gunbreaker Save DC. On a failure they take Munitions, the Lionhart style which focuses on enhancing the
1d10 thunder damage and are knocked back 10ft. from your damage dealt with the weapon's blows and the Revolver style
position. They are not knocked back on a success. which focuses on ranged combat.
This damage increases to 2d10 at the 6th level, 3d10 at the
12th level and 4d10 at the 18th level. Ability Score Improvement
Fighting Style When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Beginning at the 2nd level, you adopt a particular style of by 2, or you can increase two ability scores of your choice by
fighting as your specialty, Choose one of the following 1. As normal, you can't increase an ability score above 20
options. You can't take a Fighting Style option more than using this feature.
once, even if you later get to choose again.

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Extra Attack Blood Fest
Beginning at 5th level, you can attack twice, instead of once, Beginning at 18th level, as a bonus action you may recover
whenever you take the Attack action on your turn. half your munitions. You may do so once before requiring a
long rest.
Quick Hand
Beginning at the 7th level, you are able to load Munitions to Ones Combat Style
your gunblade as a bonus action. You may load up to 8 Gunbreakers have opened up a whole new way to do combat
Munitions charges to your gunblade. with their innovative weapon and as such they are developing
Diplomatic Enforcer new styles to employ on the battlefield, all with their merits.
The Breaker style involves weakening one's foe to assist their
Beginning at the 9th level, while you are within 10ft. of an ally allies, while the Lionhart style focuses on quickly cutting
and visible to the target creature, they double their one's enemy down. The Revolver style looks at developing
proficiency bonus when making Persuasion, Deception and and using the ranged capabilities of their weapons.
Intimidate checks.
If a medium or smaller creature is missing hit points, you Breaker Style
gain advantage on Intimidation checks against that creature. The Breaker Style has been innovated by fighters who do not
Blasting Zone fear being on the front line taking hits from foes. They make
it their job to disable their foes and create openings for their
Beginning at the 11th level, when you make a successful allies while standing defiantly against their foes.
melee weapon attack with a gunblade, instead of using your
Burst Strike feature, you may expend three Munitions Slash Bang
charges to cause an explosion originating from you in the Beginning at the 3rd level, you have learned to use your
direction of the target. All creatures in the 30ft. cone must Gunblade's Munitions to disrupt the enemy's body. When you
make a Dexterity saving throw against your Gunbreaker Save use your Burst Strike feature, instead of the regular effect,
DC. The creature takes 3d10 Fire damage on a failure, and you can attempt to force the enemy to the ground. The
half as much on a success. This damage increases to 4d10 at creature makes a Constitution saving throw against your
the 15th level, and 5d10 at the 20th level. You can only use Gunbreaker Save DC. On a failure they take 1d6 thunder
Blasting Zone once per round. damage and are knocked prone. On a success they are not
You can also use your action to use Blasting Zone without knocked prone.
making a successful melee weapon attack. This damage increases to 2d6 at the 6th level, 3d6 at the
12th level and 4d6 at the 18th level. Beginning at 9th level, if
Heart of the Vanguard the creature is medium or smaller, they are stunned until
your next turn instead of knocked prone.
Beginning at the 13th level, you have advantage on saving
throws against being Charmed and Frightened. You gain Tether Bracer
proficiency in the Intimidation skill, if you already have this At 6th level, you have developed a grappling hook mounted on
skill you gain expertise in it. a bracer to assist you in both exploration and battle. Your
grappling hook has a range of 60ft. When the grappling hook
Heart of Stone is anchored to a surface, you gain advantage on climb checks.
Beginning at the 15th level, when you are attacked by a melee If you are moving in the direction of the anchor point by foot,
weapon while wielding a gunblade, as a reaction you may your speed is increased by 10ft.
expend one Munition to gain a +3 bonus to your AC against In battle, as a bonus action you may make a ranged weapon
the attack roll. You must make this declaration before the attack using your Gunbreaker Ranged Attack modifier. On a
attack roll result has been confirmed. hit, you deal 1d6 piercing damage and the creature must
make a Strength saving throw against your Gunbreaker Save
Sonic Breaker DC, becoming grappled on a failed save. The creature may
reattempt this save as an action on their turn.
Beginning at the 11th level, when you make a successful While the creature is grappled by your Tether Bracer, you
melee weapon attack with a gunblade, instead of using your gain 10ft. of movement when traveling in a straight line
Burst Strike feature, you may expend three Munitions towards the target. As a bonus action, you attempt to drag the
charges to cause a massive shockwave originating from you creature closer to you. The creature makes a Strength saving
in the direction of the target. All creatures in a 60ft. long, 5ft. throw against your Gunbreaker Save DC, moving 10ft. closer
wide line must make a Dexterity saving throw against your to you on a failure.
Gunbreaker Save DC. Creatures take 4d10 thunder damage A creature grappled in this way retains its movement speed
on a failure, and half as much on a success. This damage if it moves towards you or strafes at its current distance away
increases to 5d10 at the 20th level. You can only use Sonic from you. If the creature is within 5ft. of you, its speed is then
Breaker once per round. reduced to 0.
You can also use your action to use Sonic Breaker without
making a successful melee weapon attack.

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Maimed Reflexes Elemental Intensity
Beginning at the 10th level, When you use your Burst Strike Beginning at the 14th level, you deal bonus damage on your
feature, instead of the regular effect, you can temporarily dull Elemental Slash and Fated Circle abilities equal to your
the target's reflexes. The creature makes a Constitution Intelligence ability modifier. Additionally, you may choose
saving throw against your Gunbreaker Spell Save DC. On a Force, Necrotic or Radiant damage when using those
failure they take 3d6 thunder damage and cannot make abilities.
attacks of opportunity until your next turn.
This damage increases to 4d6 at the 15th level and 5d6 at Renzokuken
the 20th level. Beginning at the 20th level, when you make a successful
melee weapon attack with a gunblade, you may expend one
Nebula Burst Munitions charge to make another melee weapon attack.
Beginning at the 14th level, when you take damage, as a
reaction you may expend one use of Munitions to reduce the Revolver Style
damage taken by 1d6 + your Constitution ability modifier and The Revolver Style involves becoming a skilled marksman
all creatures within 5ft. take thunder damage equal to 1d6 + alongside being a powerful sword fighter. Mastery of ranged
your Constitution ability modifier. combat with this new form of weaponry will be a challenge
Superbolide for those using the Revolver style but their ability to fight at
Beginning at the 20th level, when you reach 0 hit points and both close and long range will be highly valuable.
would not be killed outright, you may instead drop to 1 hit Gritty Gunner
point instead. You can use this feature a number of times Beginning at the 3rd level, when you use Gunner Shot with a
equal to your Constitution modifier (a minimum of once). You hostile creature within 5ft. of you, you do not suffer
regain any expended uses when you finish a long rest. disadvantage on the attack and you add your Strength ability
Lionhart Style modifier to your Gunner Shot damage rolls.
Additionally, you gain proficiency in all firearms.
Practitioners of the Lionhart Style have learned to
elementally tune their Munitions, allowing them to pierce Gambler's Guts
enemy's guard with elemental energies and dealing out heavy Beginning at the 6th level, you have gained proficiency in the
damage. Insight skill and a set of gaming tools of your choice. When
making a skill check or attack roll with die result 9 or lower,
Elemental Slash you may expend one Munitions charge to reroll the die. You
Beginning at the 3rd level, when you use your Burst Strike must use the new number.
feature, instead of the regular effect, you can deal an
additional 1d12 damage to the creature of your choice from Armour Piercing Round
the following: Fire, Cold, Lightning or Thunder. Beginning at the 10th level, when you use the Gunner Shot
This damage increases to 2d12 at the 6th level, 3d12 at the Attack action, you may spend an additional Munitions charge
12th level and 4d12 at the 18th level. to calculate your attack roll as though your enemy's AC is 10
+ their Dexterity modifier. If the creature has natural armour
Rough Divide the base of 10 is increased to the appropriate number.
Beginning at the 6th level, as a bonus action you may expend
one Munitions charge to move as though you are under the Bombardment
effects of the Jump or Longstrider spell until your next turn. Beginning at the 14th level, you may use the following
The first melee weapon attack while under this effect deals abilities when you use your Gunner Shot attack action as
an additional d6 of damage matching your weapon type. though you are attacking in melee range: Burst Strike,
Blasting Zone and Sonic Breaker.
Fated Circle
Beginning at the 10th level, when you make a successful Bullet Hell
melee weapon attack with a gunblade, instead of using your Beginning at the 20th level, when you use your Gunner Shot
Burst Strike feature, you may expend three Munitions Attack action, you may expend loaded Munition charges to
charges to wave of elemental energy originating from you. All make additional Gunner Shot attacks. You expend one
creatures in a 10ft. radius must make a Dexterity saving charge per extra attack made. You cannot use the
throw against your Gunbreaker Save DC. On a failure Bombardment feature on the additional attacks.
Creatures take 3d12 damage of your choice from the
following: Fire, Cold, Lightning or Thunder, and half as much
on a success. This damage increases to 4d12 at the 15th
level and 5d12 at the 20th level. You can only use Fated Circle
once per round.
You can also use your action to use Fated Circle without
making a successful melee weapon attack.

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Machinist
A woman stands before a group of goblins. Negotiations have
broken down and the goblins have drawn their blades. Before
they can take a step towards her, she unleashes a lethal bullet
from her pistol, laying their leader low, causing the others to
retreat in fear of this unknown weaponry.
Carefully, an exhausted machinist puts the finishing
touches on their newest creation. They flip the switch and the
small tower shaped machine takes flight. It receives its
commands and a tiny pistol lets loose a bullet destroying the
target. A smile spreads across the master tinkerer's face.
A man wearing leather armour approaches a horde of
invaders who'd overrun their home given the chance. They
toss a mechanical sphere into the group and in an instant
they're enshrouded in flame.
Machinists have spent many hours in the workshop to
progress the art of war. From the creation of firearms, to the
production of mechanical constructs for the battle field, the
machinist ensure the gears of war continue to turn ever
efficiently.
Forefront of Innovation
A Machinist is an incredibly skilled artisan who has decided
to push the boundaries of current technology and has
managed to do so successfully. They are capable of building a
wide variety of machines and firearms which they use to
overwhelm enemies of their homes through sheer efficiency.
Those who welcome a Machinist to live within their city will
be granted the boons of a true genius.
In the name of Advancement
The first step of a Machinist's path is developing an
aetherconverter. This device draws the latent magic energy
within the Machinist out and uses it to power their devices.
Due to their aetherconverter powering their devices, there
are few in the world who are able to use them. For that
reason, it falls upon the Machinist themselves to head out
into the world to field test their creations. The Machinist
must push their creations to their limit and continue to
modify them. As adventurer's this is the drive of a machinist,
to test their equipment and rework it on a long journey in the
name of science and innovation.
Creating a Machinist
When creating a machinist you must keep in mind why they
may be heading out on their adventure. Is your machinist
field testing their inventions, or seeking inspiration to create
even more intricate machines? Perhaps they are on a journey
to make the world a better place by bestowing their creations
for the common man. A Machinist has the most advanced
technology at their finger tips and are using that technology
to make life more efficient.
Quick Build
You can make a Machinist quickly by following these
suggestions. First make Dexterity your highest ability score,
following with Intelligence. Second take the Guild Member
background.

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Machinist
Level Proficiency Bonus Features
1st +2 Suppressive Fire
2nd +2 Technical Support, Sounding Sentry
3rd +2 Machinist Archetype, Technologist
4th +2 Ability Score Improvement
5th +3 Extra Attack, Reload
6th +3 Archetype Feature
7th +3 Peloton
8th +3 Ability Score Improvement
9th +4 Eye for Design
10th +4 Graze
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Combat Roll
14th +5 Ricochet
15th +5 Emergency Rescue
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Cloaking Device
19th +6 Ability Score Improvement
20th +6 Midas Touch

(a) a pistol and 20 bullets or (b) a dagger


Class Features (a) a musket and 20 bullets
(a) an explorer's pack or (b) a dungeoneer's pack
As a Machinist, you gain the following class features (a) a set of artisan's tools of your choosing
Hit Points (a) an aetherconverter
Hit Dice: 1d8 per Machinist level Suppressive Fire
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Beginning at level 1, when you use Ready action to prepare to
modifier per Machinist level after 1st attack a target creature, you are able to disable your target
temporarily. If your attack hits, the target creature must make
Proficiencies a Constitution saving throw against your Machinist save DC.
Armor: Light armor. On a failed save the creature is knocked prone and their
Weapons: Simple weapons, Pistols, Hunting Rifles, speed becomes 0ft. until the end of their turn.
Revolvers, Muskets
Tools: Two sets of Artisan's Tools. Machinist save DC = 8 + your Dexterity modifier + your
Proficiency bonus
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Arcana, History, Insight, Technical Support
Intimidation, Perception, Survival.
Beginning at the 2nd level, you are able to use your artisan's
Equipment tools to disarm mechanical traps.
You start with the following equipment, in addition to the
equipment granted by your background
(a) leather armour or (b) hide armour
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Sounding Sentry Graze
Also at the 2nd level, you have developed a tiny device which Beginning at the 10th level, you are able to target your ranged
casts the Alarm spell. You can affix it to a door or window, or attacks to cause negative effects on your target. Using your
have it monitor an area around itself in a 20ft. cube. You may bonus action, you can empower your next shot to target a
use the device once before needing to charge it during a long limb causing different effects. If your attack lands, your target
rest. must make a Dexterity saving throw against your Machinist
save DC or fall under the selected effect. This effect lasts
Machinist Archetype until your next action where applicable.
At 3rd level, you choose which area of inventing you wish to Graze Effects
pursue. You choose the Marksman, Tinkerer or Grenadier Limb Effect
archetype.
Head Stunned
Technologist Heart Frightened
Also at 3rd level, you may have developed technologies Arm Disarmed
alongside your Machinist archetype. Certain actions may
require creatures to make saving throws or you to make Leg Prone
attack rolls to hit. These are calculated as follows:
You can use this feature a number of times equal to your
Tech Attack Bonus = your Intelligence modifier + your Intelligence modifier (a minimum of once). You regain any
Proficiency bonus expended uses when you finish a long rest.
Tech save DC = 8 + your Intelligence modifier + your
Proficiency bonus Combat Roll
Beginning at the 13th level, during battle you are able to
Ability Score Improvement perform a combat roll. When you are targeted by an attack,
When you reach 4th level, and again at 8th, 12th, 16th, and you may use your reaction to impose disadvantage on the
19th level, you can increase one ability score of your choice attack and move 5ft. to an open space without provoking an
by 2, or you can increase two ability scores of your choice by attack of opportunity. You can use this feature a number of
1. As normal, you can't increase an ability score above 20 times equal to your Dexterity modifier (a minimum of once).
using this feature. You regain any expended uses when you finish a long rest.
Extra Attack Ricochet
Beginning at 5th level, you can attack twice, instead of once, Beginning at the 14th level, you may spend your reaction to
whenever you take the Attack action on your turn. perform a ricochet shot if you are attacking with a firearm.
Upon landing a successful attack, you make a second attack
Reload against a creature within 5ft. of the first targeted creature.
This second attack does not consume ammunition.
Beginning at the 5th level, ranged weapons you use lose their
loading property. Emergency Rescue
Peloton Beginning at the 15th level, you have developed a life saving
device which casts Cure Wounds on creatures with 0 hit
Beginning at the 7th level, your mental stamina allows you to points on contact. Intelligence is your spell casting ability for
push your body further. Your base movement increases by 5ft. this device.
and you may use your Intelligence modifier for Initiative rolls. As an action you can throw the palm sized spherical device
at a creature within 20ft. of you. If you have 0 hit points at the
Eye For Design start of your turn and the device in your possession, it will
Beginning at the 9th Level, when assessing mechanical automatically activate and heal you as a free action.
systems and intentional designs. You gain advantage on The device can cast Cure Wounds once. The device is
Investigation checks to understand how a mechanical system recharged when you finish a short rest.
works and advantage on Survival checks to track a creature
within a building, village, town or city. Cloaking Device
Beginning at the 18th level, you've developed a cane sized
device which turns you and all creatures within a 5ft. radius
of you Invisible for 1 minute. All creatures must remain
within 5ft. of the device to retain invisibility. You can use the
cane once before you need to recharge it during a long rest.

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Midas Touch Clockwork Companion
Beginning at the 20th level, as a bonus action you can Also 3rd level, you have completed development of your turret
complete maintenance on an invention in an instant. You companion alongside the selection of your machinist
must then finish a long rest to use Midas Touch again. archetype. You select between the Rook Autoturret and
Bishop Autoturret stat block.
When you complete a short rest, you are able to decide
Fire Arms and Creations what load out the turret makes use of, changing its stat block
The cost of firearms and to rebuild lost, destroyed between the two options.
or stolen accessory equipment granted by features In combat, the turret acts during your turn. It can move and
can be found in the Machinist Appendix D on page use its reaction on its own, but the only action it takes is the
106. Dodge action, unless you take a bonus action on your turn to
command it to take another action. That action can be one in
its stat block or some other action. You can also sacrifice your
one of your attacks when you take the Attack action to
Master of Metal command the turret to take the Attack action.
A Machinist has dedicated their life to the study and If you are incapacitated, the turret can take any action of its
production of great mechanical creations. May these choice, not just Dodge.
machines be marvels of architecture, innovation or war, a If the turret runs out of hit points, it become inoperable.
Machinist is on the fore front of progress. The turret will require 10 GP in materials and 1 day to
complete repairs on the machine. When making repairs to
Marksman your turret while it still has hit points, you spend 1 GP in
materials and complete the repairs at the end of a short rest.
You have decided to focus on your marksmanship, developing If your turret is totally lost to you and needs to be fully rebuilt,
tools and skills to assist in your sharpshooting. it will cost you 100 GP in materials at 3rd level, with an
Gauss Barrel
additional 50 GP for each additional machinist level. At the
end of completing repairs, the turret recovers all of its
At 3rd level you have completed your work on a specialized missing hit points.
barrel to attach to your firearm. While equipped and
functioning you gain +2 to your attack and damage rolls. The Sensory Input
Gauss barrel can assist a number of shots equal to your Beginning at the 6th level, you have developed a head piece
Intelligence modifier before requiring a cleaning completed which allows you to see what the turret's camera perceives
at the end of a short or long rest. This bonus increases by 1 at and hear what the turret is able to hear.
the 6th, 11th and 17th level.
Tripod Stance
Hawkeye Goggles Beginning at the 11th level, you have developed stance gear
At 6th level you have completed special goggles to assist in for your turrets. They are able to use their action to use their
shooting and scouting over long distances. While wearing the stance action.
goggles you gain proficiency in the perception skill checks
involving sight and may use Intelligence for those checks. You Promoted
can see up to 4 miles in clear conditions and increase the Beginning at the 17th level, your turrets activate their
normal range of your ranged weapons by 30ft. promotion ability for a number of rounds equal to your
intelligence modifier rounded down. You must then finish a
Lock-On long rest to use Promoted again.
At the 11th level, you double the number of Gauss Barrel
shots available to you. While wearing your Hawkeye Goggles, Grenadier
when you make an attack roll with with your Gauss Barrel
effect your weapon can shoot at maximum range without The Grenadier has focused their studies on the creation and
disadvantage. mastery of explosive arms.
Sniper Explosive Innovator
Beginning at the 17th level, when you land a critical hit, the Beginning at level 3, you've completed the plans to create
damage is tripled. You score a critical hit on a die result 19 or your grenadier bombs. During a long rest, you are able to
20. prepare and keep a number of bombs equal to your
Intelligence modifier. Only you may use these bombs. A bomb
Tinkerer costs 1 silver in materials to create.
As an action you throw a bomb within 30ft. of you. All
You have decided to focus your efforts on the production of creatures in a 5ft. sphere make a Dexterity saving throw
miniature turrets. These turrets come in many shapes and against your Tech save DC. The creatures takes 1d8 fire
sizes and serve specific purposes. damage on a failed save and half as much on a success. This
damage increases by another d8 at the 6th, 11th and 17th
levels.

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Additionally, you may craft one specialty bomb during a Plentiful And Potent
long rest. These bombs act as though you cast that spell Beginning at the 11th level, you double the number of bombs
centered on the point where you threw your bomb. The effect you can create during a long rest and can carry. Additionally
of your specialty bombs is challenged using your Tech save you may hold two of each specialty bomb. Additionally your
DC. You may only possess one type of each specialty bomb at basic bombs can be detonated with a range up to 15ft. radius.
a time. The bomb effect lasts the maximum amount of time
the spell allows for concentration spells. Bomb Launcher
You may build a specialty bomb to cast its spell at a higher Beginning at the 17th level, you've developed a specialized
level by temporarily giving up a bomb slot for each level you launcher for your bombs which mounts on your forearm. You
want to raise the casting level of the specialty bomb. The double the range of your bombs. Additionally, damaging
slots return after the bomb is used. effects of your bombs deal additional damage equal to your
Specialty Bombs
Intelligence modifier.
Level Spell Bombs
3rd Sleep, Thunderwave
6th Pyrotechnics (no fire required), Web
11th Shatter, Stinking Cloud
17th Wall of Fire

Planned Detonation
Beginning at the 3rd level, you know how to adjust your
bombs to prevent friendly fire. As a bonus action you may
select a number of creatures equal to your intelligence
modifier who are unaffected by the effects of a bomb you use
during the same turn.
Proximity Detonation
Beginning at the 6th level, you can set your bomb to go off
when any creature wanders within 5ft. of the bomb.

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Rook Autoturret Bishop Autoturret
Small Construct Small construct

Armor Class 12+PB Armor Class 12+PB


Hit Points 5 + five times your class level (the turret Hit Points 5 + five times your class level (the turret
has a number of Hit Dice [d6s] equal to your has a number of Hit Dice [d6s] equal to your
machinist level) machinist level)
Speed 5ft., fly 50ft. Speed 5ft., fly 50ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5) 8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 12 Senses passive Perception 12
Languages understands the languages you speak Languages understands the languages you speak
Challenge -- Challenge --
Proficiency Bonus equals your bonus Proficiency Bonus equals your bonus

Actions Actions
Auto-fire. Ranged Weapon Attack: your tech attack Area Shock. All creatures within 5ft. of the Bishop
bonus to hit, Reach 60ft., one target. Hit: 8 (1d6 + Autoturret must make a Dexterity saving throw
2 + PB) piercing damage against your Tech save DC, taking 1d6 + your
Intelligence modifier + PB lightning damage on a
Stance failed saved, and half as much on a successful save.
Root Stance (Requires Machinist Level 11). As an
action the Rook Autoturret releases tripod legs into Single Shock. Magical Ranged Attack: your tech
the ground rooting it in place. The turret now attack bonus to hit, range 20ft., one target. Hit 8
automatically fails all Dexterity saves and it's speed (1d6 + 2 + PB) lightning damage.
becomes 0 ft. The turret must use an action to
retract its tripod legs and leave its stance. The Rook
Stance
Autoturret doubles the proficiency bonus on its Barrier Stance (Requires Machinist Level 11). As an
attack and damage rolls. action the Bishop Autoturret releases tripod legs
into the ground rooting it in place. The turret now
Promotion automatically fails all Dexterity saves and it's speed
Muscle Stimulator (Requires Machinist Level 17). As becomes 0 ft. The turret must use an action to
an action, Rook Autoturret releases a field of retract its tripod legs and leave its stance. The
stimulating energy around itself. Allied creatures Bishop Autoturret creates a circular barrier of
within 20ft. of Rook Autoturret deal 2d6 bonus lightning energy, 10ft. in radius centered on itself.
damage when they make a melee or ranged weapon Any creature that attempts to pass through the
attack for 1d4 rounds. barrier must make a Constitution check against your
Tech save DC. On a failed check, the creature takes
2d6 lightning damage and is paralyzed for one
round. On a successful save, half damage is taken
Clockwork Companions Described and the creature is not paralyzed.
Clockwork Companions come in all different shapes and Promotion
sizes. The initial building of a Clockwork companion is free
to complete for your class. Mana Capacitor (Requires Machinist Level 17). As an
Rook and Bishop Autoturret. The Autoturret series of action, Bishop Autoturret releases a field of aether
clockwork companions are small metallic allies that move amplifying energy around itself. Allied creatures
around via propellers. These machines come in a cylindrical within 20ft. of Bishop Autoturrent gain +3 to their
chassis specialized in shooting (Rook) and a spherical spell save DC and ranged spell attack bonus for 1d4
chassis specialized in electrical shocks. rounds.

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Ala Mhigan Monk Pre-Project Meteor Survivor Monk
A stoic wanderer stands along at the gates of the town he's Click HERE! to find the original build of the Monk archetype.
called home for the night. Invading bandits strike his skin
only to find it hard as stone, and his earth shaking blows
leave them running in fear.
A skilled martial artist whose fists sudden become
engulfed in flame strikes out against a powerful beast,
in search of greater challenges to become the greatest
fighter in the world.
A cheerful traveller walked down the winding paths of a
mountainous region, happily going wherever their heart
led them, stopping to help those they encountered
along the way.
Monks who train under the Fist of Rhalgr may
sharpen their skills in a wide number of ways, from
protectors, to travellers to those who seek glory, monks of
this sacred tradition use the power drawn from
within their bodies, chakra, to perform powerful
martial arts and superhuman feats.
Guided By A Falling Star
Centuries ago, refugees of the great flood were lead to
safety by their god, Rhalgr the Destory using a meteorite
to guide them to the Gyr Albanian highlands. It was here
they would plant their roots and an order of devotees to this
god, The Fist of Rhalgr would be formed. Monks of the Fist of
Rhalgr trained their bodies and spirits to become closer to
their god and discovered the life energy of chakra through
this training. Eventually they'd find themselves as a key
military force in Gyr Albania until political upheaval and civil
war caused their order to be broken and scattered to the
wind.
By Their Hands
The primary way of doing battle for the Fist of Rhalgr is with
their fists, sometimes augmented with claws, knuckles,
tonfas and other hand accessories to assist their striking.
Some choosing to weave staves, spears or blades into their
fighting style alongside becoming masters of unarmed
combat.
Creating a Class
When creating a monk consider where you've received your
training. Have you trained directly under a master of the Fist
of Rhalgr? Perhaps you have called a monastery home for a
time, or through meditation and intense training you've
unlocked these secrets for yourself. You must also consider
your path, as there are three elemental Riddles which define
the path you walk as a monk. How might your temperament
and goals tie into your training? Whether training alone or
alongside other students, those who train under the Fist of
Rhalgr spend a good deal meditating on their place int he
world and where they are going next.

