✦ The Codex

The complete reference for Heroes of Divinity — explore races, classes, spell schools, and world lore.

Featured Articles

🌍 World & Lore

The history, divine powers, and fundamental rules that govern the Heroes of Divinity multiverse.

👥 Races

Every playable race in Heroes of Divinity, from mortal-born to ethereal beings beyond the Veil.

⚔️ Classes

Thirteen paths of power — each with unique traditions, abilities, and advancement tables.

🔮 Spell Schools

Seventeen schools of magic — from divine Life to Abyssal darkness, each with unique mechanics.

⚡ The Titans & Gods

Before mortals walked the shattered earth, the Titans shaped reality itself. Their fall birthed the gods, the planes, and the very fabric of magic.

The Primordial Titans

Gaeia — Titan of Earth & Life

Gaeia was the first to claim dominion, weaving the continents from raw elemental chaos. The Broken World was once her masterwork — a single, verdant supercontinent teeming with life. When Gaeia fell to the Void during the Sundering, her death-scream shattered the world into the fragments that now drift across reality.

Her bones became the mountain ranges; her blood, the ley-lines that fuel all Terran and Nature magic. The Destruction Gods — Gaeia's sons — witnessed her fall and turned their grief into raw elemental fury, gifting mortals the power of Sturmomancy, Pyromancy, and Oighremancy.

Stormium — Titan of Stars & Mind

Stormium was the dreamer. His consciousness spanned the Astral Sea, weaving constellations into maps of possibility. When the Void consumed him, his fragmented mind became the Astral Plane itself — an infinite expanse of psychic energy and displaced gravity. Astral mages who touch the stars are, in truth, touching the scattered thoughts of a dead god.

Sapphira — Goddess of Water & Mercy

Unlike the Titans who fell, Sapphira endures. The youngest of the divine powers, she claimed the oceans and rivers when Gaeia's blood mixed with primordial water. Aquamancers draw from her endless grace. Her temples are always built near water, and her clergy are sworn to offer sanctuary to any who ask.

The Shadow Scar

The Void & The Veil

The Void is the absence between planes — a non-space of entropy that hungers to unmake. The Veil is the thin barrier that separates the material world from what lies beyond: the Ethereal, the Astral, the Feywild, and the Abyss. Witches walk the Veil; necromancers reach through it; and the undead are those who were dragged back across it.

The Shadow Scar Crises were cataclysmic events where the Veil tore open. The 2nd Shadow Scar Crisis gave rise to Crusade Magic, born from pyromancers whose zealous faith let them burn even fire-immune demons.

The Living Gods

Beyond the fallen Titans, numerous gods still walk the planes — or at least project their will into them. Acolytes channel divine power from these beings; Zealot Berserkers become their living weapons. The pantheon is vast, and each era has seen gods rise, fall, and be forgotten.

MOM Note: Your Master of Mayhem determines which gods are active in your campaign's era. Work with them to choose a deity that fits the story.

📜 The Eras of the Multiverse

Time in the HOM multiverse is measured in Eras — great ages marked by world-changing events. Your campaign's era determines which races, classes, and technologies are available.

Known Eras

The Age of Titans (Primordial Era)

Before mortal history. The Titans shaped the world from elemental chaos. Magic was raw and unchannelled. This era ended with the Sundering — when the Void consumed the first Titans and shattered the unified world into the Broken World, Elementia, and Valyr.

The First Era — Age of Dawn

Mortals emerge. Elves are the first to master magic through the ley-lines left by Gaeia's blood. Humans spread rapidly. The first Acolytes hear the voices of gods. The Veil is thickest during this era — undead are almost unheard of.

The Second Era — Age of Empires

Great civilizations rise. Grey Elves develop Battle Magic. Dwarves delve deep and discover Artifice through the Cyber Spirit realm. The first Shadow Scar tears the Veil, unleashing demonic forces and birthing Chaos magic. Crusade magic is forged during the 2nd Shadow Scar Crisis. Knights ride into legend.

The Third Era — Age of Fracture

The world is scarred. The planes bleed into each other more freely. Aethereals become common as angels and demons walk among mortals. Necromancy rises as an organized school. The Undead emerge as a playable people — those who returned across the Veil and kept their minds. Witches form covens to guard the thinning Veil.

Era Flexibility: Your MOM may create custom eras or blend existing ones. The era system exists to give campaigns a distinct flavour — not to restrict creativity.

🕍 The Pantheon

The gods of HOM are living powers who demand worship, reward devotion, and channel their will through Acolytes. Any character of any class may worship a deity and receive its Follower Bonus. Only Acolytes gain the full depth of divine power through their Divine Orders.

Becoming an Acolyte: Choose a deity at Level 1. Your deity sets your Casting Stat (via Religion, Nature, or Arcana), your starting Spell Schools, your weapon proficiencies, and your divine energy type. It also defines your Paladin Smite, Cleric Invocation, and Inquisitor Judgement.

The Living Gods

These are not all gods — the pantheon is vast and each era brings new ascendants and forgotten names. Speak with your MOM about which deities are active in your campaign.

⚖️ Alpheus — King of Gods

Appearance

Copper-skinned with golden-vein tattoos throughout his body. A thick white braided mane and majestic beard. He sits upon a golden throne in the Law-aligned plane of Algain/Algerain. He bears the Crown of Crowns and wields Scepter Justicius. Commands the Judge Angel Flight and is deliberately hands-off for a Law deity.

Alignment & Tenants

Lawful Neutral (Justicar True). Tenants: The Law of the Land is truth. Respect those of nobility. Chaos is a plague. Regality begets the soul of a being.

Domain: Heavens energy. Enemies: Chaotic beings and those who break divine law.

Acolyte of Alpheus
Casting: Religion. Divine Energy: Heavens. Spell Schools: Order 1, Life 1, Combat Magic 1. Weapon & Armour Proficiency: Heavy Armour, Halberds, Longswords, Warhammers, Flails.
⚔️ Paladin — King's Smite
King's Smite: Deals 4×(Level/4) d8 Heavens damage on a hit; target has disadvantage on all saves vs. mobility effects for 2 rounds.
Aura of the Stalwart (Lvl 6–9): Allies within 15ft (30ft at Lvl 9) gain +2 AC and +2 Mental Defense.
📖 Cleric — Invoke Divinity: Spirit of the Justicar
Force up to ½ Cleric level creatures per day to make a Wisdom save or be Restrained by holy chains. Chaotic beings also take 3d8 Heavens and have disadvantage on the save.
🗡️ Inquisitor — Grand Judge
Target loses 2 Mental Defense per 10 damage dealt; Chaotic targets also take 1d8 Heavens per round while Restrained. Judgements available: Armour of Dust (+AC/Spiritual/Mental, Dodge as BA), Seeker of Truth (advantage on Insight, track within 5km), Bane of the Unrighteous (+1d8 Heavens on attacks, Holy keyword vs. target), Never Cede to the Heretic (advantage on saves vs. target; crits grant Fluency on next FRA).
⚡ Alternative: Sword Maiden
Women of absolute conviction who blind themselves with a velvet cloth and wield a Silverite Longsword. Choose Paladin or Inquisitor path. You lose all Sight but gain Blindsight 20ft. You lose armour proficiency but gain Armour of Contempt: unarmoured AC/Spiritual/Mental = 8 + Level/4 + WIS (Shields allowed). Sworn to celibacy; can judge any individual before any court that reveres Alpheus.
🌟 Follower Bonus — All Classes
You gain +1 to all saving throws against Chaotic creatures. Once per Long Rest, invoke Judge's Authority: force a creature within 60ft to make a WIS save (DC 8 + Level/4 + 2) or be Restrained by holy chains for 1 round. Chaotic creatures also take 2d8 Heavens on a failed save.
🪓 Brutus — God of War

Appearance

A colossal, bear-bodied man covered in scars, bald head, a great beard adorned with soot and blood, and black-red eyes darkened by fire. He rules the feasting hall of Val'Heim, judged by the Val'kir warrior angels who bring the heroic dead to feast — keeping the souls of those who impress him.

Alignment & Tenants

Chaotic Neutral (Unpredictable True). Tenants: Honourable Death. Fate seeks the seeker. Blood begets blood. War is War.

Domain: War/Brutal energy. Above all: honour the word of another warrior.

Acolyte of Brutus
Casting: Weapon-based (not spell-focused). Spell Schools: Combat Magic 1, Terran 1, Necromancy 1. Weapon & Armour Proficiency: Martial Weapons, Heavy Armour.
Special: All Acolytes of Brutus gain Divine Smite — instead of channelling Divinity as spell damage, increase whatever damage their weapon deals by the amount of Divinity spent.
⚔️ Paladin — Warlord's Smite
Warlord's Smite: Your weapon's Critical range drops to 10 for 2 rounds after this smite fires.
Aura of War (Lvl 6–9): All creatures within 15ft (30ft at Lvl 9) gain Critical Chance +1 and +2 Combat. Killing an enemy within the aura heals you for the final damage dealt.
📖 Cleric — Invoke Divinity: Final Stand
Within a 10ft Aura, you and all allies simultaneously gain Immovable, Invulnerable, and Critical Chance 2 for 1 round. Can be triggered as a Reaction.
🗡️ Inquisitor — Wrathful Judgement
Target gains Critical Fail 1 on all attacks; you gain Critical Chance 1 against them. Judgements: Armour of Dust, Fury of the Divine (+1d6 on all weapon attacks; crits strip armour benefits until EOR), Divine Health (2 HP/round, immune to poison and disease), Intimidating Presence (+2d4 to Intimidation for 1 hour).
🌟 Follower Bonus — All Classes
Each kill in combat grants +1 to attack and damage rolls (stacking up to +3) until the end of your next turn. Once per Long Rest, Battle Cry: you and all allies within 30ft gain +1d4 to all attack rolls for 1 round.
🐺 Carthus — God of the Hunt

Appearance

A sturdy man draped in a fox pelt, a white wolf hide tunic, and a stag's head over his own. Axes on his hips, a Longbow on his back. He claims the hides belonged to the Great Guardian Animals he hunted to make himself Protector of the World Tree. Can appear as a Wolf or Fox depending on his purpose.

Alignment & Tenants

Lawful Neutral (Natural Self-Centred). Tenants: Might makes right. Order and Balance. Natural Order. Primal Desire. Rules from The Eternal Hunt.

Domain: Nature/Primal energy. Enemies: Those who defy natural order or deny the hunt.

Acolyte of Carthus
Casting: Nature. Divine Energy: Nature/Primal. Spell Schools: Nature 1, Combat Magic 1, Destruction 1. Weapon Proficiency: Bows, Fox Claws, Axes, Spears.
⚔️ Paladin — Blood Seeking Smite
Blood Seeking Smite: +5 Divine bonus to the attack roll; on hit the target gains Bleeding 5 and disadvantage on CON saves for 2 rounds.
Aura of the Predator (Lvl 6–9): Allies gain +2 Divine bonus on attacks against Bleeding opponents. Coup de grâce deals additional Necrotic damage equal to 2× Paladin level.
📖 Cleric — Invoke the Slaughter
You and allies within 15ft gain Bleeding 3 on all attacks for 1 round, plus +20ft movement speed.
🗡️ Inquisitor — Hunter's Judgement
Mark an enemy for death: track within 5km, Critical Chance 3 against them, see a trail of red blood leading to their location. Judgements: Armour of Dust, Judging Bolts (ranged attacks ignore cover, +Critical Chance 1), Thirst for Judgement (+1 attack and damage per enemy within 10ft), Divine Health (2 HP/round, immune to poison and disease).
🌟 Follower Bonus — All Classes
Your first attack per turn against a creature that has already taken damage this combat deals +1d6 bonus damage. Once per Long Rest, Mark of the Eternal Hunt: designate one target — you always know their direction within 1 mile, and they cannot benefit from cover against your attacks for 1 hour.
🌙 Cressona — Goddess of Knowledge

Appearance

A fair maiden with purple or blue-toned hair, pale skin, and white-pale eyes — usually unclothed or in a light dress. Those who encounter her feel overwhelmed by immense knowledge yet perfectly calm. Sister of Solana; considered sister to Morrigan by reputation despite no relation. Patron deity of the Cressenian Empire.

Alignment & Tenants

Chaotic Neutral (True Unpredictable). Tenants: Pursuit of Knowledge. Uncovering truth. Dispelling lies. Night-time studying. Ambition.

Domain: Arcane energy. Enemies: Those who weaponize or bury knowledge.

Acolyte of Cressona
Casting: Arcana. Divine Energy: Arcane. Spell Schools: Arcane 1 + any 2 other spell schools of your choice. Bonus: Choose 2 skills to gain +1 level in.
⚔️ Paladin — Mindshatter Smite
Mindshatter Smite: On a hit, target makes an INT save or is Stunned for 1 round. After this smite fires, you gain +2 to all Spellcasting for 1 round. Paladins of Cressona often serve as guards of Libraries and sacred Temples rather than battlefield warriors.
📖 Cleric — Invoke Arcana
For 1 hour: reading time halves, all INT and WIS skills gain +5, Spellcasting DC and rolls increase by +2. Afterwards, you suffer one level of Exhaustion from arcane overextension.
🗡️ Inquisitor — Arcane Ward
Gain Magic Resistance 50% against the designated target for the duration. Judgements: Focusing Strike (target loses 2 Mental and 2 Spiritual Defense vs. your spells), Deny the Heretic (vs. Forbidden School casters — a failed Counterspell recharges your Reaction), Eye of the Knowing (gain Magic Sight while Judgement is active).
⚡ Alternative: Seeker of Clarity
Clerics who revoke their mortality for absolute knowledge — undergoing ritual embuing of Gemstones into flesh. Gain +2 WIS and INT; lose 2 STR and CON. Choose 2 Gemstones: Amethyst (+1 Casting, +1 Spell Fluency), Topaz (Destruction spells +1 die), Obsidian (Life/Death/Spirit spells +2 damage or healing), Ruby (25% Fire Resistance), Moonstone (25% Magic Resistance).
🌟 Follower Bonus — All Classes
You can identify any magical item by handling it for 1 minute with no spell required. Once per Short Rest, reroll any Intelligence, Wisdom, or Arcana check and take the higher result.
☀️ Solana — Goddess of Life & Light

Appearance

Copper skin, long blonde hair, golden eyes — depicted in both Cleric gown and Core Plate, or a long gold-adorned dress. Known as "The Lady of Light," "Mother of Sun," and "The Purest." Matron of Solenia; Sister of Cressona.

Alignment & Tenants

Neutral Good (sometimes Lawful Good). Tenants: Purity of Life. Disdain for the undead. Healing and Love. The Eternal Sun.

Domain: Radiant/Solar energy. Enemies: Undead, demons, disease-bringers, corruption.

Acolyte of Solana
Casting: Religion. Divine Energy: Radiant/Solar. Spell Schools: Life 1, Pyromancy 1, Order 1. Weapon & Armour Proficiency: Heavy Armour, Shields. Bonus: +1 level in Religion and Speech.
⚔️ Paladin — Solar Cleave
Solar Cleave: Channel any amount of Divinity; select any number of enemies within Threat Range; roll attacks vs. Spiritual — each hit deals X Radiant (X = Divinity channeled); heal one ally within 30ft for the total damage dealt.
Aura of Virtue (Lvl 6–9): Allies within the aura regain 1d10 HP per turn and are immune to disease. Corrupt/undead/demonic creatures entering the aura make a CON save or take 2×Level Radiant and become Frightened.
📖 Cleric — Invoke Divinity: Solar Justice
All creatures in a 30ft Aura make a CON save or become Blinded (allies have advantage). Enemies take (channel) ×2×Level Radiant; allies gain (channel) ×2 Life healing.
🗡️ Inquisitor — Fear Not the Darkness
Gain Magic Darkvision and +1d8 Radiant on all attacks vs. undead and fiends. Judgements: Deny the Heretic (failed Counterspells vs. Forbidden casters recharge Reaction), Bane of the Unrighteous (+1d8 deity energy on attacks, Holy keyword vs. target), Never Cede to the Heretic (advantage on saves vs. target; crits grant Fluency on next FRA).
🌟 Follower Bonus — All Classes
Undead and Fiends suffer −1 to attack rolls against you. Once per Short Rest as a Reaction, when you or an ally within 30ft drops to 0 HP, grant them temporary HP equal to 1d8 + your WIS modifier — if this total equals or exceeds the triggering damage, they do not fall unconscious.
🦅 Morrigan — Goddess of Sovereignty

Appearance — Three Forms

Crone: A crooked old woman with white hair and a raven-feather shawl.
Queen: Tall and proud, long black hair, pointed dark-green-eyed face, a crown of dark jewels, long purple gown with a raven-feather scarf.
Maiden: Shorter, braided black hair, white dress adorned with flowers and dark feathers.

Alignment & Tenants

Crone: Lawful Evil — pain brings lessons, age brings wisdom.
Queen: Lawful Neutral — commanding sovereignty, toppling dictators, the order of life and death.
Maiden: Lawful Good — purity of rebirth, innocence, sovereignty.
Governs the Soulcairn and the flow of life between realms.

Domain: Spiritual/Soul energy. Enemies: Tyrants, Chaotic destroyers, those who enslave souls.

Acolyte of Morrigan
Casting: Religion. Divine Energy: Spiritual. Spell Schools: Soul Magic 1, Life 1, Death 1 + Soul Casting mechanic. Weapon Proficiency: Scythes.
⚔️ Paladin — Soulrendering Smite
Soulrendering Smite: Channel any number of Souls into the smite — gain +1d8 Spirit per Soul; teleport up to your movement toward the target; on hit they take full damage and allies within 10ft take 50% of the damage.
Aura of Sovereignty (Lvl 6–9): Allies gain +5 to saves vs. restraining, mind control, and illusions. Casters who fail such spells into the aura take 2d10 Spiritual backlash.
📖 Cleric — Raven's Wrath
Shift into the Ethereal plane (Ethereal trait). Attack every creature within 25ft targeting Spiritual — on a hit, deal 4×Level + 2d8 Spiritual as spectral ravens tear at their souls. Phase back after 1 round.
🗡️ Inquisitor — Great Queen's Sovereignty
Declared on a Chaotic, Undead, or Tyrannical entity: they gain −3 to all attacks and defenses against you and those they are oppressing. Judgements: Focusing Strike (−2 Mental and Spiritual vs. your spells), Veil of the Justicar (+2 Spiritual and Mental Defense; enemies attack your Spiritual with Melee and Mental with Ranged).
⚡ Alternative: Soul Reaver
A Paladin whose soul is severed from their body to wield the Soul Cairn's energy directly. Shrouded Form: While wearing only Light Armour, all armour damage hits Spiritual instead of AC. Soul Casting: Whenever you or an ally kills an enemy within 15ft, gain a Soul. Spend Souls at 2× the spell slot level worth of Souls to cast any spell without using a slot.
🌟 Follower Bonus — All Classes
Whenever any creature dies within 30ft of you, gain 1d4 temporary HP as their soul energy dissipates. Once per Long Rest, touching a corpse lets you ask its soul a single yes/no question — it must answer truthfully about events it witnessed while alive.
🌊 Saphira — Goddess of the Sea

Appearance

Long white or bluish-green hair, fair skin, seen unclothed or in a light blue dress — always depicted as a Maiden. Known as "Daughter of Waves," "Queen of the Depths," and "The Eternal Moonlight." Can appear as a Siren or Leviathan.

Alignment & Tenants

Chaotic Good. Tenants: Freedom. Respect of nature and movement. Beauty in all things. Peace. Believes no deity should tell a mortal their freedoms are wrong.

Domain: Water energy. Enemies: Slavers, polluters, those who deny freedom.

Acolyte of Saphira
Casting: Nature. Divine Energy: Water. Spell Schools: Life 1, Nature 1, Aquon 1. Weapon Proficiency: Tridents, Harpoons, Firearms. Bonus: +1 Nature, Religion, and Survival; gain the Aquan trait (Water Breathing, +20ft swim speed).
⚔️ Paladin — Wave of Decimation
Wave of Decimation: All creatures in a 30ft cone make a STR save or are knocked Prone; all take 3× (Divinity channelled) as Water damage.
Aura of the Depths (Lvl 6–9): All allies gain Water Breathing and +20ft swim speed, and +2 to all DEX and WIS saves.
📖 Cleric — Freedom of Movement
All Restrained, Stunned, or Helpless allies instantly lose those conditions and gain +5 to their next attack, check, or save.
🗡️ Inquisitor — Tides of Justice
Inquisitors of Saphira are rare freedom-fighters who infiltrate slaver networks and oppressive regimes. Standard Inquisitor judgement rules apply; deity energy is Water. While Judgement is active, the target's movement speed is reduced by half as unseen currents drag at them.
🌟 Follower Bonus — All Classes
Permanent Water Breathing and +20ft swim speed. Any magical Slowed, Restrained, or Immobilized condition you suffer automatically ends at the start of your turn — you are as free as the tide.
🔥 Seraphina — Goddess of Holy Fire

Appearance

An angel with wings of fire — Crimson and Gold armour, short red hair, and burning conviction in her eyes. Wields her sword Silver Avenger. Goddess of Flight Crimson, the Seraph Legion of Algerain. Granddaughter of Solana.

Alignment & Tenants

Lawful Neutral. Tenants: Conviction. Zealotry. Holy Fire. Pursuit of Evil. Her zealotry supersedes the concepts of Good and Evil — Conviction is what matters.

Domain: Holy Fire energy — all Fire damage she and her Acolytes deal becomes Holy Fire.

Acolyte of Seraphina
Casting: Religion. Divine Energy: Holy Fire (all Fire damage is converted to Holy Fire). Spell Schools: Pyromancy 1, Life 1, Crusade 1, Order 1. Weapon & Armour Proficiency: Heavy Armour, Martial Weapons.
⚔️ Paladin — Phoenix Strike
Phoenix Strike: On a hit, deals X Holy Fire damage (X = Divinity channeled) in a 5ft radius aura around the struck enemy.
Aura of Purity (Lvl 6–9): Each round deals 1d6 Holy Fire to all enemies within 15ft (30ft at Lvl 9) and 1d6 Life energy to all allies.
📖 Cleric — Seraph's Crusade
Clerics of Seraphina lead onslaughts into planar rifts and pursue Undead and Demons relentlessly. Invoke Divinity: in a 30ft aura, deal 2×Level Holy Fire to all enemies and grant 2×Level Life healing to all allies. Effects scale with Divinity channeled.
🗡️ Inquisitor — Burning Judgement
Hunt rogue casters and demon cultists. Standard Inquisitor rules apply; all deity energy is Holy Fire. While Judgement is active against a target, all Fire damage they take — from any source — automatically converts to Holy Fire.
🌟 Follower Bonus — All Classes
Whenever a creature deals damage to you or an ally within 15ft, they are instantly and passively Marked by Seraphina. Your weapon attacks and spells deal +1d4 Holy Fire damage against marked targets. Marks clear between combats. Once per Long Rest, Seraphina's Conviction: your next attack against a marked target is an automatic hit.
🤫 Whisper — Deity of Silence & Secrets

Appearance

Whisper has never shown themselves to mortals — depicted only as a hooded figure with no discernible gender, only mystery. Leader of secret orders known as the Whispering Ones. Through the magic of the unknown, they allow people to sacrifice pieces of their memory in exchange for forbidden knowledge.

Alignment & Tenants

True Neutral. Tenants: Silence is Golden. Secrets are Sacred. Knowledge has a Price. The Unknown must be Respected. Whisper embodies paradox — knowledge must be protected, yet must be gained at cost of nothing.

Domain: Psychic energy. Enemies: Those who expose dangerous secrets or steal forbidden knowledge.

Follower of Whisper
You gain +1 Stealth and Magical Darkvision.
Acolyte of Whisper
Casting: Arcane. Divine Energy: Psychic. Spell Schools: Illusion 1, Death 1, Arcane 1. Weapon & Armour Proficiency: Light Armour, Daggers, Shortswords, Hand Crossbows. Bonus: +1 Stealth and Deception.
⚔️ Paladin — Secret's Price Smite
Secret's Price Smite: On a hit, target makes an INT save or forgets their last action and becomes Confused for 1 round. Deals 3×(Level/4) d8 Psychic damage, and you learn one secret about the target.
Aura of the Shroud (Lvl 6–9): Allies within 15ft (30ft at Lvl 9) gain advantage on saves vs. Charm magic and +2 to Stealth. Enemies within the aura have disadvantage on Perception checks.
📖 Cleric — Invoke Divinity: Veil of Silence
All creatures in a 30ft radius make a WIS save or become Silenced for 1d4 rounds. Allies within the area gain Invisibility for 1 round and advantage on Stealth checks for 10 minutes.
🗡️ Inquisitor — Keeper of Secrets
Target has disadvantage on all Charisma-based checks and their secrets are revealed to you through whispers. Judgements: Armour of Dust (+AC/Spiritual/Mental, Dodge as BA), Silencing Strike (target cannot cast spells with verbal components for 2 rounds; +1d6 Psychic vs. spellcasters), Veil of the Justicar (+2 Spiritual and Mental; enemies attack your Spiritual with Melee and Mental with Ranged), Divine Health (2 HP/round, immune to poison and disease).
🌟 Follower Bonus — All Classes
Once per Long Rest, you can spend 1 minute in complete silence to learn one secret about a creature you have encountered within the last 24 hours (MOM's discretion). Additionally, you have advantage on all Insight checks to detect lies.
🌍 Gaeia — Goddess of the Multiverse

Appearance

Gaeia appears different in every plane, changing to match its energy. In most lore she is depicted as an earth-skinned woman with light green hair and stone-covered armour. She is the true Monarch of the gods (see Creation Story), though she allows Alpheus to rule in her stead.

Alignment & Tenants

Lawful Neutral. Tenants: Balance in All Things. Creation over Destruction. Order of Worlds. Respect the Multiverse. She believes the multiverse must be balanced — good to evil, law to chaos.

Domain: Force energy. Enemies: Those who tear the fabric of reality or upset cosmic balance.

Follower of Gaeia
You gain +1 Nature and advantage on saves against planar effects.
Acolyte of Gaeia
Casting: Nature. Divine Energy: Force. Spell Schools: Terran 1, Order 1, Creation 1, Nature 1. Weapon & Armour Proficiency: Medium Armour, Shields, Quarterstaffs, Warhammers. Bonus: +1 Nature and History.
⚔️ Paladin — World's Foundation Smite
World's Foundation Smite: On a hit, deals 4×(Level/4) d8 Force damage and the target becomes Rooted (cannot move) for 2 rounds. The ground in a 15ft radius becomes difficult terrain for enemies.
Aura of Stability (Lvl 6–9): Allies within 15ft (30ft at Lvl 9) gain immunity to forced movement and advantage on saves vs. teleportation effects. All allies gain +2 to Physical Defense.
📖 Cleric — Invoke Divinity: Pillars of Creation
Create up to 4 pillars of earth within 60ft. Each pillar provides full cover and has 50 HP. All allies within 10ft of a pillar gain +3 to all defenses and resistance to elemental damage for 3 rounds.
🗡️ Inquisitor — Balance's Demand
The target's highest stat is reduced by 3 and their lowest stat increased by 2 for the duration. Planar beings take an additional 2d8 Force damage from your attacks. Judgements: Armour of Dust, Worldbreaker Strike (your attacks ignore damage resistance; +1d10 Force vs. creatures from other planes), Unshakeable Presence (cannot be moved against your will, advantage on CON saves, cast Dispel Magic at will vs. planar effects), Divine Health.
🌟 Follower Bonus — All Classes
You are immune to forced teleportation. Once per Long Rest, you can Anchor Reality as a Reaction when you or an ally within 30ft is affected by a planar effect — the target gains advantage on the save, or if no save is allowed, the effect is negated.
💀 Necros — God of Death

Appearance

A man with sunken cheekbones, pale skin, dark eyes, and silky black hair. An Elder god, Brother of Alpheus, and Father of Morrigan and the Queen of Vampires, Esmeralda. He governs death, the afterlife, and mortal's coil.

Alignment & Tenants

Lawful Evil. Tenants: Death is Inevitable. Ambition Drives the Soul. The Dead Serve the Living. Knowledge Beyond the Grave. Sees life as a means to an end, pushing others to pursue ambition toward this end. Patron of all Liches.

Domain: Necrotic energy. Enemies: Those who cheat death improperly or disrespect mortality's order.

Follower of Necros
You gain +1 Arcana and resistance to Necrotic damage.
Acolyte of Necros
Casting: Religion. Divine Energy: Necrotic. Spell Schools: Necromancy 1, Death Magic 1, Soul Magic 1, Order 1. Weapon & Armour Proficiency: Scythes, Sickles, Medium Armour. Bonus: +1 Arcana and Religion.
⚔️ Paladin — Reaper's Smite
Reaper's Smite: On a hit, deals 4×(Level/4) d8 Necrotic damage and the target's maximum HP is reduced by half the damage dealt for 1 hour. You heal for 50% of the damage dealt.
Aura of Entropy (Lvl 6–9): All living enemies within 15ft (30ft at Lvl 9) gain −2 to CON saves and take 1d6 Necrotic damage at the start of their turn. Undead allies gain +2 to all stats.
📖 Cleric — Invoke Divinity: Grasp of the Grave
All enemies within 30ft make a CON save or take 3×Level Necrotic damage and become Restrained by spectral hands for 2 rounds. You may raise 1d4 skeletons from nearby remains that serve you for 1 hour.
🗡️ Inquisitor — Death Mark
The target's soul becomes visible to you. They cannot be resurrected if killed while marked, and you may track them even if they die and are brought back. They take 2d8 Necrotic damage from all your attacks. Judgements: Armour of Dust, Soul Reaver (when you reduce a creature to 0 HP, capture their soul — consume a soul to regain a spell slot or gain +2d6 on your next attack), Deathless Vigil (resistance to Necrotic, advantage on saves vs. death effects, undead have disadvantage vs. you), Life Drain (attacks heal you for 2 HP per hit, 4 HP vs. living creatures).
🌟 Follower Bonus — All Classes
Undead creatures of CR equal to your Level/4 or lower will not attack you unless provoked. Once per Long Rest, you can speak with the dead for 1 minute — ask up to 3 questions; the corpse must answer truthfully (though it may be cryptic).
🍃 Satyst — God of Nature & Remedies

Appearance

A Satyr with a long red beard and pot belly, skin adorned with tribal tattoos, holding a pipe and drinking horn. Also seen as the God of Leisure. His throne was stolen by Carthus as the God of the Old Spirits, but many still await his return.

Alignment & Tenants

Neutral Good. Tenants: Enjoy Life's Pleasures. Heal the Sick. Respect Nature. Freedom and Leisure. Community and Celebration. Believes only in the goodness of others as the only law needed. Seen as another sovereignty deity to Morrigan, but she refuses to acknowledge him.

Domain: Nature energy. Enemies: Those who despoil nature and spread plague or corruption.

Follower of Satyst
You gain +1 Medicine and immunity to natural poisons.
Acolyte of Satyst
Casting: Nature. Divine Energy: Nature. Spell Schools: Nature 1, Life 1, Alchemy 1, Terran 1. Weapon & Armour Proficiency: Light and Medium Armour, Quarterstaffs, Clubs, Slings, Natural Weapons. Bonus: +1 Medicine and Survival.
⚔️ Paladin — Wild Growth Smite
Wild Growth Smite: On a hit, deals 4×(Level/4) d8 Nature damage and the target becomes Entangled by vines for 2 rounds. You and all allies within 15ft heal for 2×Level HP.
Aura of Vitality (Lvl 6–9): All allies within 15ft (30ft at Lvl 9) regenerate 1d8 HP per round and gain immunity to poison and disease. Natural difficult terrain does not affect allies in the aura.
📖 Cleric — Invoke Divinity: Nature's Bounty
All allies within 30ft heal for 4×Level HP and gain the benefits of a Short Rest. A 20ft radius area becomes enriched with plant growth that provides half cover and difficult terrain for enemies for 10 minutes.
🗡️ Inquisitor — Nature's Reclamation
The target becomes vulnerable to Nature damage and loses any resistance to poison. Plants grow around them causing difficult terrain in a 10ft radius that moves with them. Judgements: Armour of Dust, Remedy Strike (your attacks cure one poison or disease effect on an ally within 10ft; +1d8 Nature vs. aberrations, undead, and fiends), Verdant Step (teleport to any natural area you can see within 60ft as a BA; ignore difficult terrain from plants), Divine Health.
🌟 Follower Bonus — All Classes
You have advantage on saves against poison and disease. Once per Short Rest, you can spend 1 minute foraging in a natural area to find enough herbs to create a healing poultice that restores 2d8 + WIS modifier HP when consumed (can be saved for later use).

Heroes of the Multiverse

Heroes of the Multiverse (HOM) is the love child of Cailin Fox. It follows the book series known as Odyssey of the Wolf's Bane and the short story Angel of Vengeance. The multiverse is greatly expansive.

This guide gives you stats and rulings to play on The Broken World, Elementia, and Valyr, as well as the Major Elemental Planes.

Dark Fantasy Warning: HOM is a dark fantasy setting. Things will be disturbing, things will be hard. You will make decisions that will make you question who you are. Your MOM will provide a consent sheet to ensure the experience is at least fun.

Key Terms

Era

Refers to which era this being or class can be played during.

MOM

Equivalent to DM/GM in this game. The Master of Divinity.

Epic

Refers to whether this class must be played with a diverse backstory.

Plane

Refers to which plane this race may be played in.

Critical Rules

Criticals are one of the most important mechanics in HOM. Critical Die refer to a set of d20s you roll that only count if they fall within your Critical Range. The inverse is true for Critical Fail Die.

Example: Flanking gives advantage. If an ally also helps you, you gain +2 advantage — roll 2d20 to determine if you hit, and 1d20 to determine if you critical.

Critical Range defaults to 20, but classes like Ranger, Inquisitor, and Rogue work to lower it.

Criticals are multipliers after all modifiers are added and increase by 1 per stack. A standard critical is ×2, a double crit is ×3. There is no cap.

Party Builds

Parties can be composed of anything in HOM — but a balanced party is wise. No one survives saving a plane if everyone is a Rogue.

🛡️ Tank — Heavy

The big frontliner. Gets in the enemy's face, taunts, grapples, and doesn't mind telling a god to go find themselves.

🏃 Tank — Light

Uses ribbons, magic, or sheer speed to distract, dislodge and kite enemies. Lesser known but just as vital.

💊 Support — Healer

You heal people. That's the job. Do it well.

⬆️ Support — Buffer

Applies buffs and bonuses to allies to make them more powerful than they should be.

💥 Striker — Nova

Combos and deals peak damage in short bursts. Aims to reach the main boss as fast as possible.

⚙️ Striker — Sustained

Hits hard every round. Mid damage that can erode even the most hearty of enemies over time.

🎯 Striker — Controller

Deals area damage, keeps mobs under control, and leaves openings for the rest of the party.

👑 Leader

Uses charisma and tactical abilities to keep allies safe and command the battlefield.

🌀 Maestro

AKA Caster. Uses buffs, debuffs, summons, and intelligence to turn the battlefield into a personal playground.

⚔ Humans

Humans are the most diverse, common, and plentiful of the races. Compared to many they are the textbook definition of "Mortal" — though this doesn't stop them from being epic adventurers.

"I knew a Human once. He lived like he could live forever. Until a Dragon bit his leg off. Now he rants to the Elvish Women about it all day. Wish he would shut up." — Dmegar

Human Base Stats
HP at Level 18
Attribute Bonus+1 to 3 attributes (can stack)
Skill PointsDistribute 3 freely
LanguagesCommon + 2 others
Luck RollRoll 1d20 at character creation — that is your Luck score

Human Traits

Mortal Tenacity
Whenever you do a Moral Check you gain advantage on the check. You may also choose a feat at level 1.
Human Luck
Roll 1d20 at character creation. That becomes your Luck score for the campaign.

Human Subraces

🐺 Carthanaighn

Humans from the lands of earth, resembling peoples of the British Isles. They serve the God of Slaughter and Primal Conquest — Carthus — and believe in the Balance of Nature.

Each Carthanaighn comes from one of 4 clans, each crafting a magical War Mask (Soul Bond):

  • Wolf / Mac Tir: +1 to hit if an ally is within 5ft of the enemy, +2 Survival
  • Fox / Sionnach: +2 Haggling, +2 Stealth
  • Bear / Ursai: +2 Survival, Cold Resistance
  • Stag / Staegen: +5ft movement, +2 Persuasion
Carthanaighn Fury (Primal, Nature, Martial, Racial)
Upon reaching 25% HP you gain +10ft of movement and +2 to hit and damage.
🔮 Cressenian

Masters of Knowledge and Magic. Disciples of Cressona. Usually have purple, blonde, or black hair and fair skin.

Magisteri Imperi Cressenium
Choose 1 Spell School, gain a level in it. Learn one 1st level spell and 1 Cantrip (or 1 spell slot if non-caster).
Scholarly Insight
Learn an additional language and gain proficiency in one weapon type.
🔫 Al Loharan — Free Cities

Humans from the highly diverse Free Cities. Experts at firearms and mercantile society.

Tact and Wit
Proficiency in Firearms and Crystal Armaments.
Smooth Speech
Once per day, double your Seduction and Persuasion modifiers for 1 minute.

Sect of Society: Merchant (+2 Persuasion/Barter) · Chivalier (+2 Horsemanship) · Cultist of the Eye (Abyss Magic Lvl 1) · Seabound (aquatic + water craft) · Nobleblood (+2 Persuasion, +1 History)

🔥 Scorchian

Desert dwellers who led the first revolt against Elven dominion. Usually black to beige skin, dark hair.

Desert Dwellers
50% Fire Resistance, advantage on survival checks in the Desert and Constitution checks vs. heat exhaustion.
Beings of the Flaming Desert
Gain a level in Pyromancy or Geomancy.
Fierce Traders
Proficiency in Light Armor, Scimitars, Crossbows, and Whips.
❄️ Friesan

Fair-haired peoples from frozen wastes. Burlier than most humankind, valuing strength over arcane talent.

