Work in progress PHT

Player’s Guide to Tirebass 

Work in progress

Lore 

  1. Basic information

  2. Calendar and Time flow

  3. The basic history of Alamara

Races

  1. Allowed 

  2. Homebrewed 

  3. Secret races 

Classes

  1. Allowed 

  2. homebrewed

Backgrounds

  1. Homebrewed

Equipment 

  1. Homebrews

  2. Common Magic items

Spellcasting

  1. Unique rule to spellcasting

  2. Spell list 

  3. Homebrewed 

Lore

This setting has a lot to it so the following is made to help you gain a basic understanding of where the world is when the game starts and how to navigate the setting. This is not a complete almanac, if you have any further questions speak to Shadeakira.

Basic information 

The setting of your campaign is within the third age of Tirabass, and will most likely be somewhere in between the years 5930 to 5997. The world sits in a state of peace, unseen for the past 1200 years,  its nations stand at the ready for any neighbors to make a move, and traders once again sail the open seas. The Biulma coalition’s grand guard watches the Macuran Gates that block the wastelands of the southern hemisphere from the civil worlds. The Zing Dynasty once more focuses its efforts to heighten their spiritual and artistic understanding. The Maylakar Sultanate’s musicians and bard have begun to travel the lands of the world seeking stories and tales of heroes and champions to amuse their people. While the Hidlor hegemony is attempting to recover from their last war with their southern neighbors, Nind states, who have again become a pit of snakes each attempting to become the next central power within their splintered alliance. All the while the eyes of the gods and goddess’s turn to the continent of Alamara as a new story begins.

Calendar and the flow of time 

A year on Tirebass takes a full 360 days to pass, it is divided into 90-day cycles that count each of the four sessions. Those 90 days are counted in full when recording the date, however, most common folks consider every 30 days as a month and every 10 days a week. When writing out a date, you first write which day it is, the cycle and then the session followed by the year ( 32nd day of the fourth cycle the half-moon  5930).

Weeks\ Sessions

Rising moons

High moons

Half-moons

Setting moons

First cycle

1-10 

(high winter eve[1st])

1-10 

1-10

1-10

Second cycle

11-20

11-20

11-20

11-20

(long haul day[15th])

Third cycle

21-30

21-30

21-30

21-30

Fourth cycle 

31-40

31-40

31-40

31-40

Fifth cycle

41-50

41-50 

(high sun festival[45])

41-50

41-50

Sixth cycle

51-60

51-60

51-60

(High harvest festival [55th])

51-60

Seventh cycle 

61-70

61-70

61-70

61-70

Eighth cycle 

71-80

71-80

71-80

71-80

Ninth cycle 

81-90 

(new dawn festival[90th])

81-90

81-90

81-90

(high winter day[85th-90th])

A basic history of Alamara

Alamara itself is a patchwork of different nation-states. Ranging from the truly Democratic state of the Leron alliance to the totalitarian empire of the dragon born, the Zanagan Empire. This continent is filled with people in need of help and governments looking for mercenaries to do their bidding. In this land of wealth and opportunity, any able-bodied person can climb to the heights of power and fame. From its many churches and organizations to its lords, nobles, and diplomats comes a never-ending tide of jobs and requests for aid.

The Leron Alliance

Of the nations on this continent, none stand with such admiration and curiosity as the Leron Alliance. This crazy quilt of small States come together to form a nation of both human-like and beast-men. If you walk its streets you will find everything from humans, elves, and dwarfs to minotaurs, kobolds, and arrakora. It's shops and stores cater to all walks of life and all are welcome in their inns and taverns. The capital of Leronvill. Is the city of scholars and diplomats. Always working to improve the nation for the benefit of all, when they agree on a course of action. Its denizens have become so accustomed to the need for paper and books that it is one of the most literary inclined cities on Alamara that the phrase "did you read anything good" is a common conversation starter. With the Loren Sea Guard to the north, the Bran’s knights to the south, and the Laylock trappers to the east,  the Loren alliance can lock down its borders faster than any nation on Alamara. 

The Zanagan Empire

The nation that stands in spiteful contrast to the Leron Alliance would be the Zanagan Empire created with the violent return of the Dragonborn kingdom after the climatic end of the 2nd age. This event destroyed the western side of the Maro'din swampland. Mobilizing a massive army to capture new lands for their citizens. The Dragonborn seized the fertile lands to their south that once belonged to the Dwarfs of Gramnni.  With the understanding of magic from the first and second age still within their possession, the Zanagan empire held a magical advantage that they still barely maintain to this day. With a strong slave labor force that maintains their farm, Zanagan Dragonborn lives a life of wealth and pleasure, focusing on either being an outstanding soldier or a master spellcaster, with the ultimate goal of achieving a seat of power in the Vazir counsel. However, after many failed invasions onto the mainland, the Zanagan noble houses have begun fighting among themselves for power each with a different idea of how to bring their now crumbling nation to the power it once had.

The Kingdom of Gramnni

As hard and stubborn as the mountains they live in the Dwarfs of Gramnni, are hard to deal with but the only nation to be able to batter the Zanagans out of their ancient lands, gaining a foothold on the Marian strife that they will not relinquish easily. However, to say a dwarf is inhospitable will land you in rougher waters then fighting a dragon. The dwarfs of the third age have come to understand that maybe, just maybe, sometimes it is better to forgive and forget than to hate and fight. When asked to prove this every dwarf will turn you to Reanfall of the fertile valley of Hanfil, where a thriving community of goblinoids lives under the watchful gaze of the Kriklings.

The Koldan Alliance

Sandwiched between all the nations of the Alamara sit what many in Tirebass call the Land of Opportunities, they are of course referring to the Koldan Alliance. From its birth, it has been an oddity created with six different groups of adventures declaring their independence and seceding from their respective nation. They quickly formed a mutual defense pact to aid each other from they formed overlords. After 75 years of war, they won and reformed into a true direct democracy. With a counsel that holds office in Nanar

The Loth’eanrian Alliance

The dual nature of The Loth’eanrian Alliance is as opposing as oil is to water. The elves of the Loth’eanrian uphold and guard the wonders of the natural world, while their gnomish allies continue to strive towards great feats of technological prowess. Accepting all of their sud-races within their borders and as such you will find everyone from drow and svirfneblin to high elves and rock gnomes. With a powerful navy to an excellent standing army, they often act as the deciding factor in many wars with Alamara.

The Free Dawn Concordant

If one travels south of Nanar for about five days, you will reach the Idris River. This marks the edge of Nanar's territory and the start of The Free Dawn Concordat territory. It is a land that is hard and makes hardened people, tho most would call them human, ask a human of The Free Dawn Concordat and they will call themselves "free folk". To most from outside The Free Dawn Concordat, it's a harsh and unforgiving wasteland. where little grows and the undead hordes roam free, but tho the undead are ever-present danger the land in most of the region is fertile. Nevertheless, in Alamara, the Military of the Free Dawn Concordat is one of the greatest, boosting effective man-at-arms, and knight to skilled archers and crossbowmen, most soldiers fighting by the motto "three against death then freedom". This motto/battle-cry refers to the three years each citizen must serve in the Gray Watch, after which they are given 20 Platinum pieces, and paid passage anywhere.

The Kingdom of Higdon

In an odd twist of fate the Kingdom of Higdon that holds that lands south of the Makinlow and Makinhig rivers, a region of the world with perhaps the most fertile lands, is by far the cruelest. Its denizens separated into an absolute cast system by the purity of their blood, for to be born anything less than fully human is to be a cursed creature in the eyes of the nobles of this land, it’s dim-human citizens never allowed to approach the ranks of office or power, and as for the non-human citizens been treated as little more than cattle to be bartered and traded between noble houses for favor at best and at the worst for-profit. Nevertheless, adventurers are always allowed to move freely if you aren’t human to be ready for many inns to deny you entry.

Races

The following is the basic info of the races from the core resources released by Wizards of The Coast and are unaltered.

Allowed

Humans

Humans are as numerous as the stars in the night sky. They have spread to nearly every corner of the world and have founded many communities. They can count two scratches of the world as homelands with the birth of the third age. One is the Kingdom of Higdon on Alamara, the second is a member state with the Nind state called Nindiam. (standard, and variant)

Elves 

Due to their numbers and internal differences, elven communities can be found in almost every part of the world. From the high elves that build mighty bastions on the shore of the world to wood elves and their secretive villages deep in forests, to the Drow who are now torn between two different philosophies. (high, wood, drow,eladrin variant)

Dwarves

As in the early days of Tirabess, the dwarfs of the third seek to built might fortresses and great halls, along with masterworks of both metal and stone. From the kingdom of Gramnni to Karak Lossmar and Karak Waik, to the Ironbeard mountains in Maylakar Sultanate. They stand strong and proud, however, some of their kind still hold on to the old ways of grudges and debts while others seek the road of understanding and compassion. ( Mountain, Hill, Duergar)

Halflings

While the world watches the Loren Alliance so too do they watch the halflings. Being the glue that binds the alliance together, and a happy and carefree nature is a bit infectious and many will gleefully boast about upcoming parties thrown by halflings. However, to underestimate the halflings is to welcome disaster. Far too many wars and battles that would have been broken by halfling heroes and halfling knights. (lightfoot, stout)

Dragonborn

As the third age came so did the power of the Dragonborn empire, seizing great amounts of land. Holding power mostly through fear, launching numerous raids and wars against their neighbors. However, through both deserters and runaways, new Dragonborn nations are on the verge of birth. (PHB only)

Gnomes

It was gnomish inventions that saved many lives during the end of the second age causing a massive demand for gnome citizens, the gnomes felt less welcome and more wanted. Soon a mass exodus of gnomes went to The Loth’eanrian Alliance who didn’t care for their ways but welcomed them as allies. Their great works come in the form of mighty machines and powerful inventions. (rock, wood, deep)

Tieflings

The common tiefling, or at least the tiefling race, was once an oddity due to their scares number, are now mistreated due to the history and bloodline of their kind. However, they have found a home in The Loren Alliance to find a chance to stand above the otherwise stereotypical perception of them. (basic, Baalzebul, Dispater, Fierna, Glasya, Levistus, mammon, Mephistopheles, Zariel)

Aarakocras

The Aarakocra tribes are numerous and ever traveling, however, as of late they have found homes and hunting grounds within the Loren Alliance. Often finding good work as scouts and mercenaries 

Goliaths 

As strong as they are brave, the Goliath of The Loren Alliance stands as one of two races that no one wishes to meet on the battlefield. Claiming the mountain town of Garnis as the peoples’ center, however, their herds are always moving through their mountainous homes.