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The Monk
Level Proficiency Bonus Martial Arts Die Features
1st +2 1d4 Martial Arts, Unarmoured Defense
2nd +2 1d4 Chakra Gate, Monastic Artes
3rd +2 1d4 Elemental Gate, Monastic Riddle
4th +2 1d4 Ability Score Improvement
5th +3 1d6 Extra Attack
6th +3 1d6 Riddle Feature, Fists of Rhalgr
7th +3 1d6 Evasion
8th +3 1d6 Ability Score Improvement
9th +4 1d6 Master of Movement
10th +4 1d6 Aura Veil
11th +4 1d8 Perfect Balance, Riddle Feature
12th +4 1d8 Ability Score Improvement
13th +5 1d8 Aura Speech
14th +5 1d8 Iron Will
15th +5 1d8 Aura Sense
16th +5 1d8 Ability Score Improvement
17th +6 1d10 Riddle Feature
18th +6 1d10 Anatman
19th +6 1d10 Ability Score Improvement
20th +6 1d10 Transcendence

Quick Build Saving Throws: Strength, Dexterity


Skills: Choose two from Acrobatics, Athletics, History,
You can make a monk quickly by following these suggestions. Insight, Religion, and Stealth
First, make Dexterity your highest ability score, followed by Equipment
Wisdom. Second, choose the hermit background.
You start with the following equipment, in addition to the
equipment granted by your background:
Class Features
(a) a shortsword or (b) any simple weapon
As an Eorzean Monk, you gain the following class features (a) a dungeoneer's pack or (b) an explorer's pack
Hit Points 10 darts
Hit Dice: 1d10 per eorzean monk level Unarmoured Defense
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Beginning at 1st level, while you are wearing no armor and
modifier per monk level after 1st not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier.
Proficiencies
Armor: none Martial Arts
Weapons: Simple Weapons, Martial Weapons
Tools: none At 1st level, your practice of martial arts gives you mastery of
combat styles that use unarmed strikes and monk weapons,
which are shortswords and any simple melee weapons that
don’t have the two-handed or heavy property.

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You gain the following benefits while you are unarmed or These charges persist in your body until you complete a
wielding only monk weapons and you aren’t wearing armor long rest, or until you open the elemental chakra gate again.
or wielding a shield: You may use elemental gate a number of times equal to your
You can use Dexterity instead of Strength for the attack proficiency bonus. Your uses of the Elemental Gate feature
and damage rolls of your unarmed strikes and monk refresh when you complete long rest.
weapons.
You can roll a d4 in place of the normal damage of your Ability Score Improvement
unarmed strike or monk weapon. This die changes as you When you reach 4th level, and again at 8th, 12th, 16th, and
gain monk levels, as shown in the Martial Arts column of the 19th level, you can increase one ability score of your choice
Monk table. by 2, or you can increase two ability scores of your choice by
When you use the Attack action with an unarmed strike or 1. As normal, you can't increase an ability score above 20
a monk weapon on your turn, you can make one unarmed using this feature.
strike as a bonus action. For example, if you take the Attack
action and attack with a quarterstaff, you can also make an Extra Attack
unarmed strike as a bonus action, assuming you haven’t
already taken a bonus action this turn. Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Chakra Gate
Starting at 2nd level, you learn to open chakra gates in your Fists of Rhalgr
body, giving you a sharp increase in your physical ability. As a Starting at 6th level, your unarmed strikes count as magical
bonus action, you may open a chakra gate, granting you a for the purpose of overcoming resistance and immunity to
number of chakra charges equal to your Wisdom modifier. nonmagical attacks and damage.
These charges persist in your body until you complete a
short or long rest, or until you open the chakra gate again. Evasion
You may use Chakra Gate a number of times equal to your At 7th level, your instinctive agility lets you dodge out of the
proficiency bonus. Your uses of the Chakra Gate feature way of certain area effects, such as a blue dragon’s lightning
refresh when you complete a short or long rest. breath or a fireball spell. When you are subjected to an effect
that allows you to make a Dexterity saving throw to take only
Monastic Artes half damage, you instead take no damage if you succeed on
As part of your monk training, you have learned a variety of the saving throw, and only half damage if you fail.
special techniques that make use of the chakra flowing
through your body. Various Monastic Artes require use of Master of Movement
different types of chakra to activate. Starting at 9th level, when you make a Athletics (Strength) or
Some of your Monastic Artes may require your target to Acrobatics (Dexterity) skill check, you may spend one chakra
make a saving throw against the attack or work in a similar charge to gain advantage on the roll.
way to spell casting. For such effects use the following
calculations: Aura Veil
Monastic Artes save DC = 8 + your proficiency bonus + your Starting at 10th level, when you take damage, you may spend
Wisdom modifier. any number of Chakra and Element charges. You gain
Monastic Artes attack modifier = your proficiency bonus + temporary hit points equal to the amount of charges spent.
your Wisdom modifier. These hit points are gained prior to applying the damage.
You can find a list of Monastic Artes at the end of the class Perfect Balance
description. Beginning at 11th level, you've learned to open a third
powerful chakra gate in your body. As a bonus action you gain
Monastic Riddle a number of Perfect Balance chakra charges equal to your
Starting at 3rd level, you have selected your elemental Riddle Wisdom modifier. These charges can be used for specific
you consider while meditating that guides your path as a Monastic Artes and as a replacement for the cost of Chakra
monk. You select between the Riddle of Earth, Riddle of Fire or Element charges.
or Riddle of Wind, detailed at the end of the class description These charges persist in your body until you complete a
or one from another source. Your tradition grants you long rest. Use of the Perfect Balance feature refreshes when
features at 3rd level and again at 6th, 11th, and 17th level. you complete a long rest.
Elemental Gate
Also starting at 3rd level, your rumination on an elemental
riddle has awakened a second chakra gate in your body. As a
bonus action, you may open the elemental chakra gate,
granting you a number of elemental chakra equal to your
Wisdom modifier.

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Aura Speech Earth's Reply
Beginning at 11th level, when you take damage from a
Starting at 13th level, you have learned to make an aetherial creature that you can see within 30ft. of you, as a reaction
connect with the minds so that you understand all spoken you may spend one elemental chakra to release chakra in a
languages. Moreover, any creature that can understand a concussive burst at their location. The creature must make a
language can understand what you say. Strength saving throw. It takes 2d10 magical bludgeoning
damage on a failed save, or half as much damage on a
Iron Will successful one.
Starting at 14th level, your mastery of chakra grants you
proficiency in all saving throws. Heart of Solid Earth
Additionally, whenever you make a saving throw and fail, At 17th level, you've learned to create a perfect defensive
you can spend 1 chakra charge to reroll it and take the technique with your chakra. As a bonus action, you may
second result. spend 1 perfect balance chakra and spend a number of hit
points up to or equal to your monk level to create a protective
Aura Sense layer of vitality that coats your body.
This protective layer has a number of hit points equal to
Starting at 15th level, you can feel the aura of those around the number spent and takes damage in place of you when you
you. You gain 10ft. of blindsight. take damage. This layer is protected by temporary hit points.
This protective layer cannot receive healing and when it is
Anatman reduced to 0 hit points it fades away, but any excess damage
Starting at 18th level, your ability to channel chakra is is not applied.
unrivaled. When you use the Chakra Gate, Elemental Gate or You may create this protective layer once. Use of this
Perfect Balance feature, you gain one additional charge. feature refreshes when you complete a long rest.
Transcendence Riddle of Fire
Beginning at 20th level, you have mastered your ability to The Monks who focus their meditations of the Riddle of Fire
open your chakra gates. As a bonus action, you gain the are focused on the pursuit of passion and the power that
benefit of your Chakra Gate, Elemental Gate and Perfect comes from within themselves. These monks are the movers
Balance features. You may use Transcendence once, use of and shakers of their world, seeking challenges and
this feature refreshing when you complete a long rest. adventures to sharpen their skills and ever seeking a new
challenge.
Rhalgr's Riddles Fists of Fire
Monks who seek to reach perfection through the opening of Beginning at 3rd level, when you hit a creature with an
their chakra gates often take up one of the Riddles of Rhalgr unarmed weapon attack, you may expend one Chakra Charge
to ruminate on during their meditations. These meditations or Elemental Charge to deal an additional damage die of fire
lead to further development of additional gates in their body damage to the target creature.
unlocking further supernatural abilities. The Riddle of Earth
focuses on the stability of nature, while the riddle of fire Chakra Candle
focuses on the passionate pursuit of one's goals. The Riddle At 6th level, as an action you can spend an Elemental Chakra
of Wind muses about the flexibility of one's spirit, adjusting to to create a small white flame whose light highlights hidden
the changing winds of life. objects. The flame persists for 1 minute in place, hovering
five feet off the ground. It emits a 10ft. radius of bright light
Riddle of Earth and an additional 10ft. of dim light. Hidden objects or
passages within 10ft. of the flame are outlined with a thin line
Monks who ruminate on the Riddle of Earth focus on the of light.
relationship between humanity and the natural world, and the An invisible creature that comes within 10ft. of the chakra
unmoving truths of the world. Their fighting style also candle must make a Charisma saving throw against your
emulates the stoicism of the earth, the monk developing a Monastic Artes DC, and on a failure their body is outlined in
solid defensive approach to combat. light. The creature is immune to this effect on a success.
Stone Skin Inferno Strikes
Beginning at 3rd level, while you have charges of Elemental Beginning at 11th level, when you use Fists of Fire, you may
chakra, when you are hit by an attack, you may expend one spend an additional Elemental Charge to force all creatures
chakra to gain resistance to slashing, piercing and within 10ft. of the target to make a Dexterity saving throw
bludgeoning damage until the start of your next turn. against your Monastic Artes DC, taking damage equal to the
target of your unarmed strike on a failure and half as much
Lore of the Land on a success.
At 6th level, your meditations have lead you to a deep
understanding of the natural world. You gain proficiency in
the Nature skill.

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Heart of Raging Flames Monastic Artes List
At 17th level, you've learned to ignite the chakra around your
body. As a bonus action you cloak yourself in flames for one As you develop your skills as a monk, you develop powerful
minute. When a hostile creature enters a space within 5ft. of monastic arts that allow you to manipulate your chakra for a
you they take 5 fire damage. When you start your turn any wide variety of effects.
hostile creature within 5ft. of you takes 5 fire damage. Arm of the Destroyer
While you are cloaked in flames, as an action you may Requirement: 3rd level monk, Riddle of Earth
expend a number of hit die up to or equal to your Wisdom Cost: 2 Element Charges
ability modifier. Roll the expended die and recover hit points As an action, you cast the Earth Tremor spell at 1st level. You
equal to the result. may spend additional Element Charges to increase the
You may enter this state once, use of this feature refreshes casting level of the spell by one for each additional charge
when you complete a long rest. spent.
Riddle of Wind Brotherhood
Those who ruminate on the Riddle of Wind are travelers and Requirement: 17th level monk, Riddle of Earth
wanderers. They're always in motion and let their adventures Cost: 1 Perfect Balance Charge, 3 Element Charges
guide them without a long term goal in mind. To these monk As a bonus action, you use your mastery of chakra to protect
life is what happens to you as your make your way through your allies. You infuse a number of creatures up to your
your days, and its important to be adaptable and help out Wisdom modifier with a protective ward. Each creature gains
where you can. 1d10 + your Wisdom modifier temporary hit points. While
they are protected by these temporary hit points they have a
Second Wind Infusion +3 bonus to AC.
Beginning at 3rd level, you learn to manipulate chakra to heal
wounds. You have a pool of healing power that replenishes Celestial Revolution
when you take a long rest. With that pool, you can restore a Requirement: 17th level monk, Riddle of Wind
total number of hit points equal to your monk level × 5. Cost: 1 Perfect Blance Charge, 3 Element Charges
As an action, you can touch a creature and draw power You attempt to make a devastating blow that allows you to
from the pool to restore a number of hit points to that vanish in the blink of the eye. When you hit another creature
creature, up to the maximum amount remaining in your pool. with a melee weapon attack. you can spend the chakra cost to
Alternatively, you can expend 5 hit points from your pool of deal 6d8 thunder damage, you then teleport up to 60 feet to
healing to cure the target of one disease or neutralize one an unoccupied space that you can see.
poison affecting it. You can cure multiple diseases and When you hit another creature with a melee weapon
neutralize multiple poisons with a single use of Second Wind attack. you can spend the chakra cost to
Infusion, expending hit points separately for each one.
This feature has no effect on undead and constructs. Chakra Shot
Requirement: 2nd level monk
Featherfoot Cost: 1 Chakra Charge
At 6th level, your base movement speed is increased by 10 As an action, you concentrate chakra in the palm of your
feet. Your jumping height and distance is increased by 10 feet hand and make a ranged Monastic Arte attack against a
as well. creature within 60ft. of you. This attack deals force damage
equal to your Martial Arts die + your Wisdom modifier.
Mantra
Beginning at 11th level, as an action you have learned to heal Demolish
multiple creatures around you at once. You may heal a Requirement: 6th level monk, Riddle of Earth
number of creatures up to a number equal to your proficiency Cost: 3 Element Charges
bonus within 10ft. of you using healing power from your When you hit another creature with a melee weapon attack,
Second Wind Infusion pool. you can spend the chakra cost to attempt to shatter the
target's defenses. The creature must succeed on a
Heart of Soothing Winds Constitution saving throw. On a failure, attack rolls against
At 17th level, you have mastered the art of manipulating the creature gain a +2 bonus until the start of your next turn,
chakra to emulate the element of wind. As a bonus action you on a success no additional effects happen.
enter an awakened state gaining a flying speed equal to your
walking speed for one minute. Dragon Kick
You can enter this state once, use of this feature refreshing Requirement: 9th level monk
when you complete a long rest. Cost: 3 Chakra Charges
When you hit another creature with a melee weapon attack.
you can spend the chakra cost to enter a heightened state.
Until the start of your next turn, you add your Wisdom
modifier to your unarmed strike damage rolls.

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Elixir Field Phantom Rush
Requirement: 14th level monk Requirement: 18th level monk
Cost: 1 Perfect Balance Change, 3 Chakra Charges Cost: 3 Perfect Balance Charges
As an action, you bathe a 20ft. radius sphere around you in a As an action, you spend any number of Chakra Charges or
wave of chakra. All creatures in the affected area must make Elemental Charges to unleash a blinding flurry of blows
a Dexterity saving throw or take 6d6 force damage and be against a creature within 30ft. of you that you can see. For
blinded for 1 minute, taking half damage and not becoming each charge spent, you make one unarmed strike. Afterwards
blinded on a success. you appear in an unoccupied space adjacent to the target
creature.
Enlightenment
Requirement: 14th level monk Rising Phoenix
Cost: 1 Perfect Balance Change, 3 Chakra Charges Requirement: 17th level monk, Riddle of Fire
As an action, you concentrate chakra into your arms and Cost: 1 Perfect Balance Charge, 3 Element Charges
release it in a wide ray which is 15ft. wide and 60ft. long. All You release blazing chakra around yourself in a 30ft. radius
creatures in the affected range make a Dexterity saving throw sphere creating phoenix flames that both wound and heal.
or take 6d8 force damage, and half as much on a success. For each creature in the affected area you decide how the
flames affect them.
Flash Fire Heal. The affected creature recovers 1d8 + your Wisdom
Requirement: 3rd level monk, Riddle of Fire modifier hit points.
Cost: 2 Element Charges Wound. The affected creature must succeed on a Dexterity
As an action, you cast the Burning Hands spell at 1st level. saving throw, taking 8d8 + your Wisdom modifier fire
You may spend additional Element Charges to increase the damage and half as much on a success.
casting level of the spell by one for each additional charge
spent. Rockbreaker
Requirement: 11th level monk, Riddle of Earth
Flint Strike Cost: 3 Element Charges
Requirement: 11th level monk, Riddle of Fire As an action you let loose a concussive blast of focused
Cost: 3 Element Charges chakra capable of shattering stone in a 30ft. cone. Each
As an action, you unleash a powerful axe kick which scorches creature in range must make a Strength saving throw, taking
nearby enemies with fiery chakra. Each creature in a 20ft. 4d8 magical bludgeoning damage and be either knocked
radius circle around you must succeed on a Dexterity saving back 30ft. or knocked prone, your choice.
throw or take 8d6 Fire damage, and half as much on a
success. Steel Peak
The affected area is left ignited in chakra infused flames Requirement: 5th level monk
for 1 minute. These flames do not have any effect on you but Cost: 2 Chakra Charges
when a creature enters the flames or starts their turn within When you hit another creature with a melee weapon attack
them, they take 2d4 fire damage. you can spend the chakra cost to attempt to leave the
creature dazed. The creature must succeed on a strength
Greased Lightning saving throw or be stunned until the start of your next turn.
Requirement: 2nd level monk
Cost: 1 Chakra Charge Six-Sided Star
Immediately after you take the Attack action or perform a Requirement: 2nd level monk
Monastic Arte as an action, you make two unarmed strikes as Cost: 1 Chakra Charge
a bonus action. When you hit another creature with a melee weapon attack
you can spend the chakra cost to become more nimble for a
Howling Fist moment. Until the end of your current turn, you may use the
Requirement: 6th level monk, Riddle of Fire Disengage action as a bonus action.
Cost: 2 Element Charges
As an action you unleash a bursting wave of chakra in a 5ft. Snap Punch
wide, 60ft long line from your fist. Each creature in the Requirement: 5th level monk
affected area succeed on a Dexterity saving throw or take 3d8 Cost: 2 Chakra Charges
fire damage and be knocked prone. On a success the creature When a creature enters a space within 5ft. of you, as a
takes half as much damage and is not knocked prone. reaction you may make one unarmed strike against that
creature.

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Tailwind
Requirement: 3rd level monk, Riddle of Wind
Cost: 2 Element Charges
As an action, you cast the Longstrider or Jump spell targeting
yourself.
Thunderclap
Requirement: 6th level monk, Riddle of Wind
Cost: 3 Element Charges
As a bonus action, you teleport up to 30 feet to an unoccupied
space that you can see.
Tornado Kick
Requirement: 11th level monk, Riddle of Wind
Cost: 3 Element Charges
As an action, you create a vacuum wave that affects all
creatures in a 20ft. radius sphere around you. Each creature
in the affected area must succeed on a Strength saving throw
or take 5d8 thunder damage and be knocked back 30ft. from
you. On a success, the creature takes half damage and are
not knocked back.
True Strike
Requirement: 9th level monk
Cost: 3 Chakra Charges
As an action, you make an unarmed strike attack infused with
chakra to pierce the target's defense. The proficiency bonus
on the attack roll is doubled and the attack deals additional
damage equal to your Wisdom modifier.

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Ninja
Pre-Project Meteor Survivor Ninja
A brutish thug corners a fearful woman in an alley. Without a
sound a series of wounds appear across the thug before he
Click HERE! for the original Ninja archetype build. falls into a lump on the stone, a dual wielder standing over
him.
With intense focus, a cloaked individual linked many
unseen hand symbols in rapid succession, with a surge of
energy from their palms a blazing
Deep within the empire stronghold, confidential meetings
are held among key imperial targets. In the corner of the
room, hidden in the shadows of the room key details are
gleaned by the uninvited guest watching them silently.
Lightly armoured and highly versatile, ninjas are masters
of many arts. Mixing magicks, steel and stealth, they find
their roots as the special operatives of Doma. When a critical
mission needs completion, you can count on a ninja to see it
through.
Of Heaven, Earth and Man
Ninjas are renown across the east for their tactical skill,
stealth and their ability to manipulate the life energy via
incantations known as mudras. By combining the three
mudras, sacred hand symbols that represent heaven (Ten),
earth (Chi) and man (Jin) they are capable of creating
superhuman effects.
Cloak and Dagger
With a variety of tools at their disposal, ninjas are able to
adapt to most any situation. Be it their manipulation of
aether, the blades at their side or the shadows themselves,
ninjas reliable use every advantage to see their mission
completed.
Creating A Ninja
The way of the ninja is closely guarded by its practitioners
and so when creating one of these shadowy operatives, one
must consider how they received their training. Do you hail
from a long line of ninjas whose secrets have been passed
down your bloodline? Perhaps you were scouted from the
shadows and recruited into the training regiment by a master.
You must also determine why your ninja is travelling, are they
on a mission for their master or employer, or have they been
forced to go on the run to survive. Perhaps you have decided
to put your many talents to use for your own benefit.
Quick Build
You can make a ninja quickly by following these suggestions.
First, make Dexterity your highest ability score, followed by
Wisdom. Second, choose the criminal background (spy
variant).

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The Ninja
Level Proficiency Bonus Features Fleet of Foot Movement
1st +2 Expertise, Mudra, Ninjutsu —
2nd +2 Cunning Action, Fleet of Foot +5ft.
3rd +2 Class Archetype +5ft.
4th +2 Ability Score Improvement +5ft.
5th +3 Extra Attack +5ft.
6th +3 Class Archetype Feature, Fleet of Foot Improvement, Mudra Improvement +10ft.
7th +3 Assassinate, Expertise Improvement +10ft.
8th +3 Ability Score Improvement +10ft.
9th +4 Uncanny Dodge, Mudra Improvement +10ft.
10th +4 Reliable Talent, Fleet of Foot Improvement +15ft.
11th +4 Class Archetype Feature +15ft.
12th +4 Ability Score Improvement +15ft.
13th +5 Blindsense +15ft.
14th +5 First Striker, Fleet of Foot Improvement +20ft.
15th +5 Perfect Dodge +20ft.
16th +5 Ability Score Improvement +20ft.
17th +6 Class Archetype Feature +20ft.
18th +6 Elusive, Fleet of Foot Improvement +25ft.
19th +6 Ability Score Improvement +25ft.
20th +6 Kassatsu +25ft.

Equipment
Class Features You start with the following equipment, in addition to the
As a Ninja, you gain the following class features equipment granted by your background:
Hit Points (a) 2 Daggers
Hit Dice: 1d8 per ninja level (a) a simple weapon
Hit Points at 1st Level: 8 + your Constitution modifier (a) a short bow and 20 arrows
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) a set of leather armour
modifier per ninja level after 1st (a) a set of Thieves' Tools
(a) a dungeoneer's pack or (b) an explorer's pack
Proficiencies
Armor: Light Armour
Weapons: Simple Weapons, blowguns, longswords,
shortswords
Tools: Disguise Kit, Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth

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Mudra Ability Score Improvement
Beginning at 1st level, you have learned to channel life energy When you reach 4th level, and again at 8th, 12th, 16th, and
through your body and use it to manifest supernatural effects. 19th level, you can increase one ability score of your choice
There are three varieties of mudra that you gain access to as by 2, or you can increase two ability scores of your choice by
your ninja training progresses. You gain access to the Ten 1. As normal, you can’t increase an ability score above 20
mudra at 1st level, the Jin mudra at the 6th level and the Chi using this feature.
mudra at the 9th level. You have a number of mudra points of Using the optional feats rule, you can forgo taking this
each type equal to your proficiency bonus + Wisdom ability feature to take a feat of your choice instead.
modifier. You spend these mudra points when using certain
ninja class features. You regain all expended mudra points Extra Attack
when you complete a short or long rest. Beginning at 5th level, you can attack twice, instead of once,
When a feature makes use of a mudra it may require your whenever you take the Attack action on your turn.
target to make a saving throw against the attack or work in a
similar way to spell casting. For such effects use the following Assassinate
calculations:
Beginning at 7th level, when you make a melee weapon
Mudra save DC = 8 + your proficiency bonus + your Wisdom attack while invisible, your attacks crit on a die result of 18,
modifier 19 or 20.
Mudra attack modifier = your proficiency bonus + your
Wisdom modifier Uncanny Dodge
Beginning at 9th level, when an attacker that you can see hits
Ninjutsu you with an attack, you can use your reaction to halve the
Also beginning at 1st level, you are able to cast ninjutsu. The attack's damage against you.
list of ninjutsu available to you and the mudra cost is listed at
the end of the class description. Reliable Talent
Beginning at 10th level, you have refined your chosen skills
Expertise until they approach perfection. Whenever you make an ability
At 1st level, choose two of your skill proficiencies, or one of check that lets you add your proficiency bonus, you can treat
your skill proficiencies and your proficiency with thieves' a d20 roll of 9 or lower as a 10.
tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies. Blindsense
At 7th level, you can choose two more of your proficiencies Beginning at 13th level, if you are able to hear, you are aware
(in skills or with thieves' tools) to gain this benefit. of the location of any hidden or invisible creature within 10
feet of you.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you First Striker
to move and act quickly. You can take a bonus action on each Beginning at 14th level, you gain advantage on initiative rolls
of your turns in combat. This action can be used only to take and your first attack roll during combat has advantage.
the Dash, Disengage, or Hide action.
Perfect Dodge
Fleet of Foot
Beginning at 15th level, when you take the dodge action, until
Also starting at 2nd level, your training has lead to you the start of your next turn you gain a bonus equal to your
becoming a highly agile fighter. Your speed is increased by wisdom ability modifier to your AC and your Dexterity saving
5ft. This bonus increases when you reach certain ninja levels, throws.
as shown in the Ninja table.
Elusive
Class Archetype
Beginning at 18th level, you are so evasive that attackers
At 3rd level, you choose an archetype that you emulate in the rarely gain the upper hand against you. No attack roll has
exercise of your ninja abilities. Your archetype choice grants advantage against you while you aren't incapacitated.
you features at 3rd level and then again at 11th and 17th
level. Kassatsu
Beginning at 20th level, when you roll for initiative you
recover 3 mudra points and may split them up across the
three types of mudra as you see fit.

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Tangential Understanding
The Path of a Ninja Beginning at 6th level, you gain proficiency in the Arcana skill.
The ninjas of Doma are specialists who train thoroughly to
take on a variety of missions on behalf of their country. A Advanced Ninjutsu
discipline that has a deep tradition as a foundation, ninjas are Beginning at 11th level, your mastery over mudra allows you
equipped for nearly any situation. Yoshimitsu are combat to empower your ninjutsu casts. By spending twice the
specialists who are masters of duel wielding to swiftly pick mudra cost, the ninjutsu gains an additional effect noted in
their foes apart. Shinobi are ninjas who have studied the flow its description.
of life energies and how to manipulate the power of mudras
to their assist in their efforts. Shadows are ninjas who've Ten Chi Jin
mastered the art of subterfuge, able to infiltrate any facility. Beginning at 17th level, you are able to create a field of life
energy which allows you to cast ninjutsu without spending
Yoshimitsu mudra points. The field has a radius of 10ft. centered on you
for one minute or until you have used it to cast three ninjutsu.
Carrying the name of legendary daggers from days long . You may use this feature once. Use of this feature is
passed, the Yoshimitsu are highly skilled warriors that recovered when you complete a long rest.
specialize in dual wielding their weapons, relying on their
skill with steel above all else to see their mission complete. Shadow
Dual Wielding Adept Shadows are masters of stealth and infiltration. Having
Beginning at 3rd level, your skill while fighting with a weapon mastered the ability to hide their presence, they have no issue
in each hand has improved greatly. When you engage in two- in finding their way through any door or around any guard.
weapon fighting, you can add your ability modifier to the Though rarely regarded as the source of a problem, Shadows
damage of the second attack. Additionally, your AC is are notorious for the chaos they can cause when left alone
increased by 1. behind enemy lines.
Mug Thinning
Beginning at 6th level, your quickness allows you to deceive Beginning at 3rd level, you've mastered a dangerous yet
as efficiently as you strike. You are able to attempt to steal effective way of achieving invisibility by dispersing the aether
from a creature within 5ft. of you as a part of your Cunning of your body. As a bonus action, you become invisible by
Action feature. taking 1 level of exhaustion. Anything you are wearing or
Additionally, when making a Sleight of Hand (Dexterity) carrying is Invisible as long as it is on your person. The effect
skill, you may add your Wisdom ability modifier as a bonus to ends when you Attack, cast a spell, cast a ninjutsu, or have
the roll. You do not gain this bonus when used as a part of been invisible for 1 minute.
your cunning action.
All Fours
Dream Within A Dream Beginning at 6th level, you've learned to move with suberb
Beginning at 11th level, when you make a melee weapon stealth. Your steps do not make sound when you walk and
attack as a bonus attack with your offhand weapon, you make any fall damage you take is halved.
two attacks.
Trick Attack
Shuhiko Beginning at 11th level, while you are invisible you may use
Beginning at 17th level, you've learned to channel mudra your action to perform a disorienting attack against an
through your weapons to increase their . You add your opponent. You make a melee weapon attack against a target
Wisdom modifier to weapon damage rolls. and on hit the creature must succeed on a Intelligence saving
throw against your Mudra save DC. On a failure all attacks
Shinobi made against the creature have advantage until the start of
your next turn.
Masters of sword and spell, Shinobi are generalists who have
focused on mastering mudras and the manipulation of life Unseen Shadow
energy to suit many situations. From concealment and Beginning at 17th level, you have learned to maintain your
escape to overpowering fearsome foes, Shinobi are able to invisibility no matter how hard you push yourself. By
use mystic artes to solve any number of problems spending one mudra of any type you may make an attack, cast
a spell or cast a ninjutsu without losing your invisibility.
Meisui
Beginning at 3rd level, as a bonus action you may take 1 level
of exhaustion to recover all missing mudra points.