Jotun Hearts
Speak Giant, gain a level in Runecrafting, 50% Cold Resistance.
Teachings of the Spirits
Choose: Chosen of the Spirits (Nature Magic Lvl 1) OR Chosen of the Bjorn (return to 1 HP once when downed — cannot go down again until round ends).
⚔️ Persone

Come adorned with the Morkenai — Moonstone tattoos granting power against magic. Shorter, stocky, olive to dark skin. A genderless society of job-based roles.

Teachings of the Morkenai Du Torp
Gain Magical Resistance (Arcane, Martial, Racial) — advantage on saves vs. all magical effects. However, you have 50% Arcane Failure. Blessed/enchanted versions of their weapons bypass this penalty.

Weapons: Ri'wala (Spear) · Contana (Shortsword/Scimitar) · Marse (Shield) · Ti'qwana (Warglaives) · Brogho'Ve (Short Bow)

🐯 Tara P'qar

Warriors of the savannah, born of the Tiger. Family above all. 6–7ft tall, dense build. Carry the Sur'afar face paint of their aspect.

Tiger's Sight
Advantage on all Perception checks. See in Dim light as bright light.
Rhino's Flesh
Natural AC of 10 + Constitution + Strength. Lift twice the normal medium creature limit.

Sur'afar: Tiger (+5ft movement, +2 Stealth) · Gazelle (Dash as bonus action 1/day, +2 Perception) · Wildebeast (+2 Athletics, advantage on grapple checks and saves vs. prone)

🌤️ Solenian-Phoenixian

The Phoenix Alliance — Fire Elves, Scorchians, and Solenians. Controls the Ecclesiarchy of the "Good Gods".

Divine Crusaders
Gain a level in Life Magic or Pyromancy.
Scholars of the Divine
+2 to all religion checks after reading a religious text for the first time (until next long rest).
Armed or Minded
Armed: Proficiency in Medium or Heavy Armor. Minded: Reroll one effect die once per Life/Pyromancy spell.

🌿 Elves

Original protectors of the realm, created by Carthus as perfect hunters. Charlatan Immortals — they cannot die from aging, only from wounds or ailments. Sparse protectors of nature, yearning for the Elven Union to rise again.

Elven Base Stats
HP at Level 18
Attribute Bonus+2 Dexterity
Movement30ft
Luck Bonus+3
Psionic Modifier+2

Elven Traits

Elvish Grace
+2 Dexterity. Train in Nature or Survival + Combat/Stealth/Ranged + Alchemy/Magic.
Elvish Senses
Advantage on Perception and Initiative. Elvish eyes know no bounds.
Elvish Style
Proficiency with all Elvish-style weapons, armor, and Veridium.

Elven Subraces

👑 High Elf (Ardveer)

Numbered in the thousands in the 2nd Era. Most corrupted by the Shadow Scar over Ardden. Golden-green skin, blonde or white hair. Most powerful arcane attunement of all elvenkind.

Dominance Manifest
+1 to Charisma, Wisdom, or Intelligence.
Ardveer'ei Formasis
Training in 1 School of Magic. Magic is your default casting for this school.
🌲 Wood Elf (Everveer)

Originate on the Crescent Isle. Lost homelands to imperialism; now serve under the Emerald Accord. Greenish skin, red or green hair.

Wayfinders
+1 Wisdom, advantage on survival checks. Always find your way regardless of terrain.
Wardens and Druids
Level in Nature Magic. Proficiency in Bows and Spears.
🌑 Dark Elf (Dorveer/Drovuir)

Born from the Shadow Scar Crisis. Some fled into the west under Vampire protection; others became Drow, worshipping the goddess Arachanis. Purple to black skin.

Tainted Blood
Immunity to demonic/abyssal taints. Advantage on saves vs. mental effects from demonic beings. +1 INT, CON, or CHA.
Dark Magics
Level in Necromancy or Illusion. Speech or Magic is your casting.
🌫️ Grey Elf (Grisveer)

Guardians of the Lunar Forge in the Underdark. Masters of Psionics, Magic, and Spellblade work. Grey to white porcelain skin, black to white hair.

Psionic Warriors
+2 Psionic Modifier, +1 Wisdom. May forgo a short rest to regain a 1st level spell slot.
Grey Elven Training
Proficiency in Warglaives, Chainblades, and Chakrams.
🧊 Ice Elf (Oighveer)

Tribal protectors of the Ice Sheets. White to blue skin, bald with full-body facial tattoos.

Spirit of the Aurora
50% Cold Resistance. +1 Constitution, +1 HP per level.
Warriors of the Cold Wastes
Level in Oighremancy. Proficiency in Spears, Harpoons, and Pikes.
🔥 Fire Elf (Pyroveer)

The most human-synergised elf. Fiery, ambitious, passionate. Lives on Scorchia and Phoenixia.

One with the Fire
50% Fire Resistance. +5ft movement. +1 CHA, STR, or CON.
Vhalenen Pyra'en
Training in Pyromancy. Proficiency in Scimitars, Light and Medium armors, Crossbows.
🌙 Sand Elf (Duskveer)

Original inhabitants of Scorchia, now confined to Duskeden. Thrive in night and shadow. Sandy brown to deep chestnut skin, dark hair.

Teachings of Whispers
+1 Charisma. Advantage on Stealth Checks. Worship the deity of Knowledge and Shadows.
The Hidden Hand
Training in Illusion Magic. Additional Critical Die.
🌊 Sea Elf (Ageeveer)

Hid beneath the Tear Drop Isles. Mated with Merfolk over generations. Fins, gills, webbed extremities. Bluish to green skin.

Arcane Abjures
+1 Wisdom or Intelligence. Aquatic trait. Advantage on Wisdom saves vs. Titan-based effects.
Divine of the Seas
Training in Aqua Magic.
💚 Orc (Orcuveer)

Elves who fled magic and followed the tainted god Dherygaman. Tusked, prone to anger. Green, black, or grey skin.

Orcish Brutality
Lose +2 Dexterity, gain +2 Strength and +1 CON or WIS. Gain Orcish Willpower — survive to -50% HP once before going unconscious (considered Bloodied).
Orcish Warriors
Training in Craomancy. Proficiency in Axes, Mauls, Hammers, and Javelins.

⛏️ Stout Folk

Dwarves, Gnomes, and Halflings. Pivotal in the war against the Eclipsians and deeply woven into the underdark and surface trade routes.

🪨 Dwarf — Steel (Dhargren)
Dwarf Stats
HP at Level 112
Attribute+2 Strength
Movement25ft
Brawn Beyond Measure
+1 HP per level, +80lbs carry weight. +1 to 2 of: CON, WIS, INT, Luck. History +4 on Dwarven architecture.
Dhargren Combat Training
Proficiency in Chain Mail, Scale Mail, Axes, and Hammers.
🌑 Dwarf — Underdark (Dhuragar)
Shadows Beseach Me
+2 to all checks regarding cult activity and rituals. Proficiency in Abyssal or Illusion Magic. +1 to 2 of: CHA, WIS, INT.
Darkness Protects
Immunity to poison. Advantage on saves vs. evil and chaotic taints.
🍀 Halfling
Halfling Stats
Height3–4.5ft
Movement25ft
Attributes+2 to CHA or DEX, +2 to Luck, +1 to any
Halfling Bravery
Advantage on all moral checks. Cannot tell the difference between fear and stupidity.

Heroic: +2 exotic weapon trainings, +2 to all defenses while provoking opportunity attacks.

Reserved: Proficiency in Chef's Tools, Alchemy, and knowledge of all basic alchemic potions.

✨ Gnome
Gnome Stats
Height3–4ft
Attribute+2 Intelligence
Movement25ft
Gnomish Wit
Advantage on all WIS and INT saves. +2 Mental defense.
Wizardry
Choose one Spell School, gain a level in it.

Mecha: +1 CON or STR. Gain 2 Artifice spells (Engineering is casting).

Arcane: +1 DEX or CHA. Reroll a spell attack once per combat.

✨ Aethereals

Beings from the Higher and Lower Planes — Algain, the Void, and the Hells. Fiends, Demons, and Angels are all Aethereals.

Aethereal Base Stats
HP at Level 110
Attribute+2 Charisma or Wisdom
Divine Prejudice
Advantage on saves against the alignment directly opposed to yours (Lawful/Chaotic or Good/Evil).
Planar Being
You are restricted by your racial alignment and depowered in some fashion — work out the details with your MOM.

Aethereal Variants

🌸 Azaeta (Fae-Angel)

Beautiful, elegant beings of the fae wilds. Believe in freedom and love. Feylike blue-green-pale skin.

Tricks and Boons
Nature 1 and Illusion 1. Speech or Seduction is casting.
Wings of the Free
Invoke wings for 1d4+1 rounds (5 rounds at level 7). 40ft flight. Allies within 15ft gain 1d4 on all checks/saves while active.
😈 Demon

Corrupted by a sin that defines them. Choose one sin and its associated abilities and drawbacks.

Pride

+3 proficiencies. Advantage on a check 1/day (fail = -2 to all checks until rest). +1 STR or CON.

Lust

Succubus Charm 1/day. +1 CHA or DEX. Drain: FRA to drain a Charmed creature for 2d10 HP / -WIS.

Wrath

Wrath's Fury 1/day (+advantage on attacks, -2 all defenses, aura 30ft). +1 STR or CON. Bludgeoning resistance.

Gluttony

+1 CON. Can eat anything. Bite: 1d8+STR. Restrain enemy for 1d4 rounds in your Maw.

Envy

+1 any stat. Copy ally/enemy buffs. 3 humanoid Shapeshifts (one feature always differs).

Sloth

+2 CON. -5 movement. +1 HP/level. Cannot be magically put to sleep. Immovable while seated.

Greed

+1 DEX or Luck. Pocket of Holding (1ft×1ft pocket holds 25×25ft). +2 Sleight of Hand/Stealth. -1 to all saves unless stealing.

😇 Angel

Divine beings of Law and Order, serving the gods in Flights. +1 STR or +1 (varies by flight).

Seraphim
Pyromancy 1. 100% Fire Resistance (becomes Holy Fire). Wrath of the Seraphim: 2 flaming wings, 3d6 fire in 15ft aura, allies regain HP equal to damage dealt. 1d4+1 rounds flying daily.
Aquimirim
Aquamancy 1. 100% Aqua Resistance. Add 1/4 level to all healing. Aquatic trait. Grace of the Aquimirim: +2 to all defenses/saves for allies in aura.
Judge
Order 1. Divinity Pool. +1d6 Heavens damage to chaotic creatures. Judgement: Ethereal Chains restrain chaotic enemies in aura on failed WIS save.

💀 Undead

Those cursed with Unlife — doomed to never rest. Some embrace it, some despise it.

Undead Base Stats
HP at Level 18
HealingHealed by Necrotic. Weak to Life/Radiant/Holy.
Undead Fortitude
If reduced to 0 HP by a non-weakness source, return to 1 HP once per day.
Unlife
No eating, sleeping, or breathing required. Must remain in a state of thought for 4 hours/day or gain exhaustion.

Undead Variants

🦇 Vampire
Vampiric Weapons
Fangs: 1d4+STR (Helpless/Grappled adds 1d6 Necrotic + heal that amount). Claws: 1d6+STR.
Hunter's Sight
Darkvision 120ft, Sunlight Sensitivity. Smell wounded creatures up to 10 miles away.

Feral Blood: Bat-like appearance. +2 Piercing on claws. Advantage on Intimidation 1/day.

Noble Blood: Humanoid appearance. Can disguise as any humanoid race. Drain Charmed creatures for 1d8 on next check/save.

🧟 Ghoul
Ghoulish Bite
On bite hit, enemy makes DC13 (DC15 at lvl9) CON save or paralysed for 1 round. Natural bite: 1d6+STR piercing. Usable once per 2 hours.
Undying Form
+2 Natural AC and Reflex.
Ferocity
Bonus action Dash toward an enemy who has damaged you.
🤖 Hollow

Souls bound to a husk of metal — suits of armour, mannequins, or dolls. Used as punishment or torture in some worlds.

Bound to Death
Do not die normally at 0 HP — go unconscious until your Core is destroyed. Both Undead and Construct.
Husk Flesh
AC = Spiritual. Reflex = Mental. +2 Natural AC per 5 levels. Cannot wear armor.
Veilwalker
Speak to spirits. Exist in both the Veil and Mortal worlds. 50% Resistant to Spiritual, Non-Magical Slashing, and Piercing. Bludgeoning +25% damage vs. you.

🦋 Fae

Also known as the Sidhe — courts of the Wildlands and Feywilds. Honourable in service to Fae Courts or Nature deities. Typically Chaotic Good.

Fae Base Stats
HP at Level 18

Fae Subraces

🐐 Satyr

Goat-horned, hoofed Fae of the domains of Warfare and Lust. They crave emotional release wherever they go — partying, fighting, dancing.

Stats
+2 Charisma and +1 Strength or Dexterity
Skill Training
Combat or Nature, Survival or Alchemy, Speech, Seduction, Intimidation
Horny
Natural attack with horns dealing 1d6 Piercing or Bludgeoning, or 2d8 with a 10ft charge.
Enchantress Bane
50% Magic resistance against Illusion, Abyssal, and Chaos Spells. Satyrs serve as vanguard against enemy casters.
Satyr Weapon Training
Proficiency in Spears, Warglaives, and Chakrams.
🌊 Nymph

Feminine beings attached to Waters, Volcanos, or Storm Coasts. Known for being captivating and persuading heroes.

Stats
+2 Charisma and +1 Dexterity or Intelligence
Skill Training
Arcana or Religion, Seduction, Speech, Stealth or Survival, Acrobatics
Seductive Gaze
Once every 6 hours, double your training bonus to Seduction or Speech checks for an entire conversation.
Elemental Affinity
Choose an element and gain Immunity to it plus a spell school: Fire (Pyromancy), Ice (Oighreamancy), Storm (Sturm), Nature (Nature), Death (Necromancy), or Earth (Terran). Casting is either Speech or class stat.
🧚 Faerie

Small yet powerful creatures (3-4ft tall) with butterfly-like wings, well versed in Illusions and trickery. Usually shades of red, blue, or purple.

Faerie Stats
SizeSmall (3-4ft)
Stats+2 Dexterity and +2 Intelligence or Charisma, but -1 Constitution or Strength
Flying Speed40 ft
Walking Speed20 ft
Skill Training
Arcana or History, Speech, Seduction, Nature or Survival, Stealth
Faerie Form
Natural +2 Reflex bonus. You are considered Small size.
Faerie Trickery
Gain training in Illusion and Nature magic. Speech, Seduction, or Arcana is your casting stat.
Faerie Dust Mystic
Upon being critically hit or landing a critical, you may go invisible for 2 rounds.

⚔️ Venuse

Venuse Warriors

Towering female warriors with fierce combat prowess and strong matriarchal societies. The Venuse are known for their incredible mobility and combat expertise.

Venuse Base Stats
HP at Level 110
Movement Speed35 ft
Ability Bonus+1 Dexterity or Strength
AgeMature at 2 years, live up to 700 years

Racial Traits

Matriarch's Ferocity
You gain advantage on all saves against male opponents and +1 critical chance.
Hypermobility
You have 35ft of movement and take half fall damage. Your jump distance increases by 10ft.

Skill Training

Choose from: Combat or Arcana, Nature or Survival, Intimidation or Speech, Acrobatics, Athletics

Venuse Subraces

🌑 Dark Succubi

The most dark-skinned and feminine Venuse, usually with hooved feet. They commune with necromantic and dark forces during training.

Training
+1 Charisma or Luck. Gain Seduction training and level 1 in Death Magic or Abyssal Magic.
Body of Darkness
Whenever you attack from darkness, you gain +1 critical chance.
☀️ Light Bringer

Standing tall with copperish gold skin, these Venuse are trained in health, life, and holy tenets.

Stats
+1 Constitution or Wisdom. Gain Religion training and level 1 in Life or Order Magic.
Bringer of Divinity
Once per combat, you may make a weapon Divine, or if already Divine, add +1 damage die of divinity damage.
🪨 Stone Harpy

Shorter and more stout than other Venuse, often confused for chubby elves. They train with martial skills, having brown skin and greyish features.

Stats
+2 Constitution. Gain Combat training and Combat magic training.
Stalwart Defenders
You gain +1 HP per level and advantage on Constitution saves.
🔥 Flaming Fury

These Venuse have hyper personalities and fiery complexions. They shoot first and ask questions later, being the slimmest of the Venuse.

Stats
+1 Charisma or Intelligence. Gain Speech or Seduction training and Pyromancy training.
Flame Aura
Whenever hit, these Venuse deal 1d4 Fire damage in return.

🐺 Beast Folk

Shapeshifting warriors with scrutiny and controversy. Some say the god Carthus curses mortals for sins against Nature, others claim they're a natural race like any other.

Beast Folk Base Stats
HP at Level 110
AgeMature at 14-16 years, live up to 200 years
SkillsSurvival, Perception, Insight or Intimidation, Combat or Nature, Alchemy

Beast Folk Subraces

🐻 Ursai (Bear)

Rugged and fuzzy humanoids with tough skin and white, black, brown, or red fur. Muscular yet chubby with fanged mouths and hair all over their bodies.

Stats
+2 Strength and +1 Wisdom or Constitution
Shifting
As a Bonus Action (1/4 level times per day, up to 1 hour each), morph into animalistic form. Gain +3× your level in Temp HP, +2 Strength (but -2 Wisdom), and become Large.
Bear Bod
Double carry weight. Can wield 2-handed weapons in 1 hand with -3 to hit. +2 Natural AC. 50% Fire and Cold resistance.
🦊 Felixi (Fox)

Slender, sharp-faced, keen-eyed with a fluff of hair around their neck and puffy tail. White, Red, Black, Grey, or Brown coloring.

Stats
+2 Dexterity and +1 Charisma or Intelligence
Shifting
As a Bonus Action, shift into fox-like form. +4 to Stealth checks, +4 Sleight of Hand. +2 Dexterity (but -2 Wisdom).
Cunning Little Thing
+1 to all Illusion, Mind Control, and Charm effects. When you critical on a spell check, gain +10ft movement until end of round.
Run Away Jump
If an enemy enters your threat range, jump up to 15ft away as a reaction (once per round) without provoking opportunity attacks.
🐺 Lupin (Wolf)

Canine beings of tall muscular stature, long canine faces, and pointed ears. Wide variety of colors with piercing predatory eyes.

Stats
+2 Strength or Dexterity and +1 Wisdom or Constitution
Shifting
As a Bonus Action (1/4 level times per day, up to 1 hour), morph into animalistic form. Legs become bowed, snout extends with razor fangs. +2 Dexterity and Strength (but -2 Intelligence). +10ft movement and advantage on attacks against bleeding targets.
Pack Tactics
2d4 Natural Claw attack that inflicts Bleeding 1. When attacking an enemy adjacent to an ally, gain +2 critical chance.
🐱 Felinus (Cat)

Cat people with tails, bowed legs, catlike ears, and feline eyes. Some have fangs and light fur.

Stats
+2 Dexterity and +1 Wisdom or Charisma
Shifting
As a Bonus Action (1/4 level times per day, up to 1 hour), morph into animalistic form. Jumping distance doubles, +2 Reflex, +4 Dexterity (but -2 Wisdom).
Purring Rejuvenation
Once per day, invoke a low humming purr that heals up to 2 injuries on you and every ally within 5ft. After, they gain 2× your level in temporary HP.
Night Vision
60ft of darkvision.
Feline Composure
1d4 Natural claw attack. Once per combat, convert 1 attack vs your AC to your Reflex instead.

🗡️ Warrior

Masters of the battlefield. Warriors use tactics and weapon mastery to overwhelm their foes.

Warrior Training
WeaponsMartial, Simple, up to 3 Specialty Weapons
ArmorLight, Medium, Heavy; Bucklers, Shields
ToolsBlacksmith's Tools (Basic)
SkillsChoose 3: Combat, Engineering, Survival, Nature, Perception, Tactics
HPLevel 1: Racial + 10 + CON. Each level: 1d10 or 6 + CON
SavesChoose 2: STR, CON, DEX, WIS. Choose 2 Defenses: Mental, Reflex, Spiritual

Advancement Table

LevelConquest DieCritical DieFeatures
11d60Martial Feat, Fighting Style, Tradition
21d60Adrenaline Surge, Armour Specialisation
31d60Tradition Ability
41d61Martial Feat
51d81Attack Increase
61d81Armour Specialisation, Tradition Ability
71d81Adrenaline Surge, Martial Feat
81d82Vengeful Critical
91d82Tradition Ability
101d102Martial Feat, Attack Increase
111d102Armour Specialisation
121d103Tradition Ability
131d103Martial Feat
141d103
151d123Attack Increase, Tradition Ability
161d124Martial Feat
171d124
181d124
191d124Martial Feat
201d205Attack Increase, Mastery

Key Abilities

Adrenaline Surge (Lvl 2, 7)
Push beyond normal limits — gain a Full Round Action. Recharges on a Basic Rest. Gained again at level 7.
Vengeful Critical (Lvl 8)
If you critical, reroll all Critical Die. Continue until you stop critting.
Attack Increase (Lvl 5, 10, 15, 20)
Gain an additional attack as part of your Full Round Action.

Armour Specialisation (Lvl 2, 6, 11)

Choose one specialisation each time. Retaking an already-chosen specialisation grants the listed upgrade.

Unarmored
AC and Reflex = 1/4 level + STR or DEX + CON. Retake: +2 Mental and Spiritual.
Light Armor
While wearing a full suit of Light Armor: +10ft movement speed. Retake: +2 Reflex and Mental.
Medium Armor
While wearing a full suit of Medium Armor: DR/−2 + 1/8th level vs spells. Retake: +2 AC and Spiritual.
Heavy Armor
While wearing a full suit of Heavy Armor: DR/−2 + 1/8th level vs physical and elemental damage. Retake: Shrug off 1 Critical per round.

Warrior Traditions

💃 Blade Dancer

A whirlwind of elegance and steel. The Blade Dancer turns combat into a lethal performance.

Dance of Blades (Lvl 1)
Gain Finesse Fluency — whenever you hit with all equipped weapons, make another full attack at −1. Continues until you miss.
Grace of the Blade (Lvl 3)
Whenever you critical, regain an Adrenaline Surge. Critical Range increases by 1.
Dance of Death (Lvl 6)
Spend a FRA to attack every enemy in threat range. −2 to all defenses until end of round.
Graceful Defiance (Lvl 9)
+4 vs knockdown, forced movement, and restriction effects. Once per day, ignore 1 Physical Save entirely.
Ignorant Strikes (Lvl 12)
Each critical increases your Critical Range by 1 until end of combat.
Final Dance (Lvl 15)
When reduced to 0 HP, if an enemy is in threat range, roll a FRA against them. Reduce them to 0 HP and you remain at 0 HP (not dead).
🚩 Vanguard

The most versatile Warrior — switching between battle stances and inspiring allies.

Stances (Lvl 1)
Assault: −1 all defenses, +1 attacks/damage/FRA attacks. Defense: +2 defenses, −5ft movement, allies within 10ft gain +1 saves. Midrange: +1 defenses, +1 attacks/damage. Switch stances as a Bonus Action.
Bannerman (Lvl 3)
Choose a banner: Lion (bloody enemy → allies gain 5 temp HP), Wolf (you + ally both hit → next attack +5), Horse (+5ft speed, allies 10ft charge free), Bear (temp HP = enemies in 10ft at combat start; retrigger on injury), Stag (charge gains Trample).
Rally Cry (Lvl 6)
Invoke an ally within 15ft with one of your Adrenaline Surges.
Fury of Blood (Lvl 9)
Injure or kill an enemy → switch stance for free immediately.
Final Stand (Lvl 12)
Reduced to 0 HP or injured → gain an Adrenaline Surge that must be immediately used (fight 1 more round). Each enemy felled grants allies within 5ft 5 temp HP.
Stance of the Champion (Lvl 15)
Double all stance positives with no negatives. Switching stances grants Critical Chance +2 until end of round.
👊 Brawler

Fights with tooth and nail — using anything on the battlefield as a weapon.

Menace of Combat (Lvl 1)
+50lbs carry weight. Use anything as a weapon. Grappled enemies take double damage from throws and collisions.
Enforcing the Line (Lvl 3)
Hit with melee → grapple as a free action. Throwing objects or enemies → advantage on the attack roll.
Surge of Decimation (Lvl 6)
After using Adrenaline Surge, gain one additional attack or item interaction.
Blood upon the Sand (Lvl 9)
When you or an enemy is bloodied: DR/−5 for the rest of the round.
Flurry of Blood (Lvl 12)
Land all melee attacks in a round with unarmed/improvised weapons → regain an Adrenaline Surge (once per round).
I Didn't Hear No Bell (Lvl 15)
At 0 HP, continue fighting in a downed state until −50% HP (−100% HP with Die Hard).

🛐 Acolyte

Holy Orders dedicated to a deity. The Acolyte is its Military arm, Secret Blade, or Preaching Word.

Acolyte Training
WeaponsSimple Weapons, Deity's Weapons
ArmorShields, Bucklers, Light Armor
ToolsRunecrafting, Alchemic
SkillsChoose 4: Alchemy, Religion, Combat, History, Arcana, Survival, Perception
HPLevel 1: Racial + 8 + CON. Each level: 1d8 or 5 + CON
SavesCasting modifier + Constitution. Defenses: Mental and Spiritual

Advancement Table

LvlFeaturesKnown1st2nd3rd4th5th
1Choose Domain, Divine Power72
2Divine Armament83
3Choose Divine Order842
4Choose Divine Feat943
59542
6Divine Order Ability8653
7Divine Armament Upgrade10764
8Choose Divine Feat10875
9Divine Order Ability118752
10Divine Power Upgrade118863
11128863
12Divine Feat, Divine Order Ability128864
13139865
1413109761
15Divine Order Ability14109761
16Choose Divine Feat141110761
17Divine Armament Mastery, Invoke Divinity: Absolution151110762
18151211872
19161211872
20Archon161211983

Key Class Features

Choose Domain (Lvl 1)
Your deity defines your casting stat (via Religion), your alignment range, your enemies, and your granted abilities.
Divine Power (Lvl 1, upgrade Lvl 10)
Pool of d6s equal to your level — invoke as a Spell Attack. Recharges Long Rest. Plus a Short Rest ability unique to your deity. At level 10, the pool expands and you gain additional deity-specific powers.
Divine Armament (Lvl 2, 7, 17)
Choose: Blessed Weapon (Spellwarrior/Blessed/Spectral; 4hr ritual to change), Zealot (Combat Feat + Fighting Style), or Knowledge (additional non-opposing Spell School). At Lvl 17: Divine Armament Mastery.
Archon (Lvl 20)
50% Resistance to all non-deity energies. 100% Resistance to deity-aligned energies. Double die on deity-aligned damage and spells.

Divine Orders

⚔️ Paladin

The military arm of a deity — a holy knight who channels divine wrath through smites and auras.

Deity's Smite (Lvl 3)
Usable 1/Long Rest. Fighting Style. Infuse deity energy into melee attacks. Smite charges increase to 2 at Lvl 6, 3 at Lvl 9.
Aura Ability (Lvl 6)
Gain a deity-dictated Aura in a 15ft radius (expands to 30ft at Lvl 9).
God's Blessed Knight (Lvl 9)
Smiting a deity enemy to death refunds a Smite charge. Advantage on Concentration checks. Smite increases to 3/Long Rest.
Never Shall Ye Yield (Lvl 12)
Need 1 additional enemy beyond normal to break your flank. Gain +2 HP per level.
Zealot of the Faith (Lvl 15)
Drop below 0 HP → continue fighting until −100% HP while a deity enemy is on the battlefield. Religion check DC = 1/4 negative HP to return to 1 HP on success.
🗡️ Inquisitor

The secret blade of a deity — enforcing divine will through judgements, interrogation, and relentless zeal.

Judgements (Lvl 3)
Deity-based judgements equal to casting modifier per day, applied as a Bonus Action. Divert Alignment 1 segment from deity. Fighting Style. Finesse or Combat feat.
Judge's Glare (Lvl 6)
Interrogation: force INT save → 1d8 INT damage + 4d8 deity energy; compels truth for 1 hour on failure. Daily.
Unrelenting Zealotry (Lvl 9)
On a critical: gain +1 Critical Chance, +1 Critical Range, and Vengeful Critical.
Purge Upon the Non Believer (Lvl 12)
Activate a judgement → enemy within 20ft makes a Wisdom (Fear) save. Can frighten any enemy regardless of type.
Give Your Heart Forever (Lvl 15)
Each critical heals you for 1/2 of the critical damage dealt.
📖 Cleric

The preaching word of a deity — channelling divine magic for healing, protection, and alignment-driven power.

Choose at Lvl 3
Daily ability from deity + training. Choose: Heightened Spellcasting (opposing-deity spells gain +1 dmg die) OR Blessed Healer (+1 die to heals/shields).
Infusion of Divinity (Lvl 6)
After casting, invoke divinity in a 30ft aura — aura strength = divinity points spent.
Alignment of Divinity (Lvl 9)
Good: Reroll life/nature/aquon spells once. Law: Order/Crusade/Terran/Life auto-gain Holy keyword. Evil: Necromancy/Soul/Abyssal gain Soul Casting. Neutral: Nature/Lunar/Astral/Combat — 1 free spell each/day. Chaos: +2 Spell DC on Chaos/Illusion/Destruction.
Path of the Meek / Strong (Lvl 12)
Of the Cloth (robes): all spells +1 die + Crit Chance 1. Of the Steel (armor): no close-quarters penalty; allies 15ft unaffected by your spell negatives.
Book of the Divine (Lvl 15)
All deity knowledge. Gain +1 Spell School and learn ALL of that school's spells.

🗝️ Rogue

Stealthy and charming rulers of the underworld. The Rogue is the master of exploitation, finesse, and finding the crack in every wall.

Rogue Training
WeaponsSimple, Rapiers, Warglaives, Firearms, Chain Blades
ArmorLight Armor, Bucklers
ToolsChoose any 3
SkillsChoose any 4
HPLevel 1: Racial + 8 + CON. Each level: 1d8 or 5 + CON
SavesDexterity + INT or CHA. Defenses: Reflex and Mental

Advancement Table

LvlFeaturesCrit RangeCrit Chance
1Sneak Attack, Expertise, Skillset, Guild01
2Weapon Expertise01
3Quick Fingers12
4Skillset Improvement, Guild Ability12
5Attack Increase13
6Bountiful Luck23
7Guild Ability23
8Skillset Improvement23
9Quick Fingers24
10Guild Ability24
11Uncanny Grit34
12Skillset Improvement35
13Guild Ability35
14Weapon Expertise35
15Quick Fingers35
16Guild Ability35
17Uncanny Grit36
18Critical Expert36
19Guild Capstone36
20Master Rogue47

Key Abilities

Sneak Attack (Lvl 1)
Attacking while undetected or not perceived as a threat is an automatic Critical.
Expertise (Lvl 1)
Choose 3 skills — gain +2 magical bonus to each.
Skillset (Lvl 1, 4, 8, 12)
Choose any feat meeting prerequisites.
Weapon Expertise (Lvl 2, 14)
Choose 3 weapons — cannot roll under 10 on attacks with them unless the result is a natural 1.
Quick Fingers (Lvl 3, 9, 15)
Sleight of Hand check once without consequence on failure. At Lvl 15: cannot roll under 10 on Sleight of Hand.
Attack Increase (Lvl 5)
FRA grants an additional attack with a light weapon.
Bountiful Luck (Lvl 6)
On a critical, regain a use of your Luck stat this combat.
Uncanny Grit (Lvl 11, 17)
Succeed save vs spell with secondary effect → fully unaffected. Fail → choose: damage OR secondary effect.
Critical Expert (Lvl 18)
Your critical hits become devastatingly precise.
Master Rogue (Lvl 20)
Capstone ability — the pinnacle of roguish mastery.

Guilds

👻 Veil Blade

Ghostly assassins who slip between the Veil and reality, wielding spectral weapons and speaking to the dead.

Spectral Blades (Lvl 1)
Grant weapons Ghost Touch. Speak with Dead at will.
Veil Jump (Lvl 4)
Detect tears in the Veil. Dash → teleport up to 50ft as a Movement Action.
Shifted Assault (Lvl 7)
Enemy crits you → shift into the Veil (only Spiritual/Mental can target you) until end of round. Can also be used as a FRA.
Peeling of the Veil (Lvl 10)
Veil Jump twice per Dash. Following attacks gain Critical Chance +3.
Whispers of Fear (Lvl 13)
On a critical, enemy makes a Combat Save (WIS Morale) or becomes Frightened. Can frighten Undead.
Shrouded Defenses (Lvl 16)
When Shifted Assault triggers: +5 Spiritual Defense. All attacks gain Vengeful Critical.
Reaper of Souls (Lvl 19)
Killing a living creature → gain Soul Casting. Killing spirits erases them from existence. Sacrifice a soul to regain 20 HP.
🩸 Assassin

Precision killers who exploit every opening, dealing devastating critical damage and instant-kill strikes.

Brutal Finesse (Lvl 1)
Combat skill calculated from Dexterity.
Critical Brutality (Lvl 4)
On a critical: enemy gains Bleeding for (1/4 total damage) rounds.
Assassinate (Lvl 7)
Critical dealing 50%+ of enemy HP in one blow → CON save (DC 8 + combat level + 1/4 level) or instant death.
Master of Efficiency (Lvl 10)
Apply bane, poison, or activate a rune for free as you enter combat.
Angel of Death (Lvl 13)
Always know if enemy has higher AC or Reflex — switch targets freely. Bleeding enemies: negative defense for each bleeding stack.
1 Shot 1 Kill (Lvl 16)
Kill an enemy in 1 round → gain an Adrenaline Surge.
Flurry of Death (Lvl 19)
Kill an enemy → double movement and move beside another enemy.
💰 Thief

Masters of larceny and misdirection, turning stolen items and quick hands into a lethal advantage.

Quick Hands (Lvl 1)
+1 Bonus Action. When spotted while sneaking, make 1 reaction before confrontation.
Drop In Specialist (Lvl 4)
Half damage from falling. +4 Engineering for assembling heist equipment.
Knack for Shiny Things (Lvl 7)
Targeting an item for theft: +X to all attacks (X = item rarity: Common +1 to Legendary +5). OR +1/2 X while wielding a magic item.
Quicker Picker Upper (Lvl 10)
Switch, hand, or pick up items as a free action. Placing an item in an enemy's pocket triggers it.
Eye for the Finer (Lvl 13)
Engineering or Arcana check to detect enchantments/traps before approaching. Once per instance.
Heist Master (Lvl 16)
Triple carry weight. No ally within 15ft → +30ft movement. Reflex gains extra from DEX.
Thief of 5 Fates (Lvl 19)
Reduced to 0 HP → sacrifice a Rare magic item → regain 1 HP, immediately move 10ft without opportunity attacks.
🍀 Wanderer

Fate-touched drifters who bend luck itself — making their friends luckier and their enemies cursed.

Never Bound by Fate (Lvl 1)
Pool of d6 Fate Die = Luck stat. Ally or you fail → expend die as reaction. If now passes, enemy gains Crit Fail Chance 1 until end of combat. +2 Luck. Refresh Long Rest.
Tongue of the Trials (Lvl 4)
Use Luck stat = CHA modifier times. On a critical, regain a Fate die.
Too Hard to Die (Lvl 7)
Debuff applied → expend Fate die to stop it for that many rounds. Apply to an ally as a reaction.
Finding the Hole in a Brick Wall (Lvl 13)
Fail a check the first time → no negatives. May redo from a different angle.
The Meta (Lvl 16)
Enter an instance → change 1 piece of information (cannot break the instance).
Wanderer of Fate (Lvl 19)
All allies start with 2 Fate Die. Expend last → regain 2. Each ally Fate Die used → you gain +4 to all checks until end of round.

🎵 Bard

Charming and devilish minstrels of creation. Bards tie passion and magic together into strings of Ego and harmony.

Bard Training
WeaponsSimple, Dueling Swords, Rapiers, Chakrams, Warglaives, Firearms
ArmorLight, Medium, Bucklers
ToolsChoose any 3
SkillsChoose any 5
HPLevel 1: Racial + 8 + CON. Each level: 1d8 or 5 + CON
SavesCharisma + Wisdom. Defenses: Reflex and Mental

Advancement Table

LvlFeaturesEgoKnown1st2nd3rd4th5th
1Guild, Study, Invoke Ego, Performance253
2Expertise, Creation Feat254
3Egotist3642
4Guild Ability, Study Stanza3653
5Creation Feat47531
6Entertainment Perk47532
7Expertise Upgrade58532
8Creation Feat58542
9Guild Ability, Study Stanza69543
10Egotist Upgrade695431
11Master of Style7106541
12Creation Feat7106542
13Mysteries Revealed81176521
14Guild Ability81176531
15Flourish of Thoughts91287631
16Creation Feat91287642
17Grand Composition101387753
18Creation Feat101387753
19Guild Capstone111498864
20Legend of Creation111498864

Ego Die Progression: d6 → d8 at Lvl 5 → d10 at Lvl 10 → d12 at Lvl 15. Replenish on Short Rest.

Key Abilities

Invoke Ego (Lvl 1)
Pool of Ego Die. As a bonus action, grant one die to an ally to use on any roll for 1 hour. Replenish on Short Rest.
Expertise (Lvl 2, 7)
Choose 4 skills — gain +2 magical bonus. At Lvl 7: add +2 to 2 more or upgrade one to +4.
Egotist (Lvl 3, upgrade Lvl 10)
1/day Invoke Ego to: add to a save, prevent being surprised, or force any person to reroll. At Lvl 10: 2 more uses/day.
Entertainment Perk (Lvl 6)
Choose: Show Stopper (CHA check vs crowd → enthralled for scene, DC 10/15/22 by disposition), Captive Audience (perform 1 round → enemies can't initiate violence without Mental save DC 10+CHA), or The Final Bow (1/combat: would drop to 0 → stay at 1 HP; allies 30ft gain temp HP = Ego die + CHA; current Stanza +1 round).
Master of Style (Lvl 11)
Charismatic Resonance: Add CHA to spell damage. Unbroken Rhythm: Performance can't end from being hit (only Silenced/Stunned/Unconscious). Loaded Die: Invoke Ego → roll 2 dice, take higher.
Mysteries Revealed (Lvl 13)
Secrets of the Art: +2 spells of any castable level (don't count vs Known). Borrowed Verse: 1/LR cast any known spell ≤3rd without a slot. Primal Resonance: Choose 1 damage type, gain resistance.
Flourish of Thoughts (Lvl 15)
Unshackled Mind: Immune to Confused/Stunned/Silenced. Double Time: 1/SR use 2 Ego dice in 1 BA. Encore: Turn start with 0 Ego → immediately regain 1.
Grand Composition (Lvl 17)
1/LR: 1 full minute composing (or full action in combat). Choose: Overture (allies 60ft: 20 temp HP, +3 all rolls, immune Frightened/Charmed 1hr), Requiem (enemies 60ft: Mental save DC 10+CHA or Frightened 1min, Crit Fail 2 on attacks), or Crescendo (allies: next attack auto-crits as a BA).
Legend of Creation (Lvl 20)
Author's Privilege: 1/day change any nat 1 to any number (free action). The Living Song: Performance can't end; no ally 60ft can be dropped to 0 by a single hit (once/ally/combat). Creation's Favorite: 3 Legendary Ego d12s/day, distributable all at once.

