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Arcane Codex Final

This document introduces a new 5E supplement codex by Antonio Demico, aimed at enhancing gameplay for both players and game masters. It features new subclasses, species, and monsters, including detailed descriptions and mechanics for the 'Familiarist' wizard subclass, which focuses on the combat utility of familiars. The codex is designed to evolve existing gameplay and provide fresh concepts for role-playing games.

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0% found this document useful (0 votes)
293 views71 pages

Arcane Codex Final

This document introduces a new 5E supplement codex by Antonio Demico, aimed at enhancing gameplay for both players and game masters. It features new subclasses, species, and monsters, including detailed descriptions and mechanics for the 'Familiarist' wizard subclass, which focuses on the combat utility of familiars. The codex is designed to evolve existing gameplay and provide fresh concepts for role-playing games.

Uploaded by

Not human
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

A 5E SUPPLEMENTA L

!ear Reader,
Here you are, about to read what I hope to be the first of many of these codices. I hope
you find within not just the work you’re already familiar with but an evolution of that
work, along with a brand new collection of concepts to bring to your games, whether
you do so as a player or in the game-mastering seat. When I started my work as
Pointy Hat, doing this felt like a pie-in-the-sky dream, something to maybe hope for in
a distant future. People like you have made it possible for me to write the very book
you are reading at this moment in less time than anyone, especially me,
thought could be possible. I am nothing but thankful, and I hope I can
count on you for wherever this new start takes us. Enjoy the Codex!

Pointily yours,

Pointy Hat

I
Credits
WRITIN&, GA() D)SI&N, & ART LIN) [Link]&:
Antonio Demico Briar Banerji

LAY,-T PR,,FR)[Link]&:
Morgan Dunbar Marcie Wood, Sean Sinclair

First Printing, 2025

© 2025 Antonio Demico S.L.U.


Pointy Hat and its logo are trademarks of Antonio Demico S.L.U. in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction
or unauthorized use of the material or artwork contained erein is prohibited without the express writ-
ten permission of Antonio Demico S.L.U. This product is a work of fiction.

Printed in the U.S.A.

II
Contents
PART 1: For Players . . . . . . . . . . . . . 1

SUBCLASSES . . . . . . . . . . . . . . . . . . . . 2
The Familiarist. . . . . . . . . . . . . . . . . . . . . . . . . 2
College of Dance . . . . . . . . . . . . . . . . . . . . . . . . 9
Oath of Love . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Circle of the City . . . . . . . . . . . . . . . . . . . . 16
The Cowpoke . . . . . . . . . . . . . . . . . . . . . . . . 20
The Scion . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

SPECIES . . . . . . . . . . . . . . . . . . . . . . . 27
Arcaneborn . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Ancient Dwarf . . . . . . . . . . . . . . . . . . . . . . . . 31
Awakened Familiar . . . . . . . . . . . . . . . . . . . . . 34
Augmented . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Felis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Jinx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Verdant Orc . . . . . . . . . . . . . . . . . . . . . . . . . 48

PART 2: For DMs . . . . . . . . . . . . . . 51

MONSTERS . . . . . . . . . . . . . . . . . . . . . 52
Un-familiar . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Chest Weasel . . . . . . . . . . . . . . . . . . . . . . . . . 55
Mind's Eye . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Shubeik & Lubeik . . . . . . . . . . . . . . . . . . . . . . 63

III
1
PART 1: 0or 1layer2

1
3UBCLASSES

The Familiarist
4 Wizard 5ubclass

“Wizards who focus their arcane studies on the art of familiar summoning are referred to
by many names, the most common being ‘Familiarists’ or ‘daemoners.’ What distinguishes
them from general summoners is their extreme focus on familiars specifically, and the
combat applications that these summoned spirits bring to the battlefield.
Familiarists push the boundaries of what a familiar can do for a Wizard, elevating them
beyond the basic role of helper and making them an integral part of the Wizard’s arcane
practice. When in battle, the two move in perfect synchronicity to bring an onslaught of
arcane and martial damage down upon their enemies.
There are accounts of master Familiarists who cultivate a bond with their familiar so
deep that the edges between the two blur until becoming indistinguishable, while others
hone their craft to a point where familiar and Wizard form not a duo but an army in and of
themselves. No familiar is more of a partner and comrade-in-arms to its wizard than the
enhanced familiar of a Familiarist.”

Overview an updated and enhanced version of the


The Familiarist is a subclass centered on realiz- Find Familiar spell that o ers three di erent
ing the fantasy of fighting alongside a compan- stat blocks to use for the summoned famil-
ion. To achieve this, all of its subclass abilities iar. It also grants the Wizard a reliable use of
center the use of the Enhanced Familiar both in their Bonus Action—something that baseline
and out of combat, making the familiar less of Wizards often waste—and, more importantly, a
just a scout or non-combat tool and more of an presence at the forefront of battle and increased
integral part of a player character’s build. survivability, which is a great boon for the
Gameplay-wise, the subclass is centered on class with the lowest HP, all without taking the
damage first and foremost, giving the Wizard Wizard away from their role as a pure caster.

Part 1 | For Players

2
L)6)7 3:
EN8ANC). FA(I7IAR
Your familiarity with the arcane art of sum-
moning familiars allows you to call forth a spir-
it in a form stronger than that of your fellow
Wizards’ familiars.
You know the Find Familiar spell, you al-
ways have it prepared, and it does not count
against the number of spells you can prepare
each day. You can cast Find Familiar with a
casting time of one action a number of times
per day equal to your Intelligence modifier.
When you do so, you do not consume any
material components in the casting of the
spell, and the familiar you summon uses a
di erent stat block and has abilities—out-
lined in this arcane tradition—that are not
normally granted by the Find Familiar spell.
When you summon your Enhanced
Familiar, you choose which abilities it has
by selecting one of the available stat blocks.
See the game statistics in the Enhanced
Familiar stat blocks below, which use your
Proficiency Bonus (PB) in several places.
Your Enhanced Familiar takes the form
of an animal, though with some telltale
sign of its arcane nature. What kind
of animal form it takes depends on which
Enhanced Familiar stat block you choose. For
example, choosing the Enhanced Familiar
(Flying) stat block makes your Enhanced
Familiar capable of ight, so it may take the
form of an owl whose feathers sport the pattern
of a shifting star map, or a great moth with the
phases of the moon stamped on its wings.
In combat, your Enhanced Familiar shares
your Initiative count, but takes its turn im-
mediately after yours. It can move and use

Part 1 | For Players

3
its Reaction on its own, but the only action it L)6)7 10: H)R, FA(I7IAR
takes on its turn is the Dodge action, unless
you take a Bonus Action on your turn to com- The bond between you and your Enhanced
mand the familiar to take a di erent action. Familiar is so strong that your very lives are
The stat block chosen dictates which actions bound together.
the Enhanced Familiar can take. If you’re inca- When your current Hit Point total is re-
pacitated, the Enhanced Familiar can take any duced to 0, your Enhanced Familiar can spend
action of its choice, not just Dodge. its Reaction to drop its own HP to 0 instead.
If your Enhanced Familiar is reduced to However many Hit Points it had whenever it
0 Hit Points, it disappears. You can cast the spell takes this Reaction are immediately passed on
Find Familiar using this feature to summon it to you.
again. Whenever you cast the Find Familiar Once your Enhanced Familiar has taken this
spell using this feature, you can choose to sum- Reaction, it cannot do so again until you finish
mon your Enhanced Familiar using a di erent a Long Rest.
Enhanced Familiar stat block.
You regain all uses of this feature at the end
of a Long Rest.

L)6)7 3: ARCAN) FA(I7IAR


The arcane connection between you and your
Enhanced Familiar allows you to use it as an
extension of yourself in your own spellcasting.
You can cast spells as though you were in the
Enhanced Familiar’s space, but you must use
your own senses.

L)6)7 6: C,(:AT FA(I7IAR


You and your Enhanced Familiar have become a
deadly duo in battle.
Whenever you use a Bonus Action to com-
mand your Enhanced Familiar to make a melee
attack as an action, it can attack twice, rather
than once.
Additionally, your Enhanced Familiar can
use its Reaction whenever it is within 5 feet of
you or a creature attacking you to become the
target of an attack targeting you.

Part 1 | For Players

4
ENHANCED FAMILIAR: B-RR,;IN& & C7I(:IN&
Medium Celestial, Fey, or Fiend (Your Choice), Same Alignment as Whoever Summoned It

AC 14 (Natural Armor) (15 at 14th level) ACTIONS


Initiative +1 (11) Multiattack (At Level 6). The Enhanced Familiar
HP 3 + your Intelligence modi er + 5 times your makes two Hooves, Claw, Fang, or Beak attacks.
Wizard level (the Enhanced Familiar has a number of Hooves, Claw, Fang, or Beak. Melee Weapon Attack:
Hit Dice [d6] equal to your Wizard level) Bonus equals your spell attack modi er, reach
Speed 40 ft., Burrow 20 ft., Climb 20 ft. 5 ft. Hit: 1d8 + PB Bludgeoning/Slashing/Piercing
MOD SAVE MOD SAVE MOD SAVE
damage, depending on the body part used.

Str 16 +3 +3 Dex 12 +1 +1 Con 16 +3


+3 (At level 14) If you have cast a leveled spell that deals
+PB damage on your most recent turn, the Enhanced
Int 10 +0
+0
Wis 14 +2 +2 Cha 10 +0 +0 Familiar deals an additional 1d8 damage when
+PB
attacking. The damage type matches that of the
Skills Athletics +3 + PB, Perception +2 + PB spell you cast.

Immunities Charmed, Exhaustion Familiar Recovery (3/Day). The Enhanced Familiar


uses your own arcane magic to heal itself. When
Senses Darkvision 60 ft.;
the Enhanced Familiar takes this action, it expends
Passive Perception 12 + PB
a spell slot of the lowest level you currently have
Languages All languages you know available to heal itself for a number of Hit Points
CR None (XP 0; PB equals your Pro ciency Bonus) equal to half of its Hit Point maximum.

TRAITS REACTIONS
Arcane Familiar. You can cast spells as though you Combat Familiar (At Level 6). When a creature makes
were in the Enhanced Familiar’s space, but you must an attack against you, and the Enhanced Familiar
use your own senses. is within 5 feet of either you or the creature making
the attack, the Enhanced Familiar becomes the
Exalted Familiar (At Level 14). When you reach
target of the attack instead of you. At 14th level, the
14th level, the Enhanced Familiar gains a number
Enhanced Familiar can make an attack against the
of bonuses:
creature attacking you as part of the same Reaction,
• Whenever you cast a leveled spell that deals provided the creature is within range of the Enhanced
damage, your Enhanced Familiar can add an Familiar’s attack.
additional 1d8 damage to its attacks until the end
Hero Familiar (At Level 10; 1/Day). When you are
of its next turn. The type of damage dealt is the
reduced to 0 Hit Points, the Enhanced Familiar is
same as the damage dealt by your spell.
reduced to 0 Hit Points instead. You regain a number
• Your familiar gains a +1 bonus to its AC. Whenever of Hit Points equal to the Enhanced Familiar's current
it makes a saving throw, the familiar may choose HP prior to taking this Reaction.
to use either its own ability score bonuses and
pro ciencies or yours.
Keen Hearing and Smell. The Enhanced Familiar has
Advantage on Wisdom (Perception) checks that rely
on hearing or smell.

Part 1 | For Players

5
ENHANCED FAMILIAR: F7YIN&
Medium Celestial, Fey, or Fiend (Your Choice), Same Alignment as Whoever Summoned It

AC 14 (Natural Armor) (15 at 14th level) ACTIONS


Initiative +3 (13)
Multiattack (At Level 6). The Enhanced Familiar
HP 3 + your Intelligence modi er + 5 times your
makes two Hooves, Claw, Fang, or Beak attacks.
Wizard level (the Enhanced Familiar has a number of
Hit Dice [d6] equal to your Wizard level) Hooves, Claw, Fang, or Beak. Melee Weapon Attack:
Speed 10 ft., Fly 40 ft. Bonus equals your spell attack modi er, reach
5 ft. Hit: 1d8 + PB Bludgeoning/Slashing/Piercing
MOD SAVE MOD SAVE MOD SAVE
damage, depending on the body part used.
+3 +3
Str 12 +1 +1 Dex 16 +3 Con 16 +3
+PB +PB (At level 14) If you have cast a leveled spell that
+0 deals damage on your most recent turn, the
Int 10 +0 Wis 14 +2 +2 Cha 10 +0 +0
+PB Enhanced Familiar deals an additional 1d8 damage
when attacking. The damage type matches that of
Skills Acrobatics +3 + PB, Perception +2 + PB
the spell you cast.
Immunities Charmed, Exhaustion
Senses Darkvision 60 ft.; Passive Perception 12 + PB Familiar Recovery (3/Day). The Enhanced Familiar
Languages All languages you know uses your own arcane magic to heal itself. When
CR None (XP 0; PB equals your Pro ciency Bonus) the Enhanced Familiar takes this action, it expends
a spell slot of the lowest level you currently have
TRAITS available to heal itself for a number of Hit Points
equal to half of its Hit Point maximum.
Arcane Familiar. You can cast spells as though you
were in the Enhanced Familiar’s space, but you must REACTIONS
use your own senses.
Combat Familiar (At Level 6). When a creature makes
Exalted Familiar (At Level 14). When you reach
an attack against you, and the Enhanced Familiar
14th level, the Enhanced Familiar gains a number
is within 5 feet of either you or the creature making
of bonuses:
the attack, the Enhanced Familiar becomes the
• Whenever you cast a leveled spell that deals target of the attack instead of you. At 14th level, the
damage, your Enhanced Familiar can add an Enhanced Familiar can make an attack against the
additional 1d8 damage to its attacks until the end creature attacking you as part of the same Reaction,
of its next turn. The type of damage dealt is the provided the creature is within range of the Enhanced
same as the damage dealt by your spell. Familiar’s attack.
• Your familiar gains a +1 bonus to its AC. Whenever Hero Familiar (At Level 10; 1/Day). When you are
it makes a saving throw, the familiar may choose reduced to 0 Hit Points, the Enhanced Familiar is
to use either its own ability score bonuses and reduced to 0 Hit Points instead. You regain a number
pro ciencies or yours. of Hit Points equal to the Enhanced Familiar's current
Flyby. The Enhanced Familiar doesn't provoke HP prior to taking this Reaction.
an Opportunity Attack when it ies out of an
enemy's reach.