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Ninjutsu List Goka Mekkyau
Requirement: 15th level ninja
As you develop your skills as a ninja, you develop powerful Cost: 2 Ten mudra and 3 mudra of any type
ninjutsu that allow you to manipulate aether for a wide As an action you creature a fiery typhoon at a location you
variety of effects. can see within 120ft. of you. All creatures in a 20ft. radius
Armor Crush must succeed on a Dexterity saving throw or take 4d6 fire
Requirement: 3rd level ninja damage and 4d6 thunder damage, or half as much on a
Cost: 2 mudra of any type success. The affected area continues to burn for 1 minute
As a bonus action you temporarily fill the weapon in your afterwards. A creature entering the space for the first time or
main hand with aether, making it easier to pierce the armour starting their turn in the area takes 1d10 fire damage.
of a foe. Instead of making attack rolls, the target creature of Enhanced Ninjutsu. The damage is increased by 4d6 fire
your attacks until the start of your next turn must make a damage and the affected area becomes difficult terrain while
Dexterity saving throw against your Mudra save DC or be hit it is burning.
by the attack. These attacks deal bonus force damage equal Hollow Nozuchi
to your Wisdom modifier. Requirement: 15th level ninja
Enhanced Ninjutsu. Your Mudra save DC gains a +2 bonus Cost: 2 Jin mudra and 3 mudra of any type
when attacking with armor crush damage and the bonus As an action, you summon an aetherial snake tails that make
damage is increased to double your Wisdom modifier. up to 5 attacks against creatures within a 120ft. radius
Choho centered on you. These attacks may be split up across up to
Requirement: 1st level ninja five targets or be focused on a single target. Make a mudra
Cost: 1 mudra of any type spell attack against each creature, dealing 2d6 bludgeoning
As a bonus action, you become invisible. Anything you are damage on hit.
wearing or carrying is Invisible as long as it is on your Enhanced Ninjutsu. Hollow Nozuchi creates striking snake
person. The effect ends when you Attack, cast a spell, cast a heads which attempt to bite creatures instead, dealing
ninjutsu, or have been invisible for 10 minutes. piercing damage instead and dealing a bonus 1d6 poison
damage on hit. Each time a creature is hit by an attack it
Doton must make a Constitution saving throw or become poisoned
Requirement: 9th level ninja for one hour.
Cost: 1 of each of the three types of Mudra Huraijin
As an action, you create a circle of corrupted earth on the Requirement: 13th level ninja
ground centered on a point around you. You are unaffected by Cost: 2 Ten mudra and 2 mudra of any type
the corrupted earth. The circle has a radius of 10ft. and is As a bonus action, you infuse your weapon with wind aether
considered to be difficult terrain for all creatures except for increasing the effectiveness of one of your weapons for one
you. Creatures take 2d4 necrotic damage for every 5ft. they hour. Your attack and damage rolls gain a +1 bonus to attack
travel within Doton. When Doton appears, all creatures rolls and deals 1d4 additional thunder damage.
within the ring make a Dexterity saving throw, taking 4d4 Enhanced Ninjutsu. The attack roll bonus is increased to +2
necrotic damage and half as much on a successful save. You and the damage roll bonus is increased to 2d4 thunder
are unaffected by this damage. damage.
Enhanced Ninjutsu. The damage a creature takes when they
move through the ring is increased by 2d4 and each time a Huton
creature takes damage from Doton they must succeed on a Requirement: 9th level ninja
Constitution saving throw or become poisoned for one Cost: 1 of each of the three types of Mudra
minute. As a bonus action, you use mudra to heighten your body's
Fuma Shuriken abilities for 1 minute. Your speed is doubled, you gain a +2
Requirement: 1st level ninja bonus to AC, have advantage on Dexterity saving throws, and
Cost: 1 mudra of any type gain an additional action on each of your turns. That action
As an action, you create whirling blades of wind that take the can be used only to take the Attack (one weapon attack only),
form of a large shuriken and throw it at a target creature Dash, Disengage, Hide, or Use an Object action. When the
within 60 feet. You make a mudra spell attack against the effect ends, you can’t move or take actions until after your
target, dealing 1d12 thunder damage on hit. next turn, as a wave of lethargy sweeps over it.
Enhanced Ninjutsu. Hit or miss, the shuriken explodes with Enhanced Ninjutsu. You can cast Huton on a willing
a burst of wind energy. The target and each creature within 5 creature that you can touch. You must maintain
feet of it must succeed on a Dexterity saving throw or take concentration as you would for a spell for the creature to
2d8 thunder damage. maintain this effect.

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Hyosho Ranryu Raiju
Requirement: 13th level ninja Requirement: 17th level ninja
Cost: 2 Chi mudra and 2 mudra of any type Cost: 3 Chi mudra and 3 mudra of any type
As an action, you create 6 shurikens of ice. Each shuriken As an action you wreath your body in lighting an release is in
hits a creature of your choice that you can see within range. A one of two ways:
shuriken deals 1d4 + 1 cold damage to its target. The Forked Raiju. You instantaneously appear in an unoccupied
shuriken all strike simultaneously, and you can direct them to space next to a creature within 30ft. of you. All creatures
hit one creature or several. within 5ft. of your location must succeed a Dexterity saving
Enhanced Ninjutsu. You create twice the number of throw against your mudra save DC or take 10d6 lightning
shurikens. damage and half as much on a success.
Fleeting Raiju. You release a flood of lightning energy
Hyoton around a creature you can touch. You make a mudra spell
Requirement: 9th level ninja attack, dealing 10d8 lightning damage on hit.
Cost: 1 Chi mudra and 1 mudra of any type Enhanced Ninjutsu. The number of damage die rolled for
As an action, you release a burst of icy energy in a 30ft. cone the chosen Raiju doubles.
in front of you. All creatures in the effected area must
succeed on a strength saving throw against your mudra save Raiton
DC taking 4d6 cold damage and become restrained, or take Requirement: 6th level ninja
half as much damage on a success and not become Cost: 1 Jin mudra and 1 mudra of any type
restrained. As an action, calling on the power of the Chi mudra, you call
Enhanced Ninjutsu. The damage is increased by 2d6 cold down a bolt of lightning at a location you can see within 60ft.
damage and the affected area become difficult terrain for 1 of you. The lightning bursts dealing damage to all creatures
minute. within a 10ft. radius of the location. Each creature must
make a Dexterity saving throw against your mudra save DC,
Katon taking 5d8 lightning damage on a failure and half as much on
Requirement: 6th level ninja a success.
Cost: 1 Ten mudra and 1 mudra of any type Enhanced Ninjutsu. When enhanced, you may call down two
As an action, you conjure a fire ball and throw it at a location bolts of lightning. You may call them to the same location and
within 60ft. of you. The fire ball explores in a 20ft. radius strike same creatures a second time. The creatures must
sphere and all creatures in the affected area must make a repeat the saving throw.
Dexterity saving throw, taking 6d6 fire damage on a failure
and half as much on a success. Shukuchi
Enhanced Ninjutsu. The damage is increased by 2d6 fire Requirement: 3rd level ninja
damage and the affected radius is increased by 10ft. Cost: 2 mudra of any type
As a bonus action, you teleport up to 30 feet to an unoccupied
Meiton space that you can see.
Requirement: 3rd level ninja
Cost: 1 mudra of any type Suiton
As a bonus action, you create a 20-foot-radius sphere of Requirement: 9th level ninja
smoke centered on a point around you. The sphere spreads Cost: 1 of each of the three types of Mudra
around corners, and its area is heavily obscured. It lasts for As an action, emphasizing the power of the Jin mudra, you
the duration or until a wind of moderate or greater speed (at create a powerful geyser of water to erupt from beneath you
least 10 miles per hour) disperses it. in a 10ft. radius circle. Each creature in the affected area
Enhanced Ninjutsu. Each creature that starts its turn within must make a dexterity saving throw, taking 4d8 bludgeoning
the sphere of smoke must make a Constitution saving throw, damage on a failure, and half as much damage on a success.
becoming poisoned for 1 minute on a failure. You are Additionally, you and any items you are wearing or carrying
immune to this effect. become invisible for 1 minute. The invisibility ends when you
attack, cast a spell or ninjutsu, or after 1 minute has passed.
Phantom Kamaitachi Enhanced Ninjutsu. The damage is increased by 2d8
Requirement: 15th level ninja bludgeoning damage and all creatures in the affected area
Cost: 2 Chi mudra and 3 mudra of any type must succeed on a strength saving throw against your mudra
As an action, you create a phantom copy of yourself which save DC or be knocked back by 15ft.
attacks in tandem with you. You make a two melee mudra
attacks, dealing 2d10 thunder damage on hit. Additionally,
you gain the effect of the dodge action.
Enhanced Ninjutsu. Your phantom makes two additional
weapon attacks.

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The Sultansworn Paladin
With a blade enshrouded in gleaming light, the knight dashed
forward, cutting into the dark creature who has been roaming
the country side. After a few skilled swings of their blade the
foes fell to the earth.
A noble smiles up at their attending knight as they walked
the streets of their domain. An outsider attempting to weaken
the land attempts to make their mark, shooting an arrow
from above, without a second thought the knight steps in the
way of the arrow, the attack clanking off their armor.
Dressed in armour and white robes, the adventurer
clutches their holy symbol can their incantations give their
convictions form as divine line shines down on their foes all
around.
Paladins are skilled fighters who have learned to infuse
their very will into their weapons and armour, allowing them
to fight far beyond their limits.
Conviction Made Manifest
The Sultansworn Paladins first appeared in defense of their
leader in the early days of their city state of Ul'Dah. One
knight's deep conviction to protect their people allowed them
to fuse their life force into their shield to block a deadly blow
from an enemy mage in defense of innocence. This infusion
of aether into armaments has become the corner stone of
paladin arts.
Divine Words and Sacred Steel
Paladins are known for their immense defensive potential,
often seen wield swords and shields, and draped in heavy
armour for protection, they are immovable fighters. This
peerless defense is coupled with divine incantations to cast
spells that reflect their pure intentions, powered purely by
their conviction to carry out their duty.
Creating a Paladin
Paladins come from many walks of life, be it rank and file
soldiers who awaken to these power, intentionally trained
warriors, or hometown heroes who accidentally stumbled on
the sacred arts themselves thanks to their own force of will.
Often times a Paladin will have some sort of mentor figure to
lean on and learn from but it isn't neccessary as a particularly
skilled paladin could teach themselves as they explore their
powers. At the end of the day, paladins draw their power from
their own force of will and must live or die by it. One must
consider why the Paladin might be setting off on an
adventure. Are they seeking to protect their home? In service
of a master, or seeking redemption or revenge. Paladins act
with purpose and you must understand what that purpose is.

Pre-Project Meteor Survivor Paladin Quick Build


Click HERE! to find the original Paladin archetype build. You can make a Paladin quickly by following these
suggestions. First make Strength your highest ability score,
following with Charisma. Second take the Soldier
background.

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The Paladin
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Aetherial Arms, Sworn Protector — — — — —
2nd +2 Fighting Style, Spellcasting 2 — — — —
3rd +2 Martial Devotion 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Devotion Archetype Feature 4 2 — — —
7th +3 Aura of Intervention 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Devotion Archetype Feature 4 3 2 — —
11th +4 Seasoned Fighting Style 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Devotion Archetype Feature 4 3 3 1 —
15th +5 Spell and Steel 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Knight's Benediction 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Unending Conviction 4 3 3 3 2

Equipment
Class Features You start with the following equipment, in addition to the
As a Paladin, you gain the following class features equipment granted by your background
Hit Points (a) a martial weapon and shield or (b) two martial
Hit Dice: 1d10 per Paladin level weapons
Hit Points at 1st Level: 10 + your Constitution modifier (a) 5 javelins or (b) a simple weapon
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution (a) an explorer's pack or (b) a dungeoneer's pack
modifier per Paladin level after 1st (a) a chain shirt and a holy symbol related to your home
region
Proficiencies
Armor: All armor, Shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two from Athletics, Insight, Intimidation,
Medicine, Persuasion, and Religion

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Aetherial Arms
Beginning at 1st level, you are able to fill your equipment with
aether to assist you in battle. As a bonus action you can focus
your aether into your weapon, shield or armour to produce
various effects:
Weapon. For 1 minute you, attacks with your weapon deal
bonus radiant damage equal to your proficiency bonus.
Shield. For 1 minute your AC gains a bonus equal to half
your proficiency bonus (rounded down).
Armor. For 1 minute when you take damage, it is reduced
by a number equal to your proficiency bonus.
You can infuse your weapons with aether a number of
times equal to your proficiency bonus. Uses of this feature
are refreshed when you complete a long rest.
Sworn Protector
Beginning at 1st level, as a bonus action you swear an oath of
protection to an ally within 10ft. of you, filling them with
protective aether. While you are within 10ft. of the creature
they have resistance to all damage, but when they take
damage, you receive the same amount of damage. On your
turn, you can use your bonus action to end this oath or
change the target of the oath.
Fighting Style
Also beginning at 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the following
options. You can't take a Fighting Style option more than
once, even if you later get to choose again.
Blessed Warrior
You learn two cantrips of your choice from the cleric spell list.
They count as paladin spells for you, and Charisma is your
spellcasting ability for them. Whenever you gain a level in this
class, you can replace one of these cantrips with another
cantrip from the cleric spell list.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range,
you can effectively see anything that isn't behind total cover,
even if you're blinded or in darkness. Moreover, you can see
an invisible creature within that range, unless the creature
successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.

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Interception Martial Devotion
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction At 3rd level, you choose your paladin's martial devotion. You
to reduce the damage the target takes by 1d10 + your choose between the Arms Master, Great Knight or Crusader.
proficiency bonus (to a minimum of 0 damage). You must be
wielding a shield or a simple or martial weapon to use this Ability Score Improvement
reaction. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Protection by 2, or you can increase two ability scores of your choice by
When a creature you can see attacks a target other than you 1. As normal, you can't increase an ability score above 20
that is within 5 feet of you, you can use your reaction to using this feature.
impose disadvantage on the attack roll. You must be wielding
a shield. Extra Attack
Spellcasting Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
By 2nd level, you have learned to draw on divine magic
through meditation and prayer to cast spells as a cleric does. Aura of Intervention
Preparing and Casting Spells Beginning at 7th level, you constantly emanate a benevolent
The Paladin table shows how many spell slots you have to aura while you're not incapacitated. The aura extends 10 feet
cast your paladin spells. To cast one of your paladin spells of from you in every direction, but not through total cover.
1st level or higher, you must expend a slot of the spell's level When an allied creature is reduced to 0 hit points while in
or higher. You regain all expended spell slots when you finish your aura, as a reaction you can reinforce their will. They
a long rest. drop to 1 hit point instead. They can’t benefit from this
You prepare the list of paladin spells that are available for feature again until they finish a long rest.
you to cast, choosing from the paladin spell list. When you do At 18th level, the range of this aura increases to 30 feet.
so, choose a number of paladin spells equal to your Charisma
modifier + half your paladin level, rounded down (minimum Seasoned Fighting Style
of one spell). The spells must be of a level for which you have Beginning at 11th level, you can choose a second option from
spell slots. the Fighting Style class feature.
For example, if you are a 5th-level paladin, you have four
1st-level and two 2nd-level spell slots. With a Charisma of 14, Spell and Steel
your list of prepared spells can include four spells of 1st or
2nd level, in any combination. If you prepare the 1st-level Beginning at 15th level, when you cast a spell, you may use
spell Cure Wounds, you can cast it using a 1st-level or a 2nd- your bonus action to make a melee weapon attack.
level slot. Casting the spell doesn't remove it from your list of
prepared spells. Knight's Benediction
You can change your list of prepared spells when you finish Beginning at 18th level, the strength of your conviction allows
a long rest. Preparing a new list of paladin spells requires you to rapidly recover from wounds. At the start of each of
time spent in prayer and meditation: at least 1 minute per your turns, you regain hit points equal to 5 + your
spell level for each spell on your list. Constitution modifier if you have no more than half of your
Spellcasting Ability hit points left. You don't gain this benefit if you have 0 hit
Charisma is your spellcasting ability for your paladin spells, points.
since their power derives from the strength of your Unending Conviction
convictions. You use your Charisma whenever a spell refers
to your spellcasting ability. In addition, you use your Beginning at 20th level, when you roll initiative and have no
Charisma modifier when setting the saving throw DC for a more uses of your aetherial arms feature left, you gain 2 uses
paladin spell you cast and when making an attack roll with of aetherial arms.
one.
Spell save DC = 8 + your proficiency bonus + your Charisma
modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your
paladin spells.

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Indomitable Conviction Great Knight
The sultansworn paladins have a storied history of serving The Great Knights are paladins who are fully committed to
their lands and the people who call them home. It was the original goals of the sultansworn paladins, defense of
through deep conviction that their powers awakened and the their liege, their home and their people. The earliest paladins
traditions of paladins were established. Today Paladins walk infused their shields with aether to defend the commonfolk
three paths depending on the needs of their home. The Arms and Great Knights hope to elevate this simple principle to
Masters seek to form this conviction into raw power to slay ensure their charges live to tell their stories.
their foes, while Great Knights seek to shield those they care Shield Oath
for. Some paladins seek to continue elevate their arts, Beginning at 3rd level, while your Aetherial Arms feature is
focusing on spell casting. empowering your shield it glows with a shining light. The
Arms Masters shield emits bright light in a 20-foot radius and dim light for
an additional 20 feet. Additionally, the shield's bonus AC is
Seeking to become master of their craft, Arms Masters are increased by your proficiency bonus.
warriors at heart who seek make their weapons a natural
extensive of themselves. These highly skilled paladins seek to Aura of Truth
balance their renown defensive ability with unrelenting Beginning at 6th level, you constantly emanate an aura of
offense. clarity while you're not incapacitated. The aura extends 10
feet from you in every direction, but not through total cover.
Sword Oath Any enemy creature that enters your aura must succeed on
Beginning at 3rd level, while your Aetherial Arms feature is a Charisma saving throw or have their intentions revealed to
empowering your weapon it glows with a shining light. The you, imposing disadvantage on their next attack roll against
weapons emits bright light in a 20-foot radius and dim light you. An invisible creature that fails this saving throw is
for an additional 20 feet. Additionally, the weapon gains an revealed.
additional bonus to attack rolls equal to half of your At 18th level, the range of this aura increases to 30 feet.
proficiency bonus.
Sentinel
Aura of Valor Beginning at 10th level, while your Aetherial Arms feature is
Beginning at 6th level, you constantly emanate a prideful aura empowering your shield and you have a creature under the
while you're not incapacitated. The aura extends 10 feet from effect of Sworn Protector, as a reaction you can apply your
you in every direction, but not through total cover. aetherial arms shield bonus to their AC as long as they stay
Whenever you or a friendly creature within 10 feet of you within range of sworn protector until the start of your next
must make a saving throw, the creature gains a bonus to the turn.
saving throw equal to your Charisma modifier (with a
minimum bonus of +1). You must be conscious to grant this Passage of Arms
bonus. Beginning at 14th level, when your shield is empowered by
At 18th level, the range of this aura increases to 30 feet. your Aetherial Arms feature, as an action you manipulate the
aether of your aura into a powerful barrier. All creatures in a
Rage of Halone 30ft. cone take reduced damage equal to your proficiency
Beginning at 10th level, while your Aetherial Arms feature is bonus + your charisma modifier until the start of your next
empowering your weapon, as a bonus action you may make turn.
an attack with it. Using this feature ends the current effect of the aetherial
arms feature.
Spirits Within
Beginning at 14th level, while your Aetherial Arms feature is Crusader
empowering your weapon, the weapon deals bonus radiant Paladins in addition to great martial skill have developed
damage equal to your Charisma modifier. magic which reflect their pure hearted convictions,
manifesting as divine magic. Crusaders seek to rapidly
expand the school of divine magic.
Stave Oath
Beginning at 3rd level, you've sworn an oath to master divine
magic. Your convictions manifest as a pool of aetherial energy
you can use to cast your paladin spells. You have a pool of
points equal to your proficiency bonus. When you cast a
Paladin spell, instead of spending a spell slot, you may spend
a number of these points equal to the spell's level to cast the
spell.
These points are recovered when you complete a long rest.

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Aura of Faith
Beginning at 6th level, you constantly emanate a soothing
aura while you're not incapacitated. The aura extends 10 feet
from you in every direction, but not through total cover.
When you cast a paladin spell, as a bonus action you can
recycle the aether of the spell, healing yourself and a number
of creatures equal to half your proficiency bonus (rounded
down) by a number of hit points equal to your Charisma
ability modifier.
At 18th level, the range of this aura increases to 30 feet.
Chivalrous Casting
Beginning at 10th level, when you cast a spell using a spell
slot you gain a number of Stave Oath points equal to half the
spell level (rounded down, minimum of one stave oath point).
You do not gain stave oath points when you cast a spell using
your Stave Oath feature.
Requiescat
Beginning at 14th level, when you cast a spell, you can spend
Stave Oath points equal to the spell's level to manipulate key
elements of the spell to better suit your needs. You do not
gain Stave Oath points from the cast of a manipulated spell.
Careful Spell. When you cast a spell that forces other
creatures to make a saving throw, you can protect some of
those creatures from the spell's full force. To do so, you spend
Stave Oath points equal to the spell's level and choose a
number of those creatures up to your Charisma modifier
(minimum of one creature). A chosen creature automatically
succeeds on its saving throw against the spell.
Quickened Spell. When you cast a spell that has a casting
time of 1 action, you spend Stave Oath points equal to the
spell's level to change the casting time to 1 bonus action for
this casting.

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Reaper
As a honed blade cuts through the air, the satisfying shearing
of wind echoes through the night, interrupted only by the
sound of rending flesh. Those who'd harm the realm further
are cut down one by one in a flurry of steel by a figure draped
in black.
Two black figures surround a ferocious beast, one wielding
a blade like a talon, the other rending the beast with claws,
working together to take down the formidable foe in tandem.
Cloaked in shadows, a figure receits ancient spells, raining
destruction on the battle field as a haunting specter keeps the
legion of invaders busy. Those who survive the ordeal will
have nightmares for the rest of their days.
The art of reapers was believed to be lost during the
magitek revolution in the Garlean empire, but practitioners
continue to combine the powers of the void and deadly
scythes to this day, watching and operating from the
shadows.
Allies From Beyond
Historically, reapers acted as special forces and assassins on
behalf of the Garlean Empire prior to the discover of magitek
and the nation's industrial revolution. Reapers would forge
contracts with voidsent and go through rigorous training in
secluded mountain top villages and underground facilities
hidden from view. They acted as the will of their leaders,
destroying the foes of their nation with swift and deadly
precision. Today the Reapers operate in small cohorts as
mercenaries or alone. Their identities well hidden and their
secrets well kept.
Dark Vows
Reapers draw their power from their contract with their
special voidsent ally, the Void Avatar. By offering some of
their life force, the Avatar serves the reaper on the battle field
and bestows upon them the gift of a macabe momento to
channel dark magics.
Creating a Reaper
When creating a reaper, you must consider how they came
upon their profession. Did they fumble their way into a
contract with a voidsent in pursuit of power or out of
desperation? Were they welcomed into a cohort of reapers
and taught the deadly arts? One must consider the many
paths you have taken to end up with the power of a voidsent
by your side.
You must also consider where they've learned to balance
their martial prowess with dark magics. Has the voidsent
imparted more than just arcane arts to the warrior? Did they
have a mentor who helped them harness their rage and focus
it on the single minded quest for vengeance? The reaper has
many talents and combines new found power with them to
become the deadly avenger they wish to be.