Stanzas (Performance System)

Starting Line

+1 to spells, +1 Critical Chance. Advance by: Critical OR cause a Spell Effect.

Line 2 — Choose One

Thundering Verse: Allies +2 attacks, 1d4 Sturm damage. Max 1 die → advance to Line 3. Blessed Hymn: Healing can't roll below mid. Heal to full → advance. Bleeding Grind: Weapons inflict Bleeding 1. Max bleeding roll → advance. Pushing Line: Allies +10ft movement, +2 saves. Ally saves or charges → advance.

Line 3 — Choose One

Beckoning Escalation: Crit Chance 2 + Vengeful Critical. Ally crits and kills → Final Verse. Flourishing Words: Ongoing 1d4 healing. Ally recovers from a status → Final Verse.

Final Verse

All allies within 60ft for 3 rounds: Critical Chance 3, all criticals deal max damage on every die, +3 to attacks/spell damage. Ally protection: once per combat per ally, survive a killing blow at 1 HP (free reaction). 3+ criticals during Final Verse refreshes it for 3 more rounds.

Bardic Studies

Poet
Crit Chance 1 on Speech/Seduction. Word Spells +1 die or invoke Ego to double die. Schools: Choose 4 from Battle, Life, Death, Nature, Arcane, Destruction.
Chef
+4 Chef's Tools. Ally eats/drinks → effect gains 1 die (or becomes 2d8 heal if no effect). Schools: Choose 4 from Nature, Aquon, Life, Lunar, Terran, Arcane, Destruction.
Dancer
Train Acrobatics. +2 Natural AC (+4 unarmored). Hit enemy with weapon → invoke Ego to cast any spell ≤2nd point blank. Enemy melee miss → move 10ft free. Schools: Choose 3 from Destruction, Nature, Life, Lunar, Arcane, Aquon.

Bardic Guilds

🦊 Guild of the Fox

Tricksters and schemers who turn conversation into ambush and every buff into a weapon.

On the Drop (Lvl 1)
Ally crits → invoke Ego: attack gains Vengeful Critical + 1 Exhaustion on enemy. In conversation → invoke any times: all checks gain Crit Chance X.
Armoury of the Fox (Lvl 1)
Each day choose 3 items: Book (+1 to spells while wielding), Weapon (gains Spellwarrior), Instrument (start 1 line higher in Performance).
Opportunity (Lvl 4)
Conversation triggers combat → invoke Ego: 1 ally or yourself makes 1 action (auto-crits if attack).
Fox's Ambition (Lvl 9)
Ally or enemy gains a buff → invoke Ego to copy + redirect it to any target for the same duration.
Deceptive Bargainings (Lvl 14)
Illusion/Charm spells affect 2 more targets. Crit Chance +2 vs enemies affected by your spell last round.
Liar's Blade (Lvl 19)
Enemies you've Taunted, inflicted status, or bloodied gain Critical Failure 5 against you.
🌹 Guild of the Rose

Healers and protectors who channel their compassion into raw defensive power and restoration.

Reprieve / Repress / Rejuvenate (Lvl 1)
Ally fails a save → invoke Ego: +5 to roll. If succeeds: Invulnerable until start of next turn.
Rose's Thorn (Lvl 1)
Choose weapon + instrument: Peacemaker's Weapon (+1 per heal/debuff-remove this round) or Love Bringer's Sound (+1 to spells per heal/debuff-remove). At Lvl 4: kill enemy who harmed ally → regain Ego.
Petals in Stride (Lvl 4)
+10ft base speed. Heal ally or remove debuff → you + that ally immune to OA until EOR. Invoke Ego → grant ally immediate 15ft movement.
Sounds of Peace (Lvl 9)
After finishing a Performance Line → cast a healing spell as a Free Action.
Divine Grace (Lvl 14)
After Performance ends → invoke Ego to heal all allies to 75% HP, restore all broken limbs and ailments.
Angelic Rose (Lvl 19)
Every 10 HP healed adds 1 Petal. End of round: all Petals empty — deal 1d6 Life per Petal to any target within 30ft.
🎭 Guild of the Masquerade

Masters of illusion and identity, bending perception into a weapon more dangerous than any blade.

Smoke and Mirrors (Lvl 1)
Reaction to being targeted → invoke Ego: attack hits illusory copy; move 15ft free. In social → invoke any times to construct a persona: each die = 1 truth treated as fact unless saved against.
Mirror's Arsenal (Lvl 1)
Choose weapon + instrument: Phantom Blade (wounds delayed to next turn start; can't prevent death) or Harmonic Illusion (+1 Illusion/Enchantment; visual components can't be passively disbelieved).
Curtain Call (Lvl 4)
Reaction: incoming spell/ability/attack on you or ally → invoke Ego to redirect to any target in 30ft. Redirect to self → Invulnerable until it resolves. 1/round.
Grand Illusion (Lvl 9)
Create a perfect illusory duplicate of any observed creature in 60ft. Acts on your turn; can't deal damage. Creatures must save Mental DC 10+CHA or believe it real. Lasts until dismissed, hit by a creature who succeeded the save, or you're incapacitated.
Living Fiction (Lvl 14)
Believed Into Being: 1/day invoke Ego on an illusion → for 1 min it deals real Psychic dmg = spell die + CHA (disbelievers take half). Denial: Creature succeeds save vs Illusion/Enchantment → invoke Ego to force a reroll.
Reality's Author (Lvl 19)
1/day choose: "They Are Unbroken" (target perceived as uninjured 1hr), "This Door Has Always Been Here" (door to visited location appears in 30ft), or "That Never Happened" (creature forgets last 10 mins). While active: Illusion/Enchantment can't be disbelieved by lower level/CR creatures.

🔮 Magister

Mages who understand how the world truly works. The most diverse casters — practicing arcane power, swordplay, and divinity in equal measure.

Magister Training
WeaponsMartial, Simple, Arcane Weaponry
ArmorLight, Medium, Bucklers
ToolsRunecrafting, Alchemy
SkillsChoose 4
HPLevel 1: Racial + 8 + CON. Each level: 1d8 or 5 + CON
SavesIntelligence + Wisdom. Defenses: Mental and Spiritual

Advancement Table

LvlFeatures1st2nd3rd4th5th
1Arcane Weapon, School of Thought3
2Scrying, Mystery Feat4
3Arcane Smite42
4School Ability53
5Specialty531
6Mystery Feat, Arcane Weapon +2532
7School Ability532
8542
9Mental Note543
10School Ability5431
11Arcane Mastery6541
12Mystery Feat6542
1376521
14School Ability76531
15Greater Specialty87631
16Mystery Feat87642
17Arcane Weapon +387753
18School Capstone87753
1998864
20Magister's Codex98864

Key Abilities

Arcane Weapon (Lvl 1, upgrades 6, 17)
Choose up to 2 Weapons or Armour. They gain +1 and the Arcane damage keyword. Summon them to your hand as a Bonus Action from any plane. +2 at Lvl 6, +3 at Lvl 17.
Scrying (Lvl 2)
Gain Scrying charges = INT mod (min 1). Spend 1 charge: 1-minute ritual to see/hear within 1 mile of a location you've been. Spend 2: scry a creature you know (Mental save negates). Charges replenish on Long Rest.
Mystery Feat (Lvl 2, 6, 12, 16)
Choose a feat from Martial, Arcane, or General lists. School may expand options.
Arcane Smite (Lvl 3)
On weapon hit, expend a spell slot: deal +2d8 Arcane per slot level. Once per turn.
Specialty (Lvl 5)
Choose: War Mage (+1 weapon attacks, can use STR or DEX for Arcane Smite damage), Spell Blade (any turn you cast a spell, make 1 weapon attack as BA), or Ward Master (Ward spells cost 1 level lower slot, min 1st; +2 to concentration).
Mental Note (Lvl 9)
Prepare 2 extra spells daily (don't count toward max). 1/LR cast a prepared spell without a slot if ≤3rd level.
Arcane Mastery (Lvl 11)
Add INT modifier to all weapon damage rolls. Spell attacks gain +1 to hit. Recover 1 expended spell slot of 3rd level or lower once per Short Rest.
Greater Specialty (Lvl 15)
Choose: Grand War Mage (Arcane Smite +1d8, weapon attacks crit on 19-20), Grand Spell Blade (cast + attack in same turn: spell DC +2; weapon attack crits trigger free cantrip), or Grand Ward Master (Ward spells auto-succeed concentration first time; allies in Ward gain Resistance to spell damage).
Magister's Codex (Lvl 20)
Spells cannot be countered by effects of 4th level or lower. Once/day open the Codex — choose: Rewrite (change any spell's damage type), Override (cast any spell in the game at 5th level), Command Permanence (make a temporary spell effect permanent), or Magnum Opus (declare one creation Legendary — permanent +3 item).

Schools of Thought

📜 Delver of Secrets

Seekers of forbidden knowledge who push the boundaries of what mortals are meant to know.

Delver's Knowledge (Entry)
Learn 1 Forbidden School + 3 others. Can use any item regardless of faith or cultural restrictions. Gain Arcana proficiency (or expertise if already proficient).
Secrets Unearthed (Lvl 4)
1/day after a Long Rest, choose a spell from any class list ≤ your max slot level. You can cast it once before next Long Rest (uses your INT). Doesn't count vs prepared spells.
Forbidden Insight (Lvl 7)
Scrying no longer requires a save from targets. Identify items/magic instantly (no ritual). Spend 1 Scrying charge: learn one magical property, curse, or history of any touched object.
Knowledge Incarnate (Lvl 10)
+1 to all spell DCs. Learn 1 additional Forbidden School. When you cast a Forbidden spell, can spend 1 Scrying charge to cast it without Corruption risk.
Walking Library (Lvl 14)
Prepare spells from 2 additional schools. When you see a spell cast, can attempt INT check (DC 10 + spell level) to learn it permanently. Max INT mod extra spells learned this way.
Truth Beyond Truth (Lvl 18)
Cast from Forbidden School without a spell slot 1/Long Rest. The Answer: spend 3 Scrying charges to see the most likely outcome of the party's next major decision. Full Corruption Immunity.
🛡️ Guardian

Armored war-casters who merge steel with sorcery, protecting their allies from the front line.

Steel of the Arcane (Entry)
Proficiency in Heavy Armour and Shields. Mystery Feats can choose Martial feats. Gain Combat Magic + 2 other schools. Bonded Weapon gains Sundering.
Aegis of the Unknown (Lvl 4)
When you Arcane Smite, allies within 10ft gain +2 all defenses until EOR. You gain Vigilant (can't be surprised, +5 initiative).
Arcane Bulwark (Lvl 7)
Reaction: when ally within 30ft is hit, expend a spell slot → reduce damage by 2d8 per slot level. If damage is fully negated, ally gains temp HP equal to the remainder.
Fortress Mind (Lvl 10)
Immune to Charmed and Frightened. Advantage on all Mental saves. When you succeed on a Mental save against a spell, reflect it back to the caster at same level.
Warden's Wrath (Lvl 14)
Arcane Smite now also pushes target 10ft and knocks Prone on failed STR save. If target hits a wall or another creature, both take 2d6 bludgeoning. Opportunity attacks can trigger Arcane Smite.
Immortal Sentinel (Lvl 18)
1/Long Rest: for 1 minute, gain resistance to all damage, all allies within 30ft gain +3 AC, and your Arcane Smite deals an additional 3d8. When this ends, regain HP equal to damage dealt during its duration (max 100).

🌿 Shaman

Primal conduits of the spirit world. Shamans channel totems, commune with spirits, and sacrifice their vitality to wield raw elemental and spiritual power.

Shaman Training
WeaponsSimple, Axes, Claw Weapons
ArmorLight, Medium
ToolsLeatherworking, Hunting, Apothecary
SkillsChoose 4
HPLevel 1: Racial + 8 + CON. Each level: 1d8 or 5 + CON
SavesWisdom + Constitution. Defenses: Spiritual and Reflex

Advancement Table

LvlFeaturesTotems1st2nd3rd4th5th
1Natural Path, Totems, Sacrifice23
2Spirit Guardian, Spirit Sense24
3Primal Feat242
4Path Ability353
5Sacrifice Upgrade3531
6Primal Feat3532
7Spirit Guardian Upgrade4532
8Test the Pain4542
9Path Ability4543
10Feral Senses55431
11Primal Surge56541
12Primal Feat56542
13Spirit Conduit676521
14Path Ability676531
15Primal Feat687631
16Dual Totems787642
17787753
18Path Capstone787753
19Ancient Pact898864
20Avatar of the Primal898864

Totems

Totems are physical spirit anchors placed within 30ft as a Bonus Action. Each radiates an aura affecting allies/enemies within 15ft. Max active totems = Totems column. Totems have 10 HP + your level, AC 12. Destroyed totems can be re-summoned after a Short Rest.

Life Totem
Allies in aura heal 1d4 HP at start of their turns.
Fire Totem
Enemies entering or starting in aura take 1d6 Fire damage.
Lightning Totem
Allies in aura: +1 to attack rolls. Once/round: lightning bolt at enemy in aura for 1d8 Lightning.
Ice Totem
Enemies in aura: -10ft movement, Difficult Terrain. Failed DEX save: Slowed.
Fury Totem
Allies in aura: +2 weapon damage. On kill within aura: immediately take another attack as free action.
Serenity Totem
Allies in aura: +2 all saves. Immune to Frightened. Taking damage: reduce by WIS mod.
Doom Totem (Lvl 7+)
Enemies in aura: -2 all saves. Crit against enemies in aura deals +1d8 Necrotic.
World Totem (Lvl 8+)
30ft aura. All allies: resistance to one chosen element. Can change element as BA.

Key Abilities

Sacrifice (Lvl 1, upgrade 5)
Sacrifice HP equal to spell level × 3 to cast without a slot. At Lvl 5: cost reduced to spell level × 2; can sacrifice to empower a spell (+1 die damage or +2 DC).
Spirit Guardian (Lvl 2, upgrade 7)
A spirit companion manifests (choose form). It scouts, communicates telepathically within 1 mile, and can deliver touch spells. At Lvl 7: gains an attack (1d8 + WIS), flyby, and can maintain one totem independently.
Spirit Sense (Lvl 2)
Detect undead, spirits, and extraplanar entities within 60ft. Identify if a location is cursed, blessed, or spiritually significant.
Test the Pain (Lvl 8)
When you take damage, can use Reaction to gain temp HP = damage taken (max WIS mod × 3). Once/Short Rest.
Feral Senses (Lvl 10)
Blindsight 30ft. Can't be surprised. Advantage on Perception and Survival in natural environments.
Primal Surge (Lvl 11)
1/Long Rest as BA: all totems pulse — each triggers its effect twice this round. Allies in any totem aura: +1 attack, +5 temp HP.
Spirit Conduit (Lvl 13)
Cast spells through any active totem as origin point. Totem auras increase to 20ft.
Dual Totems (Lvl 16)
Place 2 totems with a single BA. When two different totems overlap, create a Convergence Zone: allies in the overlap gain both effects enhanced (+50% values).
Ancient Pact (Lvl 19)
Choose an Ancient Spirit patron. 1/day: commune for guidance (DM answers 3 questions truthfully). Gain one 6th-level spell castable 1/Long Rest without a slot.
Avatar of the Primal (Lvl 20)
1/day for 1 minute: become a colossal spirit form. +4 STR/WIS, all totems become indestructible, totem auras 40ft, all spell damage +2 dice, immune to non-magical damage. When it ends, all allies within 60ft fully heal.

Natural Paths

⚡ Elemental Warrior

Shamans who channel raw elemental fury through their weapons and body.

Stormborn (Lvl 1)
Choose an element (Fire, Lightning, Ice, Earth). Weapon attacks deal +1d4 of that type. Can change element on Long Rest. You gain Destruction 1, Aqua 1, and Nature 1, plus 1 additional spell school of your choice.
Chaos Wielder (Lvl 4)
After hitting, can change your element to the target's weakness (if known). Critical hits: explosion of your element in 10ft radius (2d6 to all enemies).
Unstoppable Force (Lvl 9)
Elemental damage bonus increases to +2d6. Resistance to your chosen element. Immune to related status (Fire→Burning, Ice→Frozen, Lightning→Stunned, Earth→Prone).
Elemental Overload (Lvl 14)
1/Short Rest: overload your element for 3 rounds. All attacks deal max elemental damage. Enemies hit must save or gain a stacking debuff related to your element (Fire: Burning 2, Ice: Slowed→Frozen, Lightning: -1 action, Earth: -10ft move + Prone).
Eye of the Storm (Lvl 18)
Permanent aura 15ft: enemies take 2d8 of your element per round. You can wield 2 elements simultaneously. On crit: trigger both elemental explosions.
💀 Deathwalker

Shamans who walk the line between life and death, commanding the spirits of the fallen.

Excused by Death (Lvl 1)
Choose a death pact: Reaper's Touch (melee: +1d6 Necrotic, heal half), Spirit Leash (bind killed enemy's spirit: 1 spectral servant, max WIS mod), Grave Sense (detect all dead/undead 120ft, speak with dead at will), or Death's Resilience (advantage on death saves, stabilize at 1 HP once/LR). You gain Spirit 1, Death 1, and Nature 1.
Bound Through Death (Lvl 1)
When an ally drops to 0 within 60ft, Reaction: transfer up to 20 HP from yourself to them. They stabilize and regain consciousness.
Fading Strikes (Lvl 4)
Weapon attacks against creatures below 50% HP deal +2d6 Necrotic. Kill an enemy: gain temp HP = their level/CR.
Army of One (Lvl 9)
Spirit Leash max doubles. Spectral servants can now attack (1d8 + WIS Necrotic). As BA, command all servants to converge on one target: each deals their damage simultaneously.
Dominion of Death (Lvl 14)
1/Long Rest: raise a fallen enemy as a full undead thrall (retains abilities, stats at 75%, obeys you). Lasts 24hrs or until destroyed. Max 1 thrall (+1 at Lvl 18). Death spells +2 DC.
Sovereignty of the Veil (Lvl 18)
Immune to Necrotic damage and death effects. 1/day: open a rift to the spirit realm — choose: mass revive (all allies within 60ft return to 50% HP, no death penalty) OR mass death (all enemies within 30ft: WIS save or drop to 0 HP; success: take 8d8 Necrotic).
🐺 Wildcaller

Shamans bonded to the primal beasts, shapeshifting and summoning nature's wrath.

The Wilds Bend to Me (Lvl 1)
Speak with animals at will. Animals never attack you unless provoked. Advantage on Animal Handling. Can calm a hostile beast with WIS check (DC 10 + CR). You gain Nature 1, Aqua 1, and Terran 1.
Bestial Influence (Lvl 1)
Roll 1d6 daily for a primal boon: 1-Wolf (+10ft speed, Pack Tactics), 2-Bear (+2 CON, advantage vs Grapple), 3-Eagle (Darkvision 120ft, +2 Perception), 4-Serpent (+2 DEX saves, Poison immunity), 5-Stag (+1 AC natural, +5ft reach), 6-Shark (Blindsight 30ft in water, +2 attack vs Bleeding targets).
Savage Blows (Lvl 4)
Unarmed strikes and natural weapons deal 1d8 + STR/DEX. On hit, can invoke totem: target takes totem's effect for 1 round.
Choice Shifting (Lvl 9)
Choose your Bestial Influence instead of rolling. Can shift form as BA: become a hybrid beast (your form + animal). Gain that animal's movement and senses. Lasts 1 hour, 2/Short Rest.
Pack Lord (Lvl 14)
Summon a pack of 3 spirit beasts (each: your choice of animal, HP = your level × 2, attack = 1d10 + WIS). They act on your turn. 1/Long Rest. When a pack beast is near a totem, that totem's aura increases by 5ft.
Apex Predator (Lvl 18)
Permanent hybrid form (choose 2 animals). Gain both movement types, senses, and boons. Natural weapons deal 2d10 + STR + WIS. 1/day: Primal Howl — all enemies 60ft: WIS save or Frightened 1 min and take 4d10 Psychic. Pack beasts become permanent.
🩸 Sanguine

Blood shamans who wield their own vitality as the most dangerous weapon of all.

Kin of Slaughter (Lvl 1)
Learn 5 blood spells (unique to Sanguine): Blood Lance (ranged 60ft, 2d8 Necrotic, costs 5 HP), Crimson Shield (reaction, +4 AC, costs 3 HP), Hemorrhage (touch, target bleeds 1d6/round for WIS mod rounds, costs 8 HP), Sanguine Bond (link to ally 60ft, share damage 50/50 for 1 min, costs 10 HP), Red Tide (20ft cone, 3d8 Necrotic, costs 12 HP). You gain Nature 1, Death 1, and Combat Magic 1.
Blood Frenzy (Lvl 4)
When below 50% HP: +2 to all attack rolls and spell DCs. Blood spells cost 50% less HP. Heal 1d4 per enemy you damage.
Devour the Weak (Lvl 9)
Kill an enemy: regain HP = their max HP × 25%. Creature at 0 HP within 30ft: BA to drain, healing you for 3d8. Blood spells gain +1 die damage.
Rivers of Blood (Lvl 14)
Blood spells can target 2 additional creatures. When you sacrifice HP for any ability, deal that much Necrotic damage to an enemy within 30ft as a free action. Resistance to Necrotic.
Sanguine Apotheosis (Lvl 18)
Blood magic costs 0 HP while below 25% max HP. 1/Long Rest: Crimson Avatar — 1 minute, levitate, immune to Bleeding/Necrotic/Poison, all attacks heal you for damage dealt, blood spells auto-max damage. On end: heal to 50% HP.

🏹 Ranger

Hunters, trackers, and wilderness warriors who stalk the frontier between civilization and the wild, guided by instinct and bonded with beasts.

Ranger Training
WeaponsSimple, Martial
ArmorLight, Medium, Shields
ToolsTrapper's Kit, Alchemy
SkillsChoose 4
HPLevel 1: Racial + 10 + CON. Each level: 1d10 or 6 + CON
SavesWisdom + Dexterity or Strength. Defenses: Reflex and Mental

Advancement Table

LvlFeatures1st2nd3rd4th5th
1Fighting Style, Hunter's Knowledge, Companion, Guild2
2Druid's Teaching, Guild Ability3
3Predator's Insight4
4Hunter's Knowledge42
5Find Weakness, Guild Ability53
6Persistence531
7Hunter's Knowledge, Companion Improvement532
8Predator's Insight542
9Guild Ability543
10Apex Instinct5431
11Hunter's Knowledge6541
12Companion Mastery6542
13Predator's Insight76521
14Hunter's Knowledge, Guild Ability76531
15Relentless87631
16One with the Wild87642
17Hunter's Knowledge, Guild Capstone87753
18Predator's Insight87753
1998864
20Legend of the Hunt98864

Key Abilities

Fighting Style (Lvl 1)
Choose: Archery (+2 ranged attacks), Defense (+1 AC in armor), Dual Wielding (add ability mod to off-hand), or Two-Handed (+2 damage with versatile/two-handed).
Hunter's Knowledge (Lvl 1, 4, 7, 11, 14, 17)
Each time, choose a favored terrain and a favored enemy type. In favored terrain: advantage on Survival/Perception, can't be lost, travel at full stealth pace. Against favored enemies: +2 to attack, advantage on tracking, learn one vulnerability.
Companion (Lvl 1, 7, 12)
Bond with a beast (CR ≤ 1/2). It acts on your turn, obeys commands. At Lvl 7: gains +2 AC, +2 attacks, HP = your level × 3. At Lvl 12: Mastery — gains a Multiattack, its attacks count as magical, and it can take reactions independently.
Druid's Teaching (Lvl 2)
Learn 2 Druid cantrips (WIS-based). Can ritual-cast any Ranger spell with the Ritual tag. You gain Nature 1 and Terran 1.
Predator's Insight (Lvl 3, 8, 13, 18)
Each time choose: Keen Awareness (+2 initiative, can't be surprised), Trapper's Eye (detect traps/hidden doors within 30ft passively), Scent of Blood (know exact HP of creatures within 60ft), or Primal Reflexes (+1 Reaction per round). Each selection is cumulative.
Find Weakness (Lvl 5)
Study a creature for 1 round (or BA vs favored enemy). Learn AC, resistances, immunities, and one vulnerability. Next attack against studied creature: +2d6 damage and ignore resistance.
Persistence (Lvl 6)
Exhaustion doesn't affect you until level 4. Advantage on CON saves for forced marches. Can track creatures that teleported (WIS check DC 15 + spell level).
Apex Instinct (Lvl 10)
Gain Blindsight 15ft. In favored terrain: Blindsight extends to 30ft, and you can take the Hide action as a BA even without cover.
Relentless (Lvl 15)
When you reduce a creature to 0 HP, immediately make one weapon attack as a free action. Ranged attacks no longer have disadvantage within 5ft. Your attacks ignore half and three-quarters cover.
One with the Wild (Lvl 16)
While in natural terrain: invisible if motionless, can communicate telepathically with any beast within 1 mile, and your spells can't be detected by magical means.
Legend of the Hunt (Lvl 20)
1/day declare a Legendary Hunt against a creature you can see. For 1 hour: all attacks auto-hit (still roll for crits), your damage ignores all resistance and immunity, and the target can't teleport, turn invisible, or change planes. If you slay the target, permanently gain +1 to an ability score of your choice.

Ranger Guilds

🐻 Beast Master

Rangers whose bond with their companion transcends partnership — becoming a single predatory entity.

Bench of Beasts (Entry)
Bond with up to 3 companions (only 1 active in combat). Swap active companion on Short Rest. Companions gain your proficiency bonus to AC and attacks.
Synergy (Lvl 2)
When you hit a creature, companion's next attack against same target has advantage and deals +1d6. When companion hits, your next attack gains the same.
Elemental Infusion (Lvl 5)
Choose an element. Companion's attacks deal +1d8 of that type. Companion gains resistance to that element. Change element on Long Rest.
Critical Synergy (Lvl 9)
When you or companion crit, the other immediately makes a free attack with advantage. Companion crits on 19-20.
Alpha Bond (Lvl 12)
Companion shares your resistances and immunities. When companion would die, 1/LR it instead drops to 1 HP. Companion can now use your spell save DC for any of its abilities.
Pack Ascendant (Lvl 17)
All 3 companions can fight simultaneously. Each acts on your initiative. Combined HP pool: if one drops to 0, redistribute overflow to another. 1/day: Pack Strike — all 3 converge on one target, each dealing double damage.
🎯 Hunter

Relentless stalkers who mark their prey and pursue it with supernatural precision.

Hunter's Mark (Lvl 2)
BA to mark a creature within 90ft. Attacks vs marked: +1d6 damage. Track marked creature across any distance. Mark transfers on kill (free action). Lasts 1 hour, concentration-free. Uses = WIS mod/Long Rest.
Grit (Lvl 2)
When you kill a marked creature: regain HP = your level + WIS.
Hunter Killer (Lvl 5)
Hunter's Mark damage increases to +2d6. Marked creature can't benefit from half cover against you. First attack per turn vs marked target: advantage.
Unrelenting Pursuit (Lvl 9)
Marked creature can't hide from you (you always know their direction/distance). If marked creature moves, you can use Reaction to move up to your speed toward them. +10ft movement when moving toward marked target.
Death Mark (Lvl 14)
Hunter's Mark damage becomes +3d6. When marked target drops below 25% HP: your next attack is an auto-crit. Killing a marked creature doesn't use a Hunter's Mark charge.
Legendary Quarry (Lvl 17)
Hunter's Mark becomes permanent (no uses limit). Mark up to 3 creatures simultaneously. Marked creatures have disadvantage on saves against your spells. 1/day: Killshot — single ranged attack vs marked creature at any range (no max), deals weapon damage + 10d6. Auto-crits if target is below 50% HP.
🏰 Warden

Tactical defenders who protect territory and allies through strategic positioning and battlefield command.

Warden's Knowledge (Entry)
Gain proficiency in Heavy Armor. +1 AC when standing still since your last turn. Allies within 10ft gain +1 AC (doesn't stack with other Wardens).
Wisdom of the Keeps (Entry)
Choose a Ward Zone (15ft radius centered on you). Allies in zone: advantage on saves vs Frightened/Charmed. You: +2 to opportunity attacks.
Strategic Partnership (Lvl 2)
Companion gains +2 AC while within your Ward Zone. When companion is attacked, Reaction: redirect the attack to yourself (if within 5ft of companion).
Weave Through (Lvl 5)
You and allies in Ward Zone ignore difficult terrain. When an enemy enters your Zone, you can make an OA as free action (doesn't use Reaction). Ward Zone expands to 20ft.
Fort of One (Lvl 9)
While in Ward Zone and motionless: you count as having 3/4 cover. Allies in Zone gain half cover. 1/Short Rest: Fortify — for 1 round, all damage to allies in Zone is reduced by your WIS mod + Proficiency.
Tactical Insight (Lvl 14)
Allies in Zone gain: +2 to attacks against creatures you've attacked this turn. BA: issue a command, one ally makes an immediate attack or moves 15ft. 2/Short Rest.
Bastion of Command (Lvl 17)
Ward Zone expands to 30ft. All allies in Zone: immune to Frightened/Charmed, +2 all saves. 1/Long Rest: Unbreakable Line — 1 minute: allies in Zone can't be reduced below 1 HP (each ally benefits once). You gain resistance to all damage during this time.

🕯️ Witch

Veiled practitioners who draw power from the boundary between realms. Through boons, curses, and familiars, Witches bend fate itself to their will.

Witch Training
WeaponsDagger, Sickle, Scythe, Staff
ArmorRobes, Light
ToolsChoose 3
SkillsChoose 1 casting skill + 4 others
HPLevel 1: Racial + 6 + CON. Each level: 1d6 or 4 + CON
SavesCasting stat + 1 other. Defenses: Mental and Spiritual

Advancement Table

LvlFeatures1st2nd3rd4th5th
1Coven, Boon and Curse3
2Familiar, Witch's Charm4
3Specialization42
4Knowledge from the Veil53
5Coven Ability531
6Boon and Curse Upgrade532
7532
8Knowledge from the Veil, Path of the Witch542
9Veil Sight543
10Coven Ability5431
11Double Hex6541
12Knowledge from the Veil6542
1376521
14Coven Ability76531
15Veil Mastery87631
16Knowledge from the Veil87642
1787753
1887753
19Coven Capstone98864
20Arbiter of the Veil98864

Key Abilities

Boon and Curse (Lvl 1, upgrade 6)
Choose 2 pairs at Lvl 1, +1 at Lvl 6. As BA, apply a Boon (ally 60ft) or Curse (enemy 60ft, save negates). Each pair:
Fortune / Misfortune — Boon: reroll one d20 (take higher). Curse: reroll one d20 (take lower).
Vigor / Wither — Boon: +2d4 temp HP. Curse: -2 to next attack/save.
Haste / Lethargy — Boon: +10ft speed, +1 AC. Curse: -10ft speed, -1 AC.
Clarity / Fog — Boon: advantage on next INT/WIS check. Curse: disadvantage on next.
Shield / Expose — Boon: resistance to 1 damage type 1 round. Curse: vulnerability to 1 type 1 round.
Empower / Drain — Boon: next spell +1 die. Curse: next spell -1 die (min 1).
At Lvl 6: Boons/Curses last 2 rounds. Can apply 2 different effects simultaneously.
Familiar (Lvl 2)
Summon a spirit familiar (cat, raven, toad, spider, snake, or owl). It can deliver touch spells, scout (telepathic link 1 mile), and use the Help action. Dismissed and re-summoned with 10-min ritual. If destroyed, re-summon after Short Rest. Familiar gains +1 HP per your level.
Witch's Charm (Lvl 2)
Create 1 magical charm per Long Rest (max 3 active). Charm effects: Protection (wearer: +1 saves), Detection (wearer senses magic 15ft), Healing (break charm: heal 2d8), or Warding (break charm: cast Shield as free action). Charms last until next Long Rest or broken.
Specialization (Lvl 3)
Choose: Hexer (Curses don't require saves against creatures below half HP), Sage (Boons affect 2 allies), Ritualist (ritual casting time halved; learn 3 extra ritual spells), Veilwalker (+2 Divination/Necromancy DC), or Herbalist (create potions during Short Rest using spell slots).
Knowledge from the Veil (Lvl 4, 8, 12, 16)
Each time: learn 2 spells from any class list (must be ≤ your max slot level). These don't count toward your Spells Known.
Path of the Witch (Lvl 8)
Choose element affinity: Fire (+1d6 Fire to damaging spells), Ice (damaging spells Slow on failed save), Shadow (spells from Stealth don't reveal you), Life (healing spells +WIS mod), or Death (Necrotic spells ignore resistance).
Veil Sight (Lvl 9)
See invisible creatures/objects within 30ft. Detect illusions automatically. Can see into the Ethereal Plane 60ft. Your Divination spells can't be blocked by non-epic wards.
Double Hex (Lvl 11)
Apply 2 Curses with a single BA (can target different creatures). Cursed creatures take +1d6 damage from your spells.
Veil Mastery (Lvl 15)
Choose 2: Greater Familiar (familiar gains flight, +3 AC, can cast cantrips), Hex Mastery (Curses auto-succeed vs non-legendary creatures), Charm Crafter (create 3 charms/LR, effects doubled), or Veil Step (1/SR teleport 60ft as BA through the Veil).
Arbiter of the Veil (Lvl 20)
1/day: part the Veil for 1 minute. While active: all spells cost 1 level lower slot (min 1st), Boons/Curses are free actions, familiar becomes a Greater Spirit (30 HP, 2 attacks at 2d8+WIS, flyby), and you can see the true form of all creatures within 120ft. On end: choose 1 creature within 60ft — it's Banished for 1 round (no save).

Covens

🌾 Wicker Witch

Witches of fire and wicker who burn away corruption and punish the wicked with sacred flame.

Rites of the Wicker (Lvl 1)
Learn 2 fire spells (any list). Fire damage spells: targets that fail saves also take Burning 1 (stacks). Gain Fire resistance. You gain Destruction 1, Death 1, Nature 1, Terran 1.
Thorns of Flame (Lvl 5)
Reaction when hit: attacker takes 2d6 Fire. If you're Burning (from any source), your spells deal +1d6 Fire. Can set yourself ablaze as BA (take 1d4 Fire/round, gain the bonus).
Heretical Fire (Lvl 10)
Your fire ignores Fire resistance. Fire Immunity becomes Resistance against you. 1/LR: Wicker Blaze — 20ft radius, 6d8 Fire, DEX save half. Burning creatures in area: auto-fail save.
Wicker's Wrath (Lvl 14)
Burning creatures you've ignited take +2d6 Fire at start of each of their turns (on top of normal Burning). Creatures killed by your fire can't be resurrected for 7 days.
Rite of the Final Wickerburn (Lvl 19)
1/Long Rest: channel all fire into a single creature. Target takes 15d6 Fire damage (CON save half). If this kills them, an explosion erupts: 30ft radius, 8d6 Fire to all enemies. You are immune to fire for 24 hours after using this.
👻 Spirit Witch

Mediums who commune with the dead, commanding spectral servants and walking between worlds.

Rite of the Dead (Lvl 1)
Speak with Dead at will (no spell slot). At any graveyard or recent death site: summon a Spectral Assistant (non-combat helper, lasts 8 hrs). Learn 2 Necromancy spells from any list. You gain Nature 1, Death 1, Spiritual 1, Decay 1.
Spirit Claws (Lvl 5)
Spectral hands extend from you: melee spell attacks 15ft reach, 2d8 + casting mod Necrotic. On hit: heal HP = half damage dealt. Can use these as OA.
Shield of Spirits (Lvl 10)
Spirits orbit you: +2 AC. Ranged attacks against you have disadvantage. 1/SR: as Reaction, spirits intercept an attack — negate all damage and the attacker takes 3d8 Necrotic.
Medium's Ascendancy (Lvl 14)
Summon up to 3 combat spirits (each: AC 14, HP 30, attack 2d6+WIS Necrotic, flyby). They act on your turn and last until destroyed or dismissed. 1/LR. Spirits within 15ft of your familiar gain +2 attacks.
Veil Ascension (Lvl 19)
Become semi-ethereal permanently: resistance to non-magical physical damage, can move through solid objects (take 1d10 Force if you end your turn inside one). 1/LR: Mass Haunt — all enemies within 60ft: WIS save or Possessed for 1 round (attack nearest ally). Spirits become permanent.
🏠 Hearth Witch

Protectors of home and hearth whose nurturing magic shields allies and creates zones of absolute safety.

Rite of the Hearth (Lvl 1)
Whenever you target an ally with a spell that heals them, or they consume something you've created, another Booned Ally gains half as much HP as a Shield. All Booned Allies gain 50% Cold Resistance. You gain Pyromancy 1, Life 1, Nature 1, Solar 1.
Shield of the Lover (Lvl 5)
Reaction: ally within 30ft takes damage → halve it. You take the other half. If you have temp HP, it absorbs this redirected damage first. 1 additional Reaction per round only for this ability.
Hearthfire Eternal (Lvl 10)
Hearthfire can be placed in combat (BA, 15ft radius). Allies in Hearthfire: +2 saves, healing received +50%. Enemies entering: WIS save or Calmed (can't take aggressive actions for 1 round).
Safety of Home (Lvl 14)
Allies within Hearthfire can't be critically hit. Ally drops to 0 HP within Hearthfire: auto-stabilize at 1 HP (1/ally/LR). Your healing spells within Hearthfire auto-max one die.
Eternal Hearthfire (Lvl 19)
Hearthfire becomes permanent where placed (until dispelled by you). Radius expands to 30ft. Allies within: regenerate 2d6 HP/round. 1/LR: Sanctuary — all allies in Hearthfire become immune to all damage for 1 round.
🔗 Hexweaver

Witches who turn curses inward, forging their own suffering into devastating power.