Part 1 | For Players

6
L)6)7 14: EXA7T). FA(I7IAR additional 1d8 damage to its attacks until the
end of its next turn. The type of damage dealt is
At 14th level, you and your Enhanced Familiar the same as the damage dealt by your spell.
have become as one, allowing it to use your Your familiar gains a +1 bonus to its AC.
own arcane power to become an even more Whenever it makes a saving throw, the familiar
threatening force in battle. may choose to use either its own ability score
Whenever you cast a leveled spell that deals bonuses and proficiencies or yours. Whenever
damage, your Enhanced Familiar can add an your Enhanced Familiar uses its Reaction to
become the target of an
attack targeting you, it can
immediately make an attack
against the creature target-
ing you as part of the same
Reaction, provided said crea-
ture is within range of the
Enhanced Familiar’s attack.

Part 1 | For Players

7
ENHANCED FAMILIAR (S;I((IN&)
Medium Celestial, Fey, or Fiend (Your Choice), Same Alignment as Whoever Summoned It

AC 14 (Natural Armor) (15 at 14th level) Keen Sight. The Enhanced Familiar has Advantage on
Initiative +1 (11) Wisdom (Perception) checks that rely on sight.
HP 3 + your Intelligence modi er + 5 times your
Wizard level (the Enhanced Familiar has a number of ACTIONS
Hit Dice [d6] equal to your Wizard level) Multiattack (At level 6). The Enhanced Familiar
Speed 20 ft. (when the form chosen allows for it), makes two Hooves, Claw, Fang, or Beak attacks.
Swim 40 ft.. Hooves, Claw, Fang, or Beak. Melee Attack Roll:
MOD SAVE MOD SAVE MOD SAVE Bonus equals your spell attack modi er, reach 5 ft.
Str 12 +1 +1 Dex 12 +1 +1 Con 16 +3 +3 Hit: 1d8 + PB Bludgeoning/Slashing/Piercing
damage, depending on the body part used.
+3 +3 +3
Int 16 +3 Wis 16 +3 Cha 16 +3 (At level 14) If you have cast a leveled spell that
+PB +PB +PB
deals damage on your most recent turn, the
Skills Insight +3 + PB, Investigation +3 + PB, Enhanced Familiar deals an additional 1d8 damage
Perception +3 + PB when attacking. The damage type matches that of
Immunities Charmed, Exhaustion the spell you cast.
Senses Darkvision 60 ft.; Passive Perception 13 + PB
Familiar Recovery (3/Day). The Enhanced Familiar
Languages All languages you know
uses your own arcane magic to heal itself. When
CR None (XP 0; PB equals your Pro ciency Bonus)
the Enhanced Familiar takes this action, it expends
TRAITS a spell slot of the lowest level you currently have
available to heal itself for a number of Hit Points
Amphibious. The Enhanced Familiar can breathe air equal to half of its Hit Point maximum.
and water.
Arcane Familiar. You can cast spells as though you REACTIONS
were in the Enhanced Familiar’s space, but you must Combat Familiar (At Level 6). When a creature makes
use your own senses. an attack against you, and the Enhanced Familiar
Exalted Familiar (At level 14). When you reach is within 5 feet of either you or the creature making
14th level, the Enhanced Familiar gains a number the attack, the Enhanced Familiar becomes the
of bonuses: target of the attack instead of you. At 14th level, the
Enhanced Familiar can make an attack against the
• Whenever you cast a leveled spell that deals
creature attacking you as part of the same Reaction,
damage, your Enhanced Familiar can add an
provided the creature is within range of the Enhanced
additional 1d8 damage to its attacks until the end
Familiar’s attack.
of its next turn. The type of damage dealt is the
same as the damage dealt by your spell. Hero Familiar (At Level 10; 1/Day). When you are
reduced to 0 Hit Points, the Enhanced Familiar is
• Your familiar gains a +1 bonus to its AC. Whenever
reduced to 0 Hit Points instead. You regain a number
it makes a saving throw, the familiar may choose
of Hit Points equal to the Enhanced Familiar's current
to use either its own ability score bonuses and
HP prior to taking this Reaction.
pro ciencies or yours.

Part 1 | For Players

8
College of Dance
4 Bard 5ubclass

“The College of Dance is one of the oldest colleges to still practice the bardic arts. There is
a wide schism that separates this college from the others. This is due to their performance,
which does not rely on song, instruments, or sound at all, but dance.
“Bards of this college are often simply referred to as Dancers, but the roles they play are
anything but simple. There are Dancers who perform holy dances used in prayer; there are
Dancers who tell stories and keep history alive through their performances; and there are
those who dance in the very battlefield, mixing performance with combat, lifting the spirits of
their companions and allowing them to perform feats beyond their normal capacities. These
Bards use dance to become a blur in the enemy’s eyes, dodging their attacks with expert
grace and poise and clouding their minds with enchanting movements that make the Dancer
harder to pin down.
“It takes courage to stand in the thick of battle among armed warriors and armored
Paladins, but it takes a Bard to do so while dancing.”

Overview decays every round; the Bard needs to stay close


to the ally they are inspiring while maintain-
This Bard subclass leans into the support role
ing Concentration on their Dance, which puts
that the Bard can take. The cornerstone of the
them at risk of losing Concentration because of
subclass is the Dance ability. A Dancer’s main
enemy attacks; and the Bard cannot cast Con-
job in the battlefield is to keep their Dance
centration spells while dancing, as they have to
ability up for as long as possible in order to
maintain Concentration on their Dance.
enhance the damage capabilities of their allies,
In order for the College of Dance Bard to
and to prevent having to restart their dance
survive being closer to danger, they gain bonus-
with additional uses of inspiration. The bonuses
es as they level up that make them harder and
gained by dancing are very strong, providing
harder to hit, culminating in an agile combatant
an ongoing Bardic Inspiration bonus to an
who casts spells and deals damage, all while ex-
ally once per turn and several advantages for
pertly avoiding the enemy’s blows and enhanc-
the Bard themselves. This is balanced by the
ing their allies’ attacks.
ability’s drawbacks: the Bardic Inspiration roll

Part 1 | For Players

9
L)6)7 3: S,(ATIC A creature automatically loses all benefits of
P)RF,R(ANC) your Dance when they leave its 15-foot radius.
You can renew the dance by using your
You are able to cast your magic using only the Bonus Action to expend another use of your
precise, meticulous, and elegant movements of Bardic Inspiration and re-roll your Bardic
your body. You may choose to replace all Verbal Inspiration die. You must concentrate on this
or Material components of a spell with only the Dance as if it is a spell, and cannot cast any
Somatic component of dancing, so long as the spells that require Concentration while using
material components of the spell do not this ability.
have a cost. You can end your Dance at any point
during your turn without using an action or
L)6)7 3: DANC) Bonus Action.
You can perform an arcane dance that empow-
ers and inspires an ally in combat. As a Bonus
L)6)7 6: D)A.7Y DANC)
Action, you can start your Dance and choose Your calculated movements blend dance with
one creature you can see within 15 feet of you. battle prowess, allowing you to double your at-
Roll your Bardic Inspiration die. That creature tack prowess while you dance and move across
can now add the result of your Bardic Inspi- the battlefield seamlessly.
ration roll to one ability check, attack roll, or While you’re using your Dance ability, your
saving throw per round. On the next turn, the Speed increases by 10 feet and you can attack
creature you inspired can add your Bardic In- twice, instead of once, when you take the
spiration roll again, so long as it remains within Attack action on your turn.
15 feet of you and you keep dancing. The Bardic
Inspiration bonus decreases by one at the end of
each of your turns.
For instance: You use your Bonus Action
to start your Dance and select an ally with-
in 15 feet of you. You roll a 6 on your Bardic
Inspiration die. The creature you’re inspiring
attacks an enemy and adds +6 to their attack
roll. After the end of your next turn, the crea-
ture you’re inspiring now adds +5 to their
attack against that enemy. The creature you’re
inspiring adds +4 in the next round, then +3,
and so on, until the Bardic Inspiration bonus is
reduced to 0.

Part 1 | For Players

10
L)6)7 14: DANS) MACA:R)
You have mastered the art of dancing on the
battlefield. Your very presence inspires even
more combatants to transcend their physical
limits in combat, making them even deadlier
in turn.
The radius of your Dance ability is now
20 feet. When you use your Dance ability, you
may empower two allies simultaneously. Both
allies must remain inside the 20-foot radius to
receive the benefits of your dance. If one leaves
while the other one remains in the area of ef-
fect, the one remaining still enjoys the benefits,
but you must use a Bonus Action and roll your
Bardic Inspiration die if you wish to empower
a second ally again. The new roll overrides the
previous one.
For instance: The original Bardic Inspiration
roll is 8, and you are inspiring two creatures.
One creature leaves the radius of your Dance
and loses the benefits of the Dance. A new
creature enters the radius and you use your
Bonus Action to roll your Bardic Inspiration die
to inspire that second creature, the result being
a 4. Both creatures now add +4 instead of +8 to
their ability checks, saving throws, and attacks.

Part 1 | For Players

11
Oath of Love
4 Paladin 5ubclass

“Paladins of Love both exemplify and go against


Overview
what one thinks of when they envision a Paladin. The Oath of Love is a subclass meant
They are known to be extremely committed to for those who wish to play a paladin
their cause, but what fuels their commitment is not necessarily tied to any notions of
not a sense of morality, or a divine sense of jus- alignment. The very concept of the
tice, but rather their very own feelings. Paladins subclass goes against the traditional
of Love reject the idea that to be a holy warrior, idea of the paladin as the unfeeling,
one must be unfeeling in the commitment of holier-than-thou warrior for good,
living their life according to an oath. Their oath
giving it a very “human” and emotion-
itself relies on the love that inspires them to
swear by the tenets they follow. To them, loving ally raw motivation. The subclass also
eyes are the only eyes not clouded by superfluous aims to spark roleplay ideas by o ering
ideals and morals. the concept of the beloved, the source
Paladins of Love choose a beloved—or rather, of the paladin’s love, which the player
their feelings choose for them. A Paladin’s can use to inform who their character
beloved, what they love most in this world and is—how and why did they fall in love
all the others, is the source of their power. Most with their beloved?—and which the
Paladins’ beloved are people. Parents gain GM can also use to create situations
magical abilities by swearing an oath to love
that call back to or endanger the
and protect their child, or lovers battle together
and use their love for each other as the force Paladin's beloved, or that reinforce
that guides their blows. Other Paladins of Love, their oath.
however, find their beloved in a deity, or a place, Gameplay-wise, the subclass has
or a group of people, or a concept. Paladins of been designed for a role the paladin
Love are not interested in questions of morality, has not had a chance to fully embody
and are not required to find a beloved that is yet: bu ng. The Oath of Love is de-
‘good’—they are only required to love the object(s)
signed to be a bu ng tank, meant to
of their affection unconditionally.
stay in the field and absorb hits while
As long as the Paladin feels an extremely pow-
empowering their allies to dominate
erful love towards their beloved, they can swear
their enemies, and keeping up with
the Oath of Love and become what is commonly
referred to as a Knight of Hearts.” them through both smites and their
own position-based bonuses. The ma-
jority of their spells are either bu ng

Part 1 | For Players

12
or tanking spells that are not in the standard Paladin’s
spell list, giving you added versatility to your spellcast-
ing, and both of their Channel Divinity options allow
you to help your allies, but this subclass’s signature
ability is the mechanical aspect of choosing your beloved
in the battlefield. A willing creature that you choose as
your beloved gains a number of very powerful bonuses,
provided they stay within your aura, and in turn
you also gain bonuses by fighting alongside them.
This further exemplifies the theme of love and
the role of the Paladin of Love as a warrior that
cherishes and protects those they care for.