Firbolgs 

When the former Firbolg escaped to the spirit wilds during the end of the first age no one expected their return after the start of the third age, quickly spreading across Alamara and living in harmony with their surroundings. However, as war erupted across the continent, they found a sanctuary within the borders of the Loren Alliance.

Kenkus

The Kenku have founded their homes as spies and thieves. However, they have also become skilled scouts and explorers of the dark tunnels below the surface of the world. 

Kobolds

After two ages of suffering as the slaves of the Dragonborn in the first age then the Yuan-ti, the Kobolds grew hateful and distrusting of those who offer freedom and prosperity. However, it will ultimately be the Loren hero Bran that earned the kobolds over during his valiant charge into Dragonborn knights. And so the many kobold clans found an everlasting home in the hills around the Loren Alliance.

Lizardfolk 

As odd and alien as the lizardfolk’s mind is they have come to an understanding of the usefulness of their smooth skin allies. From the swampland in the Loren alliance to the jungles of Cattakin to the dense forest on the northside of the Gangeln, the lizardfolk come in a wide array of colors and shapes.

Tabaxi

Of the tabaxi there is little left to discuss, with their inquisitive nature has always made them great scouts and hunters. However, that is not to say that they are incapable of creating great works of art or metalworks. 

Centaurs 

The often proud and swift centaurs are by far the greatest mounted knights to be found anywhere. Capable of crushing enemies under weathering fire of bows and devastating lance charges. The centaurs of the world have become mobile nomads in the great plains of the world. And as for those of the Loren alliance, they have found a peaceful life as farmers and nobles.

Minotaurs 

powerful and built for war. The mighty minotaurs have made homes for themselves in the nations of the world who see the benefits of having strong individuals within their sphere of influence, alas it would be the Loren Alliance that would be their greatest sponsors.

Leonins

The once proud and capable Leonins nomads had, at the dawn of the third age, became the backbone on which the Zing Dynasty was born, Plaguing eternal fealty to the first emperor and all his decadents. Their numbers and combat style have grown as the third age continues to move forward. 

Kalahtar 

At the dawn of the third age, it would be the descendants of humans that fled to the spirit wilds that would lead a collection of races to create the Zing Dynasty.  The kalahtar would go on to try and bring the beauty of the spirit wild. However as the spirits can be ruthless, so too can the kalahtar be.

Shifters

Hated and hunted, would be the total of the shifters' history, however, they are no fools, and have gained a seat of honor within The Zing Dynasty. They have become the greater portion of its population, and their traders and artisans are as great as some of the dwarven masters in other parts of the world. (Beasthide, Longtooth, Swiftstride, Wildhunt)

Half-elves 

Found in many different locations, the half-elves seem most comfortable surrounded by those who aren’t truly welcome anywhere. Their childhood truly depends on the place of their birth, and to whom they are the child of. (half-high, half-drow, half-wood)

Half-orcs

In an almost cruel manner, half-orcs are mistrusted in most orc and human communities across Tirebass. However a mark of a true orc is to survive against all odds, and the make of a human is to find solutions where few exist, and so half-orcs are by far the most stubborn race to walk this land. (basic only)

Goblin 

Across the world the goblins and their brethren raid, pillage, and sail in great pirate fleets. Only returning to their “homeland” twice a year to unload cargo and slaves. However all goblins are free to do as they wish, as long they remember that the world generally despises them and their ilk.

Hobgoblin

Like their old nature, the hobgoblins are rarely seen on the mainlands of the world. Acting as the guardians and “settled folk” on the “homelands”. However, should you discover this land do not be surprised to find hobgoblin headhunters will follow you for the rest of your life.

Homebrew

The following is a list of races that are homebrew and are allowed within my setting. ( % requires a solid backstory and my permission)

Kitsune

As secretive as they are powerful the kitsune have found great wealth and power within the Zing Dynasty. Their noble houses range from the powerful and quiet to the influential and outgoing. Their members hold a love for the flow of movement and the grace of nature. 

Kitsune Traits

Your Kitsune character has an assortment of inborn abilities, part, and parcel of the kitsune nature.

  • Ability Score Increase. Your Dexterity score increases by 2

  • Age. Kitsune live roughly as long as a human does, though some may unlock the inner potential to live longer, owing to some ancestral secret.

  • Alignment. Kitsune value secrecy, and their own culture and society. Unless an outsider proves worthy, they are unlikely to care for any perceived moral obligation to non-kitsune.

  • Size. Kitsune may take many forms, but their natural form is relatively short, between 4 and 5 ft tall. Your size is medium.

  • Speed. Your base walking speed is 30 ft.

  • Darkvision. Kitsune live in the darkness, and they use it to their every advantage. You can see within dim light as if it were bright for 60 feet. Also, you see in darkness as if it were dim light.

  • Language. You speak, write, and understand Common, and Kitsune-speak, a language jealously guarded as the shared secret language of the kitsune.

  • Keeper of Secrets. You gain an advantage against any spell or effect that would force you to reveal information (such as a zone of truth). When you are under the influence of a spell that charms or controls you, you may make a new saving throw to end the effect of the spell’s controller attempt to extract information from you.

  • Claws. You have sharp claws that can be used as weapons in combat. Your claw attacks deal 1d4 slashing damage. You may make an additional claw attack as a bonus action with your off-hand, even if you are wielding a weapon in your other hand. Neither claw attack adds your strength or dexterity bonus to damage. You are considered proficient with your claws.

Subraces 

  • Red Kitsune

The red kitsune are in tune with nature and tend to be the gatekeepers of the wilderness.

Though they can be mischievous, they take their jobs very seriously and strive to protect the wilderness from harm. Some use guile and trickery to achieve their objectives, while others still will fight with claw and magic. Most red kitsune revere nature in some capacity and some go so far as to dedicate themselves to nature as druids and rangers do. Others still follow other paths but are still devoted to the act of protecting nature in all its forms.

Ability Score Increase. Your Wisdom score increases by 1.

Kitsune Magic. You can conjure strange patterns of light to distract your foe. Gain druidcraft and minor illusion as cantrips. At 3rd level, you may use the spell to speak with animals once and regain the ability to do so with a long rest. Wisdom is your spellcasting ability for these spells. At 5th level, you may wild shape as a 2nd level druid for 1 hour, but you are restricted to the form of a fox (use the statistics for a cat). You may use this racial wild shape feature in addition to any other wild shape uses gained from any class abilities.

One With Nature. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

  • Brown Kitsune

If the red kitsune are those who are in tune with nature, then the brown clan kitsune is in tune with people. They are far more likely to be living within towns and cities, gathering information, and making connections. Though they are not the only kitsune able to do so, the brown clan revels in their ability to thrive amongst the other races, especially with the attention that they receive. It is said that entire families of kitsune can live within a city without anyone knowing unless they wish to be known. It is said too that this specific clan is especially mischievous.

Ability Score Increase. Your Charisma score increases by 1.

Blend In. You may use alter self once per day, as per the spell. Charisma is your spellcasting ability for this spell.

Animal Charisma. You gain an advantage on Charisma checks when attempting to appear friendly or attractive.

Quick Escape. You may use your claws as impromptu lock picks or cutting tools for the purposes of picking locks, cutting rope, or undoing other restraints. Using them in such a way renders your claws useless for 1d4 days while they regrow, denying you your claw attack as well as the ability to escape restraints.

  • White Kitsune

The kitsune as a whole are interested with the acquisition of secrets as a currency that can help those in need, or to help in protecting the things that kitsune hold dear. The white clan kitsune tend to be the gatherers of this knowledge, indiscriminately learning as much as they can in hopes that it will benefit their race, or the preservation of nature. Members of this clan are more likely to pursue the mystic arts, but white clan kitsune tend to freely choose their path, and are among the most varied of the clans. Though they prize their secrecy, members of the white clan are more likely to parlay with other races in hopes to gain more information from them, knowing that one cannot properly learn in isolation.

Ability Score Increase. Your Intelligence score increases by 1.

Seeker of Secrets. You have an advantage on any rolls meant to discern secrets, whether through hidden doors, in ciphers or puzzles, or the words of a witness. You are also considered proficient in the Investigation skill.

Cypher Magic. You learn the message cantrip. At 3rd level, you may cast the illusory script spell once per day. At 5th level, you may cast magic aura once per day. Your spellcasting ability for these spells is Intelligence.

  • Black Kitsune (Nogitsune)

The black clan, sometimes called the nogitsune, are considered an inauspicious clan of kitsune, more given to affiliations with darkness and entropy. Despite this, the nogitsune are still kitsune, and are not ostracized. That said, nogitsune carries suspicion with them wherever they go. Although most nogitsune are not evil, the clan tends to nurture the reputation to maintain their reputation, using it to their advantage. The nogitsune does indeed have ties to the darkness, considering themselves the silent hand of the kitsune, often working of their own accord. The other kitsune clans have long understood that it is better to keep the nogitsune close.