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Reaper
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Dark Alliance — — — — —
2nd +2 Fighting Style, Spellcasting 2 — — — —
3rd +2 Reaper Archetype, Enshroud 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Sixth Sense 4 2 — — —
7th +3 Archetype Feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 Harvest Moon 4 3 2 — —
10th +4 Death's Design 4 3 2 — —
11th +4 Archetype Feature 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 Shadow Walk 4 3 3 1 —
14th +5 Void Gaze 4 3 3 1 —
15th +5 Archetype Feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 Dark Martyr 4 3 3 3 1
18th +6 Gate of Tartarus 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Vessel of Death 4 3 3 3 2

Quick Build Skills: Choose two from Arcana, Athletics, Insight,


Intimidation, Perception and Religion.
You can make a Reaper quickly by following these Languages: Abyssal
suggestions. First make Strength your highest ability score,
following with Wisdom. Second take the Folk Hero Battle Scythe
background.
Reapers make use of a specialized scythe which has the
Class Features following properties. Two-Handed, Finesse, deals 2d4 slashing
damage. Cost 20gp.
As a Reaper, you gain the following class features
Hit Points
Hit Dice: 1d10 per Reaper level Equipment
Hit Points at 1st Level: 10 + your Constitution modifier You start with the following equipment, in addition to the
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution equipment granted by your background:
modifier per Reaper level after 1st (a) Battle Scythe or (b) one martial melee weapon
Proficiencies (a) two Handaxes or (b) a Light Crossbow and 20 bolts
Armor: Light Armour, Medium Armour (a) scale mail or (b) leather armor
Weapons: Simple Weapons, Martial Weapons (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Tools: none A Momento bestowed to the reaper by the voidsent
Saving Throws: Strength, Wisdom

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Dark Alliance Spellcasting
At 1st level, you form a contract with a voidsent known as a By 2nd level, you have learned to draw on the power of the
Void Avatar. Drawn to your location due to massive loss of void to cast spells as with your avatar's help. See chapter 10
life, you've formed a contract to borrow power from the of the Player's Handbook for the general rules of spellcasting
voidsent and received a momento from it to symbolize your and the end of this document for the Reaper spell list.
contract. You can review their stats in the statblock below.
In combat, the voidsent acts during your turn. It can move Preparing and Casting Spells
and use its reaction on its own, but the only action it takes is The Reaper table shows how many spell slots you have to
the Dodge action, unless you take a bonus action on your turn cast your spells of 1st level and higher. To cast one of these
to command it to take another action. That action can be one spells, you must expand a slot of the spell's level or higher.
in its stat block or some other action. You can also sacrifice You regain all expended spell slots when you finish a long
one of your attacks when you take the Attack action to rest.
command the voidsent to take the Attack action. If you are You prepare the list of Reaper spells that are available for
incapacitated, the voidsent can take any action of its choice, you to cast, choosing from the Reaper spell list. When you do
not just Dodge. so, choose a number of Reaper spells equal to your Wisdom
When the voidsent is killed, its essence returns to your modifier + your Reaper level (minimum of one spell). The
momento. You can use your action to touch your momento spells must be of a level for which you have spell slots.
and expaned a spell slot of 1st level or higher. The voidsent For example, if you are a 3rd-level Reaper, you have four
regains its form after 1 minute with all its hit points restored. 1st-level and two 2nd-level spell slots. With an Wisdom of 16,
When you finish a long rest, you may resummon your your list of prepared spells can include six spells of 1st or 2nd
voidsent from its momento. If it is still active it regains all its level, in any combination. If you prepare teh 1st-level spell
hit points. cure wounds you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn't remove it from your list of prepared
spells.
You can change your list of prepared spells when you finish
Void Avatar a long rest. Preparing a new list of Reaper spells requires
Medium Fiend (Voidsent) time spent in study and review: at least 1 minute per spell
level for each spell on your list.
Armor Class 13 + PB Spellcasting Ability
Hit Points 5 + four times your class level (the Avatar Wisdom is your spellcasting ability for your Reaper spells.
has a number of Hit Dice [d6s] equal to your The power of your spells comes from your bond with your
Reaper level)
Speed 30ft. (hover)
void avatar. You use your Wisdom whenever a Reaper spell
refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a
STR DEX CON INT WIS CHA Reaper spell you cast and when making an attack roll with
one.
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11(0)
Spell save DC = 8 + your proficiency bonus + your Wisdom
Senses darkvision 60ft., passive Perception 12 modifier
Languages understands the languages of its Spell attack modifier = your proficiency bonus + your
summoner but cannot speak Wisdom modifier
Challenge -
Proficiency Bonus equals your bonus Ritual Casting
You can cast a Reaper spell as a ritual if that spell has the
Void Bond. You can add your proficiency bonus to ritual tag and you have the spell prepared.
any ability check or saving throw that the beast
makes. Spellcasting Focus
You can use your momento from the voidsent as a spell
Actions casting focus for your Reaper spells.
Rend. Melee Weapon Attack: your spell attack
modifier to hit, Reach 5ft., one target. Hit: 9 (1d8 +
2 + PB) slashing damage

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Fighting Style Ability Score Improvement
Choose one of the following options. You can't take a Fighting When you reach 4th level, and again at 8th, 12th, 16th, and
Style option more than once, even if you later get to choose 19th level, you can increase one ability score of your choice
again. by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
Blind Fighting using this feature.
You have blindsight with a range of 10 feet. Within that range,
you can effectively see anything that isn't behind total cover, Extra Attack
even if you're blinded or in darkness. Moreover, you can see Beginning at 5th level, you can attack twice, instead of once,
an invisible creature within that range, unless the creature whenever you take the Attack action on your turn.
successfully hides from you.
Defense Sixth Sense
While you are wearing armor, you gain a +1 bonus to AC. Beginning at 6th level, you may cast the See Invisibility or
Speak with Dead spell without expending a spell slot once
Dueling per day.
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that Harvest Moon
weapon.
Beginning at 9th level, as an action, you unleash a large
Great Weapon Fighting sweeping attack imbued in necrotic energy. All creatures in a
When you roll a 1 or 2 on a damage die for an attack you 10ft. centered on you make a Dexterity saving throw against
make with a melee weapon that you are wielding with two your Reaper spell save DC, taking damage equal to your
hands, you can reroll the die and must use the new roll, even weapon damage + 1d12 necrotic on a failure, and half as
if the new roll is a 1 or a 2. The weapon must have the two- much on a success.
handed or versatile property for you to gain this benefit. If you are hosting your void avatar, this attack deals bonus
necrotic damage equal to your wisdom modifier.
Interception
When a creature you can see hits a target, other than you, Death's Design
within 5 feet of you with an attack, you can use your reaction Beginning at 10th level, you when you hit a creature with a
to reduce the damage the target takes by 1d10 + your melee weapon attack, you can expend one Reaper spell slot
proficiency bonus (to a minimum of 0 damage). You must be to empower your swing, filling your target with dark energies.
wielding a shield or a simple or martial weapon to use this The creature must make a Charisma saving throw against
reaction. your Reaper spell save DC. On a failure a creature takes 3d8
Thrown Weapon Fighting necrotic damage and becomes frightened. On a success, the
You can draw a weapon that has the thrown property as part creature takes half as much damage and does not become
of the attack you make with the weapon. frightened. This damage increases by 1d8 for each spell
In addition, when you hit with a ranged attack using a above 1st.
thrown weapon, you gain a +2 bonus to the damage roll. A frightened creature has disadvantage on Ability Checks
and Attack Rolls while the source of its fear is within Line of
Two-Weapon Fighting Sight and the creature can’t willingly move closer to the
When you engage in two-weapon fighting, you can add your source of its fear.
ability modifier to the damage of lhe second attack. Shadow Walk
Reaper Archetype Beginning at 13th level, while you are hosting the Void Avatar,
At 3rd level, you choose your focus as a Reaper: Death's as a bonus action you can become incorporeal until the end
Blade, Grim Keeper or Doomsinger. Your choice grants you of your turn. You can move through other creatures and
features at 3rd level and again at 7th, 11th and 15th level. Objects as if they were Difficult Terrain.
You take 5 (1d10) force damage and are ejected to the
Enshroud nearest unoccupied space if you end your turn inside an
object.
Also, beginning at 3rd level, while your voidsent is active you You may do so a number of times equal to your Wisdom
may use your bonus action to act as a host for your void ability modifier. Uses of this feature are recovered when you
avatar. The Void Avatar becomes one with you, cloaking you complete a long rest.
in its dark magic. When you do so, you may spend a number
of hit die up to your proficiency bonus and gain temporary hit Void Gaze
points equal to the result.
Beginning at 14th level, when you are hosting the Void Avatar,
you gain 30ft. of True Sight.

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Dark Martyr Wraith Walk
Beginning at the 7th level, you may spend a spell slot of 1st
Beginning at 17th level, when you are reduced to 0 hit points level or higher to gain the effects of hovering and increase
and not outright killed, as a reaction, you may dismiss your your base speed by 5ft. for 1 minute. For each spell slot above
void avatar to recover 4d8 + your Wisdom modifier hit points 1st, your movement speed increases by an additional 5ft.
before falling prone. You may not summon your void avatar
again until you complete a long rest. Reaper's Rend
Beginning at the 11th, while you are hosting your void avatar,
Gate of Tartarus as a bonus action you may order the avatar to make an attack.
Beginning at the 18th level, you may cast the Plane Shift spell
without requiring the material components. You may not use Hands of Death
the spell to banish an unwilling an unwilling creature. You Beginning at the 15th level, while you are hosting your void
may cast Plane Shift in this way once without experiencing avatar, necrotic energies swirl around your weapon,
detrimental effects, additional uses of the spell before increasing the range of your melee weapon attacks by 5ft.
completing a long rest cause a level of exhaustion to all Additionally, other creatures provoke an opportunity attack
creatures affected. from you when they enter the reach you have with your
weapon.
Vessel of Death
Grim Keeper
Starting at 20th level, you always have the benefit of hosting
the void avatar. Reapers who work in tandem with their voidsent ally are
known as Grim Keepers. Acting as partners in crime, the
Grim Keeper guides the voidsent through the world of the
The Grim Harvester living and directing their wrath to the proper targets.
The reaper travels the world seeking retribution for the
wrongs inflicted on the world or enforcing the will of others Shared Presence
for the right price. Often found wielding a large scythe and Beginning at the 3rd level, when you cast a spell you may cast
wielding the powers of the void, Reapers bring devestation to the spell as if you were standing where your avatar is. Spells
their foes to punish their misdeeds. Death's Blades focus on which use you as their point of origin may instead use your
becoming peerless fighters, using their void powers to avatar as the point of origin. These spells do not cause
improve their martial prowess. Grim Keepers focus on a two damage to your avatar. You can use this feature three times.
pronged approach to battle, coordinating with their Avatar to You regain expended uses of this feature when you finish a
take their foes on. Finally, Doomsingers seek to use forbidden long rest.
dark magics to dismantle their foes alongside their scythe. Death Perception
Lemure Beginning at the 7th level, while your void avatar is within
100 feet of you, you can communicate with it telepathically.
Reapers who decide to focus on their skill with the scythe Additionally, as an action, you can see through your avatar's
come to be known as Lemures. These specialized fighters eyes and hear what it hears until the start of your next turn,
spend most of their time focused on their procifiency in gaining the benefits of any Special Senses that the avatar
martial combat, using their voidsent partner to augment their has. During this time, you are deaf and blind with regard to
natural fighting abilities. your own Senses.
Soul Slice Ravenous Rending
Beginning at the 3rd level, when you hit a creature with a Beginning at the 11th, your void avatar can make two attacks
melee weapon attack, you can expend one Reaper spell slot when you command it to use the Attack action.
to deal empower your swing, striking all creatures within 5ft.
of the original target. All affected creatures must make a Gluttony
Dexterity saving throw aginst your Reaper spell save DC. On Beginning at the 15th level, as an action, you imbue the void
a failure a creature takes 2d6 necrotic damage and half as avatar with immense necrotic energy. Any creature hostile to
much on a success. This damage increases by 1d6 for each you that moves to a space within 10 feet of the Avatar for the
spell above 1st. first time on a turn must succeeed on a Dexterity saving
While you are acting as a host for your Void Avatar, instead throw against your Reaper spell save DC. The creature takes
of all creatures within 5ft. of the original target, the range is 20 necrotic damage on a failed save, or half as much damage
increased to a 15ft. cone originating from the original target on a successful one. The energy fades when it has dealt a
creature. total of 60 damage.
You may do this a number of times equal to half your
proficiency bonus, rounded down. Uses of this feature
recover when you complete a long rest.

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Doomsinger
Speaking in long forgotten tongues accessing forbidden
techniques, Doomsingers use the souls of the recently
deceased to fuel their spells and continue the mayhem they
sought to create. Doomsingers have leaned more heavily into
the magical arts, defending themselves with powerful spells
instead of brutish weapons.
Soulsow
Beginning at the 3rd level, when a hostile creature dies within
30ft. of you, you capture its life essence in your momento.
You are able to hold a number of souls in your momento
equal to your proficiency bonus. When you complete a long
rest, the souls in your momento dissipate. You may cast a
Reaper spell by spending a number of souls equal to twice
the level of the spell you are casting.
While you are hosting your void avatar, the range of soul
capture is increased to 60ft.
Bonus Cantrip
Also beginning at the 3rd level, you know the Toll the Dead
cantrip.
Keeper of Shadowy Secrets
Beginning at the 7th level, choose a skill from the following:
Arcana, History, Insight, Medicine or Religion. You gain
proficiency in that skill. If you are already proficient, you gain
expertise in that skill.
Twisting Fate
Beginning at the 11th level, while you are hosting your avatar,
as a bonus action you may spend 2 souls to attempt to curse
a creature within 30ft. of you. The target creature makes a
Charisma saving throw against your Reaper spell save DC.
On a failure, the next saving throw that creature makes has a
penalty equal to your proficiency bonus.
Hell's Regress
Beginning at the 15th level, when you are hit with a melee
weapon attack, as a reaction, you may spend 1 soul and
become briefly surrounded in a shadowy mist and teleport up
to 30 feet to an unoccupied space that you can see.
While you are hosting your void avatar, you do not need to
spend a soul to use this feature.

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Red Mage Half Caster Variant
Like a lightning bolt streaking through the battlefield, she You can try the half caster variant of this class HERE! This is a
makes quick work of foe after foe. At the first sign of danger, beta build created as part of Project Meteor Survivor.
the crimson beauty flips over the head of the foe behind her,
letting loose a wave of energy as a parting gift.
A confident smirk spreads across the face of the veteran
red mage. He unleashes spell after spell in quick succession,
drawing on countless elements until his foe is annihilated.
As though a flower amongst a sea of weeds, the red mage
leads their allies into battle. With a deep trust that they'll stay
at their side, she turns her friends into the perfect dancing
partners for this adventure, empowering them to match their
grace.
Red Mages have drawn on a multitude of disciplines across
the world, mixing black and white magic along with focused
swordplay and style. All of these abilities have combined in
this alluring mix of talent and flair, creating a hero worthy of
becoming legendary.
Crimson Mage
Some fairy tales of Gyr Abania speak of the heroic deeds and
daring adventures of mages clothed in crimson. These
adventurers are known as Red Mages, and travel the world
protecting the good in the world by drawing on both white
and black magic, while mixing martial prowess into a
flawless battle style.
Its Not About Fame
Their thirst for adventure, flashy style and renowned flair
may lead many to believe that a Red Mage becomes an
adventurer for the admiration of their fellow man, but that is
not the case. Those who take the Red do so in order to take
up arms to protect the good in the world and bring
wrongdoers to justice.
Creating a Red Mage
When creating a Red Mage, you must consider why they may
be heading out on their adventure. Did they become fed up
with the oppressive nature of the world and seek the need to
become a hero to the common man? They may have learned
of a plot which endangers their home, perhaps the world as a
whole and will stop at nothing to end it. Maybe it is simply a
need to chase the thrill of adventure and become a hero of
legend.
One key consideration to make as a Red Mage is where you
came to learn your myriad of skills. Was it through the study
of old tomes you discovered in an abandoned warehouse or
library? Did you meet a mentor who saw great potential in
you and introduced you to the art? Whatever the origin, you
wield powerful skills with an artistic flair.
Quick Build
You can make a Red Mage quickly by following these
suggestions. First make Charisma your highest ability score,
followed by Dexterity. Second take the Folk Hero background.
Third take the Fire Bolt, Jolt, Mage Hand and Prestidigitation
cantrips, and the first level spells Chromatic Orb and Cure
Wounds.

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Red Mage
Proficiency Flair Cantrips Spells
Level Bonus Features Points Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dual Casting 1 4 2 2 — — — — — — — —
Red Mage Style, Style
2nd +2 2 4 3 3 — — — — — — — —
Feature
3rd +2 3 4 4 4 2 — — — — — — —
Ability Score
4th +2 4 5 5 4 3 — — — — — — —
Improvement
5th +3 Extra Attack 4 5 6 4 3 2 — — — — — —
6th +3 Style Feature 4 5 7 4 3 3 — — — — — —
7th +3 4 5 8 4 3 3 1 — — — — —
Ability Score
8th +3 4 5 9 4 3 3 2 — — — — —
Improvement
9th +4 4 5 10 4 3 3 3 1 — — — —
10th +4 Style Feature 5 6 11 4 3 3 3 2 — — — —
11th +4 5 6 12 4 3 3 3 2 1 — — —
Ability Score
12th +4 6 6 12 4 3 3 3 2 1 — — —
Improvement
13th +5 6 6 13 4 3 3 3 2 1 1 — —
14th +5 Style Feature 7 6 13 4 3 3 3 2 1 1 — —
15th +5 7 6 14 4 3 3 3 2 1 1 1 —
Ability Score
16th +5 8 6 14 4 3 3 3 3 1 1 1 —
Improvement
17th +6 8 6 15 4 3 3 3 3 1 1 1 1
18th +6 Battle Flourish 9 6 15 4 3 3 3 3 1 1 1 1
Ability Score
19th +6 9 6 15 4 3 3 3 3 2 1 1 1
Improvement
20th +6 Acceleration 10 6 15 4 3 3 3 3 2 2 1 1

Skills: Choose two from Athletics, Acrobatics, Arcana,


Class Features History, Insight, Persuasion.
As a Red Mage, you gain the following class features Equipment
You start with the following equipment, in addition to the
Hit Points equipment granted by your background
Hit Dice: 1d8 per Red Mage level
Hit Points at 1st Level: 8 + your Constitution modifier (a) leather armour or (b) hide armour
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) a rapier
modifier per Red Mage level after 1st (a) a light crossbow and 20 bolts or (a) a simple weapon
(a) a spellcasting focus
Proficiencies (a) an explorer's pack or (b) a dungeoneer's pack
Armor: Light armor, Medium Armor
Weapons: Simple weapons, Short Swords, Rapiers Spell Casting
Tools: Two sets of Artisan's Tools. Level requirement and general description. See chapter 10 of
Saving Throws: Dexterity, Charisma the PHB for the general rules of spellcasting and the end of
this document for the Red Mage spell list.

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Cantrips
At 1st level, you know 4 cantrips of your choice from the Red Bonus Action Casting
Mage spell list. You learn additional Red Mage cantrips of A spell cast with a bonus action is especially swift. You must
your choice at higher levels, as shown in the Cantrips Known use a bonus action on your turn to cast the spell, provided that
column of the Red Mage table. you haven't already taken a bonus action this turn. You can't
Spell Slots cast another spell during the same turn, except for a cantrip
The Red Mage table shows how many spell slots you have to with a casting time of 1 action. (PHB 202).
cast your spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you finish a long Combat Style
rest.
At 2nd level, you choose a style as a Red Mage. Sword
Spells Known of 1st Level and Higher Dancer, Spell Slinger or Battle Rose, all detailed at the end of
You know 2 1st-level spells of your choice from the Red Mage the class description. Your archetype choice grants you
spell list. The Spells Known column of the Red Mage table features at the 2nd, 6th, 10th and 14th level.
shows when you learn more Red Mage spells of your choice.
Each of these spells must be of a level for which you have Ability Score Improvement
spell slots. For instance, when you reach 5th level in this When you reach 4th level, and again at 8th, 12th, 16th, and
class, you can learn one new spell of 1st, 2nd or 3rd level. 19th level, you can increase one ability score of your choice
Additionally, when you gain a level in this class, you can by 2, or you can increase two ability scores of your choice by
choose one of the Mage spells you know and replace it with 1. As normal, you can't increase an ability score above 20
another spell from the Red Mage spell list, which also must using this feature.
be of a level for which you have spell slots.
Spellcasting Ability Extra Attack
Charisma is your spellcasting ability for your Red Mage Beginning at 5th level, you can attack twice, instead of once,
spells. You use your Charisma whenever a spell refers to your whenever you take the Attack action on your turn.
spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a Red Mage Battle Flourish
spell you cast and when making an attack roll with one. At 18th level, when you roll initiative and have 0 flair points
Spell save DC = 8 + your proficiency bonus + your remaining, you recover 1d4 flair points.
Charisma modifier
Spell attack modifier = your proficiency bonus + your Acceleration
Charisma modifier
At the 20th level, you may cast two spells using Dual Cast,
Spellcasting Focus rather than one spell and one cantrip. You must then finish a
You can use a magically conductive stone inlaid in a long rest to use Acceleration again.
decorative mount other similar equipment as an arcane focus
(found in chapter 5 of the player's handbook) for your Red Battle with Style
Mage spells.
To the Red Mage, battle and adventure are a stage, on which
Ritual Casting they are the protagonist. As one who has taken the Red, they
You can cast any Red Mage spell you know as a ritual if that focus their studies on either their swordplay, magic mastery
spell has the ritual tag. or creating striking synergy with their allies on the battlefield.
Flair Points Sword Dancer
At 1st level, you have a number of flair points determined by You've taken up sword in hand, aiming to weave magic and
your red mage level as shown in the Flair Points column of might into a flawless, deadly dance. Your blade moves like the
the Red Mage table. You regain all expended flair points wind, and you ride the currents perfectly.
when you finish a short or long rest.
Corps-a-corps
Dual Cast At 2nd level, you have mastered the art of approaching a foe
At 1st level, when you cast a spell that has a casting time of 1 with lightning speed and delivering a powerful strike. As a
action, you can spend 1 flair point to change the casting time bonus action, you spend 1 flair point and select one target
to 1 bonus action for this casting. You may not do so with a within 30ft. of you. You move in a straight line towards that
spell greater than 4th level. target, stopping at the first creature you encounter in your
path. This movement does not provoke attacks of opportunity.
You make a weapon attack against the target, dealing a bonus
1d8 piercing damage if your attack lands.

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Heroic Charm Battle Rose
At 6th level, your renaissance man nature has given you an You've focused on becoming the lead in battle, coming up
edge in conversation. You may spend one flair point to reroll with various methods to support your allies to be more
any charisma based ability check. You gain proficiency in a effective in battle.
charisma skill of your choice.
Dazzling Diversion
Displacement At 2nd level, you have learned to mix magic with your
At 10th level, you have learned to flow between martial and movements to pull the attention of an enemy, allowing your
magic combat effortlessly. By spending 1 flair point after allies to strike. As an action you may spend on flair point to
taking the attack action you leap backwards through the air, distract a target in melee within 5ft. of yourself. All melee
landing up to 30ft. in a straight line behind you. You are weapon attacks performed by your allies against the target
considered to travel over the heads of medium creatures or gain advantage until your next turn.
smaller, but your travel is stopped by creatures larger than
this. This movement does not provoke attacks of opportunity. In Good Company
When you take this action, make a ranged spell attack against At 6th level, you may spend 1 flair point to tutor your ally in
the target of your attack action, dealing 2d8 + your Charisma the art of appealing to others. One ally may use your
modifier force damage on hit. charisma ability modifiers for charisma ability checks for up
to 5 minutes. You may only share your charisma ability
Enchanted Blade modifiers once. You must then finish a short rest to use In
At 14th level, your magical power seeps into any weapon you Good Company again.
hold. After attuning to a one handed weapon for one hour,
magical or not, you are able to summon the weapon to your Embolden
hand as an action. You may spend one flair point to deal an At 10th level, you have learned to fill your allies with fervor
additional 2d8 force damage on each damage roll when you using your natural appeal. As an action you may spend 1 flair
make an attack with this weapon. You must declare you are point to empower all allies within 10ft. of you. Damaging
doing so prior to your attack roll. effects from your allies deal an extra 1d8 damage for until the
end of your next turn.
Spell Slinger
You've decided to master the casting of myriad magicks as a Follow My Lead
Red Mage. Your studies of the art have granted you the ability At 14th level, as a bonus action you may spend 2 flair points
to rapidly cast spells at a speed that has never been seen to move an ally who is lower in the initiative order than you
before. up in the order, such that they act directly after you. You may
only do this once. You must then finish a short rest to use
Manafication Follow My Lead again.
At 2nd level, as a bonus action you may spend a number of
flair points equal to twice the level of a spell you wish to cast,
in place of using a spell slot.
Charmed I'm Sure
At 6th level, the trace amounts of magic in your body
influence those you come into contact with. You may spend a
flair point to gain advantage on a charisma ability check.
Quicksilver Casting
At 10th level, if you deal damage to a target with a cantrip,
you may spend one flair point to gain advantage on a ranged
spell attack against the target or cause the target to make
dexterity saving throws against your spells with disadvantage
until the end of your turn.
Liquification
At 14th level, as a bonus action you may spend a spell slot of
any level to gain a number of flair points equal to twice the
spell slot level. You may not gain flair points over your
maximum number of points.

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Sage
An escaping mercenary taking cover behind a toppled wagon
holds his crossbow steady waiting for his pursuer to come
around the corner. To their surprise a crystalline device
appears and lets loose a blast of aether, subduing them. A
young sage smiles as she knows this was another successful
mission.
A young man in crisp white robes watches as his allies
brawl on the front line. Whenever danger looms over his
friends, with a snap of his fingers a barrier appears,
protecting them from harm.
Carefully, an experienced mage begins to weave their spell,
but the aether of their work suddenly travels to a nearby
shard of crystal, a lightning bolt loosing itself from an
unexpected place.
Sages are highly skilled mages who fuse magic and
technology to bring forth a unique form of spell casting.
Through use of their Nouliths, they push the boundaries of
what is possible.
Aetherology Experts
Hailing from scholarly lands of Sharlayan, Sages are scholars
who have spent much of their lives in the world of academia,
researching aether in all its forms. Through the combination
of ancient spell focuses and special technology, they skillfully
find new ways to magically maintain control on the battle
field.
Shards of Power
The Noulith is a handcrafted combination of crystal and
machinery, fueled by the aether of the user's body. A Sage
shares the magic that fills their body with these wing like
blades of crystal to allow them to fly around, launch bolts of
aether, cast spells and a variety of other effects.
Creating a Sage
Most sages find their beginning in academia, be it an official
education, mentorship or independent research. When
creating a sage one might consider how they gained entry
into the world of education? Was your character incredibly
bright and earned a scholarship via their raw talents?
Perhaps they come from a well off noble family and their path
was laid out before them by their parents. No matter their
reasons for entering the academic world, you'll need to
decide what drives their ambition to further their education
and push the limits of spell casting and aetherology. They
may do this out of a sense of pride and self interest, or for
goals as lofty as bettering the world for everyone that lives in
it.
Beyond how they entered the world of academics, you'll
also need to decide why they would risk their lives and
perhaps even expulsion from the world of education. Reasons
ranging from the realization that not all lessons can come
from books and testing, trialling their hard work, or going on
an adventure to improve their own standing in life. Sages are
likely to have pragmatic reasons for hitting the road, but each
person will have their own true purpose for adventuring.