Tenets of Love
The tenets of the Oath of Love hold the
feelings of the Paladin as what is most important.
Their commitment to protect and cherish what
they love, along with their vows, pushes Pal-
adins of Love to feel strongly and proudly.
l Love Unabashedly. I desecrate what I
love by being ashamed of my feel-
ings. I will wear my heart on my
sleeve and love proudly.
l Love my Beloved. Those whom I
love and those who love
what I love are my
beloved, and I
will be their
sword and
their shield.

Part 1 | For Players

13
l Love is Sacred. If anyone or anything loves l Galvanizing Affection. You can use your
strongly, I will respect their a ection and Channel Divinity to channel the strength of
their feelings and help their love ourish, no your love into an inspiring, rousing cry that
matter how di erent from my own feelings empowers your loved ones. As an action,
theirs are. you present your holy symbol and choose a
l Love Makes us Better. No matter the cir- number of willing creatures (that can include
cumstances, I won’t let my love waver, for it you) equal to your Charisma modifier.
strengthens not only me, but also all of For 1 minute, these creatures add half of
my beloved. your Charisma modifier, rounded up, to
their damage rolls.

L)6)7 3: OAT8 SP)77S


L)6)7 7: A-RA ,F L,6)
The magic of your oath ensures you always
have certain spells ready; when you reach a Pal- Starting at 7th level, you can empower your
adin level specified in the Oath of Love Spells allies, and especially your beloved, with your
table, you thereafter always have the listed love. When a Friendly and willing creature
spells prepared. within 10 feet of you makes an attack roll, you
can use your Reaction to add your Charisma
Paladin Level Spells modifier to their attack roll.
3rd Bless Additionally, you can use your Bonus Action
to select a Friendly and willing creature within
5th Enhance Ability
your aura. This creature is now your beloved,
9th Haste and enjoys a number of bonuses while within
13th Resilient Sphere your aura:
17th Wall of Force l They add your Charisma modifier to one of
their attack rolls per round.
L)6)7 3: C8ANN)7 DI6INITY l They gain a +1 bonus to their AC.
l They are instantly stabilized if they are re-
When you take this oath at 3rd level, you gain
duced to to 0 hit points.
the following two Channel Divinity options.
The creature counts as your beloved for 1 min-
l Loving Embrace. You can use your Channel
ute or until they leave the radius of your aura.
Divinity to uncloud the feelings of a loved
At 18th level, the range of this aura increases
one, returning their mind and body to their
to 30 feet.
control. As an action, you touch a creature.
The creature is immediately free of any of
the following conditions: Charmed, Fright-
ened, Incapacitated, Paralyzed, Petrified,
and Stunned. The creature is also free of any
other e ects that negate their free will, such
as possession.

Part 1 | For Players

14
L)6)7 15: 20T8 L)6)7:
E(P,;)R). :Y L,6) KNI&8T ,F H)ARTS
Starting at 15th level, you become stronger You become the living embodiment of the love
when fighting side by side with those you love. you feel so strongly, which gives you and those
When the Friendly and willing creature you love the following benefits:
you have selected within your aura as your l You can choose a number of Friendly and
beloved is within 10 feet of you, you enjoy willing creatures equal to your Charisma
the following bonuses: modifier as your beloved. They all enjoy the
l You add a +1 bonus to all your same bonuses while within your aura.
attacks and damage rolls. l You add a +2 instead of a +1 to your AC,
l You gain a +1 bonus to AC. along with all your attack rolls and damage
rolls, as long as there is a conscious beloved
within your aura.

Part 1 | For Players

15
The Circle
of the C ity
4 Druid 5ubclass

“Druids belonging to the Circle of the They are not only concerned with the
City go against what most think of when lives of wolves, bears, and other majestic
they envision a Druid. Instead of pro- wild animals, but also the lives of street
tecting nature by preserving the spaces dogs, abandoned cats, and creatures
untouched by civilization, they bring most see as vermin. Their mission is not
nature to the spaces where people live, to create a space for nature inside of a
and seek to establish a symbiotic relation- city, but to erase the line between nature
ship between mankind and the natural and city completely.
world. They see villages, towns, and cities “Some Circle of the City Druids remain
as ecosystems in their own right, no in one city, making it their life’s mission
different from a forest, jungle, or desert. to tend to it like a garden, and becoming
These Druids forgo the secrecy and reclu- a political force in their places of res-
siveness that most druidic circles hold idence; some travel, bringing some of
dear and sacred, and replace it with what their primal magic to every settlement
they see as a stronger force better able they visit; and some embark on pilgrim-
to enact long-lasting change: community. ages to abandoned temples, castle ruins,
They are pillars of these communities, poisonous swamps, and other places
establishing and preserving green spaces where nature has overtaken the living
that not only bring nature into the day-to- spaces of people, bringing balance to
day lives of the city’s inhabitants, but also these sites and making them habitable
double as useful tools for the residents. for new people to breathe life into
“The work of the urban Druid is not done them once more.”
in isolated, magical forests, but in parks,
community gardens, and city orchards.

Part 1 | For Players

16
Overview
The Circle of the City subclass is meant to give those
who wish to play an unconventional Druid a com-
pletely new avor for their character. It puts the focus
on urban and man-made environments rather than
natural landscapes untouched by civilization, and is
intrinsically tied to settlements and the people who
live in them, allowing you to create a Druid that
thrives on communal e orts rather than isolation-
ism. Gameplay-wise, the subclass has been designed
to take advantage of the Druid’s unorthodox tanking
abilities, giving it a completely di erent use of the
signature Wild Shape ability as well as the capacity to
don metal armor. The key aspect of this subclass is its
dual main features: Terrain Tactician and Wild Shaper.
Depending on the terrain the City Druid occupies, the
e ects of these features will change. This allows you
to change your strategies and approach to combat
depending on the terrain you stand on, which
works with the avor of the subclass and keeps
fights interesting and unique. We strongly advise
talking to your GM before choosing this sub-
class, to ensure that they are aware of this core
feature and may plan fights with it in mind, allow-
ing you to take advantage of clever positioning to
get the desired e ect.

L)6)7 2: PRI(A7 F,RTR)SS


When you choose this circle at 2nd level, you are
able to benefit from mankind’s innovations without
losing your connection to nature. You gain profi-
ciency with Heavy armor, and are able to don armor
and use shields made of metal.

Part 1 | For Players

17
L)6)7 2: T)RRAIN TACTICIAN L)6)7 2: WI7. S8AP)R
You are able to call on the power of nature and You can strengthen your pull on the natural
harness its e ects. The benefits you gain de- energies you gain from your environment. As
pend on whether you are standing on “Natural” an action, you can expend one use of your Wild
or “Constructed” terrain. Natural Terrain is any Shape feature to strengthen the e ects you gain
ground that has not been significantly shaped from the terrain you occupy, rather than trans-
by civilization, such as soil, grass, or snow. forming into a beast form. While this feature is
Constructed Terrain is the opposite: ground active, you gain the following benefits:
that has been fabricated or shaped by man- l While standing on Natural Terrain, you
kind’s hands, such as cut stone, metal sheets, add your Wisdom modifier to the Tempo-
or wooden boards. Standing on a rock in the rary Hit Points you gain at the beginning of
forest would be considered Natural Terrain, each turn.
whereas standing on stone bricks on a castle’s
l While standing on Constructed Terrain,
ramparts would be considered Constructed Ter-
choose one damage type between Acid, Cold,
rain. Whether a terrain is considered natural or
Fire, Lightning, or Poison. You are now
constructed does not depend on if the materials
Resistant to that damage type until the start
used are “natural” or not, but rather the amount
of your next turn, upon which you may
of involvement people had in giving it its cur-
choose the same damage Resistance or a
rent shape. If it is ambiguous, the nature of
di erent one.
any given terrain is determined at the
GM’s discretion. These benefits last for 10 minutes or until you
use your Wild Shape ability again.
l While standing on Natural Terrain, you
harness the healing energy of nature and
become attuned to its consciousness:
L)6)7 6: LAN.’S SP,I7S
! You gain 1d4 Temporary Hit Points at Your in uence over the terrain you occupy
the beginning of each turn. extends past yourself, allowing you to share the
! You gain proficiency with the gifts of the land with your allies and encumber
Perception skill. those who go against your vision. All terrain
within 10 feet of you becomes Di cult Terrain
l While standing on Constructed Terrain,
for any creature Hostile to you. Additionally,
you strengthen your body against harmful
while your Wild Shaper feature is active, you
e ects and are able to harness the wisdom
can use a Bonus Action to choose a creature
of mankind:
within 10 feet of you. While that creature is
! You add 1d6 to all Dexterity within 10 feet of you, they enjoy the same bo-
saving throws. nuses you derive from your Terrain Tactician
! You gain proficiency with the feature (but not your Wild Shaper feature).
Insight skill.

Part 1 | For Players

18
L)6)7 10: T))(IN& T)RRAIN
Your in uence over the environment surround-
ing you grows, harvesting stronger fruits from
its e ects. The Temporary Hit Points and
bonuses to saving throws given by the Terrain
Tactician feature increase: roll a d6 instead of
a d4 for the Temporary Hit Points gained
when standing on Natural Terrain, and
roll a d8 instead of a d6 to add to Dex-
terity saving throws when standing
on Constructed Terrain. Addition-
ally, you can choose two creatures
within 10 feet of you rather than one
to enjoy the same bonuses from your
Terrain Tactician feature while your
Wild Shaper feature is active.

L)6)7 14: T)RRAF,R()R


You are no longer constrained by the terrain
you stand on, now able to change its nature to
your will. When you expend a use of Wild Shape
to gain the benefits of your Wild Shaper feature,
you choose whether the terrain within 10 feet of
you is considered Natural or Constructed, and
transform it to match. For example, wooden
oorboards grow vines and roots, or dirt covered
in sand and rock turns to a cobblestone road. You
can change the terrain around you again at the
beginning of each subsequent turn without using
an action for as long as your Wild Shaper feature
is active.

Part 1 | For Players

19
The Cowpoke
4 Ranger 5ubclass

“When we think of a protector of the natural world against those who mistreat it or wish to
harm it, when we think of gaining magic through the connection with nature itself, when we
think of unlocking the secrets that allow one to not only survive but thrive far from civilization,
we rarely think of the Cowpoke, but those who belong to this oft-ignored conclave are Rangers
just as prodigious as any other.
“The first Cowpoke Rangers did not follow the traditional creation of conclaves; rather, Ranger
magic found them. Cowpokes protected their ranches and their cattle. They respected the land
and learned its secrets so they could survive. They bonded with their animal companions. And
that was enough for the first traces of Ranger magic to manifest in these newborn Rangers.
Years of refinement, perfecting, and teaching have made of this emerging Ranger way a true
conclave, complete with masters, disciples, and traditions and lessons to follow.
“Those who foolishly believe Cowpokes lack the mysticism of other Rangers fail to look at
them with eyes unclouded by preconceived notions of what a Ranger can be. Cowpokes hear
the whispers of the plains and speak back, they feel the primal emotions that govern the
actions of the cattle they tend to, and they know of the deep, unknowable magic that watches
expectantly, waiting just at the edge of the light of the campfire.”