Ability score increase. Your Charisma score increases by 1.

Shadowcraft. You may cast (silent image) once, though any image you create must appear darkened or as a shadow. You can use this to change the level of light in a 5-foot square, either from bright light to dim light or from dim light to darkness (see Vision and Light in the SRD). You regain the ability to do so after a long rest. Charisma is your spellcasting ability for this spell.

Affinity for the Black. You may attempt to hide using a Dexterity (stealth) check even if you have been seen, as long as you are in dim light or darkness. Once you use this feature, you must finish a short or long rest before you can use it again.

Shadowhex. You may impose bad luck on others when you hide in the shadows. While in the shadows and unnoticed, you may use a reaction to grant disadvantage on any roll performed by a target within 30 ft. This feature may be used after the initial roll is made. Once you use this feature, you must finish a short or long rest before you can use it again.

Krickling

Their size and appearance are a close resemblance to those of goblins. The Krickling is a far more distant variant to the goblinoid family.  Krickling ancestors span almost the same as that of a goblin, until the great flood. At some point, while out at sea these would be goblins underwent a fundamental change, forgoing the natural barbarism that defined their ancestor to the Kricklings when they made landfall on Alamara. To the World, a Legion for spell-casters disembarked those ships and marched to the Great fort of Blitzgar and asked for a home.  they quickly earned their keep in the Dwarf Kingdom, by matching the Draconian army, spell for spell.  Krickling Adventurers more often do believe that it is their sacred duty to spread the gods to the world. this will often land them in hot water due to their appearance. However, Kricklings normally ask to prove themselves by performing tasks for whoever doubts their intention, though these tasks are often very deadly. despite this, they nearly always succeed using their innate magic capability.

Krikling Traits 

Your krickling character has an assortment of inborn abilities, part, and parcel of their nature.

  • Ability score increases +1 to your Dexterity. Your Goblin heritage makes you more nimble than most believe.

  • Age: Krickling reaches adulthood at age 10 and lives up to 80 years.

  • Alignment: Krickling is typically good or neutrality. A few Krickling might tend toward neutrally to good, but only rarely are evil.

  • Size Krickling is between 4 and 4'6" feet tall and weighs between 40 and 80 pounds. Your size is Small.

  • Speed Your base walking speed is 30 feet.

  • Darkvision You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

  • Fury of the Wise When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

  • Nimble Escape You can take the Disengage or Hide action as a bonus action on each of your turns.

  • Languages You can speak, read, and write Common and Goblin.

Subraces 

  • Seeker

 Seekers are Krickling that believe in the ancestral promise of a greater future. They seem to be more aware of others' needs. Most seekers seem to find a place in the holy sites of many religions.

Wide Awake: your natural disposition to help and aid makes you more in tune with your surroundings. You gain a +2 to your Wisdom score.

Agent of the gods: you gain one cantrip from the cleric spell list using your wisdom modifier.

 

  • Thinker

Thinkers normally hold positions of power in their towns, communities, and villages. often they are fully aware of what they are capable of and where they can do their best.

Mind in Motion: your mind is always at work and moving, thinking of more than one solution to each problem you find. You gain +2 to your Intelligence score. 

Tied to the Weave: You gain one cantrip from the wizard spell list using your intelligence modifier.

 

  • Walker

Walkers are the Kricklings that wish to see more of the world, in doing so they do their best to uphold the good the kricklings do in the world and honor your differences from your Goblinoid cousins.

Silver Tongue: You have a nak for talking your way out of bad situations. You Gain +2 to your Charisma score.

Innate Power: You gain one cantrip from the Warlock spell list using your Charisma modifier. 

 

 

Half-Dwarfs

Whether the offspring of a rowdy night in a bar or a being born of love. The half-dwarf is often misunderstood and disliked. With only their height and lack of facial hair giving their lineage away, most half-dwarfs still live within their dwarven parent’s clan. 

 

Half-dwarfs Traits 

Your half-dwarf character has an assortment of inborn abilities, part, and parcel of their nature.

  • Ability score increases: Constitution score is increased by 2, and two other scores of your choice increase by 1

  • Age: Half-dwarf reaches adulthood at age 20 and lives up to 300 years.

  • Alignment: Half-dwarf is typically lawful holding the laws they grow up with as their code.

  • Size half-dwarfs are between 4 feet and 5 feet. Your size is medium.

  • Speed Your base walking speed is 30 feet.

  • Darkvision You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

  • Dwarven Resilience  You have an advantage on saving throws against poison, and you have resistance against poison damage

  • Skilled you gain proficiency with an artisan's tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. You also gain proficiency in one skill of your choice.

  • Languages You can speak, read, and write Common and Dwarven.

 

  • Hill dwarf lineage: you gain dwarven toughness <Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.>

 

  • Mountain dwarf lineage: you gain Dwarven armor training < You have proficiency with light and medium armor.>

 

  • Duergar Lineage: you gain duergar magic <  When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When you reach the 5th level, you can cast the invisibility spell on yourself once with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight, although sunlight does not affect them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

 

Nymph%

The nymphs of the spirit wild as beautiful and alluring. Capable of intoxicating almost any mortal, most nymphs are raised to avoid the overwhelming nature of that power and seek to establish more lasting relationships with whomever their current mate or partner is.

Nymph traits

  • Ability score increases Your Charisma score increases by 2, and your Wisdom score increases by 1.

  • Age: Nymphs age at the same rate as elves, reaching physical maturity by age 20. Once they reach adulthood, they do not age further, and they do not die of old age.

  • Alignment: Nymphs tend towards chaos and goodness, but can be of any alignment.

  • Size Nymphs are slightly shorter and lighter than elves. Your size is Medium.

  • Speed Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

  • Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

  • Fey. Your creature type is considered to be both fey and humanoid. Additionally, you have an advantage on saving throws against being charmed, and magic can't put you to sleep.

  • Blinding beauty As an action, you can force all humanoids within 30 feet of you to succeed on a Constitution saving throw or become blinded until the end of your next turn. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. Once you use this ability, you can't use it again until after you long-rest.

  • Unearthly Grace. While you are wearing no armor and not wielding a shield, your AC is equal to 10 + your Charisma modifier.

  • Languages You can speak, read, and write Common, Elvish, and Sylvan.

 

Secret races

The following is a short list of races that I have modified for the setting, you can take these races with my permission 

Aasimar : 

The rare and powerful aasimar are scattered around the world, it is not uncommon to meet one, they will keep their heritage a secret. For an aasimar to fully understand their nature and abilities takes days, weeks,  months, or even years of meditation. Capable of sensing each other when nearby. Though strong and powerful their latent power can be devastating.

  • Celestial Soul: as a bonus action, you can empower your spells and attacks with Celestial energy. You can only use this feature once a long rest.  The energy is determined by your subrace Necrotic for Fallen and radiant for Protector and Scourge  The bonus dice is 1d6 >1-5lvl, 2d6>6-10lvl, 3d6>11-15lvl, 4d6>16-19lvl, 4d8>20lvl

  • Final Rite: As an action you can release your inherent divine power. This ability allows you to expend hit dice to heal yourself or others in the midst of danger. You must expend hit dice to the highest extent that you can each time you use this ability. 1 hit die expended heals for 1 hit die + the Aasimar’s Con modifier. You can expend extra hit dice, for every two hit dice extra expended you heal an extra 1 hit dice.

Classes 

Allowed

The following is a list of classes from wizards of the coast that are allowed in the campaign.

 

Allowed Classes 

Not Allowed Sub-Classes

With Dungeon Masters Permission

Barbarian 

Path of wild magic

Bard 

College of Creation and College of Spirits

Cleric

Unity Domain, and Death Domain

Order Domain and Arcana Domain, Twilight Domain

Druid

Circle of Spores and Circle of Stars

Circle of Dreams and Circle of Wildfire

Fighter

Arcane Archer, Psi Knight

Gunslinger, Rune Knight

Monk

Way of Mercy, Way of Ascendant Dragon, Way of Astral Self

Way of the Cobalt Soul

Paladin

Oathbreaker and Oath of Watchers

Ranger

Drakewarden, Fey Wanderer and Swarmkeeper 

Rogue

Soulknife and Phantom 

Sorcerer

Clockwork Soul and Psionic Soul

Divine Soul and Shadow Magic

Warlock

The Genie and The Undead 

The Lurker in the Deep 

Wizard

Order of Scribes and Bladesinging 

Chronurgy Magic and Graviturgy Magic

Artificer

None

Blood Hunter 

None

 

Homebrew classes

The following is a list of classes and subclasses that are allowed within the setting without approval.

 

Alchemist

 

Deep in a cavern of a mystic dungeon, a group of adventurers count their gold as an elf extracts a venom from the giant snake pocketing the vial.

In a busy city street a human rushes to deliver a potion of his own making, it may not cure the ailment the child has but it will give him a fighting chance.

Feeling a tingle in his arm, an orc laughs as his biceps grow twice as large, then quickly writes down his recipe for later use. 

Alchemists strive to learn the mysteries of nature, manipulating it in the only way they know. while not technically spellcasters, they’re magical in their own right. And the effects of their concoctions provide much to any adventuring party. 

Creating an Alchemist

First, decide what your character might be studying. Are they studying to heal a village that can’t afford the church’s service? Or are they finding ways to make more potent medicine?

 

Quick Build

When making an alchemist, first up your intelligence to the max, then your dexterity or charisma if you plan to be a bit of a talker. For a stronger build take the hermit background.