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Sage
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Nouliths, Aether Shot, Spellcasting 3 2 — — — — — — — —
2nd +2 Sagely Specialization 3 3 — — — — — — — —
3rd +2 ─ 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 ─ 4 4 3 2 — — — — — —
6th +3 Specialization Feature 4 4 3 3 — — — — — —
7th +3 ─ 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 ─ 4 4 3 3 3 1 — — — —
10th +4 Specialization Feature 5 4 3 3 3 2 — — — —
11th +4 ─ 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 ─ 5 4 3 3 3 2 1 1 — —
14th +5 Specialization Feature 5 4 3 3 3 2 1 1 — —
15th +5 ─ 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 ─ 5 4 3 3 3 2 1 1 1 1
18th +6 Wings of Aether 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Noulithic God 5 4 3 3 3 3 2 2 1 1

Quick Build Saving Throws: Intelligence, Wisdom


Skills: Choose two from Arcana, History, Insight,
You can make a Sage quickly by following these suggestions. Investigation, Medicine, and Religion
First make Intelligence your highest ability score, following Equipment
with Constitution. Second take the sage background. Third,
take the Mage Hand, Mending and Prestidigitation cantrips You start with the following equipment, in addition to the
and the first level spells Healing Word, Mage Armor and equipment granted by your background:
Magic Missile. (a) a Quarterstaff or (b) a Dagger
(a) a light crossbow and 20 bolts or (a) a simple weapon
Class Features (a) a Component pouch or (b) an arcane focus
(a) a Scholar's Pack or (b) an Explorer's Pack
As a Sage, you gain the following class features A Noulith
Hit Points Spellcasting
Hit Dice: 1d6 per Sage level
Hit Points at 1st Level: 6 + your Constitution modifier As an aspiring mage, you can cast sage spells, See the spell
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution list included at the end of this document for the sage spell
modifier per Sage level after 1st list.
Proficiencies
Armor: no armour
Weapons: daggers, darts, slings, quarterstaffs, light
crossbows
Tools: tools

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Cantrips Nouliths have are tiny constructs with an AC of 15, Hit
At 1st level, you know three cantrips of your choice from the Points equal to 15 + 5 time your Sage level, and a flying
sage spell list. You learn additional sage cantrips of your speed of 30ft. Creatures may exist in the same space as your
choice at higher levels, as shown in the Cantrips Known nouliths, and are not blocked by them. Your nouliths must
column of the Sage table. remain within a 60ft. radius of you, losing their aetheric link
with you if they travel any further away. If this occurs, they
Preparing and Casting Spells become inoperable and fall to the ground. As an action, you
The Sage table shows how many spell slots you have to cast may reactivate them by touching them and re-establishing
your spells of 1st level and higher. To cast one of these spells, their aetheric link with your body. Your nouliths automatically
you must expand a slot of the spell's level or higher. You fail strength and dexterity saving throws, but automatically
regain all expended spell slots when you finish a long rest. succeed on all other types of saving throws.
You prepare the list of sage spells that are available for you If a Noulith is reduced to 0 hit points, it becomes in
to cast, choosing from the sage spell list. When you do so, operable and falls to the ground. It may be repaired during a
choose a number of sage spells equal to your Intelligence long rest at the cost of 10 gold in materials. You are able to
modifier + your Sage level (minimum of one spell). The spells restore your Nouliths hit points at no cost during a long rest
must be of a level for which you have spell slots. as long as it is still operable. If they are totally destroyed, you
For example, if you are a 3rd-level sage, you have four 1st- must spend 100 gold and one day of time to rebuild.
level and two 2nd-level spell slots. With an Intelligence of 16, As a bonus action you may maneuver your Nouliths,
your list of prepared spells can include six spells of 1st or 2nd moving them a distance up to their flying speed.
level, in any combination. If you prepare teh 1st-level spell Aether Shot
cure wounds you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn't remove it from your list of prepared Also beginning at 1st level, you have learned how to use the
spells. aether fueling your Nouliths offensively. As an action, you
You can change your list of prepared spells when you finish order your Noulith to make a ranged spell attack, using your
a long rest. Preparing a new list of sage spells requires time ranged spell attack bonus, on a creature within 30ft. of them.
spent in study and review: at least 1 minute per spell level for On hit, the Aether Shot deals 1d8 force damage.
each spell on your list. If you are operating more than one Noulith, each Noulith
may make a ranged spell attack. Each Noulith may target a
Spellcasting Ability different creature. If a Noulith is equipped to someone they
Intelligence is your spellcasting ability for your sage spells. may still be used with Aether Shot.
The power of your spells comes from your thorough research
and preparation into aetherology. You use your Intelligence Sagely Specialization
whenever a sage spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the At 2nd level, you choose your focus as a sage, pushing the
saving throw DC for a sage spell you cast and when making limits of your Nouliths in new and exciting directions. As a
an attack roll with one. Savant, you choose to continue to augment your Nouliths for
combat. As an Erudite, you have chosen to develop the
Spell save DC = 8 + your proficiency bonus + your defensive capabilities of the Nouliths, and as a Philosopher,
Intelligence modifier you've focused on integrating your own spell casting with
Spell attack modifier = your proficiency bonus + your your Nouliths.
Intelligence modifier
Ability Score Improvement
Ritual Casting
You can cast a sage spell as a ritual if that spell has the ritual When you reach 4th level, and again at 8th, 12th, 16th, and
tag and you have the spell prepared. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
Spellcasting Focus 1. As normal, you can't increase an ability score above 20
You can use your Nouliths as a spell casting focus for your using this feature.
sage spells.
Wings of Aether
Nouliths Beginning at the 18th level, if a Noulith is not deployed, it is
Beginning at 1st level, you have achieved mastery over considered equipped to you, granting you a flying speed. For
operating your first Noulith. These devices which combine each Noulith equipped to you, you gain a flying speed of 10ft.
magic and technology feed off the aether of your body to act
and can be used to create a variety of different effects. At 5th Noulithic God
level, you learn to operate a second Noulith simultaneously. Starting at 20th level, you have mastered combat with
At 10th level, you gain the ability to control a third Noulith, a Nouliths. As a bonus action you refresh your Overcharge
fourth at the 15th level and a fifth at 20th level. When feature. You can do this once. You must complete a long rest
additional Nouliths become available to you, you are able to before you can use Noulithic God again.
build them at no cost.

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Innovation and Tradition Erudite
Sages look to take the tradition of spellcasting and mix it They approach battle as a game of chess, minimizing loss
with advancements in technology and the study of aether to and damage so that their allies can work as efficiently. Having
push their craft to new heights. The creation of the Nouliths an Erudite at your back is to know true safety in the face of
are a major game changer for these purposes, and various danger.
sages take advantage of them in new and exciting ways. Guardian Shard
Savants focus on the offensive capabilities of the Nouliths, Beginning at the 2nd level, as a bonus action you can order
advancing the field of aether based weaponry. Erudites opt any number of your Nouliths to guard an allies within its
for a more protective role, providing barriers and defenses for flight range. As a bonus action you may remove any number
their allies, taking control of dangerous situations. Finally of Nouliths from allies.
Philosophers seek to hold onto their approach of traditional While equipped to an ally, you may cast touch spells
spell casting and use Nouliths as a way to augment their art, through the Noulith, as though you were standing beside the
rather than the reverse. creature.
Savant Additionally, as a reaction to the equipped creature being
targeted by an attack, you may use your reaction to create a
The best defense is a good offense is the tactical approach of temporary barrier, increasing the creature's AC by a number
savants. Making use of their Nouliths, the savant provides equal to your Intelligence modifier. You may do this a number
remote controlled artillery support for their allies, able to of times equal to your proficiency bonus. You must complete
safely blast foes with aether from afar. Be it raining aether a long rest before you can use Guardian Shard again.
from above in a magical hell fire, or precisely chasing down
targets that are taking cover, once a Savant sets their eyes on Aether Wall
a target there is little to be done to escape their magical Beginning at the 6th level, as an action, you can link two
wrath. Nouliths within a 10ft. radius of each other. This link creates
a wall of force between them that is 10ft. wide and 10ft. tall. A
Prismatic Destruction creature that attempts to push through the wall must make a
Beginning at the 2nd level, you have developed a new Strength (Athletics) check contested by your spell save DC.
offensive technique with your Noulith. As an action you may This wall is translucent allowing creatures to see through it
order each Noulith to release a 15ft. cone of raw magical without difficulty. The aether wall provides three-quarters
energy. All creatures in the affected area make a Dexterity cover when calculating ranged attacks and spells that pass
save against your spell save DC, taking 2d8 force damage on through the wall.
a failure and half as much on a success. Each cone is It is possible to link multiple nouliths together to enclose a
calculated separately. creature. When you use your action to create a wall between
You may do this a number of times equal to your two nouliths, if there is a third noulith within a 10ft. radius
proficiency bonus. You must complete a long rest before you circle of either end of the wall, you may connect them in the
can use Prismatic Destruction again. same way. The additional wall may not pass through the
creature. A creature who is enclosed within an Aether Wall
Aetheric Intensity has disadvantage on their Strength (Athletics) check to push
Beginning at the 6th level, when you use the Aether Shot through the barrier.
feature, you add your Intelligence modifier to damage rolls. These walls are strong enough to support the weight of
someone standing on them, and may provide footholds made
Sundering Shots of aether when aligned horizontally.
Beginning at the 10th, your Aether Shots destabilize target's As a bonus action, you may disassemble any number of
defenses. When you hit a creature with Aether Shot, your Aether Walls created by you.
next Aether shot scores a crit on a 19 or 20, each subsequent
hit lowering the critical hit threshold, until the end of your Aetheric Armour
turn. This critical hit range change reverts if you land a Beginning at the 10th level, when you protect a creature with
critical hit. your Guardian Shard feature, they gain temporary hit points
equal to your Intelligence modifier.
Overcharge: Indignation
Beginning at the 14th level, as a bonus action you may use Overcharge: Impenetrable
the Aether Shot. You may only use Aether Shot once in this Beginning at the 14th level, as an action, you can amplify your
way. You must complete a long rest before you can use protective ward for a creature equipped with a Noulith within
Overcharge: Indignation again. 30ft. of you. You supercharge the Noulith, coating the
creature in an aetheric shell. For a number of rounds equal to
Erudite your Intelligence modifier, the creature gains a damage
Erudites have focused on how to defend their homes and threshold equal to 5 + your Intelligence modifier + your
allies via aetheric barriers and healing to provide much proficiency bonus. When the creature is damaged, if the
needed solace during the heat of battle. damage does not meet or exceed the damage threshold they
do not take any damage from the attack.

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You can hyper focus a creature's armour once. You must Empowered Spell
complete a long rest before you can use Impenetrable again. When you roll damage for a spell, you can spend 1 Noulith
charge to reroll a number of the damage dice up to your
Philosopher Intelligence modifier (minimum of one). You must use the
While others focus on their new developments and their new rolls.
various applications, the Philosopher sees nouliths for what You can use Empowered Spell even if you have already
they are, tools to assist spell casting. As this is the case to used a different Aetheric Adaptation option during the
them, philosophers prefer to stick to traditional methods of casting of the spell.
spell casting to do much of their heavy lifting, making use of
nouliths to draw aether from their foes and fueling their own Extended Spell
spell casting with it. Their focus on spell casting has provided When you Cast a Spell that has a Duration of 1 minute or
them with the ability to manipulate their spells, setting them longer, you can spend 1 Noulith charge to double its
heads and shoulders above their fellow sages in this field. Duration, to a maximum Duration of 24 hours.
Aetheric Siphon Heightened Spell
Beginning at the 2nd level, when you use the Aether Shot When you Cast a Spell that forces a creature to make a
feature and hit a target creature, your Noulith draws aether saving throw to resist its Effects, you can spend 3 Noulith
from the target for your use as a Noulith charge. These charges to give one target of the spell disadvantage on its first
charges remain available to you for 1 hour, dissipating after 1 saving throw made against the spell.
hour.
As a bonus action, you can transform Noulith charges into Noulithic Casting
one spell slot as a Bonus Action on Your Turn. The created When you Cast a Spell, you spend 1 Noulith charge to cast
Spell Slots Vanish at the end of a Long Rest. The Creating the spell as though you were standing at the location of one
Spell Slots table shows the cost of Creating a Spell slot of a of your Nouliths.
given level. You can create Spell Slots no higher in level than
3rd. Quickened Spell
Any spell slot you create with this feature vanishes when When you Cast a Spell that has a Casting Time of 1 action,
you finish a Long Rest. You are able to create a number of you can spend 2 Noulith charges to change the Casting Time
spells whose cumulative spell level is equal to your Sage to 1 Bonus Action for this casting.
level). You must complete a Long Rest before you can create
spell slots again. Subtle Spell
When you Cast a Spell, you can spend 1 Noulith charge to
Creating Spell Slots cast it without any somatic or verbal Components.
Spell Slot Level Noulith Charges Cost
Twinned Spell
1 3
When you Cast a Spell that Targets only one creature and
2 5 doesn’t have a range of self, you can spend a number of
3 7 Noulith charges equal to the spell’s level to target a second
creature in range with the same spell (1 Noulith charge if the
4 9 spell is a cantrip).
5 11 To be eligible, a spell must be incapable of targeting more
than one creature at the spell’s current level. For example,
Aetheric Adaptation
Magic Missile and Scorching Ray aren’t eligible, but Ray of
Frost is.
Beginning at the 6th level, you've learned to modify your
spells using the aether you gather from your Nouliths. Efficient Absorption
You gain two of the following Aetheric Adaptation Options Beginning at the 10th level, you siphon aether far more
of your choice. You gain another one at 10th and 14th level. efficiently. You gain 2 Noulith charges when you use the
You can use only one Aetheric Adaptation option on a spell Aether Shot feature.
when you cast it, unless otherwise noted.
You can only use a number of Aetheric Adaptations equal Overcharge: Aetherial Drain
to your proficiency modifier. You must complete a short rest Beginning at the 14th level, as a bonus action, you forcefully
before you can use Aetheric Adaptation again. draw Noulith charges from the aether of the world itself. You
gain 3 Noulith charges for each active Noulith you control.
Careful Spell You may only do this once. You must complete a long rest
When you Cast a Spell that forces other creatures to make a before you can use Overcharge: Aetherial Drain again.
saving throw, you can protect some of those creatures from
the spell’s full force. To do so, you spend 1 Noulith charge and
choose a number of those creatures up to your Intelligence
modifier (minimum of one creature). A chosen creature
automatically succeeds on its saving throw against the spell.

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Samurai
The young man stands before a ferocious beast, his blade still
sheathed the villagers look on in horror as it closes in on its
prey. With a smirk the man draws his blade and in a few
lightning quick strokes, the beast falls with a thud.
The experienced veteran stands before a group of bandits.
Their untrained strikes are easily dodged by the man, as he
delivers blow after vicious blow, punishing each of their failed
attempts on his life.
A young woman wanders into the city, her identity hidden
beneath her shade. She hears of the oppression of the people
in the village by the local lord. She nods to herself, knowing
she has arrived at yet another town which would be better off
without a master.
Far across the churning waves, beneath the rising sun, an
island nation gave birth to a prolific style of swordplay. These
noble warriors were sworn to their masters as their
protectors, willing to give up their lives to see their duty
complete. Honour or death was a common ideal for these
disciplined soldiers.
Swordsmen of Legend
The Samurai are legendary swordsmen who lived by a code
of honour. In service to the lords of their regions, they
protected their lands with their lives and enforced their law
without question. To do so, the Samurai nourished a timeless
style of swordplay which remains mythic in its reputation to
this day.
The Power Within
The Samurai draw on inner energies and an unshakable
discipline. These are the tools which the Samurai built their
reputation. To take up and master the katana is to enter a
league of your own, though not every samurai has been
known to wield the blade for a master, some choosing to
follow their own code and travel the world.
Creating a Samurai
When creating a Samurai, you have to decide how they
became involved in the discipline. Were they born into the
tradition, being the son of a samurai or lord? Perhaps they
fight in a self taught style which they continually hone
through their travels.
On top of their roots as a samurai, you must consider why
you fight as a samurai. Are you on a quest on behalf of a lord,
or directly protecting their master's lands. Perhaps they cast
off their ties to their masters and teachers altogether and
travel the world for their own gain, or the protection of the
common man.
Quick Build
You can make a Samurai quickly by following these
suggestions. First make Strength your highest ability score,
following with Wisdom. Second take the Soldier background.

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The Samurai
Level Proficiency Bonus Features
1st +2 Artful Combat, Unarmoured Defense
2nd +2 Sen, Higanbana, Code of Honour
3rd +2 Samurai Archetype, Archetype Feature, Third Eye
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Samurai Archetype
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Studied Disciple
10th +4 Samurai Archetype Feature
11th +4 Hissatsu: Kyuten
12th +4 Ability Score Improvement
13th +5 Whispers of the Kami
14th +5 Samurai Archetype Feature
15th +5 Effective Meditation
16th +5 Ability Score Improvement
17th +6 Artisan of Combat
18th +6 Midare Setsugekka
19th +6 Ability Score Improvement
20th +6 Meikyo Shisui

(a) an explorer's pack or (b) a dungeoneer's pack


Class Features a decorative scabard for your katana.
As a Samurai, you gain the following class features
Katanas in Dungeons & Dragons
Hit Points Samurai are known as masters of the katana, but
Hit Dice: 1d10 per Samurai level their key weapon of choice is not listed in the
Hit Points at 1st Level: 10 + your Constitution modifier Player's Handbook. As stated in the Dungeon
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Master's Guide (pg. 41) apply the stats of a
modifier per Samurai level after 1st longsword to the katana. There are substitutes for
Proficiencies many different weapons like this which can be
found in the Dungeon Master's Guide.
Armor: Light, Medium Armour
Weapons: simple weapons, martial Weapons
Tools: None
Saving Throws: Strength, Wisdom Artful Combat
Skills: Choose two from Athletics, Acrobatics, History, Beginning at 1st level, when wielding a versatile weapon with
Insight, and Intimidation. two hands, your weapon attacks score a critical hit on a roll
Equipment
of 19 or 20.
You start with the following equipment, in addition to the
equipment granted by your background
(a) a katana
(a) a short bow and 20 arrows
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Unarmoured Defense Ability Score Improvement
Also beginning at 1st level, While you are not wearing any When you reach 4th level, and again at 8th, 12th, 16th, and
armor, your Armor Class equals 10 + your Strength modifier 19th level, you can increase one ability score of your choice
+ your Wisdom modifier. You can not use a shield and still by 2, or you can increase two ability scores of your choice by
gain this benefit. 1. As normal, you can't increase an ability score above 20
using this feature.
Sen
Beginning at the 2nd level, you have learned to gather Sen Extra Attack
charges inside your body. You may spend these charges to Beginning at 5th level, you can attack twice, instead of once,
use a variety of samurai features. Some samurai features whenever you take the Attack action on your turn.
require other creatures to make a saving throw, which is
contested by your Sword Art DC as calculated below. Evasion
Sword Art DC = 8 + your proficiency modifier + your Beginning at 7th level, your instinctive agility lets you dodge
Wisdom modifier. out of the way of certain area effects, such as a blue dragon's
lightning breath or a fireball spell. When you are subjected to
You gain the bonus action Focus. When you use focus, you an effect that allows you to make a Dexterity saving throw to
gain 1 charge of Sen. If you are currently holding a charge of take only half damage, you instead take no damage if you
Sen, you double the number of Sen charges you currently succeed on the saving throw, and only half damage if you fail.
have and then gain 1 Sen charge.
You can store a maximum number of Sen charges equal to Studied Disciple
your proficiency bonus. Your Sen charges fade after spending
1 minute outside of combat. At 9th level, you have balanced your might with your mind.
You may learn any two skills which fall under Intelligence,
Higanbana Wisdom, or Charisma.
Also beginning at the 2nd level, you have learned to perform Hissatsu: Kyuten
the sword art Higanbana. As an action, you spend one Sen At 11th level, as an action you may spend 1 Sen charge to
charge to use Higanbana. You make a melee weapon attack perform a wide sweeping attack around yourself. Each
against a creature, if you hit, the target creature makes a creature within 5ft. of you makes a Dexterity saving throw.
Constitution saving throw against your Sword Art DC.
On a failure, the creature is grieviously wounded by your On a failure, they take damage equal to your weapon damage
attack and at the start of each of their turns for the next + your Wisdom modifier, and half as much on a success.
minute, they take 1d4 slashing damage. As an action they Whispers of the Kami
may attempt to stop the bleeding by attempting the
Constitution saving throw again. At 13th level, you have learned to attune yourself to the world
At 5th level, when you use the Attack action with the Extra around you and listen to the spirits which surround you.
Attack feature, you may spend one Sen charge to replace the Select two of the following spells: Augury, Detect Evil and
second attack with Higanbana. Good, Speak with Dead, or Speak with Plants. You may cast
either spell once. You must then finish a long rest to use
Code of Honour Whispers of the Kami again.
At 2nd level, when performing Charisma ability checks on Effective Meditation
intelligent creatures which you know have an organized
martial background, you have advantage on the check. At 15th level, if you spend hit die during a short rest, the next
time you roll initiative you gain 1 Sen charge.
Samurai Archetype
At 3rd level, you select a way of the blade. The Iaijatsu Artisan of Combat
focuses on delivering incredibly powerful attacks, the Starting at 17th level, while wielding a versatile weapon with
Blademaster, who lures and traps his opponents in two hands, your weapon attacks score a critical hit on a roll
counterattacks and the Ronin, who drifts about the battle of 18-20.
field, dancing through the fray.
Midare Setsugekka
Third Eye At 18th level, as an action, you may spend any number of Sen
Also beginning at 3rd level, as a bonus action you may spend you have saved to a maximum number equal to your Wisdom
a number of Sen to enter a state of fierce focus. For the next modifier. You may make a melee weapon attack for each Sen
minute, your weapon damage rolls gain a bonus equal to the charge you spent. You may not have moved prior to using this
number of Sen charges expended to activate Third Eye. feature and may not move afterwards.

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Meikyo Shisui Nothing Ventured
At 6th level, your defensive fighting style and cool head have
At 20th level, as a bonus action you turn your body into a helped you learn how to best discern the location of traps.
conductor for Sen energy. You gain Sen charges equal to your You have advantage while making Wisdom (perception) and
Proficiency Bonus. You may only do this once. You must Intelligence (Investigation) checks while looking for traps and
finish a long rest to use Meikyo Shisui again. hidden passages.
Way of the Blade Mind's Eye
At 10th level, when a creature makes a melee weapon attack
A Samurai is renown for their code of honour, their skill with against you, as a reaction you may spend a number of sen
a blade and the effort they put into their training. As a charges to increase your armor class by 1 for each charge
Samurai you must choose a way in which you will master the spent. You must declare you are doing this before the die
way of the blade, be it traditional mastery in the Iaijatsu style, result is decided.
or a more defense oriented approach as a Blade Master.
Perhaps you have turned from tradition all together and The Worm Turns
became your own master, a Ronin. At the 14th level, you may take two reactions in each round of
combat. Additionally, while you are under the effect of Third
Iaijatsu Style Eye, non magical weapon damage you take is reduced by a
You have trained in the traditional Iaijatsu style of swordplay. number equal to your Wisdom ability modifier and creatures
You are trained in delivering deadly blows with great power you hit with an Attack of Opportunity have their remaining
and precision. movement reduced by 10ft.
Enpi Ronin
Beginning at 3rd level, as an action you may spend one Sen You have cast off any ties you have to a master and have
charge to make a ranged weapon attack with a range of 30ft. become a Ronin. Your sense of honour remains, but falls
using blades of wind. Make this attack and damage roll as under no man's control. You are your own master and your
though you are making a melee weapon attack. Attacks made fighting style has evolved to show this, allowing you to weave
in this way deal thunder damage. through battles with ease.
Beginning at 5th level, you may make two ranged melee
weapon attacks when you use Enpi. Hissatsu: Gyoten
At 3rd level, as an action you may spend one charge of your
Body of Steel Sen to charge a target creature with lightning speed. Select a
Starting at 6th level, you can add half your proficiency bonus creature within 30ft. of you and move in a straight line
(round up) to any Strength, Dexterity, or Constitution check towards them, stopping if you come in contact with an
you make that doesn't already use your proficiency bonus. obstacle. This movement does not provoke attacks of
In addition, when you make a running long jump, the opportunity. After doing so, you may make one melee weapon
distance you can cover increases by a number of feet equal to attack with advantage.
your Strength modifier. You must travel at least 10ft. to gain advantage on the
Tenka Goken
attack.
At 10th level, as an action you may spend 2 sen to deliver a Rascally Vagrant
series of attacks with incredible speed and focus. You take At 6th level, you have picked up some tricks of a thief in your
melee weapon attack against all creatures in a 15ft. cone in travels. You gain proficiency in two of the following skills or
front of you. tool set: Deception, Sleight of Hand, Stealth, or Theives'
Hissatsu: Kaiten
Tools.
At the 14th level, as a bonus action you may spend one Sen Hissatsu: Yaten
charge. Until the start of your next turn you add your Wisdom At 10th level, as an action you may spend one Sen charge to
modifier to all weapon damage rolls you make. deliver a parting blow on a creature. You make a melee
weapon attack with advantage. After making your attack you
The Blademaster move straight backwards 10ft. without provoking an attack of
A skillful offense may bring awe to a crowd, but it is a flawless opportunity.
defense which will keep you alive, or so a Blademaster would
have you believe. These skilled swordsmen are patient Yukikaze
warriors, preferring to dodge and counterattack their foes, 14th level, you've learned to discern holes in your opponents
rather than rush them down. guard, allowing you to make more effective strikes. As a
bonus action, you may spend one Sen charge to add your
Hissatsu: Chiten Wisdom modifier to your weapon attack rolls until the start of
Beginning at 3rd level, when a creature makes a melee your next turn.
weapon attack against you, you may use your reaction to
make an attack of opportunity against the creature.

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Warrior
Pre-Project Meteor Survivor Warrior
A wayward blade travels towards a chirurgeon attempting to
heal their fallen ally. They close their eyes bracing for the
Click HERE! to find the original Warrior build. strike, only to find a large great axe blocked the blade at the
last second.
Fuled by unbridled fury, a man screams his throat hoarse
as he slams his massive great sword down a massive beast,
sundering its armour like a heated blade through butter.
A brutish man raises his fists up in a rowdy tavern in
defense of their friends, though unarmed their strikes land
with the force of a dragon's tail against their foes.
From dauntless heroes to marauding terrors, history is
littered with those that allow their rage to overtake them and
fight beyond limits anyone thought possible.
The Inner Beast
The Inner Beast is a concept found in many cultures across
the Eitherys, viewed as both a blessing and curse depending
on who you ask. Some exile these fighters for they are too
dangerous, while others revere their great strength. The most
well known conceptualization of this power comes from the
warrior tribes of Abalathia, who train diligently to tame their
inner beast and wield it as they would any other weapon.
Rage and Steel
Alongside their unending rage, Warrior's tend to wield
massive weapons such as Great axes, able to swing them
effortlessly with the power granted to them by their inner
beast. These walking tempests turn themselves into steel
cyclones that command the battlefield.
Creating A Warrior
When creating a Warrior one must consider their origins.
How did they come to connect with their inner beast? Did you
overcome a deadly situation through sheer will and anger?
Was your inner beast a boon or bane for your life? And how
will you harness your power, if you are even able to do so. You
may be going through these trials alone or under the tutelage
of a mentor that can guide you on the path of a warrior.
You must also consider why you have taken to the road. Is
this a journey to master your inner beast, or to show the
world how you tamed this power and use it to protect the
weak. Or are you seeking to feed this deadly force inside you,
wreaking havoc everywhere you go?
There is but one certain thing for all warriors, you possess
great power and if you are reckless with this power it will
consume you.
Quick Build
You can make a warrior quickly by following these
suggestions. First, make Strength your highest ability score,
following with Constitution. Then take the Outlander
background.

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The Warrior
Level Proficiency Bonus Features Brutality Die Berserks
1st +2 Berserk, Unarmoured Defense d4 2
2nd +2 Fighting Style, Reckless Attack d4 2
3rd +2 Beastial Archetype d4 3
4th +2 Ability Score Improvement d4 3
5th +3 Extra Attack d4 3
6th +3 Archetype Feature d4 4
7th +3 Onslaught, Tongue of Beasts d4 4
8th +3 Ability Score Improvement d6 4
9th +3 Raw Intuition d6 4
10th +4 Archetype Feature d6 4
11th +4 Overpower d6 4
12th +4 Ability Score Improvement d6 5
13th +5 Vengeance d6 5
14th +5 Archetype Feature d6 5
15th +5 Shake it Off d6 5
16th +5 Ability Score Improvement d8 5
17th +6 Beastly Reflexes d8 6
18th +6 Holmgang d8 6
19th +6 Ability Score Improvement d8 6
20th +6 Infuriate d10 6

Equipment
Class Features You start with the following equipment, in addition to the
As a Warrior, you gain the following class features equipment granted by your background:
Hit Points (a) a martial or simple weapon
Hit Dice: 1d12 per warrior level (a) a martial or simple weapon
Hit Points at 1st Level: 12 + your Constitution modifier (a) 2 Handaxes or (b) a light crossbow and 20 bolts
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution (a) a dungeoneer's pack or (b) an explorer's pack
modifier per warrior level after 1st (a) a set of scale mail or (b) a set of leather armour
a carved wooden idol related to your heritage
Proficiencies
Armor: Light Armour, Medium Armour, Shields Berserk
Weapons: Simple Weapons, Martial Weapons Starting at 1st level, in battle you allow your inner beast to
Tools: none run rampant. On your turn, you can enter a berserk trance as
Saving Throws: Strength, Constitution a bonus action.
Skills: Choose two from: Animal Handling, Athletics, While berserking, you gain the following benefits if you
Intimidation, Insight, Survival aren’t wearing heavy armor:
You have advantage on Strength checks and Strength
saving throws.