Overview The Cowpoke subclass gives a twist to other


Ranger subclasses by allowing it a semblance
The Cowpoke subclass is meant to bridge the
of an animal companion, but one where the
surprisingly small gap between the Ranger class
relationship between the Cowpoke and the
and the iconic figure of the cowpoke. It does
Beast is more that of a friend with its own free
not shy away from introducing Ranger magic
will that has crossed paths with the Cowpoke
to the cowpoke, but rather themes traditional
and has decided to help them for a time, rather
Ranger magic around iconic visuals associated
than a lifelong servant. This, along with count-
with cowpokes. The subclass tries to pay hom-
less uses clever players are bound to find, makes
age and draw inspiration from iconic cowpoke
the Cowpoke perfect for feats that revolve
imagery, while playing within the framework
around mounted combat, something that is
of the Ranger class.
often particularly appealing to players but hard

Part 1 | For Players

20
to implement in actual games. The Cowpoke’s any firearm for half the price it costs to buy it.
ability to befriend any Beast it encounters and Crafting a set of 10 rounds of ammunition takes
mount it (provided the Beast’s biology permits 1 hour.
this) makes it so the GM can plant specific op-
portunities for the Cowpoke to show o their L)6)7 3: B)AST W8ISP)R)R
Animal Handling skills, even deep inside
Your expertise and know-how in dealing with
a dungeon.
animals allows you to create a supernatural
The Cowpoke is also particularly centered
bond with any Beast. As an action, you can at-
around firearm combat, using a set of rules that
tempt to befriend a Beast that can see and hear
also rarely sees play at the table. This allows
you and is within 30 feet of you. You must make
a player who chooses the Cowpoke to weave
a Wisdom (Animal Handling) check. The DC
magic with shooting, and gives them the op-
for this check equals 10 + the CR of the Beast,
portunity to perform the iconic cinematic feats
rounding up.
that have made cowpokes famous.
If the check is successful, the Beast is
Friendly to you, trusts you, and will heed some
L)6)7 3: C,;P,K) MA&IC
of your commands, within reason. The Beast
Starting at 3rd level, you learn an additional won’t attack your enemies, and it won’t engage
spell when you reach certain levels in this class, in any action that will lead to its certain death.
as shown in the Cowpoke Spells table. The spell The Beast can, among other things, bring you
counts as a Ranger spell for you, but it doesn't an object out of your reach, carry a message to
count against the number of Ranger spells someone it could reasonably find, indicate the
you know. way of a location it knows, scout ahead, or, if
its biology permits it, carry you and be used as
Level Spell
a mount. If you choose to mount it, the Beast
3rd Animal Friendship gains +10 feet to its Speed, and you gain a
5th Find Steed +1 bonus to your weapon and spell attack
rolls while you are mounted.
9th Haste
Willingly harming the Beast will make it
13th Dominate Beast stop seeing you as a friend, at which point it
17th Hold Monster might turn Hostile, depending on the nature of
the Beast in question, at the GM’s discretion.
The Beast will not leave the general area where
L)6)7 3: C,;P,K) it lives by more than 100 feet: for example, be-
MARKS(ANS8IP friending an elk that lives in a particular forest
When you choose this archetype at 3rd level, means the elk won’t follow you anymore once
you gain proficiency with firearms. Addition- you are 100 feet away from the forest it
ally, you also gain proficiency with Tinker’s calls home.
Tools, allowing you to craft ammunition for

Part 1 | For Players

21
L)6)7 7: H,T HAN.
Your expertise with firearms grows, making
you an even more prodigious marksman. The
range of all firearms is increased by 10 feet for
you, and you ignore the Loading property of
firearms with which you are proficient.

L)6)7 11:
MA&ICA7 B-77’S-EY)
At 11th level, you gain the ability to infuse your
bullets with your own magic, allowing you to
take a shot so precise it supernaturally tracks
its target. When taking the Attack action with
a firearm, you can spend one of your spell slots
to empower this attack. When you do so, this
attack gains a bonus to its attack roll equal to
the level of the spell slot used and a bonus to
the damage roll equal to three times the level
of the spell slot used. The attack also ignores
any bonuses from Half Cover, and is not made
at Disadvantage when firing at long range or
against an enemy within 5 feet of you.

L)6)7 15: ARCAN)


Q-ICK DRA;
Spellcasting and shooting have become so nat-
ural to you that you are able to weave one with
the other seamlessly. When you make a ranged
weapon attack using a firearm against one crea-
ture, you can cast one spell you know as part of
the same action. You can use this feature a num-
ber of times equal to your Wisdom modifier.
You regain all uses of this ability after finishing
a Long Rest.

Part 1 | For Players

22
The Scion
4 Fighter 5ubclass

“Whether because they belong to a long lineage entrusted as stewards of a centuries-old


artifact, or because a mysterious relic is thrust upon them by happenstance, a Scion is a
Fighter in possession of an extremely powerful weapon.
“Scions use a mythic arm: a weapon brimming with magic and, just like the Fighter who
wields it, potential. It’d be a mistake to assume that a Scion is only strong because of the
weapon they build. To actually access the power of the mythic arm, a Scion must hone not
only their technique, but their connection with their weapon.
“By strengthening the bond between the two, the Scion becomes the only one able to har-
ness their weapon’s true power and unlock its full potential.”

Overview The Scion Martial Archetype also seeks to


give Fighters more prompts while in charac-
The Scion Martial Archetype seeks to allow
ter creation, to bring additional avor to the
players the ability to play the archetype of
class through the choice of subclass. How did
the wielder of an extremely powerful magical
your Scion come upon their mythic arm? Is it a
weapon, who is on a journey to master it. This
weapon passed down from generation to gen-
was hard to do in the game before, as 5 encour-
eration of their family, or did they steal it from
ages you to change weapons as you find more
one of these families? Did they find the myth-
powerful loot along your adventures. This
ic arm somewhere, and have to figure out the
subclass makes it so that your weapon, called a
weapon’s history?
mythic arm, evolves along with its wielder, un-
locking more of the arm’s power. It brings new
ways to build on the versatility inherent in the
Fighter class by allowing you to customize the
mythic arm in order to make it feel unique.
The mythic arm gains an additional damage
type of your choice, as well as the ability
to literally change its properties to unlock
completely new combos.

Part 1 | For Players

23
L)6)7 3: MYT8IC AR(
You wield a mythic arm, an
extremely powerful weapon brim-
ming with boundless potential for
you to unlock. How you acquired
this mythic arm is up to you, but it
must be a weapon you are proficient
[Link] you reach 3rd level,
choose one of the following damage
types: Acid, Cold, Fire, Lightning,
Necrotic, Poison, Radiant, or
Thunder. All mythic arm attacks
made with the additional action
granted by your Action Surge deal
1d8 of your chosen damage along
with your weapon damage.

Part 1 | For Players

24
L)6)7 3: WI)[Link]& L)&)N. L)6)7 7: W,N.R,-S WI)7.)R
The powerful magic that makes your weap- You gain further control of your mythic arm,
on a mythic arm binds it to you and protects and you can manipulate the way you wield it in
it from tampering. Your mythic arm counts battle to transcend the limits of normal weap-
as magical for the purpose of overcoming ons. At the end of a Long Rest, you can select
Resistance and Immunity to nonmagical one of the following weapon properties to ap-
attacks and damage and cannot rust, be dulled, ply to your mythic arm: Finesse, Light, Reach,
or break. You cannot be disarmed while or Thrown (Range 20/60). The mythic arm
wielding your mythic arm as long as you’re retains the weapon property indefinitely,
not incapacitated. until you use this feature to select a
You can also sense the direction of the di erent property.
mythic arm’s location and on which plane
of existence it’s located. If the arm is mov- L)6)7 10:
ing, you know the direction of its movement. UN7,CK). P,T)NTIA7
Additionally, your mythic arm can absorb the
enchantment and the shape of another weapon. The bond between you and your mythic arm
When you acquire an enchanted weapon, you allows you to draw even more power from
can spend one hour to transfer the enchantment your weapon:
from the enchanted weapon into your mythic The additional damage you deal when mak-
arm. For example, if you wield a Longsword as ing an attack with your mythic arm with the
your mythic arm and acquire a +1 Handaxe that additional action granted by your Action Surge
has Advantage on all attack rolls against Beasts, increases to 2d8. At 18th level, it becomes 3d8.
you can take one hour to transfer that enchant- You choose an additional damage type for
ment to your mythic arm, after which it will your Mythic Arm feature. When you use an
be a +1 Longsword that has Advantage on all Action Surge, you choose which of the available
attack rolls against Beasts. damage types your additional attacks will deal.
You are also able to change your mythic arm At 18th level, you can choose one additional
into the shape of any weapon it has previous- damage type.
ly absorbed an enchantment from by spending You can absorb an additional enchantment
one hour concentrating on it. For example, into your mythic arm. If more than one en-
after absorbing the enchantment from the +1 chantment includes a bonus to attack and dam-
Handaxe of the previous example, you can now age rolls, the higher bonus is applied to your
turn your mythic arm into a Handaxe by spend- mythic arm. At 18th level, you gain the option
ing one hour concentrating on the mythic arm. to absorb yet another additional enchantment,
If you do not meet the prerequisites to at- to a total of 3.
tune to the weapon, you cannot transfer its
enchantment into your mythic arm.
Once you have transferred an enchantment
into the mythic arm, the original weapon
loses its enchantment.

Part 1 | For Players

25
L)6)7 15:
UN7)AS8 P,T)NTIA7
You gain further control of your mythic arm, al-
lowing you to unlock some of its hidden poten-
tial without exerting yourself in the process. On
a successful attack, you can deal the additional
damage you would deal with your Action Surge
attacks. You can use this feature only once
per turn.

L)6)7 18: MYT8IC SCI,N


Your mythic arm has become an extension of
yourself, unlocking its full potential. Whenever
you make an attack roll with the additional ac-
tion granted by your Action Surge, you treat all
rolls of 9 or lower as a 10, and those attack rolls
cannot be made at Disadvantage.
Additionally, when you roll for Initiative
and have no uses of Action Surge remaining,
you regain 1 use.

Part 1 | For Players

26
3PECIES

Arcaneborn
Molded bA Magic

The most common of the arcaneborn are the Just like some evocation-born present with
elemental plane-touched, but arcanists don’t glowing lines that pulse with evocation magic,
call them by this name. In academic circles that other arcaneborn can be marked by the mag-
study the arcane, these are referred to instead ic that created them. Because arcaneborn are
as “evocation-born.” It is most common for born from exposure to grand magic, though,
those touched by planar in uence to be born these lines manifest instead as the formulae
of evocation magic, due to the in uence of the of the spell that made them arcaneborn in the
elemental planes and the meddling of genies in first place. Their skin glows with the text of
mortal lives. However, it is very much pos- the spell in question or the magic circles and
sible—albeit rarer—for them to be born of runes that were used during the casting process.
di erent schools of magic. Some arcaneborn have been used as living spell
The birth of an arcaneborn not scrolls because of this feature, becom-
tied to a specific element is much ing guardians of specific spells and
rarer because it can only happen testing wizards who wish to learn
due to prolonged exposure to the magic that shines through
what is commonly referred their skin.
as “grand magic.” Magic that Arcaneborn are also
changes the fabric of reality, a ected by the compo-
magic that bends the Weave nents used to cast the
with such force that the rip- spells. Somatic components
ples it leaves behind in uence can manifest in the arms,
the lives of those close to hands, and even feet of the
the casting for genera- arcaneborn, giving them
tions; spells that mages an eerie arcane glow;
would categorize as verbal components
9th level or above. grant the plane-touched
r a t ion
Ab j u
Part 1 | For Players

27
ARCAN) B,,N
l Abjuration: At the end
of a Long Rest, you can
choose to gain Resistance
to Bludgeoning, Piercing, or
Slashing damage. You retain
that Resistance until the end of
the next Long Rest. Additionally,
r a tio n
Co n j u you gain a +1 bonus to your base
Armor Class.
l Conjuration: You manifest arcane echoes
of your own arms around you. These arms
an unearthly, magical voice; and material com- are not a ected if you are Grappled, and can
ponents might even manifest as arcane echoes manipulate a tiny object, wield a weapon
around the arcaneborn. An arcaneborn born of a that has the Light property, hold a Shield, or
spell that used owers in its casting might mani- perform Somatic components of spells.
fest those same owers around themselves l Divination: You can impose Disadvantage
as a re ection of the spell that made them on one D20 Test and Advantage on one oth-
an arcaneborn. er. You regain both uses of this trait at the
The di erent arcaneborn that are born from end of a Long Rest.
the casting of this spell are aligned to the school
of magic of the spell that was cast.

Arcaneborn Traits:
Creature Type: Humanoid
Size: Medium (about 4 to 7 feet tall) or Small
(about 3 to 4 feet tall), chosen when you select
this species
Speed: 30 feet
Arcane Imprint. Magic has left an indelible
mark on you. Choose the school of magic from
the Arcane Imprints table. Your choice a ects
the benefits you gain from your Arcane Boon
ti on
Divina
and Spellbound traits as well as your appearance.

Part 1 | For Players

28
n t men t oman cy
En c h a N e c r
l Enchantment: You have Advantage on l Necromancy: You have resistance to Necrot-
saving throws against being Charmed, and ic damage, and you instinctively know if a
when you spend an action or Bonus Action creature you can see is Undead. Additionally,
to in ict a Charm e ect on a creature, you you only su er 1 failure if you roll a 1 on a
can impose Disadvantage on that creature's Death Saving Throw or if you take damage
saving throw against the Charm e ect as from a Critical Hit while Unconscious.
part of that action or Bonus Action. You can l Transmutation: You choose the details of
impose this Disadvantage a number of times your appearance at the end of a Long Rest.
equal to your Proficiency Bonus. You regain You cannot change your species, but you
all expended uses of this trait when you fin- can choose your size (Small or Medium), the
ish a Long Rest. sound of your voice, and details about your
appearance, such as build, hair, eye, or skin
color, and facial features. When you decide
your appearance at the end of a Long Rest,
choose one of the following traits. You enjoy
the benefits of this trait until the end of your
next Long Rest.

Trait Description

You can breathe air and


water, and you have a
n
Illusio
Aquatic
Swimming Speed equal to
your Walking Speed.
l Illusion: You have Advantage on all D20 You have a Climb Speed and a
Climber and
Tests to see through illusions. Additionally, Burrowing Speed equal to half
Burrower
you are unremarkable; people cannot re- of your Speed.
member details about you such as your phys- Darkvision
You have Darkvision with a
ical appearance, gender, or general build, but range of 60 feet.
do recall your dress and your actions. Nimble You have a Speed of 35 feet.