 

 

 

 

Level

PB

Features 

1st

+2

Concoctions, bombs, poisons, potions

2nd

+2

Alchemist’s study,

Alchemist’s study feature

3rd

+2

Discovery

4th 

+2

Ability score improvement 

5th

+3

Discovery

6th

+3

Alchemist’s study feature 

7th

+3

Discovery

8th 

+3

Ability Score Improvement 

9th

+4

Discovery

10th

+4

Alchemist’s study feature

11th

+4

Discovery

12th

+4

Ability Score Improvement 

13th

+5

Discovery

14th

+5

Alchemist’s study feature

15th

+5

Discovery

16th

+5

Ability Score Improvement 

17th

+6

Discovery

18th

+6

Alchemist’s study feature

19th

+6

Discovery, Ability Score Improvement 

20th

+6

Master Alchemist 

 

 

 

Class Features 

As an alchemist, you gain the following class features. 

 

Hit Points 

Hit Dice: 1d8 per alchemist level 

Hitpoints at First Level: 8+ your constitution modifier 

Hitpoints at Higher Levels: 1d8(or 5)+ your Constitution modifier 

 

Proficiencies 

Armor: Light Armor 

Weapons: All simple weapons, Rapier, Blowgun

Tools: Poisoner’s kit, Herbalism kit

            Saving Throws: Intelligence, Constitution 

Skills: Choose two from Insight, Investigation, Medicine, Natures, Perception, Persuasion, Survival 

 

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

 

  1. A rapier, or (b) any simple weapon 

  2. A scholar’s pack, or (b) an explorer’s pack 

(a)a poisoner’s kit or (b) an herbalism kit 

Leather Armor 

 

 

 

Concoctions 

At level 1, you can learn how to create a variety of concoctions. Each day after a long rest, you may prepare a number of concoctions equal to your Intelligence modifier + your class level (minimum 1). At first level, you can make a potion, poison, or a bomb as a concoction. The rules for these concoctions are below. At higher levels, you learned to augment your concoctions and create new ones. 

 

Each concoction begins with a die value of 1d4, and increases by 1 (2d4,3d4…) at levels 5,9, 13, and 17. 

 

Bombs 

You know how to mix explosive residue into casings that detonate on impact. You can create a bomb as a concoction that deals damage in a square and each adjacent space. These bombs have a range of 30ft. Targets in an area must make a Dexterity saving throw equal to 8+ the Alchemist’s Intelligence modifier + the alchemist’s proficiency bonus. If they succeed, they avoid all the damage. 

 

Poisons 

You can mix together volatile ingredients into poisons of all types. In addition to being able to make typical poisons, you can create poisons as a concoction that can be applied to any of your weapons. As an action, you can apply one of these poisons to your melee weapon or three pieces of ammunition. This poison deals poison damage if it hits and the target fails a Constitution save equal to 8+ the alchemist’s Intelligence modifier + the Proficiency bonus. The poison’s potency lasts for one minute before it becomes inert. 

 

Potions 

You can mix together healing herbs and create liquids that cure ailments and injuries. In addition to being able to make typical potions, you can create potions as a concoction that can be ingested. These potions heal damage taken and can be given to anyone. Potions can be ingested as an action.

 

Alchemist’s Study 

At your 2nd level, you have learned how to perfect one of your concoctions to the point that it requires no effort on your part to craft them. You choose an Alchemist Study, either grenadier, doctor, or poisoner. These archetypes grant or add several to your concoctions at higher levels. Also, they change the die value for one of your concoctions. 

 

Discoveries 

Your constant practice of alchemy has resulted in new knowledge unknown to you previously, also known as Discoveries. You gain 1 discovery at 3rd level, and you learn additional discoveries every 2 levels after. These discoveries augment your concoctions and allow you to use them in new ways. 

In addition, you gain additional discoveries determined by your archetype. 

 

Ability Score Improvement 

When you reach 4th level, and again at 8th, 12th,16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 

 

Master Alchemist 

At level 20, you have achieved the peak of intelligence studies, you have perfect all forms of alchemy. The die value of all your concoctions increases by 1 step (1d4 to 1d6, 1d6 to 1d8). Also, the total cost of your concoctions and discoveries is decreased by 1 (to a minimum of 1). 

 

Discoveries 

If discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time that you meet its prerequisites. 

 

Antitoxin 

Prerequisite: Volatile Concoction 

When you create a Volatile Concoction, you may designate a number of allies who are immune to the effects of your poison equal to your Intelligence modifier (minimum 1). 

 

Anti Magic Potion 

Prerequisite: 7th Level 

You have discovered ingredients that are devoid of any magical essence. You can use a concoction to make an anti-magic potion that renders the target immune to any magic, beneficial, or otherwise. This effect lasts for 1 hour. 

 

Concussive Bombs 

You have learned to create a loud grenade capable of disorienting opponents. You can use 1 concoction to create a grenade that explodes with a loud audible noise. Any enemies within 30 feet of the blast radius must succeed on a Constitution saving throw equal to the bomb’s Dexterity saving throw or be deafened for a number of numbers equal to your Intelligence modifier ( minimum 1). A creature that has an advantage on Perception checks based on hearing has a disadvantage on this saving throw. 

 

Deadly Poison 

Prerequisite:9th Level 

You have learned to get the most lethality from poisonous extracts. You add your Intelligence modifier to the damage dealt by any poisons you use. 

 

Elemental Concoction 

Prerequisite:5th Level 

You have discovered techniques used to extract the essence of rare ingredients. You can use an additional concoction to grant an elemental boost to your concoctions. If applied to poison or bomb, the damage type of the concoction becomes fire, ice, or lightning (your choice). If you use it on a potion, when you drink that potion, all damage from that elemental type is reduced by 5 for 1 minute in addition to the normal healing from a potion. 

 

Elemental Immunity 

Prerequisite:17th Level, Elemental Concoction

You can create a potion that has the pure essence of an element. You can use 3 additional concoctions to create a potion of elemental immunity. This potion, in addition to healing, grants immunity to the element chosen for 1 hour. 

 

Elemental Perfection 

Prerequisite:13th Level, Elemental Concoction

You have perfected the techniques used to extract the essence of rare ingredients. Whenever you create an elemental concoction, it gains additional benefits. If it was poison or bomb, it deals an additional 2 dice worth of damage to the element chosen. If it was a poison, it increases the damage reduced by 10, to a total of 15 damage reduced, in addition to the normal healing. 

 

Explosive Concoction 

Prerequisite:7th Level 

Your casings for your bombs have been improved so hold more ingredients. When you create a bomb using a concoction, the explosive area is each adjacent space and each adjacent space after that. You may choose which bombs use this concoction. 

 

Flashbangs 

Prerequisite:7th Level,  Concussive Bombs

You include bright flashing powder in your concussive bombs. You can use an additional concoction to make your concussive bombs blind enemies who fail another Constitution save equal to the Concussive Bomb save. Any creature who has an advantage on perception based on sight has a disadvantage on this save.

 

Fragmentation Bombs 

You fill your bombs with bits of glass, rocks, or other small harmful bits. When an enemy succeeds the save to resist your bomb’s damage, they take half the damage instead of no damage.

 

Irritating Poison 

Prerequisite:5th Level 

You create a poison that stimulates the nerves around one’s body to itch uncontrollably. You can use one concoction to alter a poison to apply the “Irritating” effect. Magic-users who are under this effect are so distracted that they must make a Constitution saving throw each turn to be able to cast spells. If they fail, they may only cast cantrips during that turn. This effect lasts for a number of turns equal to your Intelligence modifier. 

 

 

 

Magebane Poison 

Prerequisite:13th Level, Irritating Poison 

You discover an irritant that is vastly more powerful than before. You can use three concoctions to alter a poison to apply the “Magebane” effect. Magic-users who are under this effect cannot cast any magical spells for a number of turns equal to your Intelligence modifier. 

 

Neural Poison 

Prerequisite: 5th Level

You discover a way to make poisons affect the mind rather than the body. Whenever you create a poison, you can make the save Wisdom based instead of Constitution-based, and the damage becomes psychic instead of poison. The poison works the same in all other regards, and any enemy immune to poison damage (not psychic damage) is immune to a poison augmented in this way.

 

Poison of Vulnerability 

Prerequisite:11th Level, Elemental Concoction 

Your elemental poisons are so powerful that they can cause enemies to become weaker to such elements. You can use one additional concoction to make a poison augmented by elemental concoction into the poison of vulnerability. In addition to doing damage, if an enemy fails the Constitution save against this poison, it becomes vulnerable to the elemental damage taken for a number of rounds equal to your Intelligence modifier. An enemy who has resistance to that type of damage type instead loses the resistance. An enemy with immunity to the damage type is immune to this poison. 

 

Potion of Curing 

You have discovered a substance that flushes the body of filth. You can use a concoction to create a healing potion that heals any disease or poison in addition to healing damage.

 

Potion of Enhancement 

Prerequisite:11th Level

You have learned to enhance a person’s physical or mental prowess with special ingredients. You can use a concoction to create a potion that behaves like the spell Enhance Ability, the effect chosen upon creation. The effect lasts for 1 hour, but multiple people can benefit from this potion. If someone under the effect of this potion drinks another one, the previous potion’s effect ends early. 

 

Potion of Resistance 

Prerequisite:9th Level 

You have learned to alter a person’s blood flow so that injuries are not as fatal as they may be. You can use a concoction and choose one type of damage type to grant resistance to that damage type to whoever drinks that potion for 1 minute. If someone under this effect drinks another potion of resistance, the new one overrides the previous one’s effect. 

 

Syringe 

Prerequisite:15th Level 

All potions you create are now syringes which are injected rather than ingested. You and allies can use your “potion” concoctions as a bonus action. 

