Introduction

Welcome to the Legends of the Elsaither, a comprehensive campaign setting designed for Dungeons & Dragons 5th Edition (2024 Revision). This guide contains all the rules required to play, including new races, classes, backgrounds, equipment, and a unique system of elemental magic.


Chapter 1: Races

The Elemental System

In the Elsaither universe, elemental affinity dictates resistance and power.

  • Fire: Primary: Fire | Secondary: Radiant, Force, Piercing
  • Water: Primary: Cold | Secondary: Bludgeoning, Piercing, Acid
  • Ice: Primary: Cold | Secondary: Piercing, Slashing, Bludgeoning
  • Earth: Primary: Bludgeoning | Secondary: Force, Piercing, Thunder
  • Air: Primary: Force | Secondary: Thunder, Cold, Bludgeoning
  • Lightning: Primary: Lightning | Secondary: Fire, Piercing, Radiant
  • Laser: Primary: Radiant | Secondary: Fire, Piercing, Necrotic
  • Gas: Primary: Poison | Secondary: Psychic, Force, Acid
  • Metal: Primary: Slashing | Secondary: Piercing, Bludgeoning, Thunder
  • Bone: Primary: Bludgeoning | Secondary: Force, Psychic, Piercing
  • Shadow: Primary: Psychic | Secondary: Force, Thunder, Necrotic
  • Death: Primary: Necrotic | Secondary: Psychic, Force, Acid
  • Poison: Primary: Poison | Secondary: Acid, Psychic, Necrotic
  • Knife (Cold Laser): Primary: Slashing | Secondary: Piercing, Cold, Necrotic
  • Darki: Primary: Necrotic | Secondary: Force, Acid, Psychic
  • Sky: Primary: Lightning or Force | Secondary: Force (Lightning), Thunder, Cold

Krenpowen/Tenebrie (Ninjonian Cluster)

Creature Type: Humanoid
Size: Medium (5–7 feet tall)
Speed: 30 feet

  • Age: Long-lived, maturing around 180 and living for 1,000+ years.
  • Elementally Charged: You choose your elemental affinity at character creation. You gain Resistance to your element’s primary damage type. You also learn one cantrip of your choice corresponding to your element from the Savaroen spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this species).
  • Deep Focus: You do not need to sleep. Instead, you meditate deeply for 4 hours a day to gain the benefits of a Long Rest.
  • Versatile Adaptability: You gain proficiency in two skills of your choice.
  • Resourceful Determination. When you finish a Long Rest, you gain one Heroic Inspiration.

Genempriea (Techno Cluster)

Creature Type: Humanoid
Size: Medium (5–7 feet tall)
Speed: 35 feet

  • Age: Long-lived (1,000+ years).
  • Elementally Charged: You choose your elemental affinity at character creation. You gain Resistance to your element’s primary damage type. You also learn one cantrip of your choice corresponding to your element from the Savaroen spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this species).
  • Deep Focus: You do not need to sleep. Instead, you meditate or practice forms for 4 hours a day to gain the benefits of a Long Rest.
  • Cybernetic Aptitude: You have proficiency in the Acrobatics, Athletics, or Arcana skill.
  • Overclocked Actuators: As a Bonus Action, you can take the Dash action. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Garanko (Warrion)

Creature Type: Humanoid
Size: Medium (7–9 feet tall)
Speed: 30 feet

  • Age: Long-lived (1,000+ years).
  • Elementally Charged: You choose your elemental affinity at character creation. You gain Resistance to your element’s primary damage type. You also learn one cantrip of your choice corresponding to your element from the Savaroen spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this species).
  • Deep Focus: You meditate for 4 hours a day to gain the benefits of a Long Rest.
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have Advantage on any ability check or saving throw made to escape the Grappled condition.
  • Warrion Knowledge: You have proficiency in the Nature skill.

Plunesako (Nidosis)

Creature Type: Humanoid
Size: Medium (4–7 feet) or Small (2–4 feet), chosen at creation.
Speed: 30 feet

  • Age: Similar to Elves.
  • Elementally Charged: You choose your elemental affinity at character creation. You gain Resistance to your element’s primary damage type. You also learn one cantrip of your choice corresponding to your element from the Savaroen spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this species).
  • Versatile Training: You gain proficiency in one skill of your choice, plus one additional skill based on your regional origin (Tuvotor: Intimidation, Raiben: Athletics, Vailum: Survival, Middlesvista: Persuasion, Scarsgough: Insight).

Nyxid (Symbiote)

Creature Type: Aberration
Size: Medium
Speed: 30 feet

  • Age: Ageless and effectively immortal unless killed.
  • Living Shadow: You do not need to eat, drink, or breathe. You do not sleep, but meditate for 4 hours to gain a Long Rest.
  • Elementally Charged: You are infused with Shadow energy. You gain Resistance to Psychic damage. You also learn one Shadow cantrip of your choice from the Savaroen spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this species).
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Natural Armor: Your skin is hardened shadow. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Chapter 2: Classes

Savaroen (Warrior)

In the Ninjonian tongue, Savaroen means “Warrior” — but it carries a weight that no single word in the common tongue can hold. A Savaroen is not merely a fighter who casts spells; they are a living covenant between a mortal body and an inner power spirit. Where others wield fire or lightning from a distance, the Savaroen breathes with it — their strikes, their spells, and their very heartbeat synchronized with the element that defines them. Across the five main planets of Silveronia, the Savaroen tradition manifests differently: the razor-precise Blademasters of Ninjonia, the arcane artificers of the Techno territories, and the elemental berserkers of the Warrion highlands all walk the same path, forged in different flames. What unites them is the Spiritual Awakening — the moment the inner power spirit stirs to life and changes its host forever. To face a Savaroen in battle is not merely to face a warrior. It is to face something that has learned, at great cost, to become whole.

Hit Die: d8 per Savaroen level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st.

Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Animal Handling, Nature, Religion, Survival, Athletics, Perception, or Intimidation.

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

  • (a) a regional Simple or Martial Melee Weapon matching your species/origin (such as a Ninjonian Saber, Techno Arc Blade, Warrion Cleaver, or Nidosis Spear-Staff) or (b) a Shortsword
  • (a) a regional ranged weapon (such as a Ninjonian Pistol + 1 Power Crystal or Techno Pulse Blaster) or (b) a Light Crossbow and 20 bolts
  • (a) an Explorer’s Pack or (b) a Scholar’s Pack
  • Regional Light or Medium Armor matching your species origin (e.g. Techno Weave for Genempriea, Standard Ninjonian for Krenpowen, Warrion Carapace for Garanko, or Nidosis Chitin for Plunesako) and 20cc (or 50cc starting gold)

The Savaroen Class Table

Level PB Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Spiritual Awakening 3 2 — — — — — — — —
2nd +2 Elemental Surge, Elemental Philosophy, Deity Blessing 3 3 — — — — — — — —
3rd +2 Subclass Choice 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Spiritual Resonance 4 4 3 2 — — — — — —
6th +3 Subclass Feature 4 4 3 3 — — — — — —
7th +3 Elemental Specialty 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Subclass Feature 5 4 3 3 3 2 — — — —
11th +4 Improved Surge 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Subclass Feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Transcendent Spirit 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 The Power Within 5 4 3 3 3 3 2 2 1 1

Class Features

Spellcasting You have learned to draw upon your power spirit to cast spells.

  • Cantrips: You know 3 cantrips of your choice from the Savaroen spell list.
  • Preparing and Casting Spells: The Savaroen table shows how many spell slots you have. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
  • Prepared Spells: You prepare the list of Savaroen spells that you are available to cast. Choose a number of spells equal to your Charisma modifier + your Savaroen level.
  • Spellcasting Ability: Charisma.
    • Spell save DC = 8 + Proficiency Bonus + Charisma modifier
    • Spell attack modifier = Proficiency Bonus + Charisma modifier

Spiritual Awakening At 1st level, the inner power spirit residing within you awakens, binding your soul to one of the fundamental elements of the Elsaither. Choose one elemental affinity from the following list: Fire, Water, Ice, Earth, Air, Lightning, Laser, Gas, Metal, Bone, Shadow, Death, Poison, Knife (Cold Laser), Darki, or Sky (as detailed in Chapter 1: The Elemental System).

  • Elemental Focus: This choice determines the elemental damage type for your Savaroen features, spells, and elemental strikes.
  • Elemental Resilience: You gain Resistance to your chosen element’s primary damage type (if you do not already have it).

Elemental Surge Starting at 2nd level, you can channel your element to strike with greater force. As a Bonus Action, you can imbue your strikes with power for 1 minute.

  • Effect: The first time you hit with a weapon attack or spell attack on each of your turns, you deal an extra 1d6 damage of your chosen elemental type.
  • Usage: You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.

Elemental Philosophy At 2nd level, you adopt a philosophy that grants you a Channel Divinity-like ability. You can use this feature once per Short or Long Rest.

  • Creation: As an Action, you touch a creature. They regain hit points equal to 2d8 + your Charisma modifier. (Increases to 3d8 at 5th, 4d8 at 10th, 5d8 at 15th level).
  • Destruction: When you roll damage for a Savaroen spell, you can reroll any 1s or 2s on the damage dice. You must use the new rolls.
  • Balance: As a Reaction when you or an ally within 30 feet takes damage, you can reduce that damage by 1d10 + your Savaroen level.

Deity Blessing At 2nd level, you may dedicate yourself to one of the Deities of the Elsaither (see Chapter 6). Choosing a Deity is optional, but doing so grants you access to sacred magic tied to that god’s domain.

  • Requirement: Your element must match the element listed for your chosen Deity’s cantrip, or your DM must approve the connection as lore-appropriate.
  • Deity Cantrip: You learn your Deity’s Deity Cantrip (listed at the start of each deity’s section in Chapter 6). This cantrip does not count against your Cantrips Known total. You use Charisma as your spellcasting ability for it.
  • Deity’s Unique Spells: Each Deity has three Unique Spells. These spells are always prepared for you and do not count against your Prepared Spells total. You can cast them using your Savaroen spell slots of the appropriate level. You gain access to each Unique Spell only when you can cast spells of that level (based on your Savaroen level).
  • Changing Deities: With your DM’s permission and a significant story moment (such as a pilgrimage, ordeal, or act of devotion), you may switch to a different Deity. You lose the previous Deity’s benefits and gain the new Deity’s.

Subclass At 3rd level, choose a subclass: Ninjonian, Ninjarikan, Ninji, Techno, Tek, Technika, or Warrion.

Spiritual Resonance At 5th level, whenever you expend a Spell Slot of 3rd level or higher, you gain Temporary Hit Points equal to the Slot Level + your Charisma modifier.

Elemental Specialty At 7th level, choose one of the following specializations:

  • Hiarelobi (Gifted Hybrid): Choose a second element. You gain Resistance to its primary damage type. When you cast a spell that deals elemental damage, you can change its damage type to your second element. Once per Long Rest, when you roll damage for a spell of 1st through 5th level, you can deal maximum damage instead of rolling (Fusion Blast).

  • Venokibara (Fang Resonance): You have learned to transmit raw elemental force through your weapon directly into your enemy. Once per turn when you hit a creature with a weapon attack, you can add 1d10 damage of your elemental type to that hit. Additionally, once per Short or Long Rest, if this bonus damage roll shows the maximum result, elemental force detonates outward from the target — each creature of your choice within 5 feet of the target takes damage equal to your Charisma modifier of your elemental type.

  • Haranoma (Hold Back): You have mastered drawing your elemental power inward as an impenetrable ward. Your Resistance to your primary elemental damage type upgrades to Immunity. Additionally, once per turn when a creature hits you with a melee attack, you can release a burst of elemental energy as part of your Reaction — the attacker takes damage equal to your Proficiency Bonus of your elemental type (no save required).

Improved Surge At 11th level, the extra damage from your Elemental Surge increases to 1d8.

Transcendent Spirit At 18th level, your Charisma and Constitution scores increase by 2. Your maximum for these scores is now 22. You no longer age.

The Power Within At 20th level, as a Bonus Action, you manifest a Divine Elemental Weapon for 1 minute (Once per Long Rest).

  • It counts as a Simple Melee Weapon (Charisma to hit/damage).
  • Damage: 2d10 + CHA elemental damage.
  • Properties: Ignores Resistance. While active, you have Resistance to Bludgeoning, Piercing, and Slashing damage.

Savaroen Subclasses

Ninjonian (The Blademaster Discipline)

  • Level 3: Combat Superiority: Gain proficiency in Martial Weapons, Shields, and Acrobatics. You gain one Fighting Style Feat of your choice.
  • Level 6: Extra Attack: You can attack twice, instead of once, whenever you take the Attack Action on your turn.
  • Level 10: Martial Counter: When targeted by a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class against that attack. Alternatively, when a creature within 5 feet of you misses you with a melee attack, you can use your Reaction to make one melee weapon attack against that creature.
  • Level 14: Whirlwind Strike: You can use your Action to make a melee attack against any number of creatures within 5 feet of you.

Ninjarikan (The Arcane Spellblade)

  • Level 3: Spellblade Training: Gain proficiency in Martial Weapons. You gain proficiency in Arcana, History, or Investigation.
  • Bonded Weapon: At the end of a Short or Long Rest, you can touch one weapon to bond with it. You can use your Charisma modifier instead of Strength or Dexterity for its attack and damage rolls.
  • Level 6: War Magic: Extra Attack. You can cast one of your Cantrips in place of one of those attacks.
  • Level 10: Eldritch Strike: Creatures hit by your weapon attack have Disadvantage on the next saving throw they make against one of your spells before the end of your next turn.
  • Level 14: Arcane Charge: When you cast a spell of 1st level or higher using a spell slot, you can teleport up to 30 feet to an unoccupied space you can see as part of the same Action.

Warrion (The Primordial Berserker)

  • Level 3: Combat Training: Gain proficiency in Martial Weapons, Shields, and Athletics.
  • Elemental Trance: As a Bonus Action, you can enter an elemental trance that lasts for 1 minute (or until you fall Unconscious, or end it as a Bonus Action). You can enter this trance a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. While tranced:
    • You have Resistance to Bludgeoning, Piercing, and Slashing damage.
    • Add your Proficiency Bonus to melee weapon damage rolls.
    • Restriction: You can only concentrate on spells that deal your primary elemental damage type. While in Elemental Trance, you cannot cast leveled spells. You may still concentrate on a spell already active when the trance begins, but you cannot cast new leveled spells until the trance ends.
  • Level 6: Extra Attack: Attack twice per Action.
  • Level 10: Furious Focus: Advantage on Constitution saves to maintain concentration while in Trance.
  • Level 14: Retaliatory Burst: When a creature hits you with a melee attack while you are in Trance, you can use your Reaction to force the attacker to make a Dexterity saving throw against your Spell Save DC. On a failure, the attacker takes 2d10 + your Charisma modifier elemental damage, or half as much on a successful save.

Technika (The Exo-Vanguard)

  • Level 3: Exo-Suit Integration: Gain proficiency in Heavy Armor and Martial Weapons.
    • Power Fists: Unarmed Strikes deal 1d8 + STR Force damage.
    • Tactical HUD: Gain Darkvision (60ft) and Advantage on Wisdom (Perception) and Intelligence (Investigation) checks to analyze targets or hazards.
  • Level 6: Extra Attack: Attack twice per Action.
  • Level 10: Overclocked Servos: +10ft Speed. Count as one size larger for carrying/pushing.
  • Level 14: Protocol: Eradicate: Bonus Action (1/Long Rest). For 1 minute, weapon attacks deal +1d6 Force damage and Crit on 19-20.

Tek (The Arcane Technomancer)

  • Level 3: Gadgeteer: Gain proficiency in Shields and Tinker’s Tools.
    • Arcane Battery: Action to recover one expended spell slot (with a level equal to or less than half your Proficiency Bonus, rounded up). Once per Long Rest.
  • Level 6: Alchemical Casting: When you cast a spell that heals or damages, add 1d8 to one damage or healing roll of that spell.
  • Level 10: Shield Generator: As a Reaction when you or an ally within 30 feet of you takes damage, you can reduce that damage by 2d8 + your Charisma modifier.
  • Level 14: Noise Canceling: Advantage on Constitution saves. Immune to Thunder damage and the Deafened condition.

Techno (The Forge Sovereign)

  • Level 3: Master Maker: Gain proficiency in Heavy Armor, Shields, and Smith’s Tools.
    • Automaton Assistant: Over a Long Rest using Smith’s Tools, you can construct a mechanical companion (use Steel Defender stats, no Reaction). Its hit point maximum equals 2 + your Charisma modifier + five times your Savaroen level. Directing its movement on your turn costs 0 resources. As a Bonus Action, you can command it to take the Attack, Dash, Disengage, Help, or Repair action. If you take the Dodge action on your turn, it can take any action on its turn without requiring a Bonus Action.
  • Level 6: Rapid Fabricator: Cast Fabricate and Creation 1/Long Rest (free). Automaton attacks are magical.
  • Level 10: Magic Item Savant: You can attune to 4 Magic Items.
  • Level 14: Soul of the Machine: Attune to 5 Magic Items. +1 to all Saves for every 2 attuned items.

Ninji (The Elemental Evoker)

  • Level 3: Elemental Bypass: Your spells ignore Resistance to your elemental damage type. Immunity counts as Resistance. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest; after that, immunity is no longer downgraded until you finish a Long Rest.
  • Level 6: Potent Spellcasting: Add your Charisma modifier to one damage roll of any elemental spell you cast of 1st level or higher.
  • Level 10: Echoes of Power: A number of times per Long Rest equal to your Proficiency Bonus, when you cast a single-target spell, you can have it also affect one additional creature within 10 feet of the original target, dealing half damage (or half the effect) to the secondary target.
  • Level 14: Elemental Cataclysm:
    • Overchannel: When you use Elemental Cataclysm, you may apply it to a spell of 6th level or higher (Tier 3 or Tier 4), instead of only 1st through 5th level spells. If you already have a feature that maximizes damage on a 1st-5th level spell, you gain one additional use of that feature per Long Rest.
    • Siege Monster: Double damage to objects/structures.

Shadow Warrior (Nyxid)

The Nyxid did not ask for the shadow. In most cases, it found them. A symbiotic entity of eldritch origin — whether drawn to a host by fate, desperation, or the incomprehensible hunger of the Void — the shadow merges with its partner to create something that is neither fully one thing nor the other: the Shadow Warrior. Some wear their bond openly, the dark matter of their symbiote visible at their edges like ink bleeding into water. Others have integrated so completely that only the faint wrongness behind their eyes betrays what they carry. In the Elsaither, the Nyxid are regarded with a mixture of reverence and unease. They are protectors and predators in the same breath — capable of pulling allies from death’s edge or tearing enemies apart with shadow claws before a word is spoken. The Shadow Warrior’s power is not borrowed from a deity, trained into muscle, or unlocked by discipline alone. It is shared. And in the quiet moments between battles, both host and symbiote must decide, again and again, whether that is a burden — or a gift.

Hit Points

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

Proficiencies

  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Stealth, and Survival

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

  • (a) a regional Martial Weapon (such as a Ninjonian Saber, Techno Arc Blade, or Warrion Great-Axe) or (b) a Shield and a Simple Melee Weapon (or rely on your Natural Weapons)
  • (a) regional Light Armor (such as Ninjonian Assassin, Techno Weave, Warrion Harness, or Nidosis Leathers) or (b) regional Medium Armor (Ninjonian Standard, Techno Reinforced, Warrion Carapace, or Nidosis Chitin)
  • (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
  • A pouch with 15cc (or 40cc starting gold)

The Shadow Warrior Class Table

Level PB Features Prepared Spells 1st 2nd 3rd 4th 5th
1st +2 Symbiotic Bond, Natural Weapons, Unarmored Defense — — — — — —
2nd +2 Fighting Style, Shadow Casting, Deity Blessing 2 2 — — — —
3rd +2 Shadow Archetype, Shadow Manifestations (1) 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Shadow Archetype Feature 4 4 2 — — —
7th +3 Shadow Manifestations (2) 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Shadow Archetype Feature 6 4 3 2 — —
11th +4 Improved Symbiosis 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Shadow Archetype Feature 8 4 3 3 1 —
15th +5 Shadow Manifestations (3) 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Shadow Manifestations (4) 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Apex Predator 11 4 3 3 3 2

Class Features

Symbiotic Bond At 1st level, you determine the nature of your existence. Choose one of the following modes:

  • The Unbonded (Single Player): You play as a solitary entity—a Nyxid husk or a fully merged host. You function as a standard character.
  • The Bonded (Dual Player): You and another player share a single body. One player takes the role of the Host, and the other the Symbiote.
    • Shared Attributes: You share a single pool of Hit Points, Hit Dice, Speed, Strength, Dexterity, and Constitution scores. Conditions affecting the body affect both of you. If you reach 0 HP, you both fall unconscious.
    • Separate Minds: You each have your own Intelligence, Wisdom, and Charisma scores. You track your own prepared spells (if any) and separate Initiative counts.
    • Action Economy: On your separate turns, you each get a full set of Actions (Action, Bonus Action, Reaction). However, you share movement; if the body moves its full speed on the Host’s turn, it cannot move on the Symbiote’s turn until the next round. If the Shadow Warrior and Symbiote count as one player character at the table, the Symbiote may only act on the Host’s turn using the Host’s Bonus Action or Reaction — it does not gain its own separate turn. If the DM rules that they fill two player character slots, the shared body uses two separate Hit Point pools equal to the Host’s normal maximum each.

Natural Weapons At 1st level, your shadow form manifests as deadly weapons. You gain the following natural weapons, which count as simple melee weapons for you:

  • Shadow Claw: Deals 1d6 slashing damage on a hit. It has the Finesse property.
  • Tendril Whip: Deals 1d4 piercing damage on a hit. It has the Reach property (10 feet).

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

Shadow Casting At 2nd level, you learn to weave shadow magic.

  • Spell Slots: The Shadow Warrior table shows how many spell slots you have. You regain all expended spell slots when you finish a Long Rest.
  • Prepared Spells: You prepare the list of Shadow Warrior spells that are available for you to cast. Choose a number of spells equal to the number indicated in the Prepared Spells column of the Shadow Warrior table.
  • Spellcasting Ability: Charisma is your spellcasting ability for your Shadow Warrior spells.
    • Spell Save DC = 8 + your Proficiency Bonus + your Charisma modifier
    • Spell Attack Modifier = your Proficiency Bonus + your Charisma modifier

Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following Fighting Style feats: Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting.

Deity Blessing At 2nd level, you gain a blessing from one of the 28 Deities of the Elsaither. You gain your chosen Deity’s Deity Cantrip (listed in Chapter 6), which counts as a Shadow Warrior spell for you. In addition, when you gain access to 1st, 2nd, 3rd, 4th, and 5th level spell slots, you automatically learn your chosen Deity’s corresponding Unique Spell (from Chapter 6). These spells are always prepared and do not count against your Prepared Spells limit.

Shadow Archetypes At 3rd level, you choose an archetype that defines your combat style: Ravager, Weaver, Void-Arachnid, Mind-Eater, or Harbinger. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Shadow Manifestations At 3rd level, you gain eldritch alterations to your form. You choose one manifestation from the list below. You choose additional manifestations at 7th, 15th, and 18th level.

  1. Ocular Overdrive: You gain Darkvision out to 120 feet. In darkness, you can see invisible creatures and objects within 10 feet of you.
  2. Fibrous Haste: Your walking speed increases by 10 feet.
  3. Tendril Lash: When a creature enters your reach, you can use your Reaction to make an opportunity attack with your Tendril Whip.
  4. Armor of Elsaither: Eldritch Armor. You can cast False Life on yourself at will without expending a spell slot, using Charisma as your spellcasting ability. Additionally, you can cast Shield once per Long Rest without expending a spell slot.
  5. Neural Overclock: You gain Advantage on Constitution saving throws made to maintain Concentration on spells.
  6. Void-Grip: You gain a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  7. Shadow-Stitch: When you hit a creature with your Natural Weapons, its speed is reduced by 10 feet until the start of your next turn.

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

  • Dual Player Note: Both the Host and the Symbiote gain this feature, meaning the body can potentially make 4 attacks per round if both players take the Attack Action on their respective turns.

Improved Symbiosis At 11th level, your symbiotic power permeates your strikes. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage.

Apex Predator At 20th level, you can assume the form of an avatar of death. As a Bonus Action, you transform for 1 minute. You gain the following benefits:

  • You are immune to Necrotic and Psychic damage.
  • Your Natural Weapons deal an extra 1d10 necrotic damage on a hit.
  • Enemies within 30 feet of you have Disadvantage on saving throws against your spells and abilities. Once you use this feature, you cannot use it again until you finish a Long Rest.

Shadow Archetypes

The Ravager (Path of Blood & Ruin)

Focus: Relentless melee combat, blood-frenzy, and draining life.

  • Level 3: Blood-Siphon When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Shadow Warrior level.
  • Level 6: Savage Surge Once per Short or Long Rest, you can make one additional Attack as a Bonus Action on your turn (in addition to your Extra Attack action). This represents the Ravager’s blood-frenzy reaching a peak.
  • Level 10: Apex Aggression You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, you gain a climbing speed equal to your walking speed.
  • Level 14: Ravage Soul Once per turn when you score a critical hit with a melee weapon attack, you regain Hit Points equal to 2d10 + your Charisma modifier. You can benefit from this feature a number of times equal to your Proficiency Bonus per Long Rest.

The Weaver (Path of the Umbral Tether)

Focus: Protecting allies, absorbing pain, and mitigating damage.

  • Level 3: Bolster Spirit As a Bonus Action, you can grant temporary hit points to a creature within 30 feet equal to 1d8 + your Charisma modifier. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
  • Level 6: Divert Pain When an ally within 30 feet of you takes damage, you can use your Reaction to magically take that damage, instead of the ally. This damage cannot be reduced by any means.
  • Level 10: Lifeline When an ally within 30 feet of you takes damage or is targeted by an attack, you can use your Reaction to shoot a shadow tether and pull them up to 15 feet toward you into an unoccupied space, granting them Temporary Hit Points equal to 1d10 + your Charisma modifier. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
  • Level 14: Symbiotic Aegis You and friendly creatures within 10 feet of you have resistance to Necrotic and Psychic damage.

The Void-Arachnid (Path of the Web Matrix)

Focus: Traps, shadow webbing, and immobilizing foes.

  • Level 3: Ink-Web You can cast Web once per Long Rest without expending a spell slot. You can also cast it using your Shadow Warrior spell slots of 2nd level or higher. When you cast it, creatures that fail their save against the web take 1d4 necrotic damage at the start of their turn while restrained.
  • Level 6: Cocoon As an Action, you can wrap a Medium or smaller creature within 10 feet of you in shadow-webbing. The target must succeed on a Strength saving throw against your Spell Save DC or be Restrained for 1 minute. It can repeat the save at the end of each of its turns. You can use this feature once per Short or Long Rest.
  • Level 10: Shadow Web Matrix When a creature moves into a space within 15 feet of you or starts its turn there, you can use your Reaction to force it to make a Strength saving throw against your Spell Save DC. On a failure, shadow threads snap around its limbs, reducing its speed to 0 until the start of its next turn.
  • Level 14: Neurotoxin Your Tendril Whip attacks can carry a paralytic venom. When you hit with your Tendril Whip, you can force the target to make a Constitution saving throw against your Spell Save DC. On a failure, the target is Paralyzed until the end of your next turn. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

The Mind-Eater (Path of the Psionic Void)

Focus: Mental attacks, psionic assault, and psychic disruption.

  • Level 3: Synaptic Shock A number of times per Long Rest equal to your Proficiency Bonus, when you hit a creature with a weapon attack, you can deal an extra 1d6 Psychic damage. The target cannot take Reactions until the start of its next turn.
  • Level 6: Mental Fortress You are immune to the Charmed and Frightened conditions.
  • Level 10: Puppet Master You can cast Dominate Person once per Long Rest without expending a spell slot.
  • Level 14: Mind Break As an Action, you target one creature you can see within 60 feet. The target must make an Intelligence saving throw against your Spell Save DC. On a failed save, the target is Stunned for 1 minute as its mind fractures. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a Long Rest.

The Harbinger (Path of the Void Conduit)

Focus: Ranged eldritch blasting and realm breach magic.