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When you make a melee weapon attack using Strength, Two-Weapon Fighting
you deal bonus damage equal to your brutality die that When you engage in two-weapon fighting, you can add your
increases as you gain levels as a warrior, as shown in the ability modifier to the damage of the second attack.
Brutality Die column of the Warrior table.
You have resistance to bludgeoning, piercing, and slashing Beastial Archetype
damage.
If you are able to cast spells, you can’t cast them or At 3rd level, you choose how to harness your inner beast. The
concentrate on them while raging. Beast of Defiance seeks to use their inner beast to protect
Some warrior class features require target creatures to oneself and those around them, The Beast of Deliverance
make saving throws. This is contested by your Berserk DC, uses their unending rage to maximize the devastation then
calculated below. unleash. The Unchained Beast has allowed their inner beast
to fight freely, giving control over resulting in a fighting style
Berserk DC = 8 + your proficiency modifier + your Strength from the fusion of man and beast. Your choice grants you
modifier. features at 3rd level and again at 6th, 10th, and 14th levels.
Your berserk lasts for 1 minute. It ends early if you are Ability Score Improvement
knocked unconscious or if your turn ends and you haven’t When you reach 4th level, and again at 8th, 12th, 16th, and
attacked a hostile creature since your last turn or taken 19th level, you can increase one ability score of your choice
damage since then. You can also end your berserk on your by 2, or you can increase two ability scores of your choice by
turn as a bonus action. 1. As normal, you can’t increase an ability score above 20
Once you have entered your berserk trance the number of using this feature.
times shown for your warrior level in the Berserks column of Using the optional feats rule, you can forgo taking this
the Warrior table, you must finish a long rest before you can feature to take a feat of your choice instead.
enter a berserk trance again.
Unarmored Defense Extra Attack
Also starting at 1st level, while you are not wearing any Beginning at 5th level, you can attack twice, instead of once,
armor, your Armor Class equals 10 + your Dexterity modifier whenever you take the Attack action on your turn.
+ your Constitution modifier. You can use a shield and still Onslaught
gain this benefit.
Beginning at 7th level, when you use the Dash action, as a
Reckless Attack bonus action you may make a melee weapon attack. This
Starting at 2nd level, you can throw aside all concern for attack deals bonus damage equal to your Constitution
defense to attack with fierce desperation. When you make modifier.
your first attack on your turn, you can decide to attack Tongue of Beasts
recklessly. Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but attack rolls Also beginning at 7th level, your inner beast allows you to
against you have advantage until your next turn. temporarily speak the language of beasts. You are able to cast
the Speak with Animals spell. You may do this once, use of
Fighting Style this feature refreshes when you complete a long rest.
Beginning at the 2nd level, you adopt a particular style of Raw Intuition
fighting as your specialty, Choose one of the following
options. You can't take a Fighting Style option more than Beginning at 9th level, when you take damage, as a reaction
once, even if you later get to choose again. you may move 5ft. directly away from the source of the
damage and reduce the damage taken by your brutality die +
Defense your proficiency bonus. This movement does not provoke
While you are wearing armor, you gain a +1 bonus to AC. attacks of opportunity. You may use Raw Intution once. Use
of this feature refreshes when you complete a long rest.
Dueling You can use Raw Intuition twice starting at the 13th level,
When you are wielding a melee weapon in one hand and no and three times starting at the 18th level.
other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.

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Overpower The Nature of the Beast
Beginning at 11th level, as an action, you are able to slam the The Inner Beast manifests itself in a number of ways, which
ground with incredible force releasing a shock wave. Each allies applications of this internal force to be adaptable as
creature within a 10ft. radius of you must succeed on a well. Some fully tame their inner beast, coming to be known
Strength saving throw against your Berserk DC. as Beasts of Defiance that defend their allies with their
A target takes thunder damage equal to your Brutality Die power. Those who work in tandem with the inner beast and
+ your Strength modifier + your Constitution modifier, and is guide its destructive fury are known as Beasts of Deliverance.
knocked prone on a failed save, or take half as much damage Then there are those who at times fully give themselves over
and are not knocked prone on a successful one. to their beast, becoming known as Unchained Beasts, using
Vengeance fist and steel alike.
Beginning at 13th level, when you take damage from a Beast of Defiance
creature that is within 5 feet of you, you can use your reaction Those who walk the path of the Beast of Defiance aim to defy
to make a melee weapon attack against that creature. their inner beast and take control of it, using it for the
Shake It Off protection of their allies. Between defensive maneuvers and
disrupting their foes, Beasts of Defiance seek to dominate the
Beginning at 15th level, while under the effect of Berserk, flow of battle.
when you make a saving throw to resist a status condition
(excluding: Exhaustion, Incapacitated, Prone, Restrained and Imposition
Unconscious) you may choose to end the effects of Berserk to Beginning at 3rd level, while under the effect of Berserk,
automatically succeed on the saving throw. You may do this when a creature you can see attacks a target other than you
after you roll, but before the outcome of the roll has been that is within 5 feet of you, you can use your reaction to
declared. impose disadvantage on the attack roll.
Beastly Reflexes Storm's Path
Beginning at 6th level, while you are under the effect of
Beginning at 17th level, while you are under the effects of Berserk, when you hit a creature with a weapon attack you
Berserk, you are able to make two reactions per round. may declare you are using this feature. The creature makes a
Constitution saving throw against your Berserk DC. On a
Holmgang failure, for a number of rounds equal to your proficiency
Beginning at 18th level, your indomitable spirit manifests and bonus, damage that creature deals is reduced by an amount
you engage in deadly combat with a target you see. You may equal to your brutality die.
use Holmgang as a bonus action or reaction when a creature You can use this feature once each time you enter a
damages you. Until the end of your third turn after using Berserk trance.
Holmgang, you cannot fall below 1 hit point.
If Holmgang is used as a bonus action, your rage manifests Beastial Empathy
as flames that affect only yourself and a target creature you Beginning at 10th level, you may cast the spell Beast Sense
can see within 30 feet of you. A ring of fire with a radius of 15 once. Use of this feature refreshes when you complete a long
feet forms at a point directly between yourself and the target rest.
creature. The creature must make a Wisdom saving throw Nascent Flash
against your Berserk DC to cross the flames, taking 4d8 fire Beginning at 14th level, while under the effect of Berserk, as
damage and stop moving on a failure. The creature takes half
as much damage and is allowed to pass the flames on a a bonus action, you share the power of your Inner Beast with
success. You automatically pass the saving throw when you a creature you can see within 30ft. of you. The creature gains
cross the flames, taking half the damage. temporary hit points equal to your brutality die. Until the end
You may use this feature once. Use of this feature refreshes of your next turn, each time you successfully land a weapon
when you complete a long rest. attack, both you and the target creature recover hit points
equal to your brutality die + your proficiency bonus.
Infuriate Your Berserk trance ends after using this feature.
Beginning at 20th level, if you have no uses of Berserk left
when you roll initiative, you recover 2 uses of Berserk
instantly.

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Beast of Deliverance Unchained Beast
Focusing their inner beast to become a precise destructive Warriors who let their inner beast run free come to be known
force and sharpening its claws for maximum effect, those as Unchained Beasts. These Warriors fight wildly and work
who walk the path of the Beast of Deliverance understand brutal martial arts into their fighting style, mixing crushing
what it is to control great power and how to wield it blows with their weapon strikes. During a battle, their foes
responsibly. Fearless allies and awe-inspiring foes, these can choose to be run down or retreat.
Warriors are paragons of destruction.
Beastial Brawling
Inner Release Beginning at 3rd level, when you make an unarmed strike
Beginning at 3rd level, while you are under the effects of melee weapon attack, you may use your Brutality die as
Berserk, your melee weapon attacks score a critical hit on a shown in the Warrior class table for the damage.
roll of 19 or 20.
Starting at the 14th level, this range increases, causing Raging Follow Through
your melee weapon attacks to score a critical hit on a roll of Beginning at 3rd level, when you make a weapon attack with
18, 19 or 20. a two handed weapon or an unarmed strike, you may use
your bonus action to make an unarmed strike melee weapon
Storm's Eye attack.
Beginning at 6th level, while you are under the effect of
Berserk, when you hit a creature with a weapon attack you Orogeny
may declare you are using this feature. The creature makes a Beginning at 6th level, as an action, you wildly lash out at a
Constitution saving throw against your Berserk DC. On a number of creatures equal to your proficiency bonus around
failure, for a number of rounds equal to your proficiency you. Make an unarmed strike attack against each creature
bonus, they are afflicted with your wrath. When the creature within 5 feet of you. You may use this feature once each time
takes damage from a melee weapon attack, they take you enter a Berserk trance.
additional damage equal to your brutality die.
You can use this feature once each time you enter a Beastial Avatar
Berserk trance. Beginning at 10th level, your inner beast has affected your
physical abilities. Choose one of the following skills:
Bellow of the Beast Acrobatics, Athletics, Stealth, or Survival. You become
Beginning at 10th level, when you are making an intimidation proficient in that skill. If you are already proficient, your
ability check, you may expend one use of your Berserk to gain proficiency bonus is doubled for any ability check you make
advantage on the check and add your Strength modifier to that uses the chosen proficiency.
the roll.
Primal Scream
Fell Cleave Beginning at 14th level, you unleash your rage in a
Beginning at 14th level, your inner beast guides your hand concussive wave. Each creature in a 30ft. cone makes a
with each attack. As a bonus action you, you let the beast take Constitution saving throw against your Berserk DC. A target
over temporarily. The next melee weapon attack you land takes 6d6 thunder damage and has their AC reduced by 2 for
scores a critical hit and deals bonus damage equal to your a number of rounds equal to half your proficiency bonus
Constitution modifier. If your attack roll would land a critical (rounded up) on a failure. A target takes half as much damage
hit, roll the additional critical hit damage a second time. and does not have their AC reduced on a success.
If you leave your Berserk trance before landing an attack Your Berserk trance ends after using this feature.
with Fell Cleave, you lose the effect. Your Berserk trance
ends after the attack lands and you may not use your Berserk
feature until the start of your next turn.

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White Mage
A quiet and well groomed man waves his cane around
himself, drawing in magical energy from the land and calling
forth it's power. With a flick of his wrist the land parted and
erupted sending his foe toppling to the ground.
A gentle young woman rushes to their ally's side. Through
prayer and reverence for the land, it's power is shared with
her, allowing her to close the wounds of her dying friend.
A stern heavily robed figure approached the abomination,
raised from the dead. Calling for shining light, she banishes
the undead back to the abyss.
Serene and elegant, the White Mages commune with the
world around them, borrowing power from elementals
present throughout the word. They are level headed,
respectful spell casters who are aware that overstepping
one's bounds in the world of magic can lead to calamity, and
seek to keep order within the magic world while mending the
wounds of those around them.
One with the land
White Mage's strength stems from an art they refer to as
conjury. Conjury calls upon the elements of earth, wind, and
water and concentrates them to a potency at which spells can
be weaved. Through practiced meditation on the essences of
creation, conjurers draw forth and absorb magic from their
immediate surroundings. A wand or cane made from
unworked wood is then utilized to focus the magical energy
until it manifests as the desired spell. Versed also in magicks
that restore and strengthen, White Mages are regarded as
accomplished healers.
Patrons of Light
White Mages find their roots in a society which revered
nature as an ally, borrowing the power of the land and
elementals to soothe wounds and protect from the wicked.
Over time, the White Mages of the past overused this power
causing the elementals to act out and smite the land,
alongside the damage wrought by the opposing Black Mages,
the world fell into a dark age. Today White Mages are few and
far between, practicing the forbidden art to wield the powers
of nature and light to drive off evil in protection of the world
again.
Creating a White Mage
When creating a White Mage one must question how they
came into the art of conjury and the profession of White
Mage. Did a kindly mentor take you under their wing? Did
your studies of magic from the past lead you to discovering
how to draw power from the world you lived in? Perhaps the
elementals which inhabit the land reached out to you and
their whispers guided you to the path of a White Mage.
Nonetheless a White Mage's role in the world is that of a
protector, soothing the wounds of those who need it most,
settling enraged elementals and driving the beings who bring
destruction back from hence they came.

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The White Mage
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Confession, Reach of the Unseen 3 2 — — — — — — — —
2nd +2 Conjury Discipline, Afflatus Solace 3 3 — — — — — — — —
3rd +2 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 4 4 3 2 — — — — — —
6th +3 Discipline Feature 4 4 3 3 — — — — — —
7th +3 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 5 4 3 3 2 — — — — —
9th +4 5 4 3 3 3 1 — — — —
10th +4 Discipline Feature 5 4 3 3 3 2 — — — —
11th +4 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 5 4 3 3 3 2 1 1 — —
14th +5 Discipline Feature 5 4 3 3 3 2 1 1 — —
15th +5 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Conservation of Life 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Graceful Healer 5 4 3 3 3 3 2 2 1 1

Quick Build Proficiencies


You can make a White Mage quickly by following these Armor: None
suggestions. First make Wisdom your highest ability score, Weapons: Daggers, Darts, Slings, Quarter Staffs, Light
following with Charisma. Second select the Healer discipline. Crossbows
Third take the Acolyte background. Fourth, take the Tools: None
Guidance, Light Sacred Flame, and Spare the Dying cantrips Saving Throws: Wisdom, Charisma
and the first level spells Cure Wounds and Heroism. Skills: Choose two from Arcana, Deception, Insight,
Persuasion, History, Religion, Medicine.
Class Features Equipment
As a White Mage, you gain the following class features You start with the following equipment, in addition to the
equipment granted by your background:
Hit Points (a) a dagger or (b) a quarter staff
Hit Dice: 1d6 per White Mage level (a) a light crossbow and 20 bolts or (a) a simple weapon
Hit Points at 1st Level: 6 + your Constitution modifier a spell casting focus (a cane, staff, wand or similar object)
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion (a) an explorer's pack or (b) a scholar's pack
modifier per White Mage level after 1st

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Spell Casting Confession
Level requirement and general description. See chapter 10 of Beginning at 1st level, you gain the bonus action Prayer.
the PHB for the general rules of spellcasting and the end of When you use Prayer you gain a charge of Confession. When
this document for the White Mage spell list. you use prayer while you already have a charge of confession,
you double the number of charges you currently have, then
Cantrips gain 1 charge.
At 1st level, you know 3 cantrips of your choice from the You may hold a number of confession charges equal to your
White Mage spell list. You learn additional White Mage proficiency bonus. You must be in combat to use prayer, your
cantrips of your choice at higher levels, as shown in the confession charges fade away after spending 1 minute
Cantrips Known column of the White Mage table. outside of combat.
Spells Known of 1st Level and Higher Reach of the Unseen
The White Mage table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of these Also beginning at 1st level, when you cast a spell, you may
spells, you must expend a slot of the spell's level or higher. spend 1 charge of confession to commission the elementals
You regain all expended spell slots when you finish a long of the world to carry your spell. If your spell is a touch spell,
rest. you may cast it as a ranged spell up to a distance of 30ft.
You prepare the list of white mage spells that are available
for you to cast, choosing from the white mage spell list. When Conjury Discipline
you do so, choose a number of white mage spells equal to At 2nd level, you choose the discipline you belong to as a
your Wisdom modifier + your white mage level (minimum of White Mage. Elementalist, Spirit Master, or Ampdapori, all
one spell). The spells must be of a level for which you have detailed at the end of the class description. Your archetype
spell slots. choice grants you features at the 1st, 6th, 10th and 14th level.
For example, if you are a 3rd-level white mage, you have
four 1st-levei and two 2nd-levei spell slots. With a Wisdom of Afflatus Solace
16, your list of prepared spells can include six spells of 1st or
2nd level, in any combination. If you prepare the 1st-level Beginning at the 2nd level, as an action you may spend any
spell cure wounds, you can cast it using a 1st-level or 2nd- number of your confession charges. You heal a creature
level slot. Casting the spell doesn't remove it from your list of within 30ft. of you for #d4 + your proficiency bonus, where #
prepared spells. is equal to the charges of confession spent.
You can change your list of prepared spells when you finish Your Prayer bonus action cannot have been used before or
a long rest. Preparing a new list of white mage spells after using Afflatus Solace on your turn. The target creature
requires time spent in prayer and meditation: at least 1 must have more than 0 hit points.
minute per spell level for each spell on your list.
Ability Score Improvement
Spellcasting Ability When you reach 4th level, and again at 8th, 12th, 16th, and
Wisdom is your spellcasting ability for your White Mage 19th level, you can increase one ability score of your choice
spells. You use your Wisdom whenever a spell refers to your by 2, or you can increase two ability scores of your choice by
spellcasting ability. In addition, you use your Wisdom 1. As normal, you can't increase an ability score above 20
modifier when setting the saving throw DC for a White Mage using this feature.
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Conservation of Life
Wisdom modifier
Spell attack modifier = your proficiency bonus + your Beginning at the 18th level, when your hit points are reduced
Wisdom modifier to 0 and you fall unconscious, you release a pulse of healing
energy. All allies, excluding yourself, within a 30ft. radius are
Spellcasting Focus healed for 2d8 + your Wisdom ability modifier hit points.
You can use a rod, cane, wand or other similar equipment as This is unaffected by Touch of the Padjal. This effect only
an arcane focus (found in chapter 5 of the player's handbook) occurs once. You must then finish a long rest to use
for your White Mage spells. Conservation of Life again.
Ritual Casting Graceful Healer
You can cast any White Mage spell you know as a ritual if that Beginning at the 20th level, you gain two Confession charges
spell has the ritual tag. when you roll for initiative at the beginning of battle.

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The Protectors of the
Future
The White Mages goal in life is to safeguard the future
through the use of the inherent magic hidden within the land.
This has lead to three paths which a white mage chooses
between to help focus what power they draw forth. An
elementalist uses the power of nature to control earth, wind
and water in defense of the land. The spirit master uses the
essence of the world alongside the magic within their allies to
bring forth powerful healing spells. The Ampdapori makes
use of the power of light to bring forth a powerful advantage
against blasphemous invaders to their realm.
Elementalist
White Mages who choose to focus on manipulating the
elements around them come to be known as elementalists.
They are able to work very closely with the elementals living
across the land to borrow their strength and knowledge,
turning the world itself into an ally.
Expanded Spell List
Your specialization as an elementalist lets you choose from
an expanded list of spells when you learn a white mage spell.
The following spells are added to the white mage spell list for
you.
Expanded Spell List
Spell Level Spell
1st Earth Tremor, Thunderwave
2nd Earthbind, Maximilian's Earthen Grasp
3rd Erupting Earth, Melf's Minute Meteors
4th Stoneskin, Watery Sphere
5th Conjure Elemental, Control Wind

Elemental Blessing
Beginning at the 2nd level, as an action you may expend
Confession charges to bless a weapon within 30ft. of you that
you can see with elemental power for a number of rounds
equal to your Wisdom modifier. The number of charges you
spend increase the effectiveness of your blessing.
Elemental Blessing Effect
Charges
Spent Effect
The damage type of the weapon changes to
1
cold, radiant or thunder.
2 The weapon gains a +1 bonus on attack rolls.
The weapon's damage rolls deal bonus
3
damage equal to your proficiency bonus.

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Eyes of the Elementals Medicine Master
Beginning at the 6th level, you may commune with the Beginning at the 6th level, you gain proficiency in the
elementals in the surrounding area. You gain a mental map of Medicine skill. You have advantage on Wisdom (Medicine)
an area of 2 mile radius centered on you. You must spend 15 checks to stabilize creatures and when diagnosing diseases.
minutes meditating while elementals share this information
about the surrounding area with you. You may only commune Clerical Smite
with the elementals in this way once, your ability to do so Beginning at the 10th level, when you cast a healing spell you
refreshing after a long rest. may spend a Confession charge to weaponize the spell,
Also, you can see normally in darkness, both magical and dealing radiant damage instead of healing. The spell must
nonmagical, to a distance of 120 feet. require a die role to be used in this way. The bonus healing
that would be applied from Soothe Sayer is applied as bonus
Elemental Armour damage.
Beginning at the 10th level, as an action, you may spend 1 Targeted creatures make a Wisdom saving throw against
Confession charge to grant a creature you touch the your Spell Save DC, taking the spell's healing as damage on a
elementals' protection. The creature gains resistance to one failure and half as much on a success.
of the following elements: cold, radiant or thunder for a
number of rounds equal to your Wisdom modifier. Touch of the Padjal
Beginning at the 14th level, as a bonus action you may spend
Aetherial Conjuration a Confession charge. When you cast your next spell which
Beginning at the 14th level, as a bonus action you may spend restores hit points, when you would normally roll one or
a number of Confession charges to borrow power from the more dice to restore hit points with a spell, you instead use
elementals to cast a spell. You may cast a spell whose level is the highest number possible for each die. For example,
equal to half the number of Confession charges spent instead of restoring 2d6 hit points to a creature, you
(rounded up). restore 12.
Spirit Master Ampdapori
A Spirit Master is a White Mage who has focused their Some White Mages focus on the role of repelling those who
efforts into becoming master healers. They are steadfast do not belong in the world from it, relying on light and holy
allies who provide a great deal of support to those around magic to drive the undead and fiends from the world through
them. Drawing power from the land and the spirits who destruction. An Ampdapori White Mage has taken up arms
inhabit it, a Spirit Master is able to unleash incredibly potent for this very purpose, using a mix of healing magic and holy
healing and support spells. They have taken on the role to magic to smite out blasphemous creatures from the land.
soothe the wounds of those who protect the world and those
who need protecting. Expanded Spell List
Your specialization as an ampdapori lets you choose from an
Expanded Spell List expanded list of spells when you learn a white mage spell.
Your specialization as a spirit master lets you choose from an The following spells are added to the white mage spell list for
expanded list of spells when you learn a white mage spell. you.
The following spells are added to the white mage spell list for
you. Expanded Spell List
Spell Level Spell
Expanded Spell List
1st Banish, Bless
Spell Level Spell
1st Heroism, Sanctuary 2nd Moonbeam, Sleep
3rd Daylight, Spirit Guardians
2nd Enhance Ability, Protection from Poison
4th Banishment, Wall of Fire
3rd Beacon of Hope, Revivify
4th Regen, Tetragrammaton 5th Holy, Hallow

5th Assize, Asylum Afflatus Misery


Beginning at the 2nd level, as an action you may spend any
Soothe Sayer number of confession charges to make a ranged spell attack
Also beginning at the 2nd level, your healing spells are more against a creature within 60ft. of you. Your attack deals #d6 +
effective. Whenever you cast a spell of 1st level or higher to your proficiency bonus radiant damage, where # is equal to
restore hit points to a creature, the creature regains the number of confession charges spent.
additional hit points equal to your proficiency bonus + the
spell's level.

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Inquisitor's Report Void Bane
Beginning at the 6th level, you may spend 15 minutes Beginning at the 14th level, as a bonus action you may spend
communing with the elementals to learn the location of any 1 Confession charge to empower your next spell. If the target
undead or fiend creatures within a 1 mile radius. You may of your spell is an undead or fiend creature, it become far
only do this once before, your ability to do so refreshing after more effective. If your spell requires you to make a spell
a long rest. attack roll, you gain advantage on your attack roll. If your spell
requires the target creature to make a saving throw, they do
Aura of Ampdapor so with disadvantage.
Beginning at the 10th level, while you hold a Confession Additionally, your spell deals bonus damage on hit equal to
charge in your body, you emit an aura in a 10ft. radius that your proficiency bonus.
protects you and friendly creatures. While within your aura,
creatures have resistance to necrotic damage and when they
are the target of a spell which restores hit points, they recover
additional hit points equal to your Wisdom modifier.