 

Volatile Concoction 

You learn how to make your poisons into bombs. By spending 2 concoctions, you can create a concoction that deals with the damage and effects of poison as a bomb, damaging enemies in an area as a bomb would. You may augment this concoction with discoveries that affect both poisons and bombs. 

 

Alchemist’s Study 

Alchemists strive to unravel the knowledge found within the world without magic. While they all learn the basics of alchemy, some try to perfect their art in certain areas. 

 

Doctor

A doctor is one who uses his alchemical gifts for good, helping all who are injured or sick. Doctors are always looked upon as valuable assets. Most doctors are good, outstanding members of society, but some tend toward the underground syndicates as private doctors. 

 

Potion Focus 

At level 2, a doctor’s potions use d6s instead of d4s for healing injuries or wounds. 

 

Healthy Body 

At level 2, your practices lead your body to perfect health. You gain an advantage on all saving throws to resist diseases, and you gain 1 additional hit point per level. At level 10, you are immune to all diseases, and you gain 2 additional hit points per level instead of 1. You do not gain these additional hit points for the first 10 levels. 

 

Doctor Discoveries 

A doctor gains the following discoveries at certain levels. Some of these are only available to the doctor, while others are available to other alchemists at higher levels. 

 

Regenerative Potion 

You have discovered a way to make your typical healing ingredients last longer. Instead of healing potions, you can use two concoctions to make regeneration potions. When someone drinks a regeneration potion, their body functions at a higher rate, allowing them to heal 1d4 every round. This healing increases the same way your concoctions increase. This healing lasts for a number of rounds equal to the doctor’s Intelligence modifier (minimum 1). If someone under this effect drinks another regenerative potion, the duration resets. 

 

Syringe 

You have learned that potions heal by going through our body’s systems, so why not just cut out the ingestion of them and go to the source directly? This discovery acts as the discovery listed previously, except the doctor receives it at Level 6. 

 

Anesthetic 

You have found substances that allow one to ignore the pain for a short while. At Level 10, you can use a concoction to create anesthetics, which grant temporary hit points equal to the doctor’s Intelligence modifier.  These temporary hit points last for 1 hour and can stabilize dying creatures. If another anesthetic is used on the same target within that hour, they gain additional hit points but become incapacitated. If used again, they become unconscious. After the hour is over, the target gains a level of exhaustion for each anesthetic used which will go away at the rate of 1 hour per exhaustion. 

 

Potion of Enhancement 

You have found that some of your medicinal concoctions actually increase some people’s capabilities. This discovery acts as the discovery listed above, except the doctor receives it as level 10.

 

Mutagenic

You have discovered a way to increase the physical and mental abilities of the body. At level 14, you can spend 4 concoctions to create a mutagenic. Choose one ability score, which then increases by 2 for a number of rounds equal to your Intelligence modifier. If someone under the effect of mutagen tries to use a second one, the previous one’s effect ends. At level 18 you can use 8 concoctions instead of 4 to make a mutagenic last 1 hour.

 

Potion of Life

You have discovered the ultimate in potion-craft, combining the greatest healing ingredients available. At level 18 you can use 10 concoctions to create a potion of life, which acts as the spell revivify, only after the initial resurrection, you heal the target an amount equal to your potion’s healing. You cannot use a potion of life unless the body is present. If you use it on a body whose soul is lost, the soul may retire to the body at any point, but it is not forced back into it. The doctor may only create one potion of life per long rest.

 

 

Grenadier

Grenadier is often considered a demolitionist, and at worst can be considered an arsonist, but in reality, they are simply able to mix ingredients that become unstable within their confines, namely bombshells. Grenadiers are the most diverse alchemists, sometimes serving in armies supplying explosives for the soldiers, or guides for mining expeditions by blasting away debris. 

 

 

Bomb Focus 

At level 2, a grenadier’s bombs use d6s instead of d4s for damaging enemies. 

 

 

Flak Jacket 

At level 2, grenadiers fashions themselves flak jackets to wear. Preventing damage to themselves from their bombs. These flak jackets can be fitted under any armor the grenadier can wear. 

 

Grenadines Discoveries 

A grenadier gains the following discoveries at certain levels. Some of these are only available to the grenadier, while others are available to other alchemists at higher levels. 

 

Fragmentation Bombs

You can craft your bomb casings using shrap and fragile. This discovery acts as the discovery listed above, except the grenadier receives it at level 2. 

 

Napalm Bomb 

You have discovered a fiery substance that ignites upon a bomb’s detonation. At level 6, you can use 2 additional concoctions to create a lingering fire in the blast radius of your bombs. If an enemy ends its turn in the fire is dealt 1d4 fire damage. This effect lasts an amount of rounds equal to your intelligence modifier( minimum 1). If you have the elemental concoction discovery and use it, the damage is increased to 1d6 and can be fire, ice, or lightning damage. With the use of elemental perfection the damage of the effect is increased to 3d6.

 

Blast Powder

You have uncovered a volatile substance that makes your explosives more deadly.at level 10, you add your intelligence modifier to all damage rolls of your bombs, and enemies in the center of the explosion have a disadvantage of their dexterity save to avoid damage. 

 

 

 

 

 

 

Backgrounds

Homebrewed

Slave: 

slaves exist in more than a few societies across Tirebass. They are either born into this life or captured by anything from goblin raiders, Dragonborn invaders, drow war-machines, to citizens captured during wars.

Unique marks. Every slave is marked. Those taken by drow are tattooed with magic runes to allow them to speak that language of their new masters. Those owned by goblins and orcs are scared across the face to mark their jobs. The wrists of Dragonborn slaves are branded with different symbols.

Skill proficiencies:  Medicine, Perception.

Languages: one of your choice.

Tool Proficiencies: Choose one of the following. cook’s utensils, herbalism kit, weaver’s tools, potter’s tools

Equipment: slave rags, dagger, tools ( Choose one of the following cook’s utensils, herbalism kit, weaver’s tools, potter’s tools), broken chains.

Feature: A quiet place. 

When taking a short or long rest, you always know where the most hidden spot is. Your life as a slave meant you can only get a true rest when no one can find you. As a part of your rest, you have again passive stealth equal to 10 + twice your Dex mod + twice your proficiency bonus.

Suggested Characteristics. 

1d6

Personality Traits

1

I hoard half of any meal I get when I am traveling.

2

I will always listen carefully to what others say, I like to be sure of my next task. 

3

I don’t do well around others.

4

I value my personal space and safety above gold or silver.

5

I am slow to trust and slower to share my past with others. 

6

I believe that freedom is earned not given.

d8

ideal

1

If I must I will give my life for my masters. (Lawful)

2

I refuse any orders if it is given at the end of a whip  (Neutral)

3

I will please my masters to earn my freedom, and power (evil)

4

I will always protect those who are too weak to work. (Good)

5

I refuse to give in to the life forced upon me, I will be free again. (Chaotic)

6

I hate those you hold the whip and resent those how to refuse to fight (any)

7

I will fight oppressors whenever I find them, even if the slaves aren’t ready to rebel (Lawful)

d6

Bonds

1

I have escaped, by now I am hunted both by my former masters and my memories.

2

I always see the worst in what everyone can do, and judge others on this Bias.

3

I have had a hard life, and do not show my emotions to others.

4

I have been bitten and scared, I seek to heal my wounds one day and move on to a better life

5

I was free by someone, now I wish to find and thank them.

6

I am hunted by the atrocities of my oppressors, one day I will lay them low.

d8

Flaw

1

I am always looking for food and scapes, even after a good meal.

2

I overindulge in the comforts of freedom, be they food, alcohol, or company.

3

I can’t seem to sleep without reliving my old life.

4

I can't stand the sight of slaves and will do what I can to free them.

5

I have an unrelenting rage towards the race that enslaved me and will attack them when seen.

6

I will become defensive when pushed about my past and will turn to violence if needed.

7

I can’t trust anyone of power and can’t trust those who take no actions to back their words.

8

I refuse to listen to anyone who demands something, rather than asking me.

Messenger

You were a messenger, traveling from city to city. Always moving and always staying a step ahead of danger. However, always running means little time to admire and take in the scenery. 

Skill Proficiency: Perception, Animal handling.

Tool proficiencies: vehicles (land), Vehicles(Air)

Equipment: short bow, 20 arrows, riding saddle, saddlebags, a map of trade routes, a pouch of 10 gold pieces, spyglass, riding goggles.

Feature: Knowledge of routes. 

You know your way around both airships and stables and can find a good deal where one can be had. When traveling, you can always find the best routes and can find the fastest way to a location. When preparing to travel, you can acquire passage on airships or mounts for you and your party for a 3rd less than the going rate. 

d8

Personality trait

1

I am always fast on my feet, and always ready to go.

2

I can remember word for word anything I hear.

3

I can’t always seem to stand still especially when excited.

4

I hate being stuck behind someone moving slowly.

5

I eat my food really fast.

6

I hate flying, I know it's fast, but I just hate it.

7

I enjoy getting blackout drunk when I am in town.

8

I sometimes skip words when under stress.

d6

Ideal

1

I always deliver my cargo. (Lawful)

2

I can’t stand traveling behind merchants. (Chaotic)

3

I will go to the aid of others when I travel. (good)

4

I am happy to help others as long as they pay me. (Neutral)

5

I will always have a hand on my bow, not everyone’s travel is safe after all (evil)

6

I am the fastest rider of my nation (any) 

d6

Bond

1

I was once saved from raiders by a messenger, I wish to be as heroic.

2

I can love seeing the happy face of a recipient when I finish a delivery.

3

I have a great love for the roads and routes around the world.

4

I wish to see the beauty and bounty of the world.

5

I will always allow others to take my campfire.

6

I will never back down from a challenge of my skill.

d6

Flaw

1

I take every chance to prove that I am the best at what I do.