Part 1 | For Players

29
Spellbound. Depending on your Arcane
Imprint, you inherently know how to cast
a set of specific spells. When you choose
an Arcane Imprint, you gain the level 1
benefit of the chosen imprint. When you
reach character levels 3 and 5, you learn
a higher-level spell, as shown on the table.
You always have that spell prepared. You
can cast it once without a spell slot, and
you regain the ability to cast it in that way
when you finish a Long Rest. You can also
cast the spell using any spell slots you have
of the appropriate level.
Intelligence, Wisdom, or Charisma is
your spellcasting ability for the spells
you cast with this trait (choose
the ability when you select
the imprint).

u t a t i on
Transm
Imprint Level 1 Level 3 Level 5

You know the


Abjuration Shield Lesser Restoration
Resistance cantrip.
You know the
Conjuration Entangle Misty Step
Mage Hand cantrip.
You know the
Divination Detect Magic Detect Thoughts
Guidance cantrip.
You know the
Enchantment Command Suggestion
Vicious Mockery cantrip.
You know the
Illusion Silent Image Invisibility
Minor Illusion cantrip.
You know the
Necromancy In ict Wounds Blindness/Deafness
Chill Touch cantrip.
You know the
Transmutation Longstrider Alter Self
Thaumaturgy cantrip.

Part 1 | For Players

30
Ancient Dwarf
Biving Crcane Domponents

The legends are true: dwarves are made of It was through this deity’s guidance that
stone. Or rather, they once were. They were the dwarves mastered the art of the arcane,
extracted from the earth from precious stones and then turned it from an art to a science. At
and molded into their shape by the gods who this point in time, magic practitioners could
lovingly gave them sentience. But the shape only ask the Weave to do as they wanted. The
they molded dwarves into significantly di ers dwarves, on the other hand, made the Weave
from the one we know today. do what they wanted. They were crafters like
Dwarves in the past were made of stone the dwarves of today, but crafters of spells; they
or metal, and this led to two distinct appear- were the first to jot down formulas and measure
ances. Those who could trace their lineage to arcane components to record the first spells.
stone had skin that shone like minerals and And they used what was most at hand to craft
was veined like marble, and the gemstone used their spells: the gemstones and metals that made
in their creation grew on their heads like hair. up their own bodies. They chiseled the gems of
Those who were instead born from metal had their beards and poured the metal of their hair,
a metallic luster and shine to their skin, and and with those ingredients, they made magic.
molten metal owed from their scalp and their Under the guiding hand of their arcane god,
lower jaw instead of hair. they became the first arcane experts.
At this stage of dwarven history, dwarves And then, this deity vanished. There is a
mined not for crafting, but for reproduction. gap in the records of the dwarves. A gap wide
They found gemstones and infused them with enough to have made them forget they were
magic so that they would one day grow into even born of the stone. Their previous appear-
another dwarf. And the magic they used was ance and way of life was sundered, erased along
none other than arcane magic. The dwarves with this mysterious deity and their even more
once worshipped a dwarven deity of the arcane, mysterious death.
but also of fertility, since this was how they Whatever the reason for their disappear-
reproduced. This god was a motherly figure, to ance, something had severed the connection
contrast Dwarven God’s paternal place in the between dwarves and the arcane completely.
pantheon, and the arcane was associated not No longer able to harvest magic components
only with knowledge but child-rearing. from their own bodies and with no divine

Part 1 | For Players

31
guidance to practice magic—not even able to
remember that they once did—one might think
dwarves would simply forget spellcraft and
the arcane.
But the industrious spirit is stronger than
the hardest stone. Dwarves turned back to min-
ing, not for child-rearing but to find the gem-
stones and metals they once came from; to fol-
low the spells they had once written themselves,
despite not remembering doing so. Where once
they had crafted spells, dwarves now learned
to craft artefacts. In time, over centuries, the
dwarves found their own way to the arcane
again. Nowadays, few dwarven scholars even

Part 1 | For Players

32
Ancient Dwarf Traits:
Creature Type: Humanoid
Size: Medium (about 4-5 feet tall)
Speed: 30 feet
As an Ancient Dwarf, you have these
special traits.
Ancient Resilience. You have Resistance to
Necrotic damage. You also have Advantage on
saving throws you make to avoid or end the
Petrified condition.
believe the dubious theory that dwarves come Darkvision. You have Darkvision with a
from stone, and even fewer of them believe that range of 120 feet.
dwarves were once metallic or stone-like in Dwarven Toughness. Your Hit Point maxi-
appearance. But the newly found arcane con- mum increases by 1, and it increases by 1 again
nection that the dwarves have forged has awak- whenever you gain a level.
ened something within them. There are talks Spellforger. When you cast a spell, you
of dwarves born of wizard parents who sport ignore all Material components that have no
gems on their heads and beards, or molten met- cost specified in the spell, and the cost of any
al as hair. There are even rumours of clans of Material components specified is halved for
ancient dwarves who still have the appearance you. Additionally, as a Help action, you can
that all dwarves once did, encased in the stone, cause another creature to benefit from this trait
dormant. Preserved like veins of precious met- for the next spell they cast in the next minute
als and gems, ready for their brethren to mine that requires Material components. You can
deeper and liberate them from their earthen use this action a number of times equal to your
prison, so that they may tell the story of what Proficiency Bonus, and you regain all expended
exactly happened to the dwarven people. uses when you finish a Long Rest.

Part 1 | For Players

33
Awakened Familiar Ereed Familiar2

Familiars are summoned servants capable of Awakened


changing forms to best suit the needs of the
mage that summoned them. Awakened famil-
Familiar Traits
iars enjoy these same abilities, except they are Creature Type: Celestial, Fey, or Fiend
no longer bound to anyone’s service. (depending on the choice made when
The phenomenon known as “awakening” can first summoned)
a ect a familiar for a number of reasons. There Size: Medium (about 4-5 feet tall) or Small
have been reports of familiars awakening after (about 2-3 feet tall), chosen at the end of each
centuries of service to one master, the residu- Long Rest
al magic of countless summonings and various Speed: 30 feet
other spells building up to become the famil- As an Awakened Familiar, you have these
iar’s own magical power. Awakenings have special traits.
also been reported after a familiar has su ered Familiar Form. Like any familiar, your body
prolonged abuse from its master, finally finding can change into the form of a di erent animal
the strength to rebel against them and sever the you choose. You have a number of Familiar
connection between summoned creature and Points equal to your Proficiency Bonus. At the
summoner. There have even been cases where end of a Long Rest, you may spend these points
a familiar has awakened after the death of its to choose from the Familiar Traits outlined in
master, being so paradoxically devoted to them the table on the next page.
that the familiar liberated itself from the sum- Once you’ve chosen your Familiar Traits
moning spell that bound it to the arcanist in or- at the end of a Long Rest, you can choose the
der to find a way to bring its master back to life. animal that best fits that specific combination.
Whatever the reason for this process, an Choosing Flight and Mimicry might lead you
awakened familiar is no longer a summoned to take the form of a raven; choosing Swim and
spirit bound to the will of the mage who sum- Burrow might make you take the form of a gi-
moned it. No longer does the familiar have to ant salamander; and choosing Keen Smell, Keen
answer the commands of the one that brought Hearing, and Nimble could mean you take the
it to this plane; instead, the familiar is now in form of a hound.
complete control of its own destiny—or rath-
er, their own destiny. What they do with their
newly found free will after awakening is for the
awakened familiar to decide.

Part 1 | For Players

34
Familiar
Familiar Trait Description
Point Cost

Amphibious You can breathe air and water. 1


Blindsight You have Blindsight with a range of 60 feet. 3
Burrow You have a Burrow Speed equal to half of your Speed. 2
After remaining completely motionless for at least one turn, you gain
Camou age 2
Advantage on your next Dexterity (Stealth) check.
Climb You have a Climb Speed equal to half of your Speed. 2
Darkvision You have Darkvision with a range of 60 feet. 1
Flight You have a Fly Speed equal to your Speed. 4
Keen Hearing You have Advantage on Wisdom (Perception) checks that rely on hearing. 2
Keen Sight You have Advantage on Wisdom (Perception) checks that rely on sight. 3
Keen Smell You have Advantage on Wisdom (Perception) checks that rely on smell. 1
Nimble You have a Speed of 40 feet. 3
You count as one size larger when determining your Carrying Capacity and
Powerful Build 2
the weight you can push, drag, or lift.
You can mimic the sounds of other creatures, including speech. A creature
that hears the mimicry must succeed on a Wisdom (Insight) check to
Mimicry 1
determine the e ect is faked (DC 8 plus your Charisma modifier and
Proficiency Bonus).
Swim You have a Swim Speed equal to your Speed. 2

TIP: In a fantasy world, “mundane” animals Familiar Connection. You can speak tele-
can be as di erent from ours as you and your pathically to any creature you can see within
GM want them to be. Maybe in this world 60 feet of you. Your telepathic utterances are
there is a species of octopus that can walk on in a language you know, and the creature un-
land with as much dexterity as it can swim in derstands you only if it knows that language.
water, and can not only mimic the textures The creature can respond to you telepathically.
and colors that surround it but also the sounds Additionally, as an action, you can see through
it hears, leading you to pick Amphibious, the eyes of the creature you’re communicat-
Camou age, Mimicry, and Swim as your ing telepathically with and hear what it hears
Familiar Traits for the day. Talk to your GM to until the start of your next turn, as long as that
come up with interesting options to accommo- creature is Friendly to you. When you do so,
date your Familiar Form. you gain the benefits of any special senses that
the creature has. During this time, you are
Deafened and Blinded with regard to your
own senses.

Part 1 | For Players

35
Familiar Hand. The inherent magic that using any of your limbs; for example, if you are
makes you a familiar allows you to manifest wielding a Shortsword in one oating hand
your own version of the arcanist’s trusty and a Shield in another, you cannot then carry
Mage Hand. Two spectral hands oat around a second sword in your mouth, paw, or tentacle
you, resembling the hands of whoever first and gain the benefits of Dual Wielding while
summoned you. These hands cannot move out- bearing a Shield. The hands use your own ability
side of the space you’re occupying, meaning that scores when making any checks or determining
your range when holding a weapon with them their carrying capacity.
is the one stipulated for the weapon you’re Form Fitting Function. You are able to use
holding, but you can choose to make them vis- some of your form-changing familiar magic to
ible or invisible without using an action, and a ect your own equipment in order to best suit
you can control them as if they were your own. your ever-changing frame. Once you don any
You can interact with any object, including armor, it is magically altered to fit your current
weapons, using these hands. When you do so, Familiar Form. For example, donning a full suit
you cannot interact with an additional object of Plate Armor as a squirrel will result in the suit
morphing to best fit your current squirrel body.

Part 1 | For Players

36
Augmented
Fnchanced Godies

Those who choose to become augmented are augmentations, opening up a myriad of possi-
anything but a monolith. Most augmented bilities, from integrated musical instruments to
become so because they are missing a limb or perfectly concealed Thieves’ Tools.
the capability to hear, see, walk, or even speak. There are also some who decide to become
Faced with the challenges that naturally come augmented not after the loss of a sense or limb,
from their situation, they reach out to master but because of the incredible capabilities that
crafters: Artificers who specialize in making their augmentations would grant them. There
and installing wondrous magical prosthetics are assassin clans that augment their members,
in a living, humanoid body. making them even deadlier at their sinister
These Artificers take incredible pride in craft. There are racers who choose to undergo
their work, and each add a unique, personal augmentation to participate in the fastest ever
touch to their craft. As a result, no two aug- races involving living people. There are even
mentations look or work the same. They are whispers of truly heinous master craftsmen,
personally made for the person augmented Artificers who force their unethical augmenta-
with them. tions on unwilling subjects. Regardless of why
Most of the time, a lost arm is replaced with and how someone becomes augmented, they all
an artificial limb, meant to work exactly like an share in common one thing: their augmenta-
arm would, but Artificers are inventive by tions are all as di erent and unique as the peo-
nature, and so many augmented are given sec- ple attached to them.
ondary characteristics to their augmentations—
not just allowing them to replace their lost Augmented Traits
limb or sense, but also giving them new,
Creature Type: Humanoid
additional capabilities.
Size: Medium (about 4-7 feet tall) or Small
Some augmented outfit their augmentations
(about 2-4 feet tall), chosen when you select
with combat capabilities, incorporating fine-
this species
ly-tuned weapons into them. Some use incred-
Speed: 30 feet
ibly powerful legs or high-tech seats that allow
As an Augmented, you have these
them to move through the battlefield even
special traits.
faster than before, and some add tools to their

Part 1 | For Players

37
Starting Point. You can choose
to keep certain elements of an-
other species when picking aug-
mented as your species: any skill
proficiencies given to you with
that species, and any Climb, Fly,
or Swim Speed.
If you choose to not keep those
elements, you instead gain profi-
ciency in two skills of your choice.
Tinkerer. The routine upkeep
of your augmentation has made
you particularly proficient in the
use of the necessary tools required
to maintain your magical pros-
thetic. Your Proficiency Bonus
is doubled when making checks
with Tinker’s Tools.
Patching Up. Your augmen-
tation is magically connected to
your own body and, therefore,
your life force. As an action, you
can make an ability check us-
ing your Tinker’s Tools on your
augmentation. The DC is equal
to 15 if your current HP is equal
to or above half of your Hit Point
maximum (rounding down), or 18
if your current HP is below half
of your Hit Point maximum. On
a success, you gain a number of
Hit Points equal to 1d4 plus your
Proficiency Bonus. You can use
this feature a number of times
equal to your Proficiency Bonus.