  • Level 3: Void Bolt You learn the Eldritch Blast cantrip. It counts as a Shadow Warrior spell for you.
  • Level 6: Breach Realm You can cast Misty Step a number of times equal to your Proficiency Bonus per Long Rest without expending a spell slot.
  • Level 10: Shadow Apocalypse As an Action, you unleash a wave of necrotic energy. Each creature in a 30-foot cone must make a Constitution saving throw against your Spell Save DC, taking 12d6 necrotic damage on a failed save, or half as much on a successful one. You can use this feature once per Long Rest.
  • Level 14: Rift Maker You can cast Banishment or Plane Shift (targeting only yourself and willing creatures) once per Long Rest without expending a spell slot. The destination for Plane Shift must be the Shadow Realm or the Material Plane.

Beast Master

Those who walk between worlds — speaking the language of wind and root, claw and scale — the Beast Masters of Elsaither are primal conduits between civilization and the untamed wild. Bound to the spirit of a living archetype, they channel elemental animal mutations into their own bodies while commanding a loyal spirit companion. Revered among the Garanko for their ferocity and among the Plunesako for their wisdom, Beast Masters can be found in every corner of Elsaither, from the shadowed Ninjonian forests to the elemental plateaus of the Warrion highlands.

Primary Ability: Wisdom Hit Die: 1d8 per Beast Master level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st.

Proficiencies Armor: Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: Herbalism Kit Saving Throws: Wisdom, Constitution Skills: Choose two from Animal Handling, Athletics, Insight, Nature, Perception, Stealth, or Survival.

Equipment (a) a regional Martial Weapon or (b) two Simple Weapons (a) regional Light or Medium Armor or (b) Leather Armor and a Shield (a) Explorer’s Pack or (b) Dungeoneer’s Pack A Herbalism Kit and 20cc (or 50cc starting gold)

Beast Master Class Table

Level PB Features Cantrips Known Prepared Spells 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Primal Bond, Weapon Mastery (2) 2 2 2 — — — —
2nd +2 Primal Engine 2 3 2 — — — —
3rd +2 Mark of the Wild 2 3 3 — — — —
4th +2 Ability Score Improvement 3 4 3 — — — —
5th +3 Extra Attack 3 4 4 2 — — —
6th +3 Mark Feature I 3 5 4 2 — — —
7th +3 Mark Feature II 3 5 4 3 — — —
8th +3 Ability Score Improvement 3 6 4 3 — — —
9th +4 3rd-Level Spells 3 7 4 3 2 — —
10th +4 Mark Feature III 4 7 4 3 2 — —
11th +4 Enhanced Pillars 4 8 4 3 3 — —
12th +4 Ability Score Improvement 4 8 4 3 3 — —
13th +5 Primal Arcanum 4 9 4 3 3 1 —
14th +5 Mark Feature IV 4 9 4 3 3 1 —
15th +5 4th-Level Spells 4 10 4 3 3 2 —
16th +5 Ability Score Improvement 4 10 4 3 3 2 —
17th +6 Primal Arcanum (2nd) 4 11 4 3 3 3 1
18th +6 Spirit Sentinel 4 11 4 3 3 3 1
19th +6 Epic Boon of the Wild 4 12 4 3 3 3 2
20th +6 Avatar of the Mark 4 12 4 3 3 3 2

Core Class Features

Spellcasting

1st-Level Beast Master Feature

You have learned to draw upon the magic of the natural world.

Primal Bond. Choose one elemental affinity from the following list: Fire, Water, Air, Lightning, Earth, Ice, Laser, Bone, Gas, Metal, Knife (Cold Laser), Poison, Death, Shadow, or Darki. This choice reflects the primal spirit that animates your Mark. You gain Resistance to that element’s primary damage type (as listed in Chapter 1: The Elemental System), if you do not already have it.

Deity Blessing (Optional). At 1st level, you may dedicate yourself to one of the Deities of the Elsaither (see Chapter 6). Choosing a Deity is optional, but doing so grants you access to sacred magic tied to that god’s domain.

  • Requirement: Your element must match the element listed for your chosen Deity’s cantrip, or your DM must approve the connection as lore-appropriate.
  • Deity Cantrip: You learn your Deity’s Deity Cantrip (listed at the start of each deity’s section in Chapter 6). This cantrip does not count against your Cantrips Known total. You use Wisdom as your spellcasting ability for it.
  • Deity’s Unique Spells: Each Deity has unique spells. These spells are always prepared for you and do not count against your Prepared Spells total. You can cast them using your Beast Master spell slots of the appropriate level. You gain access to each Unique Spell only when you can cast spells of that level.
  • Changing Deities: With your DM’s permission and a significant story moment (such as a pilgrimage, ordeal, or act of devotion), you may switch to a different Deity. You lose the previous Deity’s benefits and gain the new Deity’s.

Cantrips. You learn two cantrips of your choice from the Savaroen spell list. You learn additional cantrips at higher levels, as shown in the Cantrips Known column of the Beast Master table.

Prepared Spells. You prepare two 1st-level spells of your choice from the Savaroen spell list. The Prepared Spells column of the Beast Master table shows when you can prepare more spells. Each of these spells must be of a level for which you have spell slots.

Preparing and Casting Spells. The Beast Master table shows how many spell slots you have to cast your spells of 1st level and higher. You regain all expended spell slots when you finish a Long Rest.

Spellcasting Ability. Wisdom is your spellcasting ability for your Beast Master spells.

  • Spell Save DC = 8 + your Proficiency Bonus + your Wisdom modifier
  • Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Weapon Mastery

1st-Level Beast Master Feature

Your training with weapons allows you to use their special properties. You gain the Weapon Mastery property of two weapons you are proficient with. Whenever you finish a Long Rest, you can change one of those weapon choices to another weapon you are proficient with.

Primal Engine

2nd-Level Beast Master Feature

You tap into a deep reservoir of natural energy called a Primal Essence Pool (PE). Your pool has a maximum number of points equal to your Beast Master level + your Wisdom modifier. You regain all expended PE when you finish a Long Rest. Once per Long Rest, when you finish a Short Rest, you can recover a number of expended PE equal to your Wisdom modifier.

You can expend these points to fuel two primal pillars:

PILLAR I — SPIRIT COMPANION You are permanently accompanied by a beast companion. Until you choose a Mark of the Wild at 3rd level, this takes the form of a generic primal beast.

  • Statistics: Its Hit Point maximum equals 5 times your Beast Master level + your Wisdom modifier. Its Armor Class is 12 + your Proficiency Bonus. Its Attack bonus equals your spell attack modifier, and its damage is 1d6 + your Wisdom modifier. Its Speed is 40 feet (unless defined by your Companion Form). Its saving throws use your Spell Save DC.
  • Movement & Positioning (0 PE): You can direct your companion where to move on your turn without expending an action or Primal Essence.
  • Revival: If reduced to 0 Hit Points, your companion vanishes and returns at the end of your next Long Rest.
  • Actions: The companion acts on your turn. If you give it no command, it takes the Dodge action automatically.
  • Commanding an Action (0 PE): As a Bonus Action (or by replacing one of your own attacks when you take the Attack action), you can command your companion to take the Attack, Dash, Disengage, Help, or Search action. Commanding your companion to move or make a standard attack costs 0 PE.
  • Enhanced Strike (1 PE): When your companion hits with an attack, you can spend 1 PE (no action required) to apply your Mark’s Enhanced Strike effect (such as Hamstring Bite, Dragonfear Strike, Crushing Maul, Owl’s Hex, Talon Mark, or Shepherd’s Blessing).

PILLAR II — ASPECT MUTATIONS As a Bonus Action, you can spend 1 PE to channel an animal trait into your own body for 1 minute. You can have a maximum of 1 mutation active at a time (this increases to 2 at 11th level). An Aspect Mutation ends early if you are Incapacitated or Unconscious. Until you gain a subclass at 3rd level, you know two basic mutations:

  • Primal Senses (1 PE): You gain Advantage on Wisdom (Perception) checks that rely on smell or hearing, and you gain Darkvision out to a range of 60 feet. Duration: 1 hour.
  • Beast Hide (1 PE): If you are not wearing armor, your AC equals 13 + your Dexterity modifier. Duration: 10 minutes.

At 3rd level, when you choose your Mark of the Wild, you unlock your Mark’s 4 specific Aspect Mutations (1 PE) as well as your Mark’s powerful Apex Aspect Mutation (2 PE).

Mark of the Wild

3rd-Level Beast Master Feature

In the world of Elsaither, everyone is marked by an animal spirit, whether they possess primal magic or not. Each mark represents the core personality of a character, shaping their outlook toward assigned tasks and their demeanor when facing daunting challenges. There are six primary animal marks — Wolf, Dragon, Bear, Owl, Eagle, and Sheep — though each mark encompasses a wide spectrum of allied animal spirits that share similar temperaments and primal drives.

You choose a Mark of the Wild that defines your spirit companion, your aspect mutations, and your subclass features at 3rd level and again at 6th, 7th, 10th, and 14th level.

Ability Score Improvement

4th-Level Beast Master Feature

When you reach 4th, 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a Feat from the Player’s Handbook for which you qualify.

Extra Attack

5th-Level Beast Master Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Enhanced Pillars

11th-Level Beast Master Feature

Your mastery over the primal engine reaches new heights across both pillars:

  • Pillar I (Spirit Companion): When your Spirit Companion scores a Critical Hit, the Enhanced Strike triggered by that hit costs 0 PE. Additionally, your companion’s damage increases to 1d8 + your Wisdom modifier, and its Armor Class increases by 2.
  • Pillar II (Aspect Mutations): You can now maintain up to 2 Aspect Mutations simultaneously. The duration of all your 1-PE Aspect Mutations with a 1-minute base duration increases to 10 minutes (Apex Aspect Mutations increase to 5 minutes). Whenever you manifest an Aspect Mutation, you immediately gain Temporary Hit Points equal to 2 × your Beast Master level.

Primal Arcanum

13th-Level Beast Master Feature

Your primal mastery reaches beyond normal limits. Choose one 4th-level spell from the Savaroen spell list that is thematically appropriate to your element and Mark. You can cast that spell once per Long Rest without expending a spell slot. Alternatively, you can expend 4 Primal Essence points to cast it again. This spell is always prepared for you and does not count against your Prepared Spells total.

Primal Arcanum (2nd) 17th-Level Beast Master Feature

Choose a second spell of 5th level from the Savaroen spell list that is thematically appropriate to your element and Mark. You can cast that spell once per Long Rest without expending a spell slot. Alternatively, you can expend 5 Primal Essence points to cast it again. It is always prepared for you and does not count against your Prepared Spells total.

Spirit Sentinel

18th-Level Beast Master Feature

Your bond with your companion allows it to shield your allies from harm. While your Spirit Companion is within 10 feet of an allied creature, that ally has Half Cover (+2 bonus to AC and Dexterity saving throws). Additionally, when a hostile creature makes an attack roll against an ally within 10 feet of your companion, your companion can use its Reaction to interpose itself, taking the damage from the attack instead of the ally.

Epic Boon of the Wild

19th-Level Beast Master Feature

You achieve an epic milestone in your primal connection:

  • Arcanum Ascendant. You gain one Epic Boon feat of your choice from the Player’s Handbook (2024) for which you meet the prerequisites.
  • Primal Mastery: Your PE pool maximum increases by 6. Additionally, when you activate your Avatar of the Mark feature, its duration is 2 minutes instead of 1.

Avatar of the Mark

20th-Level Beast Master Feature

As a Bonus Action, you can embody the absolute pinnacle of your Mark for 2 minutes (duration enhanced by Epic Boon of the Wild). You can use this feature once per Long Rest. While active, you gain the following benefits:

  • Primal Surge: At the start of each of your turns, you regain 3 Primal Essence points.
  • Transcendent Companion: Your Spirit Companion’s Hit Point maximum is doubled, its AC increases by 2, and it acts on your initiative each round without requiring commands.
  • Aspect Apotheosis: You gain 50 Temporary Hit Points upon activation and gain the benefits of all 4 of your Mark’s Aspect Mutations simultaneously without expending PE.
  • Primal Emanation: When you activate this form, manifest an Aspect Mutation, or trigger an Enhanced Strike, all enemies within 15 feet of you must succeed on a Wisdom saving throw against your Spell Save DC or be Frightened until the end of their next turn.
  • Elemental Apotheosis: Your attacks and spells that deal your primary elemental damage ignore Resistance, and treat Immunity as Resistance.

Marks of the Wild

In Elsaither, everyone is marked by an animal spirit, whether they possess primal magic or not. Each mark represents the core personality of a character, shaping their outlook toward assigned tasks and their demeanor when facing daunting challenges.

There are six primary animal marks — Wolf, Dragon, Bear, Owl, Eagle, and Sheep — though each mark covers a multitude of animal spirits with shared temperaments and primal drives.

Allied Spirit Aspect Blending. In Elsaither, animal marks are not rigid silos. A character marked by one of the six main spirits often manifests overlapping physical, vocal, or sensory traits from their Mark’s allied animal spirits. For example, a Beast Master with the Mark of the Eagle might channel the razor-sharp target-lock vision and friction-free air movement of an Eagle alongside the terrifying, power-suppressing subsonic voice of an allied Lion spirit (as exhibited by Blaze in LotE lore). Players and DMs are encouraged to flavor their aspect mutations, companion forms, and primal features using any combination of their Mark’s allied animal spirits.

A Beast Master’s choice of Mark determines their spirit companion’s form, their aspect mutations, their apex aspect mutation, and their subclass features at 3rd, 6th, 7th, 10th, and 14th level.

Each Mark provides at Level 3:

  • Mark Spells: Bonus spells always prepared, 1 per spell level as you unlock them (1st at level 3, 2nd at level 5, 3rd at level 9, 4th at level 13, 5th at level 17). These do not count against your Prepared Spells total.
  • Companion Form: Defines the visual form, passive traits, and movement of your Spirit Companion.
  • Enhanced Strike: The 1 PE effect applied when your companion hits.
  • Apex Aspect Mutation (2 PE): A powerful 1-minute elemental animal transformation applied to your own body.
  • Aspect Mutations (1 PE): The 4 specific 1-PE utility and combat mutations available to you.

Mark of the Wolf

Focus, drive, discipline, relentless pursuit

The Mark of the Wolf is a mark of focus, drive, and the unyielding will to finish the mission no matter the cost. The wolf is a creature that brings the team together, but in a disciplined way that focuses on objective success rather than sentimental bonds. Characters like Arcaeus, Ignite, and Fusion are considered wolves. They are given a mission, and they will carry that mission out no matter the cost. If they are told to stop, they will stop; if they are told to go, they will go. Wolves don’t ask too many questions unless a command directly breaches their core morals — in which case, they will turn on their former commander with terrifying fury and make sure they never see the light of day again.

Allied Animal Spirits: Other examples of animal spirits that fit under the Wolf mark include the Hawk, Falcon, Vortzhe, Meite, Dog, Tiger, and other similar creatures with an intense hunting drive. Your Spirit Companion, Aspect Mutations, and Apex Mutation may aesthetically manifest as any of these hunting predators.

Mark Spells

You gain the following spells at the Beast Master levels listed. These spells are always prepared for you, and they do not count against your Prepared Spells total.

Beast Master Level Spell
3 Hunter’s Mark
5 Pass Without Trace
9 Fear
13 Death Ward
17 Hold Monster

Companion Form: Wolf

  • Speed: 40 ft.
  • Passive Traits: Pack Tactics (Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated), Keen Hearing and Smell (Advantage on Wisdom (Perception) checks that rely on hearing or smell).

Enhanced Strike: Hamstring Bite (1 PE)

On a hit, the target must make a Strength saving throw against your Spell Save DC or have its Speed reduced by 15 feet until the end of its next turn and be knocked Prone.

Apex Aspect Mutation: Dire Hunter (2 PE)

Level 3 Mark of the Wolf Feature As a Bonus Action, you can spend 2 PE to channel the supreme hunting spirit of the wolf for 1 minute:

  • Temp HP: You gain Temporary Hit Points equal to 3 × your Beast Master level.
  • Speed: Your walking speed increases to 50 feet.
  • Pack Leader’s Instinct: You gain Pack Tactics, granting Advantage on your attack rolls against a creature if at least one of your allies is within 5 feet of the creature and isn’t incapacitated.
  • Ferocious Charge: Once per transformation, if you move at least 20 feet straight toward a target before hitting it with a melee attack, the target must make a Strength saving throw against your Spell Save DC or be knocked Prone.

Aspect Mutations

These mutations cost 1 PE and last for 1 minute unless otherwise noted:

  1. Predator’s Nose: You gain Advantage on Wisdom (Perception) checks using smell, and you detect the location of any creature within 30 feet that is hidden or invisible (you know the space, not the creature’s exact details). Duration: 1 hour.
  2. Hunter’s Howl: All allies within 30 feet gain Advantage on their next attack roll before the end of your next turn. Instant effect.
  3. Fleet Paws: Your Speed increases by 15 feet and you ignore difficult terrain. Duration: 1 minute.
  4. Shadow Runner: You become Invisible while in dim light or darkness. The invisibility ends if you attack or cast a spell. Duration: 1 minute.

Pack Leader

6th-Level Mark of the Wolf Feature You and your Spirit Companion both have the Pack Tactics trait. Additionally, when you or your companion damages a creature, allies within 10 feet of that creature can use their Reaction to move up to 10 feet toward it without provoking opportunity attacks.

Cull the Weak & Vengeful Retaliation

7th-Level Mark of the Wolf Feature When you or your Spirit Companion reduces a creature to 0 Hit Points, you can move up to 15 feet without expending movement or using an action. This movement does not provoke opportunity attacks.

Additionally, your unyielding drive turns with terrifying fury on those who strike your pack: whenever a creature damages you or an ally within 30 feet of you, your attacks and your companion’s attacks against that creature deal an extra 1d6 damage of your primary elemental type until the end of your next turn.

Alpha’s Command

10th-Level Mark of the Wolf Feature As a Bonus Action, you can let out a commanding howl. All friendly creatures of your choice within 30 feet can immediately move up to their Speed as a Reaction. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Feral Coordination

14th-Level Mark of the Wolf Feature You and your Spirit Companion share a single devastating rhythm. When you hit a creature with a weapon attack or a spell attack, your Spirit Companion has Advantage on all attack rolls against that creature until the start of your next turn (and its next attack requires no PE cost). When attacking a target marked by Hunter’s Mark or designated as your primary mission objective, your companion’s attacks also ignore Resistance.

Additionally, when your Spirit Companion is reduced to 0 Hit Points, you can expend 2 Primal Essence as a Reaction to prevent it from vanishing. It returns at the start of your next turn with Hit Points equal to your Wisdom modifier × 2. You can use this Reaction once per Long Rest.


Mark of the Dragon

Passion, energy, wild rebellion, destructive power

The Mark of the Dragon is a mark of passion, energy, and wild rebellion. The dragon is a creature that primarily works alone and focuses on completing the mission the way they deem it should be finished. Characters like Drako, Inferno, and Bobbi would be considered dragons. They are given a mission, and they will complete that mission, but they are violent and reckless in doing so. However, when a group of dragons is brought together and disciplined, they become a dangerous force of destructive power that should never be underestimated. A dragon aimed at the proper target is an unstoppable weapon of mass destruction.

Allied Animal Spirits: Other examples of animal spirits that fit under the Dragon mark include the Snake, Xelis, Lizard, and other reptilian or flying creatures that have a hunger for destruction. Your Spirit Companion, Aspect Mutations, and Apex Mutation may aesthetically manifest as any of these fiery or reptilian beasts.

Mark Spells

You gain the following spells at the Beast Master levels listed. These spells are always prepared for you, and they do not count against your Prepared Spells total.

Beast Master Level Spell
3 Absorb Elements
5 Dragon’s Breath
9 Fear
13 Fire Shield
17 Destructive Wave

Companion Form: Wyrmling

  • Speed: 30 ft., Fly 30 ft. (If choosing a land-based reptilian spirit such as a Serpent or Lizard, its Speed is Walking 40 ft, Climb 30 ft, Swim 30 ft, and it gains Advantage on Dexterity (Stealth) checks).
  • Passive Traits: Elemental Breath (once per Short Rest, as a Bonus Action on your command, the wyrmling exhales a 15-foot cone of your primary element. Each creature in that area must make a Dexterity saving throw against your Spell Save DC, taking 2d6 damage of your primary elemental type on a failed save, or half as much damage on a successful one).

Enhanced Strike: Dragonfear Strike (1 PE)

On a hit, the target must succeed on a Wisdom saving throw against your Spell Save DC or be Frightened of you and your companion until the end of your next turn.

Apex Aspect Mutation: Dragonkin Aspect (2 PE)

Level 3 Mark of the Dragon Feature As a Bonus Action, you can spend 2 PE to channel the terrifying draconic essence for 1 minute:

  • Temp HP: You gain Temporary Hit Points equal to 4 × your Beast Master level.
  • Draconic Vanguard & Armor: Your walking speed increases by 15 feet, your jump distance is tripled (assisted by spectral draconic wings that buffet the air), and your AC cannot be lower than 15 while maintaining this mutation. When falling, you can use your Reaction to glide downward up to 60 feet horizontally without taking fall damage.
  • Tenacious Resilience: You have Advantage on Constitution saving throws. Additionally, when you are subjected to an effect that would reduce you below 1 hit point, you can use your Reaction to instead drop to 1 hit point. Once you use this Reaction, you cannot use it again until you finish a Short or Long Rest.
  • Elemental Aura: Creatures that start their turn within 5 feet of you take 1d6 damage of your primary elemental type.
  • Reckless Rebellion: Once per turn when you make a weapon attack or spell attack roll while maintaining this mutation, you can fight with violent, reckless passion—gaining Advantage on the attack roll, but attack rolls against you have Advantage until the start of your next turn.

Aspect Mutations

These mutations cost 1 PE and last for 1 minute unless otherwise noted:

  1. Draconic Scales: If you are not wearing armor, your AC equals 13 + your Wisdom modifier. If you are already wearing armor, you add a +2 bonus to your AC. Duration: 10 minutes.
  2. Dragon’s Breath: You exhale a 15-foot cone of your primary element. Each creature in the cone must make a Dexterity saving throw against your Spell Save DC, taking 3d6 damage of your primary elemental type on a failure or half as much on a success. Instant effect.
  3. Dragon Sight: You gain Truesight out to a range of 30 feet and Advantage on Charisma (Intimidation) checks. Duration: 1 minute.
  4. Wyrm’s Wings: You gain a Fly speed of 30 feet. Duration: 1 minute.

Draconic Presence

6th-Level Mark of the Dragon Feature When you manifest your Dragonkin Aspect mutation or when you use Dragonfear Strike, each creature of your choice within 15 feet of you must succeed on a Wisdom saving throw against your Spell Save DC or be Frightened of you until the end of its next turn.

Elemental Scales

7th-Level Mark of the Dragon Feature Your draconic spirit permanently hardens your elemental defenses. While you are not maintaining your Dragonkin Aspect mutation, you gain Immunity to your primary elemental damage type (upgrading any Resistance you already have). While maintaining your Dragonkin Aspect mutation, your hardened scales deflect blows — you gain a +2 bonus to your AC.

Elder’s Breath & Group Cataclysm

10th-Level Mark of the Dragon Feature Your Dragon’s Breath Aspect Mutation and your companion’s Elemental Breath both increase to a 30-foot cone, and their damage increases to 5d6. Additionally, creatures that fail the saving throw against your companion’s Elemental Breath are also Frightened until the end of their next turn.

Furthermore, reflecting how dragons brought together under discipline form a terrifying force of mass destruction, whenever you or your companion use a breath weapon, up to two willing allies within 15 feet of you can add 1d6 elemental damage of your primary element to their next weapon attack roll before the end of their next turn.

Ancient’s Dominance

14th-Level Mark of the Dragon Feature Your draconic aura becomes overwhelming. Creatures Frightened by any of your features or spells have Disadvantage on all saving throws they make against your abilities. Additionally, once per Long Rest, when a creature fails a saving throw against one of your spells or Mark features, you can choose to have it be Stunned until the end of its next turn instead of suffering the normal effect.


Mark of the Bear

Outer toughness, inner softness, resilience, guardian role

The Mark of the Bear is a mark of outer toughness, inner softness, and unmatched resilience. The bear is a creature that defends its home and loved ones with intense passion, fighting hard until it can’t fight any more with a resilience unmatched by most other creatures. Characters like Glacier, Furnace, and city guardsmen would be considered bears. They are defenders of their friends, resilient and strong, nigh impossible to kill, and fight like their own lives depend on it. A bear whose cubs or loved ones are endangered is a force of nature to be reckoned with.

Allied Animal Spirits: Other examples of animal spirits that fit under the Bear mark include the Elephant, Whale, and other creatures that are large, resilient, and protective of their young. Your Spirit Companion, Aspect Mutations, and Apex Mutation may aesthetically manifest as any of these colossal guardian beasts.

Mark Spells

You gain the following spells at the Beast Master levels listed. These spells are always prepared for you, and they do not count against your Prepared Spells total.

Beast Master Level Spell
3 Thunderwave
5 Enhance Ability
9 Erupting Earth
13 Stoneskin
17 Maelstrom

Companion Form: Brown Bear

  • Speed: 40 ft., Climb 30 ft.
  • Passive Traits: Powerful Build (counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift, as well as for grappling and shoving).
  • Maul: When your companion hits the same target twice in one turn, the target must make a Strength saving throw against your Spell Save DC or be Grappled until the start of your next turn.

Enhanced Strike: Crushing Maul (1 PE)

On a hit, the target must make a Strength saving throw against your Spell Save DC or be Grappled by your companion (the companion holds the target and requires no action to maintain it). The Grappled target is also Restrained while your companion maintains the grapple. Your companion can hold only one creature this way at a time.

Apex Aspect Mutation: Ursine Rampart (2 PE)

Level 3 Mark of the Bear Feature As a Bonus Action, you can spend 2 PE to channel the immovable strength and resilience of the bear for 1 minute:

  • Temp HP: You gain Temporary Hit Points equal to 3 × your Beast Master level.
  • Mobility: You gain a Climb speed of 30 feet.
  • Enduring Strikes: Your melee attacks deal an extra 1d6 force damage while maintaining this mutation.
  • Thick Fur Deflection: When you take Bludgeoning, Piercing, or Slashing damage while maintaining this mutation, you can use your Reaction to reduce that damage by your Proficiency Bonus. You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest.

Aspect Mutations

These mutations cost 1 PE and last for 1 minute unless otherwise noted:

  1. Bear Hide: You gain Resistance to Bludgeoning damage. Duration: 1 minute.
  2. Iron Stomach: You gain Immunity to the Poisoned condition and Resistance to Poison damage. Duration: 1 hour.
  3. Mighty Roar: Each creature of your choice within 30 feet must succeed on a Wisdom saving throw against your Spell Save DC or be Frightened until they are more than 30 feet away from you. Creatures that succeed on the save are immune to this mutation for 24 hours. Instant effect.
  4. Hibernation Surge: You immediately regain Hit Points equal to 2d10 + your Wisdom modifier. Alternatively, expressing the bear’s inner softness and protective care, you can choose to grant all or part of this healing to an allied creature within 10 feet of you. You can use this mutation a number of times equal to your Wisdom modifier per Long Rest (this mutation tracks specific uses, not PE). This mutation still costs 1 Primal Essence to activate, in addition to expending one of its uses.

Ursine Endurance

6th-Level Mark of the Bear Feature When you are reduced to 0 Hit Points, you can make a Constitution saving throw with a DC of 10 + the damage taken. On a success, you drop to 1 Hit Point instead. You can use this feature once per Long Rest.

Guardian’s Presence & Cub’s Defense

7th-Level Mark of the Bear Feature While you are conscious, allied creatures within 10 feet of you have Resistance to damage from effects that require a saving throw and affect multiple creatures or an area.

Additionally, reflecting how a bear whose “cubs” or loved ones are endangered becomes a terrifying force to be reckoned with, whenever an allied creature within 30 feet of you takes damage from a hostile attack, your Spirit Companion can use its Reaction to move up to half its Speed toward the attacker without provoking opportunity attacks, and your next attack roll against that attacker before the end of your next turn is made with Advantage.

Immovable

10th-Level Mark of the Bear Feature You cannot be moved against your will. No forced movement, shoves, or spells that physically relocate you affect you unless you choose to allow them. Additionally, you have Advantage on Strength saving throws. Your spirit companion also gains this benefit while it is within 10 feet of you.