2

I hate being in one place for more than a few days.

3

I am a gambler, and will always place a bid even when the odds are against me.

4

I am deathly terrified when I am not on a horse.

5

I enjoy alcohol to a great degree and have more than one flask on me.

6

I hate traveling and like to keep my feet planted in a town for as long as I can.

Equipment

Homebrews

The following is a list of homebrew items that you will be able to find in the setting. 

Exotic Weapons

Fighters, Paladins, Monks, and Bloodhunters gain proficiency with your choice of three Exotic weapons. 

Barbarians, Bards, Rogues, Ranger gain proficiency in your choice of two Exotic weapons.

Wizards, Warlocks, Sorcerers, Druids, and Clerics, Artificers, Alchemists gain proficiency in one exotic weapon of choice.

Name

cost

Damage 

Weight

properties

Exotic Melee Weapons

Bladed fan

5gp

1d4 slashing

? lb

Concealed, finesse, light

Chain, spiked

30gp

2d4 piercing

10 lb

Grappling, heavy, reach 15ft, two-handed, Double weapon (1d4/1d4)

Chakram

10gp

1d4 slashing

2 lb

Finesse, light, thrown (range 15/30)

Claw

5gp

1d6 slashing

2 lb

Disarm Immune, Finesse, light 

Dagger, boot-toe

15gp

1d4 piercing

1 lb

Finesse, light, concealed, Special 

Dagger, wrist

15gp

1d4 piercing

1 lb

Finesse, light, concealed

Gauntlet

6gp

1d4 bludgeoning

2 lb

Disarm immune, light

Jian

15gp

2d4 slashing

3 lb

Finesse

Katana

25gp

1d8 slashing

3 lb

Finesse, Light, Versatile (1d10)

Khopesh

10gp

2d4 slashing

2 lb

Light 

Kusarigama

15gp

1d6 slashing

3 lb

Double weapon ( 1d6/1d4 reach{10/20},grappling), finesse,  

Nunchaku

10gp

1d6 bludgeoning

3 lb

Finesse, light, versatile (1d8)

Machete

8gp

1d6 slashing

1 lb

Finesse, light, special

Punching Dagger

7gp

1d6 piercing

2 lb

Disarm immune, light, Finesse 

Sap

2gp

1d4 bludgeoning

1 lb

Finesse, Light, Special

Scythe

1gp

1d8 slashing

6 lb

Reach (10), two-handed 

Sword, cane

20gp

1d6 slashing

3 lb

Concealed, Finesse 

Sword, two-bladed

25gp

2d6 slashing

8 lb

Double weapon (1d6/1d6), heavy, two-handed 

Tomahawk

2gp

1d6 slashing

1 lb

Finesse, Light, Thrown (range 20/60)

Tonfa

12gp

1d4 bludgeoning

2 lb

Light, special 

Exotic Ranged Weapons

Bola

1gp

1d4 bludgeoning

2 lb

Grappling, Light, Thrown (range 20/40)

Boomerang

3gp

1d6 bludgeoning

2 lb

Finesse, Light, Returning, thrown (range 30/80)  

Shuriken (5)

1gp

1d6 piercing

? lb

Finesse, Light, Thrown (range 40/100)

Properties 

 Concealed: This weapon is not initially obvious and can be easily hidden or disguised as something else. A person attempting to locate the weapon must succeed on intelligence (investigation) check as opposed by a Dexterity (stealth) or Charisma (Deception) by the character or creature that is welding the item. If the check fails to spot the weapon, the first attack with this weapon is made with an advantage.

Disarm Immune: any weapon with this property can not be forcefully removed from the wielder’s hands as long as they are conscious.

Double Weapon: a weapon with the property can be wielded in either one-handed or two-handed. Within the brackets after this property shows what damage each side of this weapon does when held two-handed. With the first being the main hand and the second being the off-hand. Within the bracket is also shown any unique properties the off-hand has.

Grappling: weapons with this property can grapple a target if they are within range. The target needs to make a Str or Dex save against a DC equal to 8+ proficiency bonus + Dex mod.

Returning: thrown weapons with this property can be thrown in a manner to allow them to return to your hand. If you are unable to catch the weapon lands within 5 ft of you. 

Special Weapons

Dagger, Boot-toe: this weapon is attached to your boots. You can only make one attack with this weapon on your turn.

Machete: this weapon deals an extra 1d10 damage to plants and monsters with the plants characteristic.

Sap: a creature hit with this weapon and is unaware of the attacker must make a Constitution save against the Attackers to hit roll or be knocked unconscious for up to a minute, or awoken by an ally.

Tonfa:  While Wielding one of these, you can use your bonus action to guard yourself, when you do so you gain a half of your Wisdom modifier (minimum of 1) to your AC until the start of your next turn. 

Common Magic Items.

The following is a shortlist of magic items that are commonly sold in most markets.

Name

Cost

Wight 

Properties

Wand of embers

12gp

? lb

This wand is used to light a fireplace or campfire. And can be used three times a day. 

Free Dawn medicine box 

30gp

1 lb

This box contains a single dose of medicine to combat. (ghoul rot, phage plage, wight sickness, grayer’s web, and Waking death curse) 

Dawn stone munitions (10)

10gp

1 lb

Dawn stone munitions deal an extra 1d4 radiant damage or 1d6 if it hits an undead or friend.

Wand of dryness 

5gp

? lb

With free action, you can create a 5ft cubie in which rain, snow, and hail cannot enter. This space moves with the wand and lasts until dispelled. 

Ready-to-burn logs

2gp

3 lb

These logs will catch fire far faster than gathered firewood. 

Hard storage Box

10gp

5 lb

Food placed within this box stays good for twice their normal life span. This effect extends to monster parts.

Light stone

25gp

? lb

With free action, you can activate this stone that will float about an inch off your body. Once active this stone emits a bright life of 10ft and dim light for another 10ft.

Wand of Alarm

50gp

? lb

This wand has 3 charges, you can expend a charge to cast an alarm.

Stein of control 

25 lb

? lb

This stein keeps whatever drink placed within it at the temperature it has when placed. 

Spellcasting 

The following is the list of both spells and list additions to spell lists, and an explanation as to how each class uses magic within the setting.

Unique rule to spellcasting:

Multi Level casting 

There are two types of multi-level casting spells. Tactical and overcasting. These rules can only be used by full casters. They must meet the two prerecusite, one must be a full caster, two they must know the spell they are casting. Should a caster attempt to cast a multi-level spell that they do not know and aren’t assisted by someone who does. They will create a wild magic surge. 

Tactical: this form of casting  occurs when two or more spellcasters combie their spells slot to form a more powerful spell. caster combine their highest level spell slot to cast the same spell. As an example the 9th level spell meteor swarm for each pair of spellcasters contributing to it casting the power of the spell is raised by one level 9th -> 10th.

Overcasting: When a spellcaster overcasts a spell they combine levels of spell slots he/she has to cast a greater version of that spell or generate spell slots for a spell they can't cast. This slots are made by combining two slots of a same level to create one of a level higher this method can only be used in the generation of higher level slots.( 1st+1st=2nd, 2nd + 2nd =3rd) by doing this a caster can cast tactical magic but must succeed on a skill check equal to 15+ the spell level. If they fail the spell can backfire.

Hit point casting: when at the limit of power caster can use their own life-force to power their spells. when they do so they must give up a set amount of hit points according to level. (10 X the spell level). The damage is taken after the spell's effect is done. if the damage is greater than your max hit point (your HP max times 2) then you will die. if the spell brings you to zero you are knocked out.

Bards:  With the power of their creative nature and a large dose of luck the bards of Tirebass have inadvertently found a way to tap into the weave of magic. Over a few years and a bit of work from the verse collages, most bards understand how to cause these magical effects.

Clerics: through the love and devotion to their religion and their deity. Clerics’ prayers and hymns make their requests to their celestial patrons clear enough for these entities to act and grant the miracles.

Druids: with a great understanding and respect for the wild sprites, the druids live and work in unity with these sprites. Calling upon them to manipulate the weave at their request, this working relationship also extends to helping them travel.

Paladin: through work and devotion. The paladins of Tirebass can channel a portion of the innate magic in all living creatures, and through hard work, this magic can grow and expand. With their oaths as a guide to show the way, all paladins simply need someone to show them a path.

Ranger:  with a limited understanding of the wilds and a survivalist mindset, rangers have learned to tap into the weave and pick the right spots to cause some effects to cast a small list of spells. 

Sorcerer: seemingly able to see the weave in and of itself, sorcerers can pull and fold the threads of the weave to create different effects to occur when the threads unravel and return to their original orientation. 

Warlock: be it through a dark deal with an unknown or a chance encounter with the right entity. Warlock’s lives are in a constant state of the transaction, always taking a step towards their Patron’s goals while taking some of their power. 

Wizards: with many years of study and hard work building the techniques and discoveries of their predecessors. The wizards of the third age stand on a far higher platform than those of their mentors and teachers.

Artificer: with a pinch of luck and many years of study the Artificers of Tirebass have uncovered the secret of transmutation at its basic form allowing them to combine a plethora of different materials to create both magic and gear, unlike anything anyone has seen.

Blood Hunters: in the wake of new creatures and monsters across the face of Tirebass. An order of hunters began to battle these monsters, and soon found a way to use blood, both theirs and their enemies, to boost their combat prowess. Of course there is a price for this power.