Rite of Self-Hexing (Lvl 1)
Curse yourself with a Hex (choose: -2 AC, -10ft speed, or -1 save) to gain +2 spell damage and +1 spell DC while hexed. Remove as BA. Can stack up to 2 self-hexes for cumulative bonuses. You gain Death 1, Destruction 1, Decay 1.
Hexweaver's Body (Lvl 1)
Gain proficiency in Medium armor. +1 HP per level. While self-hexed: advantage on CON saves for concentration.
Accumulated Suffering (Lvl 5)
Each round you remain self-hexed: gain 1 Suffering stack (max 5). Expend all stacks as part of a spell: deal +1d8 per stack. Expend 3+ stacks: spell auto-overcomes magic resistance.
Curse Embodiment (Lvl 10)
Self-hex penalties reduced by half (rounded down). Gain a third self-hex slot. While at 2+ self-hexes: immune to external Curses and Hexes. Your Curse spells (Boon and Curse, Hex, Bestow Curse) have +2 DC.
Living Hexmark (Lvl 14)
Creature you Curse: visible marks appear on their body. Marked creatures: -2 to saves vs your spells, take 1d8 Necrotic at start of each of their turns. If a marked creature dies: you absorb the mark, healing 3d8 + remove one self-hex penalty.
Hex Incarnate (Lvl 19)
Become a living curse. Self-hexes grant bonuses instead of penalties (+2 AC, +10ft speed, +1 save per hex). Suffering stacks max increases to 10, and each stack adds +1d10 instead of +1d8. 1/LR: Curse Eruption — all cursed/hexed creatures within 120ft take 10d10 Necrotic (CON save half). You heal for total damage dealt divided by number of targets.

✨ Mage

Scholars of the arcane who bend the fundamental laws of reality through pure intellect and mastery of magical theory.

Mage Training
WeaponsDagger, Sickle, Staff
ArmorRobes
ToolsChoose 3
SkillsChoose 4
HPLevel 1: Racial + 6 + CON. Each level: 1d6 or 4 + CON
SavesIntelligence + Wisdom. Defenses: Mental and Spiritual

Advancement Table

LvlFeatures1st2nd3rd4th5th
1Eyes of Arcane, Tradition3
2Arcane Distortion4
3Understanding42
4Arcane Feat53
5Tradition Ability531
6Arcane Distortion (2nd)532
7Understanding532
8Arcane Feat542
9Arcane Aegis543
10Tradition Ability5431
11Understanding6541
12Arcane Feat6542
13Grand Theory76521
14Tradition Ability76531
15Arcane Distortion (3rd)87631
16Arcane Feat87642
17Understanding87753
18Tradition Capstone87753
1998864
20Living Leyline98864

Key Abilities

Eyes of Arcane (Lvl 1)
Detect Magic at will (no slot). Identify magical items by touch (1 minute). See the school of magic on any active spell within 60ft.
Arcane Distortion (Lvl 2, 6, 15)
Choose a metamagic option each time. Apply 1 per spell cast (costs +1 spell level or a spell slot of any level). Options:
Quickened — Cast a 1-action spell as BA.
Empowered — Reroll up to INT mod damage dice (take higher).
Extended — Double duration (max 24 hrs).
Subtle — No verbal/somatic components.
Twinned — Single-target spell hits 2 targets.
Widened — Area spells: radius +50%.
At Lvl 6: choose 2nd. At Lvl 15: choose 3rd + can apply 2 to one spell (costs 2 extra levels).
Understanding (Lvl 3, 7, 11, 17)
Each time, choose a magical school. Spells from that school: -1 spell level cost (min 1st) and +1 to DCs. At Lvl 17: choose 1 school for Mastery — those spells can't be counterspelled by lower-level casters.
Arcane Aegis (Lvl 9)
Permanent magical shield: +1 AC, +1 all saves. When you take magical damage, reduce by INT mod. 1/SR: absorb a spell targeting you (≤ 3rd level) — negate it and regain a spell slot of that level.
Grand Theory (Lvl 13)
Choose 1: Unified Field (spells of different schools cast in the same turn interact — e.g., Fire + Illusion creates a real flame illusion), Spell Weaving (concentrate on 2 spells simultaneously, both break if you fail a concentration check), or Arcane Recycling (when a spell ends or is dispelled, regain a slot 2 levels lower, min 1st).
Living Leyline (Lvl 20)
You become a conduit of raw magic. Permanent effects: spells deal +INT mod damage, all spell DCs +2, immune to Silence/Counterspell/Dispel unless caster is 20+. 1/day: Arcane Singularity — 60ft radius, all creatures: INT save or take 12d8 Force + Stunned 1 round. Success: half damage, not Stunned. During singularity: cast any 1 spell of 5th level or lower for free.

Mage Traditions

📚 Arcanist

Pure scholars who acquire and catalogue magical knowledge with unmatched breadth and depth.

Teachings of the Arcanist (Entry)
You learn Arcane as your primary school, plus 4 additional spell schools of your choice. Spellbook can hold unlimited spells (vs normal cap). Copy spells from scrolls/books in half time and half cost.
Studious Findings (Entry)
Prepare INT mod extra spells per day. After a Short Rest: swap 1 prepared spell for any in your spellbook.
Mysteries of the Arcane (Lvl 5)
1/LR: cast any spell in your spellbook without preparing it (uses a slot normally). Gain 2 additional cantrips.
Living Encyclopedia (Lvl 10)
When you see a spell cast, make INT check (DC 10 + spell level): learn it permanently (added to spellbook). Max INT mod spells learned this way per Long Rest. Know the exact spell and its level when any creature within 60ft casts.
Arcane Authority (Lvl 14)
Your Counterspell automatically succeeds vs spells 3 levels below your max. Dispel Magic: +INT to the check. When you successfully counter or dispel: learn the spell if you didn't know it.
Apex of Knowledge (Lvl 18)
Prepare all spells in your spellbook daily (no limit). 1/LR: cast a spell at +2 levels (e.g., 3rd slot → 5th level power). Your spells are treated as 2 levels higher for the purpose of overcoming resistance and Counterspell.
💀 Necromancer

Masters of death magic who raise armies of the dead and drain the life force from the living.

Necrotic Teachings (Entry)
You learn Arcane and Necromancy, plus 2 other spell schools of your choice. Necromancy spells: +1 die damage. When you kill with a Necromancy spell, gain temp HP = spell level × 2.
Army of the Dead (Entry)
Animate Dead creates 2 undead instead of 1. Undead you control gain +1 attack and your proficiency bonus to damage. Max undead = INT mod + Mage level / 3.
Reaper (Lvl 5)
Necrotic spells ignore resistance. When a creature within 30ft dies, you can Harvest: regain a spell slot ≤ creature's CR/3 (min 1st). 1/SR.
Dark Apotheosis (Lvl 10)
Undead you control gain +2 AC, +2 HP per your level. You can see through any undead's eyes as BA (1 mile range). When undead is destroyed: erupts for 2d6 Necrotic in 10ft.
Master of Death (Lvl 14)
Raise powerful undead: 1/LR create a Death Knight or Bone Giant (CR = your level / 2, retains some original abilities). This counts as 5 normal undead. Necrotic damage heals you for 25%.
God of Death's Apprentice (Lvl 18)
Immune to Necrotic, Poison, and death effects. Undead cap doubles. 1/LR: Death Wave — 60ft cone, 10d10 Necrotic, CON save half. Creatures killed rise as undead under your control next round. You can't be killed while any undead you control exists within 120ft (instead, the nearest undead is destroyed).
🔥 Elementalist

Mages who attune to the primal elements, becoming living conduits of elemental devastation.

Elemental Studies (Entry)
Choose 2 elements (Fire, Ice, Lightning, Earth, Water, Wind). You gain Destruction 1 plus one school per chosen element: Pyromancy (Fire), Glacial (Ice), Storm (Lightning), Terran (Earth), Aquon (Water), or Tempest (Wind). Elemental spells: +1 to hit. You are immune to damage from your chosen elements.
Elemental Body (Entry)
Gain resistance to your first chosen element. When you take damage of your element type, your next spell of that element deals +1d6.
Elemental Surge (Lvl 5)
1/SR: empower next elemental spell — deals max damage on first die, and targets have disadvantage on the save. If the spell's element matches your primary element: also ignore immunity (treat as resistance).
Elemental Mastery (Lvl 10)
Gain resistance to second chosen element. Choose a 3rd element. Elemental spells: +2 to hit, +INT mod damage. When you cast an elemental spell, can change its element to any of your attuned elements.
Elemental Confluence (Lvl 14)
Combine 2 elements in a single spell: Fire+Ice = Steam (Blinded), Fire+Lightning = Plasma (Burning+Stunned), Earth+Wind = Sandstorm (Blinded+Slowed). Combined spells deal +3d6 of mixed type. 2/LR.
Avatar of the Elements (Lvl 18)
1/LR for 1 minute: elemental avatar form. Immune to all attuned elements, fly 60ft, all elemental spells deal +2 dice. Each round: 15ft aura deals 3d6 of your primary element. Can cast 2 elemental spells per turn (one must be ≤ 3rd). On end: elemental explosion, 30ft radius, 8d8 of primary element, DEX save half.

⚔️ Knight

Mounted warriors of chivalry and command. Knights wield the Chivalrous Word to inspire armies and crush enemies beneath iron discipline.

Knight Training
WeaponsSimple, Martial, Shields, Sabres, Bastard Sword
ArmorLight, Medium, Heavy
ToolsBlacksmith, Leatherworking
SkillsChoose 4
HPLevel 1: Racial + 10 + CON. Each level: 1d10 or 6 + CON
SavesWisdom + Strength. Defenses: Mental and Spiritual

Advancement Table

LvlFeaturesChivalrous Word
1Riding Style, Fighting Style, Chivalrous Word2
2Martial Feat2
3Order3
4Martial Feat3
5Bulwark4
6Order Ability4
7Bannerman5
8Martial Feat5
9Bulwark Upgrade, Order Ability6
10Martial Feat6
11Indomitable7
12Martial Feat7
13Legendary Presence8
14Order Ability8
15Battle Commander9
16Martial Feat9
17Order Ability10
18Unbreakable Will10
19Order Capstone11
20Knight Eternal11

Chivalrous Word Die: d6 → d8 at Lvl 6 → d10 at Lvl 11 → d12 at Lvl 16. Replenish on Short Rest.

Key Abilities

Riding Style (Lvl 1)
Choose a mount type: Warhorse (heavy, +2 charge damage, can trample), Direwolf (fast, knocks Prone on hit), Griffin (fly 60ft, swoop attack +1d8), or Drake (Fire breath 15ft cone 2d6, medium armor natural). Mount uses your proficiency and gains HP = your level × 3.
Fighting Style (Lvl 1)
See Feats and Fighting Styles for full options.
Chivalrous Word (Lvl 1)
Pool of Chivalrous Word dice. As BA, grant a die to an ally within 60ft: add to next attack, damage, save, or ability check. Can also use on self. Replenish on Short Rest.
Bulwark (Lvl 5, upgrade 9)
Choose a FRA stance: Bastion (+2 AC, can't be pushed or knocked Prone), Aggressor (+2 attacks, OA deal +1d8), Guardian (allies within 10ft: +1 AC, you can take hits for them as Reaction), or Challenger (BA taunt: target must attack you or disadvantage, 30ft range). At Lvl 9: can switch stance as BA. Stance bonuses increase by +1.
Bannerman (Lvl 7)
Carry a banner (occupies no hand if on mount or back). Allies within 30ft of banner: +1 morale bonus to attacks and saves. If you plant the banner (BA): radius expands to 60ft, bonuses become +2 for 1 minute. 1/LR.
Indomitable (Lvl 11, upgrade 18)
Fail a save → reroll with +2. 2/Long Rest. At Lvl 18: 3/Long Rest, and on success gain temp HP = your level.
Legendary Presence (Lvl 13)
Aura 30ft. Enemies entering: WIS save or Frightened 1 round. Allies: immune to Frightened. When you score a kill: all allies in aura gain +2 to next attack.
Battle Commander (Lvl 15)
1/round as free action, issue a command: Charge! (ally moves up to speed + attacks), Hold! (ally gains +4 AC until your next turn), Rally! (ally heals Chivalrous Word die + CHA), or Strike! (ally's next attack auto-crits if it hits).
Knight Eternal (Lvl 20)
Mount becomes Legendary (double HP, +3 natural armor, its attacks deal +2d8). Chivalrous Word: can grant 2 dice per BA. 1/day: Rallying Cry — all allies within 60ft: full heal, remove all conditions, gain +3 to all rolls for 1 minute. You: immune to death for the duration (drop to 0 → stay at 1).

Knightly Orders

🖤 Order of the Ebonhoof

Dark knights who rule through terror and overwhelming force.

Enforcer (Lvl 3)
Intimidation proficiency (expertise if already proficient). Frightened creatures you've caused: -2 to all saves against your abilities. Mount gains Menacing Charge: on charge, enemies within 10ft of path: WIS save or Frightened 1 round.
Ebonheart (Lvl 3)
Dark energy wreathing: weapon attacks deal +1d4 Necrotic. On hit vs Frightened target: +2d6 Necrotic instead.
Terror of the Lance (Lvl 6)
Charge attack (mounted, 20ft+ movement): deal double weapon damage + knock Prone (STR save negates Prone). Critically hitting a Frightened creature: they flee for 1 round (no save).
Justice (Lvl 9)
1/SR: declare a creature as Condemned. Condemned targets: -3 to saves vs your abilities, you deal +2d8 to them. Lasts 1 minute or until they die. If Condemned dies: you heal 3d8 + gain 10 temp HP.
Conqueror's Dominion (Lvl 14)
Legendary Presence aura: Frightened duration 2 rounds. Frightened creatures in aura take 1d6 Psychic at start of each turn. Mount gains +2 AC and its attacks inflict Frightened on hit (WIS save).
Blade of Rampant Conquest (Lvl 17)
Weapon becomes a Dark Relic: +3, deals 2d6 Necrotic baseline, crits on 18-20. On crit: target Stunned 1 round and all enemies 15ft: WIS save or Frightened. 1/LR: Conqueror's Strike — single melee: 10d10 + STR + Necrotic. Creature killed: rises as Undead Knight under your command.
✝️ Order of Angelic Valour

Holy knights blessed by celestial light, paragons of virtue and divine retribution.

Blessed Blade (Lvl 3)
Weapon shines with divine light: +1d4 Radiant damage. Against undead/fiends: +2d6 Radiant instead. Weapon counts as Silvered and Holy.
Silverite (Lvl 3)
Lay on Hands pool = Knight level × 5. As action: touch to heal from pool. Spend 5 points: cure one disease or neutralize one poison. Spend 10: remove Frightened/Charmed.
Beauty of Silver (Lvl 6)
Aura 10ft: allies immune to disease and poison. You radiate dim light 10ft that counts as sunlight (for vulnerable creatures). Undead/fiends in aura: -1 attacks.
I Am Justice (Lvl 9)
Smite: expend Lay on Hands points (10 per d8) to add Radiant damage to a weapon attack. Max 5d8 Smite. Crits: Smite dice are doubled. 1/turn.
Angelic Radiance (Lvl 14)
Wings of light manifest: Fly 60ft. Aura expands to 20ft. Allies in aura: +2 AC, resistance to Necrotic. 1/SR: Purifying Burst — 30ft radius Radiant explosion: 6d10 vs undead/fiends, 4d10 vs others, heals allies for half damage dealt to enemies.
Champion of the Pure (Lvl 17)
Lay on Hands pool doubles. Smite max increases to 8d8. Blessed Blade baseline becomes +2d8 Radiant. Mount gains celestial form: fly 90ft, +3 AC, Radiant hooves (2d8+4).
Angelic Apotheosis (Lvl 19)
Become a half-celestial. Immune to Radiant/Poison/Disease. Permanent flight 90ft. 1/LR: Judgement — choose 1 within 120ft: 15d10 Radiant (CON save half). Undead/fiends: auto-fail. If this kills, target can never be raised by non-divine means.
👑 Order of the People's Champion

Knights of the common folk who fight for the downtrodden and inspire revolution.

Caller of the Common (Lvl 3)
Advantage on Persuasion with common folk. Allies (non-noble, non-celestial, non-fiend) within 30ft: +1 attacks and saves. You: +2 damage against creatures with a higher CR than your level.
Heart of the People (Lvl 3)
When an ally within 30ft takes damage: you gain +1 to your next attack (stacks up to +5, resets on your turn). When you heal an ally with Chivalrous Word: they also gain temp HP equal to the die roll.
Forever Stand (Lvl 6)
When an ally drops to 0 HP within 30ft: Reaction: move up to your speed to them, they drop to 1 HP instead, and you can make one melee attack against the creature that dropped them.
Do What I Say (Lvl 9)
Battle Commander as BA (not free action) gained early. Your commands: allies gain +2 to the action you command. When you Command and the ally succeeds: both of you gain 5 temp HP.
Rising Tide (Lvl 14)
Number of allies within 30ft = bonus to your attacks and saves (max +5). Allies gain the same bonus from your presence. 1/LR: Rally the People — all allies: advantage on all attacks and saves for 1 round.
People Fight as One (Lvl 17)
When you hit a creature, up to 2 allies can use Reaction to attack the same creature. Your aura: 45ft. Allies in aura can't be reduced below 1 HP by any single hit. Chivalrous Word: affecting 2 allies costs only 1 die.
Rebellion Never Dies (Lvl 19)
1/day: if you would die, instead heal to 50% HP. All allies within 60ft: same effect (heal to 50%). For the next minute: all allies gain +3 attacks/damage/saves and are immune to Frightened/Charmed/Stunned. If an ally still dies during this: you gain an additional action each turn for the rest of the duration.

🌙 Druid

Keepers of the natural cycle who shapeshift, manipulate growth and decay, and channel the power of the moon and wilds.

Druid Training
WeaponsSimple, Shields
ArmorLight, Medium (non-metal only)
ToolsLeatherworking, Alchemy, Herbalism
SkillsChoose 4
HPLevel 1: Racial + 8 + CON. Each level: 1d8 or 5 + CON
SavesWisdom + Intelligence. Defenses: Mental and Spiritual

Advancement Table

LvlFeaturesMorphs1st2nd3rd4th5th
1Energy Morph, Claen, Sidhe Knowledge23
2Cycle Keeper24
3Wildland Keeper242
4Sidhe Knowledge353
5Claen Ability3531
6Balance3532
7Sidhe Knowledge4532
8Cycle Keeper4542
9Claen Ability4543
10Sidhe Knowledge55431
11Wildland Keeper56541
12Balance56542
13Sidhe Knowledge676521
14Claen Ability676531
15Cycle Keeper687631
16Sidhe Knowledge787642
17Balance787753
18787753
19Claen Capstone, Sidhe Knowledge898864
20Voice of the Wilds898864

Key Abilities

Energy Morph (Lvl 1)
As BA, expend a Morph use to transform into a beast you've seen (CR ≤ level/3, min 1/4). Gain beast's HP as temp HP, use its physical stats but keep your mental stats. Can't cast spells in morph (unless Claen allows). Lasts 1 hour or until temp HP depleted. Morphs replenish on Short Rest.
Sidhe Knowledge (Lvl 1, 4, 7, 10, 13, 16, 19)
Each time: learn 2 spells from the Druid list + 1 from any list (must be Nature, Life, Lunar, or Elemental school). These don't count against prepared spells.
Cycle Keeper (Lvl 2, 8, 15)
At Lvl 2: choose Life or Death cycle — healing spells +WIS mod OR necrotic/poison spells +WIS mod. At Lvl 8: gain the other cycle at half bonus. At Lvl 15: both cycles at full bonus; 1/LR cycle both simultaneously (heal allies while damaging enemies in 30ft).
Wildland Keeper (Lvl 3, 11)
At Lvl 3: choose a terrain (Forest, Swamp, Mountain, Coast, Desert, Arctic). In that terrain: advantage on all checks, spells +1 DC, can't be tracked. At Lvl 11: choose a 2nd terrain. In either: morph CR limit +2, and you can cast 1 spell per morph.
Balance (Lvl 6, 12, 17)
At Lvl 6: immune to Poison, resistance to one natural element (choose). At Lvl 12: immunity to Charm from fey, +2 to saves vs spells. At Lvl 17: when you heal, can also remove 1 condition. When you deal Nature damage, target's resistance to Nature is ignored.
Voice of the Wilds (Lvl 20)
The wilds obey you. 1/day for 1 minute: command nature within 1 mile. Trees attack (2d10 Bludgeoning, 60ft reach), terrain reshapes (walls, chasms, bridges), animals converge to defend you (swarm: 50 HP, multiattack 3d8). While active: all your spells are empowered (+2 dice), morph has no CR limit, and you can morph as free action.

Claens

🐾 Shifter

Druids who master the art of transformation, becoming the ultimate predator in any form.

Shifter's Spells (Entry)
Nature is your casting stat. You gain Nature 1, Aquon 1, Terran 1, and Destruction 1. Learn Beast-bond spells: Primal Strike (morph attacks count as magical), Keen Senses (advantage on Perception in morph). Can cast concentration spells while morphed (WIS check DC 10 to maintain form).
Force of the Wilds (Lvl 5)
Morph attacks deal +WIS mod damage. Can morph into CR = level/2 beasts. Gain 2 extra Morph uses per rest.
Enhanced Vitality (Lvl 9)
In morph: +2 AC natural armor. Temp HP from morph increased by your Druid level. When morph ends: retain up to 10 temp HP.
Apex Shift (Lvl 14)
Morph into CR = level beasts or elemental forms. Morph as free action 1/round. In morph: can cast any spell ≤ 3rd level. Multiattack in morph: add +1d8 to each hit.
One and the Same (Lvl 19)
Morph is permanent (no duration). Switch forms as BA at will (no Morph uses). In any morph: full spellcasting, keep all class features. Your morph forms gain: +4 natural AC, +20 temp HP, and all attacks deal +2d8 + WIS. Morph into Legendary beasts (if seen).
🌕 Moonweaver

Lunar druids who channel the moon's phases to enhance their magic and reshape reality.

Moonguard Casting (Entry)
Nature is your casting stat. You gain Nature 1, Lunar 1, Astral 1, and Life 1. Lunar spells: +1 to hit and DC. During night: all spell slots count as 1 level higher. Gain Moonbeam as a bonus spell (doesn't count toward known).
Blessed Moonlight (Lvl 5)
Create a 30ft moonlight zone (BA, lasts 1 minute). Allies in zone: +1 saves, regain 1d4 HP start of turn. Enemies: Radiant vulnerability if undead/fiend. Shapeshifters in zone revert to true form.
Moon Sigil (Lvl 9)
Choose a lunar phase each dawn — determines passive:
New Moon: Stealth advantage, Darkvision 120ft, Sneak Attack 2d6 (if hidden).
Waxing: Healing spells +2d4. Allies you heal gain +1 AC 1 round.
Full Moon: Spell damage +1d8. Spell DC +1. Moonlight zone radius 45ft.
Waning: +2 all saves. Enemy spells targeting you: -2 to hit. Resistance to Radiant/Necrotic.
Eclipse Form (Lvl 14)
1/LR: combine 2 moon phases simultaneously for 10 minutes. While in Eclipse: moonlight zone follows you automatically. Spell slots used are recovered at rate of 1/round (max 3rd level). All Lunar spells auto-max one die.
Full Moon Ascendancy (Lvl 19)
All 4 moon phases active simultaneously (permanent). Moonlight zone: 60ft, permanent. In your zone: allies regenerate 2d6/round, enemies take 2d6 Radiant/round. 1/LR: Lunar Cataclysm — call down moonfire in 60ft radius: 12d8 Radiant, DEX save half. Undead/fiends/shapeshifters: auto-fail. Area becomes permanent Moonlight zone for 24 hours.
🍂 Decay

Druids of entropy who embrace the cycle's end — rot, fungus, and the inevitability of return to the earth.

Rites of Rot (Entry)
You gain Nature 1, Death 1, Terran 1, and Decay 1. Poison damage spells: +WIS mod. Your Poison ignores resistance (immunity becomes resistance). Natural terrain within 10ft of you wilts and becomes Difficult Terrain for enemies.
Fungal Familiar (Entry)
Grow a Fungal Spore familiar (AC 10, HP = your level × 2). It releases poison clouds: enemies ending turn within 5ft take 1d6 Poison. It can carry and deliver touch spells. If destroyed: reform on Short Rest from any organic matter.
Corrupting Touch (Lvl 5)
Touch: target makes CON save or takes 3d8 Necrotic + Poisoned 1 minute. Objects touched: decay (wood rots in 1 round, metal corrodes in 1 minute, stone pits in 10 minutes). Can use to destroy non-magical barriers.
Herald of Entropy (Lvl 9)
Aura 15ft: enemies take 1d6 Poison at start of their turns. Vegetation in aura withers into Entropic Ground: enemies moving through must save or gain Exhaustion 1. Your healing spells can target undead (but heal half). Fungal Familiar gains Multiattack (2 × 1d8 Poison).
Corruption Bloom (Lvl 14)
Creatures killed by your Poison/Necrotic: erupt into Decay Mushrooms (15ft radius, 2d8 Poison/round, lasts 1 min). You're healed by Poison damage. 1/LR: Plague Spore — 40ft radius centered on Fungal Familiar: 8d8 Necrotic + Poisoned + Exhaustion 2 (CON save: half damage, Poisoned only).
The Final Rot (Lvl 19)
Morph: can become a Decay Elemental (30ft tall, 100 temp HP, AC 18, 3 attacks at 3d10+WIS Necrotic, 30ft poison aura). Decay Mushrooms become permanent until dispelled. 1/LR: Entropy Incarnate — 120ft radius: all non-allied creatures CON save. Fail: 15d6 Necrotic + age 10 years + Exhaustion 3. Success: half damage only. All plant life in the area dies permanently. The area becomes a Blighted Zone (Poison damage +50% within for 7 days).

🪓 Berserker

Savage warriors fueled by primal fury. Berserkers channel their rage into a storm of destruction, guided by ancestral animal spirits.

Berserker Training
WeaponsMartial, Simple
ArmorLight, Medium, Shields
ToolsLeatherkit, Herbalism
SkillsChoose 4
HPLevel 1: Racial + 12 + CON. Each level: 1d12 or 7 + CON
SavesStrength + Constitution. Defenses: Spiritual and Reflex

Advancement Table

LvlFeaturesSavagery
1Fighting Style, Spirit Embodiment, Primal Body0
2Savagery, Brutal Critical2
3Savage Feat3
4Totem Ability4
5Spirit Embodiment Ability5
6Savage Feat6
7Savagery Upgrade7
8Brutal Critical Upgrade8
9Spirit Embodiment Ability9
10Relentless10
11Savage Feat11
12Totem Mastery12
13Spirit Embodiment Ability13
14Unstoppable14
15Savage Feat15
16Primal Apex16
17Spirit Embodiment Ability17
18Savage Feat18
19Savage Legend19
20Avatar of the Primal Spirit20

Key Abilities

Fighting Style (Lvl 1)
Choose: Great Weapon (+2 damage two-handed), Dual Wielding (add ability mod to off-hand), or Unarmored Defense (AC = 10 + DEX + CON while not wearing armor).
Primal Body (Lvl 1)
Advantage on STR checks and saves. +10ft base movement when not in Heavy armor. Can carry and lift double normal capacity.
Savagery (Lvl 2, upgrade 7)
BA to enter Savagery (uses = CON mod + proficiency/Long Rest). While in Savagery: +2 melee damage, resistance to Bludgeoning/Piercing/Slashing, advantage on STR saves. Lasts 1 minute (ends early if you don't attack or take damage for 1 round). At Lvl 7: +3 damage, can maintain Savagery without attacking for 2 rounds, crits in Savagery restore 1d12 HP.
Brutal Critical (Lvl 2, upgrade 8)
Critical hits: roll 1 extra weapon die. At Lvl 8: roll 2 extra weapon dice. Crits also inflict one of: Bleeding 1, Prone, or -10ft movement for 1 round (your choice).
Totem Ability (Lvl 4)
Choose an animal spirit totem (permanent passive):
Bear: +2 HP per level. In Savagery: resistance to all damage except Psychic.
Wolf: Allies within 10ft: advantage on melee attacks vs creatures you're adjacent to. Pack Tactics.
Eagle: Enemies can't use OA against you. Dash as BA. +10ft jump distance.
Elk: +15ft movement. Charge (20ft+ move): free shove attempt on hit.
Tiger: +1d4 to grapple/shove checks. Pounce: if you move 20ft+ and hit, target is Prone (save negates).
Relentless (Lvl 10)
Drop to 0 HP in Savagery → drop to 1 instead (1/Long Rest). When below 25% HP: +2 to all attacks. Killing a creature in Savagery: gain temp HP = CON mod + level/2.
Totem Mastery (Lvl 12)
Choose a 2nd totem (gain both passives). Additionally your primary totem grants a new ability:
• Bear: 1/SR when hit, reduce damage by CON mod + proficiency.
• Wolf: Howl (BA): allies within 30ft gain +2 attacks for 1 round.
• Eagle: Fly 30ft during Savagery (end turn on ground or fall).
• Elk: Stampede: charge through enemies — each in path takes 2d8 + STR.
• Tiger: Rend: hit same target with 2 attacks in 1 turn → bonus 2d6 Slashing.
Unstoppable (Lvl 14)
In Savagery: immune to Frightened, Charmed, Stunned. Can't be grappled or restrained by non-magical means. Movement can't be reduced below half.
Primal Apex (Lvl 16)
STR and CON increase by +2 (max 22). In Savagery: weapon attacks deal +1d6. Crit range: 19-20.
Savage Legend (Lvl 19)
Savagery no longer has a time limit (lasts until you choose to end it or are incapacitated). Entering Savagery: gain 20 temp HP. First attack each Savagery: advantage and +3d6 damage.
Avatar of the Primal Spirit (Lvl 20)
1/day: become an Avatar for 1 minute. Grow to Large size, +4 STR, all weapon dice doubled, resistance to all damage, and all 5 totem passives activate simultaneously. Each kill: extend duration by 1 round. On end: shockwave 30ft, 6d10 Force, everybody Prone (no save).

Spirit Embodiments

🩸 Blood Luster

Berserkers consumed by bloodlust, fighting harder the more damage they take and deal.

Bloodlust Rage (Entry)
Entering Savagery: gain +1 attack per enemy within 5ft (max +3 extra attacks on first turn). Each kill in Savagery: +1 damage stacking (resets when Savagery ends).
Mindless Lust (Lvl 5)
In Savagery: immune to all mental effects (Charm, Fear, Confusion, Psychic damage). Can't be reasoned with. Attack nearest creature if no enemies designated (allies must stay clear). +2 melee damage.
Rage Beyond Death (Lvl 9)
In Savagery: can't die from damage. Continue fighting at 0 HP or below. Make death saves at end of turn. 3 failures: die when Savagery ends. Healing while at 0 HP works normally.
Scarlet Frenzy (Lvl 13)
When Bloodied (below 50%): gain an extra attack on each turn. Each hit heals you for 1d6. Crits: heal for weapon damage dealt. Your weapon attacks cause Bleeding 2 (stacks).
Incarnation of Slaughter (Lvl 17)
In Savagery: every kill grants a free melee attack against a creature within reach (chain infinitely). Below 25% HP: all attacks deal double damage dice. 1/LR: Blood Eruption — take 50 damage to deal 10d12 Necrotic in 20ft radius (CON save half). Heal for total damage dealt to enemies.
🐺 Primal Soul

Berserkers who merge with an ancestral animal spirit, gaining its form and power.

Primal Rage (Entry)
Choose an animal: Bear (claws 1d8+STR, grapple on hit), Wolf (bite 1d8+STR, knock Prone), Boar (gore 1d10+STR, charge +1d8), Hawk (talons 1d6+DEX, fly 30ft in Savagery), or Serpent (fangs 1d6+DEX, Poison 1d4/round 3 rounds). In Savagery: grow animal features, gain natural weapons + that ability.
Savage Onslaught (Lvl 5)
Natural weapons gain +1 magical. In Savagery: make 1 additional natural weapon attack per turn. Animal feature damage dice increase by 1 step (d6→d8, d8→d10, d10→d12).
Bonded Beyond Death (Lvl 9)
When you drop to 0 HP: your animal spirit materializes (Large, HP = your max/2, your attacks + stats). It fights for you for 3 rounds. If it survives: you revive at 1 HP. 1/LR.
One Predator (Lvl 13)
Choose a 2nd animal: gain both sets of natural weapons and abilities. In Savagery: can switch between animal features as free action. Natural weapons gain +2 magical, deal +1d8 additional Force damage.
Spirit Convergence (Lvl 17)
Both animal spirits merge. In Savagery: become a hybrid beast (Large, +4 STR, +2 AC natural). All natural weapons deal +2d8. 1/LR: Primal Howl — 60ft: all enemies WIS save or Frightened + Prone. Allies: +3 attacks, +10ft speed for 1 minute. Your natural weapons crit on 18-20 for the duration.
⚡ Zealot

Divine berserkers empowered by their deity's fury, fighting as instruments of godly wrath.

Divine Embodiment (Entry)
Choose a deity. First attack each turn in Savagery: +1d6 Radiant (or Necrotic for dark deities). Choose a Smite type: Holy (extra Radiant, heals 1d4), Wrathful (extra Fire, Frightened on hit), or Thunderous (extra Lightning, push 10ft).
Zealous Wrath (Entry)
In Savagery: your attacks count as magical and your damage type. You radiate your deity's aura 10ft: enemies have disadvantage on saves vs Frightened/Charmed. Allies: +1 attacks.
Ordained Fury (Lvl 5)
Smite damage increases to +2d6. In Savagery with 50%+ HP: gain +1 AC divine shield. When you crit: Smite auto-triggers (free, doesn't use extra action).
God's Instrument (Lvl 9)
1/LR: Divine Judgment — choose creature within 60ft. For 1 minute: your attacks vs that creature deal +3d8 of your divine type. If you kill them: cast a 3rd-level spell of your deity's domain for free (no slot). Resistant to your divine damage type permanently.
God's Own Rage (Lvl 13)
In Savagery: immune to Radiant and Necrotic. Smite: can expend HP (10 per extra d6, max 5d6 extra) to increase damage. Deity's aura 20ft: enemies take 1d8 divine damage at start of their turns.
Divine Avatar (Lvl 17)
1/LR: become your deity's Avatar for 1 minute. Grow to Large, wings of light/shadow (fly 60ft), all attacks deal +3d10 divine damage, immune to all conditions. Allies within 30ft: +2 AC, resistance to divine damage type. On end: divine explosion 40ft, 10d10 divine, DEX save half. Allies in range: fully heal instead of taking damage.

🔧 Artificer

Inventors, forgers, and engineers who merge craftsmanship with magic to create wonders of divine machinery and enchanted arsenal.

Artificer Training
WeaponsSimple, Hammers, Staves, Power Items
ArmorLight, Medium, Heavy, Shields, Power Armour
ToolsSmithing, Leatherworking, Runecrafting
SkillsChoose 6
HPLevel 1: Racial + 8 + CON. Each level: 1d8 or 5 + CON
SavesIntelligence or Wisdom + Constitution. Defenses: AC and Mental

Advancement Table

LvlFeaturesForge Pts1st2nd3rd4th5th
1Divine Forging, Caste, Specialization23
2Knowledge Feat24
3Machina Ex342
4Caste Ability353
5Knowledge Feat4531
6Divine Forging Upgrade4532
7Specialization5532
8Knowledge Feat5542
9Caste Ability6543
10Caste Ability65431
11Machina Ascendant76541
12Knowledge Feat76542
13Specialization876521
14Caste Ability876531
15Divine Forging Upgrade987631
16Knowledge Feat987642
17Machina Intelligence1087753
18Knowledge Feat1087753
19Caste Capstone1198864
20Grand Artificer1198864

Key Abilities

Divine Forging (Lvl 1, upgrades 6, 15)
Spend Forge Points to enchant items. Weapon Invocations: Returning (throw→return as BA), Keen (crit on 19-20), Elemental (+1d4 chosen element), Defending (sacrifice +1 attack for +1 AC). Armor Invocations: Warding (resistance to 1 element), Fortified (+1 AC), Reactive (advantage on DEX saves), Sturdy (+2 HP per level). Each costs 1 Forge Point, lasts until next Long Rest. At Lvl 6: invocations become +2 quality, new options (Vorpal, Phase, Reflecting). At Lvl 15: +3 quality, items become semi-permanent (last 7 days).
Specialization (Lvl 1, 7, 13)
Each time choose: Armorsmith (armor you forge: +1 AC beyond invocations), Weaponsmith (weapons you forge: +1 attack beyond invocations), Runecrafter (inscribe runes onto items — 1 extra invocation per item), or Alchemist (create potions during Short Rest: healing, resistance, or stat-boosting, using spell slots).
Machina Ex (Lvl 3)
Build a Machina companion (mechanical construct). Choose frame: Scout (Small, fast, stealthy), Defender (Medium, tanky, grapple), or Striker (Medium, damage-focused). Stats scale with your level. Acts on your turn. Spend 1 Forge Point during Short Rest to repair fully. If destroyed: rebuild over a Long Rest.
Machina Ascendant (Lvl 11)
Machina gains: +2 AC, +2 attacks, Multiattack, and one Invocation from your list (applied to its weapons/armor). Machina can deliver your touch spells. You can see/hear through it within 1 mile.
Machina Intelligence (Lvl 17)
Machina gains INT = your INT. It can act independently (no commands needed), take Reactions, and use 1 of your Forge Point invocations by itself per round. Size becomes Large. HP doubles.
Grand Artificer (Lvl 20)
Forge Points double. All invocations last permanently until you choose to end them. 1/day: Grand Creation — spend 10 Forge Points to create a Legendary item (DM collaboration, +3 minimum, unique ability). You can maintain up to 3 Legendary items simultaneously. Your Machina becomes a Legendary construct: +5 AC, 3 attacks, spell resistance, and one 3rd-level spell 1/day.