Last Stand

14th-Level Mark of the Bear Feature While you are at half your maximum Hit Points or fewer (excluding Temporary Hit Points), your melee attacks deal an additional 1d8 damage of your primary elemental type, and you have Advantage on Constitution saving throws. Additionally, the aura of your Guardian’s Presence feature increases to 15 feet and now applies to all damage, not just area effects (allies within 15 feet have Resistance to the first source of damage that hits them each round).


Mark of the Owl

Mystery, unity, wisdom, hexes, elusive shadows

The Mark of the Owl is a mark of mystery, unity, and wisdom. The owl is a creature that is looked at as mysterious and hard to read, sparking interest in some and fear in others. It is a symbol of wisdom, as true wisdom is a mysterious and elusive thing. Characters like Ignaea, Arsenic, and Vine would be considered owls. They are healers who use wisdom to bring health to others, as well as deadly assassins and helpful allies. Mysterious and elusive, the owl can be a healer to some and a death mark for others.

Allied Animal Spirits: Other examples of animal spirits that fit under the Owl mark include the Raven, Lynx, Vulture, Fox, and any other mysterious and elusive creature. Your Spirit Companion, Aspect Mutations, and Apex Mutation may aesthetically manifest as any of these secretive night predators.

Mark Spells

You gain the following spells at the Beast Master levels listed. These spells are always prepared for you, and they do not count against your Prepared Spells total.

Beast Master Level Spell
3 Hex
5 Invisibility
9 Hypnotic Pattern
13 Arcane Eye
17 Scrying

Companion Form: Giant Owl

Level 3 Mark of the Owl Feature

  • Speed: 5 feet, Fly 60 feet. (If choosing a land-based nocturnal spirit such as a Lynx, Fox, Raven, or Vulture, its Speed is Walking 40 ft, and in place of Flyby it gains Silent Prowl: Advantage on Dexterity (Stealth) checks, and it can leap up to 20 feet as part of its movement without provoking opportunity attacks).
  • Flyby: The companion doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
  • Silent Flight: The companion’s movement makes no sound; enemies cannot use hearing to locate it.
  • Keen Hearing and Sight: The companion has Advantage on Wisdom (Perception) checks that rely on hearing or sight.

Enhanced Strike: Owl’s Hex or Soothing Shroud (1 PE)

Level 3 Mark of the Owl Feature The owl can be a healer to some and a death mark for others. When your Spirit Companion hits a creature with an attack, you can expend 1 Primal Essence to choose one of the following effects:

  • Owl’s Hex (Death Mark): The target is Hexed until the end of your next turn. While Hexed, the target has Disadvantage on the next saving throw it makes against one of your spells or Beast Master class features before the end of your next turn. Only one creature can be Hexed by this feature at a time.
  • Soothing Shroud (Healer’s Grace): Instead of hexing the target, primal restorative energy ripples outward to an allied creature within 30 feet of you. That ally immediately regains Hit Points equal to your Wisdom modifier + your Proficiency Bonus, or ends one Charmed or Frightened condition currently affecting them.

Apex Aspect Mutation: Owlkin Shroud (2 PE)

Level 3 Mark of the Owl Feature As a Bonus Action, you can spend 2 PE to channel the enigmatic silent spirit of the owl for 1 minute:

  • Temp HP: You gain Temporary Hit Points equal to 3 × your Beast Master level.
  • Silent Prowl & Gliding: Your walking speed increases by 15 feet. Your movement makes no sound, enemies cannot use Passive Perception to detect your movement, and when falling or leaping from height, you glide smoothly up to 30 feet horizontally for every 10 feet fallen without taking fall damage.
  • Keen Darkvision: You gain Darkvision out to a range of 120 feet.
  • Spellhunter Gaze: Once per transformation, when a creature you can see casts a spell, you can use your Reaction to make an Intelligence (Arcana) check (DC 10 + the spell’s level). On a successful check, you learn what spell is being cast before it takes effect.

Aspect Mutations

Level 3 Mark of the Owl Feature As a Bonus Action, you can expend 1 Primal Essence to manifest one of these mutations:

  • Owl Eyes: You gain Darkvision with a range of 120 feet. You can see through magical darkness within 30 feet of you. Duration: 1 hour.
  • Silent Wings: Your movement makes no sound, and you have Advantage on Dexterity (Stealth) checks. Duration: 1 minute.
  • Night Shroud: You cast Darkness centered on yourself without expending a spell slot or requiring components. You can see normally through this darkness. Duration: Concentration, up to 1 minute.
  • Witchlight: You can sense the surface emotions (such as fear, aggression, grief, or joy) of all creatures within 30 feet of you. You also know whether each creature in range is Charmed, Frightened, or Hexed. Duration: 10 minutes.

Wisdom’s Eye

Level 6 Mark of the Owl Feature Your primal awareness expands. You cannot be Surprised. Additionally, when rolling Initiative, once per Short or Long Rest, you can grant yourself or one creature you can see within 30 feet the ability to act first in Initiative. You do not roll; the chosen creature simply takes the first turn in the order. Other creatures that have tied for first are resolved normally after this creature’s turn.

Moonlit Observer

Level 7 Mark of the Owl Feature As a Bonus Action, you can extend your primal sight to pierce through illusions. You gain Truesight with a range of 30 feet until the start of your next turn. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Spellhunter

Level 10 Mark of the Owl Feature When you deal damage to a creature with a spell or cantrip, that creature can’t take a Reaction until the start of its next turn. Additionally, creatures Hexed by your Owl’s Hex feature have Disadvantage on Constitution saving throws made to maintain Concentration.

Predator’s Hex

Level 14 Mark of the Owl Feature Your Owl’s Hex deepens into a lethal curse. While a creature is affected by your Owl’s Hex, the next time you deal damage to it with a spell, you deal additional damage equal to your Beast Master level.

Additionally, the duration of Owl’s Hex is extended: it lasts until the end of your next turn, or until the creature succeeds on a Wisdom saving throw against your Spell Save DC. A creature can make this saving throw as an Action on its turn. A creature that successfully breaks the Hex with this save cannot be Hexed again for 24 hours.


Mark of the Eagle

Hope, discipline, honor, precision, aerial dominance

The Mark of the Eagle is a mark of hope, discipline, and honor. The eagle is the creature that symbolizes freedom, which inspires hope and pride in those who see it. It is also a mighty hunter and a symbol of discipline and honor. Characters like Blaze, Gravestone, and Beam are considered eagles. Blaze exemplifies the peak of the Eagle mark: he possesses razor-sharp eagle vision that can lock onto targets over immense distances with extreme detail, moves through the air with zero air resistance, and speaks with a Lion-like subsonic tone layered under his voice that can intimidate foes and suppress weaker powers. Eagles are natural leaders who bring their team together in a way that is useful and powerful. They are honorable knights in that they fight for a cause that they believe in, knowing their own limits and the limits of their team. An eagle whose eye is trained on success will almost always see it to fulfillment.

Allied Animal Spirits: Other examples of animal spirits that fit under the Eagle mark include the Lion, Griffin, Peacock, Horse, and other majestic creatures that are symbols of hope or honor. Because animal features overlap within a Mark, an Eagle Beast Master can manifest traits from allied spirits—such as combining an Eagle’s target-lock sight with an allied Lion’s power-suppressing subsonic roar.

Mark Spells

You gain the following spells at the Beast Master levels listed. These spells are always prepared for you, and they do not count against your Prepared Spells total.

Beast Master Level Spell
3 Longstrider
5 Gust of Wind
9 Lightning Bolt
13 Freedom of Movement
17 Control Winds

Companion Form: Giant Eagle

Level 3 Mark of the Eagle Feature

  • Speed: 10 feet, Fly 80 feet. (If choosing a land-based honorable spirit such as a Lion, Griffin, Peacock, or Horse, its Speed is Walking 50 ft. In place of a Fly speed, it gains Pouncing Stride: it ignores difficult terrain, and when moving at least 20 feet straight toward a target before attacking, it gains Advantage on the attack roll).
  • Keen Sight: The companion has Advantage on Wisdom (Perception) checks that rely on sight.
  • Swooping Strike: Once per round, when the companion flies or moves at least 20 feet straight toward a target before hitting it with a melee attack, the attack deals an extra 1d6 Piercing damage. The target must succeed on a Strength saving throw against your Spell Save DC or be knocked Prone.

Enhanced Strike: Talon Mark (1 PE)

Level 3 Mark of the Eagle Feature When your Spirit Companion hits a creature with an attack, you can expend 1 Primal Essence to apply the Talon Mark. The target is Marked until the start of your next turn. Your Spirit Companion has Advantage on all attack rolls against a Marked target. Additionally, the Marked target’s Speed is reduced by 10 feet.

Apex Aspect Mutation: Eagleborn Vantage (2 PE)

Level 3 Mark of the Eagle Feature As a Bonus Action, you can spend 2 PE to channel the soaring precision and dominance of the eagle for 1 minute:

  • Temp HP: You gain Temporary Hit Points equal to 3 × your Beast Master level.
  • Zero-Drag Slipstream: Your walking speed increases by 30 feet, and you eliminate all air resistance around your body. You ignore difficult terrain, can make leaps of up to your full walking speed through mid-air without falling during your turn, and take no fall damage.
  • Hawkeye Precision: You gain Advantage on ranged weapon attacks and ranged spell attacks.
  • Diving Strike: Once per transformation, if you move or leap at least 20 feet in a straight line toward a target before hitting it with a melee attack, you deal an extra 2d8 damage of the attack’s type, and the target must succeed on a Strength saving throw against your Spell Save DC or be knocked Prone.

Aspect Mutations

Level 3 Mark of the Eagle Feature As a Bonus Action, you can expend 1 Primal Essence to manifest one of these mutations:

  • Eagle Eyes (Target Lock): You gain high-detail eagle vision. You have Advantage on Wisdom (Perception) checks, can see fine details up to 1 mile away, and ignore penalties from weather or dim light. Additionally, as a Bonus Action, you can lock onto a creature within 120 feet; your next attack roll against that target before the end of your turn deals an extra 1d6 damage. Duration: 1 hour.
  • Wind Rider (Air Displacement): You eliminate air resistance around your body. Your walking speed increases by 20 feet, you ignore difficult terrain, and you can leap up to your full movement through mid-air without falling until the end of your turn. Duration: 1 minute.
  • Subsonic Roar (Lion’s Tone): Channelling the allied Lion spirit, you emit a subsonic vibration beneath your voice. Each hostile creature within 20 feet of you must succeed on a Constitution saving throw against your Spell Save DC or be Intimidated until the end of its next turn (having Disadvantage on attack rolls and ability checks), and any active spell concentration of 1st level or lower on the target is broken. Instant effect.
  • Precision Dive: Until the start of your next turn, if you move at least 20 feet before making a weapon attack or ranged spell attack, that attack is made with Advantage and deals an extra 2d6 damage on a hit. Duration: Until triggered or the start of your next turn.

Slipstream Mastery & Banner of Freedom

Level 6 Mark of the Eagle Feature You eliminate friction around your body, increasing your walking speed by 15 feet. Additionally, Opportunity Attacks against you are made with Disadvantage.

Furthermore, as a symbol of hope, freedom, and honor, while maintaining your Eagleborn Vantage mutation or moving through the air, allied creatures within 30 feet of you who can see you gain Advantage on saving throws against being Charmed or Frightened, and their walking speed increases by 10 feet.

Precision Hunter & Knight’s Tactical Eye

Level 7 Mark of the Eagle Feature When you make a ranged weapon attack or ranged spell attack against a creature that is 30 or more feet away from you, the attack deals an additional 1d6 Piercing damage on a hit. Additionally, ranged attacks you make do not suffer Disadvantage from being within 5 feet of a hostile creature.

Furthermore, expressing an honorable knight’s tactical vision and understanding of their team’s limits, as a Bonus Action you can analyze a hostile creature within 60 feet of you. The next attack roll made by an allied creature against that target before the start of your next turn is made with Advantage and deals an additional 1d6 damage on a hit.

Screaming Dive

Level 10 Mark of the Eagle Feature Once per Short or Long Rest, when you take the Dash action as part of your movement, you can make one melee attack as a Bonus Action on the same turn against a creature you moved or leaped toward. That attack automatically scores a Critical Hit if it hits. You still roll the attack to determine if you successfully hit the target.

Sky Sovereign

Level 14 Mark of the Eagle Feature While moving during your turn, your first attack on each of your turns is made with Advantage, and Opportunity Attacks made against you are made with Disadvantage. Your Spirit Companion’s speed increases by 20 feet, and it gains Advantage on all attack rolls.


Mark of the Sheep

Loyalty, unity, gentle demeanor, stalwart defense

The Mark of the Sheep embodies loyalty, unity, and a gentle demeanor. Sheep are team players, fostering harmony within the group while prioritizing the collective goal over individual pursuits. Assigned a task, they execute it diligently, following instructions without hesitation. Characters like common soldiers, Mary, and townspeople are considered sheep. Though not inclined to question authority unnecessarily, they possess a strong moral compass; if commanded to act against their principles, they will stand firm, plant their hooves, and defend their values.

Beast Masters of the Sheep are the paladins of the wild — stalwart defenders who command restorative magic and weather the harshest storms to keep their allies safe. Do not mistake their gentle bearing for weakness; a Ram’s charge has shattered armies.

Allied Animal Spirits: Other animal spirits akin to the Sheep include the Goat, Alpaca, Koi, Floop, Krenishee, and other gentle creatures known for their cooperative nature. Your Spirit Companion, Aspect Mutations, and Apex Mutation may aesthetically manifest as any of these loyal, defensive beasts.

Mark Spells

You gain the following spells at the Beast Master levels listed. These spells are always prepared for you, and they do not count against your Prepared Spells total.

Beast Master Level Spell
3 Cure Wounds
5 Lesser Restoration
9 Beacon of Hope
13 Death Ward
17 Mass Cure Wounds

Companion Form: Great Ram

Level 3 Mark of the Sheep Feature

  • Speed: 50 feet, Climb 30 feet.
  • Charge: If the companion moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the attack deals an extra 2d6 Bludgeoning damage. The target must succeed on a Strength saving throw against your Spell Save DC or be pushed 10 feet away and knocked Prone.
  • Flock Bond: While the companion is within 30 feet of you, it has Advantage on saving throws against being Charmed or Frightened.

Enhanced Strike: Shepherd’s Blessing (1 PE)

Level 3 Mark of the Sheep Feature When your Spirit Companion hits a creature with an attack, you can expend 1 Primal Essence to apply the Shepherd’s Blessing. You and one ally you can see within 30 feet each immediately regain Hit Points equal to your Wisdom modifier + your Proficiency Bonus. The target of the companion’s attack cannot benefit from this healing.

Apex Aspect Mutation: Iron Shepherd (2 PE)

Level 3 Mark of the Sheep Feature As a Bonus Action, you can spend 2 PE to channel the protective, unshakeable guardian spirit of the ram for 1 minute:

  • Temp HP: You gain Temporary Hit Points equal to 4 × your Beast Master level.
  • Speed: Your walking speed increases to 50 feet, and you gain a Climb speed of 30 feet.
  • Aura of the Flock: Allied creatures within 10 feet of you regain Hit Points equal to your Wisdom modifier at the start of each of your turns.
  • Resilient Wool: You gain Resistance to Cold and Fire damage.
  • Horn Smash: Your melee attacks deal 1d8 + your Wisdom modifier Bludgeoning damage. On a hit, you can push the target 5 feet away from you.

Aspect Mutations

Level 3 Mark of the Sheep Feature As a Bonus Action, you can spend 1 Primal Essence to manifest one of these mutations:

  • Shepherd’s Call: You cast Healing Word without expending a spell slot, using your Wisdom modifier as the spellcasting ability. The spell heals an amount equal to 1d4 + your Wisdom modifier. You can use this mutation once per Short Rest. Activating this mutation still costs 1 Primal Essence.
  • Wool of the Wild: You gain Resistance to Cold and Fire damage, and you are immune to the effects of extreme cold or extreme heat environments. Duration: 1 hour.
  • Curling Horns: You manifest a pair of massive horns. Your unarmed strikes deal 1d8 Bludgeoning damage. On a hit, you push the target 5 feet away from you, unless they succeed on a Strength saving throw against your Spell Save DC. Duration: 1 minute.
  • Verdant Field: You create a 20-foot-radius sphere of primal energy centered on you that moves with you. Difficult terrain within the sphere does not affect you or allied creatures. Allied creatures within the sphere have Advantage on saving throws against the Frightened condition. Duration: 1 minute.

Shepherding Aura

Level 6 Mark of the Sheep Feature While you are conscious, allies within 15 feet of you who are below half their Hit Point maximum regain Hit Points equal to your Wisdom modifier at the start of each of your turns.

Stoic Resilience & Unyielding Principles

Level 7 Mark of the Sheep Feature You and allied creatures within 15 feet of you cannot be Frightened while you are conscious. If a creature is already Frightened when it enters this aura, the condition is suppressed while the creature remains within range.

Additionally, reflecting how sheep possess an unshakeable moral compass and will plant their hooves when commanded to breach their principles, while within this 15-foot aura, you and allied creatures cannot be pushed, knocked Prone, or magically compelled to attack an ally against your will.

Restorative Fleece

Level 10 Mark of the Sheep Feature When your Iron Shepherd mutation ends (whether voluntarily or when your Temporary Hit Points are depleted), all allied creatures within 30 feet of you immediately regain Hit Points equal to 2d8 + your Wisdom modifier.

Nature’s Pardon

Level 14 Mark of the Sheep Feature Once per Long Rest, when an allied creature you can see within 60 feet of you drops to 0 Hit Points, you can use your Reaction to restore 1 Hit Point to that creature, preventing it from falling Unconscious. The creature also gains Temporary Hit Points equal to your Beast Master level + your Wisdom modifier.

The Vanguard

Warriors who have shattered the boundary between body and element, Vanguards do not cast spells—they become them. Through the terrifying, all-consuming power of Dakvura, they transform their own flesh into a weapon of elemental destruction. Revered for their battlefield dominance and feared for their volatile, barely-contained fury, Vanguards occupy a unique position in the Elsaither: raw power incarnate, walking the knife’s edge between warrior and force of nature. Where the Savaroen channels power through spiritual discipline and the Shadow Warrior through symbiotic bond, the Vanguard simply tears that power from within—at great personal cost.

Primary Ability: Strength and Constitution Hit Die: 1d12 per Vanguard level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per level after 1st

Proficiencies Armor: Light Armor, Medium Armor, Heavy Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Athletics, Intimidation, Perception, Survival, Animal Handling, and Nature.

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

  • (a) a regional Martial Weapon or (b) two Simple Weapons
  • (a) Heavy Armor or (b) Medium Armor and a Shield
  • (a) Explorer’s Pack or (b) Dungeoneer’s Pack
  • A pouch with 15cc (or 40cc starting gold)

Multiclassing Prerequisites: To multiclass into the Vanguard, you must have a Strength score of 13 and a Constitution score of 13.


The Vanguard Class Table

Level PB Features Dakvura Uses Elemental Arts
1st +2 Weapon Mastery (3), Fighting Style — —
2nd +2 Dakvura (The Shift), Feral Bloodlust 2 —
3rd +2 Elemental Discipline (Subclass) 2 2
4th +2 Ability Score Improvement 3 2
5th +3 Extra Attack, Fast Movement (+10 ft.) 3 3
6th +3 Elemental Strike 3 3
7th +3 Subclass Feature 4 4
8th +3 Ability Score Improvement 4 4
9th +4 Controlled Bloodlust 4 5
10th +4 Subclass Feature 4 5
11th +4 Ruthless Onslaught 5 6
12th +4 Ability Score Improvement 5 6
13th +5 Relentless Shift 5 7
14th +5 Subclass Feature 5 7
15th +5 Vanguard’s Protection 6 8
16th +5 Ability Score Improvement 6 8
17th +6 Subclass Feature 6 9
18th +6 Perfected Dakvura 6 9
19th +6 Epic Boon 6 10
20th +6 Abyssal Executioner Unlimited 10

Core Class Features

Weapon Mastery

1st-Level Vanguard Feature

Your training with weapons allows you to use the Mastery properties of three simple or martial weapons you are proficient with. Whenever you finish a Long Rest, you can change any of those weapon choices to another eligible weapon you are proficient with.

Fighting Style

1st-Level Vanguard Feature

You adopt a style of fighting as your specialty. Choose one of the following Fighting Style feats: Defense, Dueling, Great Weapon Fighting, Protection, Thrown Weapon Fighting, or Two-Weapon Fighting.


Dakvura (The Shift)

2nd-Level Vanguard Feature

You can use a Bonus Action to enter a state of Dakvura for up to 1 minute. While in Dakvura, you gain the following benefits:

  • Enhanced Weapons: Your melee weapon attacks deal an additional 1d4 damage of the attack’s normal damage type. This bonus increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
  • Resilience: You gain Resistance to Bludgeoning, Piercing, and Slashing damage.
  • Speed: Your walking speed increases by 10 feet (this increases to +20 feet at 18th level via Perfected Dakvura).

Dakvura ends early if you are Knocked Unconscious, or if you use a Bonus Action to end it voluntarily. You cannot enter Dakvura again without expending a use. You have a number of uses as shown in the Dakvura Uses column of the Vanguard table, and you regain all expended uses when you finish a Long Rest. You also regain 1 expended use when you finish a Short Rest.


Feral Bloodlust

2nd-Level Vanguard Feature

The raw power of Dakvura overwhelms your senses. While in Dakvura, you are subject to Feral Bloodlust:

  • Compulsive Aggression: At the start of each of your turns while in Dakvura, you must move toward the nearest creature you can see or hear (friend or foe). If you can reach that creature using your movement, you must use your Action to make a weapon attack against it.
  • Fighting the Urge: If you wish to target a different creature, you must succeed on a Charisma saving throw (DC = 8 + your Proficiency Bonus + your Constitution modifier). On a success, you regain control for that turn and can act normally. On a failure, you must attack the closest creature. If no creature is within reach, you must use your Action to Dash toward the nearest perceived creature.
  • Clarity at 9th Level: This drawback is eliminated entirely when you gain the Controlled Bloodlust feature at 9th level.

Elemental Discipline

3rd-Level Vanguard Feature

You bind your volatile power to a specific element, choosing from the full elemental list of the Elsaither: Fire, Water, Ice, Earth, Air, Lightning, Laser, Gas, Metal, Bone, Shadow, Death, Poison, Knife, Darki, or Sky. This choice is permanent and grants you your Elemental Arts and subclass features at 3rd level and again at 7th, 10th, 14th, and 17th level.

Elemental Arts. Your subclass unlocks a pool of powerful Elemental Arts—abilities that harness your chosen element without expending spell slots. You have a number of uses as shown in the Elemental Arts column of the Vanguard table. You regain all expended uses when you finish a Long Rest. You regain a number of expended uses equal to half your Proficiency Bonus (rounded up) when you finish a Short Rest.

Art Save DC = 8 + your Proficiency Bonus + your Constitution modifier Art Attack Modifier = your Proficiency Bonus + your Strength modifier


Extra Attack

5th-Level Vanguard Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

5th-Level Vanguard Feature

Your walking speed increases by 10 feet permanently (this bonus is separate from and stacks with the speed bonus granted by Dakvura).


Elemental Strike

6th-Level Vanguard Feature

The dark elemental power permanently bleeds into your armaments. Your weapon attacks count as Magical for the purpose of overcoming Resistance and Immunity to non-magical attacks. Additionally, whenever you deal damage with a weapon attack (including any bonus damage from Dakvura), you can choose to have all of that damage deal your Elemental Discipline’s primary damage type instead of its normal type.


Controlled Bloodlust

9th-Level Vanguard Feature

You have mastered the mental toll of the Shift. While in Dakvura, you are no longer subject to Feral Bloodlust. You no longer need to make Charisma saving throws to choose your targets, and you can flawlessly distinguish between friend and foe in the heat of battle.


Ruthless Onslaught

11th-Level Vanguard Feature

Your precision while shifted reaches lethal levels. While in Dakvura, whenever you reduce a creature to 0 Hit Points with a melee weapon attack, you can immediately make one additional melee weapon attack against a different creature within your reach as part of the same Action.


Relentless Shift

13th-Level Vanguard Feature

If you roll Initiative and have no uses of Dakvura remaining, you immediately regain 1 use.


Vanguard’s Protection

15th-Level Vanguard Feature

Your bloodlust evolves into a ruthless protective instinct. While in Dakvura, when an ally within your walking speed (including your Dakvura speed bonus) is targeted by an attack roll or fails a saving throw against an effect you can see, you can use your Reaction to instantly move to an unoccupied space adjacent to that ally. If you do, you become the target of the triggering attack or effect instead. If the triggering creature is within your reach after you move, you can make one melee weapon attack against it as part of this Reaction. This movement does not provoke Opportunity Attacks.


Perfected Dakvura

18th-Level Vanguard Feature

Your physical form is perfectly synchronized with the dark power. The Resistance granted by Dakvura expands to include Necrotic damage. You achieve Elemental Supremacy: your weapon attacks and Elemental Arts that deal your Elemental Discipline’s primary damage type ignore Resistance and treat Immunity as Resistance. The speed bonus granted by Dakvura increases to +20 feet (replacing the previous +10 feet).


Epic Boon

19th-Level Vanguard Feature

You achieve an epic milestone. You gain one Epic Boon feat of your choice from the Player’s Handbook (2024) for which you meet the prerequisites.


Abyssal Executioner

20th-Level Vanguard Feature

Your uses of Dakvura become unlimited—you can enter Dakvura as many times as you wish without expending uses.

Additionally, while in Dakvura, when you hit a creature with a melee weapon attack, you can expend 2 Elemental Arts uses to unleash a devastating surge of power. The creature must make a Constitution saving throw against your Art Save DC. On a failure, the creature takes an additional 6d10 damage of your Elemental Discipline’s primary damage type and is Stunned until the end of your next turn. On a success, it takes half the additional damage and is not Stunned.


Elemental Disciplines

Each Elemental Discipline represents a Vanguard who has bound their Dakvura to a specific element of the Elsaither. All Disciplines share the same framework: 4 Elemental Arts defined at 3rd level, a passive 3rd-level feature, and subclass features at 7th, 10th, 14th, and 17th level.

Unless otherwise noted, each Elemental Art costs 1 Elemental Art use to activate, and the Art Save DC equals 8 + your Proficiency Bonus + your Constitution modifier.


The Infernal Discipline (Fire)

Elemental Profile: Primary — Fire | Secondary — Radiant, Force, Piercing

Vanguards of the Infernal Discipline do not simply wield fire—they are consumed by it. Every blow they land sets the world alight, every step they take leaves scorched earth, and every moment they hold the Shift brings them closer to a volcanic eruption. They are the most feared Vanguards at close range, pouring on offensive pressure until nothing remains but ash.

Elemental Arts (Infernal)

At 3rd level, you gain the following Elemental Arts.

Blazing Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d6 Fire damage and must make a Constitution saving throw or begin Burning (taking 1d4 Fire damage at the start of each of its turns). A creature or a creature within 5 feet of it can use an Action to extinguish the flames, ending the Burning early.

Flame Surge. Bonus Action. You erupt in superheated air. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 Fire damage on a failure (half on a success). Creatures that fail the save also begin Burning (1d4 Fire per turn, as above).

Ember Shield. Reaction, triggered when you take damage. You sheathe yourself in volatile embers, gaining Temporary Hit Points equal to 2d8 + your Constitution modifier. If the attacker is within 5 feet of you, it takes 1d6 Fire damage.

Infernal Dash. Bonus Action. You ignite your legs and surge forward, moving up to 20 feet in a straight line without provoking Opportunity Attacks. Each creature within 5 feet of your path must succeed on a Dexterity saving throw or take 1d10 Fire damage.

Infernal Aura

3rd-Level Infernal Discipline Feature While in Dakvura, you radiate intense heat. Any creature that starts its turn within 5 feet of you takes Fire damage equal to your Proficiency Bonus.

Detonation

7th-Level Infernal Discipline Feature Your Flame Surge Art is supercharged. When you use Flame Surge, you may also apply a shockwave: creatures that fail the saving throw are pushed 10 feet away from you and knocked Prone, and the cone increases to 20 feet.