Spell lists 

(the following list is the homebrewed spells and which classes can acquire them, * : has a prerequisite to acquiring)

Artificer

Cantrips

Primordial fury

1st Level

Shunt 

Illusionary trainer

Cad’s Earth Hut

2nd Level 

Elemental Ward

3rd Level

Inbound

6th Level 

Isolation

8th Level 

True Knowledge

 

Bards

Cantrips

Primordial fury

1st level

Invigorate 

Quieting music

Illusionary trainer

Cad’s Earth Hut

2nd Level

Note burst

Elemental Ward

3rd Level 

Disruptive Note 

Inbound

4th Level 

Whelmling song

8th Level

True Knowledge 

Clerics

Cantrips 

Request 

1st Level

Battle Hymn 

4th Level 

Prayer of Mercy 

7th Level 

Hymn of War 

Druids

Cantrips

Primordial fury

Wild Aid

1st Level

Beast binding

Cad’s Earth Hut

2nd Level 

Plant surf 

Elemental Ward

4th Level 

Spirit communion 

6th Level 

Nature’s Wrath 

Isolation

9th Level 

Spirit walk

Paladins

1st Level 

Battle Hymn

2nd 

War Cry 

Rangers

1st Level

Beast binding 

2nd Level

Elemental Ward

Sorcerer

Cantrip 

Primordial Fury

1st Level

Shunt

Create True Object*

Illusionary trainer

Cad’s Earth Hut

2nd Level

Harden shield

3rd Level 

Inbound 

Create True Creature*

4th Level 

Full Dive 

6th Level 

Create true monument*

8th Level 

True destruction 

True Knowledge

9th Level

Create True Magic Item*

Warlock 

Cantrips 

Eldritch Wrath 

1st Level 

Shunt

Shadow wreath

Wizard

Cantrips

Primordial Fury

1st Level 

Create true object*

Shadow wreath

Illusionary trainer

Cad’s Earth Hut

2nd Level

Harden shield

3rd Level 

Inbound 

Create True Creature*

4th Level 

Full Dive

6th Level 

Create true monument*

8th Level 

True Knowledge 

9th Level 

Create True Magic Item*

Spell Details:

Battle Hymn

Level: 1st 

Casting time: 1 action

Range/Area: touch

Target: self 

Components: V

Duration: 1 Hour (concentration)

Attack/Save:

School: Transmutation

When you cast this spell you began to recite a hymn. for the next hour, if you do not move in a round of combat you can take two actions, when you do so the spell ends.

Beast Binding

Level: 1st

Casting time: 1 action

Range/Area: 15ft

Target: a beast within range

Components: V, M (a scrap of food)

Duration: 24 hours

Attack/Save: Wisdom save

School: Enchantment

When you cast this spell you attempt to convince a beast to aid you for the next day. If the beast has an intelligence score of 4 or higher the spell fails. The beast must make a wisdom save, if you or your allies damage it, it makes the save at advantage. on a failed save it will follow and aid you in any way it can for the following day. A successful save, the target will leave you and your allies alone. 

Elemental Ward

Level: 2nd

Casting time: 1 bonus action

Range/Area: 30 ft

Target: up to 3 creatures within range

Components: S, M (shard of obsidian)

Duration: 8 hours

Attack/Save: none

School: Abjuration 

As a bonus action, you can ward up to 3 creatures from the elements of the wild. For the duration, all affected creatures are unaffected by exposure to weather.

Casting at Higher Level

The number of Targets you can affect with this spell increase by one for every level above 2nd

Eldritch Wrath

Level: Cantrip 

Casting time: Bonus action

Range/Area: touch

Target:  self

Components: V

Duration: 1 around

Attack/Save: melee spell attack

School: Evocation.

Until your next turn, you make a Melee spell attack, if you hit you can deal 1d8+2 force damage. This cantrip can be affected by( Agonizing Blast, Lance of Lethargy, and Repelling Blast Eldritch Invocation)

This spell’s damage increases by 1d8+2 when you reach 5th level (2d8+4), 11th level (3d8+6), and 17th level (4d8+8).

Full Dive

Level: 4th

Casting time: 1 Action

Range/Area: Touch

Target: one creature.

Components: V, M (a piece of hard candy)

Duration: 2 hours

Attack/Save: Wisdom

School: Transmutation 

As an action, you can either greatly enhance or diminish the physical attributes of a target. The target makes wisdom save. Of a failed save you can choose one of the following effects.

  • The target’s Strength score will either increase by 10 or decrease by 10.

  • The target’s dexterity score will either increase by 10 or decrease by 10.

  • The target’s Constitution score will either increase by 10 or decrease by 10.

  • The target will either recall anything that happened over the past ten days or forget everything that happened more than ten seconds ago.

  • The target will either gain darkvision of 60 feet, a perfect vision out to 1 mile or be unable to see more than 5 ft away from itself.

  • The target will either gain perfect speech and mannerisms or lose the ability to form words.

Cad’s Earth Hut 

Level: 1st

Casting time: 1 action (ritual)

Range/Area: self (10ft dome)

Target: none

Components: V, S, M (a small iron coin)

Duration:8 hours

Attack/Save: none

School: Evocation 

When you cast this spell you create a 10ft-radius dome of hardened earth, you can choose one side that will have a passage out of the dome. This dome protects you and your allies from weather however it will not maintain a temperature without a campfire. 

Create True Creature*

Level: 3rd

Casting time: 1 action

Range/Area: 10ft

Target: Pile of loose soil

Components: V, S

Duration: 1 hour

Attack/Save: none

School: Creation (conjuration for roll20)

As an action, you can create one beast of your choice of CR of 1/2 or less. This creature is friendly to you and will follow your instructions. It has its own turn and will act independently of you. This creature stays on the plane it is created on for as long as it's natural life span but will stop following your commands after the duration.

Casting at Higher Level

You can create a creature of CR 1 at 4th. CR 2 at 5th. CR 3 at 6th, CR 4 at 7th, CR5 at 8th, CR6 at 9th.

Create True Magic Item*

Level: 9th

Casting time: 1 hour

Range/Area: 5ft 

Components: V, S, M (Weave ore with a worth equal value of the item)

Target: Weave ore 

Duration: Instantaneous

Attack/Save: none

School: Creation (conjuration for roll20)

When you cast this spell you need a Weave ore of a value equal to the item you are trying to create. The item can not be an artifact or a named Item (bookmark, blackstaff, etc) you can choose the properties of the item {speak with your GM to determine rarity}. The weave ore is then  consumed by the spell to create the item you wish. 

Create true monument*

Level: 6th

Casting time: 1 hour

Range/Area: 60ft (100 foot cube)

Target: unoccupied space

Components: V, S, M (gold dust worth 600gp)

Duration: Instantaneous

Attack/Save: none

School: Creation (conjuration for roll20)

When you cast this spell you can make a structure that can fit in a 100-foot cube. You can not create any living matter (plants, pets, etc) Or organic matter aside from wood. The structure can have as many floors and levels as you want. You can create a floor plan any way you want as long as it exceeds the dimensions of a 100-foot cube. You can create simple locks and furniture. Your creation stays on the plane you created it unless destroyed.

Casting at Higher Level

You will need an extra 300gp of gold dust per level above 6th. For every level above 6th, the area affected by the spell is increased by 50ft.

Create True Object*

Level: 1st

Casting time: 1 action

Range/Area: touch.

Target: a pile of gold equal to the item  you are making 

Components: V, S

Duration: instantaneous 

Attack/Save:none

School: Creation (conjuration for roll20)

When you can create a duplicate of any mundane item that is non-magical, and that does not require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor.

Disruptive Note

Level: 3rd

Casting time: reaction

Range/Area: 60ft

Components: V,

Duration: Instantaneous

Attack/Save: none

School: Abjuration.

You attempt to interrupt a creature in the process of casting a spell by sending a loud shockwave through the weave (scream, shout, play a bad note, etc). If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Harden shield

Level: 2nd

Casting time: 1 bonus action

Range/Area: touch

Target: 1 creature

Components: s

Duration:5 minutes

Attack/Save: none

School: Abjuration 

You create a hardened arcane shield that hovers within 5 inches of you. This shield has hp equal to(class level x spell level). For the duration, if you are hit by a spell or ranged attack. The damage is taken by the shield until it is destroyed. Also if you are in the area of effect spell that deals instantaneous damage, the damage dealt to you is absorbed by the shield instead. An excess of damage carries over to you.

Casting at Higher Level

For every Level above 2nd the hp of the shield is equal to (class level x the spell level)

Hymn of War 

Level: 7th

Casting time:1 action

Range/Area: 120ft

Target: up to 30 creatures

Components: V, M (something to make sound with)

Duration: 10 Minutes (concentration)

Attack/Save: none

School: Enchantment

 To begin casting this spell, you start a steady rhythm and select up to 30 creatures within range to hear. For the next 10 minutes, the affected creatures gain an advantage to saving throws against magic. They also gain the benefits of a bless and shield of faith spells. Lastly, they recover 2d4 + your spellcasting ability modifier in hp at the end of each combat round. If an affected creature is killed while under the effect of this spell, the effects of spare the dying spell are applied instead of being healed. If the affected creature moves outside of the affected area the spell ends for them.

Illusionary trainer.

Level: 1st

Casting time: 1 action

Range/Area: 30 feet

Components: V, S

Duration: 10 Minutes (Concentration)

Attack/Save: Wisdom save. 

School: illusion.

You create an illusion of a creature in the mind of a creature of your choice. That target makes a Wisdom saving throw, on a failed save that target perceives the illusion as real and can repeat the saving throw if they interact with the illusion.  This illusion follows your mental commands and can make attacks (+2 to hit) when it does so the target takes 1d4 psychic damage. 

Casting at Higher Level

When cast at a higher level the damage dice and to hit increase by 1( 2nd level = +3 to hit, 2d4)

Inbound

Level: 3rd

Casting time: 1action

Range/Area: 1500ft

Components: V, S, M(A statute of a rabbit )

Duration: 5 rounds

Attack/Save: none

School: Evocation.

the spell launches you into the air in the direction of a creature you are familiar with within 1500ft, you immediately travel 300ft, every following turn you move another 300ft until you reach the target. while traveling you can still use your actions as normal.