Part 1 | For Players

38
4ugmentation D,(:AT A-&()NTATI,N
Your body has been outfitted with a magical This magical augmentation grants you combat
artificial augmentation that you can use in a capabilities that allow you to use your augmen-
variety of ways, depending on the specific aug- tation as a weapon.
mentation. Choose one of the following aug- Your AC increases by 1, and a weapon with
mentations when choosing this species: which you are proficient is fitted into your
augmentation. Attacks made with this weap-
HTI7ITY A-&()NTATI,N on can deal your choice of Force damage or its
normal damage type, you can use the mastery
This magical augmentation grants you utility
property of this weapon, and the weapon can-
capabilities that far surpass those of the original
not be dropped. You can change this weapon by
body part you have replaced.
spending 1 hour fitting the new weapon to your
You gain Expertise in one skill and with one
augmentation and 30 gold pieces for new parts.
tool of your choice. Your Proficiency Bonus is
Enhanced Augmentation: At 10th level,
doubled when making checks with that tool.
provided you have access to a master craftsman
The tool is embedded into or otherwise a xed
specializing in magical augmentations and
to your augmentation and cannot be dropped
500 GP to pay for their services, you can fit
unless you are somehow parted with
your augmentation with an additional weapon
your augmentation.
with which you are proficient. Your AC in-
Enhanced Augmentation: At 10th level,
creases by 1 again, to a total of +2, and you are
provided you have access to a master craftsman
able to stow one weapon inside your augmen-
specializing in magical augmentations and
tation and draw the other weapon during your
500 GP to pay for their services, you can choose
turn without the use of an action. This new
an additional skill and tool to gain Expertise
weapon has the same capabilities as the first
in. It takes 1d4 days for the master craftsman to
weapon attached to your augmentation.
outfit your augmentation with its new capabil-
Examples of this augmentation include:
ities, during which you do not gain the advan-
tages that your augmentation grants you. l A mechanical arm outfitted with a blade
Examples of this augmentation include: that comes out between the knuckles of
your hand augmentation.
l An artificial eye that grants you Expertise
with Navigator’s Tools and in the l A crossbow inlaid into your forearm.
Perception skill. l An artificial hand attached to your arm by
l A set of magically-enhanced mechanical a chain, allowing you to use it as a Flail.
hands that grant you Expertise with Thieves’
Tools and in the Sleight of Hand skill.
l A clockwork voice box that grants you Ex-
pertise with one musical instrument and in
the Performance skill.

Part 1 | For Players

39
M,6)()NT A-&()NTATI,N
This magical augmentation enhances your
movement, allowing you to move faster, even
through hard-to-navigate terrain.
Your Speed increases by 5 feet. Additionally,
moving through nonmagical Di cult Terrain
does not cost you extra movement.
Enhanced Augmentation: At 10th level,
provided you have access to a master craftsman
specializing in magical augmentations and
500 GP to pay for their services, you can en-
hance your augmentation to grant you even
faster movement and additional traversal abil-
ities. Your Speed increases by 5 feet, bringing
the total increase to 10 feet. Additionally, you
gain the ability to move along vertical surfaces
without falling during the move.
Examples of this augmentation include:
l A set of mechanical hydraulic-powered legs.
l A seat that hovers 5 inches above
the ground.
l A set of artificial calves with magically-
powered jets of energy.

Part 1 | For Players

40
Felis
Eeline Masters of Their Own Eate

The felis are people who have been selected to There’s a distinct culture in felis commu-
receive the ultimate blessing from the god who nities: they are intensely self-reliant. It’s seen
rules over the lives of cats. as greatly shameful for a felis to depend on
Nobody knows how exactly this selection anyone but themselves, and felis children leave
happens. It is said that felis are born to those the nest extremely early in order to make their
who have greatly impacted the lives of cats for own luck in the world. It’s not out of the ordi-
the better, that being felis is a blessing from nary to see a felis teen already tending to their
the god of cats himself to thank them for their own shop or embarking on an adventure. This
help. There are also cases where a person who cultural push to be independent can make oth-
cared for a feline and defended it from harm ers see them as individualistic, even selfish, but
has a brush with death; they miraculously sur- those who form a bond with a felis quickly un-
vive, but they are changed into one of the felis, derstand that they enjoy companionship just as
their new form a reminder of how the god much as anyone else—they just have their own
spared their very life as thanks. There are even way of showing it. Their need to be self-reliant
tales of people who were awful to cats and does not mean that felis don’t help each other;
turned into felis as a punishment, forced to be quite the opposite. Many cities have wide
what they despise most. Nowadays, however, felis networks that they use to help each
most felis are just born from the union of two other ourish.
felis parents. Felis share with their more cat-like cousins
In the same way that their furrier cousins their love of stories, but they use them in a dif-
receive a feline trait from the cat deity, the felis ferent way. Felis culture is shared orally, pass-
receive feline aspects to their appearance. Most ing down their history through songs, rhymes,
often, their ancestry manifests as feline ears and parables. This cultural appreciation of
like those of a house cat or a lynx; a feline tail; song, and the way that music is treated as a
a cat’s nose; sharp, claw-like nails; whiskers; way to teach history, often makes felis choose
or a combination of those. Felis believe that the path of the bard, becoming traveling min-
the more cat traits one has, the more they are strels who share felis tales and songs.
favored by their god.

Part 1 | For Players

41
They are often hired to play and
sing in the drawing rooms of
nobles, where their songs are
seen as exotic and strange. It’s
said that felis presence in noble
houses has given birth to a wide
network of spies who share cod-
ed messages between members
through their own version of
thieves’ cant in the form of song.
Some of these felis spies allegedly
even double as assassins if this
secret organization requires
it of them.
The cultural push towards
self-reliance, their love for sto-
ries, and their innate curiosity
often push the felis towards a life
of adventuring. Many of them
believe that in doing so, they
are following in the footsteps of
their traveling god, and hope to
cross paths with him one day.

Part 1 | For Players

42
Felis Traits:
Creature Type: Humanoid
Size: Medium (about 4-6 feet tall)
Speed: 30 feet
As a Felis, you have these special traits.
Cat Walk. You have a Climb Speed equal to
your Speed. You can climb di cult surfaces,
including along ceilings, without needing to
make an ability check.
Cat’s Tongue. You have proficiency in the
Deception, Performance, or Persuasion skill.
Clowder Communication. You can cast
Animal Friendship an unlimited number of
times with this trait, but you can target only
felines with it.
Darkvision. You have Darkvision with a
range of 120 feet, and you can see through
magical darkness.
Feline Pounce. Your re exes and agility
allow you to move with a burst of speed. On
your turn, you can give yourself extra move-
ment equal to your Speed for the rest of the
turn without using an action. Once you use
this trait, you can't use it again until you
move 0 feet on one of your subsequent turns.

Part 1 | For Players

43
Jinx
Iisfortunate Misfits

Nobody knows what jinxes did to deserve their fate.


Some say that they descend from a hal ing who broke
all laws of hospitality and was forever cursed by the
divine mother of all hal ings. Some believe that they
were created to make up for the lucky hal ings, so that
the cosmic scale of fate remains in balance. Whatev-
er the case may be, the reality is that jinxes naturally
attract misfortune wherever they go.
It matters little what a jinx does to try to o set their
fate; they are constantly followed by a streak of bad luck.
A jinx attending any function will ensure that it will
rain that day; a wagon will mysteriously break down
if a jinx is traveling on it; hosting a jinx in your home
will lead to rats finding their way into your pantry and a
leak developing in your roof.
The jinx’s distinctive looks make it easy for them to
be spotted and, sadly, shunned. They stand around three
feet tall, like other hal ings, but that’s where the simi-
larities end. Their skin and hair come only in shades of
gray, black, or stark white, as if color had been sapped
from them along with their luck. The dark rings around
their eyes seem to be indelible, no matter how much
sleep they get, and the tips of their fingers are always
slightly darker than the rest of their skin, as if their bad
luck has tainted them. Most jinxes are born to hal-
ing parents, seemingly at random. The birth of a jinx
seems to be, as their entire life all too often is, at the
hands of luck.
Faced with this unfortunate existence, jinxes go
through life in many di erent ways. Since many are
nomadic by necessity, they take on adventuring, as it’s

Part 1 | For Players

44
one of the few professions that can benefit from Jinx Traits
bad luck—after all, the jinx’s misfortune can
Creature Type: Humanoid
just as easily a ect those the jinx is fighting.
Size: Small (about 2-3 feet tall)
Some jinxes decide to rebel against their cruel
Speed: 30 feet
fate, and try to find a way to free themselves
Nimble. You can move through the space of
and their brethren from their curse in their
any creature that is a size larger than you, but
travels, keeping a happy and positive attitude
you can’t stop in the same space.
even in the face of constant misfortune, while
Unalluring. You have Advantage on saving
others embrace their bad luck and form guilds
throws against being Charmed.
that send jinxes against their targets to plague
Unremarkable. Your grayscale appear-
them with ill fortune.
ance and your small size allow you to blend in
with the shadows. You have Advantage on all
A Note on Dexterity (Stealth) checks while in Darkness or
Playing the Jinx Dim Light. Additionally, you can take the Hide
Because the jinx’s trademark feature can a ect action as a Bonus Action.
other party members, it’s very important that
you talk not only with your GM but also with Trademark Feature: Jinx
the other players before you choose to play a You are naturally unlucky, which a ects you
character of this species. and anyone around you, friend or foe. At the
I firmly believe that characters with setbacks end of each Long Rest, the GM rolls a d100 on
and negative features can facilitate incredible the table below to find out the e ects of your
moments while in play, but this only works bad luck. If the GM feels like the e ect rolled
when everyone accepts and is willing to play is unlikely to happen within that day, they roll
with those setbacks. again. The GM then selects who or what is the
There is an alternate rule that will limit target of your bad luck, and when the e ect
the e ects of the jinx’s trademark feature. As takes place. The e ects of your bad luck can
the system is written, bad luck a ects anyone a ect any creature (including you) or object
around the jinx somewhat evenly: sometimes within 100 feet of you. The GM should evenly
the jinx, sometimes their party members, and distribute the e ects of your bad luck between
sometimes NPCs and enemies. Instead, you can you, your party, NPCs, and enemies within that
choose to only allow yourself and NPCs to be 100-foot radius. Once the e ect has taken place,
a ected by the bad luck, not the other play- you gain the ability to impose Disadvantage on
er characters. This means that more unlucky any D20 Test, even those related to abilities or
events will be directed at you, but it is a com- e ects you are not aware of, provided the crea-
promise you may be interested in making if ture making the roll is within 100 feet of you.
your fellow players don't want to use the rules Once you’ve imposed this Disadvantage, the
of the jinx's features. GM rolls on the table again, and so on.

Part 1 | For Players

45
At the end of a Long Rest, any e ects that A creature develops a mild allergic
have not yet taken place, including your ability 25-26 reaction, su ering the e ects of the
to impose Disadvantage, are discarded and the Poisoned condition for 1d4 hours.
GM rolls on the table again. The weather shifts drastically,
27-28
creating a heatwave for 2d4 hours.

A creature trips because of uneven A creature bumps their head on an


01-02 29-30
ground, falling Prone. obstacle, taking 1 Bludgeoning damage.

A creature cuts themself by accident, An unexpected occurrence throws


03-04
taking 1 Slashing damage. o a creature attempting to use their
31-32
skills to perform an action. They take
A building, like a house, a shop, or -5 to a skill check.
an inn, su ers some minor structural
05-06
damage that will cost 20 GP and take The weather shifts drastically, creating
33-34
2d8 hours to repair. a snowstorm for 2d4 hours.

A creature accidentally leaves behind a 35-36 An expensive nonmagical item breaks.


07-08
nonmagical object in their possession.
A mirror or other re ective
37-38
A creature develops an illness, surface breaks.
09-10 su ering the e ects of the Poisoned
condition for 1d4 days. The weather shifts drastically, creating
39-40
a hailstorm for 2d4 hours.
10% of the GP a creature is carrying is
11-12 The weave of magic shifts in an
lost, accidentally left behind, or stolen.
unusual and unnatural way. All spells
A creature accidentally drops 41-42 that deal damage cast for 1d4 hours
13-14
their weapon. around the jinx deal 1d6 fewer points
of damage.
A spell or cantrip malfunctions when
15-16 cast. Roll on the Wild Magic table for 43-44 A creature loses a game of chance.
the result.
The weather shifts drastically, creating
45-46
A building, like a house, a shop, or a strong, icy wind for 2d4 hours.
an inn, su ers some major structural
17-18 A black cat crosses a creature’s path
damage that will require 100 GP in 47-48
materials and 2d6 days to repair. from left to right.