Phoenix Rush

10th-Level Infernal Discipline Feature As a Bonus Action while in Dakvura (no Elemental Art cost), you charge up to 30 feet in a straight line without provoking Opportunity Attacks. If you moved at least 10 feet, your next melee weapon attack this turn deals an additional 3d6 Fire damage and the target begins Burning (1d6 Fire per turn). You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Living Flame

14th-Level Infernal Discipline Feature You gain Immunity to Fire damage. While in Dakvura, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. Any creature that hits you with a melee attack takes 2d6 Fire damage.

Volcanic Eruption

17th-Level Infernal Discipline Feature Once per Long Rest, as an Action, you trigger a volcanic eruption centered on yourself. Each creature within 30 feet must make a Dexterity saving throw against your Art Save DC, taking 8d8 Fire damage on a failure (half on a success). Creatures that fail also begin Burning (2d6 Fire per turn). The ground within the eruption radius becomes Difficult Terrain for 1 minute.


The Tide Sovereign (Water)

Elemental Profile: Primary — Cold | Secondary — Bludgeoning, Piercing, Acid

Tide Sovereigns are masters of momentum and pressure. Their strikes carry the weight of an ocean wave, and their battlefield control is unmatched among the Vanguards. Where others overwhelm with fury, Tide Sovereigns overwhelm with inevitability—pulling enemies in, slowing their movements, and freezing them solid.

Elemental Arts (Tidal)

Crushing Current. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d6 Cold damage and must make a Strength saving throw or be pushed 10 feet away from you and knocked Prone.

Tidal Surge. Bonus Action. You release a burst of pressurized water in a 15-foot cone. Each creature must make a Strength saving throw, taking 3d6 Cold damage on a failure (half on a success). Creatures that fail are pushed 10 feet away and have their Speed reduced by 10 feet until the start of your next turn.

Frost Barrier. Reaction, triggered when you are targeted by an attack or effect. You crystallize moisture into a defensive shell, gaining Temporary Hit Points equal to 2d10 + your Constitution modifier that last until the start of your next turn or until depleted.

Undertow Pull. Bonus Action. You reach out with freezing water. One creature you can see within 30 feet must make a Strength saving throw or be pulled 15 feet directly toward you and have its Speed reduced to 0 until the start of your next turn.

Ebb and Flow

3rd-Level Tide Sovereign Feature Whenever you push or pull a creature using one of your Elemental Arts, you can also move up to 10 feet in the opposite direction as part of the same Bonus Action or Reaction, without provoking Opportunity Attacks.

Freezing Strike

7th-Level Tide Sovereign Feature When you hit a creature with a melee weapon attack, you can expend 1 Elemental Art use (in addition to any other cost for that action) to force it to make a Constitution saving throw. On a failure, the target is Restrained by a coating of ice until the end of its next turn.

Undertow Nova

10th-Level Tide Sovereign Feature Once per Long Rest, as an Action (no Elemental Art cost), you unleash a massive tidal surge. Each creature within 20 feet must make a Strength saving throw. On a failure, a creature takes 6d8 Cold damage, is pulled to a space within 5 feet of you, and is Restrained (iced over) until the end of your next turn. On a success, it takes half damage.

Glacial Dominion

14th-Level Tide Sovereign Feature Creatures Restrained by your ice have their Speed reduced to 0 for the duration, cannot take Reactions, and take 1d6 Cold damage at the start of each of their turns until freed. Additionally, you ignore Difficult Terrain.

Ocean’s Wrath

17th-Level Tide Sovereign Feature You gain Immunity to Cold damage. While in Dakvura, whenever you hit a creature with a melee weapon attack, you can choose to deal Cold damage instead of the attack’s normal type (no Elemental Art cost; stacks with Elemental Strike). Your Crushing Current Art costs no Elemental Art uses while in Dakvura.


The Glacial Bulwark (Ice)

Elemental Profile: Primary — Cold | Secondary — Piercing, Slashing, Bludgeoning

Where the Tide Sovereign commands the flow of battle, the Glacial Bulwark simply becomes immovable. Ice Vanguards crystallize their Dakvura into a second skin of jagged ice, turning every attempted blow into a punishing experience for the attacker. They are the hardest Vanguards to kill.

Elemental Arts (Glacial)

Frost Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d6 Cold damage and its Speed is reduced by 15 feet until the start of your next turn.

Ice Spike Burst. Bonus Action. Spikes of ice erupt in a 10-foot radius centered on a point you can see within 30 feet. Each creature in the area must make a Dexterity saving throw, taking 3d8 Cold damage on a failure (half on a success). Creatures that fail have their Speed reduced by 10 feet until the start of your next turn.

Crystal Carapace. Bonus Action. You crystallize a shell of ice around your body, gaining Temporary Hit Points equal to 3d6 + your Constitution modifier. Until these Temporary Hit Points are depleted, any creature that hits you with a melee attack takes 1d4 Cold damage from the icy shards.

Freezing Grip. Triggered when you successfully Grapple a creature (1 use expended at the moment of grappling). At the start of each of the Grappled creature’s turns, it must make a Constitution saving throw or take 2d6 Cold damage and be unable to use verbal components until the start of your next turn.

Permafrost Body

3rd-Level Glacial Bulwark Feature While in Dakvura, your body is encased in crackling ice. Creatures that hit you with melee attacks take Cold damage equal to your Proficiency Bonus. Additionally, the ground within 10 feet of you is Difficult Terrain for other creatures.

Crystal Armor

7th-Level Glacial Bulwark Feature While in Dakvura, your AC increases by +2 from the crystallized ice overlaying your armor. If you are not wearing armor while in Dakvura, your AC equals 12 + your Dexterity modifier + your Constitution modifier instead.

Absolute Zero

10th-Level Glacial Bulwark Feature Once per Long Rest, as an Action (no Elemental Art cost), you drop the ambient temperature to lethal levels. Each creature within 20 feet must make a Constitution saving throw. On a failure, a creature takes 8d6 Cold damage and is Frozen Solid (Incapacitated, Speed 0) until it takes Fire or Thunder damage, or until a creature within 5 feet uses an Action to break the ice (Strength check against your Art Save DC). On a success, it takes half damage.

Glacial Immortal

14th-Level Glacial Bulwark Feature When you are reduced to 0 Hit Points while in Dakvura, you can choose not to fall Unconscious. Instead, you drop to 1 Hit Point and gain Resistance to all damage until the start of your next turn, at which point the ice shell shatters. Once you use this feature, you cannot use it again until you finish a Long Rest.

Glacial Apotheosis

17th-Level Glacial Bulwark Feature You gain Immunity to Cold damage. While in Dakvura, whenever you score a Critical Hit with a melee weapon attack, the target is Frozen Solid (as per Absolute Zero) until the end of your next turn, with no saving throw.


The Stonewarden Discipline (Earth)

Elemental Profile: Primary — Bludgeoning | Secondary — Force, Piercing, Thunder

The Stonewarden is the immovable wall of Elsaither’s battlefield. Their connection to the earth runs deeper than most—they become one with the stone beneath their feet. As they shift, they become nigh-impossible to topple, and their strikes carry the force of avalanche and earthquake.

Elemental Arts (Stone)

Seismic Slam. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d8 Bludgeoning damage and must make a Strength saving throw or be knocked Prone. If the target is already Prone, it takes an extra 1d8 Bludgeoning damage instead.

Tremor Pulse. Bonus Action. You stomp the ground, sending a shockwave outward. Each creature within 15 feet must make a Strength saving throw, taking 3d6 Bludgeoning damage on a failure (half on a success) and being knocked Prone on a failure. This feature has no effect on flying creatures or creatures of Huge size or larger.

Stone Skin. Bonus Action. You harden your skin into living stone, gaining Temporary Hit Points equal to 2d8 + your Proficiency Bonus + your Constitution modifier that last for 1 minute or until depleted.

Ground Shatter. Bonus Action. You destroy the earth beneath your enemies. Each creature within a 10-foot radius of a point on the ground within 30 feet must make a Dexterity saving throw, taking 2d8 Bludgeoning damage on a failure (half on a success). The affected area becomes Difficult Terrain for 1 minute.

Earthen Immovability

3rd-Level Stonewarden Feature You have Advantage on ability checks and saving throws made to avoid being knocked Prone or forcibly moved. While in Dakvura, you ignore Difficult Terrain.

Tremor Step

7th-Level Stonewarden Feature While in Dakvura, your walking speed cannot be reduced below 20 feet by any means. Additionally, when you move at least 10 feet before making a melee weapon attack, the target of that attack has Disadvantage on its next saving throw against one of your Elemental Arts before the end of your next turn.

Seismic Dominance

10th-Level Stonewarden Feature Once per Long Rest, as an Action (no Elemental Art cost), you trigger a localized earthquake within 30 feet of you. The area becomes Difficult Terrain. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 6d8 Bludgeoning damage and is Restrained (buried to the knees in rubble) until it uses an Action to free itself (Strength check against your Art Save DC). On a success, it takes half damage.

Titan’s Grip

14th-Level Stonewarden Feature You can Grapple creatures up to two sizes larger than you. A creature Grappled by you is also Restrained. Your weapon attacks against a creature you are Grappling deal an additional 1d8 Bludgeoning damage.

Living Mountain

17th-Level Stonewarden Feature You cannot be involuntarily pushed, pulled, knocked Prone, or relocated by any means while standing on solid ground. While in Dakvura, you gain Immunity to Bludgeoning damage from non-magical sources, and your Tremor Pulse Art costs no Elemental Art uses.


The Gale Sovereign (Air)

Elemental Profile: Primary — Force | Secondary — Thunder, Cold, Bludgeoning

Gale Sovereigns redefine what it means to be a melee combatant. They are never in one place long enough to be hit. Their Dakvura manifests as a perpetual storm that carries them across the battlefield in an instant, making them the most mobile and evasive Vanguards in the Elsaither.

Elemental Arts (Gale)

Gale Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d6 Force damage and must make a Strength saving throw or be pushed 10 feet away from you. If it fails and collides with an object or another creature, it also takes 1d6 Bludgeoning damage.

Cyclone Burst. Bonus Action. You unleash a localized cyclone. Each creature within 15 feet must make a Strength saving throw, taking 3d6 Force damage on a failure (half on a success). Creatures that fail are pushed to the outer edge of the burst. The area becomes Difficult Terrain (swirling winds) until the start of your next turn.

Wind Shroud. Reaction, triggered when targeted by a ranged attack. Swirling winds deflect the blow. You gain +5 to your AC against the triggering attack. If the attack misses, you can move up to 10 feet as part of this Reaction without provoking Opportunity Attacks.

Vortex Pull. Bonus Action. You create a localized vortex at a point within 20 feet. Each creature within 10 feet of that point must make a Strength saving throw or be pulled 10 feet toward the point and Restrained (wind-bound) until the start of your next turn.

Wind Walker

3rd-Level Gale Sovereign Feature Opportunity Attacks against you are made with Disadvantage. While in Dakvura, you can move through the space of any creature (you must end your turn in an unoccupied space).

Tailwind

7th-Level Gale Sovereign Feature As a Bonus Action (no Elemental Art cost) while in Dakvura, you can take the Dash action. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Cyclone Form

10th-Level Gale Sovereign Feature Once per Long Rest, as a Bonus Action, you transform into a whirling cyclone for 1 minute. While active, your walking speed increases by 30 feet (stacks with Dakvura), you gain Resistance to Force and Thunder damage, and each creature that starts its turn within 10 feet of you must succeed on a Strength saving throw (DC = your Art Save DC) or be pushed 5 feet away and knocked Prone.

Windborne Retaliation

14th-Level Gale Sovereign Feature When a creature misses you with a melee attack, you can use your Reaction (no Elemental Art cost) to move up to 15 feet without provoking Opportunity Attacks and make one melee weapon attack against that creature.

Eye of the Storm

17th-Level Gale Sovereign Feature You gain Immunity to Force damage. While in Dakvura, at the start of each of your turns, each hostile creature within 15 feet must succeed on a Strength saving throw or be pushed 5 feet directly away from you. Your Gale Strike Art costs no Elemental Art uses while in Dakvura.


The Stormstrike Discipline (Lightning)

Elemental Profile: Primary — Lightning | Secondary — Fire, Piercing, Radiant

A Stormstrike Vanguard moves like a bolt of lightning and hits like one too. Their power chains from target to target, paralyzing entire enemy formations before a single enemy has registered what hit them. They are offensive specialists who destroy single targets while threatening the entire formation around them.

Elemental Arts (Stormstrike)

Chain Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d6 Lightning damage, and one other creature of your choice within 10 feet of the original target must make a Dexterity saving throw or take 1d8 Lightning damage.

Static Burst. Bonus Action. You release a built-up electrical charge in a 15-foot cone. Each creature must make a Dexterity saving throw, taking 3d6 Lightning damage on a failure (half on a success). Creatures that fail cannot take Reactions until the start of your next turn.

Galvanic Shell. Reaction, triggered when you take damage. You discharge built-up static energy, taking half the triggering damage (rounded down). The attacker must make a Dexterity saving throw or take 1d10 Lightning damage.

Thunder Dash. Bonus Action. You move with the speed of lightning, teleporting to an unoccupied space you can see within 30 feet. Creatures within 5 feet of where you depart and where you arrive must make a Dexterity saving throw or take 1d6 Lightning damage and lose their Reaction until the start of your next turn.

Voltage

3rd-Level Stormstrike Feature Each time you hit the same creature with a melee weapon attack on consecutive turns, it takes an extra 1d4 Lightning damage per consecutive hit (maximum 4d4). The charge resets if you miss the creature, it moves more than 30 feet away, or you attack a different creature.

Thunder Leap

7th-Level Stormstrike Feature Your Thunder Dash Art improves: the range increases to 60 feet, and creatures within 10 feet of your departure and arrival points must make the saving throw. Additionally, if you teleport at least 30 feet, your next melee weapon attack before the end of your turn deals an extra 2d8 Lightning damage.

Chain Lightning

10th-Level Stormstrike Feature Once per Long Rest, as an Action (no Elemental Art cost), you unleash a full lightning barrage. Choose one creature you can see within 30 feet. It must make a Dexterity saving throw. On a failure, it takes 8d6 Lightning damage and the bolt jumps to up to 4 other creatures of your choice within 30 feet of the original target (each making its own save, taking 4d6 Lightning on a failure or half on a success). On a success, the original creature takes half damage with no jump.

Static Field

14th-Level Stormstrike Feature As a Bonus Action while in Dakvura (1 Elemental Art use), you activate a Static Field that lasts 1 minute. While active, hostile creatures within 15 feet of you have their Speed halved, ranged weapon attacks against creatures within the field are made with Disadvantage, and you have Advantage on melee attack rolls against creatures within the field.

Storm Body

17th-Level Stormstrike Feature You gain Immunity to Lightning damage. While in Dakvura, your Chain Strike Art costs no Elemental Art uses. Additionally, whenever you score a Critical Hit with a melee weapon attack, lightning arcs to all hostile creatures within 15 feet of the target: each must succeed on a Dexterity saving throw or take 2d10 Lightning damage.


The Radiant Sovereign (Laser)

Elemental Profile: Primary — Radiant | Secondary — Fire, Piercing, Necrotic

Radiant Sovereigns bring the precision of a laser to the brutality of a Vanguard chassis. While other Vanguards overwhelm with area damage, the Radiant Sovereign focuses its power to a single devastating point—searing through resistance, blinding its quarry, and executing with surgical lethality.

Elemental Arts (Radiant)

Precision Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d8 Radiant damage and has Disadvantage on the next saving throw it makes before the end of your next turn.

Radiant Burst. Bonus Action. You release a blinding flash in a 15-foot cone. Each creature must make a Constitution saving throw, taking 3d6 Radiant damage on a failure (half on a success) and being Blinded until the start of your next turn on a failure.

Photon Shield. Reaction, triggered when you take Radiant, Fire, or Piercing damage. You absorb a portion of the energy, taking half the triggering damage (rounded down). The next melee weapon attack you make before the end of your next turn deals an additional 2d6 Radiant damage.

Blinding Strike. Triggered when you hit a creature with a melee weapon attack. The target must make a Constitution saving throw or be Blinded until the end of its next turn. A creature Blinded this way also loses its Reaction until the start of your next turn.

Focused Energy

3rd-Level Radiant Sovereign Feature Your attacks against Blinded creatures deal 2 additional damage per weapon damage die (e.g., a 1d8 weapon deals +2 damage; a 2d6 weapon deals +4 damage). Additionally, you can see through magical darkness within 60 feet of you.

Laser Focus

7th-Level Radiant Sovereign Feature Your Radiant Burst Art’s damage increases to 4d6 Radiant, and creatures that fail the saving throw remain Blinded until the start of your next turn (not the end of their next action). Additionally, once per Short or Long Rest, you can use Radiant Burst as a Bonus Action on the same turn you take the Attack action.

Blinding Overload

10th-Level Radiant Sovereign Feature Once per Long Rest, as an Action (no Elemental Art cost), you overload your Dakvura into a point of pure radiant energy. Each creature within 30 feet must make a Constitution saving throw. On a failure, a creature takes 6d8 Radiant damage and is Blinded for 1 minute (repeating the save at the end of each of its turns). On a success, it takes half damage and is Blinded until the start of your next turn.

Photon Overload

14th-Level Radiant Sovereign Feature While Blinded creatures are within your reach, your Critical Hit range expands by 1 (Critical Hits on 19–20). Whenever you score a Critical Hit, you automatically trigger your Blinding Strike Art effect against the target (no Elemental Art use required, no saving throw—the creature is automatically Blinded until the end of its next turn).

Prismatic Edge

17th-Level Radiant Sovereign Feature You gain Immunity to Radiant damage. Your weapon attacks and Elemental Arts ignore Resistance to Radiant damage and treat Immunity to Radiant damage as Resistance. Your Precision Strike Art costs no Elemental Art uses while in Dakvura.


The Miasmic Discipline (Gas)

Elemental Profile: Primary — Poison | Secondary — Psychic, Force, Acid

Miasmic Vanguards are the attrition specialists of the Dakvura order. They do not need to land devastating single blows—they create a cloud of suffering that slowly destroys everything in their vicinity. Their Dakvura manifests as a toxic haze, and their battlefield is one long exercise in inexorable suffocation.

Note: While both the Miasmic Discipline (Gas) and the Venomblood Sovereign (Poison) deal Poison damage, they are fundamentally different in approach. The Miasmic Discipline is an area-denial specialist whose gas clouds control space and deny movement. The Venomblood Sovereign is a single-target stacker who injects ever-more-lethal toxins directly into enemies.

Elemental Arts (Miasmic)

Toxin Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d6 Poison damage and must make a Constitution saving throw or be Poisoned until the start of your next turn. If the target is already Poisoned, it instead takes 1d8 additional Poison damage with no save.

Smog Burst. Bonus Action. You exhale a cloud of toxic gas, creating a 15-foot-radius cloud centered on you that lasts until the start of your next turn. The cloud is Heavily Obscured. Any creature other than you that starts its turn in the cloud or enters it must make a Constitution saving throw or take 2d6 Poison damage and be Poisoned until the start of your next turn.

Vapor Shroud. Reaction, triggered when you take damage. You release a choking cloud, gaining Temporary Hit Points equal to 2d6 + your Constitution modifier. The attacker must make a Constitution saving throw or be Poisoned until the start of your next turn.

Corrosive Mist. Bonus Action. You spray acid-laced mist in a 10-foot cone. Each creature must make a Dexterity saving throw, taking 2d6 Acid damage on a failure (half on a success). Creatures that fail take a −2 penalty to AC until the start of your next turn.

Toxic Presence

3rd-Level Miasmic Feature While in Dakvura, your body continuously exudes toxic fumes. Any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw (DC = your Art Save DC) or take Poison damage equal to your Proficiency Bonus. Creatures with Immunity to the Poisoned condition or to Poison damage automatically succeed.

Miasmic Cloud

7th-Level Miasmic Feature Your Smog Burst Art improves: the cloud persists for 1 minute (instead of until the start of your next turn) and its radius increases to 20 feet. Creatures that fail their Constitution save against the cloud take an additional 1d6 Necrotic damage from the psychic contamination of the vapors.

Suffocating Field

10th-Level Miasmic Feature Once per Long Rest, as a Bonus Action, you saturate the battlefield with concentrated toxins for 1 minute. A 30-foot radius centered on you becomes a death-gas zone: creatures in the zone have their Speed halved, and any creature that starts its turn in the zone must make a Constitution saving throw or take 4d6 Poison damage and be Poisoned until it leaves the zone (half damage on a success).

Necrotic Vapors

14th-Level Miasmic Feature Creatures that are Poisoned by any of your features take an additional 2d6 Psychic damage the first time they take damage from one of your Elemental Arts or weapon attacks each turn. Additionally, you have Advantage on attack rolls against Poisoned creatures.

Toxic Apotheosis

17th-Level Miasmic Feature You gain Immunity to Poison damage and the Poisoned condition. While in Dakvura, your melee weapon attacks automatically inflict the Poisoned condition on every hit (no save, until the start of your next turn). Your Toxin Strike Art costs no Elemental Art uses while in Dakvura.


The Ironclad Discipline (Metal)

Elemental Profile: Primary — Slashing | Secondary — Piercing, Bludgeoning, Thunder

Ironclad Vanguards are the armored juggernauts of Elsaither. Their Dakvura manifests as living metal that coats their body and bleeds into their weapons, turning every blow into an armor-shredding catastrophe. They are high-damage tanks who reward staying in the fight—the longer the battle goes, the more dangerous they become.

Elemental Arts (Ironclad)

Shearing Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d8 Slashing damage and must make a Strength saving throw or have its AC reduced by 2 until the start of your next turn (minimum effective AC 10). Multiple applications stack up to a maximum reduction of 6 from this feature at any one time.

Blade Cascade. Bonus Action. You unleash a flurry of metallic shards in a 15-foot cone. Each creature must make a Dexterity saving throw, taking 3d6 Slashing damage on a failure (half on a success). Creatures that fail have their Speed reduced by 10 feet until the start of your next turn.

Iron Bulwark. Reaction, triggered when you take Bludgeoning, Piercing, or Slashing damage. Living metal plates slam over your body: you take half the triggering damage (rounded down) and your AC increases by +3 until the start of your next turn.

Slag Sweep. Bonus Action. You sweep your weapon in a wide arc. All creatures within your weapon’s reach must make a Dexterity saving throw, taking 2d6 Slashing damage on a failure (half on a success) and being knocked Prone on a failure.

Alloy Skin

3rd-Level Ironclad Feature While in Dakvura and wearing armor, your AC increases by +1 from living metal reinforcement. While not in Dakvura, you gain Resistance to Slashing damage from non-magical weapons.

Metallic Momentum

7th-Level Ironclad Feature Whenever you hit the same creature with two or more weapon attacks in the same turn, your next attack against that creature before the end of your next turn deals 2d6 additional Slashing damage as razor-edged metal strips away at its defenses.

Blade Storm

10th-Level Ironclad Feature Once per Long Rest, as a Bonus Action while in Dakvura, you activate a Blade Storm for 1 minute. At the start of each of your turns during the storm, each hostile creature within your weapon’s reach must make a Dexterity saving throw or take 3d6 Slashing damage (half on a success). During Blade Storm, your Shearing Strike Art stacks up to a maximum AC reduction of 10 instead of 6.

Armor Pierce

14th-Level Ironclad Feature Your strikes cut through manufactured and natural armor alike. Your weapon attacks ignore any bonus to AC granted by worn armor (including magical armor bonuses), natural armor above 10, and Shields. This does not apply to AC bonuses from class features, spells, or Unarmored Defense.

Forged Perfection

17th-Level Ironclad Feature You gain Immunity to Slashing damage from non-magical sources. While in Dakvura, once per turn, you can choose to deal maximum damage on all base weapon attack damage dice (this does not affect bonus dice from Dakvura, Elemental Arts, or other features).


The Ossuary Tyrant (Bone)

Elemental Profile: Primary — Bludgeoning | Secondary — Force, Psychic, Piercing

Ossuary Tyrants are the most unsettling Vanguards to face. Their Dakvura manifests as a horrifying physical transformation: bones protrude through their skin, joints crack and reform, and the psychic resonance of their power projects existential dread. They weaponize fear as effectively as bone.

Elemental Arts (Ossuary)

Bone Fracture. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d8 Bludgeoning damage and must make a Constitution saving throw or be Incapacitated until the start of its next turn from the shock of the fracture.

Marrow Burst. Bonus Action. You detonate a spray of bone shards in a 15-foot cone. Each creature must make a Dexterity saving throw, taking 3d6 Piercing damage and 1d6 Psychic damage on a failure (half the Piercing damage, no Psychic damage on a success).

Osseous Armor. Reaction, triggered when you take damage. You reflexively crystallize bone plating, gaining Temporary Hit Points equal to 2d8 + your Constitution modifier that last for 1 minute. Your Speed cannot be reduced to 0 by the triggering attack or effect until the start of your next turn.

Spine Rattle. Bonus Action. You emit a psychic frequency that rattles the bones of those nearby. Each creature within 20 feet must make a Wisdom saving throw or be Frightened of you until the start of your next turn (Disadvantage on attack rolls against creatures other than you; cannot willingly move closer to you).

Horrifying Presence

3rd-Level Ossuary Tyrant Feature While in Dakvura, hostile creatures that start their turn within 10 feet of you must succeed on a Wisdom saving throw (DC = your Art Save DC) or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

Bone Wall

7th-Level Ossuary Tyrant Feature Once per Short or Long Rest, as a Bonus Action, you conjure a wall of animated bone up to 20 feet long, 8 feet high, and 1 foot thick. It has AC 16 and Hit Points equal to 5 times your Vanguard level. It provides Three-Quarters Cover. Any creature that moves through or destroys a section must succeed on a Constitution saving throw or take 2d6 Piercing damage from the jagged edges.

Rattle the Living

10th-Level Ossuary Tyrant Feature Once per Long Rest, as an Action (no Elemental Art cost), you let out a cacophony of cracking bones and psychic resonance. Each hostile creature within 30 feet must make a Wisdom saving throw. On a failure, a creature is Frightened of you for 1 minute (repeating the save at the end of each of its turns). Creatures Frightened this way also take 2d6 Psychic damage at the start of each of their turns while Frightened.

Bone Prison

14th-Level Ossuary Tyrant Feature When you hit a creature with a melee weapon attack, you can expend 2 Elemental Art uses to conjure a cage of bone around it. The target must make a Strength saving throw. On a failure, it is Restrained for 1 minute and takes 2d6 Piercing damage at the start of each of its turns. On a success, it takes 2d6 Piercing damage and is not Restrained. The target can repeat the Strength save at the end of each of its turns, freeing itself on a success.

Undying Edifice

17th-Level Ossuary Tyrant Feature When you are reduced to 0 Hit Points, your skeletal frame knits back together. Instead of falling Unconscious, you drop to 1 Hit Point, gain Resistance to all damage until the start of your next turn, and your bone shell then shatters: each creature within 10 feet must succeed on a Dexterity saving throw or take 4d6 Bludgeoning damage (half on a success). Once you use this feature, you cannot use it again until you finish a Long Rest.


The Umbral Sovereign (Shadow)

Elemental Profile: Primary — Psychic | Secondary — Force, Thunder, Necrotic

Umbral Sovereigns fight on two fronts simultaneously: the physical and the mental. Their Dakvura bleeds shadow energy into every strike, shattering minds as effectively as bones. They are the most psychically oppressive Vanguards, capable of confusing enemies, stepping through shadows, and projecting terror from the dark.

Elemental Arts (Umbral)

Mind Shatter. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d8 Psychic damage and must make an Intelligence saving throw or be Confused until the start of its next turn: on its next turn, roll a d6 — on 1–2, it attacks the nearest creature (friend or foe); on 3–4, it does nothing; on 5–6, it acts normally.

Shadow Burst. Bonus Action. You detonate a wave of psychic shadow energy in a 15-foot cone. Each creature must make an Intelligence saving throw, taking 3d6 Psychic damage and 1d6 Necrotic damage on a failure and losing its Reaction until the start of your next turn. On a success, it takes half the Psychic damage and no Necrotic damage.

Void Veil. Bonus Action. You wrap yourself in shadow, becoming Invisible until the start of your next turn or until you make an attack or use an Elemental Art. While Invisible this way, you have Advantage on your first attack roll before the Invisibility ends.