Artificer Castes

👻 Spiritforger

Artificers who bind spirits into objects and constructs, creating haunted machines and soul-powered weapons.

Spirit Forging (Entry)
You cast using Engineering. You learn Artifice, Death, and Spirit magic. Spend 1 Forge Point + 1 spell slot: bind a spirit to an item. Bound items gain sentience (can communicate telepathically with wielder) and +1d4 Force damage. Max bound items = INT mod.
Hollow Maker (Lvl 4)
Create Hollows — spirit-infused empty armor suits that fight. Medium construct, AC 16, HP = your level × 3, attack 1d10+INT Force. Acts on your turn. Max 2 Hollows. Each costs 2 Forge Points to create (1 hour ritual).
Necromantic Abominations (Lvl 9)
Hollows can be Large-sized. Hollows deal +1d8 Necrotic. When a Hollow kills: it absorbs the soul — gains +5 temp HP and +1 damage for 1 hour (stacks 3×). You can channel spells through Hollows.
Soul Architecture (Lvl 10)
Bound items: spirit provides active ability 1/SR (based on spirit type: warrior=extra attack, mage=free cantrip, rogue=advantage on Stealth, etc.). Hollows gain an additional attack. Spirit-bound weapons crit on 19-20.
Abomination Transcendence (Lvl 14)
Hollows max increases to 4. Each Hollow can be customized: Siege (deals double damage to structures/objects, +2d8 to attacks), Guardian (allies within 10ft: +2 AC), or Assassin (invisible until attacks, crits on 18-20). Hollows regenerate 10 HP/round while within 30ft of you.
The Grand Hollow (Lvl 19)
1/LR: merge all active Hollows into a Grand Hollow (Huge construct, AC 20, HP = total of all merged Hollows × 2, 3 attacks at 3d10+INT Force+Necrotic). Grand Hollow: magic resistance, immune to Frightened/Charmed/Poisoned, regenerate 20 HP/round. Lasts 10 minutes. You can ride it or command it 120ft away. On destruction: spirit explosion 30ft, 10d8 Force.
👑 Royal Forge

Armored war-forgers who build power armor and divine weaponry, becoming walking arsenals of enchanted steel.

Royal Obligation (Entry)
You cast using Engineering. You learn Artifice, Life, and Destruction magic. Gain Heavy Armor + Shield proficiency. Forge a set of Royal Armor: +1 AC beyond normal, can apply 2 Armor Invocations simultaneously (normally 1). While in Royal Armor: +1 to all saves.
Power Armour Professional (Lvl 4)
Royal Armor becomes Power Armour: STR becomes 18 (or +2 if already higher) while worn. Speed isn't reduced by Heavy armor. Power Armour weighs nothing to you. Can integrate tools into the armor (use any tools proficiency hands-free).
Knight of the Forge (Lvl 9)
Power Armour: +2 AC, resistance to non-magical physical damage. Build in a weapon: one weapon integrated into armor (doesn't use a hand). BA: switch between integrated and held weapons. All forged weapons gain +1 beyond invocations.
Blessed Arsenal (Lvl 10)
All weapons you've forged and invoked: deal +1d6 Force. Your invoked items: when attuned wielder crits, trigger a pulse of Force (10ft, 2d6 to all enemies). Forge Points: +2 maximum.
Divine Weaponmaster (Lvl 14)
Power Armour: 3 Armor Invocations simultaneously. Integrated weapon gains: Vorpal (dismember on natural 20), +2d8 Force damage. 1/SR: Overcharge — your next attack deals triple weapon damage dice.
Grand Knight (Lvl 19)
Power Armour becomes Legendary: +4 AC total beyond base, STR = 24, immune to Poison/Disease, resistance to all damage. Fly 30ft (jets). 1/LR: Full Arsenal — for 1 minute all invocations on your equipment double in effect, every attack deals +3d8 Force, and you gain +4 to all saves. On end: nova pulse 30ft, 8d10 Force + STR to all enemies.
💥 Artillery Expert

Engineers of explosive devastation who build turrets, bombs, and ranged weapons of mass destruction.

Artillery is the Answer (Entry)
Gain proficiency with all Ranged weapons and Firearms. Build a Turret (stationary, AC 14, HP = level × 3, range 60ft, attacks 1d10+INT Fire/Force). Turret acts on your turn. 1 Forge Point to build (10 min). Max 1 turret (+1 at Lvl 9, +1 at Lvl 14).
Boom Tech (Lvl 4)
Craft explosives during Short Rest (1 Forge Point each, max INT mod): Frag Bomb (15ft radius, 3d6 Piercing, DEX save half), Flashbang (20ft, Blinded 1 round, CON save negates), Incendiary (10ft, 2d6 Fire + Burning 1, DEX save half), or Smoke (20ft heavy obscurement 1 min).
Only Way to Blow (Lvl 9)
Turrets gain: Multishot (2 attacks/round), +1d8 damage. Can build 2 turrets. Bombs crafted increase die size by 1 step. 1/SR: Barrage — all turrets fire simultaneously at one target: each deals double damage.
Escalating Payload (Lvl 10)
Bombs gain: +2d6 damage, 5ft larger radius. New bomb type: Cluster (initial 20ft, then 3 secondary 10ft explosions, 2d6 each). Turrets gain +1 attack and can fire different ammunition types (Fire, Ice, Lightning — choose each round).
Grand Artillery (Lvl 14)
Build 3 turrets. Turrets: +2d8 damage, 90ft range, can be mounted on walls/ceilings. Build a Siege Cannon (1 turret slot): single shot, 120ft, 6d10+INT, 10ft radius on impact, DEX save half. Reloads in 1 round. Bombs throw range doubles.
Grand Detonation (Lvl 19)
All firearms and turrets: crit on 19-20, crits deal triple dice. 1/LR: Grand Detonation — detonate all active turrets simultaneously. Each: 30ft radius, 8d10 Fire+Force, DEX save half. If all 3 turrets detonate: the combined area becomes a Scorched Zone (difficult terrain, 2d6 Fire/round, lasts 1 min). You can rebuild all turrets for free over a 10-minute Short Rest.

✝️ Life Magic

Holy and Radiant magic that targets Spiritual defense. Life Magic heals living creatures and scorches the undead. Its energy type is Life/Radiant.

Cantrips

Holy Spite
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
You fire a ray of divine light at an enemy. On a hit they take 1d8 Radiant damage.
Holy Word: Blessed Restoration
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
You speak a word of power healing a target for 1d8 Life energy.
Guiding Chant
Casting Time: 1 Action | Range: 30ft | Components: V | Duration: 1 Round
You sing a quick chant guiding an ally. The next roll made by the target gains +1d4.
🔮 Level 1 Spells
Holy Word: Saint's Blessing
Casting Time: 1 Bonus Action | Range: 30ft | Components: V, S | Duration: Instant
You speak a word of blessing healing a target for 2d8 Life energy and granting +1 to all defenses until the end of their next turn. (Escalate)
Spiritual Reinforcement
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
Choose up to 3 targets. Each gains 1d4 temporary hit points at the start of each of their turns and +1 to all checks for the duration.
Smite of the Heavens
Casting Time: 1 Bonus Action | Range: Touch | Components: V, S | Duration: Concentration
Your weapon crackles with holy fire. Your weapon attacks deal an additional 2d8 of a chosen elemental damage type for the duration.
Holy Word: Armour of Dust
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Concentration (1 hour)
You speak a holy word granting the target +1 to all defenses and saving throws for the duration.
🔮 Level 2 Spells
Wave of Life
Casting Time: 1 Action | Range: 30ft Cone | Components: V, S | Duration: Instant
A wave of golden energy erupts in a 30ft cone. Allies are healed for 3d8 Life energy and gain Life Embrace (resistance to Necrotic). Enemies take 3d8 Radiant. (Escalate)
Wings of the Archangel
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Concentration
Radiant wings sprout from your back granting you flight and resistance to Chaotic, Abyssal, and Necrotic damage.
Holy Word: Restoration
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
You speak a word that cures afflictions. Restore lost limbs, cure ailments, or break curses. Effects scale with spell level used.
Shield of Grace
Casting Time: 1 Reaction | Range: 15×10ft Line | Components: V, S | Duration: Instant
A wall of golden light blocks incoming attacks in a 15×10ft line, absorbing up to 50 points of damage from demonic, abyssal, or undead sources.
Consecrate
Casting Time: 1 Bonus Action | Range: Self (15ft aura) | Components: V, S | Duration: Concentration
A holy aura surrounds you. Allies within gain advantage on saving throws. Undead and demons within take 1d10 Radiant at the start of each of their turns.
🔮 Level 3 Spells
Love of the Angels
Casting Time: 1 Action | Range: Self (15ft aura) | Components: V, S | Duration: Concentration
A radiant aura emanates from you. Enemies within take 3d6 Radiant at the start of each of their turns, while allies regain 3d6 Life.
Holy Word: Bulwark of Sol
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A burst of divine light heals allies within 30ft for 4d8 and grants advantage on their next ability check.
Return the Soul
Casting Time: 1 Action | Range: Touch | Components: V, S, M (Holy symbol) | Duration: Instant
Resurrect a recently killed ally to 1 HP. If the soul is trapped, you must win a soul clash to free it.
Ray of Salvation
Casting Time: 1 Action | Range: 60ft (5ft wide ray) | Components: V, S | Duration: Instant
A 5ft-wide ray of golden light dealing 4d8 Life energy — damages enemies, heals allies it passes through.
🔮 Level 4 Spells
Holy Word: Angelic Blessings
Casting Time: 1 Round | Range: Touch | Components: V, S | Duration: Permanent (combat)
After a 1-round cast, the target permanently gains +2 to all defenses and regenerates 3d4 Life per turn until end of combat. You regain a 3rd-level spell slot.
Spirit of Valor
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Concentration
You gain advantage on all checks and saving throws but must attack the nearest enemy. If you fall, you have disadvantage on death saves.
🔮 Level 5 Spells
Sigil of Life
Casting Time: 1 Action | Range: Self (30ft aura) | Components: V, S | Duration: Concentration
A massive sigil of light blinds enemies within 30ft. Allies regain 25% of their max HP (up to 90% total). On exiting aura, allies gain Die Hard.
Resurrection
Casting Time: 1 Action | Range: 30ft | Components: V, S, M (Diamond dust) | Duration: Instant
Up to 6 dead targets return to 50% HP. You lose half your remaining spell slots.
🔮 Level 6 Spells
Divine Intervention
Casting Time: 1 Full Round Ultimate | Range: Battlefield | Components: V, S, M (A holy relic worth 500 GP) | Duration: 3d4 Rounds
You call upon Algain directly, bathing the battlefield in golden light. Allies within 100ft gain: Regain all HP and spell slots of 3rd level or lower; +3 to all defenses and saves; attacks deal additional 2d8 Radiant damage; immune to fear, charm, and mind control; Die Hard activates twice before failing. All undead, demonic, or abyssal creatures must make a Wisdom save each round or take 10d10 Radiant damage and become frightened. Cannot be counterspelled or dispelled.

💀 Necromancy

Death Domain magic that targets AC. For every Necromancy level you possess, you may resurrect 2× that number of corpses as undead minions (lower-level creatures only).

Cantrips

Touch of Death
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
You drain the life from a creature, dealing 1d8 Death damage and healing yourself for the amount dealt.
Shadow Spite
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
A bolt of shadow strikes an enemy for 1d10 Death damage.
Will of Death
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
You command a minion's corpse to act — the target regains its reaction.
🔮 Level 1 Spells
Undead Fortitude
Casting Time: 1 Reaction | Range: 30ft | Components: V, S | Duration: Instant
When a minion drops to 0 HP, it returns to 1 HP instead. Once per combat per target.
Cackle of Bones
Casting Time: 1 Action | Range: Self (15ft aura) | Components: V, S | Duration: Instant
A wave of necrotic energy erupts around you dealing 1d10 Death to all enemies within 15ft and knocking them prone. Escalate: double range.
Unmaking Touch
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
Your touch disintegrates living tissue, dealing 3d10 Death damage. (Escalate)
Clutches from Below
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Concentration
Skeletal hands erupt in a 3×3 area, restraining creatures within. (Escalate)
🔮 Level 2 Spells
Will of the Master
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
Up to 10 minions gain +1d4 Death damage, +10ft movement, and +1 Fortitude.
Shield of Blood
Casting Time: 1 Bonus Action | Range: Self | Components: V, S | Duration: Concentration
Sacrifice 1d8 HP to gain +2 Reflex and AC. Sacrifice 2d8 HP to reroll a failed concentration check.
Torment of the Flesh
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Deals 3d8 Death damage; the target loses its bonus action. (Escalate)
Corpse Explosion
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
A corpse detonates in a 20ft AoE dealing 4d10 Force damage and knocking creatures prone.
Unholy Word: Desecrate
Casting Time: 1 Action | Range: Self (30ft aura) | Components: V, S | Duration: Concentration
A dark aura deals 1d6 Death per turn to enemies. You heal the damage dealt.
🔮 Level 3 Spells
Blight
Casting Time: 1 Action | Range: 60ft Line | Components: V, S | Duration: Instant
A 60ft line of decay dealing 8d8 Death damage plus Decay 2. (Escalate)
Life Drinker
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
Allies gain Lifelink — a portion of damage they deal heals them.
Enhance Corpse
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
A risen corpse gains +10 movement, +5 to attack and damage, and advantage on all rolls.
🔮 Level 4 Spells
Banshee Screech
Casting Time: 1 Action | Range: 60ft Cone | Components: V, S | Duration: Instant
A wail of death in a 60ft cone dealing 10d8 Psychic vs Mental. Targets drop their weapons.
Death Ball
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Concentration
A 20×20 sphere of death dealing 5d6 immediate + 5d8 per turn Death damage. Creatures become Sickened and Blinded.
🔮 Level 5 Spells
Word of Power: Kill
Casting Time: 1 Action | Range: Touch | Components: V | Duration: Instant
You utter a word of death. The target must make 3 Constitution saves. For each failure, they take 8d8 Death damage.
🔮 Level 6 Spells
Ascension to Lichdom
Casting Time: 1 Full Round Ultimate | Range: Self | Components: V, S, M (A phylactery worth 1000 GP) | Duration: 2d4 +2 Rounds
You embrace death itself, temporarily transforming into an undead monstrosity. You gain: All undead you control gain +5 to attack, damage, and all defenses; can raise any number of corpses up to your level as a bonus action; immune to Death, Necrotic, and Poison damage; regain 5d10 HP whenever you kill a creature; your Death spells ignore resistance and treat immunity as resistance; all allies within 30ft who drop to 0 HP are raised as undead under your control for the duration. After the spell ends, make a Wisdom save DC 20 or gain 2 levels of exhaustion. Cannot cast again for 1 week.

👻 Soul Magic (Anamomancy)

Spiritual attacks that target Spiritual defense. Uses a unique soul resource system — when living enemies die, you gain souls. Spend souls (noted as *) to fuel devastating spells. Base cost = 1 soul per spell level, with extra souls for increased power.

Cantrips

Soul Scar
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
You scar a target's soul, inflicting Soul Scarring 1.
Whispering Judgement
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: 1d4 Rounds
You whisper judgement at a target. They suffer -* to Spiritual and Mental defenses for the duration.
🔮 Level 1 Spells
Soul Ray
Casting Time: 1 Action | Range: 60ft Ray | Components: V, S | Duration: Instant
A ray of spectral energy dealing 2*d8 Spiritual damage.
Cloak of the Ethereal
Casting Time: 1 Bonus Action | Range: Self | Components: V, S | Duration: 1 Round
Sacrifice 2 souls to become invulnerable on a roll of 5+.
Transferance
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
Drain *d8 HP from a target, then use double the amount as a blast or to heal an ally.
Veil Blast
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
A blast from beyond the veil dealing 2*d4 Spiritual damage plus Soul Scarring.
🔮 Level 2 Spells
Dance of the Moth
Casting Time: 1 FRA | Range: Touch (chain 4 targets) | Components: V, S | Duration: Instant
Touch a target and chain through up to 4 creatures dealing 2*d8 Spiritual. Teleport between each target.
Raven's Claw
Casting Time: 1 Action | Range: 15ft (weapon) | Components: V, S | Duration: Concentration
Conjure a spectral weapon with 15ft reach dealing 2[W]+1*d8. Critical range reduced by 2. Soul Scarring on critical hit.
Shift Armour
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: 1 Round
Spend 3 souls — the target's armor value becomes their lowest defense stat.
🔮 Level 3 Spells
Transference
Casting Time: 1 FRA | Range: 45ft | Components: V, S | Duration: Instant
Costs 3 Souls per Target. Dead allies return to 50% HP with Soul Scarring 3.
Spectral Ward
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Concentration
Grant a shield of 1*d8. As a reaction, sacrifice a soul to recharge the shield by 1d6.
Reap the Fallen
Casting Time: 1 Action | Range: 60ft Aura | Components: V, S | Duration: Instant
Costs 4 Souls. Each enemy within 60ft must make a Wisdom save or take 4*d8 Spiritual damage. For every enemy killed, gain 2 souls back.
Soul Drain
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration (up to 3 rounds)
Costs 2 Souls. Tether yourself to a creature's soul. Each round they must make a Constitution save or take 3*d6 Spiritual damage and you regain HP equal to half the damage dealt. On success, the spell ends.
🔮 Level 4 Spells
Veil Walker
Casting Time: 1 Bonus Action | Range: Self | Components: V, S | Duration: 2d4 Rounds
Costs 5 Souls. You step partially into the ethereal realm gaining: Resistance to all physical damage; can move through solid objects; +5 to Reflex and Spiritual; your attacks gain Lifelink (Spiritual) equal to 2*d6.
Mass Soul Scarring
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Costs 6 Souls. Each enemy within 60ft must make a Wisdom save or gain Soul Scarring equal to * and take 1d8 Spiritual per soul spent. Ignores shields.
Spectral Army
Casting Time: 1 Full Round | Range: Self | Components: V, S | Duration: 2d4+1 Rounds
Costs 8 Souls. Summon 1* spectral warriors (max 10). Each has 30 HP, 15 AC, and attacks for 2d8+5 Spiritual damage. They follow your mental commands and move up to 40ft per round.
🔮 Level 5 Spells
Soulfire Annihilation
Casting Time: 1 FRA | Range: 90ft | Components: V, S | Duration: Instant
Costs 10 Souls. Choose a 30ft cube within range. All creatures within must make a Wisdom save or take 10*d8 Spiritual damage (half on success). Creatures killed cannot be resurrected by any means short of divine intervention. You gain their souls.
Perfect Transference
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
Costs 15 Souls. Perfectly restore a creature. Remove all injuries, ailments, curses, soul scarring, and negative conditions. Restore them to maximum HP and grant advantage on all rolls for their next turn. They cannot gain Soul Scarring for the next hour.
🔮 Level 6 Spells
Master of the Veil
Casting Time: 1 Full Round Ultimate | Range: Battlefield | Components: V, S, M (All souls collected) | Duration: 3d4 Rounds
Costs All Souls (Minimum 20). You become one with the ethereal veil. For every 5 souls spent, summon 1 Spectral Guardian (50 HP, 20 AC, 3d10+10 Spiritual damage). All Soul spells cost 0 souls for the duration. Gain 3 souls per round. You may resurrect any fallen ally as a bonus action (75% HP). All allies gain +* to all defenses. Enemies killed grant double souls. Immune to all damage from sources that target Spiritual defense. After the spell ends, keep half the souls spent (rounded down). Cannot cast again for 3 days.

⚖️ Order

Law and Angelic magic that targets Mental defense. Order spells enforce divine law, restrain the chaotic, and empower the righteous.

Cantrips

True Strike
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Instant
Study a target and gain +10 to your next attack roll against them.
Angelic Word: Smiting Fist
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
A divine fist strikes a target's AC for 1d8 Order damage.
Chain of Denial
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 1 Round
Spectral chains bind the target, causing them to lose all movement for 1 round.
Detect Chaos and Order
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
Sense the alignment of all creatures within 30ft.
🔮 Level 1 Spells
Angelic Strike
Casting Time: 1 Action | Range: Melee | Components: V, S | Duration: Instant
Deal 2[W] Order damage. Chaotic creatures are restrained for 1 round.
Angelic Vigor
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Concentration
Regenerate 2 HP per round and gain sanity protection.
Divine Favour
Casting Time: 1 Action | Range: Self (15ft aura) | Components: V, S | Duration: Concentration
Allies within 15ft regain 1 + your casting stat HP and are immune to Frightened.
🔮 Level 2 Spells
Justicar's Smite
Casting Time: 1 FRA | Range: 30ft (4×4) | Components: V, S | Duration: Instant
A pillar of divine light in a 4×4 area deals 3d8 Order damage and restrains on a failed save. Chaotic creatures have disadvantage.
Aegis of Algain
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Concentration
Gain +2 AC, +2 Spiritual, and advantage on fear saves.
Angelic Word: Deny the Witch
Casting Time: 1 Reaction | Range: 60ft | Components: V, S | Duration: Instant
Counter a Chaos, Death, or Abyssal spell via a Clash. On success, deal 2d8 Order damage to the caster.
🔮 Level 3 Spells
Valourous Call
Casting Time: 1 Action | Range: Self (30ft aura) | Components: V, S | Duration: Instant
Allies within 30ft are healed for 2d8 + casting stat. Enemies are taunted towards you and take 5d8 Order damage.
Lance of Law
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
A divine lance dealing 3d8 Order damage. Can be thrown or used in melee. Pierces in a line. (Escalate)
Valourous Stand
Casting Time: 1 Reaction | Range: 30ft | Components: V, S | Duration: 1 Round
When an ally drops to 0 HP, they instead return to 1 HP and become invulnerable for 1 round.
🔮 Level 4 Spells
Vindication
Casting Time: 1 FRA | Range: 60ft | Components: V, S | Duration: Instant
All enemies within 60ft take 5d8 Order damage (10d8 if Chaotic) and are restrained by chains of law.
Angelic Form
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Concentration
Sprout wings (fly 60ft), become immune to conditions, gain 50 temp HP, an extra attack, and all attacks deal Order damage.
🔮 Level 5 Spells
Angelic Word: Divine Allies
Casting Time: 1 FRA (Ultimate) | Range: 30ft | Components: V, S | Duration: Concentration
Summon 2 Seraphim, Diablophim, or Archaphim — or 1 Archangel or Judge to fight at your side.
🔮 Level 6 Spells
Judgment of the Heavens
Casting Time: 1 Full Round Ultimate | Range: Battlefield | Components: V, S, M (A gavel of pure silver worth 750 GP) | Duration: Instant
A massive angelic tribunal manifests. Allied Effects: All allies regain full HP and remove all negative conditions; gain 100 temporary HP; all attacks for next 3 rounds deal additional 3d10 Order damage; immune to Chaos, Death, and Abyssal damage for 2d4 rounds. Enemy Effects: All chaotic creatures must make a Wisdom save DC (casting DC +5) or take 15d10 Order damage and become stunned for 2 rounds (half damage, no stun on save); all other creatures take 10d10 Order damage (Wisdom save for half); creatures killed cannot be resurrected through Chaotic, Death, or Abyssal means. Battlefield Effect: Area becomes Consecrated Ground for 1 hour. Chaotic creatures have disadvantage on all rolls within. Cannot be counterspelled or dispelled except by gods or equivalent powers.

🔮 Arcane

Leyline magic that targets all defenses except Spiritual. Arcane draws on the raw weave of magic to manipulate, protect, and destroy.

Cantrips

Arcane Spite
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A bolt of arcane energy dealing 1d8 Arcane damage.
Mage Hand
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 1 Minute
An invisible telekinetic hand that can manipulate objects up to 5 lbs within 30ft.
Eye of Seeing
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 1 Hour
A scrying glass appears that can see invisible creatures and magical auras.
🔮 Level 1 Spells
Magic Missile
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
2 missiles auto-hit for 1d3+1 each. Escalate: double the number of missiles.
Shield
Casting Time: 1 Reaction | Range: Self | Components: V, S | Duration: 1 Round
Gain +5 to AC and Reflex until the start of your next turn.
Mage Armour
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: 8 Hours
Target's AC becomes 10 + Luck/CON + Casting stat modifier.
Mind Blast
Casting Time: 1 Action | Range: Self (20ft aura) | Components: V, S | Duration: Instant
A psychic shockwave dealing 2d6 Psychic vs Mental. Targets lose their reaction.
Disk of Carrying
Casting Time: 1 Action | Range: 5ft | Components: V, S | Duration: 1 Hour
A levitating disk carrying up to 50 lbs follows you.
Mirror Shot
Casting Time: 1 Reaction | Range: 60ft | Components: V, S | Duration: Instant
Reflect an attack back. Deal 4d8 Psychic and inflict Weakened on the attacker.
🔮 Level 2 Spells
Rope Trick
Casting Time: 1 Action | Range: Touch | Components: V, S, M (Rope) | Duration: 1 Hour
Create a pocket dimension accessible by climbing a rope. Holds up to 2 creatures.
Magical Discerning
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Concentration
Detect all magical effects, types, and schools within range.
Arcane Overload
Casting Time: 1 FRA | Range: Self | Components: V, S | Duration: Instant
Cast 3 Level 1 spells at no cost. Then make a CON save or become stunned. (Escalate)
Barrier
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
A 15×10ft wall with 100 HP. One-way visible — you can see through it but enemies cannot.
Scrying
Casting Time: 10 Minutes (ritual) | Range: Unlimited | Components: V, S, M (Mirror/pool) | Duration: Concentration
Locate and view a person, place, or thing you have seen before.
🔮 Level 3 Spells
Counterspell
Casting Time: 1 Reaction | Range: 60ft | Components: V, S | Duration: Instant
Automatically counter a spell of 3rd level or lower. Higher level spells require a Clash to counter.
Dispel Magic
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Remove one magical effect from a target or area.
Battering Blast
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Launch 10 arcane orbs, each dealing 2d8 damage. Thresholds apply: prone, stun, and push at hit counts. Escalate: +5 orbs.
Blink Step
Casting Time: 1 Bonus Action | Range: Self | Components: V, S | Duration: Instant
Teleport 60ft instead of normal movement. Alternatively, teleport up to 6 party members.
🔮 Level 4 Spells
Shift Location
Casting Time: 1 Hour | Range: 10ft | Components: V, S | Duration: Instant
Teleport up to 8 people to a location you have previously visited.
Sphere of NO
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Concentration
A 15ft antimagic sphere surrounds the target. No magic can be cast or function within.
🔮 Level 5 Spells
Power Word: Mind of the Archmage
Casting Time: 1 Action | Range: Self | Components: V | Duration: Concentration
Gain 2 extra action types per round and double your casting stat as movement speed.
🔮 Level 6 Spells
Arcane Apotheosis
Casting Time: 1 Full Round Ultimate | Range: Self | Components: V, S, M (A fragment of a leyline worth 800 GP) | Duration: 3d4 + 2 Rounds
Transform into pure arcane energy. You gain: Ley Mastery (cast any spell of 4th level or lower without expending a spell slot); Arcane Overflow (all damaging spells deal additional 3d10 Arcane damage); Perfect Counter (automatically counter any spell of 5th level or lower within 60ft, no action required); Spell Reflection (redirect countered spells at any target within 60ft); Leyline Form (immune to all physical damage, resistance to all energy damage); Arcane Sight (see all magical effects within 120ft and know their nature); Teleportation (teleport up to 60ft as a bonus action). Each round, unleash an Arcane Pulse (no action): All enemies within 30ft take 6d10 Arcane damage (Reflex save for half) and lose concentration. After the spell ends, regain a 5th level spell slot. Cannot cast again for 2 days.

🌿 Nature

Druidic and Animism magic targeting Reflex and AC. At the start of each day, you may summon an Animal or Elemental companion equal to your Nature spell level.

Cantrips

Mending Touch
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
A healing touch that restores 1d10 HP to a target.
Savage Strike
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
Your hand shifts into a beastly form dealing 1d12 physical damage.
Calming Wind
Casting Time: 1 Reaction | Range: 30ft | Components: V, S | Duration: Instant
Reduce the next incoming damage to a target by 1d6.
Minor Druidry
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 1 Hour
Create minor nature effects — grow a small plant, purify a cup of water, or cause a gentle breeze.
🔮 Level 1 Spells
Enlarge/Reduce Person
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Concentration
Enlarge: +4 CON, −2 DEX, +2 STR. Reduce: inverse. Size changes accordingly.
Snare
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
Set a nature trap that grapples a creature. AC 15, 20 HP.
Animal Aspect
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Concentration
Take on the aspect of one of 9 animals, each granting unique buffs (bear for toughness, hawk for sight, etc.).
Spirit of Life
Casting Time: 1 FRA | Range: 30ft | Components: V, S | Duration: Concentration
Heal a target for 1d10 immediately, then 1d8 per turn. (Escalate)
Elemental Infusion
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: 3 Rounds
Enchant up to 3 weapons with +1d4 elemental damage for 3 rounds.
Toxic Ray
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
A ray of venom dealing 2d12 Poison damage plus ongoing poison. (Escalate)
🔮 Level 2 Spells
Spore Cloud
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A cloud of spores with a random effect (1d4): poison, blind, frighten, or psychic damage.
Touch of Venom
Casting Time: 1 Bonus Action | Range: Self | Components: V, S | Duration: 1 Round
Your next attack deals +3d6 Poison and inflicts Poison (DC 15). (Escalate)
Druidry
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Varies
Flexible nature effects at a greater scale — shape wood, grow food, or command plants.
Primal Force
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Concentration
Infuse yourself or an ally with unbridled fury: +X to melee damage and attack where X is your casting stat.
Healing Roots
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
Roots bind an ally to the ground. As long as they remain stationary, they regain 3d10 HP at the start of each turn. Moving requires an action to re-root.
Thornic Ruin
Casting Time: 1 Action | Range: Self (20ft aura) | Components: V, S | Duration: 1d4+2 Rounds
Thorns erupt around you dealing 2d10 Piercing to all within 20ft. Each turn, invoke thorns to attack one creature for 2d10 Piercing and heal that amount. All creatures in the thorns take 2 Piercing per step; difficult terrain.
Shield of Willow
Casting Time: 1 Reaction | Range: 10×10 | Components: V, S | Duration: 1 Round
Summon magical willow foliage to block an attack within a 10×10 square. Fire attacks melt through, dealing half.
🔮 Level 3 Spells
Oak's Blessing
Casting Time: 1 Action | Range: 30ft | Components: V, S, M (Oak or holy wood) | Duration: 4 Rounds
Choose up to 6 creatures. Allies gain +2 to all defenses, immune to Poisons, Disease, Curses, and HP reduction. Enemies lose −2 to all defenses and have disadvantage on saving throws.
Mirth
Casting Time: 1 FRA | Range: Self (30ft aura) | Components: V, S, M (1 Drop of Water) | Duration: Instant
All allies within 30ft regain up to 75% of their HP and gain Immovable until the beginning of their next turn.
Enhance Allies
Casting Time: 1 FRA | Range: 60ft (up to 8 creatures) | Components: V, S | Duration: 4 Rounds
Infuse up to 8 summons or allies with beastly strength: 2d6 HP regen per turn, +1 to all saves and defenses, +3 to all attacks.
Bramble's Bulwark
Casting Time: 1 Action | Range: 20ft square | Components: V, S | Duration: Concentration
Create a 20ft square of thorns. Creatures within must pass a Strength save or be restrained. Ranged attacks against you get −1d6 to hit. Melee attackers take 3d8 Piercing and must CON save or be Poisoned. On concentration break, becomes a Bramble Guardian.
🔮 Level 4 Spells
Wild Shape: Beast Form
Casting Time: 1 Action | Range: Self | Components: V, S, M (A tooth or claw from a beast) | Duration: 2d4 + 2 Rounds
Transform into a mighty beast. Choose one: Bear Form (+6 Str, +4 Con, 60 temp HP, 3d10 bludgeoning attacks); Wolf Form (+4 Dex, +2 Wis, +20ft movement, pack tactics, 2d8 + bleeding 2 attacks); Eagle Form (+6 Dex, 80ft flying, advantage from above, 2d6 slashing attacks); Elemental Form (become elemental, immune to one energy type Fire/Cold/Lightning, 3d8 energy attacks).
Nature's Wrath
Casting Time: 1 FRA | Range: 60ft | Components: V, S | Duration: Instant
Choose a 30ft cube within range. All enemies within must make a Dexterity save or take 8d8 Nature damage (choose Piercing from thorns, Bludgeoning from roots, or Poison from spores). The area becomes difficult terrain. Enemies who start their turn in the area take additional 2d8 of the chosen damage type.
Spirit of the Grove
Casting Time: 1 Action | Range: 45ft | Components: V, S, M (Seeds from a sacred tree) | Duration: 3d4 Rounds
Summon a Treant Guardian (AC 18, Reflex 12, Mental 10, Spiritual 14, HP: 8x casting stat). Crushing Blow (+casting to hit, 4d10+5 bludgeoning); Root Grasp (15ft reach, restrains on hit); Natural Armor (resistance to piercing/slashing); Regeneration (regain 2d10 HP per turn if on natural ground).
🔮 Level 5 Spells
Verdant Apocalypse
Casting Time: 1 Full Round | Range: 90ft Aura | Components: V, S | Duration: 2d4 + 1 Rounds
Unleash untamed nature. The battlefield within 90ft transforms: Massive trees, vines, and thorns erupt; all enemies must make Dex save each round or take 6d10 Piercing and become restrained; restrained creatures take additional 3d10 Poison at start of turn; all allies regain 3d8 HP per turn; terrain becomes heavily obscured and difficult for enemies; command vegetation as bonus action to attack any creature (attack AC for 5d10 Piercing).
Aspect of the Wilds
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 3d4 Rounds
Become the ultimate predator: +4 to all physical stats (Str, Dex, Con); natural attacks deal 4d10 + bleeding 3; 60ft movement, 60ft climb, 40ft swim; advantage on all perception checks, see invisible creatures; resistance to all physical damage; critical range reduced by 4; regenerate 3d10 HP per turn; all Nature spells cost one level lower (minimum cantrip).
🔮 Level 6 Spells
Prime Elemental Fury
Casting Time: 1 Full Round Ultimate | Range: Battlefield | Components: V, S, M (Four elemental stones worth 1000 GP) | Duration: 3d4 + 2 Rounds
Personal Transformation: Immune to all elemental damage (Fire, Cold, Lightning, Poison, Acid); all attacks/spells deal additional 4d10 damage of chosen element; regenerate 5d10 HP per round; +5 to all defenses; fly 60ft, cannot be restrained or prone. Elemental Servants: Summon 4 Prime Elementals (Fire: 4d10 fire, ignites for 2d6 ongoing; Water: 3d10 water, heals allies 3d8 in 10ft radius; Earth: 5d10 bludgeoning, grants allies +3 AC in 10ft; Air: 3d10 lightning, grants allies +20ft movement). Each has 100 HP, 18 AC, follows mental commands. Nature's Dominion: Control all natural terrain within 120ft; command terrain to attack (bonus action, 6d10 damage, attack AC); all allies gain resistance to all damage; enemies have disadvantage on saves against your Nature spells. After spell ends, regain two 3rd level spell slots and one 4th level slot. Cannot cast again for 3 days.

⚙️ Artifice

Tech Magic conjured from the Cyber Spirit world and mortal ingenuity. Artifice revolves around altering matter and creating mechanical beings — a fusion of energy and machine work.