A creature’s performance goes A lightning storm forms unexpectedly.


19-20 49-50 A creature is then struck by lightning,
terribly wrong.
taking 4d10 Lightning damage.
A creature hiding or trying to not
attract attention to themselves fails A mode of transportation, like a
21-22 cart, a horse, or a ship, breaks down,
to do so, making a loud noise or 51-52
otherwise revealing their location. reducing its Speed to 0 for 1d12 hours
until it can be repaired or healed.
A food item or dish spoils and
23-24
becomes inedible.

Part 1 | For Players

46
A ash of light hits a creature in A wild animal finds its way into an
53-54 the eyes, and they have the Blinded 77-78 enclosed space. For example, a bat ies
condition for one round. into a room through the window.

A nonmagical object falls to the A creature’s plans go awry because of


55-56 79-80
ground, breaking on impact. an unforeseen circumstance.

A creature twists their ankle or An article of clothing snags on


81-82
otherwise becomes injured, and their something, su ering a small tear.
57-58
Speed is reduced by half (rounding
down) for 1d4 hours. Vermin ruin an object. For example,
83-84 moths eat holes in a garment or ants
The weather shifts drastically, eat the food in a pantry.
59-60
creating torrential rain for 2d4 hours.
A creature’s food stock, such
A plague of locusts passes through, as a grocer’s produce or an
85-86
obscuring the space they occupy for adventurer’s rations, goes bad
61-62
1d6 hours and destroying all crops in and becomes inedible.
their path.
A plant dies because of
87-88
A splinter lodges itself in a creature's over- or underwatering.
63-64
body, dealing 1 Slashing damage.
A creature loses a key or an object
89-90
A creature’s piece of equipment, like a that unlocks something else.
shield, a weapon, or a piece of armor,
65-66
su ers damage that will cost 50 GP The weave of magic shifts in an
and take 1d4 days to repair. unusual and unnatural way. All spells
91-92
that deal damage cast for 1d4 hours
A creature forgets the name of a around the jinx change damage type.
67-68 casual acquaintance as they go to
interact with them. A creature becomes the target
of a thief, losing an object in their
93-94
A belt, pair of shoelaces, or other possession that a thief could
69-70
fastening comes undone. feasibly steal.

A heavy object, such as a shelf, a suit A window is struck by something


95-96
of armor, or a wardrobe, falls on a and shatters.
creature, dealing 1d8 Bludgeoning
71-72 97-98 A source of light extinguishes itself.
damage, knocking the creature
Prone, and giving them the
Restrained condition. A creature su ers a sudden heart
attack. If they are not healed for half
A creature lightly burns themselves 99-00 of their total HP within 1 minute of
73-74 the start of the heart attack, the
by accident, taking 1 Fire damage.
creature dies.
A creature makes a bad impression
on another creature, changing its
75-76
Attitude from Friendly to Indi erent,
or from Indi erent to Hostile.

Part 1 | For Players

47
Verdant Orc
3cions of a Sundered Jod

Kistory
Verdant orcs are orcs intrinsically con-
nected to their original creator deity.
When he was sundered, the Orc Father
lost his essence, turning him into a god-
like monster, but part of his original self
keeps fighting within the monster, and
this is the part that reached out to his
children and created verdant orcs.
Verdant orcs are what orcs were
meant to be at their creation. They
have an intrinsic connection not only
to their creator, but also to nature.
They retain the green tint to their
skin that gives them their name, but
their connection to nature is not just
skin deep. Verdant orcs can literally
sustain themselves through photosyn-
thesis like a plant, and their connection
to their creator god allows them to be
creators themselves, excelling in all tasks
that require equal knowledge and
control of nature and civilization,
such as farming or woodworking.

Part 1 | For Players

48
To assume their natural connection or their Verdant Orc Traits
crafting abilities makes verdant orcs less fear-
Creature Type: Humanoid
some warriors than their other orcish siblings
Size: Medium (about 6-7 feet tall)
would be a mistake, as they retain the powerful
Speed: 30 feet
bodies characteristic of the orc species. Verdant
As a Verdant Orc, you have these
orcs excel at combat, both in all-out brawls and
special traits.
covert ambushes in their forests. Their connec-
Full of Life. The energy of creation surges
tion to their divine Father enhances their resil-
through you. Whenever you gain Temporary
ience, allowing them to gain a surge of energy
Hit Points, you add your Constitution
when pushed to the brink of death.
modifier to the total amount of Temporary
Verdant orc communities tend to live in the
Hit Points received.
forest, where they thrive, but many leave these
Verdant Endurance. When you are reduced
bastions of nature. Some do so for personal rea-
to 0 Hit Points but not killed outright, you can
sons, but many others go on a quest larger than
drop to 1 Hit Point instead and gain Temporary
themselves. Many verdant orcs believe that
Hit Points equal to double your Proficiency
their Father can be saved and restored
Bonus plus your Constitution modifier. For
to his former self, and it falls to
as long as you don’t regain any Hit Points
them, those who have received
or Temporary Hit Points, you double your
the blessing that was once
Proficiency Bonus when making any attack roll,
a orded to all orcs, to
and your Speed increases by 10 feet. Once you
save their creator.
use this trait, you can’t do so again until you
finish a Long Rest.
Verdant. Your body is equal parts plant and
esh. You can regrow any limb you lose in
1d8 + 1 weeks. Additionally, you can go without
food or drink as long as you spend one hour per
Long Rest in direct sunlight.

Part 1 | For Players

49
2
PART 2: 0or !Ms

51
LONSTERS

Un-familiar
Corrupted Helpers

Reports of the creation of an un-familiar are aberrations. Their form is more arcane than
few and far between, but they are all marked by physical, their body almost entirely composed of
tragedy. The precise process to create an un-fa- raw magic. The un-familiar’s form is therefore
miliar is not known, but arcanists have gleaned ever-changing, manifesting body parts of dif-
common links between the di erent instances ferent animals in the blink of an eye according
of un-familiars being born. Many un-familiars to its needs. An un-familiar can sprout wings to
seem to be born at the time of familiar sum- y high one second and then plunge into a body
moning. Interruption of the casting ritual, faulty of water and swim with its new-formed fins the
or corrupted materials being used in the casting next, making it extremely hard to pin down.
process, or even interference by an arcanist with This roiling arcane energy at the heart of the
ill intent during the familiar summoning have un-familiar’s form also allows it to cast spells,
been known to create an un-familiar. but the chaotic nature of its existence makes
More upsettingly, mistreatment or neglect of it unable to control this magic, slingling spells
a familiar by its master has also been known to its master once knew at its enemies and, most
cause the birth of an un-familiar. Wizards who commonly, at its former master. Un-familiars
leave their familiar in its pocket dimension for seem to have a searing hatred for arcane spell-
inordinately long periods of time have report- casters—and, more particularly, their former
ed summoning an un-familiar instead of their masters, or any caster with their own familiar.
familiar when they finally decide to call it back, Spellcasters that have faced an un-familiar along
to nefarious consequences. There’s even a well- with their own familiar report theirs being par-
known case of a Warlock repeatedly ordering ticularly shaken by the experience, with some
their familiar to perform tasks the familiar did witnessing the summoned spirit struggle to
not approve of. The familiar gradually lost maintain its form after seeing the un-familiar.
control of its form until it finally formed into If the un-familiar condition is somehow
an un-familiar. contagious amongst familiars, this makes
Whatever the reason behind their cre- them an even more terrifying foe than was
ation, un-familiars are extremely dangerous previously thought.

Part 2 | For DMs

52
UN-FAMILIAR
Medium Celestial, Fey, or Fiend (depending on the choice made when summoned), Chaotic Evil

AC 17 Initiative +2 (12) Unbridled Magic. Whenever the un-familiar makes a


HP 58 (9d8 + 18) melee attack, it also unleashes a spell from its spell
Speed 40 ft., Burrow 15 ft., Climb 15 ft., list. It doesn’t choose which spell to unleash; roll a
Fly 40 ft., Swim 40 ft. d12 to determine which spell is cast.
MOD SAVE MOD SAVE MOD SAVE
ACTIONS
Str 18 +4 +4 Dex 14 +2 +2 Con 15 +2 +2
Hooves, Claw, or Beak. Melee Attack Roll: +7, reach
Int 17 +3 +6 Wis 16 +3 +6 Cha 11 +0 +0 5 ft. Hit: 13 (2d8 + 4) Bludgeoning/Slashing/Piercing
damage, depending on the body part used.
Skills Arcana +6, Perception +6 Spellcasting. The un-familiar casts one of the
Resistances Bludgeoning, Piercing, Slashing following spells, requiring no Material components
Immunities Grappled, Petri ed, Prone and using Intelligence as the spellcasting ability
Senses Darkvision 120 ft.; Passive Perception 16 (spell save DC 14, +6 to hit with spell attacks). All
Languages Understands, but cannot speak, of the un-familiar’s spells can be cast at will, but the
all languages its former master knew un-familiar cannot choose which spell it casts. Roll a
CR 5 (XP 1,800; PB +3) d12 to determine the spell cast. The un-familiar can
choose the target of the spell. If the spell cannot be
TRAITS cast due to the spell’s speci cations (for example,
Amphibious. The un-familiar can breathe air there is no target in range), or if the un-familiar is
and water. already concentrating on a spell, roll again.
Destabilizing Presence. Any familiars that can see 1. Blink
the un-familiar have Disadvantage on attacks against 2. Blur
it and suffer the effects of the Slow spell until the 3. Burning Hands (level 3 version)
un-familiar is no longer in view. 4. Enlarge/Reduce
Flyby. The un-familiar doesn't provoke an Opportunity 5. Fireball
Attack when it ies out of an enemy's reach. 6. Fog Cloud
7. Magic Missile (level 3 version)
Keen Hearing, Sight, and Smell. The un-familiar has
8. Scorching Ray (level 3 version)
Advantage on Wisdom (Perception) checks that rely
9. Shatter (level 3 version)
on hearing, sight, or smell.
10. Slow
Master’s Aura. The un-familiar is automatically 11. Thunderwave (level 3 version)
aware if a creature it can see has ever summoned 12. Vampiric Touch
a familiar before.

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53
Un-familiar Tactics l While the un-familiar’s nature does not al-
low it to choose which spell it casts, it choos-
l The un-familiar will prioritize attacking es the target of the spell or where it casts it.
any creature that has summoned a It can use spells like Fog Cloud or Blink to
familiar before. further position itself to its benefit.
l The un-familiar will use its extremely varied l The un-familiar does not have a high HP
movement options during battle to position total for its CR; for this reason, it employs
itself strategically during combat. It will y guerilla tactics in combat and will avoid
out of reach, hide underwater after casting a sitting out in the open.
spell, burrow out of view after attack, etc.
l It will use its Flyby trait to attack and then
safely retreat to an advantageous position.
l The un-familiar will not target another
familiar unless it is absolutely necessary
for its survival.

Part 2 | For DMs

54
Chest Weasel Erustrating Eae

Hags are known to feed on su ering, although But despite what their behavior might lead
there are stories of hags that feed on other emo- you to believe, chest weasels are not inherently
tions, like ambition, or fear—but they are not evil, and many understand that their source of
the only fey beings that feed on emotions. food is not a pleasant experience for those who
Chest weasels feed on frustration. supply it. If properly satiated, a chest weasel will
These fey beings derive sustenance from pop out of its container and thank the adventur-
annoying those around them, and they do so er who has fed it, either by giving them what-
through their ability to possess objects and bend ever was hidden away in its container, or by
them to their will. A chest weasel will inhabit helping the adventurer in their trek through
any object it thinks it can use to create delec- the dungeon.
table frustration. When they are young, many There are even stories of chest weasels strik-
chest weasels live in cities, possessing small ing deals with magic shop owners, or becoming
objects like stones in a cobblestone street, which shop owners themselves, so that they may better
they raise as people walk by to trip them. When cater to those they plan on feeding from later.
chest weasels reach maturity, they develop a
taste for a more sophisticated frustration, Chest Weasel
which is where they get their name.
Chest weasels find that adventurers going
Encounters
through deadly dungeons have very low toler- Chest weasels feed on frustration, and will
ance for any sort of shenanigans, which means emerge from their chest once they are satisfied.
that frustration is bubbling right below the We propose that you tally how many times your
surface, and they just need a push for it to come players make explicit remarks on how frustrat-
spewing out. The weasels possess chests, or oth- ed they are to determine if a chest weasel has
er containers that an adventurer might look into gotten enough frustration to feel content. These
in search of treasure, and make it their mission can be sighs, swears, screams, groans, or any
to annoy them as much as possible. other colorful expletives that your players utter
They make a lockbox incorporeal, or shift the during the encounter with the chest weasel.
position of a jar so that adventurers are unable We recommend going for ten until the wea-
to actually inspect it, or make it so that a chest sel is satisfied, but it’s important to tailor this
produces another chest when opened, feasting number to your particular group, since not all
all the while on the adventurers’ irritation. groups are equally chatty or prone to voicing
their emotional states out loud.