Terror Strike. Triggered when you hit a creature with a melee weapon attack. The target must make a Wisdom saving throw or be Frightened of you until the start of your next turn (Disadvantage on attack rolls against creatures other than you; cannot willingly move closer to you).

Shadow Step

3rd-Level Umbral Sovereign Feature As part of your movement (no Elemental Art cost), while you are in dim light or darkness, you can teleport up to 30 feet to another area of dim light or darkness you can see. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Psychic Pressure

7th-Level Umbral Sovereign Feature Creatures Frightened by any of your features or Elemental Arts have Disadvantage on all saving throws they make against your Elemental Arts for the duration of the Frightened condition.

Mind Fracture

10th-Level Umbral Sovereign Feature Once per Long Rest, as an Action (no Elemental Art cost), you unleash a torrent of psychic shadow. Choose one creature you can see within 60 feet. It must make a Wisdom saving throw. On a failure, it is Charmed by you for 1 minute (it will not attack you and can repeat the save at the end of each of its turns). While Charmed this way, it also takes 2d6 Psychic damage at the start of each of its turns.

Void Pull

14th-Level Umbral Sovereign Feature When you hit a creature with a melee weapon attack, you can expend 1 Elemental Art use to tear a void-rift. The target must make a Charisma saving throw. On a failure, you and the target swap positions, and it is Stunned until the start of your next turn from the psychic whiplash. On a success, neither effect occurs.

Shadow Merge

17th-Level Umbral Sovereign Feature You gain Immunity to Psychic damage. While in Dakvura, you have Advantage on all Dexterity (Stealth) checks. You can also use Void Veil as a Bonus Action at will (no Elemental Art cost), becoming Invisible until you make an attack or use an Art.


The Reaping Discipline (Death)

Elemental Profile: Primary — Necrotic | Secondary — Psychic, Force, Acid

Reaping Vanguards are life on a leash—death walking. Their Dakvura tears vitality from those they strike, healing themselves from their enemies’ suffering, and leaving behind withered, weakened husks. They are self-sustaining engines of attrition that grow stronger the longer a battle lasts.

Note: While both the Reaping Discipline (Death) and the Void-Iron Sovereign (Darki) deal Necrotic damage, they are fundamentally different. Reaping is a life-drain sustain build focused on stealing Hit Points and suppressing enemy healing. Void-Iron is a gravitational void-control build focused on repositioning enemies and detonating void energy outward.

Elemental Arts (Reaping)

Life Drain Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d8 Necrotic damage and you regain Hit Points equal to half the Necrotic damage dealt (rounded down).

Death’s Pulse. Bonus Action. You release a wave of death energy in a 15-foot cone. Each creature must make a Constitution saving throw, taking 3d6 Necrotic damage on a failure (half on a success). Creatures that fail also have their Hit Point maximum reduced by 1d6 until they finish a Long Rest (minimum 1; a creature reduced to 0 maximum Hit Points by this effect dies).

Corpse Ward. Reaction, triggered when a creature within 30 feet of you is reduced to 0 Hit Points. You harvest the departing life force, immediately gaining Temporary Hit Points equal to 2d8 + your Constitution modifier that last for 1 minute.

Wither Grip. Triggered when you successfully Grapple a creature (1 use expended at the moment of grappling). At the start of each of the Grappled creature’s turns, it must make a Constitution saving throw or take 1d8 Necrotic damage and have its Strength score reduced by 1 (minimum 1) until it finishes a Short or Long Rest.

Death Aura

3rd-Level Reaping Feature While in Dakvura, healing magic is suppressed near you. Creatures within 10 feet of you that attempt to regain Hit Points from any source regain only half the normal amount (rounded down).

Death Mark

7th-Level Reaping Feature When you hit a creature with a melee weapon attack, you can expend 1 Elemental Art use (no additional action required) to place a Death Mark on it. The Death Mark lasts for 1 minute: the creature takes 1d8 Necrotic damage at the start of each of its turns, and your weapon attacks against it deal an additional 1d6 Necrotic damage. Only one creature can be Marked at a time.

Soul Leech

10th-Level Reaping Feature Your Life Drain Strike Art improves: you now regain Hit Points equal to the full Necrotic damage dealt (not half), and the additional Necrotic damage increases to 3d8. Additionally, once per Short or Long Rest, when a creature you can see within 60 feet is reduced to 0 Hit Points, you gain Temporary Hit Points equal to that creature’s Challenge Rating × 5 (minimum 5).

Wither

14th-Level Reaping Feature When you hit a creature with a melee weapon attack, you can expend 2 Elemental Art uses to devastate its life force. The target must make a Constitution saving throw. On a failure, its Hit Point maximum is reduced by 4d10 for 24 hours (minimum 1; this cannot reduce maximum Hit Points below 1). If this would bring the target’s current Hit Points to 0 or lower, it immediately drops to 0 Hit Points.

Lich’s Fortitude

17th-Level Reaping Feature You gain Immunity to Necrotic damage. While you are at half your Hit Point maximum or fewer, you have Advantage on all attack rolls. While in Dakvura, you also regain 5 Hit Points at the start of each of your turns (this healing occurs before any other effects).


The Venomblood Sovereign (Poison)

Elemental Profile: Primary — Poison | Secondary — Acid, Psychic, Necrotic

Venomblood Sovereigns are patient hunters. Their Dakvura manifests as a physiology that produces increasingly lethal custom toxins—each hit piling more poison into the target until it collapses. They reward methodical, focused assault and the deliberate exploitation of the Poisoned condition.

Elemental Arts (Venomblood)

Venomous Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d6 Poison damage and must make a Constitution saving throw or be Poisoned for 1 minute (repeating the save at the end of each of its turns). While Poisoned this way, it takes 1d4 Poison damage at the start of each of its turns.

Miasmic Cloud. Bonus Action. You exhale targeted venom mist at a creature within 20 feet. That creature must make a Constitution saving throw, taking 3d6 Poison damage and being Poisoned for 1 minute on a failure (half damage, not Poisoned on a success).

Toxin Resistance. Reaction, triggered when you take Poison or Acid damage. You metabolize the toxin and redirect it outward, taking half the triggering damage (rounded down) and gaining Immunity to Poison damage until the start of your next turn. The attacker must make a Constitution saving throw or take 1d8 Poison damage.

Paralytic Sting. Triggered when you hit a creature with a melee weapon attack. The target must make a Constitution saving throw or have its Speed reduced to 0 until the start of your next turn and be unable to take Reactions. If the target is already Poisoned, this Speed reduction lasts until the end of its next turn instead.

Lethal Chemistry

3rd-Level Venomblood Feature When you deal Poison damage to a creature that is already Poisoned, the damage ignores Poison Resistance. Creatures with Immunity to Poison are treated as having Resistance instead when targeted by your Elemental Arts.

Venomous Coat

7th-Level Venomblood Feature Your skin secretes contact toxins. Any creature that hits you with a melee attack must make a Constitution saving throw (DC = your Art Save DC) or take 2d6 Poison damage and be Poisoned until the start of your next turn.

Poison Nova

10th-Level Venomblood Feature Once per Long Rest, as an Action (no Elemental Art cost), you trigger a massive burst of accumulated venom. Each creature within 20 feet must make a Constitution saving throw. On a failure, a creature takes 8d6 Poison damage, is Poisoned for 1 minute, and is Incapacitated until the start of your next turn. On a success, it takes half damage and is not Poisoned or Incapacitated.

Lethal Injection

14th-Level Venomblood Feature When you hit a creature with a melee weapon attack, you can expend 2 Elemental Art uses to inject a devastating dose of venom. The target must make a Constitution saving throw. On a failure, it takes 6d8 Poison damage, is Poisoned for 1 hour (cannot be removed by saving throws; requires Neutralize Poison or similar magic), and its Constitution score is reduced by 1d4 (minimum 1) for 24 hours. On a success, it takes half damage and is Poisoned only until the end of its next turn.

Plague Body

17th-Level Venomblood Feature You gain Immunity to Poison damage and the Poisoned condition. While in Dakvura, your melee weapon attacks automatically inflict the Poisoned condition on every hit (no save, until the start of your next turn). Your Venomous Strike Art costs no Elemental Art uses while in Dakvura.


The Razoreige Discipline (Knife / Cold Laser)

Elemental Profile: Primary — Slashing | Secondary — Piercing, Cold, Necrotic

Razoreige Vanguards channel the Cold Laser—a blade of absolute-zero light that cuts through warmth and life alike. Their strikes leave wounds that refuse to close, their cold factor slows and freezes, and their combined Slashing-Cold assault creates a uniquely difficult-to-resist damage profile. They are precision killers who layer debilitating conditions.

Elemental Arts (Razoreige)

Cold Steel Strike. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 1d8 Slashing damage and 1d8 Cold damage, and must make a Constitution saving throw or begin Bleeding (taking 1d6 Slashing damage at the start of each of its turns). Bleeding ends when the target or a creature within 5 feet of it uses an Action to stanch the wound, or when the target receives any magical healing.

Frostblade Cascade. Bonus Action. You unleash a storm of Cold Laser blades in a 15-foot cone. Each creature must make a Dexterity saving throw, taking 2d6 Slashing damage and 2d6 Cold damage on a failure (half on a success). Creatures that fail have their Speed reduced by 15 feet until the start of your next turn.

Cryo-Edge Shield. Reaction, triggered when you take Slashing, Piercing, or Cold damage. You crystallize Cold Laser energy, taking half the triggering damage (rounded down). The attacker must make a Strength saving throw or have its Speed reduced to 0 until the start of your next turn.

Chill Cut. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 1d6 Cold damage and its Speed is reduced by 20 feet until the start of your next turn. If this reduces its Speed to 0 or below, it is also Restrained until the start of your next turn.

Razor Precision

3rd-Level Razoreige Feature Whenever you score a Critical Hit with a melee weapon attack, the target automatically begins Bleeding (as per Cold Steel Strike’s bleed effect, no save required). The Bleeding damage from your Cold Steel Strike also deals 1d6 additional Cold damage per turn as the wound freezes shut improperly.

Frost Bleed

7th-Level Razoreige Feature Whenever a creature begins its turn Bleeding from one of your features, it also takes 1d4 Cold damage and its Speed is reduced by 5 feet (these additional effects persist as long as the Bleeding persists).

Subzero Slash

10th-Level Razoreige Feature Once per Long Rest, as a Bonus Action while in Dakvura, your next melee weapon attack this turn is made with Advantage. On a hit, the target takes 6d8 Cold damage and 6d8 Slashing damage and must succeed on a Constitution saving throw or be Frozen Solid (Incapacitated, Speed 0) for 1 minute (repeating the save at the end of each of its turns). While Frozen Solid, the target is also automatically Bleeding.

Razored Storm

14th-Level Razoreige Feature You can expend 2 Elemental Art uses as a Bonus Action to unleash a storm of Cold Laser energy. Each creature within 20 feet must make a Dexterity saving throw. On a failure, a creature takes 4d8 Slashing damage and 4d8 Cold damage and begins Bleeding. On a success, it takes half damage and does not Bleed.

Absolute Edge

17th-Level Razoreige Feature You gain Immunity to Cold damage. Your weapon attacks ignore Resistance to both Slashing and Cold damage and treat Immunity to either damage type as Resistance. Your Cold Steel Strike Art costs no Elemental Art uses while in Dakvura.


The Void-Iron Sovereign (Darki)

Elemental Profile: Primary — Necrotic | Secondary — Force, Acid, Psychic

Void-Iron Sovereigns channel the Darki—a specific manifestation of void energy that operates through gravitational annihilation. They remake the battlefield in real time, using gravitational arts to reposition enemies, deny space, and then execute them with void-enhanced strikes. Where the Reaping Discipline steals life, the Void-Iron Sovereign collapses the space around it.

Elemental Arts (Void-Iron)

Void Fist. Triggered when you hit a creature with a melee weapon attack. The target takes an additional 2d8 Necrotic damage and must make a Strength saving throw or be pulled 10 feet directly toward you (gravitational drag).

Abyssal Eruption. Bonus Action. You detonate a sphere of void energy at a point within 30 feet. Each creature within a 15-foot radius must make a Strength saving throw, taking 3d6 Necrotic damage and 1d6 Force damage on a failure (half Necrotic damage, no Force damage on a success). Creatures that fail are knocked Prone.

Darki Shroud. Reaction, triggered when you take damage. You phase momentarily into the void, taking half the triggering damage (rounded down) and gaining Resistance to Necrotic and Force damage until the start of your next turn.

Gravity Well. Bonus Action. You create a gravitational singularity at a point within 30 feet. Each creature within 15 feet of the point must make a Strength saving throw or be pulled up to 10 feet toward that point. Creatures pulled to within 5 feet of the point take 2d6 Necrotic damage.

Gravitational Pull

3rd-Level Void-Iron Feature Whenever you use a Bonus Action Elemental Art that pushes or pulls a creature, you can move up to 10 feet toward that creature as part of the same Bonus Action (no Opportunity Attack).

Gravity Crush

7th-Level Void-Iron Feature When you hit a creature with a melee weapon attack, you can expend 1 Elemental Art use (no additional action required) to intensify the gravity field around it. The creature’s Speed is reduced by 30 feet (minimum 0) and it has Disadvantage on Strength and Dexterity saving throws until the start of your next turn.

Void Explosion

10th-Level Void-Iron Feature Once per Long Rest, as an Action (no Elemental Art cost), you release a catastrophic void detonation. Each creature within 30 feet must make a Strength saving throw. On a failure, a creature takes 8d6 Necrotic damage and 4d6 Force damage, is knocked Prone, and is pushed 20 feet away from you. On a success, it takes half Necrotic damage and no Force damage.

Singularity

14th-Level Void-Iron Feature You can expend 2 Elemental Art uses as an Action to create a gravitational singularity at a point within 60 feet. Each creature within 30 feet of that point must make a Strength saving throw. On a failure, it is pulled to a space within 5 feet of the singularity, takes 6d8 Necrotic damage, and is Restrained (gravitationally pinned) for 1 minute (repeating the Strength save at the end of each of its turns to break free). On a success, it takes half damage and is not Restrained.

Void Apotheosis

17th-Level Void-Iron Feature You gain Immunity to Necrotic damage. While in Dakvura, whenever you hit a creature with a melee weapon attack, gravitational pulses radiate outward: each hostile creature within 10 feet of the target must succeed on a Strength saving throw or take 2d6 Force damage and be pushed 5 feet away from the target. Your Void Fist Art costs no Elemental Art uses while in Dakvura.


The Stormcrown Discipline (Sky)

Elemental Profile: Primary — Lightning or Force (choose one permanently at Level 3) | Secondary — Force or Lightning (whichever was not chosen as Primary), Thunder, Cold

Stormcrown Vanguards are the sovereigns of the open sky and everything beneath it. They combine the lethal precision of lightning with the overwhelming force of hurricane winds, creating a class that dominates both close-range and wide-area combat. They are among the most spectacular Vanguards to witness in battle—and among the most deadly to face.

Elemental Arts (Stormcrown)

When you select this Discipline at 3rd level, choose whether your primary damage type is Lightning or Force. This choice is permanent and applies to all features that reference your primary elemental damage type.

Thunderclap Strike. Triggered when you hit a creature with a melee weapon attack. The blow detonates with combined storm energy. The target takes 1d8 Lightning damage and 1d8 Thunder damage and must make a Constitution saving throw or be Deafened until the start of your next turn and pushed 5 feet away from you.

Maelstrom Burst. Bonus Action. You release a rotating column of storm energy. Each creature within 20 feet must make a Strength saving throw, taking 2d6 Lightning damage and 2d6 Thunder damage on a failure (half Lightning damage, no Thunder damage on a success). Creatures that fail are pushed 10 feet away from you.

Storm Ward. Reaction, triggered when you take Lightning, Thunder, or Force damage. You align with the storm, taking half the triggering damage (rounded down) and gaining Advantage on your next attack roll before the start of your next turn.

Heaven’s Descent. Bonus Action. You hurl yourself downward in a thunderous leap, moving up to 30 feet toward a point on the ground. Each creature within 10 feet of your landing point must make a Dexterity saving throw or take 3d6 Thunder damage and be knocked Prone (half damage, not Prone on a success).

Lord of the Open Sky

3rd-Level Stormcrown Feature You gain Resistance to Lightning and Thunder damage. Your jump distance is tripled, and you take no fall damage from falls of 60 feet or fewer.

Skyward Leap

7th-Level Stormcrown Feature As a Bonus Action (no Elemental Art cost) while in Dakvura, you can leap up to 60 feet in any direction, taking no fall damage. If you land on or adjacent to a hostile creature, it must succeed on a Dexterity saving throw or take 3d6 Thunder damage and be knocked Prone. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Thunderstorm

10th-Level Stormcrown Feature Once per Long Rest, as an Action (no Elemental Art cost), you call down a concentrated storm for 1 minute. At the start of each of your turns while the storm is active, choose up to 3 creatures you can see within 60 feet. Each must succeed on a Dexterity saving throw or take 3d6 Lightning damage and 3d6 Thunder damage (half on a success). This feature does not require Concentration.

Storm’s Eye

14th-Level Stormcrown Feature While in Dakvura, you create a 20-foot radius aura of storm winds. Hostile creatures entering or starting their turn in the aura have their Speed halved. Ranged weapon attacks against any creature within the aura are made with Disadvantage. Friendly creatures within the aura have Advantage on Dexterity saving throws.

Lord of Storms

17th-Level Stormcrown Feature You gain Immunity to Lightning and Thunder damage. While in Dakvura, at the start of each of your turns, you can direct a Storm Bolt at one creature you can see within 60 feet (no Elemental Art cost): that creature must succeed on a Dexterity saving throw or take 3d10 Lightning damage (half on a success). Your Thunderclap Strike Art costs no Elemental Art uses while in Dakvura.


Chapter 3: Backgrounds & Feats

Backgrounds

Ability Scores. When you choose a background, you can increase your ability scores in one of two ways: increase one listed score by 2 and another by 1, or increase all three listed scores by 1. No score can be increased above 20 using this feature.

Elemental Warrior You were taken from your home when you were young and brought to a training facility on your home planet to learn how to fight. War is all you have ever known.

  • Ability Scores: Strength, Dexterity, Constitution
  • Feat: Violent Soldier
  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiency: one Gaming Set of your choice (such as a Dice Set or Dragonchess Set)
  • Equipment: Greatsword, Longbow, 20 Arrows, Gaming Set, Healer’s Kit, Quiver, Standard Underclothes, 12cc.

Elemental Noble You grew up in a large, elegant, castle of a home, and your parents had you trained for combat. You are well acquainted with most areas of combat expertise.

  • Ability Scores: Dexterity, Charisma, Intelligence
  • Feat: Skilled
  • Skill Proficiencies: History, Persuasion
  • Tool Proficiency: Musical Instrument
  • Equipment: Musical Instrument, Regal Underclothes, Power Crystal (matching your element), 25cc.

Elemental Wanderer You have wandered the lands and connected deeply with your element for as long as you can remember.

  • Ability Scores: Dexterity, Constitution, Wisdom
  • Feat: Wilderness Brawler
  • Skill Proficiencies: Religion, Survival
  • Tool Proficiency: Gatherer’s Tools
  • Equipment: Glaive, Mace, Gatherer’s Tools, Tent, Standard Underclothes, 2cc.

Elemental Smith You grew up as an apprentice in a smith’s shop, hearing constant stories of war and epic battles.

  • Ability Scores: Strength, Constitution, Wisdom
  • Feat: Smithy
  • Skill Proficiencies: Persuasion, Investigation
  • Tool Proficiency: Fusion Smith’s Tools
  • Equipment: Warhammer, Fusion Smith’s Tools, 2 Pouches, Standard Underclothes, 27cc.

Elemental Traitor You found out early that you fought for the wrong side, but not early enough. You’ve done things you can’t undo.

  • Ability Scores: Dexterity, Charisma, Constitution
  • Feat: Alert
  • Skill Proficiencies: Sleight of Hand, Stealth
  • Tool Proficiency: Forgery Kit
  • Equipment: 2 Daggers, Forgery Kit, 2 Pouches, Standard Underclothes, 14cc.

Elemental Farmer You grew up close to the land. Years tending animals and cultivating the ground rewarded you with patience and good health.

  • Ability Scores: Strength, Constitution, Wisdom
  • Feat: Tough
  • Skill Proficiencies: Animal Handling, Nature
  • Tool Proficiency: Carpenter’s Tools
  • Equipment: Sickle, Carpenter’s Tools, Healer’s Kit, Iron Pot, Shovel, Standard Underclothes, 28cc.

Elemental Guard Your feet ache when you remember the countless hours you spent at your post on the walls, watchtowers, and the master’s quarters.

  • Ability Scores: Strength, Intelligence, Wisdom
  • Feat: Alert
  • Skill Proficiencies: Athletics, Perception
  • Tool Proficiency: one Gaming Set of your choice (such as a Dice Set or Dragonchess Set)
  • Equipment: Spear, Longbow, 20 Arrows, Gaming Set, Duchina Restraints, Standard Underclothes, Quiver, 10cc.

Elemental Hermit You spent your early years away from the rest of society, living in a nicely renovated cave or hut located in the middle of nowhere.

  • Ability Scores: Constitution, Wisdom, Charisma
  • Feat: Healing
  • Skill Proficiencies: Religion, Insight
  • Tool Proficiency: Herbalism Kit
  • Equipment: Quarterstaff, Dagger, Herbalism Kit, Book (Hokosha), Standard Underclothes, 16cc.

Elemental Tinkerer You spent your young years playing with technology, taking things apart, putting them together in new and exciting ways.

  • Ability Scores: Intelligence, Wisdom, Charisma
  • Feat: Smithy
  • Skill Proficiencies: Arcana, Insight
  • Tool Proficiency: Tinker’s Tools
  • Equipment: Dagger, Duchina Restraints, Tinker’s Tools, Standard Underclothes, 18cc.

Origin Feats

Violent Soldier Origin Feat You gain the Great Weapon Fighting fighting style: when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Skilled Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable.

Wilderness Brawler Origin Feat You gain the following benefits.

  • Unarmed Strike: Your unarmed strike deals 1d4 damage.
  • Push: When you hit a creature with an unarmed strike, you can push it 5 feet away from you. You can use this benefit only once per turn.
  • Improvised Weaponry: You have proficiency with improvised weapons.

Smithy Origin Feat You gain the following benefits.

  • Tool Proficiency: You gain proficiency with Fusion Smith’s Tools or Tinker’s Tools.
  • Discount: Whenever you buy a nonmagical item, you receive a 20 percent discount on it for personal use or crafting raw materials. Items purchased with this discount sell for their discounted value.
  • Crafting: When you finish a long rest, you can craft one consumable item (like a grenade or potion) worth 50cc or less, provided you have the materials.

Healing Origin Feat You gain the following benefits.

  • Elemental Medic: You can use a Healer’s Kit to tend to a creature. That creature can expend one Hit Die, rolling it and regaining hit points equal to the roll + your Proficiency Bonus.
  • Healing Rerolls: Whenever you roll a 1 on a die to determine the number of hit points you restore with a spell or ability, you can reroll the die and must use the new roll.

General Feats

Elsaither Resurgence General Feat (Prerequisite: Level 4+, Elementally Charged feature) Your connection to your core element has grown volatile and overwhelming.

  • Ability Score Increase: Increase your Constitution or your spellcasting ability score by 1, to a maximum of 20.
  • Elemental Surge: When you cast a spell or use a class feature that deals damage of your primary elemental type, you can reroll any 1s or 2s on the damage dice. You must use the new rolls, even if they are 1s or 2s.

Mutated Resonance General Feat (Prerequisite: Level 4+, Elementally Charged feature) You haven’t fully mutated, but you can force your body to emulate a rare mutation temporarily.

  • Ability Score Increase: Increase any ability score by 1, to a maximum of 20.
  • Fleeting Mutation: Choose one Elemental Mutation associated with your base element. Once per Long Rest, as a Bonus Action, you can manifest “The Power” of that mutation for 1 minute. However, during this minute, you are also subjected to “The Danger” of that mutation.

Symbiotic Coordination General Feat (Prerequisite: Level 4+, Nyxid race or Shadow Warrior class) The bond between host and symbiote allows for extraordinary reflexes and shared awareness.

  • Ability Score Increase: Increase your Strength, Dexterity, or Charisma score by 1, to a maximum of 20.
  • Shared Reflexes: Once per Long Rest, when you fail a Dexterity saving throw, you can choose to reroll it and use the new result.

Weaver’s Flow General Feat (Prerequisite: Level 8+, Proficiency with Martial Weapons and Spellcasting) You have mastered the gish combat style, seamlessly weaving magic and steel.

  • Ability Score Increase: Increase your Strength, Dexterity, or spellcasting ability score by 1, to a maximum of 20.
  • Spellsong Strike: When you take the Attack action on your turn, you can replace one of your attacks with a cantrip that has a casting time of 1 Action (using the Attack action in place of the cast). You can use this replacement a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.

Unshackled Resonance General Feat (Prerequisite: Level 4+, Elementally Charged feature) You have learned to push past your natural limits, weaponizing your own life force to amplify your elemental power.

  • Ability Score Increase: Increase your Constitution or your spellcasting ability score by 1, to a maximum of 20.
  • Overclock: Once per turn, when you deal damage with a spell or class feature that uses your primary elemental type, you can choose to expend one of your Hit Dice. Roll the Hit Die and add the result to the damage dealt to one target. However, the violent energy recoils, and you take damage equal to the number rolled. This recoil damage cannot be reduced in any way.

Elemental Vanguard General Feat (Prerequisite: Level 4+) You have trained to instinctively project your Elsaither energy outward as a defensive barrier when threatened.

  • Ability Score Increase: Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Reactive Shield: When a melee attack hits you, you can use your Reaction to erupt with elemental energy, gaining a +2 bonus to your AC against that attack. If the attack misses as a result of this bonus, the attacker takes 1d6 damage of your primary elemental type. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

High-Level Feats

Elemental Avatar General Feat (Prerequisite: Level 8+, Elementally Charged feature) You embody your element so completely that it visibly alters your physical form and overcomes natural defenses.

  • Ability Score Increase: Increase any ability score by 1, to a maximum of 20.
  • Piercing Resonance: Your spells and attacks that deal your primary elemental damage ignore Resistance to that damage type.
  • Elemental Aura: As a Bonus Action, you can cloak yourself in elemental energy for 1 minute. During this time, any creature that hits you with a melee attack takes 1d8 damage of your primary elemental type. You can use this aura once per Long Rest, or you can expend a 2nd-level or higher spell slot to use it again.

Master of Mutations General Feat (Prerequisite: Level 8+, Mutated Resonance feat or an active Elemental Mutation) You have conquered the volatile nature of the mutated elements, adapting your body to survive the dangers.

  • Ability Score Increase: Increase any ability score by 1, to a maximum of 20.
  • Controlled Danger: When you suffer from “The Danger” of a mutation, you have Advantage on any saving throws associated with it, and any self-inflicted damage from the danger is reduced by an amount equal to your Proficiency Bonus.
  • Second Manifestation: If you have the Mutated Resonance feat, you can use its Fleeting Mutation feature twice per Long Rest instead of once.

Spellsong Maestro General Feat (Prerequisite: Level 8+, Weaver’s Flow feat or Extra Attack feature) Your integration of martial prowess and Elsaither magic is flawless, allowing you to cast and strike in the blink of an eye.

  • Ability Score Increase: Increase your Strength, Dexterity, or spellcasting ability score by 1, to a maximum of 20.
  • Arcane Flurry: A number of times per Long Rest equal to your Proficiency Bonus, when you use your Action to cast a spell of 1st-level or higher, you can make one melee weapon attack as a Bonus Action.
  • Eldritch Deflection: When you take the Dodge action, you can expend a spell slot of 1st-level or higher. If you do, you gain temporary hit points equal to 1d10 + the spell slot's level and you gain Resistance to damage from spells until the start of your next turn.

Symbiotic Synchronicity General Feat (Prerequisite: Level 8+, Nyxid race or Shadow Warrior class) Host and symbiote have merged their minds and combat styles into a perfect, fluid machine.

  • Ability Score Increase: Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Two Minds: Because your symbiote watches your blind spots and guards your psyche, you have Advantage on saving throws against being Charmed, Frightened, or Stunned.
  • Symbiotic Switch: Once per turn, when you take the Attack action, you can have your symbiote stretch out for one of the strikes. That attack gains a reach of 10 feet and deals necrotic damage. If it hits, you can immediately move up to 10 feet without provoking Opportunity Attacks.