Cantrips

Energy Surge
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
Conjure a force of repairing energy into a construct. It regains 1d12 HP.
Stutter Bolt
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
Fire a beam of unarranged molecules. Deals 1d8 Sturm damage (or 2d8 to a Construct).
🔮 Level 1 Spells
Aura Shielding
Casting Time: 1 Reaction or Bonus Action | Range: Self (15ft aura) | Components: V, S, M (Silver piece) | Duration: 1d4+1 Rounds
You and all within the aura gain Shielding 5 (Escalate) and 50% chance for ranged attacks hitting Reflex to miss.
Drone Protocol
Casting Time: 1 Action | Range: 20ft | Components: V, S, M (Power Crystal) | Duration: Until Drone Dies
Create an energy drone. Choose a stat block:
Assault Drone — AC 16, Ref 16, HP: 2× Casting. Force Turret (2d8), Shielding 10, 30ft hover.
Tank Drone — AC 20, Ref 16, HP: 4× Casting. Bulwark (Shielding 5 + saves), Energy Blade (2d10), 20ft crawler.
Distracting Lights
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration (1 min)
A lightshow in a 4×4 square. Enemies gain −2 to ranged attacks and −2 to concentration.
🔮 Level 2 Spells
Conjure Land Walker
Casting Time: 1 Hour | Range: Self | Components: V, S, M (3 Iron Ingots, 1 Power Crystal) | Duration: Until it dies
Create a Land Walker (tracks, legs, or hovers). 60ft move, AC 22, Ref 10, HP: 6× Casting. Choose 2 augments: General Shielding (20/10), Force Canon (3d10+5), Machine Turret (2d10+2 Assault), Medicine Bay (5 HP/round), or Energy Pylon (10 HP/round to constructs).
Create Power Weapon
Casting Time: 1 Action | Range: Touch | Components: V, S, M (Power Crystal + weapon) | Duration: End of Combat
Enchant a weapon with 6 Power Charges. Spend charges: 1 = lower crit range by 3, 2 = +5 to hit, 3 = +2 damage dice. Effects reset end of round.
Conjure Gatling Canon
Casting Time: 1 Action | Range: Self | Components: V, S, M (Power Crystal) | Duration: End of Combat
Conjure a Gatling Canon with Tech Powered and 1+2 damage, Assault 1d10.
🔮 Level 3 Spells
Drone Strike
Casting Time: 1 FRA | Range: 60ft | Components: V, S | Duration: Instant
Each conjured drone uses its attack on 1 target, gaining +1 to hit for each other drone and +1 critical range.
Recreate Matter
Casting Time: 1 Hour | Range: Touch | Components: V, S | Duration: Permanent
Touch an object and rearrange its molecular code into another object of similar mass using similar components.
🔮 Level 4 Spells
Power Armor
Casting Time: 1 Action | Range: Touch | Components: V, S, M (Power Crystal) | Duration: Until combat ends
Enchant armor with energy: +3 AC, +2 Reflex; Shielding 20; +3 to attack and damage; reduce critical range by 3; gain extra attack as bonus action each round; immune to frightened, charmed, and mind-controlled; on critical hit, target stunned for 1 round (Constitution save negates).
Mech Summoning
Casting Time: 1 Minute | Range: 30ft | Components: V, S, M (8 Iron Ingots, 4 Power Crystals, components worth 200 GP) | Duration: Until destroyed
Construct a massive Battle Mech (AC 24, Reflex 16, Mental 8, Spiritual 6, HP: 12x casting stat). Plasma Cannon (+casting to hit, 6d10 Force, 90ft range); Rocket Barrage (20ft cone, Dex save or 5d10 Fire + 3d10 Force); Stomp Attack (15ft radius, Str save or 4d10 Bludgeoning + prone); Shielding 25 (regenerates 10 per round); Heavy Armor (resistance to all physical damage). Pilot the mech or it follows mental commands.
🔮 Level 5 Spells
Singularity Cannon
Casting Time: 1 FRA | Range: 150ft | Components: V, S, M (A collapsed star fragment worth 400 GP) | Duration: Instant
Fire a gravitational singularity. Creates a 30ft radius gravitational anomaly. All creatures within make Strength save or pulled to center and take 12d10 Force damage. Creatures at center are crushed for additional 6d10 Force. All in area restrained for 1 round (Str save to break free). Singularity then implodes, dealing 8d10 Force to all within 20ft. Structures take quadruple damage.
Technological Ascension
Casting Time: 1 Action | Range: Self | Components: V, S, M (5 Power Crystals) | Duration: 3d4 Rounds
Merge with technomancy: All tech spells cost 2 levels lower (minimum 1); summon additional drone each round (no action, max 10); all constructs you control gain +10 to attack and damage; become construct (immune to poison, disease, exhaustion, psychic damage); interface with any technology within 60ft (control, hack, disable as bonus action); regenerate 50 shield points per round; cast two tech spells per turn.
🔮 Level 6 Spells
Omega Defense Grid
Casting Time: 1 Full Round Ultimate | Range: Battlefield (200ft radius) | Components: V, S, M (10 Power Crystals, master control core worth 1200 GP) | Duration: 3d4 + 3 Rounds
Defense Systems: All allies gain Shielding 50 (regenerates 20/round); automated turrets appear every 30ft (12 total, fire at hostiles for 4d10 Force, attack AC +casting); Point Defense (ranged attacks vs allies have 75% miss chance); allies gain +5 to all defenses. Offense Systems: Each round choose one: Missile Barrage (all enemies take 8d10 Fire + 4d10 Force, Dex half); Laser Web (6 laser beams attack 6 targets for 6d10 Force each, attack Reflex); EMP Pulse (all enemies stunned 1 round, Con save negates, constructs disadvantage). Support: Summon 4 Advanced Combat Drones (60 HP, 4d8+5 Force); all constructs/allies heal 5d10 HP/round; control grid with thought (no action). You Gain: Immune to all damage within grid; teleport anywhere in grid as bonus action; cast any Artifice spell as bonus action; perfect knowledge of all creatures' positions. After spell ends, crystals/core consumed. Regain two 4th level slots. Cannot cast again for 5 days.

🪨 Terran

Terran magic is strong like the earth, never breaking to those it fights. Terran manipulates the earth to guard and attack, making it very defensive.

Cantrips

Earth Spike
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
Stomp the ground summoning a spike to pierce an enemy dealing 1d10 Piercing.
Muck
Casting Time: 1 Action | Range: 10ft cube | Components: V, S | Duration: Instant
Shift a 10×10 cube of ground into muddy, difficult terrain.
Shape Earth
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
Touch the earth and reshape it within a 5ft cube.
🔮 Level 1 Spells
Fist of Earth
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
Create a rock fist and launch it. Deals double to structures. Hits AC or Reflex (enemy's choice). 3d10 Bludgeoning; flying targets lose flight EOR. (Escalate)
Magmatic Spray
Casting Time: 1 Action | Range: 15ft Cone | Components: V, S | Duration: Instant
(Requires Destruction 1) Super-heated magma in a 15ft cone. DEX save or 4d6 Fire + restrained. STR save to break free on each turn.
Wall of Denial
Casting Time: 1 Reaction (uses FRA) | Range: 10ft | Components: V, S | Duration: Instant
A mighty stomp grants you or an ally +5 to all defenses. If it's a spell, the caster must make a Spell save or it fails.
Sword of Earth
Casting Time: 1 Bonus Action | Range: 20ft | Components: V, S | Duration: 4 Rounds
Summon an earthen sword that strikes for 2d6 + casting damage. Move it 20ft and attack as a Bonus Action each turn.
🔮 Level 2 Spells
Walls of Stone
Casting Time: 1 Reaction or Action | Range: 30ft | Components: V, S | Duration: Instant
Create up to 4 walls of stone (10×15ft each, 50 HP, 15 AC).
Binding Earth
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 1d4+1 Rounds
A column of earth attacks Reflex for 4d8 Bludgeoning + restrain. Target loses Flying/Levitate. STR save to escape. (Escalate: targets 2)
Bolster Armour
Casting Time: 1 Bonus Action | Range: Touch | Components: V, S | Duration: Combat
Enhance armor with +3 Natural AC.
Sink Hole
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
Destroy a 20ft cube of dirt, creating a 30ft-deep pit. All within fall for 3d8 Bludgeoning and are prone. DEX save to grab the edge.
🔮 Level 3 Spells
Wrath of Gaeia
Casting Time: 1 Action | Range: 50ft | Components: V, S, M (Shield or metal weapon) | Duration: Instant
Smash metal to the ground in a 15ft line. DEX save fail: 6d10 Bludgeoning + prone. CON save fail: Slow, Exhausted, and Frightened.
Armour of the Golem
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: 2d4+1 Rounds
Target gains +4 AC and Mental/Reflex (choose). Also gains 50% Magic Resistance.
🔮 Level 4 Spells
Earthquake
Casting Time: 1 FRA | Range: 90ft Aura | Components: V, S | Duration: 2d4 Rounds
Earth violently shakes. All creatures within 90ft must: Make Dex save each round or fall prone and take 5d10 Bludgeoning; treat all ground as difficult terrain; disadvantage on ranged attacks and concentration checks; structures take 8d10 Bludgeoning/round; flying/levitating creatures unaffected. Use bonus action to intensify quake in 20ft area (save with disadvantage).
Mountain's Might
Casting Time: 1 Action | Range: Touch | Components: V, S, M (Stone from mountain peak) | Duration: 3d4 Rounds
Target becomes immovable as a mountain: Immovable (cannot be moved, shifted, pushed, or teleported against will); +6 Str, +4 Con; resistance to all physical damage; natural armor grants AC 20 (if lower); melee attacks deal additional 3d10 Bludgeoning; Tremor Strike (once/round, slam ground to knock all enemies within 15ft prone, Str save negates).
Stone Sentinel Summoning
Casting Time: 1 Action | Range: 60ft | Components: V, S, M (A boulder) | Duration: Until destroyed
Animate a massive Stone Sentinel (AC 22, Reflex 10, Mental 8, Spiritual 12, HP: 10x casting stat). Crushing Fists (+casting to hit, 5d10+8 Bludgeoning); Stone Wall (reaction, create wall 50 HP, 18 AC to protect allies); Tremor (20ft radius, all enemies make Str save or fall prone and take 3d10 Bludgeoning); Immunity (immune to poison damage and psychic); Damage Reduction 10 (all damage reduced by 10).
🔮 Level 5 Spells
Meteor Storm
Casting Time: 1 FRA | Range: 120ft | Components: V, S | Duration: Instant
Rain destruction from above. Choose up to 5 points within range. At each point, meteor crashes down: 20ft radius impact; all within make Dex save; failure: 8d10 Bludgeoning + 8d10 Fire, knocked prone; success: half damage, not prone; creates 15ft crater (difficult terrain); impact areas remain superheated for 1d4 rounds, dealing 3d10 Fire to creatures who enter or start turn there.
Titan's Form
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 3d4 Rounds
Transform into massive titan of living stone: Grow to Large/Huge size; +8 Str, +6 Con, +4 Wis; AC becomes 24 (if lower); HP increased by 100; immune to poison, disease, psychic damage; resistance to all physical and energy damage; all melee attacks deal 6d10 Bludgeoning and hit multiple targets in 10ft cone; Boulder Throw (90ft range, 5d10 Bludgeoning, knocks targets back 20ft); Titan's Stomp (30ft radius, all make Str save or take 6d10 Bludgeoning and fall prone); cannot be moved, grappled, restrained, or knocked prone.
🔮 Level 6 Spells
Awaken the Earth Mother
Casting Time: 1 Full Round Ultimate | Range: Battlefield (150ft radius) | Components: V, S, M (Heart of an ancient mountain worth 1500 GP) | Duration: 3d4 + 2 Rounds
Awaken Gaeia's sleeping power. Personal Power: Immune to all damage; merge with earth (teleport to any ground point as bonus action); regenerate 8d10 HP/round; +8 to all defenses; all Terran spells cast at maximum effect, cost no spell slots. Battlefield Control: Entire battlefield becomes hostile terrain for enemies; earth attacks any enemy who moves (4d10 Bludgeoning, auto-hits); summon 6 Greater Earth Elementals (AC 20, 120 HP each, 6d10 damage); create/destroy terrain features at will (walls, pits, barriers) as bonus action. Devastation Options (choose one/round, free action): Tectonic Shift (all enemies 10d10 Bludgeoning, knocked prone, Dex half/still prone); Petrification (choose up to 3 enemies, Con save or turned to stone); Mountain Rise (create 60ft mountain anywhere, crush all within for 12d10 Bludgeoning); Chasm (100ft deep chasm, 30ft line, enemies make Dex save or fall). Allied Support: All allies gain +5 AC, resistance to all damage; allies can't be knocked prone or moved against will; heal all allies 5d10 HP/round. After spell ends, terrain changes remain permanent. Regain one 5th level slot and two 3rd level slots. Cannot cast again for 1 week.

🔥 Destruction

Created when the Titan Gaeia fell to the void, her sons the Destruction Gods aided the Mortals. Destruction is broken into 3 branches: Sturmomancy (Storm), Pyromancy (Fire), and Oighremancy (Cold). It attacks multiple defenses and is the most damage-heavy spell school.

Cantrips (Shared)

Storm Zap
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
Direct a lightning bolt at an enemy's Reflex. On hit: 1d8 Lightning and they lose their reaction.
Flame Splash
Casting Time: 1 Action | Range: 5ft | Components: V, S | Duration: Instant
Fire splashes in a 5ft cube hitting any enemy within 5ft for 1d8 Fire. Always hits.
Ice Spike
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A spike of ice vs AC. 1d6 Cold + 1d6 Piercing, slowing the enemy.
Energy Bolt
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
Fire a bolt choosing Fire, Cold, or Lightning vs AC for 1d10 of that damage.
⚡ Level 1 — Sturmomancy (Storm)
Stormblast
Casting Time: 1 Action | Range: 15ft Cone | Components: V, S | Duration: Instant
15ft cone: CON save for 2d6 Thunder, DEX save for 2d6 Lightning. Fail both: Deafened EOR. (Escalate)
Concussive Strike
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
A shockwave vs Reflex. 3d10 Thunder + Deafened + Slowed EOR. (Escalate)
Storm Jump
Casting Time: 1 Bonus Action | Range: Self | Components: V, S | Duration: Instant
Thunder envelops you. Creatures within 5ft: CON save or lose reaction. Double jump distance.
🔥 Level 1 — Pyromancy (Fire)
Flowing Flames
Casting Time: 1 Action | Range: 15ft Cone | Components: V, S | Duration: Instant
15ft cone: DEX save or 4d6 Fire + 2d6 Fire next turn. Half on save, no ongoing. (Escalate)
Dancing Flame
Casting Time: 1 Action | Range: 45ft Ray | Components: V, S | Duration: Instant
A twisting ray of fire. Hits every enemy in a line whose Reflex is lower than your roll for 3d6 Fire. On miss, redirect the flame. (Escalate)
Pillar of Flame
Casting Time: 1 Action | Range: 30ft (upward) | Components: V, S | Duration: Instant
A jet of fire upwards 30ft. DEX save or 4d6 Fire + lose Flying/Levitate EOR. (Escalate)
❄️ Level 1 — Oighremancy (Cold)
Breath of Cold
Casting Time: 1 Action | Range: 15ft Cone | Components: V, S | Duration: Instant
15ft cone: CON save or 4d6 Cold (half on save) + Slowed EOR. (Escalate)
Frigid Armour
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Combat
Encase in ice: +3 AC. Physical attacks must reroll to hit once (except Fire, which has advantage).
Shard Fan
Casting Time: 1 Action | Range: 10ft (180° arc) | Components: V, S | Duration: Instant
A fan of icicles in a 180° arc for 2d10 Piercing + 1d10 Cold. Half on save. (Escalate)
⚡ Level 2 — Sturmomancy (Storm)
Lightning Lash
Casting Time: 1 Action | Range: 45ft | Components: V, S | Duration: Concentration
A lash of lightning vs AC for 4d10 Lightning + STR save or Restrained. 1d10 Lightning/turn while restrained. Bonus action: move target 10ft. (Escalate)
Summon Storm
Casting Time: 1 FRA | Range: Field | Components: V, S | Duration: 1d4+1 Rounds
Clouds form creating a Wet environment. Each round: bolt vs Reflex for 3d10 Lightning.
Lightning Cleave
Casting Time: 1 Bonus Action | Range: Self | Components: V, S, M (Weapon) | Duration: Until used
Enchant a weapon. On attack: an arc of lightning hits every enemy in a line vs Reflex for 2d10 Lightning, final target takes +3d10. (Escalate)
🔥 Level 2 — Pyromancy (Fire)
Fireball
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A small ember explodes in a 20ft radius. DEX save or 6d6 Fire (half on save). (Escalate)
Sustained Inferno
Casting Time: 1 Action | Range: 25ft Cone | Components: V, S | Duration: Concentration
Continuous jet-like eruption. Each round: 25ft cone DEX save or 5d6 Fire. (Escalate)
Scorching Rays
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
3 fireballs target an enemy vs AC, each dealing 2d8 Fire. (Escalate)
❄️ Level 2 — Oighremancy (Cold)
Frigid Ground
Casting Time: 1 FRA | Range: Self (30ft aura) | Components: V, S, M (Water) | Duration: Concentration
A frigid tundra. Start of turn: DEX save or prone, CON save or 3d8 Cold. All lose 5 Reflex and 5 Mental.
Depressive Chill
Casting Time: 1 Action | Range: 40ft | Components: V, S | Duration: Instant
WIS save or become Depressed: 1d8 Psychic + 2d8 Cold. Remake save each turn or retake damage. (Escalate)
Ice Prison
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 2d4 Turns
Target vs Reflex. Hit: Paralyzed as ice envelops them. STR save to break free each turn.
⚡ Level 3 — Sturmomancy (Storm)
Lightning Bolt
Casting Time: 1 Action | Range: 60ft Ray (10ft wide) | Components: V, S | Duration: Instant
A bolt in a 10×60ft line. DEX save or 6d8 Lightning (half on save). (Escalate)
Thunder Crash
Casting Time: 1 Action | Range: 5×5 square (15ft) | Components: V, S | Duration: Instant
CON save: 5d8 Thunder + Deafened (half on save). WIS save: Frightened on fail.
🔥 Level 3 — Pyromancy (Fire)
Wall of Fire
Casting Time: 1 Action | Range: 20ft (20×15ft) | Components: V, S | Duration: Concentration
A 20×15ft wall of fire. Creatures within: 5d6 Fire, DEX save to move away. Entering or ending turn in the fire retakes damage.
Blast Bolt
Casting Time: 1 Action | Range: 60ft | Components: V, S, M (Small Rock) | Duration: Instant
Launch a rock that strikes for 4d10 Piercing, then explodes: CON save or 8d8 Fire (5ft radius, half on save). Target is knocked prone.
❄️ Level 3 — Oighrem ancy (Cold)
Ice Storm
Casting Time: 1 Action | Range: 60ft (20ft radius) | Components: V, S | Duration: Instant
20ft radius hailstorm dealing 4d8 Cold + 4d8 Bludgeoning. DEX save for half. Difficult terrain.
Frozen Lance
Casting Time: 1 Action | Range: 90ft | Components: V, S | Duration: Instant
Lance of ice pierces target for 6d10 Cold + 3d10 Piercing. CON save or slowed EOR.
⚡ Level 4 — Sturmomancy (Storm)
Chain Lightning
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Lightning arcs to 6 targets within 30ft of each other. Each takes 8d10 Lightning (Reflex save for half).
Storm Sphere
Casting Time: 1 Action | Range: 90ft | Components: V, S | Duration: Concentration (3 rounds)
40ft sphere. All within: 6d10 Lightning per round (Dex save for half), deafened. Bonus action to call lightning bolt (8d10, attack Reflex).
🔥 Level 4 — Pyromancy (Fire)
Meteor Swarm
Casting Time: 1 FRA | Range: 120ft | Components: V, S | Duration: Instant
4 meteors (40ft radius each). Each deals 10d10 Fire + 6d10 Bludgeoning (Dex save for half). Overlapping damage stacks.
Inferno
Casting Time: 1 Action | Range: 60ft (30ft radius) | Components: V, S | Duration: Concentration
30ft radius of intense flames. All within: 8d10 Fire per round (Dex save for half), ignited (4d10 ongoing).
❄️ Level 4 — Oighremancy (Cold)
Cone of Cold
Casting Time: 1 Action | Range: 60ft Cone | Components: V, S | Duration: Instant
60ft cone. All make Con save: Failure (7d10 Cold, frozen solid/paralyzed 1d4 rounds); Success (half damage, slowed 1 round). Liquids freeze, 20ft difficult terrain created. Frozen creatures can be shattered (instant kill if 50+ damage in one hit).
Cryonic Burst
Casting Time: 1 Action | Range: 90ft | Components: V, S | Duration: 1d4 Rounds
30ft radius sphere. All take 8d10 Cold (Con save for half). Each round, creatures within take 2d10 Cold at start of turn. Creatures killed become frozen statues.
Ice Prison
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Until broken
Encase up to 3 creatures in ice (100 HP, 15 AC). Con save or trapped, taking 3d10 Cold per round. Str save DC 20 to break free. Ice immune to Cold, vulnerable to Fire.
⚡ Level 5 — Sturmomancy (Storm)
Hurricane Force
Casting Time: 1 FRA | Range: 90ft radius (self) | Components: V, S | Duration: 3d4 Rounds
Wind Barrier: Ranged attacks fail. Lightning Storm: 3 lightning bolts per round at random enemies (6d10 Lightning, attack Reflex). Devastating Winds: All enemies make Str save each round or thrown 30ft randomly + prone + 4d10 Bludgeoning. Thunder: All deafened, concentration disadvantage. Flying creatures grounded unless Str save. You immune to effects, can fly 90ft/round.
🔥 Level 5 — Pyromancy (Fire)
Supernova
Casting Time: 1 FRA | Range: 120ft | Components: V, S | Duration: Instant
60ft radius explosion. All make Con and Dex saves: Dex fail (10d10 Fire, ignited 4d10 ongoing); Con fail (8d10 Radiant, blinded 1d4 rounds); Both fail (all effects + knocked back 40ft). Either save: half damage, no secondary. Destroys non-magical structures.
Flame Avatar
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 3d4 Rounds
Become living fire: Immune to Fire (heal from it instead); all attacks deal +4d10 Fire; everything touched ignites (3d10 ongoing); fly 60ft (trail of flame); Immolation Aura (20ft, enemies take 5d10 Fire per turn); cannot be grappled/restrained; pass through 1 inch spaces.
❄️ Level 5 — Oighremancy (Cold)
Eternal Winter
Casting Time: 1 FRA | Range: 120ft radius | Components: V, S | Duration: 3d4 +2 Rounds
Temperature -100°. All enemies make Con save each round: Failure (8d10 Cold + 1 exhaustion). Movement reduced to 1/4 for enemies. Water/liquids freeze instantly (including blood on crit). Visibility 30ft (blizzard). Enemies at 3 exhaustion frozen solid (petrified). You and allies immune to Cold, move normally.
Frozen Apocalypse
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 2d4 Rounds
Avatar of absolute cold: Immune to Cold and Fire; all attacks/spells deal +5d10 Cold; Freezing Touch (melee forces Con save or paralyzed 1d4 rounds); Frost Nova (bonus action, 30ft radius, 6d10 Cold, Con save for half); create ice constructs/terrain at will; regenerate 4d10 HP/round.
🔥 Level 6 — Cataclysm (All Branches)
Cataclysm
Casting Time: 1 Full Round Ultimate | Range: Battlefield (200ft radius) | Components: V, S, M (Heart of an elemental lord worth 2000 GP) | Duration: 3d4 + 3 Rounds
Unleash combined wrath of all three elemental forces. Choose specialty (Storm, Fire, or Cold) for enhancement. All Forms: Immune to all elemental damage; fly 120ft; cast any Destruction spell as bonus action without slots; all damage doubled; +8 all defenses; regenerate 6d10 HP/round. Storm Cataclysm: 6 lightning strikes/round (10d10 each); hurricane winds (ranged attacks fail, enemies thrown 40ft + prone, Str save negates); thunder deafens + stuns (Con save/round); become lightning, teleport anywhere. Fire Cataclysm: 4 meteors/round (30ft radius, 10d10 Fire + 6d10 Bludgeoning, Dex half); all enemies ignited (4d10 ongoing, can't extinguish); summon 3 Fire Elementals/round (AC 16, 80 HP, 6d10 attacks); sea of lava (6d10 Fire to touch ground). Ice Cataclysm: Freeze 3 random enemies solid/round (Con DC 25 or petrified); blizzard (heavy obscurement, 1/4 speed, 6d10 Cold/round); summon 3 Ice Elementals/round (AC 18, 80 HP, 6d10 + paralysis); all enemies gain 2 exhaustion/round (Con save resists 1). Universal: Allies gain resistance to all damage, advantage on saves; heal allies 8d10 HP/round; summon 1 Greater Elemental/round; battlefield permanently scarred. After spell ends, regain all 3rd level and lower slots. Cannot cast again for 2 weeks.

🌊 Aquamancy

Associated with the Goddess Sapphira, Aquamancy is the manipulation of Water and its related factors. It includes offensive, defensive, and healing abilities.

Cantrips

Water Whip
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A blade of water strikes an enemy vs AC for 1d4 Slashing + 1d4 Water. Move them 5ft in any direction.
Water Spite
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A bolt of water vs AC for 1d8 Water damage.
Swift Swim
Casting Time: 1 Bonus Action | Range: Self or Ally | Components: V, S | Duration: 1 Hour
Target gains the Aquatic trait.
🔮 Level 1 Spells
Healing Mists
Casting Time: 1 Action | Range: 30ft (10×10) | Components: V, S | Duration: 1 Round
A 10×10 mist square. Non-corrupt beings regain 2d10 HP at the start of their turn and lose any Poison.
Pushing Wave
Casting Time: 1 Action | Range: 15ft Cone | Components: V, S | Duration: 1 Round
15ft cone: STR save or prone + 2d6 Bludgeoning (half on save). All creatures pushed back 10ft regardless. (Escalate: double everything)
Graceful Defense
Casting Time: 1 Reaction | Range: Self | Components: V, S | Duration: 1 Round
Swirl water pushing creatures who fail STR save 5ft. +3 Spiritual and AC until EOR.
Aquan Jet
Casting Time: 1 Move Action | Range: Self | Components: V, S | Duration: Instant
Triple swim speed or double movement as you propel forward. Attacks while propelling have critical chance 1.
🔮 Level 2 Spells
Cerulean Blades
Casting Time: 1 Action | Range: 30ft Line | Components: V, S | Duration: Instant
Razor-thin magical water blades in a 30ft line vs AC for 4d6 Slashing. (Escalate)
Dance of Water's Wrath
Casting Time: 1 Round | Range: Self (10×30ft column) | Components: V, S | Duration: Concentration
Elevate 30ft on a column of water. +10ft movement. Moving over creatures: 2d6 Bludgeoning + STR save or restrained. Aquon spells gain increased dice.
Aurora Beam
Casting Time: 1 Action | Range: 60ft Beam (5ft wide) | Components: V, S | Duration: Instant
A 5×60ft beam of water and life. Enemies: vs Reflex for 3d10 Aquon. Allies: regain 3d10 Health.
Healing Rains
Casting Time: 1 Action | Range: Self (30ft aura) | Components: V, S | Duration: 2d4+1 Rounds
(Requires Life) Healing rain creates a wet surface. Creatures starting within take 5d4 Life energy. Allies may instead remove one curse or poison.
🔮 Level 3 Spells
Reflective Denial
Casting Time: 1 Reaction | Range: 60ft | Components: V, S | Duration: Instant
Counter and redirect a single-target or beam spell. Redirect to a new target or reposition the beam's starting point.
Whirlpool
Casting Time: 1 Action | Range: 30ft (4 spots) | Components: V, S | Duration: 2d4 Rounds
Create 4 whirlpools (2×2 each). Creatures within 5ft: STR save or pulled in. Inside: 4d10 Aquan + *d8 Bludgeoning per creature. STR save to escape each turn.
🔮 Level 4 Spells
Tidal Wave
Casting Time: 1 Action | Range: 90ft | Components: V, S | Duration: Instant
60ft long, 30ft wide, 20ft tall wall of water. All creatures: STR save or 8d10 Bludgeoning + 4d10 Aquan, pushed 30ft and prone. Success: Half damage, not pushed/prone. Area floods 5ft deep for 1d4 rounds, extinguishes non-magical fires.
Healing Torrent
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Choose up to 6 allies. Each regains 6d10 HP. Remove one poison, disease, or curse from each. Gain Aquatic trait for 1 hour. Gain resistance to Fire for 1 hour.
Vortex Shield
Casting Time: 1 Reaction | Range: Self or ally within 30ft | Components: V, S | Duration: 1 Round
When attacked: +5 to all defenses until end of round. Ranged attacks deflected (automatic miss). Melee attackers: STR save or pushed 15ft + prone. If spell blocked: gain HP equal to half spell level in d10s.
🔮 Level 5 Spells
Tsunami
Casting Time: 1 FRA | Range: 120ft | Components: V, S | Duration: 2d4 Rounds
100ft wide, 60ft tall wave crashes 120ft forward. Each round: STR save or 10d10 Bludgeoning + 6d10 Aquan, pushed to edge + restrained underwater. Success: Half damage, not restrained. Creates 20ft flood. Creatures underwater must hold breath or drown. Control wave direction each round (bonus action). Destroys structures.
Aquan Ascension
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 3d4 Rounds
Transform into living water (any form). Immune to physical damage. Resistance to elemental, immunity to Fire. Pass through any opening. Healing Flow: You + allies within 30ft regenerate 4d10/round. Drowning Grasp: Melee attacks: CON save or drowning (4d10/round). Swim 120ft, breathe underwater. Cannot be grappled/restrained/prone.
✨ Level 6 Ultimate
Sapphira's Blessing
Casting Time: 1 FRU | Range: Battlefield (150ft radius) | Components: V, S, M (Pearl 1500 GP) | Duration: 3d4+3 Rounds
Personal: Immune to all damage. Spells heal allies for half damage dealt. Cast Aquamancy as bonus action (no slots). Teleport to any water (no action). Perfect Healing (action): restore ally to full HP + remove all conditions. Battlefield: 30ft flood, allies gain Aquatic + breathe water + +5 all defenses + 6d10 regen/round + attacks deal +3d10 Aquan. Army: Summon 6 Greater Water Elementals (AC 18, 100 HP, 5d10 + heal 3d8). Each round: +2 elementals. Attack any enemy with water (6d10 Aquan, auto-hit, no action). Divine Wrath (each round, free): Crushing Depths: 10d10 Bludgeoning (STR half) + restrained. Purifying: Remove poison/disease/curse + heal 8d10. Maelstrom: Pull all enemies to center: 8d10 Aquan + 6d10 Bludgeoning. Resurrection: Revive all dead allies at 75% HP. Enemy Penalties: Non-Aquatic: 1/4 movement, hold breath or drown (4d10/round CON save). Fire reduced 75%. Disadvantage on all. After: Area blessed. Allies +2 all defenses 24 hours. Regain slots ≤4th. Cannot cast 10 days.

🎭 Illusion

The school of enchantment and deception, using trickery over brute force. Most Illusion spells cause an Intelligence save or attack Mental.

Cantrips

Minor Illusion
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 1 Minute
Create a small visual, auditory, or physical illusion (≤1ft×1ft). Attack the target — on success they are convinced, remaking the save every 10 seconds.
Psychic Shock
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
Shock the opponent's mind for 1d6 Psychic. Their next Intelligence save gets −1d4.
Enhance Sound
Casting Time: 1 Action | Range: Touch | Components: S | Duration: 1 Minute
Touch a creature's chest — their voice is twice as loud for the duration.
🔮 Level 1 Spells
Grasping Lights
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Concentration
4 floating ethereal lights attack and make the target glow. Glowing targets cannot become invisible and get −1d4 to Reflex and AC. (Escalate)
Suggestion
Casting Time: 1 Action | Range: 10ft | Components: V, S | Duration: Up to 1 Minute
INT save or the target thinks your idea is great and acts it out, then forgets. (Escalate: +1 target)
Stutter
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Concentration
Target stutters: disadvantage on all Charisma rolls and 10% spell failure.
Illusion
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 5 Minutes
Create a visual, auditory, or physical illusion (≤5ft×5ft). Target must save to see through it, remaking every 10 seconds. (Escalate: double size and time)
🔮 Level 2 Spells
Depression
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 1d4+1 Rounds
Target loses Mental and Spiritual defense, takes 1d4 Psychic/round. INT save each round — on success, spell dissipates next round. (Escalate)
Fake Disease
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Until saved (max 1 day)
Attack and choose: Nausea (−10ft, −2 CON, vomit on fail), Fever (−2 INT, 15% spell failure), Broken Bone (lose limb access), or Exhaustion (2 exhaustion levels). INT save each round. (Escalate: double targets)
Frightening Whispers
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
Whisper into an opponent's mind for 4d10 Psychic. WIS save or become Frightened until they save.
🔮 Level 3 Spells
Blindness, Deafness
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: 3d4 Rounds (until saved)
Up to 4 creatures: INT save or 3d10 Psychic + Blind + Deafened. Remake save each round. (Escalate: double targets)
Psychic Prison
Casting Time: 1 Action | Range: 15ft | Components: V, S | Duration: Concentration
Illusory prison traps a creature in a 1×1 space. INT save: 3d10 Psychic on fail, freed on success. Target can attack the prison (vs your Casting DC) — shatters it but you take 2d10 Reverb damage.
🔮 Level 4 Spells
Phantasmal Killer
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Concentration
Manifest target's worst nightmare. INT save or see horrifying creature: 8d10 Psychic/round + frightened. Remake INT save each round (success ends). Only target sees it. If reduced to 0 HP: heart attack, make death saves.
Mind Shatter
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Assault target's mind. Attack Mental. Hit: 10d10 Psychic + INT save. Fail: Stunned 1d4 rounds + short-term madness. Success: Half damage, not stunned. Critical: Unconscious 1 minute.
🔮 Level 5 Spells
Mirage Arcana
Casting Time: 10 Minutes | Range: 1 mile | Components: V, S | Duration: 10 days
Transform terrain in 1-mile radius. Change appearance (forest to desert, mountain to plains, etc.). All senses (look, sound, smell, temperature, feel). Can create illusory structures, vegetation, water. INT save or cannot distinguish illusion from reality. Lasts 10 days. Can make semi-real (illusory walls solid, water drinkable, etc.) by spending 6th level slot.
Weird
Casting Time: 1 Action | Range: 90ft radius | Components: V, S | Duration: Concentration, up to 1 minute
Draw upon deepest fears of all enemies. Each sees worst nightmare. Each round: INT save or 8d10 Psychic + frightened. Success: Half damage, not frightened. Frightened: Must move away + cannot take actions. Reduced to 0 HP: Die of fright. Affects any number.
✨ Level 6 Ultimate
Eternal Nightmare
Casting Time: 1 FRU | Range: Battlefield (120ft radius) | Components: V, S, M (Dream demon fragment 1800 GP) | Duration: 3d4+2 Rounds
Plunge battlefield into shared nightmare realm. Reality Warp: Alter terrain, create/destroy objects, reshape environment (no action). Create any illusion (up to 8d10 damage). Teleport anyone anywhere (no action/save). Make any creature invisible/silent/intangible at will. Personal: Immune to all damage (pure thought). Cannot be targeted. Know location + status of all. Cast Illusion spells as bonus (no slots). Create permanent illusions. Mind Control: Control up to 3 creatures each round (INT save DC+5). Controlled fight for you, no memory. View through any creature's senses. Nightmare Effects (each round, choose up to 3): Terror: All enemies WIS save or frightened + 8d10 Psychic. Madness: 1d6 enemies gain short-term madness + confused 1d4 rounds. Nightmare Chains: Restrain up to 5 (INT save, 6d10 Psychic/round). Phantom Army: Summon 10 illusory warriors (4d8 each). Reality Fracture: 1 target INT save DC 25 or banished to pocket dimension. Dream Drain: All enemies lose 3d10 HP, you heal 3d10. Allies: Advantage on all. Immune to fear + mind control. See through all illusions. Regenerate 6d10/round. +5 all defenses. After: All except you lose memory (only vague impressions). Regain slots ≤3rd. Cannot cast 2 weeks.

⭐ Astral

Planar magic of the Stars — an entity comprised of the dead Titan Stormium's mind. Astral uses many destruction elements but also has control magic, manipulating gravity and space.

Cantrips

Astral Bolt
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A compressed bolt of space vs Reflex for 1d10 Force.
Void Whip
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A void tendril vs AC for 1d8 Force. Move the target 5ft.
🔮 Level 1 Spells
Starstrike
Casting Time: 1 Action | Range: 30ft (2×2) | Components: V, S | Duration: Instant
A bolt of starlight in a 2×2 square. DEX save or 2d10 Fire + 1d10 Force (half on save).
Void Rift
Casting Time: 1 Action | Range: 15ft | Components: V, S | Duration: 1d4+1 Rounds
Rip a hole in space. Creatures within 15ft: STR save each turn or pulled 10ft + 2d10 Force. Halved movement in range.
Starlight Barrage
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
4 stars vs Reflex. Each: 1d6 Fire + target loses −2 AC and Reflex EOR. (Escalate)
Starstep
Casting Time: 1 Movement | Range: Self or Touch | Components: V, S | Duration: Instant
Conjure a wormhole — appear 15ft away. (Escalate)
🔮 Level 2 Spells
Cloak of Stars
Casting Time: 1 Reaction | Range: Self (15ft aura) | Components: V, S, M (Cloak) | Duration: 1 Round
Force enemies to reroll ranged hits or allies to remake saves within 15ft. Lasts all round.
Gravity Bubble
Casting Time: 1 Action | Range: 30ft (4×4) | Components: V, S | Duration: 1d4+1 Rounds
Choose: Enhanced (STR save or prone + 3d10 Force/round, ×2 weight) or Decreased (airborne, halved weight, can't move without force).
Solarflare
Casting Time: 1 Action | Range: Self (20ft aura) | Components: V, S | Duration: Instant
CON save or 4d10 Fire + ongoing 1d6 Radiation (half on save). Remake save each round.
🔮 Level 3 Spells
Meteor Swarm
Casting Time: 1 Action | Range: 90ft | Components: V, S | Duration: Instant
Call down meteors at up to 4 points. Each creates 20ft radius blast. DEX save or 6d10 Fire + 4d10 Force + knocked prone. Success: Half damage, not prone. Areas become difficult terrain.
Cosmic Ray
Casting Time: 1 Action | Range: 120ft line | Components: V, S | Duration: Instant
10ft wide, 120ft long ray. Reflex save or 8d10 Radiant + 4d10 Force + blinded 1d4 rounds. Success: Half damage, not blinded. Disintegrates non-magical objects.
Black Hole
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Concentration, up to 3 rounds
Create gravitational singularity at point. All within 40ft: STR save each round or pulled to center + 8d10 Force + restrained. Restrained: 4d10 Force/round. Success to break free. No light escapes 10ft radius (total darkness). Objects pulled in are crushed.
🔮 Level 4 Spells
Meteor Storm
Casting Time: 1 FRA | Range: 150ft | Components: V, S | Duration: Instant
6 meteors strike within 60ft radius. Each: 6d10 Fire + 4d10 Bludgeoning in 15ft radius. Creatures can be hit by multiple. DEX save for half each. Creates craters + difficult terrain. Structures take triple damage.
Star Form
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 2d4+2 Rounds
Become living star. Immune to Fire + Radiant. Radiance Aura: 30ft, enemies 4d10 Radiant/turn, allies heal 2d10. Flying 60ft (hover). Attacks deal +4d10 Fire or Radiant. Emit bright light 60ft (enemies who look: CON save or blinded). Cannot be grappled/restrained.
Gravity Crush
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Multiply gravity around up to 4 creatures. STR save or 10d10 Force + prone + restrained 1d4 rounds. Success: Half damage, not restrained. Restrained: 4d10 Force/turn. STR save each round to break free.
🔮 Level 5 Spells
Supernova Strike
Casting Time: 1 FRA | Range: 120ft | Components: V, S | Duration: Instant
Detonate miniature supernova. 80ft radius. All must make CON + DEX saves. DEX fail: 12d10 Fire + 8d10 Radiant + ignited 4d10 ongoing. CON fail: 10d10 Force + stunned 1 round + deafened/blinded 1d4 rounds. Both fails: Full effects. Either save: Half damage, no secondary. Vaporizes all non-magical matter.
Cosmic Ascension
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 3d4 Rounds
Ascend to higher plane. Semi-incorporeal (resistance to all, immunity to physical). Teleport 120ft as bonus (no line of sight). Cast Astral spells as bonus (no slots). Cosmic Awareness: Know location + intent of all within 120ft. Reality Bend: Once/round: reroll any die (yours or others'), choose result. Flying 90ft. Your spells ignore resistance, treat immunity as resistance.
✨ Level 6 Ultimate
Stellar Apocalypse
Casting Time: 1 FRU | Range: Battlefield (300ft radius) | Components: V, S, M (Collapsed star fragment 2000 GP) | Duration: 3d4+3 Rounds
Cosmic Form: Pure astral energy. Immune to all damage + conditions. Teleport anywhere (no action). Exist outside time: 2 turns/round. Cast any spell as free action (no limit). Perfect cosmic awareness. Stellar Phenomena (up to 3/round, free): Supernova: 60ft radius, 15d10 Fire + 10d10 Radiant (DEX half). Black Hole: Singularity pulls all enemies within 40ft to center (STR save or 12d10 Force + restrained). Meteor Storm: 8 random meteors (20ft radius each, 10d10 Fire + 6d10 Bludgeoning). Cosmic Ray: 150ft beam, 10d10 Radiant + disintegrate at 0 HP. Gravity Well: Reverse or multiply gravity in 40ft (fly or be crushed). Solar Flare: All enemies blinded + 8d10 Radiant (CON resist blind). Universal Control: Manipulate gravity (weightless/crushed 4d10 Force/round). Create/destroy matter (20ft cube/round). Bend light (invisibility/duplicates). Time dilation (grant ally extra turn once/round). Army: Summon 3 Star Avatars/round (AC 20, 150 HP, 8d10+10 Radiant, immune fire/radiant). Perfect coordination. Allies: +8 all defenses. Resistance to all. Flying 60ft. Regenerate 6d10/round. Attacks deal +4d10 Force. After: Battlefield permanently scarred. Regain slots ≤4th. Cannot cast 3 weeks.