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Note: Spells from Xanathar's Guide to Everything, Tasha's
Chapter 3: Spells Cauldron of Everything and the Explorer's Guide to
Wildemount are bolded, and spells created for this document
This chapter describes the spell lists of the classes available are italicized.
in this partner guide to the Dungeons & Dragons Player's
Handbook. Please consult the player's handbook for spell
descriptions. Spells custom created for the classes will be
detailed at the end of the chapter and are marked in italics
within the document.
Longstrider Dispel Magic Insect Plague
Arcanist Spells Mage Armor Enemies Abound Legend Lore
Cantrips (0 Level) Magic Missile Fear Passwall
Ray of Sickness Feign Death Raise Dead
Acid Splash
Silent Image Gaseous Form Rary's Telepathic Bond
Blade Ward
Sleep Glyph of Warding Scrying
Chill Touch
Tasha's Caustic Brew Haste Seeming
Create Bonfire
Unseen Servant Intellect Fortress Skill Empowerment
Dancing Lights
Witch Bolt Leomund's Tiny Hut Telekinesis
Friends
Life Transference Teleportation Circle
Light 2nd Level Magic Circle Wall of Force
Infestation Alter Self Major Image
Mage Hand Blindness/Deafness Melf's Minute Meteors 6th Level
Magic Stone Blur Arcane Gate
Remove Curse
Mending Cloud of Daggers Create Humunculus
Pulse Wave
Message Crown of Madness Drawmij's Instant Summons
Sending
Mind Sliver Darkness Eyebite
Slow
Minor Illusion Darkvision Guards and Wards
Spirit Shroud
Poison Spray Detect Thoughts Harm
Stinking Cloud
Prestidigitation Earthbind Heal
Summon Fey
Sapping Sting Enhance Ability Mental Prison
Summon Elemental
Spare the Dying Find Traps Primordial Ward
Tongues
True Strike Healing Spirit Programmed Illusion
Hold Person 4th Level Scatter
1st Level
Immovable Object Arcane Eye Tasha's Otherworldly Guide
Alarm
Invisibility Banishment True Seeing
Bane
Knock Blight
Catapult
Levitate Compulsion 7th Level
Comprehend Language Crown of Stars
Melf's Acid Arrow Confusion
Charm Person Dream of the Blue Veil
Misty Step Dimension Door
Chaos Bolt Etherealness
Pass Without Trace Fabricate
Chromatic Orb Mirage Arcane
Protection from Poison Giant Insect
Color Spray Plane Shift
Ray of Enfeeblement Greater Invisibility
Comprehend Languages Prismatic Spray
See Invisibility Locate Creature
Cure Wounds Resurrection
Silence Otiluke's Resilient Orb
Detect Magic Symbol
Skywrite Polymorph
Detect Poison and Disease Teleport
Spider Climb Sickening Radiance
Disguise Self Tether Essence
Tasha's Mind Whip Vitriolic Sphere
Faerie Fire
Web
Feather Fall 5th Level 8th Level
Wristpocket
Fog Cloud Animate Objects Antimagic Field
Zone of Truth
Grease Bigby's Hand Antipathy/Sympathy
Healing Word 3rd Level Contact Other Plane Feeblemind
Hex Bestow Curse Contagion Maddening Darkness
Identify Catnap Destructive Wave Mighty Fortress
Illusory Script Conjure Barrage Enervation Telepathy
Jump Counterspell Hold Monster

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9th Level 2nd Level 4th Level 7th Level
Blade of Disaster Aid Arcane Eye Conjure Celestial
Gate Augury Banishment Crown of Stars
Mass Heal Blindness/Deafness Blight Dream of the Blue Veil
Prismatic Wall Blur Confusion Mirage Arcane
True Resurrection Darkness Death Ward Plane Shift
Weird Darkvision Dimension Door Regeneration
Wish Detect Thoughts Divination Resurrection
Enhance Ability Grater Invisibility Reverse Gravity
Astrologian Enlarge/Reduce Gravity Sinkhole Tether Essence
Spells Fortune's Favor Hallucinatory Terrain
Find Traps Ice Storm 8th Level
Cantrips (0 Level) Gentle Repose Locate Creature Antimagic Field
Bladeward Healing Spirit Otiluke's Resilient Sphere Celestial Opposition
Dancing Lights Invisibility Phantasmal Killer Dark Star
Friends Knock Sickening Radiance Demiplane
Guidance Lesser Restoration Glibness
Light Levitate 5th Level Illusory Dragon
Magic Stone Locate Object Collective Unconscious Reality Break
Mind Sliver Mind Spike Commune Telepathy
Message Moonbeam Cone of Cold Sunburst
Resistance Silence Dawn
Sacred Flame Skywrite Dispel Evil and Good 9th Level
Spare the Dying Snilloc's Snowball Storm Dream Astral Projection
True Strike Tasha's Mind Whip Far Step Foresight
Word of Radiance Wristpocket Geas Mass Heal
Zone of Truth Gravity Ravenous Void
1st Level Greater Restoration Time Stop
Bane 3rd Level Legend Lore Time Ravage
Bless Beacon of Hope Mass Cure Wounds True Resurrection
Ceremony Blink Rary's Telepathic Bond Wish
Color Spray Catnap Scrying
Comprehend Languages Clairvoyance Summon Celestial
Cure Wounds Daylight Teleportation Circle (Ritual)
Detect Evil and Good Dispel Magic Temporal Shunt
Detect Magic Elemental Weapon Wall of Light
Detect Poison and Disease Fly
Faerie Fire Haste 6th Level
False Life Hypnotic Pattern Eyebite
Gift of Alacrity Intellect Fortress Find the Path
Guiding Bolt Life Transference Gravity Fissure
Healing Word Mass Healing Word Heal
Heroism Melf's Minute Meteors Mass Suggestions
Hex Remove Curse Mental Prison
Identify Revivify Programmed Illusion
Illsory Script Pulse Wave Scatter
Mage Armor Sending Sunbeam
Magic Missile Slow True Seeing
Magnify Gravity Tongues
Sactuary
Shield of Faith
Sleep
Unseen Servant
Witch Bolt

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Pass Without Trace Dream Illusory Script
Bard Spells Protection from Poison Geas Inflict Wounds
1st Level Pyrotechnics Greater Restoration Jump
See Invisibility Hold Monster Longstrider
Absorb Elements
Shatter Legend Lore Mage Armor
Alarm
Silence Mass Cure Wounds Magic Missile
Bane
Skywrite Mislead Shield
Charm Person
Suggestion Modify Memory Sleep
Command
Zone of Truth Rary's Telepathic Bond
Cure Wounds
Scrying 2nd Level
Detect Magic 3rd Level Seeming Alter Self
Detect Poison and Disease Ashardalon's Stride Arcane Lock
Skill Empowerment
Disguise Self Bestow Curse Blur
Steel Wind Strike
Dissonant Whispers Catnap Blindness/Deafness
Synaptic Static
Faerie Fire Conjure Barrage Cloud of Daggers
Swift Quiver
Feather Fall Dispel Magic Darkness
Teleportation Circle
Hail of Thorns Elemental Weapon Darkvision
Healing Word Enemies Abound Black Mage Dragon's Breath
Heroism Fast Friends Spells Flaming Sphere
Identify Fear Heat Metal
Hunter's Mark Flame Arrows Cantrips Hold Person
Jump Hypnotic Pattern Knock
Blade Ward
Longstrider Lightning Arrow Levitate
Chill Touch
Silvery Barbs Major Image Misty Step
Fire Bolt
Snare Mass Healing Word Pyrotechnics
Frostbite
Tasha's Hideous Laughter Nondetection Scorching Ray
Infestation
Thunderwave Protection from Energy Silence
Lightning Lure
Zephyr Strike Revivify Web
Mage Hand
2nd Level Sending Magic Stone
Slow 3rd Level
Aid Produce Flame
Tongues Ray of Frost Animate Dead
Air Bubble Bestow Curse
Water Breathing Sapping Sting
Barkskin Blink
Water Walk Shocking Grasp
Calm Emotions Counterspell
Thaumaturgy
Cordon of Arrows 4th Level Toll the Dead Dispel Magic
Crown of Madness Charm Monster Elemental Weapon
Darkvision Compulsion 1st Level Feign Death
Detect Thoughts Confusion Fireball
Absorb Elements
Enhance Ability Dimension Door Fly
Burning Hands
Enthral Freedom of Movement Intellect Fortress
Chaos Bolt
Find Traps Greater Invisibility Leomud's Tiny Hut
Detect Magic
Hold Person Hallucinatory Terrain Lightningbolt
Disguise Self
Invisibility Locate Creature Speak with Dead
Expeditious Retreat
Knock Phantasmal Killer Stinking Cloud
False Life
Lesser Restoration Polymorph Summon Shadowspawn
Feather Fall
Locate Animals or Plants Stoneskin Summon Undead
Find Familiar
Locate Object Tongues
Frost Fingers
Magic Mouth 5th Level Hex Thunderstep
Magic Weapon Conjure Volley Vampiric Touch
Ice Knife
Mirror Image Dominate Person

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7th Level Prestidigitation Blur
4th Level Primal Savagery Darkness
Delayed Blast Fireball
Arcane Eye Dream of the Blue Veil Ray of Frost Darkvision
Dimension Door Etherealness Resistance Dragon's Breath
Fire Shield Finger of Death Sapping Sting Dust Deveil
Mordenkainen's Faithful Fire Storm Shocking Grasp Earthbind
Hound Forcecage Thunder Clap Enhance Ability
Mordenkainen's Private True Strike Find Traps
Mordenkainen's Magnificent
Sanctum Flame Blade
Mansion
Polymorph 1st Level Gust of Wind
Plane Shift
Summon Aberration Power Word Pain Animal Friendship Healing Spirit
Wall of Fire Regenerate Armor of Agathys Heat Metal
Simulacrum Bane Invisibility
5th Level Beast Bond
Teleport Levitate
Animate Objects Burning Hands Locate Animals or Plants
Antilife Shell 8th Level Catapult Maximillian's Earthen Grasp
Bigby's Hand Abi-Dalzim's Horrid Wilting Cause Fear Melf's Acid Arrow
Cloudkill Antimagic Field Detect Magic Misty Step
Contagion Demiplane Detect Poison and Disease Pass without Trace
Danse Macabre Earth Tremor Protection from Poison
Dominate Monster
Destructive Wave Ensnaring Strike Ray of Enfeeblement
Incendiary Cloud
Dream Expeditious Retreat Scorching Ray
Maddening Darkness
Far Step Reality Break Faerie Fire See Invisibilty
Flame Strike Feather Fall Snilloc's Snowball Swarm
Geas 9th Level Grease Spider Climb
Mislead Blade of Disaster Guiding Bolt Spike Growth
Telekinesis Flare Heroism Web
Teleportation Circle Gate Hex
Wall of Force Meteor Swarm Ice Knife 3rd Level
Jump Catnap
Ravenous Void
6th Level Daylight
Time Stop Longstrider
Arcane Gate Ray of Sickness Erupting Earth
Chain Lightning Blue Mage Spells Shield Fear
Circle of Death Sleep Feign Death
Create Undead Cantrips Speak with Animals Fly
Disintegrate Acid Splash Tasha's Caustic Brew Haste
Eyebite Chill Touch Thunderwave Hypnotic Pattern
Harm Dancing Lights Witch Bolt Melf's Minute Meteors
Investiture of Flame Fire Bolt Zephyr Strike Plant Growth
Investiture of Ice Frostbite Sleet Storm
Mass Suggestion Gust 2nd Level Slow
Otiluke's Freezing Sphere Infestation Alter Self Thunder Step
Soul Cage Lightning Lure Animal Messenger Tidal Wave
Summon Fiend Message Barkskin Wall of Sand
Tasha's Otherworldly Guise Minor Illusion Beast Sense Wall of Water
Wall of Ice Mold Earth Blindness/Deafness Water Breathing
Poison Spray Wind Wall

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4th Level 8th Level 3rd Level Paladin Spells
Blight Abi-Dalzim's Horrid Wilting Bestow Curse
1st Level
Confusion Control Weather Blink
Fire Shield Earthquake Clairvoyance Bless
Giant Insect Incendiary Cloud Dispel Magic Ceremony
Grasping Vine Power Word Stun Elemental Weapon Command
Greater Invisibility Tsunami Fear Compelled Duel
Guardian of Nature Fly Cure Wounds
Ice Storm 9th Level Gaesous Form Detect Evil and Good
Locate Creature Meteor Swarm Haste Detect Magic
Otiluke's Resilient Sphere Prismatic Wall Hypnotic Pattern Detect Poison and Disease
Stone Shape Storm of Vengeance Intellect Fortress Guiding Bolt
Stoneskin Weird Major Image Heroism
Storm Sphere Mass Healing Word Protection from Evil and
Vitriolic Sphere
Dancer Spells Melf's Minute Meteors Good
Wall of Fire Mass Healing Word Purify Food and Drink
1st Level Sanctuary
Watery Sphere Remove Curse
Bane Searing Smite
Revivify
5th Level Bless
Slow Shield of Faith
Cloudkill Cause Fear Sleep
Spirit Shroud
Cone of Cold Compelled Duel Thunderous Smite
Wall of Sand
Contagion Cure Wounds Wrathful Smite
Wind Wall
Control Winds Detect Evil and Good
Expeditious Retreat 4th Level 2nd Level
Enervation
Immolation Faerie Fire Arcane Eye Aid
Insect Plague Fog Cloud Banishment Branding Smite
Maelstrom Healing Word Compulsion Calm Emotions
Skill Empowerment Heroism Confusion Enhanced Ability
Tree Stride Hex Dominate Beast Find Steed
Wall of Stone Mage Armor Greater Invisibility Gentle Repose
Protection from Evil and Otiluke's Resilient Sphere Hold Person
6th Level Good Polymorph Lesser Restoration
Chain Lightning Shield of Faith Stone Shape Locate Object
Eyebite Silent Image Stoneskin Magic Weapon
Flesh to Stone Tasha's Caustic Brew Storm Sphere Moonbeam
Globe of Invulnerbility Witch Bolt Prayer of Healing
Move Earth 5th Level Protection from Poison
2nd Level See Invisibility
Otiluke's Freezing Sphere Animate Objects
True Seeing Barkskin Circle of Power Warding Bond
Wall of Ice Blur Control Winds Zone of Truth
Wind Walk Calm Emotions Dawn
Charm Person 3rd Level
Dispel Evil and Good
7th Level Crown of Madness Dominate Person Aura of Vitality
Delayed Blast Fireball Dust Devil Far Step Beacon of Hope
Etherealness Earthbind Greater Restoration Blinding Smite
Fire Storm Enhance Ability Hold Monster Counterspell
Power Word Pain Enlarge/Reduce Mislead Create Food and Water
Prismatic Spray Gust of Wind Skill Empowerment Crusader's Mantle
Regenerate Hold Person Telekinesis Daylight
Sequester Invisibility Tree Stride Dispel Magic
Lesser Restoration Wall of Stone Elemental Weapon
Levitate Haste
Magic Weapon Magic Circle
Maximilian's Earthen Grasp Nondetection
Skywrite Protection from Energy
Spike Growth Remove Curse
Warding Wind Revivify
Web Spirit Shroud
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Protection from Evil and
4th Level good 4th Level 1st Level
Aura of Life Ray of Sickness Arcane Eye Absorb Elements
Aura of Purity Shield Banishment Burning Hands
Banishment Silent Image Blight Charm Person
Compulsion Unseen Servant Compulsion Chromatic Orb
Death Ward Wrathful Smite Confusions Cure Wounds
Find Greater Steed Death Ward Detect Magic
Freedom of Movement 2nd Level Dimension Door Disguise Self
Guardian of Faith Alter Self Evard's Black Tentacles Earth Tremor
Locate Creature Arcane Lock Find Greater Steed Feather Fall
Otiluke's Resilient Sphere Augury Greater Invisibility Frost Fingers
Staggering Smite Blindness/Deafness Phantasmal Killer Healing Word
Stoneskin Crown of Madness Shadow of Moil Hellish Rebuke
Darkness Staggering Smite Jump
5th Level Darkra Mage Armor
Banishing Smite Darkvision 5th Level Magic Missile
Circle of Power Detect Thoughts Antilife Shell Shield
Commune Enhance Ability Banishing Smite Thunderwave
Destructive Wave Enthrall Circle of Power Witch Bolt
Dispel Evil and Good Find Traps Cloudkill Zephyr Strike
Flame Strike Hold Person Contact Other Plane
Geas Invisibility Contagion 2nd Level
Hold Monster Levitate Danse Macabre Aganazzar's Scorcher
Holy Weapon Magic Weapon Desctructive Wave Calm Emotions
Scrying Mirror Image Enervation Cloud of Daggers
Wall of Force Misty Step Hold Monster Dragon's Breath
Pass without Trace Negative Energy Flood Dust Devil
Reaper Spells Phantasmal Force Raise Dead Earthbind
Ray of Enfeeblement Scrying Enhance Ability
1st Level
See Invisibility Steel Wind Strike Enthrall
Arcane Weapon Teleportation Circle Flame Blade
Shadow Blade
Armor of Agathys Flaming Sphere
Silence
Arms of Hadar
Spiritual Weapon
Red Mage Spells Gust of Wind
Bane Lesser Restoration
Zone of Truth Cantrips (Level 0)
Cause Fear Levitate
Chaos Bolt 3rd Level Blade Ward Magic Mouth
Compelled Duel Animate Dead Booming Blade Magic Weapon
Comprehend Languages Bestow Curse Dancing Lights Maximillian's Earthen Grasp
Cure Wounds Darkga Fire Bolt Misty Step
Dark Dispel Magic Green-Flame Blade Pyrotechnics
Detect Evil and Good Elemental Weapon Gust Scorching Ray
Detect Magic Fear Jolt Shatter
Drain Feign Death Lightning Lure Spike Growth
False Life Fly Mage Hand Warding Wind
Find Steed Gaseous Form Magic Stone Zone of Truth
Fog Cloud Haste Mold Earth
Gentle Repose Hunger of Hadar Prestidigitation 3rd Level
Hellish Rebuke Hypnotic Pattern Ray of Frost Blink
Hex Life Transference Shocking Grasp Catnap
Hunter's Mark Phantom Steed Sword Burst Counterspell
Ice Knife Remove Curse Thunderclap Dispel Magic
Identify Speak with Dead True Strike Elemental Weapon
Inflict Wounds Spirit Guardians Word of Radiance Erupting Earth
Jump Spirit Shroud Fireball
Longstrider Summon Shadowspawn Fly
Summon Undead Haste
Vampiric Touch
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Lightning Bolt Mage Armor Sending
Magic Circle 8th Level Magic Missile Slow
Mass Healing Word Antimagic Field Sanctuary Tongues
Melf's Minute Meteors Dominate Monster Shield
Revivify Earthquake Silent Image 4th Level
Thunder Step Glibness Sleep Arcane Eye
Wall of Sand Incendiary Cloud Tenser's Floating Disk Banishment
Wind Wall Unseen Servant Compulsion
9th Level Confusion
Witch Bolt
4th Level Blade of Disaster Dimension Door
Charm Monster Flare 2nd Level Fabricate
Confusion Mass Heal Aid Freedom of Movement
Dominate Beast Meteor Swarm Arcane Lock Greater Invisibility
Elemental Bane Power Word Heal Blur Hallucinatory Terrain
Fire Shield True Resurrection Crown of Madness Locate Creature
Ice Storm Darkvision Otiluke's Resilient Sphere
Sickening Radiance
Sage Spells Detect Thoughts Phantasmal Killer
Stoneshape Cantrips (0 Level) Enhance Ability Sickening Radiance
Stoneskin Enlarge/Reduce Summon Construct
Blade Ward
Storm Sphere Find Traps
Wall of Fire
Dancing Lights
Hold Person 5th Level
Light Antilife Shell
Invisibility
5th Level Lightning Lure
Knock Awaken
Circle of Power Mage Hand Bigby's Hand
Lesser Restoration
Control Winds Magic Stone Circle of Power
Levitate
Dawn Mending Contact Other Plane
Locate Object
Dominate Person Message Creation
Mind Spike
Flame Strike Mind Sliver Dream
Mirror Image
Geas Minor Illusion Far Step
Misty Step
Holy Prestidigitation Greater Restoration
Pass without Trace
Immolation Resistance Legend Lore
Protection from Poison
Mass Cure Wounds Spare the Dying Mass Cure Wounds
See Invisibility
Steel Wind Strike Thunderclap Mislead
Shatter
Transmute Rock True Strike Passwall
Silence
Wall of Stone Word of Radiance Raise Dead
Skywrite
1st Level Zone of Truth Rary's Telepathic Bond
6th Level Scrying
Bones of the Earth Absorb Elements 3rd Level Seeming
Blade Barrier Alarm
Blink Skill Empowerment
Chain Lightning Bane
Counterspell Telekinesis
Eyebite Catapult
Create Food and Water Teleportation Circle
Flesh to Stone Chromatic Orb
Daylight Wall of Force
Heal Color Spray
Dispel Magic
Move Earth Comprehend Languages
Fly 6th Level
Tasha's Otherworldly Guide Cure Wounds Arcane Gate
Haste
Tenser's Transformation Detect Magic Chain Lightning
Hypnotic Pattern
Wind Walk Detect Poison and Disease Disintegrate
Intellect Fortress
Expeditious Retreat Eyebite
Life Transference
7th Level Faerie Fire Find the Path
Lightning Bolt
Crown of Stars Feather Fall Flesh to Stone
Magic Circle
Delayed Blast Fireball Find Familiar Globe of Invulnerbility
Major Image
Plane Shift Healing Word Guards and Wards
Mass Healing Word
Resurrection Heroism Heal
Nondetection
Whirlwind Identify Heroes' Feast
Protection from Energy
Illusory Script Mental Prison
Remove Curse
Jump Programmed Illusion
Revivify
Longstrider Scatter

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Sunbeam Resistance Bestow Curse Raise Dead
True Seeing Sacred Flame Catnap Scrying
Word of Recall Shape Water Clairvoyance Transmute Rock
Spare the Dying Create Food and Water Wall of Stone
7th Level Thunderclap Dispel Magic Wrath of Nature
Etherealness Word of Radiance Feign Death
Forcecage Glyph of Wardning 6th level
Mirage Arcane 1st level Life Transference Blade Barrier
Mordenkainen's Sword Bane Magic Circle Bones of the Earth
Plane Shift Ceremony Mass Healing Ward Create Undead
Prismatic Spray Command Meld into Stone Druid Grove
Project Image Create or Destroy Water Plant Growth Find the Path
Regenerate Cure Wounds Protection from Energy Flesh to Stone
Resurrection Detect Evil and Good Remove Curse Forbiddance
Reverse Gravity Detect Magic Sending Harm
Sequester Detect Poison and Disease Speak with Dead Heal
Simulacrum Entangle Spirit Shroud Heroes' Feast
Symbol Gift of Alacrity Tidal Wave Investiture of Stone
Teleport Goodberry Tongues Investiture of Wind
Guiding Bolt Wall of Sand Move Earth
8th Level Healing Word Planar Ally
Wall of Water
Antimagic Field Inflict Wounds Water Breathing Sunbeam
Antipathy/Sympathy Mage Armour Water Walk True Seeing
Clone Protection from Evil and Wind Wall Wall of Thorns
Feeblemind Good Word of Recall
Glibness Purify Food and Drink 4th level
Illusory Dragon Shield of Faith Conjure Minor Elementals 7th level
Mind Blank Snare Conjure Woodland Beings Conjure Celestial
Sunburst Control Water Crown of Stars
Telepathy 2nd level Death Ward Divine Word
Aid Divination Etherealness
9th Level Augury Freedom of Movement Fire Storm
Astral Projection Barksin Grasping Vine Plane Shift
Gate Blindness/Deafness Guardians of Faith Regenerate
Invulnerbility Calm Emotions Guardian of Nature Resurrection
Mass Heal Continual Flame Locate Creature Symbol
Power Word Heal Dust Devil Sickening Radiance Tether Essence
Prismatic Wall Find Traps Summon Construct Whirlwind
Time Stop Gentle Repose Summon Elemental
True Resurrection Gust of Wind Stone Shape
8th level
Hold Person Antimagic Field
White Mage Lesser Restoration 5th level Control Weather
Spells Locate Object Commune with Nature Earthquake
Prayer of Healing Contagion Holy Aura
Cantrips (0 Level) Silence Dawn Mighty Fortress
Create Bonfire Spike Growth Dispel Evil and Good Sunburst
Druidcraft Spiritual Weapon Flame Strike Tsunami
Friends Summon Beast Geas
Guidance 9th level
Warding Bond Greater Restoration
Gust Warding Wind Holy Weapon Astral Projection
Infestation Zone of Truth Insect Plague Gate
Light Legend Lore Mass Heal
Mending 3rd level Mass Cure Wounds Storm of Vengeance
Mold Earth Animate Dead Planar Binding True Resurrection

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Created Spells Celestial Opposition
Assize 8th-level evocation
5th-level evocation Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 60ft. Components: V, S
Components: V, S Duration: concentration, 1 minute
Duration: Instantaneous You release a massive amount of astral energy in a 30ft.
An eruption of energy from your body soothes allies and radius globe centered on you. The inside of the globe is dimly
wounds enemies. All allies within 60ft. recover 3d8 hit points lit, and filled with softly glowing lights which map the starry
and all enemies within 60ft. must make a wisdom saving sky. On this release, all enemies coming in contact with the
throw. They take 4d4 radiant damage, and half as much on a sphere are star struck and must make a wisdom saving
successful save. You may reverse which die affect healing and throw. Enemies take 6d8 force damage and are stunned for
which die deal radiant damage, but must make this 1d4 rounds on a failed saved, and half the damage is taken
distinction before rolling. and they resist becoming stunned on a success.
At Higher Levels When you cast this spell using a spell Collective Unconscious
slot of 6th level or higher, increase the number of die for each
effect for each slot level above 5th. 5th-level evocation
Casting Time: 1 action
Asylum Range: Self
5th-level evocation Components: V, S
Casting Time: 1 action Duration: concentration, 1 minute
Range: 60ft. You create a magical barrier around yourself. The barrier is
Components: V, S 10ft. in radius and spherical. All allies within 10ft. of you are
Duration: concentration, 1 minute healed immediately for 3d8. As long as they remain in the
You create a protective field which provides healing to barrier, their AC receives a +1 bonus and each time they start
friendly creatures. You create a globe of holy energy with a their turn within the barrier they are healed for 1d6 hit
radius of 10ft. within range. All allies within the affected area points.
recover 1d8 hit points at the start of their turn. Additionally, At Higher Levels When you cast this spell using a spell
allied creatures within the affected creatures gain resistance slot of 6th level or higher, the heal increases by 1d6 for each
to nonmagical slashing, piercing, and bludgeoning damage slot level above 5th.
and necrotic damage.
At Higher Levels When you cast this spell using a spell Dark
slot of 6th level or higher, increase the heal by 1d8 for each 1st-level Evocation
slot level above 5th. Casting Time: 1 action
Range: 90 feet
Banish Components: V, S
1st-level evocation Duration: Instaneous
Casting Time: 1 action You form an orb of necrotic energy in the palm of your
Range: 120ft. hand and fire it at a target within range, making a ranged
Components: V, S spell attack. If the attack hits, the creature takes 3d8 necrotic
Duration: Instantaneous damage.
Light energy converges on a creature you can see within At Higher Levels. When you cast this spell using a spell
range. The creature makes a dexterity saving throw. This slot of 2nd level or higher, the damage increases by 1d8 for
energy erupts with great force, searing the target creature each slot level above 1st.
with 3d6 radiant damage on a failed save and half as much
on a successful save.
At Higher Levels When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 2d6 for
each slot level above 2nd.

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Darkra Drain
2nd-level Evocation 1st-level Necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Instaneous Duration: Instaneous
You fill your limb with necrotic energy and swing it out in Forcefully draw the life force from a creature within range.
an arcing motion, causing a wave of energy to burst out The target creature makes a Charisma saving throw against
towards in a con. All creatures in a 30ft. cone originating on your spell save DC, taking 1d8 necrotic damage on a failure
you make a Dexterity saving throw against your spell save and half as much on a success. You recover hit points equal
DC. On a failure they take 3d8 necrotic damage and half as to half the damage dealt.
much on a success. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for
slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.
each slot level above 1st.
Flare
Darkga 9th-level Evocation
3rd-level Evocation Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 120 feet Components: V, S
Components: V, S Duration: Instaneous
Duration: Instaneous You select a target within range, and create a point of
You concentrate necrotic energy in the earth beneath a energy on their body. Fiery energy explodes from their
target creature in range you can see. All creatures within a location in a 40ft. globe, incinerating all creatures within the
20ft. radius of the creature must make a Dexterity saving globe. All affected creatures make a Dexterity saving throw,
throw against your spell save DC, taking 8d6 necrotic taking 20d6 fire damage and 20d6 force damage on a failed
damage on a failure and half as much on a success. saving throw and half as much on a success.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for Gravity
each slot level above 3rd. 5th-level evocation
Casting Time: 1 action
Doton Range: 150 feet
4th-level evocation Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 30ft. You conjure the energies of the stars through your arcane
Components: V, S focus to temporarily create a small, dense celestial body at a
Duration: 1 minute point in space within range. A spherical gravitational field
You draw out the energies of Ten to create a circle of appears around the body with 20ft. radius and produces a
corrupted earth on the ground centered at a point of your pulsing sound. Each creature within the field must make a
choosing within range. The circle has a radius of 10ft. and is Dexterity saving throw. A target takes 10d6 force damage on
considered to be difficult terrain for all creatures except for a failed save, and half as much on a successful one.
you. Creatures take 4d4 necrotic damage for every 5ft. they At Higher Levels. When you cast this spell using a spell
travel within Doton. When Doton appears, all creatures slot of 6th level or higher, the damage increases by 1d6 for
within the ring make a Dexterity saving throw, taking 4d4 each slot level above 5th.
necrotic damage and half as much on a successful save. You
are unaffected by this damage.
At Higher Levels When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d4 for
each slot level above 4th.