Mastery Feats (Level 12+)

Apex Mutation General Feat (Prerequisite: Level 12+, Master of Mutations feat or an active Elemental Mutation) You have learned to temporarily suppress the violent recoil of your mutation.

  • Ability Score Increase: Increase any ability score by 1, to a maximum of 20.
  • Resilient Mutation: When you suffer damage, exhaustion, or a negative condition from “The Danger” of your mutation, you can use your Reaction to halve the damage, ignore the exhaustion, or automatically succeed on the saving throw. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Elsaither Conduit General Feat (Prerequisite: Level 12+, Elemental Avatar feat) You can push the limits of your elemental output, ensuring your spells always hit with devastating force.

  • Ability Score Increase: Increase your Constitution or spellcasting ability score by 1, to a maximum of 20.
  • Overwhelming Element: When you roll damage for a spell or class feature that deals your primary elemental damage, you can treat any 1s or 2s on the damage dice as 3s. If you have a feature that allows you to reroll 1s and 2s (such as Elsaither Resurgence), resolve the reroll first. If the new result is still a 1 or 2, treat it as a 3.
  • Elemental Piercing: Once per Long Rest, when you hit a creature with an attack or spell that deals your primary elemental damage, you can treat Immunity to that damage type as Resistance for that attack.

Symbiotic Ascendancy General Feat (Prerequisite: Level 12+, Symbiotic Synchronicity feat) The symbiote acts as a perfect failsafe, ripping you away from death’s door.

  • Ability Score Increase: Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Symbiotic Preservation: If you are reduced to 0 Hit Points but not killed outright, you can choose to drop to 1 Hit Point instead. If you do, you gain Temporary Hit Points equal to your character level, and you can immediately move up to 15 feet without provoking Opportunity Attacks as the symbiote drags you to safety. Once you use this feature, you cannot use it again until you finish a Long Rest.

Epic Boons (Level 19+)

Boon of the First Elementals Epic Boon (Prerequisite: Level 19+, Elsaither Conduit feat)

  • Ability Score Increase: Increase any ability score by 1, to a maximum of 30.
  • Primordial Resistance: You gain Resistance to your primary elemental damage type. If you already have Resistance to it from another source, you gain Immunity instead.
  • Elemental Retribution: When a creature within 30 feet of you deals your primary elemental damage to you, you can use your Reaction to force them to make a Dexterity saving throw against your Spell Save DC. On a failure, they take damage of that type equal to 2d10 + your character level.

Boon of the Void Weaver Epic Boon (Prerequisite: Level 19+, Spellsong Maestro feat)

  • Ability Score Increase: Increase your Strength, Dexterity, or spellcasting ability score by 1, to a maximum of 30.
  • Eldritch Momentum: When you cast a spell of 1st-level or higher using your Action, your movement speed increases by 15 feet until the end of your turn, and your movement doesn’t provoke Opportunity Attacks.
  • Weaver’s Strike: Once per turn, when you hit a creature with a melee weapon attack, you can use your Bonus Action and expend a spell slot of 1st-level or higher to weave magic into the wound. The target takes extra damage of your primary elemental type equal to 1d8 per level of the spell slot expended (maximum 5d8).

Boon of the Perfect Host Epic Boon (Prerequisite: Level 19+, Symbiotic Ascendancy feat)

  • Ability Score Increase: Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 30.
  • Inseparable Minds: You are permanently Immune to the Charmed and Frightened conditions.
  • Symbiotic Flurry: Once per turn, when you miss with a melee weapon attack, you can allow your symbiote to immediately make a follow-up attack against the same target. This attack uses your normal attack roll modifier for the weapon. On a hit, this attack deals necrotic damage equal to 1d10 + your Strength or Dexterity modifier.

Chapter 4: Equipment & Magic Items

Special Materials

  • Crystalarium: A valuable crafting material. When used to forge armor, it can add Resistance to a specific element, selected at the time of forging.
  • Power Crystals: Crystals infused with elemental energy. Can be attached to a weapon as an Action. For 1 minute, the weapon deals +1d4 elemental damage on a hit (Once per Short Rest per crystal).
  • Gruhunsh: A coconut-like fruit with coffee-flavored flesh. Eating it grants the effect of the Haste spell for 1 minute. Non-Earth/Lightning elementals suffer 1 level of Exhaustion afterward.

Standardized Regional Weapons

Ninjonian Cluster (Krenpowen/Tenebrie)

  • Ninjonian Pistol: Simple Ranged. Range 40/120 ft. Damage: 1d6 Elemental. Properties: Ammunition, Range, Reload (15 shots), Light. Cost: 25cc.
  • Ninjonian Rifle: Martial Ranged. Range 100/500 ft. Damage: 1d8 Elemental. Properties: Ammunition, Range, Reload (10 shots), Two-Handed. Cost: 50cc.
  • Ninjonian Saber: Martial Melee. Damage: 1d8 Slashing. Properties: Finesse. Cost: 15cc.

Techno Cluster (Genempriea)

  • Techno Pulse Blaster: Simple Ranged. Range 60/180 ft. Damage: 1d6 Force or Elemental. Properties: Ammunition, Range, Reload (10 shots), Light. Cost: 30cc.
  • Techno Arc Blade: Martial Melee. Damage: 1d8 Lightning or Force. Properties: Versatile (1d10). Cost: 20cc.
  • Techno Railgun: Martial Ranged. Range 200/400 ft. Damage: 1d12 Elemental. Properties: Ammunition, Range, Reload (1 shot), Loading, Heavy, Two-Handed. Cost: 150cc.

Warrion Cluster (Garanko)

  • Warrion Heavy Cleaver: Martial Melee. Damage: 2d6 Slashing. Properties: Heavy, Two-Handed. Cost: 20cc.
  • Warrion Great-Axe: Martial Melee. Damage: 1d12 Slashing. Properties: Heavy, Two-Handed. Cost: 20cc.
  • Warrion War-Hammer: Martial Melee. Damage: 1d8 Bludgeoning. Properties: Versatile (1d10). Cost: 15cc.

Nidosis Cluster (Plunesako)

  • Nidosis Spear-Staff: Simple Melee. Damage: 1d6 Piercing or Bludgeoning. Properties: Versatile (1d8), Thrown (20/60). Cost: 5cc.
  • Nidosis Curved Dagger: Simple Melee. Damage: 1d4 Piercing or Slashing. Properties: Finesse, Light, Thrown (20/60). Cost: 2cc.
  • Nidosis Composite Bow: Martial Ranged. Range 150/600 ft. Damage: 1d8 Piercing. Properties: Ammunition, Range, Two-Handed. Cost: 30cc.

Regional Armor Suites

Ninjonian Armor

  • Ninjonian Assassin Armor: Light Armor. AC 11 + Dex modifier. Grants +2 bonus to Dexterity (Stealth) checks. Weight: 10 lbs. Cost: 15cc.
  • Standard Ninjonian Armor: Medium Armor. AC 14 + Dex modifier (Max 2). Weight: 30 lbs. Cost: 10cc.
  • Ninjonian Vanguard Plate: Heavy Armor. AC 17. Disadvantage on Stealth. Weight: 45 lbs. Cost: 60cc.

Techno Armor

  • Techno Weave Suit: Light Armor. AC 12 + Dex modifier. Integrated environmental seals (+1 bonus to Constitution saving throws against toxins and gases). Weight: 10 lbs. Cost: 25cc.
  • Reinforced Techno Suit: Medium Armor. AC 15 + Dex modifier (Max 2). Weight: 35 lbs. Cost: 40cc.
  • Heavy Techno Armor: Heavy Armor. AC 18. Disadvantage on Stealth. Requires Strength 15. Weight: 60 lbs. Cost: 100cc.

Warrion Armor

  • Warrion Beast Harness: Light Armor. AC 12 + Dex modifier. Weight: 12 lbs. Cost: 10cc.
  • Warrion Carapace Armor: Medium Armor. AC 15 + Dex modifier (Max 2). Disadvantage on Stealth. Weight: 40 lbs. Cost: 25cc.
  • Warrion Ironclad Mail: Heavy Armor. AC 17. Disadvantage on Stealth. Requires Strength 13. Weight: 55 lbs. Cost: 50cc.

Nidosis Armor

  • Nidosis Traveler Leathers: Light Armor. AC 12 + Dex modifier. Flexible and light. Weight: 8 lbs. Cost: 10cc.
  • Nidosis Chitin Guard: Medium Armor. AC 14 + Dex modifier (Max 2). Weight: 25 lbs. Cost: 20cc.
  • Nidosis Hardened Shell: Heavy Armor. AC 16. No Strength requirement. Weight: 35 lbs. Cost: 45cc.

Regional Magic Item Compendiums


1. Ninjonia Regional Compendium (Krenpowen/Tenebrie)

Weapons

  • Common:
    • Ninjonian Target Pistol: Range 40/120 ft. Base 1d6 Elemental. Shots shed 5-foot dim light. (Light, Reload 15).
    • Ninjonian Ceremonial Dagger: 1d4 Slashing/Piercing. 1/day as a Bonus Action, grant +1 bonus to your next attack roll.
  • Uncommon:
    • Ninjonian Crystal Darts (Set of 3): 1d4 Piercing + 1d4 Lightning. Return to pouch at end of turn.
    • Ninjonian Plasma Dagger: (Requires Attunement). 1d4 Piercing + 1d4 Fire. Ignites nonmagical flammable objects on hit.
  • Rare:
    • Ninjarikan Kutana: +1 Sword (Requires Attunement). Bonus Action (PB/LR) for 1 min: +1d6 primary elemental damage on hit.
    • Ninjonian Voltage Rifle: +1 Rifle (Requires Attunement). Range 100/500 ft (1d8 Lightning). 1/SR discharge: target makes DC 15 Con save or is Incapacitated until end of its next turn.
  • Very Rare:
    • Ninjonian Phantom Saber: +2 Rapier (Requires Attunement). Ignores Half-Cover. Hits deal extra 1d8 Psychic damage.
    • Ninjonian Dual Stun-Pistols (Pair): +2 Pistols (Requires Attunement). When dual-wielded, hitting a target twice on a turn forces a DC 16 Con save or target is Stunned until start of your next turn (1/SR).
  • Legendary:
    • Ninjonian Sovereign Blade: +3 Shortsword/Longsword (Requires Attunement). Critical hits force a DC 18 Wis save or target is Banished to the Shadow Realm for 1 minute (Concentration).
    • Ninjonian Void-Bore Cannon: +3 Heavy Firearm (Requires Attunement). Base 2d10 Force. 1/LR fire a 60ft cone of void energy (DC 19 Con save, 8d10 Force/Necrotic damage, half on success).

Armor & Shields

  • Common:
    • Ninjonian Stealth Lining: Armor Mod (Light). Advantage on Stealth checks while standing still in dim light/darkness.
    • Ninjonian Guard Buckler: +1 AC Shield. Weighs only 2 lbs.
  • Uncommon:
    • Ninjonian Eclipse Weave: Medium Armor (AC 15+Dex max 2). You can cast Pass Without Trace 1/Long Rest without spell components.
    • Ninjonian Deflector Shield: +1 Shield. Reaction when hit by a missile spell: reduce spell damage by 1d10 + Dex mod. You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest.
  • Rare:
    • Ninjonian Shadow-Weave Vest: Light Armor (AC 12+Dex). Resistance to Necrotic damage.
    • Ninjonian Night-Ops Suit: Light Armor (AC 12+Dex). +2 Stealth. PB/LR Bonus Action Invisibility until end of next turn or attack/spell cast.
    • Ninjonian Anti-Shadow Plate: Heavy Armor (AC 17+Dex Max 1). Resistance to Psychic damage. Disadvantage on Stealth.
  • Very Rare:
    • Ninjonian Prismatic Barrier Shield: +2 Shield (Requires Attunement). Reaction to incoming spell: grant yourself Advantage on the saving throw (PB/LR).
  • Legendary:
    • Ninjonian Ghost Knight Armor: Light/Medium Armor (AC 13/15+Dex, Requires Attunement). +3 AC. You gain a 30ft Fly speed (Hover) and can move through solid objects/creatures as if dim terrain (take 1d10 Force damage if ending turn inside).
    • Ninjonian Impervious Aegis: +3 Shield (Requires Attunement). You are Immune to the Frightened and Blinded conditions, and grant half-cover (+2 AC/Dex saves) to allies within 10 feet.

Wondrous Items & Accessories

  • Common:
    • Ninjonian Signal Orb: Sheds dim light 15ft. Can change color on command.
    • Ninjonian Light Charm: Gives the wearer 30 feet of Darkvision.
  • Uncommon:
    • Ninjonian Pulse Ring: Action: deal 1d6 Thunder damage to all adjacent creatures (DC 13 Str save or pushed 5ft, 1/SR).
    • Ninjonian Warp Locket: 1/Long Rest, cast Misty Step without a spell slot.
  • Rare:
    • Ninjonian Phase Harness: Bonus Action to step into Ethereal Plane until end of turn (1/SR, Requires Attunement).
    • Ninjonian Active Proton-Shield: Reaction when hit: gain +5 AC against triggering attack (as Shield spell, 3 charges/day).
    • Ninjonian Zerospace Boots: +10ft Speed. Bonus Action to teleport 15ft (PB/LR, Requires Attunement).
    • Ninjonian Holo-Cloak: Action to project 3 mirror images (as Mirror Image spell, 1/LR).
  • Legendary:
    • Ninjonian Mask of Shadows: +2 Spell Save DC & spell attack mod. You can see through magical darkness out to 120 feet.
    • Ninjonian Eye of the Elsaither: Artifact Pendant. Truesight out to 60 feet. Cast Time Stop 1/Long Rest.

2. Techno Regional Compendium (Genempriea)

Weapons

  • Common:
    • Techno Spark Blade: 1d6 Slashing. Ignores 1 point of nonmagical armor AC.
    • Techno Shock Wire: 1d4 Slashing (Finesse, Reach). On hit, reduces target reaction until start of its turn.
  • Uncommon:
    • Techno Shock Baton: 1d6 Bludgeoning + 1d4 Lightning vs metal armor. 1/LR Shocking Grasp burst (+5 attack).
    • Techno Laser Cutter: 1d8 Radiant (Finesse). Carves through nonmagical stone/metal (1 inch per round).
  • Rare:
    • Techno Arc Blade: +1 Sword (1d8 Lightning/Force, Versatile 1d10). Hits against metal armor deal +1d6 Lightning.
    • Techno Plasma Carbine: +1 Firearm (1d10 Force). 1/SR 30ft plasma line (DC 15 Dex save, 4d6 Fire damage).
  • Very Rare:
    • Techno Fusion Cannon: +2 Firearm (2d8 Fire/Force). 1/LR fire a 20ft sphere blast (DC 16 Con save, 6d8 Force damage + Knockdown).
    • Techno Energy Scythe: +2 Polearm (2d4 Slashing + 1d8 Lightning). Critical hits arc 2d6 Lightning damage to 2 nearby enemies.
  • Legendary:
    • Techno Annihilator Railgun: +3 Heavy Firearm (2d10 Elemental). Ignores cover. 1/LR 100ft Orbital Beam (DC 19 Dex save, 10d10 Radiant/Force).
    • Techno Singularity Core Blade: +3 Greatsword. Attacks deal Force damage and ignore Resistance/Immunity to nonmagical attacks. Crit pulls all enemies within 20ft 10ft closer.

Armor & Shields

  • Common:
    • Techno Mesh Undergarment: Light Armor Mod (+1 AC vs Lightning damage).
    • Techno Repair Shield: +1 AC Shield. Self-repairs 1 HP per minute if damaged.
  • Uncommon:
    • Techno Environmental Suit: Light/Medium (AC 12/14+Dex). Resistance to Poison damage & Advantage vs gases/toxins.
    • Techno Kinetic Buckler: +1 Shield. Reaction when hit by ranged weapon attack: reduce damage by 1d10 + Dex mod. You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest.
  • Rare:
    • Reinforced Techno Suit: +1 Medium Armor (AC 15+Dex max 2). Resistance to Lightning/Thunder. PB/LR Reaction +3 AC barrier vs ranged spells.
    • Techno Energy Field Shield: +1 Shield (Requires Attunement). Bonus Action (1/SR): project 10ft force shield granting +2 AC to adjacent allies for 1 min.
  • Very Rare:
    • Heavy Techno Armor (Overcharged): +2 Heavy Armor (AC 18+2). Resistance to Force damage. You cannot be knocked Prone or pushed against your will.
    • Techno Force-Wall Shield: +2 Shield (Requires Attunement). Action (1/LR): project Wall of Force (10×10 panel) for 1 minute (Concentration).
  • Legendary:
    • Techno Cyber-Titan Plate: +3 Heavy Armor (AC 18+3, Requires Attunement). Resistance to Bludgeoning, Piercing, Slashing. Advantage on Con saves.
    • Techno Singularity Shield: +3 Shield (Requires Attunement). You are Immune to Force damage. 1/LR Reaction when targeted by a spell: absorb spell slot and gain Temp HP = 5 × slot level.

Wondrous Items & Accessories

  • Common:
    • Techno Battery Pack: Stores 1 charge to power any electronic device or firearm.
    • Techno Utility Tool-Ring: Functions as Tinker’s Tools, Smith’s Tools, or Thieves’ Tools on command.
  • Uncommon:
    • Techno Scanner Goggles: 60ft Darkvision. 1/LR cast Detect Magic (no slot).
    • Techno Thruster Boots: Jump distance tripled. Fall damage reduced by 20 HP.
  • Rare:
    • Techno Nanite Dispenser: 1/LR Action: restore 2d8+PB Hit Points to self or construct/automaton.
  • Very Rare:
    • Techno Overclock Module: (Requires Attunement). 1/LR Free Action: take 1 extra Action (Action Surge). Speed halved next turn.
    • Techno Subdermal Armor Plating: Increases Unarmored AC to 16 + Dex mod (max 2). +1 Con score (max 20).
    • Techno AI Assistant Core: Companion AI. Grants Advantage on Intelligence (Arcana/History/Investigation) checks.
  • Legendary:
    • Techno Prime Matrix Implant: +2 Intelligence or Charisma (max 22). You can attune to up to 5 magic items.
    • Techno Core Reactor Gem: Artifact Implant. Immune to Poison & Disease. 1/LR cast Disintegrate (DC 18).

3. Warrion Regional Compendium (Garanko)

Weapons

  • Common:
    • Warrion Stone Club: 1d6 Bludgeoning. Deals +1 damage against beasts.
    • Warrion Hunting Spear: 1d6 Piercing (Thrown 30/90). Returns to hand when recalled as Bonus Action.
  • Uncommon:
    • Warrion Maul of the Behemoth: 2d6 Bludgeoning. Double damage to structures. 1/SR knock Prone save (DC 13).
    • Warrion Volcanic Flail: 1d8 Bludgeoning + 1d4 Fire. Hits ignite dry brush/wood.
  • Rare:
    • Warrion Heavy Cleaver (Enchanted): +1 Cleaver (2d6 Slashing). Adds Strength mod twice to damage rolls on Critical Hits.
  • Very Rare:
    • Warrion Magma Axe: +1 Battleaxe/Greataxe. Deals extra 1d6 Fire damage on hit. 1/SR fire 15ft cone of flames (DC 15 Dex save, 3d6 Fire).
    • Warrion Obsidian Dread-Axe: +2 Greataxe. Crit deals +2d12 Fire damage & 15ft push/prone save (DC 16 Str).
    • Warrion Thunder-Crusher Hammer: +2 Warhammer/Maul. Hits deal extra 1d8 Thunder damage. 1/LR slam earth for 20ft AoE shockwave (DC 16 Con save, 4d8 Thunder + Prone).
  • Legendary:
    • Warrion Titan-Bane Greatsword: +3 Greatsword. Deals extra 2d6 damage to Large or larger creatures. Ignores Resistance to Bludgeoning/Slashing.
    • Warrion World-Breaker Warhammer: +3 Warhammer. 1/LR Action: strike the ground to cast Earthquake centered on impact point (safe 5ft zone around caster).

Armor & Shields

  • Common:
    • Warrion Hide Wrap: Light Armor (AC 11+Dex). +1 to Survival checks.
    • Warrion Wooden Tower Shield: +2 AC Shield. Provides Half-Cover (+2 AC/Dex saves) when taking Dodge action.
  • Uncommon:
    • Warrion Beast Handler’s Harness: Light Armor (AC 12+Dex). Advantage on Animal Handling checks.
    • Warrion Carapace Shield: +1 Shield. Reaction when hit in melee: deal 1d4 Piercing damage to attacker.
  • Rare:
    • Warrion Ironclad Plate: +1 Heavy Armor (AC 17+1). Reduces nonmagical B/P/S damage by 3.
    • Warrion Magma-Forged Bulwark: +1 Shield (Requires Attunement). Resistance to Fire damage. Reaction when hit: deal 1d8 Fire damage to attacker.
  • Very Rare:
    • Warrion Behemoth Shell Armor: +2 Medium/Heavy Armor (AC 16/18). You have Advantage on Strength saving throws against being pushed or knocked Prone.
    • Warrion Fortress Wall Shield: +2 Tower Shield (Requires Attunement). Action: plant shield to create 15ft wall of three-quarters cover (+4 AC/Dex saves).
  • Legendary:
    • Warrion Juggernaut Armor of Garanko: +3 Heavy Plate (AC 18+3, Requires Attunement). Immunity to Fire & Bludgeoning damage. You can move through enemy spaces freely.
    • Warrion Shield of the Earth Mother: +3 Shield (Requires Attunement). Immunity to Petrification and Prone conditions. 1/LR cast Wall of Stone.

Wondrous Items & Accessories

  • Common:
    • Warrion War Paint (Magical): Single-use. Grants 5 Temp HP for 1 hour.
    • Warrion Horn of Courage: Blow horn as Action: remove Frightened condition from all allies within 30 feet (1/day).
  • Uncommon:
    • Warrion Strength Band: Count 1 size larger for carrying/pushing/lifting. Advantage on Athletics checks vs doors/objects.
    • Warrion Totem Pendant: Advantage on saving throws against disease and venom.
  • Rare:
    • Warrion Berserker Belt: +1 Constitution score (max 20). 1/LR when dropping to 0 HP, drop to 1 HP instead.
    • Warrion Igneous Amulet: Resistance to Fire damage. +1 to melee damage rolls while below half HP.
  • Very Rare:
    • Warrion Hearthstone Core: +2 Strength score (max 22). Regain 1d10+Con HP at start of your turn if below half HP (Concentration).
    • Warrion Champion Girdle: Grants 19 Strength score (if Strength is lower than 19). Advantage on Athletics checks.
  • Legendary:
    • Warrion Heart of the Volcano: Artifact Gem. Immune to Fire damage. 1/LR enter Magma Form for 1 min (deal 2d6 Fire to adjacent enemies, gain 50 Temp HP).
    • Warrion Crown of Garanko: +2 Strength & Constitution scores (max 24). Advantage on all Strength and Constitution saves.

4. Nidosis Regional Compendium (Plunesako)

Weapons

  • Common:
    • Nidosis Sentry Blade: 1d4 Dagger/Shortsword. Glows amber within 60ft of beasts/monstrosities. 1/day +1 to attack.
    • Nidosis Hunting Blowgun: Range 30/100 ft. Needles deal 1d4 Piercing + Poisoned for 1 round (DC 11 Con save).
  • Uncommon:
    • Nidosis Venom Dagger: (Requires Attunement). 1d4 Piercing + 1d4 Poison damage on hit.
    • Nidosis Needle Bow: 1d6 Piercing. Ammunition creates zero noise. Attacking with this weapon from hiding does not reveal your position if you miss.
  • Rare:
    • Nidosis Spear-Staff (Infused): +1 Spear/Staff (1d6/1d8). Deals extra 1d6 Acid or Poison damage. Thrown 30/90.
    • Nidosis Spore Cannon: +1 Ranged Weapon (1d8 Poison). 1/SR shoot spore pod (10ft AoE, DC 15 Con save or Poisoned 1 min).
  • Very Rare:
    • Nidosis Shadow-Bow: +2 Bow. Creates shadow arrows (+1d8 Necrotic). 1/LR Shadow Tether restraint arrow (DC 16 Str save).
    • Nidosis Chitin Scimitar: +2 Scimitar. On hit, target’s speed is reduced by 10ft until start of your next turn.
  • Legendary:
    • Nidosis Bow of the World Tree: +3 Longbow (Requires Attunement). Arrows pass through solid cover. Hits restore HP to user equal to half damage dealt (1/turn).
    • Nidosis Primordial Sting Dagger: +3 Dagger. Critical hits deal extra 4d6 Acid/Poison damage and impose Paralyzed condition for 1 round (DC 18 Con save).

Armor & Shields

  • Common:
    • Nidosis Camouflage Wraps: +1 to Stealth checks in forest/jungle terrain.
    • Nidosis Bark Shield: Shield (3 lbs, floats in water).
  • Uncommon:
    • Nidosis Traveler Leathers: Light Armor (AC 12+Dex). Flexible, zero stealth penalty.
    • Nidosis Bio-Chitin Shield: +1 Shield. +1 to AC against ranged weapon attacks.
  • Rare:
    • Nidosis Venomous Chitin Guard: +1 Medium Armor (AC 14+Dex max 2). Resistance to Acid damage.
    • Nidosis Spore Shield: +1 Shield (Requires Attunement). When struck in melee, release spore cloud (attacker DC 14 Con save or Poisoned 1 round).
  • Very Rare:
    • Nidosis Chitin Aegis: +2 Armor. Immune to Restrained/Paralyzed from webs/toxins. 30ft Climbing speed.
    • Nidosis Living Bark Armor: +2 Light/Medium Armor. Regains 1d4 Temp HP at start of each turn while in sunlight or natural terrain.
  • Legendary:
    • Nidosis Emerald Carapace of Plunesako: +3 Armor (AC 17/19, Requires Attunement). Immunity to Acid & Poison damage. 30ft Fly speed (insect wings).
    • Nidosis Tree-Heart Shield: +3 Shield (Requires Attunement). Immunity to Poisoned & Restrained conditions. 1/LR cast Heal (70 HP).

Wondrous Items & Accessories

  • Common:
    • Nidosis Travel Pouch: Keeps food and drink inside fresh indefinitely.
    • Nidosis Glowing Spore Lamp: Sheds bright light 20ft, dim light 20ft. No fuel required.
  • Uncommon:
    • Nidosis Living Roots Ring: 1/LR cast Entangle or Spike Growth (DC 16).
    • Nidosis Herbalist Salve Kit: 3 uses. Action: apply salve to restore 2d4+2 HP and cure 1 poison.
    • Nidosis Vine-Climb Gloves: Grants 20ft Climbing speed on natural surfaces.
  • Rare:
    • Nidosis Bio-Luminescent Cloak: Resistance to Acid damage. Advantage on Stealth checks in natural foliage.
    • Nidosis Spore Mask: Immunity to breathing airborne toxins, spore clouds, and drowning.
  • Very Rare:
    • Nidosis Phoenix Leaf Amulet: 1/LR when reduced to 0 HP, drop to 1 HP instead and regain 3d8 HP.
  • Legendary:
    • Nidosis Heart of the Great Forest: Artifact Relic. +2 Wisdom or Dexterity (max 22). 1/LR cast Regenerate.
    • Nidosis Seed of Eternal Life: Artifact Gem. You do not age and cannot be aged magically. 1/LR cast True Resurrection (no material component cost).

5. Shadow & Ancient Elsaither Relics (Nyxid / Core)

Weapons

  • Common:
    • Shadow Shard Dagger: 1d4 Necrotic. Sheds 5ft dim shadow.
    • Elsaither Focus Wand: +1 to spell attack rolls for 1st-level cantrips.
  • Uncommon:
    • Shadow Whip: 1d6 Necrotic (Reach, Finesse). Disarms target on critical hit.
    • Elsaither Infused Staff: (Requires Attunement). 1d6/1d8 Bludgeoning + 1d4 primary elemental damage.
  • Rare:
    • Shadow Tendril Blade: +1 Shortsword (1d6 Slashing + 1d6 Necrotic). 15ft reach grapple (DC 15 Str save).
    • Elsaither Prism Saber: +1 Longsword (Requires Attunement). (1d8 Slashing + 1d6 Radiant/Elemental). Swap elemental type on cast.
  • Very Rare:
    • Shadow Void Scythe: +2 Glaive (1d10 Slashing + 1d10 Necrotic). Hits prevent target from healing until end of next turn.
    • Elsaither Singularity Rod: +2 Rod (Requires Attunement). +2 to Spell Save DC. 1/LR cast Gravity Fissure or Sunburst.
  • Legendary:
    • Furione’n Erolye (Guardian’s Edge): +3 Blade. Ignores elemental resistance. Crit Primordial Surge d8 table.
    • Shadow Reaper’s Scythe: +3 Scythe (2d6 Slashing + 2d6 Necrotic). 1/LR kill threshold: target below 50 HP must fail DC 18 Con save or drop to 0 HP instantly.