⚔️ Battle Magic

Designed by the Grey Elves, Battle Magic employs savage uses of power and magic to deal melee damage en-masse. Its targeting varies by spell.

Cantrips

True Strike
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: Instant
Study a target gaining +10 to hit on your next attack.
Elemental Strike
Casting Time: 1 Action | Range: Self | Components: V, S, M (Weapon) | Duration: Instant
Conjure Fire, Ice, Lightning, Acid, or Water on your weapon. Basic attack + 1d8 of chosen element.
Studied Defense
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 1 Round
Target gains DR-3 until end of your next turn.
🔮 Level 1 Spells
Dancing Weapon
Casting Time: 1 Action | Range: 30ft | Components: V, S, M (Weapon) | Duration: Instant
Toss a weapon — it flutters into an enemy for +2d8 Force on hit. (Escalate)
Mark the Gap
Casting Time: 1 Bonus Action | Range: Weapon Range | Components: V, S | Duration: Concentration
Mark an enemy. Each strike gains Piercing or Crushing based on their armor weakness. Additional hits double the attribute.
Blade of Being
Casting Time: 1 Action | Range: 25ft | Components: V, S | Duration: 2d4 Turns
Conjure a weapon of pure force. Immediate attack for 2d8 Force + Stagger. Attacks every round.
Crushing Strike
Casting Time: Attack Action | Range: Melee | Components: V, S | Duration: Instant
Your weapon crashes down for +4d8 Force. CON save or fall prone.
🔮 Level 2 Spells
Escalated Assault
Casting Time: 1 Action | Range: 40ft | Components: V, S, M (Weapon) | Duration: Instant
Teleport your blade into an enemy. Every enemy in a line takes 1[W] + 1d8 Force, the final target takes 4[W] + 1d8 Force. You appear beside the final foe.
Escalated Defense
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 1 Round
For every enemy within 15ft, gain +1 to all defenses until end of round.
Fortress of Self
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 1d4+1 Rounds
An armour of Force: 25% Spell Resistance, +2 to all defenses, and Immovable.
Blessing of Winds
Casting Time: 1 Bonus Action | Range: Touch | Components: V, S, M (Weapon) | Duration: Concentration
If the wielder does a FRA and hits every time, they gain an additional FRA of attacks.
🔮 Level 3 Spells
Annihilation Strike
Casting Time: 1 FRA | Range: 30ft Cone | Components: V, S, M (Weapon) | Duration: Instant
A devastating blow: 3[W] + 4d8 Force on the target, STR save or prone + stunned. All in the cone: DEX save or 5d8 Force + prone + Bleeding 2. Critical fail: stunned.
Mind Blank
Casting Time: 1 FRA | Range: Self | Components: S | Duration: 1 Round
Clear your mind: regain 2 Level 1 + 1 Level 2 spell slots. Advantage on spell saves next round. Regain up to 50% HP.
🔮 Level 4 Spells
Battle Trance
Casting Time: 1 Bonus Action | Range: Self | Components: V, S | Duration: 3d4 Rounds
Enter perfect combat state. +4 to hit + damage. Make 1 extra attack per round. After each kill, gain temp HP = half damage dealt. Immune to fear + charm. Advantage on STR + CON saves. When you crit: gain another action immediately.
Arcane Weapon Mastery
Casting Time: 1 Action | Range: Touch (weapon) | Components: V, S, M (Weapon) | Duration: Combat
Transform weapon into ultimate war tool. +3 to attack + damage. Choose 3: Vorpal (Crit -4, crits ×3), Vampiric (heal half damage), Elemental (+3d8 Fire/Cold/Lightning), Phantom (attack through walls/armor, ignore AC bonuses), Thunderous (10ft radius shockwave, 2d8 Thunder), Returning (throw 60ft, returns).
🔮 Level 5 Spells
Bladesong of Destruction
Casting Time: 1 FRA | Range: Self | Components: V, S, M (Weapon) | Duration: 2d4 Rounds
Enter combat trance. 3 attacks/round as action (not FRA). +5 to hit + damage. Crit -5. All attacks +5d8 Force. +8 AC + all defenses. After each kill: immediately attack another (chain infinitely). Immune to charm/fear/stun. Advantage on all saves.
Perfect Strike
Casting Time: 1 FRA | Range: Weapon range | Components: V, S, M (Weapon) | Duration: Instant
Automatically hits. Deals 5[W] + 10d8 Force + 10d8 (element). Target makes 3 saves: STR fail: Knocked 40ft through obstacles (3d10/obstacle). CON fail: Stunned 1d4 rounds. WIS fail: Frightened 1 minute. If below 50% HP after: CON save DC 25 or die. Creates 30ft shockwave: 6d8 Force to all enemies.
✨ Level 6 Ultimate
Avatar of War
Casting Time: 1 FRU | Range: Self | Components: V, S, M (Legendary weapon) | Duration: 3d4+3 Rounds
Combat: 6 attacks/round (action), auto-hit. Each: Weapon + 8d8 Force + 4d8 (element). Crit 10-20, ×4 damage. Cleave: Each attack hits all in 10ft cone. After kills: extra attack. Magic: Cast Battle spell as bonus (no slots). After spell: 3 attacks (free). Spells deal ×2. Cannot counter/dispel. Defense: +10 AC + all defenses. Immune to all conditions. Resistance to all. Regenerate 8d10/round. Hit you: attacker 4d10 Force. Counter Strike: React to any attack with auto-hit (unlimited). Battlefield: Movement ×3. Move through enemies (4d10 Force each). Cannot restrain/grapple/impede. Aura 60ft: Enemies disadvantage all. Allies +5 attack + damage. Techniques (1/round, free): Omni-Slash: Attack all within 30ft. Meteor Strike: Leap + crash (40ft radius, 12d10 Force, all prone). Dimensional Cut: Attack any within 120ft (ignore cover/obstacles). Time Strike: 6 attacks instantly (free). After: Keep weapon (+2 attack/damage + 1 property). Regain slots ≤3rd. Cannot cast 2 weeks.

🔥 Chaos

Chaotic hellfire and demon-touched magic. Chaos spells inflict Insanity on their victims and draw on unpredictable, destructive forces.

Cantrips

Chaos Bolt
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
A bolt of pure chaos strikes a target's Mental, then ricochets to another random target within 30ft.
Blinding Fire
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
Fire conjures upon a target. WIS save or gain Insanity 1 and Blinded for 1 round.
🔮 Level 1 Spells
Whip of Torment
Casting Time: 1 Action | Range: 45ft | Components: V, S | Duration: Instant
A hellfire whip vs Mental for 4d4 Chaos. WIS save or Insanity 1. (Escalate)
Hellfire
Casting Time: 1 Action | Range: Self (10ft aura) | Components: V, S | Duration: Instant
WIS save or 3d10 Chaos + ongoing 1d4 Fire. Rolling below 5 of your DC: gain Insanity. (Escalate)
Chaotic Daggers
Casting Time: 1 FRA | Range: 120ft | Components: V, S | Duration: Instant
A portal appears — a fiery hand launches 12 daggers at 12 random targets. Each: 2d4 Chaos. (Escalate)
🔮 Level 2 Spells
Gate
Casting Time: 1 Action | Range: 5ft | Components: V, S, M (Humanoid heart) | Duration: 6 Hours
Roll 1d6 and summon: 1 — Imp, 2 — Chaos Elemental, 3 — Small Cerberus, 4 — Wrath Fiend, 5 — Succubus, 6 — Hell Knight. Serves for 6 hours, demands a fresh sacrifice or worthy payment after.
Armour of Insanity
Casting Time: 1 Bonus Action | Range: Self or 10ft | Components: V, S | Duration: 2d4 Rounds
Lose 2d8 HP. Target gains 3× that amount as a shield, but must make an Insanity save each round the shield is up.
Fork of Torment
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Concentration
A pitchfork vs Mental. Hit: Restrained + 4d6 Piercing. End of your turn: 2d10 Psychic + WIS save to break free. Targets reduced below 0 are kept at 1 HP.
Razorwire Flesh
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: 2d4 Rounds
Cover an organic creature in razor spines: ongoing Bleeding 1 (unstoppable), but all natural attacks gain +2d4 + Bleeding 1. Melee attackers also gain Bleeding.
Ignore Reality
Casting Time: 1 Reaction | Range: Self | Components: V, S | Duration: 1 Round
Gain a level of Insanity to completely ignore a spell's effect for 1 round. All effects apply the next round instead.
🔮 Level 3 Spells
Behold the Circus
Casting Time: 1 FRA | Range: 120ft | Components: V, S | Duration: Instant
Conjure 5 Imps that are on fire and 1 Golem with a fly swatter. They are hostile to everyone, including themselves.
Chaos Reigns
Casting Time: 1 Action | Range: Self (60ft aura) | Components: V, S | Duration: Concentration
A plume of smoke covers the battlefield. Creatures must make ongoing Insanity saves. All damage within is doubled. Insane creatures gain 2× movement inside the smoke.
🔮 Level 4 Spells
Maddening Whispers
Casting Time: 1 Action | Range: 60ft radius | Components: V, S | Duration: 3d4 Rounds
Fill area with whispers from beyond. All creatures: WIS save/round or Insanity 2 + 6d10 Psychic. Insane: Stand confused or attack nearest creature (50/50). At Insanity 5: permanently confused (NPC). Demons immune, heal 3d10/round in area.
Chaotic Transformation
Casting Time: 1 Action | Range: Self or Touch | Components: V, S | Duration: 3d4 Rounds
Transform into chaotic form. Roll 1d6: 1-Demonic (immune fire, +4 STR, natural fire attacks 3d8), 2-Tentacles (reach +10ft, grapple 3 targets), 3-Insectoid (AC +4, climb 60ft), 4-Draconic (breath 6d10, resist one element), 5-Ethereal (phase through objects, resist physical), 6-Crystalline (+6 all defenses, movement -10ft). Gain +50 temp HP. After: WIS save or keep 1 mutation permanently.
🔮 Level 5 Spells
Realm of Madness
Casting Time: 1 FRA | Range: 120ft radius | Components: V, S | Duration: 3d4 Rounds
Transform area to chaotic nightmare (walls melt, gravity shifts, colors bleed). All: WIS save/round or Insanity 3. Random effects each round (1d10): 1-2 Hellfire rain (6d10 Fire all), 3-4 Gravity reverse (fall up), 5-6 Time hiccup (all stunned 1 round), 7-8 Evil duplicates attack everyone, 9 Mass polymorph (random creatures), 10 Reality fracture (1d6 banished). You immune + teleport 60ft as bonus. Demons/chaotic heal 4d10/round.
Embrace the Madness
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 3d4 Rounds
Gain Insanity 10 (immune fear/charm instead of penalty). +8 all physical stats. Attacks +6d10 Chaos. Regenerate 5d10/round. 2 full turns/round (double everything). Immune all conditions. Random abilities/round (1d6): 1 Teleport 120ft at will, 2 Cast chaos spell free, 3 Extra limbs (+4 attacks), 4 Hellfire breath (60ft cone, 8d10 Fire), 5 Reality warp (reshape 20ft terrain), 6 Summon minor demon (bonus). After: WIS save DC 20 or permanent madness.
✨ Level 6 Ultimate
Apocalypse of Chaos
Casting Time: 1 FRU | Range: Battlefield (250ft radius) | Components: V, S, M (Your sanity - gain Insanity 5) | Duration: 3d4+4 Rounds
Tear apart reality. Laws of nature cease. Reality Breakdown: Physics don't apply (fly at will). Magic wild (random effects). Time erratic (initiative rerolled/round). Space non-Euclidean (distances meaningless). Matter mutable (terrain shifts). Ascension: Living chaos embodiment. Immune all damage + conditions. Alter reality with thought (no action). Cast any spell as free (no limits). Control all chaos effects. 4 full turns/round. Regenerate to full/round. Manifestations (3/round): 1-Hellstorm: 10d10 Fire + 10d10 Chaos all enemies. 2-Mad Summoning: 2d6 demons attack randomly. 3-Reality Tear: 1d4 enemies banished. 4-Mass Mutation: All transform. 5-Time Loop: Round replays differently. 6-Gravity Storm: 8d10 Force thrown randomly. 7-Mirror Realm: Evil duplicates of all. 8-Entropy Wave: Rapid aging (CON save or 3 exhaustion). 9-Chaos Infusion: Random powers/weaknesses. 10-Reality Collapse: 40ft sphere ceases to exist (instant death, no save). Insanity: All enemies WIS save/round or Insanity 4. Insane: 50% attack allies, 25% self, 25% confused. At Insanity 10: permanent NPC under your control. Allies save too (DC -5). Horde: Summon 1d6 Greater Demons/round. Perfect obedience. +50% power. Hazards: Ground becomes lava/acid/void (6d10/round). Rain blood/fire/insects. Screaming winds (deafen, 3d10 Thunder). Corruption aura (creatures mutate). After: Reality stabilizes over 1 minute (residual effects). Area permanently warped. Keep Insanity 5 + immunity to more. Demons remain 1 hour. Cannot cast 1 month. Regain slots ≤4th. Warning: May attract Chaos Gods.

🕳️ Abyssal

Abyssal uses the power of the void and demons to influence the battlefield with tendrils of shadow and mayhem. Abyssal attacks Mental.

Cantrips

Tendril Bash
Casting Time: 1 Action | Range: 30ft | Components: V, S | Duration: Instant
An inky black tendril smashes into an enemy for 1d10 Psychic.
Mindshock
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Force a shard of the Abyss into their mind. On hit: −2 Mental and Bleeding 2.
Whisper
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Whisper a shrilled voice into an enemy's head. WIS save or move 15ft in any direction.
🔮 Level 1 Spells
Garden of Tendrils
Casting Time: 1 Action | Range: Self (15ft aura) | Components: V, S | Duration: Concentration
An inky well of tendrils grows around you. Creatures starting within become Slowed and take 1d8 Psychic. If they remain: CON save or Exhausted next round. (Escalate)
Grasping Bloom
Casting Time: 1 Action | Range: 30ft (4×4) | Components: V, S | Duration: Concentration
A blossom of tendrils restrains all within. DEX save to escape before it closes. Inside: WIS save or 2d6 Psychic + Depressed. Then STR/DEX to escape. (Escalate)
Sphere of Ink
Casting Time: Instant | Range: 15ft | Components: V, S | Duration: 4 Rounds
A levitating sphere of ink. Creatures within 5ft: WIS save or forced to stare and follow it. Move it 20ft as a bonus action. Contact deals 1d10 Cold.
🔮 Level 2 Spells
Shatter Hope
Casting Time: 1 Reaction | Range: 60ft | Components: V, S | Duration: Instant
Duel a spellcaster. On success: counter their spell and inflict Depression for 1 round.
Void Form
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 1d4+1 Rounds
Your skin becomes inky black. Gain 50% Magic Resistance and 50% Resistance to melee attacks.
Maw of the Void
Casting Time: 1 FRA | Range: 30ft | Components: V, S | Duration: 1 Round
An otherworldly monster's maw chomps in a 30ft aura for 4d10 Slashing + 1d10 Psychic. Next round: WIS save or Frightened.
Eye of the Mother
Casting Time: 1 FRA | Range: 60ft | Components: V, S | Duration: Until resisted
Your eyes become inky black. Attack Mental — hit: 5d10 Psychic and you control them this round (you are blind while controlling). Each subsequent round: INT save or continue control.
🔮 Level 3 Spells
Echoing Abandonment
Casting Time: 1 Action | Range: Self (30ft aura) | Components: V, S, M (Resonant object) | Duration: Instant
INT save or Depressed + CON save or 5d8 Force. Fail both: locked in darkness, lose their next turn.
Void Rupture
Casting Time: 1 Action | Range: 30ft (5×5) | Components: V, S | Duration: 1d4 Rounds
Tear open the Void — no gravity, oxygen, or life in a 5×5 zone. Creatures within: Suffocate + Levitate. CON save or 5d8 Psychic + 4d10 Cold each turn.
🔮 Level 4 Spells
Void Legion
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: 2d4 Rounds
Summon chains from void to bind up to 4 creatures. Attack Mental. Hit: 8d10 Psychic + restrained by ethereal chains. Restrained: 3d10 Psychic/turn. Chains drain willpower (-2 all mental stats/round). STR save DC 22 to break free (DC +2 each failed attempt).
Shadow Legion
Casting Time: 1 FRA | Range: 60ft | Components: V, S, M (Your blood) | Duration: Until destroyed
Summon 6 Void Warriors (AC 16, HP 60, 4d8+5 Psychic). Shadow Form: Resistance to physical, immunity to poison/disease. Phase through walls/objects. When destroyed: explode 3d10 Psychic in 10ft radius. Can sacrifice 3d10 HP to summon additional warrior.
Consume Essence
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
Drain creature essence. Attack Mental. Hit: 10d10 Psychic. You heal = damage. Gain one target ability 1d4 rounds (physical stat bonus, special attack, resistance, etc.). If kills: permanently gain +1 mental stat (max +3 from spell). Body withers and decays rapidly.
🔮 Level 5 Spells
Void Maelstrom
Casting Time: 1 FRA | Range: 90ft | Components: V, S | Duration: 2d4 Rounds
Create void vortex. 60ft radius becomes nightmarish void. All: WIS save/round or pulled 20ft toward center. At center: 10d10 Psychic + 8d10 Cold/round. Void devours light (total darkness, darkvision fails). Within: Depressed + disadvantage all. Move vortex 30ft as bonus. Objects/corpses disintegrated.
Abyssal Transformation
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 3d4 Rounds
Become Abyss entity. Void Form: Immune physical, resistance all other. Attacks +6d10 Psychic. Draining Aura 30ft: Enemies lose 3d10 HP/round (you heal half total). Mind Break: Attacks force WIS save or Depression. Teleport 60ft as bonus (leave void trail that damages). Cannot mind-control/charm/frighten. Regenerate 4d10/round.
✨ Level 6 Ultimate
Summon the Void Mother
Casting Time: 1 FRU | Range: Battlefield (200ft radius) | Components: V, S, M (Sacrifice 2500 GP - treasure or sentient creature) | Duration: 3d4+4 Rounds
Void Mother: Massive shadow/despair entity. AC 25, HP 500, immune all conditions. 3 attacks/round (+20 hit, 12d10 Psychic). Aura of Despair 60ft: All enemies Depressed + disadvantage all. Void Gaze: 1 creature/round - WIS save DC 25 or instant death (soul consumed). Your Power: Immune all damage during manifestation. Cast Abyssal as free (no slots). 3 full turns/round. Command all void creatures perfectly. Manifestations (all active): Tendril Storm: Attack every enemy 6d10 Psychic/round. Shadow Realm: Absolute darkness (only you see). Soul Harvest: Killed = soul trapped (no resurrection, you gain power). Void Portals: 6 portals summon 2 Shadow Demons/round each (AC 18, HP 80, 6d10 Psychic). Corruption: Area void-tainted. Living age 1 year/round (CON save resist). Plants wither instantly. Light extinguished (all). Hope/positive emotions impossible. Powers (2/round, free): Mass Mind Crush: All 12d10 Psychic + WIS save or permanent madness. Void Singularity: Black hole 40ft radius, pulled to center, 15d10 Force. Soul Scream: WIS save DC 25 or drop to 1 HP + frightened. Abyssal Consumption: 1 creature removed from existence (no save). Shadow Clone: Perfect copies of any 3 creatures fight for you. Despair Wave: Cannot attack/cast 1 round. Allies 60ft: Resistance all. Immune fear/mind. Regenerate 5d10/round. See in darkness. +5 all defenses. After: Mother returns. Area cursed (days). Souls remain in void. You gain Void Touched (resist Psychic, see in magical darkness). Regain slots ≤4th. Cannot cast 1 month. Warning: Mother not truly controlled. May demand sacrifices/favors.

🌙 Lunar (Hybrid)

Lunar magic was created through the combination of Life and Nature. You must have 1 level in each to study Lunar. Lunar is about changing the tides of life and sustaining what is true. During a full moon, all Lunar spells gain 1 additional die.

Cantrips

Moon Strike
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
A ray of moonlight beams down. DEX save or 1d8 Radiant + glow for 1 round (losing invisibility).
🔮 Level 1 Spells
Lunar Blessing
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 3 Rounds
Shrouded in moonlight (5ft). Enemies stepping in: WIS save or 1d8 Radiant (again at end of turn). Allies gain +1 to all saves.
Glistening Rays
Casting Time: 1 Action | Range: 45ft | Components: V, S | Duration: Instant
Fire 3 rays of Moonlight. Enemy rays: vs Reflex for 2d8 Radiant. Ally rays: heal 2d8. (Escalate)
Moon Guardian's Aegis
Casting Time: 1 Reaction | Range: Touch | Components: V, S | Duration: Instant
When an ally takes a critical hit, grant them a shield of 5 HP per spell slot used. (Escalate)
🔮 Level 2 Spells
Moonweaver's Fury
Casting Time: 1 Action | Range: 60ft (up to 6 allies) | Components: V, S | Duration: 1d4+1 Rounds
You and up to 6 allies gain +1 to all defenses and a free attack as a Bonus Action.
Tides of the Astral Sea
Casting Time: 1 Action | Range: 45ft Cone | Components: V, S | Duration: Instant
Allies in the cone regain 4d8 HP. Enemies: CON save or prone + 5d6 Psychic. (Escalate)
Lunar Infusion
Casting Time: 1 Action | Range: Touch | Components: V, S | Duration: Instant
Touch a target and choose 2: Heal 3d8 HP, lose 1 injury, lose all bleeding stacks, lose all diseases, or gain +2 on all checks for 1 round.
🔮 Level 3 Spells
Reborn in Silver
Casting Time: 1 Action | Range: Touch | Components: V, S, M (Silver coin) | Duration: Instant
Invoke moonlight blessings into a silver coin to bring back the soul of one being who has died within the last 1 minute. They gain Moon Guardian's Aegis at level 2.
🔮 Level 4 Spells
Moonbeam Barrage
Casting Time: 1 Action | Range: 90ft | Components: V, S | Duration: 2d4 Rounds
8 moonbeams rain down. Each round: choose 4 to strike enemies (attack Spiritual, 6d10 Radiant each) or 4 to heal allies (6d10 HP each). Can split between offensive/healing each round. Beams leave blessed ground (allies standing there gain +2 all defenses). During full moon: +4 beams (12 total).
Lunar Tide
Casting Time: 1 Action | Range: Self (60ft aura) | Components: V, S | Duration: 3d4 Rounds
Control ebb/flow of life force. Choose each round: High Tide (all allies regenerate 5d10 HP/round + advantage on attacks) or Low Tide (all enemies lose 5d10 HP/round + disadvantage on saves). Switch freely each round (bonus action). All healing spells cast heal for max value + 3d10. Resistance to all damage. Moon Step: Teleport 60ft as bonus (must see destination). Attacks deal +4d10 Radiant. Once/turn: negate one attack targeting you or adjacent ally.
🔮 Level 5 Spells
Celestial Moonfall
Casting Time: 1 FRA | Range: 120ft | Components: V, S | Duration: Instant
Call down moon's wrath. 60ft radius impact. Massive moonlight beam crashes down. All enemies make DEX + WIS saves: DEX fail: 10d10 Radiant + 8d10 Force + prone. WIS fail: 8d10 Psychic + blinded 1d4 rounds + stunned 1 round. Both fail: All effects + charmed 1 round. All allies: Heal 10d10 HP + gain 50 temp HP + remove all negative conditions. Creates 30ft blessed moonlight (persists 1d4 rounds, allies regenerate 3d10 HP/round inside).
Aspects of the Twin Moons
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 3d4 Rounds
Embody both bright + dark moon. Split into Bright Luna + Dark Luna. Both act on your turn (share movement, separate actions). Bright Luna: Attacks/spells heal allies for half damage dealt. Aura 20ft: Allies regenerate 3d10/round. Immune to Dark/Necrotic. Spells deal Radiant. Dark Luna: Attacks/spells +4d10 Psychic. Aura 20ft: Enemies disadvantage all. Immune to Radiant/Holy. Phase through objects. When both within 15ft: Feedback loop deals 6d10 Radiant to all enemies between them. If one reaches 0 HP: Dissolves, revert to single form.
✨ Level 6 Ultimate
Lunar Goddess's Descent
Casting Time: 1 FRU | Range: Battlefield (200ft radius) | Components: V, S, M (Flawless pearl 2000 GP bathed in 3 full moons) | Duration: 3d4+4 Rounds
Divine Form: Semi-divine. Immune non-magical damage. Resistance all magical. Cannot be targeted by spells ≤4th. Regenerate 10d10/round. Flying 90ft (leave silvery light trail). Ageless + immortal during. Lunar Dominion: Control day/night cycle. Night: All allies invisible, enemies blinded, your healing ×2. Day: Allies advantage + +5 attack, enemies vulnerable to Radiant. Perfect moonlight control (illuminate/darken at will). Control gravity (enemies float helplessly or crushed). Nature's Wrath: Summon 2 Treant Guardians/round (AC 20, HP 150, 6d10+10 attacks). Control all natural terrain (animate trees, shape earth, grow barriers). All natural creatures/plants obey. Create healing springs (8d10 HP to drinkers). Life's Blessing: Mass Resurrection (bonus action): Bring all dead allies back at full HP. Perfect Healing: Any ally to perfect health (no action). Immunity to Death: Allies cannot drop below 1 HP. Radiant Aura 60ft: Allies regenerate 8d10/round. Offense: Moonlight Barrage: 10 beams strike random enemies/round (8d10 Radiant each, attack Spiritual). Eclipse Attack: Once/round, mini-eclipse (60ft radius, 15d10 Radiant + blind + stun). Tidal Forces: Control enemy movement (unwilling teleport, gravity crush). Cast any Life/Nature spell as bonus (no slots). Goddess's Judgment (1/round, free): Lunar Chains: Bind up to 6 enemies in moonlight (restrained, 6d10 Radiant/round, no save). Metamorphosis: Transform all enemies to harmless creatures (WIS save DC 25). Soul Cleansing: Remove corruption/curses/possession (can neutralize enemy evil powers). Lunar Gate: Teleport entire party 1 mile. Time Reversal: Undo last round (everyone returns to previous positions/HP/conditions). Army: Summon 1 Lunar Guardian/round (AC 22, HP 200, 10d10 Radiant attacks, heals allies 6d10). All summons have regeneration. Environment: Transform terrain to ideal (remove hazards, create shelter, purify corruption). Weather obeys (stop storms, bring rain, control temperature). Plants grow at will (instant forests, healing gardens). After: Retain divine sliver: Permanent +2 WIS, advantage on Nature/Life magic. Allies blessed: +1 all defenses 24 hours. Area permanently blessed (plants grow better, water pure, evil cannot easily enter). Regain slots ≤3rd. Cannot cast 1 month. Moon Goddess may grant permanent boon.

🛡️ Crusade (Hybrid)

Created during the 2nd Shadow Scar Crisis, Crusade Magic was developed by attuned Pyromancers whose Zeal allowed them to surpass the defenses of even the most fire-attuned Demon. Crusade is a Life + Pyromancy hybrid.

Cantrips

Halo of Flame
Casting Time: 1 Action | Range: Self (5ft aura) | Components: V, S | Duration: Instant
Creatures in a 5ft aura: WIS save or 1d10 Holy Fire damage.
Blessed Conjuration
Casting Time: 1 Hour | Range: Self | Components: V, S | Duration: 8 Hours
Adorn yourself with floating orbs and fire in your eyes: +2 to Intimidation and Speech.
🔮 Level 1 Spells
Cleansing Fire
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
Launch Holy Flame at an enemy's Spiritual for 3d8 Holy Fire. An ally within range regains the damage dealt as Life energy. (Escalate)
Holy Word: Heart of Flame
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 1d4+1 Rounds
Speak holy words as your heart blazes with Zealous Fire. +2 Morale on all attacks. Whenever you deal Holy Fire damage, allies within 5ft gain +1 Morale to attacks EOR.
Shield of the Seraphim
Casting Time: 1 Bonus Action | Range: Self | Components: V, S | Duration: Until shield drains
Holy Flame shield: +1 Spiritual and AC. The shield has 6 damage dice (d6s) — when attacked, roll any number to deal Holy Fire to the attacker before damage resolves. (Escalate)
🔮 Level 2 Spells
Holy Word: Angelic Fury
Casting Time: 1 Action | Range: 15ft Cone | Components: V, S, M (Silver/Holy Weapon) | Duration: Instant
Chant "Angelicus Mortenum" as 3 weapon replicas form. Each enemy in cone: Attack Spiritual for 1[W] Holy Fire. If all 4 hit: Inflict Burning 2 on each enemy.
Blessing of the Seraphim
Casting Time: 1 FRA | Range: 30ft aura | Components: V, S | Duration: Instant
Spectral Seraphim descend in purifying light. All evil creatures: WIS save (allies have advantage). Fail: 5d8 Holy Fire. You gain shielding 10 for ally per 20 damage dealt. Synergy: If Shield of the Seraphim active: regain 1 orb per 20 Holy Fire damage.
🔮 Level 3 Spells
Zealot's Immolation
Casting Time: 1 Action | Range: Self | Components: V, S | Duration: 2d4+1 Rounds
Become burning zealot. Immolation Aura 20ft: Evil/undead/demon 4d10 Holy Fire/turn. Attacks +4d8 Holy Fire. Resistance to Fire, immunity to Holy Fire. Allies in aura +2 attack + damage. Weapons ignite (cannot extinguish). Purifying Touch: Melee attacks remove curses/diseases/possession.
Holy Word: Crusader's Wrath
Casting Time: 1 Action | Range: 60ft | Components: V, S (Sanctus Ultionem) | Duration: Instant
Divine retribution word. Choose up to 6 targets. WIS save (evil/undead/demon disadvantage). Fail: 7d10 Holy Fire + stunned 1 round. Success: Half damage, not stunned. If killed: Consumed in holy fire (cannot resurrect by evil). Remains become blessed (holy components).
Phoenix Rebirth
Casting Time: 1 Reaction (drop to 0 HP) | Range: Self | Components: V, S | Duration: Instant
Instead of dropping to 0 HP: Explode 20ft radius (enemies DEX save or 8d10 Holy Fire). Return to full HP. Gain Phoenix Form 1d4 rounds: Immune Fire. Flying 60ft. Attacks +3d10 Holy Fire. Regenerate 3d10/round. Once per day.
🔮 Level 4 Spells
Sanctified Inferno
Casting Time: 1 FRA | Range: 90ft | Components: V, S | Duration: 2d4 Rounds
Holy fire storm. 50ft radius engulfed in purifying flames. Each round: Evil/undead/demon: 8d10 Holy Fire (no save). Neutral: 5d10 Holy Fire (WIS save half). Allies: Heal 5d10 HP. Fire purifies (removes curses/diseases/poison from allies). Destroys corrupted objects + unholy symbols. Creates consecrated ground (persists 1 hour after).
Angelic Phalanx
Casting Time: 1 Action | Range: 60ft aura | Components: V, S, M (3 white feathers) | Duration: 3d4 Rounds
Summon 4 Flame Angels (AC 18, HP 100, 5d10+6 Holy Fire). Flying 60ft, immune Fire + Radiant. Fight in formation (advantage all attacks). Each: Shield of Faith (grant ally +4 AC as reaction). Explode when destroyed (15ft radius, 6d10 Holy Fire). Formation Bonus: While ≥2 remain: All allies within 30ft gain +3 all defenses.
Holy Cleansing Nova
Casting Time: 1 Action | Range: 60ft | Components: V, S | Duration: Instant
40ft radius purifying energy pulse. All make WIS + CON saves: WIS fail: 10d10 Holy Fire. CON fail: 8d10 Radiant + blinded 1d4 rounds. Both fail: All effects + stunned 1 round. Undead/demon: Vulnerability (double damage). All allies: Heal 8d10 HP + gain 40 temp HP. Permanently destroys corruption in area.
🔮 Level 5 Spells
Crusader's Apotheosis
Casting Time: 1 FRA | Range: Self | Components: V, S, M (Holy Symbol 500 GP) | Duration: 3d4+2 Rounds
Divine Champion: +8 STR, +6 CON, +4 WIS. AC becomes 25 (if lower). Immune Fire + Radiant. Resistance all other. All attacks auto-crit. Holy Arsenal: Weapons +6d10 Holy Fire. Reach +10ft. Each attack hits all enemies in 10ft line. Crits banish evil (WIS save DC 25 or celestial prison). Aura of Zeal 40ft: Allies +5 attack + damage + regenerate 4d10/round. Enemies disadvantage all. Martyr's Resilience: If reduced to 0 HP: Can stay at 1 HP + heal 10d10 (once per casting).
Burning Revelation
Casting Time: 1 Action | Range: 90ft | Components: V, S | Duration: Instant
Heavens strike down enemies. Choose up to 8 targets. Holy fire pillar descends on each. Each makes DEX + WIS saves: DEX fail: 12d10 Holy Fire + ignited (4d10 ongoing). WIS fail: 10d10 Radiant + stunned 1d4 rounds. Each pillar explodes 15ft radius (same damage, DEX save half). Evil at 0 HP: Instantly die (no death saves). Creates 8 blessed zones (heal allies 3d10/round inside).
✨ Level 6 Ultimate
The Grand Crusade
Casting Time: 1 FRU | Range: Battlefield (300ft radius) | Components: V, S, M (Saint relic 3000 GP) | Duration: 3d4+5 Rounds
Your Transformation: Crusade's Champion. Immune all damage. Holy fire wings (flying 120ft). All attacks auto-crit. All damage ×3. Cast any Life/Fire spell as free (no limit/slots). Undying Zeal: Cannot be killed (if reduced to 0: resurrect full HP next round). Celestial Host: Summon 6 Seraphim/round (AC 22, HP 150, 10d10+10 Holy Fire, immune fire/radiant). Each can resurrect one ally/round. Coordinate attacks (focus strongest). Explode when destroyed (10d10 Holy Fire 20ft radius). Divine Crusade (all active): Holy Fire Storm: Rain covers battlefield (6d10 Holy Fire/round to all evil). Consecration: Entire area holy ground (never corrupted by evil). Purging Light: All undead/demon/evil vulnerable to Radiant + Fire. Blessing of Champions: Allies +8 all stats, +10 all defenses, advantage everything. Divine Judgment (up to 3/round, free): Smite the Wicked: 1 evil creature WIS save DC 30 or destroyed (soul judged). Mass Resurrection: All dead allies back at full HP + max spell slots. Purifying Wave: 60ft radius, 15d10 Holy Fire to evil, heal 10d10 to allies. Chains of Heaven: Bind up to 10 (restrained, 8d10 Holy Fire/round). Divine Shield: All allies immune 1 damage type for 1 round. Solar Flare: Blind all enemies (CON save DC 25 or permanent). After: Exhaustion 3 but blessed. Allies +2 all defenses 1 week. Battlefield permanent holy site (pilgrims come, shrines built). Evil avoids area for generations. You gain Champion of the Crusade (advantage vs evil, +2 STR). Regain slots ≤4th. Cannot cast 2 months. Gods remember. May receive visions/divine quests.

📖 Glossary

A complete keyword reference for Heroes of Divinity — spell mechanics, weapon traits, armour categories, damage types, and defence statistics all in one place.

🔮 Spell Keywords

These terms appear throughout the Book of Spells. Understanding them is essential for any spellcaster.