Invigorate

Level: 1st

Casting time: 1 action

Range/Area: 30ft

Target: up to 3 creatures 

Components: V, S, M (the piece of jerky) 

Duration: 8 hours 

Attack/Save: none

School: transmutation.

Your spell bolsters your allies with resolve. Choose up to three creatures within range. Each target gains 5 temporary hit points for the duration. 

Casting at Higher Level 

When casting at a level higher than 1st, the number of creatures you can affect is increased by 1 and the number of temporary hit points gained is increased by 5.

Isolation

Level: 6th 

Casting time: 1 action (1-hour ritual ) 

Range/Area: 30ft

Target: 1 creature or objects no larger than a 5foot cube in volume 

Components: V, S, M ( small granite cube worth 300 GP)

Duration: 1 hour (Concentration) 

Attack/Save: Dex save

School: Conjuration 

When you cast this spell you hold up the granite to a creature you can see within range. The target must make a dex save on a failed save, you isolate them in a stone prison for the duration.  While in the prison they are considered Petrified. The prison takes the form of a 5-foot cube and has an AC of 10 and 30 hp. If you maintain concentration. The prison becomes permanent and will continue to imprison the target until freed. 

When cast on objects, the cumulative volume of a 5 feet cube.  The item is suspended in a 5-foot cube. The item can be freed with a Strength check (athletics) against a DC of 10 plus your spellcasting ability modifier. 

Nature’s Wrath

Level: 6th

Casting time: 1 action 

Range/Area: 60ft 

Target: one creature in range 

Components: V, S, M (blood of slain beast) 

Duration: instantaneous

Attack/Save: Dex save.

School: enchantment

When casting this spell you mark your target by showing it the blood of the beasts it has slain, when you do nearby plants, rocks, and bugs rush the target.  The target must succeed on a Dex save, taking 14d8 magical slashing damage, or half as much on a successful save. 

Note burst

Level: 2nd 

Casting time: 1 action

Range/Area: Self (15-foot cone)

Components: V, S

Duration:  instantaneous

Attack/Save: Con save

School: Evocation 

As you cast this spell, (you can either play a note, scream, or shout) to create a shock wave in a 15-foot cone from yourself. Every creature in the area must make a Constitution save throw. On a failed save the creature takes 2d6 thunder damage and 2d6 force damage and is thrown 20 ft away, or halve as much and be thrown 10ft away.

Casting at Higher Level 

When casting at a level higher than 2nd. The damage is increased by 1d6 thunder and 1d6 force. (3rd level= 3d6/3d6)

Prayer of Mercy

Level: 4th

Casting time: 1 Action 

Range/Area: 100ft 

Target: self and up to your wisdom score

Components: V

Duration: instantaneous 

Attack/Save: none

School: Conjuration 

When you cast this spell, you let out a prayer to mercy and protection. You and up to your wisdom score of creatures that are missing hit points can be instantly teleported to a location you perceive as safe and away from danger. This spell can target creatures that are unconscious or dead. This spell can not affect undead. 

Plant surf

Level: 2nd 

Casting time: 1 bonus action 

Range/Area: touch

Target: 1 creature

Components: V, S

Duration: 1 minute

Attack/Save: none

School: Transmutation 

You touch a willing creature for the next minute that creature can move an extra 15 ft when moving over plants ( grass, brambles, bushes, etc) and gains a climb speed of 15 if climbing a plant (tree, vines, ovary, etc)

Primordial fury

Level: Cantrip 

Casting time: Bonus action

Range/Area: touch

Target:  self

Components: V

Duration: 1 around

Attack/Save: melee spell attack

School: Evocation.

Until your next turn, you make a Melee spell attack, if you hit you can deal 1d6 (fire, cold, acid, or lightning you chose) damage.

this spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Quieting music

Level: 1st

Casting time: 1 action

Range/Area: 20 ft radice.

Target: up to 6 creatures

Components: V

Duration:10 minutes (Concentration)

Attack/Save: none

School: evocation 

You began to play or recite a song. You and up to 3 creatures that can hear the song regain 1 + your spellcasting ability modifier (minimum of 1) hp every minute. 

Request

Level: cantrip

Casting time: 1 action

Range/Area: none

Target: self

Components: V, S, M (holy water, incense, holy symbol)

Duration: Instantaneous

Attack/Save: none 

School: Divination 

You call out to your deity and make a simple request of them and their host.  When you do so choose one of the following effects.

  • Guide: Your deity sends a sign to help you find your way to your next objective 

  • Favor: Your deity helps you with a simple task of your choice for the next 30 seconds 

  • Wisdom: Your deity helps you find a piece of information you need. 

After the effect takes place roll a d20 if the outcome is to lower the 1+ your wisdom modifier, you may cast this spell again. If the outcome is higher then you must wait an hour before using this spell again.

At 10th level, the DC is equal to 1 + Wisdom modifier + proficiency.

Spirit communion

Level: 4th

Casting time: 1 minute

Range/Area: self

Target: self

Components: V, S

Duration: Instantaneous

Attack/Save: none

School: Divination 

You reach out to a great wild spirit when you do so you may one of the following

  • You may ask three questions, the spirit will answer truthfully however may pose its a short phrase, cryptic rhyme, or an omen.

  • You may make a request of the spirit to guide or aid you toward any objective, however, the spirit may set a price.

Spirit walk

Level:  9th level

Casting time: 1 action 

Range/Area: self

Target: self

Components:V,S,M {a gem/gems worth 10,000gp. Icon of the spirit you wish to take the form of.(cat, raven, ox,shark,fish)}

Duration: 1 hour

Attack/Save:

School: Transmutation 

As an action and a part of the casting you call to the great spirit you wish to assume the form of. You will assume the form of ether The Night Hunter, The Silver Wing, The Grand Horn, The Blooded Teeth, The Golden Mark.

For the duration you can return to your normal form as a free action. While in this form you can't use any abilities you can naturally use but can use all the abilities of the spirit you choose. Stats block below. 

Shadow wreath

Level: 1st

Casting time: bonus action

Range/Area: touch

Components: V

Duration: 1 round (Concentration)

Attack/Save: Attack

School: Enchantment.

you speak a few Dark words to wreath your weapon in shadows. While this spell is active you deal an extra 1d6 necrotic damage and 1d4 psychic damage when you hit with the chosen weapon.

Shunt

Level: 1st level

Casting time: 1 action 

Range/Area: 30 feet

Target: single creature or object 

Components:  V,M (wand)

Duration: Instantaneous

Attack/Save: Str save / attack

School: Evocation

When cast on a creature within range the target must succeed on Str save against your DC. On a failure you can shunt them 15 feet in a direction of your choice. They take 1d6 bludgeoning and any fall damage they would take. 

When cast on an object you can make a spell attack against a creature on a hit they take 2d8 bludgeoning damage And are knocked prone.

True destruction

Level: 8th Level

Casting time:1 action

Range/Area:15 ft 

Target: one creature or object

Components: V,S

Duration: Instantaneous

Attack/Save: Con Save

School: Transmutation 

If you target a creature they must make a Con Save against your spell save DC. On a success the target loses half of their remaining hit points, on a failed save the target is instantaneously destroyed and their matter is returned to the weave. 

If cast on an object that is not magical the item is destroyed, when cast on a magic item, you must secede on a spell attack against the target rearatiy. (common, DC 10, uncommon DC15, rare DC 20, Very rare DC 25, Legendary DC 30) 

True Knowledge

Level: 8th Level

Casting time: 1 minute

Range/Area: touch

Target: self

Components:S,V,M (Gems worth 25,000)

Duration: Instantaneous

Attack/Save: none

School: Divination 

As a part of the casting you may oppose a question consisting of no more than 15 words, the question can be a yes or no question or one for information pertaining to a specific event, person, or location. The question must be direct and Precise. When you cast this spell roll a d100 on an outcome of 50 or more you may not cast this spell again for one week.

War Cry

Level: 2nd

Casting time: 1 bonus action

Range/Area: 60ft radius

Target: self

Components: V

Duration: 1 minute

Attack/Save: Charisma save

School: Enchantment 

As a part of the casting you let out a war cry. When you do so select up to your charisma modifier (minimum of 1) creatures. Each target must make a CHA save. On a failed save the target must use all of its attack actions against you. At the end of its turns it can make a save, on a success they are free to target any creature, this save is made with advantage if the target takes damage from your allies.

Whelmling song

Level: 4th level

Casting time: 1 action

Range/Area:  100 ft

Target: creatures

Components: V

Duration: 3 minutes

Attack/Save: none

School: Evocation 

as an action you begin to start a song (sing,play an instrument, recite a story). for the next 3 minutes you and up to your Charisma modifier of creatures gain +2 ac, 10+cha mod in temp hp, and have advantage against charm and illusion spells. 

Wild Aid

Level: cantrip 

Casting time: 1 action

Range/Area: self

Target:self

Components: V

Duration: Instantaneous

Attack/Save:none

School: Divination

You call out to nearby spirits  and make a simple request of them  When you do so choose one of the following effects.

  • Guide: the spirits show you the safest path to your objective

  • Favor: the spirits helps you with a simple task of your choice for the next 30 seconds 

  • Wisdom: the spirits help you find a piece of information you need. 

After the effect takes place roll a d20 if the outcome is to lower the 1+ your wisdom modifier, you may cast this spell again. If the outcome is higher then you must wait an hour before using this spell again.

At 10th level, the DC is equal to 1 + Wisdom modifier + proficiency.

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