Armor & Shields

  • Common:
    • Shadowweave Veil: Light Armor Mod (+1 to Stealth checks in dark).
    • Elsaither Crystal Buckler: +1 Shield (1/day absorb 5 elemental damage).
  • Uncommon:
    • Elsaither Prism Shield: +1 Shield. Reaction: gain Resistance to triggering elemental damage for 1 round (1/SR).
  • Rare:
    • Shadow Mantle: Light Armor (AC 12+Dex). Resistance to Necrotic damage.
    • Shadow Husk Armor: Medium Armor (AC 14+Dex max 2). Resistance to Psychic & Necrotic damage.
    • Elsaither Barrier Armor: +1 Armor. PB/LR Reaction: absorb 2d8 + Spellcasting Mod damage from incoming attack.
  • Very Rare:
    • Shadow Wraith Mail: Heavy Armor (AC 17+2, Requires Attunement). You have Resistance to Necrotic, Psychic, and Poison damage.
    • Elsaither Diamond Bulwark: +2 Shield (Requires Attunement). +2 to AC. 1/LR Action: cast Globe of Invulnerability (1 min).
  • Legendary:
    • Cryogenic Plate Armor: +2 Heavy Plate. Resistance to Cold. 1/LR 15ft freeze burst (6d6 Cold & 0 speed, DC 18).
    • Aegis of the First Elementals: +3 Shield. Immunity to 1 chosen element. 1/SR Reaction absorb ally elemental damage.

Wondrous Items & Accessories

  • Common:
    • Elsaither Spark Pendant: 10ft dim light. Ignites torches/campfires on touch.
    • Duchina Restraints (Basic): Standard power-suppressing cuffs.
  • Uncommon:
    • Shadow Sight Ring: Grants 60ft Darkvision (or adds +30ft to existing Darkvision).
    • Elsaither Attunement Crystal: Allows attuning to 1 additional elemental magic item.
  • Rare:
    • Duchina Restraints (Power-Suppressing): Restrains & silences Somatic spellcasting (Dynamic DC = 8 + PB + Str/Dex).
    • Elsaither Conduit Gem: +1 to Spell Save DC for your primary element’s spells.
  • Very Rare:
    • Symbiotic Shadow Cloak: Resistance to Necrotic & Psychic. 1/SR BA 60ft shadow step.
    • Elsaither Resonant Orb: 1/LR Action: restore one expended 1st, 2nd, or 3rd level spell slot.
  • Legendary:
    • Crown of the Elsaither Sovereign: +2 Spell Save DC & spell attack mod. Resistance to all elemental damage. 1/LR free spellcast.
    • Heart of the Primordial Core: Artifact Relic. +2 to main stat (max 22). 1/LR death prevention + 20ft 4d10 shockwave.

Plant Life

  • Peibinu Arsib (Fire Berry): Eating a berry restores 1d4 hit points.
  • Oxyrabinu: Extremely nutritious white berry. Eating one provides food for 3 days but requires a DC 15 Wisdom save or causes incapacitating hallucinations for 1 minute.
  • Gruhunsh: A coconut-like fruit with coffee-flavored flesh. Eating it grants the effect of the Haste spell for 1 minute. Non-Earth/Lightning elementals suffer 1 level of Exhaustion afterward.

Chapter 5: Savaroen Spells

Cantrips (Level 0)

Beam
Evocation Cantrip
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
You fire a beam of elemental energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 elemental damage of your chosen type (choose the damage type from your Primal Bond or Spiritual Awakening element when you learn this cantrip). At Higher Levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Energy Shield
Abjuration Cantrip
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V, S
You create a shimmering shield of energy around yourself. You gain 1d8 + your Spellcasting Ability modifier Temporary Hit Points until the start of your next turn. At Higher Levels: The temporary hit points increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wound Wrap
Necromancy Cantrip
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


Tier 1 (1st Level)

Flesh Wound
Evocation
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
A creature you touch regains a number of hit points equal to 2d8 + your Spellcasting Ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.

Lash
Evocation
Casting Time: 1 Action
Range: Self (15-foot cone)
Duration: Instantaneous
Components: V, S
A wave of elemental energy erupts from your hands. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 elemental damage on a failed save, or half as much damage on a successful one. At Higher Levels: The damage increases by 1d6 for each slot level above 1st.

Orb
Evocation
Casting Time: 1 Action
Range: 90 feet
Duration: Instantaneous
Components: V, S
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 elemental damage. At Higher Levels: The damage increases by 1d8 for each slot level above 1st.

Shield Wall
Abjuration
Casting Time: 1 Action
Range: 15 feet
Duration: Concentration, up to 1 minute
Components: V, S
You create a flat wall of energy 20 feet long, 8 feet high, and 1 foot thick at a point you can see within range. The wall provides three-quarters cover to creatures behind it. It has AC 10 and 30 Hit Points. It is immune to poison and psychic damage.


Tier 2 (3rd Level)

Armor Invigoration
Abjuration
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M (a piece of cured leather)
You touch a willing creature. Until the spell ends, the target’s AC increases by +3.

Boost
Transmutation
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
Choose a willing creature within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional Action on each of its turns. That Action can be used only to take the Dash, Disengage, Hide, or Use an Object Action. When the spell ends, the target can’t move or take Actions until after its next turn.

Circular Pulse
Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S
A bright streak flashes to a point you choose within range then blossoms with a low roar into an explosion of elemental energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 elemental damage on a failed save, or half as much damage on a successful one. At Higher Levels: The damage increases by 1d6 for each slot level above 3rd.

Vanguard’s Manifestation
Conjuration
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
You conjure a shimmering shield on one arm and an elemental weapon in the other. If cast as a Bonus Action on your turn, you may immediately make one melee spell attack with the weapon as part of the same Bonus Action. For the duration, you gain a +2 bonus to AC. This spell cannot combine with the AC bonus of another shield or Shield spell. The weapon counts as magical and you are proficient with it. On a hit, it deals 2d8 + your Spellcasting Ability modifier elemental damage.


Tier 3 (6th Level)

Catch and Absorb
Abjuration
Casting Time: 1 Reaction (when you take elemental damage)
Range: Self
Duration: 1 Round
Components: S
You gain Resistance to the triggering damage type until the start of your next turn. Additionally, the first time you hit with a melee attack on your next turn, the target takes an extra 10d6 damage of that type. Alternatively, instead of storing the damage, you can immediately release it as a 15-foot cone of the absorbed element, dealing 10d6 damage (save for half) to all creatures in the area.

Sphere
Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S
You create a massive sphere of destructive energy. Each creature in a 60-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A target takes 8d8 elemental damage on a failed save, or half as much damage on a successful one.

Temporal Shift
Transmutation
Casting Time: 1 Action
Range: Self
Duration: Up to 10 minutes
Components: V, S
You step into the border regions of the Ethereal Plane. You remain in the Border Ethereal for the duration or until you use your Action to dismiss the spell. You can move in any direction. You can see and hear the plane you originated from, but everything looks gray, and you can’t see anything more than 60 feet away. This spell may be upcast using a 7th-level slot to extend the duration to 8 hours.


Tier 4 (9th Level)

Hail
Evocation
Casting Time: 1 Action
Range: 1 mile
Duration: Instantaneous
Components: V, S
Blazing orbs plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point must make a Dexterity saving throw. A creature takes 20d6 elemental damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Three Point Beam
Evocation
Casting Time: 1 Action
Range: Self (300-foot line)
Duration: Instantaneous
Components: V, S
You fire a massive beam of energy in a line 300 feet long and 15 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 40d6 elemental damage on a failed save, or half as much damage on a successful one. Creatures reduced to 0 hit points are disintegrated.

Resurrection
Necromancy
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous
Components: V, S, M (A Crystalarium Plant worth at least 25,000 cc, which the spell consumes)
You touch a creature that has been dead for no longer than 200 years. The creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses. It replaces damaged or missing organs and limbs.


Chapter 6: Deities & Domains

Pireous (Destruction / Fire)

Deity Cantrip: Pireous’ Flame (Fire)
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
You summon a flickering elemental flame. Choose one:

  • Flickering Light (Utility): The flame sheds dim light in a 10-foot radius for 1 minute.
  • Ignite (Utility): You instantly ignite a candle, torch, or small campfire within range.
  • Searing Mote (Damage): You hurl the flame at a target within range. Make a ranged spell attack. On a hit, deal 1d8 fire damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Flame Surge
2nd Level Evocation
Casting Time: 1 Action
Range: Self (15-foot cone)
Duration: Instantaneous
Components: V, S
Unleash a wave of roaring flame in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much on a success.

Unique Spell 2: Blaze Trance
3rd Level Transmutation
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
You suffuse your body with elemental fire. For the duration, you gain Resistance to Fire damage, and your weapon attacks deal an additional 1d8 fire damage on a hit.

Unique Spell 3: Inferno Blast
4th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
A 20-foot-radius sphere of fire detonates at a point within range. Each creature in the area must make a Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much on a success.

Unique Spell 4: Molten Armor
5th Level Transmutation
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Your skin turns to flowing molten lava. For the duration, you gain Immunity to Fire damage, and any creature that starts its turn within 10 feet of you or hits you with a melee attack takes 3d6 fire damage.

Capstone Spell: Pireous’ Volcanic Rupture
8th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S
The earth beneath a 40-foot-radius circle erupts into liquid fire. Each creature in the area must make a Dexterity saving throw, taking 10d8 fire damage and 8d8 bludgeoning damage on a failed save, or half as much on a success. Nonmagical structures take double damage, and the ground becomes liquid lava difficult terrain for 1 minute.


Firena (Healing / Fire)

Deity Cantrip: Firena’s Light (Fire)
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
You conjure a gentle flame of soothing light. Choose one:

  • Comfort (Utility): The flame provides warmth and dim light in a 10-foot radius.
  • Cauterize (Utility): Touch a dying creature to stabilize it at 0 Hit Points.
  • Cleansing Burn (Damage): Target a creature within range. It must succeed on a Dexterity saving throw or take 1d6 radiant damage. This spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unique Spell 1: Searing Rejuvenation
2nd Level Evocation
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
You touch a creature, restoring 2d8 + your Spellcasting modifier Hit Points and ending the Poisoned condition on it.

Unique Spell 2: Flame’s Blessing
3rd Level Abjuration
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 10 minutes
Components: V, S
You touch a willing creature. For the duration, it gains Resistance to Fire damage, and its weapon attacks deal an extra 1d6 fire damage.

Unique Spell 3: Cauterizing Shield
4th Level Abjuration
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
A barrier of warm flame surrounds you. You gain 20 Temporary Hit Points. While the shield holds, any creature that hits you with a melee attack takes 2d8 fire damage.

Unique Spell 4: Phoenix Restoration
5th Level Evocation
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Firena’s light purges all affliction. You touch a creature, restoring 5d8 + your Spellcasting modifier Hit Points and curing the Blinded, Deafened, and Poisoned conditions.

Capstone Spell: Warmth of the Eternal Hearth
7th Level Evocation
Casting Time: 1 Action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A sacred hearth aura radiates 60 feet around you. Friendly creatures in the area gain Immunity to Fire damage, add your Spellcasting modifier to saving throws, and regain 3d8 Hit Points at the start of each of their turns.


Hydronimus (Power / Water)

Deity Cantrip: Hydronimus’ Tide (Water)
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
You conjure and control water. Choose one:

  • Shape (Utility): Shape up to 5 cubic feet of water or move it 30 feet.
  • Douse (Utility): Instantly douse nonmagical flames in a 5-foot cube.
  • Pressure Blast (Damage): Make a ranged spell attack. On a hit, deal 1d8 bludgeoning damage and push target 5 feet. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Hydraulic Jet
2nd Level Evocation
Casting Time: 1 Action
Range: Self (60-foot line)
Duration: Instantaneous
Components: V, S
A high-pressure stream of water blasts out in a 60-foot line 5 feet wide. Creatures take 3d8 bludgeoning damage and are knocked Prone on a failed Strength save (half damage and no Prone on success).

Unique Spell 2: Tidal Crash
3rd Level Evocation
Casting Time: 1 Action
Range: Self (30-foot cone)
Duration: Instantaneous
Components: V, S
Unleash a crashing wave in a 30-foot cone. Creatures take 4d8 cold damage and are pushed 15 feet away on a failed Strength save (half damage on success).

Unique Spell 3: Aqua Erosion
4th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S
Water erupts in a 20-foot cube, eroding the ground. Creatures take 6d8 cold damage and are knocked Prone on a failed Dexterity save. The area becomes difficult terrain.

Unique Spell 4: Sculptor’s Torrent
5th Level Evocation
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Create a roaring torrent of water in a 60-foot line 10 feet wide. Creatures in the line make a Strength saving throw, taking 6d10 cold damage and pushed 20 feet on a failure.

Capstone Spell: Hydronimus’ Tsunami Deluge
7th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S
A colossal tsunami wave 60 feet wide and 30 feet tall crashes over the battlefield. Each creature in its path must make a Strength saving throw, taking 8d10 cold damage and 4d10 bludgeoning damage and being knocked Prone on a failed save, while having its AC reduced by 2 for 1 minute.


Riviera (Life / Water)

Deity Cantrip: Riviera’s Splash (Water)
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
You conjure healing waters. Choose one:

  • Soothe (Utility): Clean a wound or object instantly.
  • Hydrate (Utility): Create 1 gallon of fresh drinkable water.
  • Riptide Splash (Damage): Target a creature within range. It must succeed on a Dexterity saving throw or take 1d8 cold damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Riviera’s Blessing
2nd Level Evocation
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Touch a creature to restore 2d8 + your Spellcasting modifier Hit Points and cure one disease.

Unique Spell 2: Ephemeral Wellspring
3rd Level Conjuration
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A pool of healing water surrounds you. As a Bonus Action on your turn, you can cause all allies of your choice within 20 feet of you to regain Hit Points equal to 1d8 + your Spellcasting Ability modifier.

Unique Spell 3: Riviera’s Grace
4th Level Abjuration
Casting Time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S
Touch a willing creature. Target gains 30 Temporary Hit Points and Advantage on saving throws for 1 hour.

Unique Spell 4: Riviera’s Vital Surge
5th Level Evocation
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Instantaneous
Components: V, S
A surge of life-giving water radiates 30 feet. Friendly creatures in range regain 4d8 + your Spellcasting modifier Hit Points and are cured of the Poisoned and Blinded conditions.

Capstone Spell: Riviera’s Aqua Resurgence
8th Level Necromancy
Casting Time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M (holy water worth 500 cc, consumed)
You revive a creature dead up to 30 days. The creature returns to life with 100 Hit Points, cured of all diseases, poisons, and curses, and with all missing limbs restored.


Caelum (Power / Air)

Deity Cantrip: Caelum’s Gust (Air)
Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: 1 Minute
You create a sudden gale. Choose one:

  • Disperse (Utility): Clear fog, smoke, or gas in a 10-foot cube.
  • Push (Utility): Target a creature. It must succeed on a Strength saving throw or be pushed 10 feet.
  • Gale Blast (Damage): Make a ranged spell attack. On a hit, deal 1d8 bludgeoning damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Zephyr Dash
2nd Level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V
Ride the wind. You gain +30 feet movement speed, provoke no Opportunity Attacks, and gain a +2 bonus to AC until the start of your next turn.

Unique Spell 2: Whirlwind Waltz
3rd Level Abjuration
Casting Time: 1 Reaction (when hit by an attack)
Range: Self
Duration: Instantaneous
Components: S
Disrupt an attacker’s aim. Attacker has Disadvantage on the triggering attack. If it misses, you can move up to half your speed without provoking Opportunity Attacks and gain 10 Temporary Hit Points.

Unique Spell 3: Zephyr’s Grace
4th Level Transmutation
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
You gain a 60-foot Fly speed (Hover) and Advantage on Dexterity saving throws.

Unique Spell 4: Galeforce Gust
5th Level Evocation
Casting Time: 1 Action
Range: Self (30-foot cone)
Duration: Instantaneous
Components: V, S
Unleash a devastating burst of wind in a 30-foot cone. Creatures take 6d8 force damage and are pushed 20 feet away on a failed Strength save.

Capstone Spell: Caelum’s Tempest Cyclone
7th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S
Summon a 30-foot-radius, 60-foot-tall tornado. Enemies in range take 8d10 force damage and are launched 40 feet into the air (taking fall damage when crashing down) on a failed Strength save.


Anima (Balance / Air)

Deity Cantrip: Anima’s Breath (Air)
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
You control air currents. Choose one:

  • Breeze (Utility): Create a gentle breeze to ripple clothes or clear light smoke.
  • Message (Utility): Whisper a 25-word message carried by wind to a target within 120 feet.
  • Wind Blade (Damage): Target a creature. It must succeed on a Dexterity saving throw or take 1d6 slashing damage. This spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unique Spell 1: Harmonious Shield
2nd Level Abjuration
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
Surround a willing creature in balanced wind. Target gains +2 AC and Advantage on saving throws against being Charmed or Frightened.

Unique Spell 2: Tempest’s Embrace
3rd Level Abjuration
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Encircle a target in a protective vortex. Target gains Advantage on saving throws against spells and magical effects.

Unique Spell 3: Breath of the Beyond
4th Level Abjuration
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Banish a creature to a tranquil demiplane. Target must succeed on a Charisma saving throw or be Banished for the duration (repeat save end of turn).

Unique Spell 4: Ethereal Zephyr
5th Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V, S
Summon a revitalizing breeze. Bonus Action to pulse the breeze, restoring 2d8 Hit Points to chosen creatures within 20 feet of the target point.

Capstone Spell: Anima’s Harmonious Realm
7th Level Abjuration
Casting Time: 1 Action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A sacred realm of atmospheric balance surrounds you. Allies in range gain Resistance to all elemental damage types, +2 AC, and regain 2d8 Hit Points at the start of their turn.


Fulgur (Chaos / Lightning)

Deity Cantrip: Fulgur’s Spark (Lightning)
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
You release electrical energy. Choose one:

  • Shock (Utility): Briefly power or overload a small nonmagical device or lock.
  • Static (Utility): Cause a harmless sensory effect like sparks or hair standing on end.
  • Jolt (Damage): Target a creature. It must make a Dexterity saving throw. On a failure, it takes 1d8 lightning damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Arcing Bolt
2nd Level Evocation
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
Fire a lightning bolt at a target within range. Make a ranged spell attack. On a hit, deal 3d8 lightning damage, and the bolt arcs to a second target within 15 feet dealing 1d8 lightning damage.

Unique Spell 2: Storm Surge
3rd Level Evocation
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A static field surrounds you. Enemies starting turn inside take 3d8 lightning damage on a failed Dexterity save.

Unique Spell 3: Bolt of Bedlam
4th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
Unleash chaotic lightning. Make a ranged spell attack; on a hit, deal 6d8 lightning damage. Bolt arcs to up to 3 additional targets within 30 feet dealing half damage.

Unique Spell 4: Thunderous Echo
5th Level Evocation
Casting Time: 1 Action
Range: Self (30-foot cone)
Duration: Instantaneous
Components: V, S
A thunderous detonation in a 30-foot cone deals 6d8 thunder damage and leaves creatures Incapacitated until end of next turn on a failed Constitution save.

Capstone Spell: Fulgur’s Cataclysmic Lightning Storm
8th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Concentration, up to 1 minute
Components: V, S
Call down a colossal lightning storm in a 50-foot radius. Enemies take 12d10 lightning and thunder damage on a failed Dexterity save (half on success) and are Stunned for 1 minute (repeat save end of turn).


Fulmena (Order / Lightning)

Deity Cantrip: Fulmena’s Touch (Lightning)
Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Duration: 1 Minute
You channel ordered electricity. Choose one:

  • Magnetize (Utility): Pick up or attract a metal object weighing up to 10 lbs.
  • Signal (Utility): Send a bright spark to a point within 60 feet.
  • Stun Strike (Damage): Make a melee spell attack. On a hit, deal 1d8 lightning damage and target can’t take a Reaction until its next turn. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Static Ward
2nd Level Abjuration
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
Ward a creature in ordered electricity. Target gains Resistance to Lightning damage, and attackers taking melee hits take 2d6 lightning damage.

Unique Spell 2: Empowering Surge
3rd Level Transmutation
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
Channel disciplined energy into a target. Target gains Advantage on Strength and Dexterity checks and saves, and +10 feet movement speed.

Unique Spell 3: Luminous Beacon
4th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S
Create a radiant lightning beacon. Creatures in a 30-foot radius wearing metal take 6d10 lightning damage and are Blinded on a failed Constitution save.

Unique Spell 4: Fulmena’s Command
5th Level Evocation
Casting Time: 1 Action
Range: Self (60-foot line)
Duration: Instantaneous
Components: V, S
Fire a beam of ordered lightning in a 60-foot line 10 feet wide. Creatures take 6d10 lightning damage and are Stunned for 1 round on a failed Constitution save.

Capstone Spell: Aegis of Ordered Thunder
7th Level Abjuration
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
An aura of absolute electrical discipline surrounds you. Allies within 30 feet gain Resistance to Lightning, Thunder, and Force damage, and their weapon attacks deal an extra 2d8 lightning damage.


Mundus (Harmony / Earth)

Deity Cantrip: Mundus’ Soil (Earth)
Transmutation Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
You manipulate soil and stone. Choose one:

  • Mold (Utility): Excavate or move a 5-foot cube of loose earth.
  • Camouflage (Utility): Change the color/texture of stone or dirt (+2 Stealth) for 1 minute.
  • Stone Throw (Damage): Make a ranged spell attack. On a hit, deal 1d6 bludgeoning damage. This spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unique Spell 1: Dustgag
2nd Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Round
Components: V, S
Choke a creature with stifling dust. Target must make a Wisdom saving throw. On a failure, it is Silenced and has Disadvantage on its next attack roll.

Unique Spell 2: Earthen Embrace
3rd Level Transmutation
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Plants erupt in a 30-foot radius. Allies inside gain Resistance to Poison damage and Advantage on Constitution saving throws.

Unique Spell 3: Terrene Wall
4th Level Abjuration
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 10 minutes
Components: V, S
Raise a 30-foot-long, 10-foot-tall wall of solid stone providing total cover.

Unique Spell 4: Stone Sentinel
5th Level Conjuration
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a stone)
Summon an Earth Elemental spirit (Stone Defender statistics) to obey your verbal commands.

Capstone Spell: Mundus’ Harmonious World-Form
8th Level Transmutation
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S
Reshape the environment in a 60-foot radius. Enemies take 10d10 bludgeoning damage on a failed Strength save, while allies in the area gain 40 Temporary Hit Points and a +3 bonus to AC.

Terra (Protection / Earth)

Deity Cantrip: Terra’s Shell (Earth)
Abjuration Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
You command the earth to protect and strike. Choose one:

  • Wall (Utility): Create a 5-foot wall of earth that provides half-cover (+2 AC/Dex saves) for 1 minute.
  • Harden (Utility): Touch a nonmagical object or structure, granting it a +2 bonus to its AC and damage threshold for 1 minute.
  • Rock Strike (Damage): You hurl a stone projectile at a target within range. Make a ranged spell attack. On a hit, deal 1d8 bludgeoning damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Guardian’s Embrace
2nd Level Abjuration
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A warm amber aura radiates from you. Creatures of your choice within 30 feet gain a +1 bonus to AC and have Advantage on saving throws against being Frightened or Charmed.

Unique Spell 2: Fauna’s Shield
3rd Level Abjuration
Casting Time: 1 Reaction (when hit by an attack)
Range: Self
Duration: Until the start of your next turn
Components: S
Terra’s earth wraps your body in compacted stone. Until the start of your next turn, you gain Resistance to Bludgeoning, Piercing, and Slashing damage.

Unique Spell 3: Nature’s Rejuvenation
4th Level Evocation
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Terra’s restorative power flows through your touch. You touch a creature, restoring 4d8 + your Spellcasting modifier Hit Points and curing one disease or poison.

Unique Spell 4: Terran Aegis
5th Level Abjuration
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 10 minutes
Components: V, S
You encase up to 4 willing creatures within range in dense elemental stone armor. Each target gains 30 Temporary Hit Points and Resistance to Bludgeoning, Piercing, and Slashing damage for the duration.

Capstone Spell: Wrath of the Earth Mother
7th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S
Terra strikes the ground, rupturing the battlefield in a 60-foot-radius area centered on a point you choose. Each creature of your choice in the area must make a Dexterity saving throw against your Spell Save DC, taking 8d10 bludgeoning damage and being knocked Prone on a failed save, or half as much on a success. Additionally, an impenetrable 20-foot-tall wall of stone rises along the perimeter of the area, shielding your allies inside from outside attacks.


Lux (Healing / Light)

Deity Cantrip: Lux’s Beacon (Laser)
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
You summon a beam of pure light. Choose one:

  • Illuminate (Utility): An object sheds bright light in a 20-foot radius and dim light for another 20 feet.
  • Signal (Utility): Flash a beam into the sky visible up to 5 miles away, signaling allies.
  • Solar Ray (Damage): Target a creature within range. It must succeed on a Constitution saving throw or take 1d8 radiant damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Luminous Flare
2nd Level Evocation
Casting Time: 1 Action
Range: Self (60-foot line)
Duration: Instantaneous
Components: V, S
A stroke of brilliant light blasts out in a 60-foot line 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 3d6 radiant damage and becoming Blinded until the start of your next turn on a failed save, or half as much on a success.

Unique Spell 2: Healing Radiance
3rd Level Evocation
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Lux’s soothing light flows through your touch, restoring 5d8 + your Spellcasting modifier Hit Points to a touched creature and curing one disease and one poison.

Unique Spell 3: Prismatic Aura
4th Level Evocation
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A dazzling aura surrounds you. You have Resistance to Radiant and Necrotic damage. Hostile creatures that enter the area or start their turn there must make a Wisdom saving throw, taking 4d8 radiant damage on a failed save, or half as much on a success.

Unique Spell 4: Dawn’s Salvation
5th Level Evocation
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Instantaneous
Components: V, S
A blinding burst of dawn energy erupts centered on you. When you cast this spell, choose one: Heal allies or Harm enemies. If you choose to heal, friendly creatures within 30 feet regain 3d8 + your Spellcasting modifier Hit Points. If you choose to harm, hostile creatures in the area must make a Constitution saving throw, taking 3d8 radiant damage and becoming Blinded for 1 minute on a failed save.

Capstone Spell: Crown of the Sun Sovereign
7th Level Evocation
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
You transform into a solar entity for 1 minute. For the duration, you gain a 60-foot Fly speed (Hover), immunity to Radiant damage and the Blinded condition, and friendly creatures within 30 feet of you regain 2d8 Hit Points at the start of each of your turns and deal an extra 2d8 radiant damage on their weapon attacks.


Lucerna (Power / Laser)

Deity Cantrip: Lucerna’s Flash (Laser)
Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
You create a burst of laser light. Choose one:

  • Blind (Utility): A creature within range must succeed on a Constitution saving throw or take 1d6 radiant damage and have Disadvantage on its next attack roll. This spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Distract (Utility): Flash a flare that grants Advantage on the next attack made against a target before your next turn.
  • Searing Bolt (Damage): Make a ranged spell attack against a target. On a hit, deal 1d8 radiant damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Searing Beam
2nd Level Evocation
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
Fire a piercing beam of focused laser energy. Make a ranged spell attack. On a hit, the target takes 3d8 radiant damage and is outlined in light until the end of your next turn, preventing cover or invisibility benefits.

Unique Spell 2: Blinding Ray
3rd Level Evocation
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
Fire a concentrated bolt of searing energy at a target. Make a ranged spell attack. On a hit, the target takes 5d10 radiant damage and must succeed on a Constitution saving throw or be Blinded until the start of your next turn.