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Holy Sacred Soil
5th-level evocation 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: self (10ft. radius, caster immune) Range: 30 ft.
Components: V, S Components: V,S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You let loose an orb of radiant energy which floats above You create a 10ft. radius dome of protective magic to shield
you for a moment before exploding with great force. All your allies from harm centered on a location within range.
creatures within range must make a Constitution saving When an ally within the dome takes damage, the damage is
throw. Creatures take 6d8 radiant damage and are stunned reduced by 1d6.
for one round on a failed save, and take half as much and At Higher Levels. When you cast this spell using a spell
resist the stun effect on a successful save. slot of 5th level or higher, the damage reduction increases by
At Higher Levels. When you cast this spell using a spell 1d6 for each slot level above 4th.
slot of 6th level or higher, the damage increases by 1d8 for
each slot level above 5th. Suiton
4th-level evocation
Jolt Casting Time: 1 action
evocation cantrip Range: Self (10-foot radius, caster immune).
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S You draw out the energies of Jin to cause a powerful geyser
Duration: Instantaneous of water to explode from the ground beneath around you in a
A shard of crystallized aether streaks toward a creature 10 ft. radius circle. Each creatures inside the geyser must
within range. Make a ranged spell attack against the target. make a dexterity saving throw. A creature takes 4d6
On a hit, the target takes 1d8 force damage. bludgeoning damage and 4d6 cold damage, and half as much
The spell creates more than one shard when you reach on a successful save. Additionally, you and any items you are
higher levels: two shards at 5th level, three shards at 11th wearing or carrying become invisible for 1 minute. The
level, and four shards at 17th level. You can direct the shards invisibility ends when you attack or cast a spell.
at the same target or at different ones. Make a separate At Higher Levels When you cast this spell using a spell
attack roll for each shard. slot of 5th level or higher, the damage increases by 1d6
bludgeoning damage for each slot level above 4th.
Lustrate
4th-level evocation Tetragammaton
Casting Time: 1 action 4th-level evocation
Range: 30 ft. Casting Time: 1 action
Components: V, S Range: 60ft.
Duration: Instantaneous Components: V, S
You may cast this spell as an action or as a reaction when a Duration: Instantaneous
creature takes damage. This spell cannot be used in tandem You may cast this spell as an action or a reaction when a
with Adloqiuem (Nymian Scholar feature). A target you can creature takes damage. A creature within range you can see
see within range is invigorated by a burst of soothing magic. is healed for 3d8 hit points instantaneously.
They recover hit points equal to 5d8. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases
slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 4th.
by 1d8 for each slot level above 4th.
Regen
4th-level enchantment
Casting Time: 1 action
Range: 60ft.
Components: V, S
Duration: 1 minute
The target's body is enchanted with a blessing which
repairs damage to their body over time. For the duration, the
creature regains 1d6 hit points at the start of its turn.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the hit points recovered increases
by 1d6 for each slot level above 4th.

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Appendix A: Machinist Item Costs
Below you will find a chart laying out the cost to replace lost
or broken Machinist equipment. Additionally you'll find the
cost of various fire arms and their ammunition.
Firearms
Item Cost Damage Weight Properties
Martial Ranged Weapon
Pistol 250gp 1d10 piercing 3lb. Ammunition (range 30ft./90ft.), loading
Revolver - 2d8 piercing 3lb. Ammunition (range 40ft./120ft.), reload (6 shots)
Musket 500gp 1d12 piercing 10lb. Ammunition (range 40ft./120ft.), loading, two-handed
Rifle, hunting - 2d10 piercing 8lb. Ammunition (range 80ft./240ft.), reload (5 shots), two-handed
Bullets (10) 3gp 2lb.
Equipment
Sounding Sentry 50gp 1lb.
Emergency Rescue 150gp 1lb.
Cloaking Device 500gp 1lb.
Gauss Barrel 50gp 1lb.
Hawkeye Goggles 50gp 1lb.
Sensory Input Headpiece 50gp 1lb.

The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask
your DM about making use of these weapons in your campaign. I suggest avoiding them.

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Appendix B: Spoiler Races
There are some races which appear deep in the story of Stonecunning. Whenever you make an Intelligence (History)
FFXIV and by virtue of their existence open new players up to check related to the Origin of stonework, you are considered
story spoilers. Races which are reflective of this issue appear proficient in the History skill and add double your Proficiency
here. Bonus to the check, instead of your normal Proficiency
Bonus.
Lalafell Subrace: Dwarf Tool Proficiency. You gain proficiency with the artisan’s
In the land of Norvrandt, the Lalafells came to be known as tools of your choice from the following: smith’s tools, brewer’s
Dwarves. These diminutive folk took to mining and crafts supplies, or mason’s tools.
work, developing a distinct set of cultural customs, from
giving proper boisterous welcomes by calling out "Lali Ho!"
to never revealing their true faces outside of the village,
hiding them beneath helmets and large fake beards, they
became eccentric by any world's standards.
Ability Score Increase. Your Constitution score increases
by 1.
Dwarven Resilience. You have advantage on Saving
Throws against poison, and you have resistance against
poison damage.

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Appendix C: Naming Info Roegadyn Translations
Roegadyn Common
Miqo'te Tribes Abar Lone/Alone
There are 26 tribes within the Seeker's of the Sun, here is a Abyl Rage
list to help you decide what tribe your Miqo'te came from.
Aent Duck
Seekers of the Sun Tribes
Aerg Ambitious
Tribe Letter Associated Creature
Aerm Poor
A' Antelope
Aerst First
B' Boar
Agat Amber
C' Coeurl
Agynn Beginning
D' Dodo
Ahct River
E' Eft
Ahl Eel
F' Bear
Ahld Old
G' Gryphon
Ahr Eagle
H' Gigantoad
Ahrm Arm
I' Buffalo
Aht Eight
J' Jackal
Ahtyn Judge
K' Hipparion
Ahtza Eighty
L' Viper
Ais Ice
M' Marmot
Alyr Alder
N' Aldgoat
Anka Anchor
O' Mole
Ansa Scythe
P' Basilisk
Aren Harvest
Q' Puk
Ask Ash
R' Raptor
Awyr Absent
S' Zu
Baen Bone
T' Condor
Bara Bare/Naked
U' Drake
Benn Leg
V' Vulture
Bera Berry
W' Wolf
Berk Mountain
X' Lynx
Bhald Bold/Brave
Y' Jaguar
Bhaln Plague
Z' Ziz
Bhar Bear
Roegadyn Words Bhir Ale
The Roegadyn name themselves by pairing up two words Bhrat Meat
from their language, usually a descriptor and then a noun. A Blaet Blood
noun is turned into a descriptive word by adding a I to the
end of the noun. Here is a list of known Roegadyn Words to Blan Darkness/Dark
help you select a name. This is an incomplete list.

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Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Blau Lead Dornn Thorn
Blei Pale Dorpf Village
Bloe Blue Draeg Carry
Bluom Flower Draga Carrier
Blyn Blind Drys Three
Blyss Blossom Dyn People
Borg Castle Dyrf Farm
Born Boar Dyrst Thirsty/Thirst
Braen Break Eidin Oath
Brem Bramble Eifa Bitter
Broda Brother Elak Elk
Broen Brown Elil Exiled/Foreign
Broes Chest Ent End
Brot Bread Erna Earnest
Bryda Bride Ewan Even
Bryn Spring Eyha Oak
Brytt Bridle Eyhil Acorn
Byld Make Eyn One
Bylda Maker Eynli Eleven
Byrg (Byrgin) Protect Eyri Wandering
Bylg Fertile Edz Eat
Byrm Tree Faeld Field
Byrt Axe Faez Fat
Caepf Slate Falk Falcon
Caer (Careig) Sad Farr Bull
Ceig Sail Fatyr Father
Ceil Rope Fedar Feather
Cwaen Pine Fhet Fight
Cwin Wine Fhil Yellow
Daeg Soldier Fhis (Fhisk) Fish
Dani Narrow Fhruh Early
Denkyr Thinking Fian Enemy
Denn Thin Firk Explore
Dhem Dusk Flaz Flat
Doen Thunder Flekk Spotted
Doer Dry Floeg Fly
Does Two Floer Lead

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Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Floh Flea Gybet Prayer
Foer Four Gyft Sell
Foet Foot Hael Healthy
Fohc Fox Haemr Hammer
Folg Bird Haer Grand
Frae Free Haerz Heart
Froe(a) Lady Hald Kind
Frusk Frog Halp Side
Frut Fruit Hana Hemp/Hempen
Fryd Peace/ful Hanth Hand
Fryn Friend Harr Hair
Fyr Fire Hart Hard
Fyril Lost Hast (Hastal) Hazel
Fyst Fist Helb Half
Gaez Goat Herl Elder
Ganz Perfect Hezz Hot
Gara Skin Himal Sky
Garr Choir Hint Behind
Geim Jewel Hirsk Agile
Geiss (Geyss) Ghost Holas Bald
Germa Conjurer Holl Hollow
Gheb Give Holsk Fast
Ghim Modest Horsk (Horsam) Obedient
Glac Bell Hort Treasure
Glaz Glass Hund (Hundr) Dog
Goht God Hwab Hawk
Gohta Goddess Hwyz Know
Graeb Grave Hyll Hell
Greh Calm Hylt Forest
Grein Bronze Hym Heaven
Grina Howl Hyr Army
Grym Cruel Hyrt Autumn
Gryne Green Ingil (Inghil) Angel
Guht Good Isil Island
Guld Gold Itar Knight
Guol Glorious Iyrn Iron
Gybal Skull Jaeg Hunt
Jarr Year

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Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Jho And Loef Leaf
Jungh Young Loet Loud
Keim Violet/Purple Loetr Pure
Kelt Cold Loez Short
Kest Chestnut Loh Cloth/Clothes
Keten Chain(ed) Lon(a) Gatherer
Khan Laugh Lora Laurel
Khezl Kettle Lorh Rabbit
Khra Crane Loug Leech
Khus Chaste Lubb (Lubd) Poison
Kilb Calf Lydir Leather
Kirz Candle Lyna Linen
Klet Burdock Lyng Long
Klin (Klind) Child Maeti Mighty
Klyn Small Maga Stomach
Klyng Brook Mann Man
Kneh Near Marm Marble
Knod Knot/Knotty Merl Sea
Koel Coeurl Mhar Horse
Koen King Mhas Scar
Koena (Koenyb) Queen Mhol Salamander/Eft
Krepf Claw Mhus Mouse
Kroem Bent Moeg Able
Kryd Chalk Moen Moon
Kryst Crystal Moer Kill
Kupf Copper Moht Mind
Kympf Champion Murl Wall
Kynd Virgin Myna Love
Kyrss Cherry Mynd Mouth
Laent Land Myrgan Morning
Lago Lament Myst Mistletoe
Lahz Salmon Myte Middle
Lamm Lame/Injured Nagl Nail
Leita Bringer Nahct Night
Liht Light Nazz Damp/Wet
Lleid Pain Nebb Fog

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Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Nedyr Low Rostn Rusty
Niu New Ruht Smoke
Noez Walnut Ryhhe Empire
Nort North Rymm Frost
Nortyr Northern Ryss Giant
Nyst Nest Saelb (Sylbei) Sage
Nyun Nine Saelz Salt
Oebb Above Saem Seed
Oefyr Sacrifice Saes Six
Oeya Eye Sald Luck
Ofan Clear Sath Knife
Opyl Apple Satz Dance
Orn Maple Seik Lake
Ost East Sfeik Lake
Ostyr Eastern Skaen Beautiful
Oura Ear Skaet Shadow
Pfar Walking Skal Servant
Pfef Pepper Skapf Sheep
Pfrew Joy Skarn Horrible
Pfrym Plum Skoef Poetry(Poet)
Pfym Five Skoen Shining
Pfyn Finger Skrat Goblin
Phati Late Skrib Write
Rael Doe Skyf Ship
Raen (Raeng) Circle Skylt Shield
Raet Chariot Slae Dull
Ramm Ram Slaf Sleeping
Rhen Clean Slett Plain
Rhet Law Smyd Smith
Rheti Straight/Lawful Snoe Snow
Rhit Right Some (Soemr) Summer
Rhot Red Solk Blessed
Rhyl Plentiful Spaer Sparrow
Roegan (Roega) Rain Spyr Spear
Roeh Rough Stael Still
Ronth Run Sterr Strong
Ronn Current Sthal Steel

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Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Sthan Stand Trach Dragon
Stral Arrow Trachyn Dragon
Stymm Voice Tragg Slow
Styr (Styrn) Star Trahg Lazy
Styrm Storm Troe (Troeb) Confused
Sund South Troeg Monster
Sundyr Southern Tu Dew
Sunn Sun Twyr Dwarf
Swaen Mushroom Tyl Valley
Swar Black Tymb Dumb
Sweig Herd Tyrb (Terbin) Cyclone
Swerd Sword Tyrn Tower
Swoz Sweet Ubyl Evil
Swyg Silent Ulm Elm
Swyn Round Und Wave
Swyr Big Unsyn Innocent
Swys (Swysta) Sister Unta Other
Sygg Victory Urs Auroch
Syhr Fearless Usyn Ashen
Syk Sick Uwil Owl
Sylb Silver Waeb Weave
Syn Son Waek Battle
Syng Song Waem Warm
Syngi Singing Waen (Waent) Wind
Synt Sand Waht Guard
Syvin Seven Wakk Awake/Woken
Syz Sit Wall Boil
Syzn Sitting Wann Empty
Thor Torn Ward Watch
Thosin Grey Warg Truth
Thota Daughter Wast Sharp
Thuba Mage Webb Silk
Thubyr Magic Wein Woad
Thuv Dove Weitz Wheat
Toeg Secret Whas Wax
Toff Deep Whei Soft
Toum Dream Wilf Wolf

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Roegadyn Translations
Roegadyn Common
Wilt Wild
Winst Left
Wint Winter
Wist West
Wistyr Western
Woerd Word
Wolk Cloud
Woll Wool
Wunt Under
Wuot Berserk
Wurt (Wurth) Herb
Wyb Woman
Wyda Willow
Wyn Daughter (used in last name only)
Wyrk Work
Wyrka Worker
Wyrn Snake
Wyss Wise
Wyta Water
Wyzn White
Ybolg Enraged
Zaen Ten
Zaes Right
Zahr Tear
Zant Tooth
Zedyr Cedar
Zent Send
Zirn Fury/Furious
Zoer Sour
Zwelf Twelve
Zwyn Twin

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Xaela Tribes of the Azim Steppe Xaela Tribes
A Xaela's last name is the name of their tribe, rather than Tribe Distinguishing Information
having a formal family name. They wear this name as a badge The second largest Xaela tribe. Mortal enemies
of honour and fight to protect their families. Each tribe has its with the Kharlu, the Jungid will spend the greater
own cultural ideas. part of the year subjugating smaller tribes to
The Azim Steppe is an amazing large region of land where Jhungid swell their own ranks in preparation for an
51 known tribes are said to wander. It is not impossible for annual battle with the Kharlu--the winner gaining
new tribes to form or disappear as people leave tribes to form control over a large part of the eastern
their own or are assimilated into other groups. coastlands.
Xaela Tribes The third largest Xaela tribe. Mortal enemies
with the Jungid, the Kharlu will spend the greater
Tribe Distinguishing Information
part of the year subjugating smaller tribes to
The largest of the Xaela tribes. While not the Kharlu swell their own ranks in preparation for an
most skilled at battle, they overwhelm with annual battle with the Jungid--the winner gaining
Adarkim numbers, taking losses in stride, knowing that a control over a large part of the eastern
future victory over a weaker tribe will replenish coastlands.
their ranks.
A tribe which largely remains unseen, hunting
A small tribe which keeps mainly to the goats in the mountains for nine moons of the
mountainous region of northeastern Othard. The Khatayin year. The remaining three are spent at the foot of
Angura glare reflected by the everlasting glaciers upon the great north range, where they survive off the
which they travel has rendered this tribe's skin dried meat they stocked.
color a deep rusty tone.
A western steppe tribe characterized by its
A tribe thought lost 200 years ago, only recently unique leader-choosing ritual which, instead of
Arulaq discovered once again living in a secluded valley Malqir the usual test of brawn, is a game of Kharaqiq--a
in the mountainous north. chess-like game played on a circular board
divided into three rings.
Though defeated and absorbed by the Adarkim,
several of the proud tribe's members still secretly A costal tribe which fights with blow-darts made
Avagnar
use its ancestral name, knowing that it could from bones dipped in the poison of the
mean death if they are discovered. Mankhad pufferfish. So practiced with the pipes are the
tribe, that they can disable a target from 200
A middle-sized tribe of the southern deserts and
paces.
masters of survival in the driest of climes, the
Bairon are all trained from a very young age to A desert tribe which, over the course of a year,
Bairon
collect and drink their own bodily fluids, allowing travels between over a hundred secret buried
Mierqid
them the ability to venture deep into places no caches of supplies restocked with each annual
other tribe will. visit.
A tribe of the steppe’s western edges. Women Master trainers of the wild horses which
from the Bayaqud tribe will traditionally take populate the majority of steppe. It is said that
Bayaqud Noykin
several husbands, as did the tribe's founding the horsewives of the Noykin can break any
matron 2000 years ago. beast if given but a week.
A small tribe that earns its living by collecting the Selective breeding has seen the average height
dung of the beastkin herds which roam the of the central steppe-dwelling Olkund tribe
Bolir
steppes. The dung is dried, turned into charcoal Olkund males reach over two and a half yalms. The
in temporary kilns, and sold to other tribes. females, for whatever reason, remain of an
average height.
A tribe of all women. While breeding with men
Borlaaq from other tribes is allowed, if a male is born into Household duties such as cooking, cleaning, and
the tribe, he is given up within a year of birth. childrearing are handled by the males of the
Dazkar who, other than when on the move,
An all-male tribe which only increases its ranks Dazkar rarely ever leave their family's yurts. Female
Buduga
through battle and kidnapping.
Dazkar are tasked with hunting, and are known
One of only a few Xaela tribes which has across the steppe as being some of the most
abandoned the nomadic lifestyle and built a small accurate archers in the realm.
Dalamiq village on an islet in the middle of a two-malm-
All members of the Oronir tribe believe
wide span of the great inner river. It is said they
Oronir themselves to be direct descendants of Azim,
once worshipped the now-fallen lesser moon.
the tribe's god of the sun.
A tribe that follows the Borlaaq, taking on any
The Oroq create sleds made of reeds dipped in
Iriq male children given up by the female warriors Oroq horse fat to help move their possessions and
and raising them as their own.
young children about the inner grasslands.

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Xaela Tribes Xaela Tribes
Tribe Distinguishing Information Tribe Distinguishing Information
The warriors of this tribe all wear complete suits A tribe recently massacred by the Dotharl. The only
of armor crafted from the bones of steppe tigers members surviving are those who left the tribe to
Qerel
which they kill with their own hands upon their travel on their own and were not present during
Hotgo
coming of age. the killing. The Hotgo were known for their vibrant
face paints which members would constantly
This desert tribe does not wear any clothes,
change depending on their current mood.
choosing instead to cover their bodies almost
Torgud entirely in a white paint created from mud, lime, A tribe which sees all beastkin as equals with man,
and bone meal. The paint helps to reflect the therefore refuses to eat or use them as beasts of
Sagahl
relentless desert sun. burden. As a result, the diet of the Sagahl mainly
consists of steppe shrubs and vilekin.
The children of the Tumet, upon seeing their
tenth summer, are tied to a sacred tree while the A tribe made up of orphans and refugees from
remainder of the tribe packs up and moves to Kahkol tribes defeated or destroyed. Many choose to
Tumet their next location. Those children who manage to combine the name of their old tribe with Kahkol.
break free from their bonds and catch up with the
Unlike most of the Xaela, the Kha live on the
tribe at that next location, are given a name and
fringes of the Xaela lands, actively seeking contact
allowed into the tribe. Kha
with non Auri peoples, introducing many aspects
When members of this tribe die, their heads are of those cultures into their own.
removed from their bodies and placed in a jar of
A small tribe of devout worshippers of the elder
fermented goat milk. Once the liquid has been
drunk by the head (in other words, evaporated), gods, the Mol will consult with their deities (via a
shaman conduit) before making any tribe-related
Ugund the head is then buried under an anthill so that the Mol
tiny workers can carry the spirit to the afterlife. decisions, from the direction of their next
migration, to the beasts they will hunt each day for
The journey is thought to be a terrible one, the
food.
road filled with ghosts of the damned, so ensuring
the spirit is drunk helps ease the journey. The Gesi are masters of the slingspear, a mid-sized
javelin carved from mammoth bone which, instead
One of a handful of Xaela tribes which have given Gesi
of being thrown by hand, is flung with a leather
up the nomadic lifestyle. The Uyagir reside in a
system of limestone caves on the northern edge sling to improve range, speed, and killing power.
of the southern deserts which are believed to The Kagon are a nocturnal desert tribe who
Uyagir
have been dug by a race of giant oliphant-like worship Nhaama, goddess of the moon and mortal
beetles which were placed on the land by the enemy of Azim, god of the sun. Instructed by their
gods to punish the elder tribes that had grown too goddess that to step into the sun is to succumb to
greedy. Kagon the evil of Azim, they spend the daylight hours in
An elusive tribe that avoids contact with most their tents, only emerging to hunt and migrate at
night. The result is an uncharacteristically pale skin
other tribes. Lookouts are posted all about their
Dhoro for a group of people living in an almost eternally
camps with orders to flee given the moment an
outsider is spotted. fair-weather locale.
The Goro believe horses to be perfect beings, and
A tribe that rides up and down the great inner
each male and female, upon their coming of age, is
Orben river on boats woven from reeds and reinforced Goro
with scales from their own skin. married to a horse of the opposite sex.
Reproductive mates are chosen by lots.
A river tribe that chooses to swim from place to
Before each migration, the Gharl will fill a sacred
place rather than walk or take boats. It is said that
members of the Ejinn can hold their breaths for urn with the soil of the place they just camped.
Ejinn This soil is then dumped upon arriving at the next
up to a quarter bell, and will often migrate while Gharl
location. This tradition has been carried out for
almost completely submerged in order to avoid
contact with hostile tribes. thousands of years, leading people to believe that
most the steppe is now all of one soil.
An extremely violent tribe with members who
The Dataq cover quite possibly the most area in
revel in massacre and are taught from a young age
Dotharl not to fear death. While they are quick to attack their migrations, for they rarely stop in one area for
Dataq longer than a few bells. Sleeping is all done in the
other tribes, mortality rates are high, ensuring that
saddle, and tents are only used when the rains are
their numbers never grow too high.
heavy and unbearable.

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Xaela Tribes Garlean Hierarchy
Tribe Distinguishing Information The society of Garlemand is one of strict order where one's
The legends of this coastal tribe tell of a group
position is worn as a badge within their name. Below is listed
of their ancestors who crafted a giant ship and the known Titles and their position's role within the Empire
sailed out across the endless eastern ocean. The from the Emperor down to their slaves.
Haragin explorers are said to have returned with tales of Title Function
a terrible island covered in massive grey
monoliths and inhabited by fire-breathing steel Zos Supreme leader of the Garlean Empire
demons. Yae Any member of the royal family in line for the throne
This mountain-dwelling tribe is one of the few
Any member of the royal family not in line for the
which instead of hunting, mine the precious Wir
Ura throne
ores of the peaks and trade them with the
steppe tribes for food. Van Commander of one or many legions
A tribe invisible for the fact that its members are Tol Secondary Command within a legion
spread out across many different tribes
(unbeknownst to those tribes). Communication Sas Commander of a fort or base of operations
Moks between its members is done on the rare Rem Commander of one of a legion's cohorts
occasion when two tribes meet, through an
ancient set of hand signals only recognizable by Commander of a mid-sized unit of at least 100
Quo
those who know what they are looking for. soldiers

In addition to the standard language used by Pyr Watch Commander or Veteran soldier
most of the Xaela in cross-tribe communication, Oen Regular Infantry
Geneq the Geneq employ a complex system of whistles
and clicks which resemble the cloud- and Head of Magitek Research or an engineer
Nan
wavekin of the steppe. specializing in Magitek

To those who live the meager lifestyles of the Mal High Commander of Field Engineers or Field Medics
steppedwellers, being overweight is a symbol of Lux Commander of a unit of Medics or Field Engineers
Horo affluence and power. To appear heavier than one
in their station, the members of Horo will drink Kir Veteran field medic or engineer
copious amounts of water to bloat their bellies. Jen Field Medic or Engineer
For reasons unknown, one out of every three Iyl Leader of the senate
pregnancies amongst the Himaa result in twins.
As a result, over half the tribe's members have a Het Various Magistrates of High Standing
Himaa
doppelganger. This can prove an advantage
Local Ruler of Imperial Territory or Commander of
during attacks, as it confuses the enemy into Goe
operatives
believing the dead have risen.
Fae Senators who work to elect Magistrates
One of the only tribes that accepts people of the
Malaguld Raen--those that have been exiled, or those who Eir High level civil servants
have fled persecution--into their circle.
Dus Low level civil servants
This desert tribe has the queer custom of
Cen Artisans and manufacturers
travelling with their elders carried upon their
Urumet shoulders. It is believed that in the flat desert, Bas Merchants and workers who gather raw materials
this gives the tribe the advantage of being able
to see farther. Aan Slaves and the people of annexed territory

Also known as the songbirds of the steppe, the


Qalli communicate through song, attaching a
Qalli
melody to their words to further add emotion to
the meaning.
This tribe refuses to speak, believing that all
Qestir words are lies, and that a man's actions are the
purest form of communication.

156
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Future Plans
Add the lost class from FFXIV 1.0 the

Where FFXIV Musketeer


Eventually add other beloved Final Fantasy
classes that do not have a good comparison in

Meets
D&D 5th Edition
Increase the number of created spells and add
them to the classes.

D&D Change Log


December 27th 2023
Minor text fixes in Blue Mage and Black Mage.
February 3rd 2023
What started off as a half baked idea being sewn Added links to Project Meteor Survivor
together between classes at Teacher's College
versions of classes
Cleaned up formatting and typo issues.
has gone through revision after revision to November 30th 2021
become what you see today! Thank you to Fixed formatting issues due to code changes
everyone who has followed my work all this October 24th 2021
time, I hope I've done you all proud because it is NEW: Reaper Class
the community that has truly driven me forward NEW: Sage Class
NEW: Ishgardian Subrace for Elezen
in continuing to work on this project for what Adjusted: Dragoon Heavy Thrust mechanics
adjusted to keep it competitive with other
has been over five years now. Shout out to my melee classes at level 5
Free Company simply known as DEKU (Oath to Adjusted: Samurai Higanbana adjusted to
keep usefulness through 5th Level and
Order) on the Gilgamesh server. Their warmth onwards.
Minor Grammatical Edits
and the togetherness we shared has kept me Minor Racial Lore Adjustments
hooked on Final Fantasy XIV and that is one of Added section in preface about supporting me
if you want to show some love!
the key reasons I was able to keep so engaged July 3rd 2020
with this content. Come join us if you like! NEW: Black Mage totally revamped
Thanks Everyone! NEW: Blue Mage totally revamped
Class Pets Adjusted
November 25th 2020
NEW: Arcanist: Pet Mechanics adjusted plus
minor tweaks to Tactics
NEW: Samurai ramp up mechanics revamped
NEW: White Mage fully revamped
Class Pets Adjusted to match Tasha's approach
Tweaks to some created spells to add Higher
level slot casting
Cleaned up wording for Gunbreaker's Tether
Bracer

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

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