Escalate
Cast a spell using a slot higher than the spell's level to increase its power. Each level higher adds one extra die to the spell's damage or healing. Some spells instead gain extra targets when escalated. Example: A 1st-level spell cast with a 3rd-level slot becomes 3× its base damage.
Clash X vs Y
Both casters compare their stat's maximum bonus rather than rolling a traditional save. Used primarily by Counterspells and Dispels. Unlike saves, Clashes compare maximum stat bonuses directly — not rolls against a fixed DC.
Energy
The elemental or magic damage type of a spell. Energy type determines healing vs. harm: Life Energy heals the living and harms the undead; Necrotic (Death) Energy heals the undead and harms the living. All other energies follow their element's logic.
Cantrip Progression
Cantrips (0-level spells) grow stronger as you advance in a spell school. A cantrip gains +1 die at Spell School level 3, and another +1 die at level 5.
Concentration
An ongoing spell requiring active mental focus. You can only maintain one Concentration spell at a time. Casting a second Concentration spell or suffering disruption (e.g., taking damage) ends the first. Duration is shown as "Concentration, up to X."
Save
The target makes a stat-based roll (Constitution, Wisdom, Dexterity, etc.) against the spell's difficulty. A successful save reduces or negates the effect; failure applies the full effect. Unlike a Clash, saves compare a rolled result against a fixed DC.
Reaction
An immediate response that occurs outside your turn, triggered by a specific event. Each creature gets one Reaction per round. Some spells cost your Reaction to cast; other spells can strip a target of their Reaction for the round.
Holy Word
A divine incantation that defines certain Life Magic and Crusade spells. Holy Words require a specific verbal phrase (listed in parentheses in the Components line) and carry amplified power over unholy creatures.
Components — V, S, M
V (Verbal) — requires spoken words; Silence or gagging prevents this. S (Somatic) — requires hand gestures; Restraint or binding prevents this. M (Material) — requires a physical object listed in parentheses; some components are consumed on cast, others are not.
Instantaneous
The spell resolves immediately and leaves no ongoing effect. Nothing to Concentrate on; nothing to Dispel once the effect is resolved.
Bonus Action
The spell uses your Bonus Action instead of your main Action, freeing your Action for attacks or other abilities on the same turn.
Casting Time
How much of your action economy the spell costs. Most spells cost 1 Action. Some cost a Bonus Action (faster; limit one per turn) or a Reaction (out-of-turn trigger required). Extended cast times (e.g., 1 Minute) cannot normally be used in combat.
Spell Levels 1–6 & Ultimate
Each spell school has six tiers of spells plus two Ultimate spells. Higher-level spells require higher-level spell slots. Ultimates are a school's most powerful spells — typically once-per-encounter or once-per-rest abilities with no Escalate option.
Morale
A conditional bonus to attack rolls or checks granted by buffs, inspiration, holy effects, or battlefield presence. Multiple Morale bonuses from different sources may stack unless stated otherwise.

⚔️ Weapon Keywords

Weapon traits modify how a weapon functions in combat. Many weapons carry multiple traits simultaneously.

Finesse
This weapon uses Dexterity instead of Strength to calculate damage, allowing agile fighters to deal full damage with lighter, faster weapons.
Piercing X
Deals +X damage against targets wearing Light or Medium armour. Represents the weapon's ability to punch through less-reinforced protection.
Crushing X
Deals +X damage against targets wearing Heavy armour. Represents the weapon battering and buckling rigid metal plating.
Bleeding X
On a hit, inflicts Bleeding X — the target loses X HP per round until the wound is treated via bandaging, magical healing, or a successful aid check.
Light
Can be wielded one-handed and thrown by any creature, regardless of size. Small races suffer no penalty when using Light weapons.
Heavy
Requires a Medium or Large creature to wield one-handed. Small creatures must treat a Heavy weapon as Two-Handed, though they can still use it.
Two Handed
Requires both hands to wield — incompatible with shields or an off-hand weapon. Usually offers higher damage or extra traits in exchange.
Throwable
Can be thrown at a ranged target while dealing full melee damage — no improvised-throw damage penalty applies.
Throwing
Designed primarily for throwing. While usable in melee, this weapon's full potential is realised when thrown. See also: Bounceback.
Bounceback
After being thrown, this weapon returns to the thrower's hand — provided the throw is not physically blocked. Allows repeated throws without retrieval.
Ranged
Designed for ranged combat. Uses the ranged weapon proficiency category and has a maximum effective range.
Reload
After firing, this weapon must be reloaded before it can fire again. Reloading costs your Movement action. Without special abilities, you cannot fire and reload in the same turn.
Polearm
Grants +2 to attack rolls against mounted targets. The premier anti-cavalry weapon trait.
Reach X
Extends your threat range by X beyond normal melee reach. Allows opportunity attacks from further away and lets you attack without stepping into an enemy's space.
Cleave
This weapon can perform a Cleave — after dropping a target to 0 HP, you may carry the momentum of the blow into an adjacent enemy at no additional action cost.
Momentum
Each successive hit with this weapon in the same round increases its damage for the next hit. Chain attacks with a Momentum weapon build devastating force.
Misfire X
Increases the critical failure range by X. Standard crit fail is a natural 1; Misfire 2 extends the fail range to 1–2, Misfire 3 to 1–3, etc. High Misfire weapons are powerful but risky.
CS — Called Shot
Grants a to-hit bonus equal to the listed value when targeting a specific body part. Example: CS: Head +2 gives +2 to hit when aiming for the head. Called Shots may trigger location-based injury effects.
Mounted
Designed for use from horseback or a mount. Gains full effectiveness during mounted charges and may have additional mounted-combat interactions.
Goliath Slayer X
Gains +X to attack rolls against creatures Larger than the wielder. Excellent for small or medium characters fighting giants, beasts, or other oversized foes.
Fist
Worn on the fists, augmenting natural unarmed strikes. Counts as a natural weapon — not a held weapon — for grappling, special abilities, and proficiency purposes.
Concentration +1
While wielding this weapon (Staff), you gain a +1 bonus to Concentration checks — rolls made to sustain a Concentration spell when you take damage or are otherwise disrupted.
Psychic
This weapon targets the enemy's Mental defence (not AC) and deals Psychic damage. Bypasses physical armour — highly effective against heavily armoured but mentally vulnerable targets.
Divine
Deals your deity's divine energy type as its damage (Radiant by default). Pairs exceptionally well with follower bonuses and Acolyte abilities.
Ghost Touch
This weapon can target a Spirit's AC or Spiritual defence instead of physical AC. Essential for fighting ghosts, spectres, and other incorporeal undead that resist physical attacks.
Spellwarrior
Uses your Casting Stat (and its associated attribute) for both attack rolls and damage rolls, instead of Strength or Dexterity. Designed for spellcasting martial characters such as Magisters and Battle Mages.

🛡️ Armour Craft Types

Each armour entry lists one or more craft types, indicating its material tradition and what modifications are available from crafters.

Natural
Made from organic, unprocessed materials — animal hide, cured leather, layered cloth. Leatherworkers and wilderness crafters can modify Natural-type armour.
Gl — Glamoured
This armour can be enchanted with a Glamour, causing it to appear as ordinary clothing or a different armour type. Useful for infiltration and social situations where visible armour would be conspicuous.
Ch — Chain
Constructed with or structurally compatible with chainmail weave. Smiths can reinforce or layer Ch-type armour with metal chain components.
Sk — Skin
Worn directly against the body. Lighter, more flexible construction suited to nimble combatants. Compatible with certain druidic and nature-based enhancements.
Pa — Padded
Includes an inner padded layer for comfort and minor impact absorption. Well-suited for long overland travel and extended wear during campaigns.
Full Suit
Must be purchased and worn as a complete, matched set. Individual pieces cannot be mixed with other armour types. Provides superior integrated protection as a unified system.

💥 Damage & Energy Types

All damage in HOM belongs to a type. Resistances, vulnerabilities, and healing interactions are determined by the damage type.

Piercing
Physical puncturing damage from stabs, arrows, and bolts. Reduced by armour DR/Piercing bonuses.
Slashing
Physical cutting damage from bladed weapons. Reduced by armour DR/Slashing bonuses.
Bludgeoning
Physical blunt-force damage from clubs, hammers, and fists. Reduced by armour DR/Bludgeoning bonuses.
Life Energy
Heals living creatures. Damages undead and certain corrupted beings. The primary energy of Life Magic.
Necrotic / Death Energy
Heals undead creatures. Damages the living. The primary energy of Necromancy. Wounds from Death energy typically resist natural healing.
Radiant / Holy Fire / Heavens
Divine light-based energies. Highly effective against undead, demons, and Chaotic-aligned beings. The default damage type for Divine weapons and most Crusade and Life Magic spells.
Psychic
Mental assault targeting the Mind defence. Bypasses physical armour entirely. Particularly effective against intelligent but mentally vulnerable targets.
Elemental Energies
Fire (Pyromancy) · Ice/Cold (Oighremancy) · Storm/Lightning (Sturmomancy) · Earth (Terran) · Water (Aquamancy). Races and creatures may resist or be vulnerable to specific elements based on their origin and nature.
Abyssal / Void
Entropic darkness from the Abyss or the void between planes. Targets Spiritual defence. Highly effective against Order-aligned beings, angels, and holy constructs.
Soul Energy
Targets the soul directly, bypassing most conventional defences. Associated with Soul Magic. Can interact with soul-trap mechanics and spirit-binding abilities.

🔰 Defence Statistics

HOM uses four distinct defences rather than a single Armour Class. Attacks and spells specify which defence they target.

AC — Armour Class
Your primary physical defence against melee and ranged weapon attacks. Armour directly increases your AC. Most weapon attacks target AC.
Reflex
Measures how quickly you dodge and react. Used against area effects, traps, and some ranged magical attacks. Higher Reflex can reduce armour-imposed penalties.
Mental
Your resistance to psychic attacks, mind control, fear, and charm effects. Targeted by Psychic weapons, Illusion spells, and many Chaos and Abyssal abilities.
Spiritual
Your resistance to holy, necrotic, and soul-affecting magic. Most Life Magic, Order, and divine spells target Spiritual defence. Robes provide a bonus to both Mental and Spiritual.
Spirit AC
The distinct Armour Class of incorporeal beings — ghosts, spectres, and undead that exist partially outside the physical plane. Only Ghost Touch weapons and certain Soul Magic spells can target Spirit AC.
DR X — Damage Reduction
Subtracts X from incoming damage of the specified type before it applies to HP. Shown in armour descriptions as "-Xdr/Type" (e.g., -2dr/Slashing reduces all Slashing damage taken by 2). In Full Plate, -5dr/all weapon reduces all weapon damage by 5.

🏅 Feats & Fighting Styles

Character advancement options for every archetype — martial, arcane, divine, finesse, primal, and racial feats, plus tactical stratagems and dedicated combat stances.

🗡️ Martial Feats

Martial Feats represent advanced combat training available to any character. Many have prerequisites — fulfil them to unlock the advanced tier. FRA = Full Round Attack.

Sentinel
You may use your AC for Reflex. It takes 1 more enemy to break your Flank.
Guardian (Prereq: Sentinel)
Whenever an enemy activates Fluency on you, you may make a basic attack on them. If it lands, they lose Fluency EOR.
Cleave Adept
Your Cleave FRA only loses −2 on the second attack instead of the usual penalty.
Cleave Mastery (Prereq: Cleave Adept)
Your Cleave FRA has no penalty and can hit one additional enemy.
Grace Adept
All weapons with the Grace tag gain +1 to hit and +2 on their special interaction.
Grace Mastery (Prereq: Grace Adept)
All weapons with the Grace tag gain an additional +1 to hit and improve their critical range by 1.
Mystic Warrior (Prereq: Casting ability + 1 Arcane or Divine Feat)
Choose 1 weapon per combat — it gains the Spellwarrior tag. If the weapon already has Spellwarrior, it gains +1 instead.
Shield Adept (Prereq: Can use shields)
+2 to Reflex while wearing a shield. When a projectile Critically Misses you, roll 1d20 — if the result equals or beats the attacker's Reflex, the projectile deals its damage back to them.
Shield Mastery (Prereq: Shield Adept)
All projectiles and piercing weapons have Critical Fail 1 against you. You also gain −2 DR against all other attacks.
Tactician
Your Tactics may influence up to 1 more creature.
Master Tactician (Prereq: Tactician)
You may choose up to 2 more creatures to influence with your Tactics.
Breaker
+2 on all attacks against Constructs and beings inhabiting a body not their own. On a critical, the target must make a Constitution save or become Brittle.
Big and In the Way
As long as you hit an enemy first, they suffer −2 on all attacks against the rest of your party. May only affect 1 creature at a time.
Big and Spanking (Prereq: Big and In the Way)
You may affect up to 5 creatures simultaneously with Big and In the Way.
Combat Ranger
You may use ranged weapons while threatened without any penalties.
Two Weapon Adept
You may Dual Wield weapons even if both are not Light, with a −1 to hit.
Two Weapon Mastery (Prereq: Two Weapon Adept)
No penalty to Dual Wielding. You may attack as a Full Attack with both weapons instead of an FRA.
Jotun Grip (Prereq: 20 Strength)
You may wield all Two-Handed weapons as one-handed weapons.
Durable
+2 HP per level. Gain 50% Poison and Disease resistance.
Diehard (Prereq: Durable)
You become Exhausted and Bloodied at 0 HP rather than falling. You may continue until reaching −50% HP before being downed.
Gunslinger
You may load and fire a Reload weapon as a single Attack action.
Called Shot Expert (Prereq: 1 Finesse Feat)
+2 to all Called Shots. Gain +1 Critical Chance.
Flourish Adept
Whenever you perform a Flourish, all enemies within 5ft suffer −2 to hit you EOR.
Flourish Mastery (Prereq: Flourish Adept)
Whenever you kill an enemy with a Flourish, the Flourish continues into the next adjacent enemy.
Brutality
Combat is calculated by Strength instead of Wisdom.

🔮 Arcane Feats

Arcane Feats enhance spellcasting power — elemental focus, concentration resilience, spell modification, and hybrid martial-magic builds.

Elemental Adept (May be taken multiple times — choose one element each time)
Choose one element. Whenever you deal that damage type to an enemy with resistance to it, they lose 50% of their resistance.
Elemental Mastery (Prereq: Elemental Adept)
The chosen element now reduces 100% of the target's resistance — effectively ignoring it entirely.
Concentration Adept
+2 to all Concentration checks. You may concentrate on 2 spells simultaneously, but you cannot cast any other spells while doing so and have Disadvantage on all Concentration saves.
Concentration Mastery (Prereq: Concentration Adept)
An additional +2 to all Concentration saves. You no longer have Disadvantage when maintaining Concentration on 2 spells.
Spellshield
You gain 25% Spell Resistance.
Enchantress
Your Illusion, Abyssal, and Arcane spells gain +1 to DC and +1 to spell attack rolls.
Shattering Spells
Your spells gain +1 Crushing and knock their target back 1 on a hit.
Snapcaster
Once per round, you may cast a 1st-level spell or Cantrip as a Bonus Action. The spell gains the Silent property.
Concentrated Shot
Morph a Cone spell into a Single-Target spell, targeting the spell school's most attacked defence. Multiply the damage dice for every 5ft of cone area sacrificed in the conversion.
Mental Fortress
Your AC gains +1 for every 2 points of Mental above 10, as long as you do not wear armour.
Psychic Warrior (Requires: 1 Martial Feat)
Your weapons gain the Psychic and Exploit tags.
Denial Expert
Whenever you successfully Counter a Spell, roll 1d10 — on a 6+, regain your Reaction.
One with the Cloth
As long as you wear only Cloth or Robes, add your Casting Stat to your Reflex and gain +1 to Spell DC.
Mental Note
+1 Intelligence or Wisdom. You may note up to 10 events in your mind and perfectly recall every detail about each.
Spell School Learning
Learn one new Spell School.
Arch-Druid-Mage-Priest (Requires: 1 Divine + 1 Arcane + 1 Primal Feat)
The pinnacle of multidisciplinary spellcasting. Full details to be determined with your MOM.

✝️ Divine Feats

Divine Feats channel holy and unholy power — available to any character with a deity, Crusade magic, or divine connection.

Vigilant Mind
Your Mental and Spiritual defences both equal whichever of the two is highest. You have Advantage against Illusion spells.
Justicar (Requires: Lawful alignment)
+2 to all rolls against Chaotic enemies. +2 to all your defences when you are being calculated as a hit target.
Firebrand Preacher
Whenever you cast a Word spell, you may accept −2 on the save or attack to Twin the spell, hitting a second target for free.
Elemental Blessing
Choose Blessed or Cursed. Blessed: All your Destruction element damage becomes its Holy equivalent. Cursed: It becomes the Corrupted equivalent instead.
Exorcist
You may cause any weapon with an Enchantment, Buff, or Spellwarrior tag to gain Ghost Touch.
Undying Servitude
While fighting enemies opposed to your deity, debuffs are reduced: Paralysis → Stunned · Poisoned → Sickened · Deafened → −2 Perception · Restrained → Grappled.
Crusader
Gain an additional use of Divine Power and 2 more d6s in your pool. If you don't have Divine Power, you instead gain your deity's ability.
Godsbane (Requires: Atheism)
+2 to all attacks, damage, saves, and defences against Deities, Wardens of Chaos, Titans, and their kin. You are also 25% resistant to all God Weapons.
Combat Medic
All Healing and Buff spells become Bonus Actions.
Powerful Divinity (Requires: Paladin or Divine Smite)
Whenever you use Divine Power on a weapon attack, it erupts in a 10ft Aura around you.
Divine Smite (Requires: Divine Power)
You may now channel your Divine Power directly through weapon attacks.
Divine Providence (Requires: 1 Arcane Feat)
You are not considered In Combat until an enemy hits you with splash damage or you attack an enemy.
Healer
You may never roll below half the maximum value of your healing dice.
Divine Prejudice (Requires: Crusade Magic + Elemental Blessing)
50% of your Fire or Holy Fire damage is converted into healing for 1 creature within 15ft of you.
Unnatural Fortitude (Requires: Evil Deity)
+1 HP per level. Advantage on Insanity saves. Advantage on Massive Damage saves.

🗝️ Finesse Feats

Finesse Feats reward precision, mobility, and luck — critical enhancers, evasion tricks, and the power of near-misses turned fortune.

Mobile
+10ft to all movement speeds. You no longer provoke opportunity attacks from enemies you have damaged this round.
Skirmisher
When you Charge and hit, you can move up to 10ft without provoking opportunity attacks. +2 to all Charge attacks.
Drop Critical
Reduce your Critical Range by 1 (e.g., 20 becomes 19–20).
Dead Shot Critical (Prereq: Drop Critical)
Reduce your Critical Range by an additional 1.
Vengeful Critical
Whenever you score a critical, reroll all non-scoring critical dice.
Lucky
Gain a pool of d4s equal to your Luck stat modifier, refreshing on a Long Rest. Add any number to any roll at any time. Also gain +2 Luck.
Luckmaster
Whenever you hit an enemy without triggering a critical die, you may reroll your critical die once.
Seductress / Seducer (Requires: Charisma 16+)
+2 to Speech and Seduction. No penalties to Seduction checks against beings not normally attracted to you.
Femme Fatale / Zaddy (Prereq: Seductress/Seducer)
Whenever you seduce a being they are automatically affected by Command for one command, even if normally immune. Afterward, they remain Charmed. You gain an immediate Critical against any Charmed enemy.
Godlike Fingers
+2 to all throws, Sleight of Hand, and Tinkering checks requiring Dexterity.
Shadow (Requires: Stealth +6)
Whenever you are detected while in stealth, the witness must remake the Perception check once before your cover is broken.
Hawk Eye
+2 to all ranged attacks, Perception, and Investigation checks.
Stutterstep
If you trigger a trap or are hit by a Dexterity save, you may reroll the save once. On success, you jump to a safe distance if possible.
Precision Killer
Dexterity is used to calculate Combat instead of Wisdom.

🐾 Primal Feats

Primal Feats tap into raw animal instinct — natural weapons, predatory senses, rage, and bodily transformation.

Savagery
While attacking with a natural weapon, accept −1 to hit to gain +4 to damage.
Predator
Your vision sharpens at night and your sense of smell increases, granting Advantage on all Perception checks at night and the ability to track by scent.
Predator's Lust (Prereq: Predator)
While a target is Bleeding, +2 to hit against them. Any critical you score on a Bleeding target adds 3 more Bleeding stacks.
Animal Speak
You gain a constant Speak with Animals effect.
Thickened Hide
+2 Natural Armour.
Ironbark Hide (Prereq: Thickened Hide)
+2 Natural AC. Resistance to Cold and Fire damage.
Unnatural Agility
+10ft movement. Whenever you Dash, all enemies within 5ft cannot make opportunity attacks against you for 1 round.
Blood Rage
If you lack the Rage ability, you gain it: activate as a Bonus Action. While Raging you cannot cast spells and gain −3 DR and +4 to all melee attacks and damage.
Rage Caster
While Enraged, make a DC 15 Wisdom save to cast a spell that round.
Morph Form (May be chosen multiple times — gain one form per selection)
  • Claws: Retractable claws dealing 1d6 Slashing each as natural weapons.
  • Spines: A row of back-spines; attackers who hit you from Flank gain Bleeding 1.
  • Gills: You gain Waterbreathing.
  • Fins: Webbed feet and fins — Swim speed equal to 2× your walking speed.

♟️ Tactical Stratagems

Powerful one-per-combat battlefield commands for tactically-minded commanders. You gain a number of Stratagems equal to your Tactics Level + 1 and may activate up to Level ÷ 2 at the start of each combat. Each Stratagem may only be used once per combat.

Reshuffle Forces (Timing: Enter Combat)
Position any number of allies within 15ft of you before the first initiative roll.
Phalanx (Timing: Action)
As long as you and an ally each wield a shield, all shield-wielding allies gain +1 to each defence for each other ally adjacent to them.
Unfettered Onslaught (Timing: Enter Combat)
For the first round of combat, all allies lose 2 to all defences but gain +(Tactics) to Initiative and +(Tactics) to attack rolls.
Ambush Protection (Timing: Reaction to Ambush)
When your party is ambushed, each ally may roll a DC 15 Perception check — on success, they are not Surprised.
Last Stand (Timing: Reaction — ally reduced to 10 HP or less)
The targeted ally gains Invulnerable and Immovable for 1 round.
Tactical Retreat (Timing: Action)
All allies no longer provoke opportunity attacks for 1 round. However, all their attacks suffer −2 for the round.
Protect the Weak (Timing: Reaction)
When an ally within (2 × Tactics modifier) ft is attacked, one ally may move up to (3 × Tactics modifier) ft toward them and force the enemy to attack the intercepting ally instead.
Clear the Way (Timing: Bonus Action)
You and 1 ally both gain Critical Chance + (your Tactics modifier) for 1 round.
DOWN! (Timing: Reaction)
Each ally gains your Tactics modifier as a bonus to a save against one incoming Trap or Spell.

👥 Racial Feats

Racial Feats are heritage powers locked behind specific subraces. They deepen the bond between a character's bloodline and their capabilities in and out of combat.

Humans

Imperia Magistara (Req: Cressenian)
Choose 2 Spell Schools. Gain 1 level in each.
Blood for the Blood God (Req: Friesan or Carthanaighn)
+1 Critical Chance and Critical Range. Gain an additional +1 to both while below 50% HP.
The Sands of War (Req: Scorchian or Phoenixian)
Fire and Radiant damage you deal cannot roll below the midpoint of the damage die. While in direct sunlight, once per combat you may maximize the damage roll entirely.
Skald of the Seas (Req: Friesan)
Advantage on History checks. While on a ship, +5 to Perception and Survival (Sea).
Gloria Divinae (Req: Solenian or Phoenixian)
Advantage on saving throws against Undead, Demons, and Devils.
Charmed and Undisturbed (Req: Al Loharan)
After you critical with a firearm, all enemies within 10ft gain Critical Fail 1 for the next round. You do not provoke opportunity attacks from creatures with Critical Fail chance.
Bhi Tusa (Req: Persone)
Whenever a spell is cast within 20ft of you, use your Reaction to move up to half your movement toward the caster. If the spell is from a Forbidden school, move your full movement and make an attack.

Elves

Mistress' Ambition (Req: Dark Elf)
Male Dark Elf: Whenever you are critically hit, gain +4 to your next attacks. Female Dark Elf: All male enemies have Critical Fail 1 against you. Gender Ambiguous: Whenever you critical, gain 10ft of movement.
Drasv Mortanev — War of the Wolf Warriors (Req: Orcaveer)
Whenever you Intimidate a creature, they suffer −2 to their save if you have already damaged them this encounter.
Woodland Sentinel (Req: Wood Elf)
While attacking from a position above the target, choose either: Piercing +2 or Critical Chance +2.
Elemental Affinity (Req: Fire Elf or Ice Elf)
If damaged by your native element, you absorb it and instead emit a 10ft aura of Burning or Freezing for the round.
Siege the Mind, Bind the Soul (Req: Grey Elf)
You may use a Psionic ability within your Full Round Attack.
Freedom by Any Means (Req: Dusk Elf)
While affected by an Illusion spell, you gain Critical Range +2 against the caster.

Undead

Fleshrending Bloodlust (Req: Ghoul or Vampire)
Your natural attacks inflict Bleeding 1 for each hit. You have Advantage against Bleeding targets.
Empty Vessel (Req: Hollow)
You no longer suffer the standard negatives of being Undead.
Beyond Death
When reduced to 0 HP and Fortitude is exhausted: raise to 1 HP, perform a full round of attacks, then take a death save and fall unconscious.

Fae

Lilith's Children
+2 to all Spell saves. +2 to one Charisma skill of your choice.

⚔️ Fighting Styles

Fighting Styles are specialized combat stances that define a character's battlefield role. Each grants passive bonuses and unique Maneuvers. Maneuvers marked (FRA) replace your Full Round Attack for the round.

Sword and Board

While wielding a weapon and any shield, you need 1 additional enemy to become Flanked.

Shield Rush
When you Charge, raise your shield and direct into the enemy. On a hit, they suffer −2 on their next attack.
Enforce (FRA)
You and all allies within your reach gain +2 AC and Reflex until EOR.
Shield Wall
While adjacent to another ally using this fighting style, all allies behind your square cannot be targeted by ranged attacks or spells.

Vanguard

While wielding a Two-Handed weapon, gain +1 AC and +1 Reflex.

Sweep
Sweep downward in an arc. The enemy must make a Dexterity save or be knocked Prone and take 2[W] damage.
Full In
Ignore your own defences and Charge with an overhead smash. Advantage on the attack; on a hit the enemy takes 2[W] damage and −2 AC.

Ranger Style

+2 to attack rolls with all ranged attacks.

Pinning Shot (FRA)
Fire with full force — on a hit, the target loses all movement for the round.
Suppressing Fire (FRA)
Fire 3 quick shots at −3 each to hit. Any enemy hit loses 2 Morale. All allies gain +2 on Charge attacks next round.

Shieldran

While wielding 2 shields, attack with them as Shield Bashes treating them as normal weapons.

Plug the Hole
Make a 10×5ft space impassable to enemies. Allies attacking through the space suffer −2 to attack.
Guillotine
If an enemy is Prone, perform a Called Shot to the head dealing 2[W]. If they drop below 10% HP they die instantly.
Defensive Eye
When an ally within 5ft is declared as an attack target, make a Strength check equal to the enemy's to-hit. On success, you intercept — taking half damage while the ally takes none.

Polearm Fighter

While wielding a non-chain Reach weapon, gain a Bonus Action attack at half dice after your FRA attack.

Patient Defense
Dig in — any enemy that Charges you allows you to react the moment they enter your threat area. A critical on this reaction stops the charge entirely.
Overreach
Jab outward furiously — Reach +5ft but all your defences lower by 1 until your next turn.

Liar's Blade

Your Taunts lower enemy defences. Whenever you Taunt an enemy and they fail the save, they don't just generate Aggro — they also suffer −2 to hit and −2 to all saves.

Dual Wielder

While wielding two weapons, +1 Reflex and +1 AC. Whenever you make a Dexterity save, you may move up to 5ft in any direction.

Flourish (FRA)
Attack in a 180° arc — one weapon covers 90°, the other the remaining 90°, both striking the centre. You may then move anywhere within your movement without provoking opportunity attacks.
Two Weapon Strike (FRA)
Hit one enemy with both weapons using Piercing ×2 or Bludgeoning ×2. On a hit, the enemy makes a Constitution save or becomes Staggered.
Dancing Strike (FRA)
Strike with your main hand — if it connects, roll past, take the enemy's space, and hit from behind or beside. Continue until you miss or run out of new enemies, ending with your offhand on an empty space.

Ravager

Whenever you roll damage dice, reroll any result of 1 or 2.

Topple the Foe (FRA)
−2 to hit and +1[W] damage. On a hit, the enemy makes a Strength save or is knocked Prone.
Savage Blows (FRA)
Three rapid attacks on one target: 1st — normal, +2 damage; 2nd — −2 to hit, +6 damage, Bleeding 2; 3rd — −4 to hit, +10 damage, Bleeding 4.

Entangler

Whips, Chainblades, and Ribbons gain +2 to hit. On each hit with these weapons, choose one special action:

Trip
Force the target to make a Strength save or be knocked Prone.
Pin
Force the target to make a Strength save or be unable to move until EOR.
Collide
Force the target to make a Dexterity save or be flung into an enemy within 5ft — both take 2[W] damage.

Duelist

While wielding exactly one weapon with nothing in your off-hand, +2 to all attacks and a Reflex bonus equal to ¼ your Perception.

Retreating Strike
Make an attack, then immediately leap to a space 10ft away.
Break the Line
Attack an enemy targeting their Reflex instead of AC. On a hit, all enemies within 5ft also lose AC for Reflex against melee attacks until EOR.
Leaping Strike (FRA)
Make an Acrobatics or Athletics check — jump 5ft per 5 scored. Make an attack against any enemy you pass over during the jump.

⚔️ Combat Guide

Heroes of the Multiverse has a very diverse combat system, including many niche and abundant scenarios. The following guide includes many of these scenarios and rules.

🔄 Stages of Combat

Combat is broken into 3 main phases: Beginning of Turn, Actions, and End of Turn.

Turn Structure

The beginning of turn is where many effects will trigger and stages will be checked before going to the Actions Phase.

The Actions Phase is broken further down into the following phases:

Action Types
MovementMove up to your total movement, deducting from all movement sources regardless of which you used (if you fly 15ft you also lose 15ft of ground movement)
ActionUsually an attack or spell but can be a number of other abilities
Bonus ActionAlso known as a Swift Action — can be done quickly. May also be used to perform an Offhand attack
InteractionAny item interaction such as drinking a potion, inventory stowing, and eating
Free ActionConversating, gesturing, or doing something that has no physical effect
ReactionNot part of a turn but part of the round — used in response to something. A held action sets a reaction with a Trigger

Full Round Action (FRA)

Some abilities and attacks call for a Full Round Action. This uses up your Movement, Action, and Bonus Action — but allows for a 5ft shift to a square beforehand.

The most commonly used FRA is the Full Attack.

Attack Scaling

Combat LevelBase AttacksFull Round Attacks
1–311
4–812
9–1223
13+34
Dual Wielding: During a FRA, if you are dual wielding you will attack an additional time for each connected attack.

⚔️ Combat Offensive & Damage Types

Different attacks have different damage types or effects. Understanding them assists you on the battlefield greatly.

Combat Offensive

When a martial skill is used the save they impose is equal to your Combat Offensive Stat.

Your Combat Offensive is equal to 10 + Combat Bonus.

Bleeding

Some attacks will leave an enemy with the Bleeding x condition. Whenever you inflict bleeding on an enemy, only after your turn ends does it actually begin.

Upon ending your turn the enemy must make a Constitution save DC = 8 + your combat or spell attack (whichever way forced the ability). If they fail they take an ongoing xd4 draining HP where after each of their turns the x goes down by 1.

Bleeding can be stopped by a healing spell, potion, or a Medicine check DC = 8 + the number of bleeding accrued.

You must bleed to bleed.

Poisoned

Poisoning occurs under certain Natural or Spell types. When poisoned you go through 3 stages:

Poison Stages
Minor Poison-2 to attacks, -2 to saves
Major Poison-2 to attacks, -2 to saves, -1 to all defenses, -1d4 HP at end of turn
Deadly Poison-4 to attacks, -4 to saves, -2 to all defenses, -2d4 HP at end of turn
Recovery: After you take a turn you may remake the save to downgrade by 1 stage. A Critical Success instantly ends it.

📋 Special Keywords

Conditions and keywords you will encounter on the battlefield. Know them well.

Movement & Control

Keywords
ImmovableCannot be unconsensually moved by any effect
InvulnerableCannot take damage by any sources
SlowLoses half of their overall movement
ExhaustedCannot make a FRA
TrampleWhen struck the enemy must make a Combat Maneuver Strength save or be knocked on their ass

Sensory

Keywords
DeafenCannot hear — all vocal direction useless
BlindedCannot see — all visual direction useless. All attacks at Critical Fail chance 5 and disadvantage

Mental

Keywords
Depressed/DepressionLose all Mental Defense
Fear/FrightenedMoral based check — Wisdom (Moral) save or lose FRA and cannot move towards the frightening enemy
TauntBonus action — enemy makes Wisdom save DC 8 + Speech. On fail must attack you or gains disadvantage on attacks for the next round

Physical Restraint

Keywords
GrappledCannot move, -2 on all attacks. Impose via Combat Maneuver Strength save
RestrainedHelpless — disadvantage and critical fail chance 1 on all attacks, physical saves, and checks. No Reflex
HelplessCan be Coup de grâce. No negatives to called shots. Includes: Restrained, Sleeping, Paralyzed, Triple Injured, Stunned. Lose your turn
SleepingHelpless. No Reflex. Any attack that lands wakes you up
ParalyzedNo Reflex. Helpless. Critical chance 5 against you
StunnedHelpless for 1 round

🎯 Called Shots & Injuries

Precision strikes to specific limbs can cripple, disable, or eliminate a foe. Every limb tells a story of pain.

Called Shot Penalties

Each limb has a negative applied on their called shot. If armour is covering the limb it increases by 2.

Called Shot Modifiers
Head-6 to hit
Arms-4 to hit
Body-3 to hit
Legs-4 to hit
Feet-5 to hit
Injury Save: When struck, the limb must make a Combat Maneuver Constitution save or become injured.

Injury Effects

Injured limbs apply bleed each round. The bleed increases each round the limb remains injured.

🧠 Head Injury

You become dizzy losing 4 Perception and -2 to all attacks. If struck a 2nd time you must make a Constitution save or immediately go unconscious.

💪 Arm Injury

You gain -4 to attack with injured limb. Strength and athletics with arm is done at -5. If struck again you must make a Constitution save or shatter the limb — no longer able to use it.

🫁 Body Injury

You have an additional 2 bleeding stack. If struck again, double the bleed.

🦵 Leg Injury

You lose -10ft of movement per injured leg. If both are injured you begin crawling if your arms are uninjured. If struck again after the CON save you gain a bleed every time you move 5ft and lose 10 Reflex.

🦶 Foot Injury

You lose 5ft per injured limb. You lose 5 Reflex. If struck again the limb shatters.

Recovery: You or an ally must use bandages to stop the bleeding, then take a long rest. Shattered limbs must be healed using the Restoration spell or 1 week in game. If a limb is fully removed, you lose it.

Exhaustion

Exhaustion Levels
Level 1-1 to all checks and saves
Level 2-10ft of movement
Level 3Choose either an action or bonus action, cannot do FRA
Level 4When you do an action or bonus action roll a CON save — fail and you fall prone
Level 5You are unconscious

Charging

If you move 15ft into an enemy you may declare a charge, losing 2 AC for the round but adding a damage die and +4 to hit until end of round.

💀 Dying & Bloodied

When you find yourself at low HP you begin to die. Dying is a process. But everyone should learn how to die.

Being at 50% HP

At 50% HP you become Bloodied. Being bloodied doesn't have any true mechanics, however any ability that refers to bleeding will affect you.

Dropping to 0 HP

When you hit exactly 0 HP you are on Death's Gate. You gain a level of exhaustion, and you may either move, make an action, or a bonus action.

Dropping Below 0 HP

As long as you are below 0 HP you are considered Downed. You cannot make any movements or actions except for a Constitution save. If the roll is above 10 you gain a success.

As long as you are above -50% HP this keeps occurring until 3 saves or 3 fails.

Death Save Results
Critical SuccessImmediate stability
Success (10+)1 success toward 3
Failure1 failure toward 3
Critical FailCounts as 2 failures
Death & Soul Scourge: Upon 2 fails you become dead and soul scourged — meaning any soul mage can trap you.
Recovery: Upon success you go to 0 HP and are unconscious, gaining a level of exhaustion. You do not heal from 0 — you heal from the negative amount.

🐎 Mounted Combat

Sometimes you will be mounted atop a beast or Companion riding into combat. These come with burdens and bonuses.

Mounting and Dismounting

Upon the start of combat, if your mount is within 5ft of you, you may mount it at no cost.

However inside combat it costs 10ft of movement per height level of the mount (e.g. Medium 10, Large 20, Giant 30).

Being Unmounted

If hit by an attack that deals over 50% of your HP you must make a Constitution save equal to half the damage or are Unmounted. Upon being unmounted you are Prone and Helpless for 1 round.

Being Hit

When you are mounted, both you and the mount are considered 2 separate units but share the same turn.

While Mounted

Your mount and you share a single turn. You use the mount's movement speed instead of your own. You may still use your Action, Bonus Action, Interaction, and Free Action as normal.

You may command the mount to act using a Bonus Action. If you do not command it, the mount Dodges by default.

Mount Actions
DashThe mount moves up to double its movement speed
DisengageMount disengages — you both move without provoking attacks of opportunity
DodgeImposes disadvantage on attacks against the mount until your next turn
AttackThe mount uses one of its natural attacks against an adjacent target

Height Advantage

While mounted on a creature larger than your target you gain +2 to melee attacks against unmounted or smaller creatures. Unmounted creatures smaller than your mount suffer -2 to melee attacks against you. This does not apply to ranged attacks.

Mounted Weapons

Weapons with the Mounted property use their higher damage die while you are mounted. Charging while mounted with a Mounted weapon adds an additional damage die on top of the normal charge bonus.

Targeting a Mount

An attacker may choose to target either the rider or the mount. No called shot penalty applies for choosing which to hit. If a mount is reduced to 0 HP the rider is immediately Unmounted.

Mounted Charging

While mounted, charge distance is reduced to 10ft instead of the normal 15ft due to the momentum of your mount. All other charge rules still apply. If your mount also has the Trample keyword the charge target must make the Trample save in addition to taking charge damage.

Ranged Attacks While Mounted

Making ranged attacks while your mount is moving imposes a -2 penalty to hit. If your mount did not move this round there is no penalty.

Flanking While Mounted

A mounted rider and their mount count as 2 units for breaking flanks.

Flying Mounts

If your mount can fly, all standard mounted rules apply. If you are Unmounted while airborne you fall, taking fall damage as normal and landing Prone and Helpless for 1 round.

Knight Synergy: Knights with the Riding Style may summon and unsummon their mount as an action into a sigil upon their armour, and may mount it as a Bonus Action.