Unique Spell 3: Nova Surge
4th Level Evocation
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: Instantaneous
Components: V, S
Release a sudden blinding surge of radiant energy. Each creature in a 20-foot radius must make a Constitution saving throw, taking 6d8 radiant damage and becoming Blinded until the end of your next turn on a failed save, or half as much on a success.

Unique Spell 4: Laser Annihilation Barrage
5th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
You fire three orbital beams at targets within range. Make a ranged spell attack for each beam. On a hit, a beam deals 4d10 radiant damage. You can direct the beams at one target or several.

Capstone Spell: Lucerna’s Orbital Singularity
8th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S
You call down a colossal pillar of solar laser fire in a 40-foot-radius, 100-foot-tall cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw, taking 10d10 radiant damage and 5d10 force damage on a failed save, or half as much on a success. Nonmagical cover in the area is vaporized.


Gelu (Discipline / Ice)

Deity Cantrip: Gelu’s Shard (Ice)
Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
You manifest icy cold. Choose one:

  • Freeze (Utility): Freeze a 5-foot cube of water or liquid.
  • Sculpt (Utility): Instantly shape a small ice tool or object.
  • Frost Shard (Damage): Make a ranged spell attack. On a hit, deal 1d10 cold damage. This spell’s damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Unique Spell 1: Cryogenic Lash
2nd Level Evocation
Casting Time: 1 Action
Range: 15 feet
Duration: Instantaneous
Components: S
Lash out with sub-zero energy. Make a melee spell attack. On a hit, the target takes 3d8 cold damage and its movement speed is halved until the start of your next turn.

Unique Spell 2: Frostbound Aegis
3rd Level Abjuration
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Encase yourself in crystalline frost. You gain a +2 bonus to AC and Resistance to Cold damage. When a creature hits you in melee, its speed is reduced by 10 feet until the start of your next turn.

Unique Spell 3: Diamond Shroud
4th Level Abjuration
Casting Time: 1 Reaction (when hit by an attack)
Range: Self
Duration: Until the start of your next turn
Components: S
Diamond-hard ice erupts across your skin. Gain Resistance to the triggering damage type until your next turn. If the attacker is within 5 feet, it takes 4d6 cold damage.

Unique Spell 4: Glacier Tomb
5th Level Transmutation
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
You flash-freeze a Large or smaller creature in a solid block of ice. The target must make a Constitution saving throw. On a failure, it is Restrained and Incapacitated, taking 5d8 cold damage at the start of each of its turns. It can repeat the save at the end of each turn.

Capstone Spell: Absolute Zero Flash Freeze
7th Level Evocation
Casting Time: 1 Action
Range: Self (60-foot radius)
Duration: Instantaneous
Components: V, S
You detonate a sub-zero shockwave. Each hostile creature within 60 feet must make a Constitution saving throw, taking 8d8 cold damage and becoming Stunned with a speed of 0 for 1 minute on a failed save (repeat save end of turn), or half as much damage and speed halved on a success.


Crystallia (Defense / Crystal)

Deity Cantrip: Crystallia’s Wind (Ice)
Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
You summon freezing wind. Choose one:

  • Extinguish (Utility): Instantly douse a torch, lantern, or campfire.
  • Chill (Utility): Lower the temperature in a 30-foot radius for 1 hour.
  • Glacial Breeze (Damage): A target within range must succeed on a Constitution saving throw or take 1d6 cold damage and have its speed reduced by 10 feet until your next turn. This spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unique Spell 1: Permafrost Sanctuary
2nd Level Transmutation
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
Slippery ice covers the ground within 20 feet (difficult terrain). Allies in the area have Advantage on saving throws against Fire damage.

Unique Spell 2: Frostbound Embrace
3rd Level Abjuration
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
Infuse a willing creature with defensive ice magic. Target gains Resistance to Bludgeoning, Piercing, and Slashing damage and regenerates Hit Points equal to your Spellcasting modifier at the start of each turn.

Unique Spell 3: Glacial Guardian
4th Level Conjuration
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Summon a construct of solid ice (uses Summon Construct statistics, dealing Cold damage). It obeys your verbal commands.

Unique Spell 4: Prism Reflector Wall
5th Level Abjuration
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Create a 30-foot-long, 10-foot-tall crystal wall. Whenever a ranged spell or weapon attack targets a creature behind the wall, the wall reflects the attack back at the attacker using the original attack roll.

Capstone Spell: Crystalline Fortress of Eternity
7th Level Abjuration
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A massive dome of unbreakable crystal encapsulates a 30-foot radius around you. Allies inside the area have half cover (+2 bonus to AC and Dexterity saving throws), Resistance to all damage, and Advantage on saving throws against spells and other magical effects. Furthermore, allies inside regain 3d8 Hit Points at the start of each turn.


Ossis (Focus / Bone)

Deity Cantrip: Ossis’ Spur (Bone)
Necromancy Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
You manipulate skeletal bone. Choose one:

  • Shape (Utility): Carve or shape a small bone object.
  • Reinforce (Utility): Grant an undead creature +1 AC for 1 minute.
  • Bone Spur (Damage): A bone spur erupts from the ground. Target must succeed on a Dexterity saving throw or take 1d8 piercing damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Bone Spike Armor
2nd Level Abjuration
Casting Time: 1 Reaction (when targeted by a melee attack)
Range: Self
Duration: Instantaneous
Components: S
Bone spikes erupt across your body. Gain a +3 bonus to AC against the attack. If the attack misses, the attacker takes 2d6 piercing damage.

Unique Spell 2: Necrotic Infusion
3rd Level Necromancy
Casting Time: 1 Bonus Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
Flood a weapon with void energy. Weapon attacks deal an additional 2d6 force damage on a hit.

Unique Spell 3: Marrow Shatter
4th Level Necromancy
Casting Time: 1 Action
Range: Self (30-foot cone)
Duration: Instantaneous
Components: V, S
Unleash a wave of bone-shattering energy in a 30-foot cone. Creatures must make a Constitution saving throw, taking 7d8 force damage on a failed save, or half as much on a success.

Unique Spell 4: Skeletal Harvester
5th Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Summon 4 skeletal phantoms to pin down up to 4 enemies within range. Each target must make a Strength saving throw or be Restrained and take 4d8 necrotic damage at the start of its turn.

Capstone Spell: Ossis’ Ossuary Rupture
8th Level Necromancy
Casting Time: 1 Action
Range: Self (60-foot radius)
Duration: Instantaneous
Components: V, S
The earth detonates with millions of sharp bone fragments. Hostile creatures within 60 feet must make a Constitution saving throw, taking 10d8 force damage and 5d8 necrotic damage and becoming Restrained for 1 minute on a failed save, or half as much damage on a success.


Spina (Healing / Bone)

Deity Cantrip: Spina’s Mending (Bone)
Abjuration Cantrip
Casting Time: 1 Action
Range: Touch
Duration: 1 Minute
You knit flesh and bone. Choose one:

  • Stabilize (Utility): Stabilize a dying creature at 0 HP.
  • Repair (Utility): Fix a break or crack in a small nonmagical object.
  • Bone Spike (Damage): Target a creature within range. It must make a Dexterity saving throw, taking 1d8 piercing damage on a failure. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Calcified Ward
2nd Level Abjuration
Casting Time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S
Reinforce a creature’s skeleton. Target gains 2d8 + your Spellcasting modifier Temporary Hit Points.

Unique Spell 2: Osseous Rejuvenation
3rd Level Necromancy
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Touch a willing creature to grant 3d8 + your Spellcasting modifier Temporary Hit Points and cure the Poisoned and Restrained conditions.

Unique Spell 3: Restorative Osteogenesis
4th Level Transmutation
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Rapidly regenerate a creature’s skeleton and tissue. Target regains 6d8 + your Spellcasting modifier Hit Points, and any missing bones are regrown.

Unique Spell 4: Osseous Resurgence
5th Level Necromancy
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Touch a creature dead within 1 hour. It returns to life with half its maximum Hit Points and 40 Temporary Hit Points.

Capstone Spell: Spina’s Immortal Framework
7th Level Abjuration
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A sacred bone aura surrounds you. For the duration, if an allied creature within range drops to 0 Hit Points, it drops to 1 Hit Point instead. This effect can trigger only once per ally per casting of this spell. Allies also gain a +3 bonus to AC, and are immune to critical hits.


Fumus (Chaos / Gas)

Deity Cantrip: Fumus’ Puff (Gas)
Conjuration Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: 1 Minute
You control volatile gases. Choose one:

  • Fog (Utility): Create a 5-foot cube of dim light or obscurement.
  • Mask (Utility): Alter the scent of a creature or conceal tracks.
  • Poison Puff (Damage): Target a creature within range. It must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by one die when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Unique Spell 1: Ephemeral Mirage
2nd Level Illusion
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Shroud yourself in gas. Attack rolls against you have Disadvantage, and you have Advantage on Dexterity saving throws.

Unique Spell 2: Volatile Upheaval
3rd Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
Detonate gas in a 30-foot sphere. Creatures take 4d10 poison damage on a failed Dexterity save (half on success). Area becomes heavily obscured for 1 round.

Unique Spell 3: Choking Maelstrom
4th Level Conjuration
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Conjure a 20-foot-radius cloud of gas. Creatures entering or starting turn inside take 5d8 poison damage and become Poisoned on a failed Constitution save.

Unique Spell 4: Toxic Cyclone
5th Level Conjuration
Casting Time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 minute
Components: V, S
Summon a 30-foot-radius gas tornado. Moves 30ft per turn under your command. Enemies inside take 6d8 acid and poison damage and are Blinded.

Capstone Spell: Miasmic World-Blight
7th Level Conjuration
Casting Time: 1 Action
Range: 150 feet
Duration: Concentration, up to 10 minutes
Components: V, S
Unleash a massive 60-foot-radius cloud of blighting poison gas. Enemies inside take 8d10 poison damage at the start of their turn (Constitution save for half), and their armor AC is reduced by 2 while inside. The entire area is heavily obscured.


Nebula (Power / Gas)

Deity Cantrip: Nebula’s Cloud (Gas)
Conjuration Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: 1 Minute
You summon cosmic gas. Choose one:

  • Light (Utility): The gas sheds dim light in a 10-foot radius.
  • Float (Utility): Levitate a small object weighing up to 10 lbs.
  • Cosmic Acid (Damage): Target must succeed on a Dexterity saving throw or take 1d8 acid damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Cosmic Surge
2nd Level Evocation
Casting Time: 1 Action
Range: Self (30-foot line)
Duration: Instantaneous
Components: V, S
Channel cosmic gas in a 30-foot line. Creatures take 3d10 force damage on a failed Dexterity save and are pushed 15 feet.

Unique Spell 2: Nebulous Conduit
3rd Level Transmutation
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Diffuse your body into cosmic gas. Gain a 40-foot Fly speed (Hover), and move through enemy spaces.

Unique Spell 3: Celestial Emanation
4th Level Evocation
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
Cosmic energy radiates from you. Allies within 30 feet gain 4d8 Temporary Hit Points, +20 feet speed, and Advantage on saves against Charm/Fear.

Unique Spell 4: Starlight Warp
5th Level Transmutation
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
Teleport yourself and up to 4 willing allies to unoccupied spaces within 120 feet. An explosion of cosmic gas at the origin deals 4d10 force damage to enemies within 10 feet.

Capstone Spell: Nebula’s Cosmic Singularity
8th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Concentration, up to 1 minute
Components: V, S
Open a cosmic black hole in a 40-foot radius. All enemies in range are pulled to the center, taking 10d10 force damage and 5d10 radiant damage on a failed Strength save, and having their movement speed reduced to 0 while inside.


Aes (Defense / Metal)

Deity Cantrip: Aes’ Shard (Metal)
Transmutation Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
You control metal. Choose one:

  • Magnetize (Utility): Pull a metal object 10 feet toward you.
  • Mend (Utility): Repair a small break in metal or metallic armor.
  • Iron Strike (Damage): Make a ranged spell attack. On a hit, deal 1d6 bludgeoning damage and target has Disadvantage on its next attack. This spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unique Spell 1: Metallic Ward
2nd Level Abjuration
Casting Time: 1 Reaction (when a target within 60ft is attacked)
Range: 60 feet
Duration: Instantaneous
Components: S
Command metal to intercept a blow. Attacker has Disadvantage on the triggering attack, and target gains +2 AC.

Unique Spell 2: Magnetic Repulsion
3rd Level Evocation
Casting Time: 1 Action
Range: Self (30-foot cone)
Duration: Instantaneous
Components: V, S
Emit a magnetic pulse. Creatures wearing metal make a Strength saving throw, taking 4d10 force damage and pushed 30 feet away on a failure.

Unique Spell 3: Adamantine Fortress
4th Level Abjuration
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Transform skin into liquid adamantine. Gain Resistance to Bludgeoning, Piercing, and Slashing damage and Immunity to Critical Hits.

Unique Spell 4: Iron Maiden Cage
5th Level Evocation
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Encase an enemy in a solid iron cage. Target takes 6d10 piercing damage and is Restrained (Strength save to break out).

Capstone Spell: Aes’ Aegis of Unbreakable Steel
7th Level Abjuration
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A massive steel aura protects allies within 30 feet. Allies gain Resistance to all damage except Psychic, cannot be pushed or knocked Prone, and add your Spellcasting modifier to all saving throws.


Argenti (Power / Metal)

Deity Cantrip: Argenti’s Skin (Metal)
Abjuration Cantrip
Casting Time: 1 Action
Range: Self
Duration: 1 Round
You reinforce your form. Choose one:

  • Harden (Utility): Gain +1 AC against the next attack.
  • Metal Coat (Utility): Gain Resistance to Bludgeoning, Piercing, and Slashing damage until start of next turn.
  • Spike Strike (Damage): Make an unarmed spell strike dealing 1d6 slashing damage. This spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unique Spell 1: Ferrokinetic Surge
2nd Level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Living metal suffuses your body. Gain +2 Strength and weapon attacks deal an extra 1d6 slashing damage.

Unique Spell 2: Metallic Tempest
3rd Level Evocation
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
A storm of metal shards whips around you. Enemies inside take 4d10 slashing damage at the start of their turn (Dexterity save for half).

Unique Spell 3: Molten Iron Barrage
4th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
A 20-foot sphere of molten metal explodes. Creatures take 5d8 force + 3d8 slashing damage on a failed Dexterity save.

Unique Spell 4: Iron Titan Stance
5th Level Transmutation
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Transform into a 12-foot metal titan. Gain +1 AC, weapon attacks deal extra 2d8 slashing damage, and you gain 20 Temporary Hit Points when you cast this spell.

Capstone Spell: Argenti’s Cataclysmic Blade-Storm
8th Level Evocation
Casting Time: 1 Action
Range: Self (100-foot line)
Duration: Instantaneous
Components: V, S
Unleash a tidal wave of 10,000 liquid blades in a 100-foot line 15 feet wide. Creatures take 12d10 slashing damage on a failed Dexterity save (half on success), and all nonmagical armor worn by targets is shredded (-2 AC penalty).


Cultro (Discipline / Knife)

Deity Cantrip: Cultro’s Blade (Knife)
Conjuration Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
You manifest spectral blades. Choose one:

  • Cut (Utility): Sever a rope or small nonmagical object.
  • Carve (Utility): Mark a surface with a glowing symbol.
  • Knife Throw (Damage): Make a ranged spell attack. On a hit, deal 1d6 force damage. This spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unique Spell 1: Disciplined Blade
2nd Level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Gain a +1 bonus to weapon attack rolls, and weapon hits deal extra force damage equal to your Spellcasting modifier.

Unique Spell 2: Ephemeral Stance
3rd Level Abjuration
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Enter a fluid blade stance. Gain +2 AC, movement provokes no Opportunity Attacks, and Reaction imposes Disadvantage on an incoming attack.

Unique Spell 3: Whispering Blades
4th Level Conjuration
Casting Time: 1 Action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
Components: S
Razor blades surround you. Hostile creatures entering or starting turn inside take 4d8 slashing damage (Dexterity save for half).

Unique Spell 4: Thousand-Cut Dash
5th Level Transmutation
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
Teleport 60 feet in a straight line through up to 5 enemies. Make a melee spell attack against each target passed; on a hit, deal 5d10 force damage.

Capstone Spell: Cultro’s Executioner Stance
7th Level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
You enter a trance of pure martial perfection for 1 minute. For the duration, your weapon attacks automatically score a Critical Hit on a roll of 18–20, ignore nonmagical armor AC bonuses, and you can make one additional weapon attack whenever you take the Attack Action.


Venena (Chaos / Poison)

Deity Cantrip: Venena’s Spray (Poison)
Conjuration Cantrip
Casting Time: 1 Action
Range: 10 feet
Duration: Instantaneous
You expel virulent toxin. Choose one:

  • Coat (Utility): Coat a weapon for 1 minute, or until triggered on the next hit (next hit deals +1d4 poison damage).
  • Corrode (Utility): Deal 1d4 damage to a nonmagical object. This spell’s damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  • Toxic Spray (Damage): Target a creature within range. It must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by one die when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Unique Spell 1: Corrosive Surge
2nd Level Necromancy
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
Components: V, S
Project a jet of acidic poison. Make a ranged spell attack. On a hit, deal 3d10 poison damage. The target must succeed on a Constitution saving throw against your Spell Save DC or have its AC reduced by 1 for the duration.

Unique Spell 2: Toxic Surge
3rd Level Necromancy
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
Make a melee spell attack. On a hit, deal 5d10 poison damage and target is Poisoned (taking 2d10 poison damage at start of turn).

Unique Spell 3: Virulent Cloud
4th Level Conjuration
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S
A 20-foot cloud of gas appears. Creatures entering or starting turn inside take 6d8 poison damage on a failed Constitution save.

Unique Spell 4: Neurotoxic Paralysis
5th Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Inject neurotoxin into a target. It takes 6d10 poison damage and is Paralyzed on a failed Constitution save (repeat save end of turn).

Capstone Spell: Miasmic Eruption of Venena
8th Level Conjuration
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S
A 60-foot-radius eruption of corrosive venom dissolves the battlefield. Creatures take 10d10 poison and acid damage on a failed Constitution save (half on success). Targets failing the save suffer a permanent −3 penalty to AC until armor is repaired, and the area is heavily obscured.


Nex (Power / Death)

Deity Cantrip: Nex’s Toll (Death)
Necromancy Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
You channel death energy. Choose one:

  • Chill (Utility): Extinguish a candle or small flame instantly.
  • Wither (Utility): Cause a small non-magical plant to wither.
  • Death Toll (Damage): Target a creature. It must make a Wisdom saving throw. On a failure, it takes 1d8 necrotic damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Death’s Shroud
2nd Level Abjuration
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
Wrap yourself in death energy. Gain Resistance to Necrotic and Psychic damage and immunity to the Frightened condition.

Unique Spell 2: Soulrend Strike
3rd Level Necromancy
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
Next weapon hit deals extra 4d8 necrotic damage, and target cannot regain Hit Points until your next turn.

Unique Spell 3: Necrotic Onslaught
4th Level Necromancy
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
A 30-foot sphere of death energy erupts. Creatures take 8d6 necrotic damage on a failed Dexterity save (half on success).

Unique Spell 4: Reaper’s Harvest
5th Level Necromancy
Casting Time: 1 Action
Range: Self (30-foot cone)
Duration: Instantaneous
Components: V, S
Unleash a 30-foot cone of reaping death. Creatures take 6d10 necrotic damage on a failed Constitution save. You regain Hit Points equal to half the total damage dealt.

Capstone Spell: Nex’s Avatar of Utter Extinction
8th Level Necromancy
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Transform into an avatar of death for 1 minute. Gain immunity to Necrotic and Psychic damage, enemies within 30 feet have Disadvantage on saving throws, and your weapon attacks deal an additional 3d10 necrotic damage.


Anastasia (Resurrection / Life)

Deity Cantrip: Anastasia’s Touch (Life)
Abjuration Cantrip
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
You preserve life force. Choose one:

  • Spare (Utility): Stabilize a dying creature at 0 HP.
  • Bless (Utility): Target gains +1d4 to its next saving throw until the end of its next turn.
  • Radiant Spark (Damage): Target a creature within range. It must make a Constitution saving throw, taking 1d8 radiant damage on a failure. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Life-Thread Blessing
2nd Level Evocation
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Touch a creature to restore 2d8 + your Spellcasting modifier Hit Points and grant Advantage on its next saving throw.

Unique Spell 2: Revenant’s Vigor
3rd Level Necromancy
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
Touch a willing creature. Target gains Advantage on Str/Dex/Con saves, immunity to Frightened, and Resistance to Necrotic damage.

Unique Spell 3: Soulweave Pulse
4th Level Necromancy
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M (oils worth 100 cc, consumed)
Touch a creature dead within 1 minute. It returns to life with 1 Hit Point and cured of diseases and poisons.

Unique Spell 4: Divine Reconstitution
5th Level Evocation
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Touch a target dead up to 24 hours. The target returns to life with 1 Hit Point. For the next 3 days, the target has Disadvantage on attack rolls, saving throws, and ability checks (the penalties of Raise Dead apply). It is also cured of all conditions and poisons.

Capstone Spell: Anastasia’s Miracle of Rebirth
7th Level Evocation
Casting Time: 1 Action
Range: Self (60-foot radius)
Duration: Instantaneous
Components: V, S
A blinding shockwave of holy resurrection radiates 60 feet. Choose one dead allied creature within range. That creature returns to life with Hit Points equal to half its Hit Point maximum. All other dead allied creatures within range that you choose are instead stabilized if they have been dead for less than 1 minute. All living allies in range heal 50 Hit Points.


Lucilus (Evil / Mind)

Deity Cantrip: Lucilus’ Shadow (Mind)
Enchantment Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
You manipulate minds. Choose one:

  • Obscure (Utility): Create a 5-foot cube of dim light or darkness.
  • Whisper (Utility): Create spooky sounds or whispers in an area.
  • Mind Drain (Damage): Target a creature. It must make a Charisma saving throw. On a failure, it takes 1d10 psychic damage. This spell’s damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Unique Spell 1: Malicious Whisper
2nd Level Enchantment
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
Send a crushing psychic whisper to a target. It must make a Wisdom saving throw, taking 3d6 psychic damage and becoming Frightened for 1 round on a failure.

Unique Spell 2: Dark Embrace
3rd Level Enchantment
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
Lucilus’ malevolent aura radiates from you. Hostile creatures in the area must succeed on a Charisma saving throw or be Charmed, taking Spellcasting modifier Necrotic damage per turn.

Unique Spell 3: Shadowbound Enthrallment
4th Level Enchantment
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Target up to 3 creatures. Each target must make a Wisdom saving throw or be Charmed. Bonus Action to mentally command Charmed targets to move up to their speed.

Unique Spell 4: Mind-Shatter Thrall
5th Level Enchantment
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S
Target 1 creature within range. It must succeed on a Wisdom saving throw or be totally dominated under your telepathic control for 1 hour (as Dominate Person).

Capstone Spell: Lucilus’ Existential Nightmare
8th Level Enchantment
Casting Time: 1 Action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
Unleash a wave of psychic horror. Enemies within 60 feet must make a Wisdom saving throw, taking 10d10 psychic damage and becoming Stunned for 1 minute on a failed save (repeat save end of turn), or half as much damage on a success.


Umbra (Darkness / Shadow)

Deity Cantrip: Umbra’s Tendril (Shadow)
Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
You wield darkness. Choose one:

  • Snuff (Utility): Put out a torch or light source instantly.
  • Grab (Utility): Move a small object 10 feet.
  • Shadow Lash (Damage): Target a creature within range. It must succeed on a Dexterity saving throw or take 1d8 necrotic damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Veil of Shadows
2nd Level Illusion
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Shadows swirl around you. Gain Advantage on Dexterity (Stealth) checks, and attack rolls against you have Disadvantage in dim light or darkness.

Unique Spell 2: Nocturnal Grasp
3rd Level Necromancy
Casting Time: 1 Reaction (when a creature within 60ft takes damage)
Range: 60 feet
Duration: Instantaneous
Components: V, S
Plunge tendrils of darkness into a wounded target. It must make a Constitution saving throw, taking 4d8 necrotic damage on a failure, and you regain HP equal to half the damage dealt.

Unique Spell 3: Abyssal Void
4th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S
Open a 20-foot sphere of pure void filled with magical darkness. Creatures inside are Blinded and take 3d6 cold damage and 3d6 necrotic damage at start of turn.

Unique Spell 4: Shadow Warp Strike
5th Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
Teleport 60 feet to an unoccupied space adjacent to an enemy, make a melee spell attack for 6d10 necrotic damage, and teleport back to your original position.

Capstone Spell: Umbra’s Eclipse of the Void
7th Level Evocation
Casting Time: 1 Action
Range: Self (100-foot radius)
Duration: Concentration, up to 10 minutes
Components: V, S
Summon a 100-foot-radius realm of total magical darkness. You gain Truesight 120ft and a +3 bonus to AC, while enemies inside take 4d10 necrotic damage at the start of each of their turns.


Orion (Energy / Cosmic Shadow)

Deity Cantrip: Orion’s Star (Shadow)
Evocation Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
You wield shadow light. Choose one:

  • Flash (Utility): Distract a creature (Advantage on next attack against it).
  • Glow (Utility): Object sheds dim purple light in a 10-foot radius.
  • Star Blast (Damage): Make a ranged spell attack. On a hit, deal 1d8 psychic damage. This spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unique Spell 1: Cosmic Pulse
2nd Level Evocation
Casting Time: 1 Action
Range: Self (30-foot line)
Duration: Instantaneous
Components: V, S
Fire a pulse of shadow energy in a 30-foot line. Creatures take 3d8 force damage on a failed Dexterity save and are pushed 10 feet.

Unique Spell 2: Tendril’s Rebuke
3rd Level Conjuration
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Fling shadow tendrils at a target. It must make a Strength saving throw or be Restrained (taking 3d8 necrotic damage at start of turn).

Unique Spell 3: Starlit Veil
4th Level Illusion
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
Components: V, S
Magical starlit darkness fills a 30-foot radius. Allies see through normally; enemies entering must succeed on a Wisdom saving throw or be Frightened.

Unique Spell 4: Supernova Flash
5th Level Evocation
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Instantaneous
Components: V, S
Detonate a radiant/shadow burst. Creatures take 6d10 force and radiant damage and are Blinded and Deafened for 1 minute on a failed Constitution save.

Capstone Spell: Orion’s Cosmic Cataclysm
8th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S
A massive star explodes in a 40-foot radius. Creatures take 12d10 force damage, are knocked Prone, and become Stunned for 1 round on a failed Constitution save, or half as much damage on a success.


Zarta (Raw / Void)

Deity Cantrip: Zarta’s Blast (Void)
Necromancy Cantrip
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
You channel raw void. Choose one:

  • Destroy (Utility): Deal 1d4 force damage to a nonmagical object. This spell’s damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  • Fear (Utility): Cause a sensory noise or shadow flicker to frighten ambient creatures.
  • Void Rend (Damage): Target must succeed on a Constitution saving throw or take 1d6 necrotic damage and cannot regain hit points until your next turn. This spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unique Spell 1: Void Shear
2nd Level Evocation
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
Tear a spatial rift at a target. Make a ranged spell attack. On a hit, deal 3d8 force damage and target cannot take Reactions until your next turn.

Unique Spell 2: Entropy Field
3rd Level Necromancy
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S
Decaying energy surrounds you. Enemies take 3d6 necrotic damage at start of turn and have Disadvantage on Strength and Constitution saving throws.

Unique Spell 3: Void Collapse
4th Level Evocation
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
A shadow rift collapses in a 30-foot sphere. Creatures take 7d8 force damage and are pulled 20 feet toward the center on a failed Constitution save.

Unique Spell 4: Disintegration Wave
5th Level Evocation
Casting Time: 1 Action
Range: Self (60-foot cone)
Duration: Instantaneous
Components: V, S
A wave of raw void disintegrates matter in a 60-foot cone. Creatures take 8d8 force damage on a failed Dexterity save. Targets reduced to 0 HP are turned to dust.

Capstone Spell: Zarta’s Void Asunder
8th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S
You tear a permanent tear in reality centered on a point within range. Creatures in a 40-foot-radius sphere take 12d10 force and psychic damage on a failed Constitution save (half on success), and survivors are Banished to the Void until the end of your next turn.