Part 2 | For DMs

55
With this in mind, here is a list of tricks that a chest weasel
could pull on your party to frustrate them. Use these as they
are, or as a starting point for your own pranks:
l The chest weasel possesses a jar full of a dense liquid, at the
bottom of which you can see something shiny. The liquid
is so dense that you can’t quite reach the bottom of the jar
with your hand, but no matter how much of it you pour
out, the level of the liquid never seems to be low enough
for you to grab the object.
l The chest weasel possesses a chest. Opening the chest
reveals a smaller chest inside. Opening this second chest
reveals yet another smaller chest inside, and so on and so
forth. Once the frustrated adventurer gets to a chest that
is the size of their palm, the chest inside it grows to
the size of the original chest.

l The chest weasel possesses a trunk that disappears and


reappears within 30 feet of where it once was the moment
any creature comes within 10 feet of it. If the players ig-
nore it, it follows them, appearing 30 feet ahead of them.
l The chest weasel possesses a box that disappears in front
of the adventurers. It turns invisible and places itself
directly in the path of one of the adventurers, making
them trip. The chest turns visible for just enough time
for the adventurer to see what made them trip, then
disappears again.

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56
CHE-T WEA-EL
Small fey, Chaotic Neutral

AC 22 (while possessing an object) Object Manipulation. While the chest weasel is


14 (while not possessing an object) possessing an object, the object becomes an
Initiative +4 (14) extension of itself. It can make the object move
HP 35 (10d6) as fast as the chest weasel can itself move, and it
Speed 40 ft., Burrow 20 ft., Fly 40 ft. (hover) can change characteristics of the object, such as
MOD SAVE MOD SAVE MOD SAVE the material from which it’s made, its weight (with
a maximum weight of 100 pounds and a minimum
Str 5 -3 -3 Dex 18 +4 +7 Con 10 +0 +0
weight of 10), and its size (making it grow or shrink
Int 16 +3 Wis 12 +1 Cha 17 +3
up to twice its original size).
+3 +4 +3
ACTIONS
Skills Deception +6, Insight +4, Stealth +7
Multiattack. The chest weasel makes two
Immunities (while possessing an object) Charmed,
Claw attacks.
Frightened, Necrotic, Poison
Immunities Charmed, Frightened Claw. Melee Attack Roll: +7, reach 5 ft.
Senses Darkvision 120 ft.; Passive Perception 11 Hit: 11 (2d6 + 4) Slashing damage.
Languages Common, Sylvan Object Possession. The chest weasel possesses a
CR 5 (XP 1,800; PB +3) nonmagical object that isn’t currently being worn or
carried by a creature within 5 feet of it.
TRAITS
Spellcasting. The chest weasel casts one of the
Airtight Seal. The chest weasel doesn’t need following spells, requiring no Material components
to breathe. and using Charisma as the spellcasting ability
Cracked Shell. The rst time the chest weasel (spell save DC 14, +6 to hit with spell attacks):
is reduced to 0 Hit Points, it drops to 1 Hit Point
• At Will: Mending, Resistance, Guidance, Identify
instead. Until the end of its next turn, all attacks
against the chest weasel have Disadvantage and its • 3/Day Each: Crown of Madness, Jump, Longstrider,
movement does not provoke Opportunity Attacks. Thunderwave, Misty Step
The chest weasel can’t use this feature again until it • 2/Day Each: Confusion, Dimension Door,
nishes a Long Rest. Invisibility, Suggestion
False Appearance (While Possessing an Object). • 1/Day: Plane Shift (only on itself)
While the chest weasel remains motionless, it is
indistinguishable from an ordinary object. REACTIONS
New Home. If the chest weasel possesses a new Misty Step. The chest weasel can use Misty Step
object, it regains half its total HP. after another creature takes any action, without
consuming the use of a spell.

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57
l The chest weasel possesses a beautiful and l The chest weasel possesses an intricately
delicate vase. The moment an adventurer painted terracotta container. Rattling it
touches it, the vase breaks into tiny pieces, produces the unmistakable sound of metal
and an identical vase appears within 30 feet clinking against metal, but there is absolutely
of where the original vase was located, in no opening, lid, or even seam, making it per-
plain view of the party. fectly and completely sealed and smooth. If
l The chest weasel possesses a chest with a the adventurers try to smash it open, either
heavy padlock. Once a party member picks with a weapon or by throwing it against the
the padlock, it opens in two pieces, revealing ground, the container bounces as if made
another padlock, this one slightly harder to of rubber.
pick. This process goes on until the chest
finally opens, revealing another chest inside Fighting the Weasel
with an equally heavy padlock.
Chest weasels are not designed to be fought, but
l The chest weasel possesses a music box with to be fun encounters in dungeons. As such, and
a conspicuous false bottom. It’s impossible keeping to the theme of generating frustration,
to actually reveal what is behind the false a party that decides to try to kill the chest wea-
bottom, but while the party tries, a horribly sel is in for a particularly frustrating fight.
strident melody plays at an extremely high All of the chest weasel’s abilities are meant
volume (we suggest you perform said melo- to generate frustration, from its extremely high
dy, or play it from your phone or a speaker AC (despite its low HP), proficiency in the two
while the encounter goes on). If they close it, most common saving throws, damage and con-
the sound stops for a moment, until the box dition Immunities, and, especially, its actions
opens up again, continuing the deafening and features. A fight against a chest weasel
tune. If possible, the chest weasel will time should go for a long time, until it drops
this so that the music box opens up at the to 0 HP, after which it will make use of its
worst possible moment. Cracked Shell feature and immediately dive into
l The chest weasel possesses a beautiful urn. another object to possess it, restarting the fight
The surface is covered in an oil-like sub- anew. Just when the players believe they have
stance, so slippery that it is impossible to finally bested the creature, it will make use of
grab it or to open the lid. Cleaning it, wheth- its one and only use of Plane Shift to escape its
er with water, soap, or a cantrip, only makes would-be murderers.
it produce even more goo. Frustration is the name of the game, espe-
cially for parties with a penchant to murder
l The chest weasel possesses a chest. The chest
first and ask questions later.
is impossibly heavy, and so is the lid. An
extremely strong character might be able to
open the lid half an inch to see that there is
something glinting and golden inside, but
cannot open it more than a crack before it
closes again.

Part 2 | For DMs

58
Mind's Eye
Meekers of PerfectioN

A mind’s eye is what happens when an aberra- They constantly change themselves and, soon
tion that believes itself to be perfect becomes enough, they turn their eyes outwards as well
aware of its aws. The circumstances that trig- as inwards. They realize their lair is not perfect,
ger this realization don’t matter; once the seed nor are their minions, and they go about chang-
of doubt is planted in the aberration’s mind, ing them, too, using the same reality-warping
they spiral into a deep pit of self-doubt. What power that they used to change themselves.
pulls them out of that pit is a new motivation: Mind’s eyes are often referred to as “Architects”
to be perfect. because of the magnificent lairs they build in
The mind’s eye must be as perfect as they their never-ending quest for perfection.
see themselves to be. It’s this impossible drive
that allows them to unlock an ability that all the Mind’s Eye Tactics
aberrations the mind’s eye is derived from have,
quite literally, dormant within themselves: their l The mind’s eye will first empower its min-
ability to warp reality. ions or whoever is fighting alongside it, and
This specific original aberration is only will focus on attacking once its strongest
able to achieve this within dreams, and has no allies are ready for combat.
control over it, whereas a mind’s eye can do l The mind’s eye will use its Create Wall
this at will, and so they continually transform action and its Hasty Remodeling action in
themselves and their surroundings in their a defensive way first, but will also use this
quest towards perfection. Over the course of strategy to separate one of its enemies from
their process to become perfect, a mind’s eye the rest of their allies to focus on them.
becomes almost unrecognizable as their original l The first priority of the mind’s eye is itself.
self. They keep their central eye and the eyes on It will heal itself first and then heal its stron-
their eyestalks, but their esh is changed into gest allies if they need it.
perfect, polished metal. They get rid of
l The mind’s eye is a smart creature, and will
any biological matter, becoming fully
target its Ruining Ray towards a creature
artificial, unaging.
that makes a lot of melee or spell attacks
However, the process never ends. The
rather than an enemy focused on casting
mind’s eye is aware that they aren’t perfect,
spells or using abilities that trigger a
but their egotistical nature doesn’t allow
saving throw.
them to understand that they never will be.

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59
l In particularly challenging situations,
a mind’s eye will use its Create Wall MIND’- EYE
action to put its back to a wall, forcing Large Construct, Lawful Evil
enemies to confront it while under its
AC 18 Initiative +2 (12)
Distortion Cone.
HP 161 (14d10 + 84)
l If the mind’s eye realizes it is losing a Speed 0 ft., Fly 20 ft. (hover)
fight, it will use its Create Wall action MOD SAVE MOD SAVE MOD SAVE

to try to stop its enemies as it escapes. Str 13 +1 +1 Dex 15 +2 +2 Con 22 +6 +10

Int 18 +4 +4 Wis 18 +4 +4 Cha 17 +3 +3


Encounter Tips
The mind’s eye is an encounter that lives or Skills Insight +8, Perception +8
Resistances Bludgeoning, Piercing, Slashing
dies depending on what or who the crea-
Immunities Necrotic; Prone
ture’s allies are. Three of the mind’s eye’s six Senses Darkvision 120 ft.; Passive Perception 23
eye rays (four, counting the Enlarging Ray) Languages Common, Telepathy 120 ft.
are focused on giving bu s to allies, which CR 11 (XP 7,200 XP; PB +4)
completely di erentiates it from its cousins.
TRAITS
This is what makes it a formidable foe when
Distortion Cone. The mind’s eye’s central eye creates
given competent allies, but a lesser threat
a reality-bending area in a 100-foot Cone. At the start
on its own (which is why it’s two CR lower of each of its turns, the mind’s eye decides which way
than its iconic counterpart). the Cone faces, whether the Cone is active, and which
For best results when running an en- one of its three possible effects is active:
counter with a mind’s eye, select one to two • The ground and any other surfaces within the
particularly powerful creatures as minions, Cone become magical Di cult Terrain.
and then a few others that are quicker to • Any creature starting its turn within the Cone takes
dispatch. The first two will be the primary 1d12 Psychic damage.
targets of the mind’s eye’s bu ng rays, but • All creatures and objects within the cone are in
when those are down, it can still use them an area of reversed gravity, as in the Reverse
on its less powerful minions, if those aren’t Gravity spell.

dispatched first. Watchful Eyes. The mind’s eye has Advantage on


The mind’s eye might not be particularly Wisdom (Perception) checks.

gifted when it comes to in icting raw dam-


age compared to its cousins, but it is quite
hardy, able to hold its own alone for quite
some time. Unlike its counterparts, it’s also
able to choose which eye rays it uses, can
use the same eye ray on consecutive turns,
and can target itself with its eye rays, mak-
ing it a powerful healer.

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60
ACTIONS LEGENDARY ACTIONS
Eye Rays. The mind’s eye shoots two of the Legendary Action Uses: 3 (4 in Lair). Immediately
following magical eye rays, choosing one to two after another creature’s turn, the mind’s eye can
targets it can see within 120 feet of it, including expend a use to take one of the following actions.
itself (roll 1d6; reroll if the mind’s eye has already The mind’s eye regains all expended uses at the
used that ray during this turn): start of each of its turns.
Perfecting Ray. The targeted creature gains a Eye Ray. The mind’s eye uses one of its eye rays.
+1 bonus to all its melee or spell attacks, as well Shifting Glance. The mind’s eye changes where its
as its damage rolls. The target loses this bene t central eye is facing, changing the position of its
when this eye ray is used again. distortion cone.
Healing Ray. The targeted creature regains a Hasty Remodeling. The mind’s eye uses its
number of Hit Points equal to 2d8 + 4. Create Wall action.
Mending Ray. The targeted creature is freed from
any or all of the following conditions: Blinded,
Charmed, Deafened, Frightened, Paralyzed,
Petri ed, Poisoned, and Stunned.
Enlarging/Reducing Ray. Constitution Saving
Throw: DC 16. Failure: The creature is under the
effect of the Enlarge/Reduce spell. The mind’s
eye chooses whether the targeted creature is
enlarged or reduced. The target can choose to
fail this saving throw.
Destroying Ray. Dexterity Saving Throw: DC 16.
Failure: 20 (3d10 + 4) Psychic damage.
Ruining Ray. Constitution Saving Throw: DC 16.
Failure: The target takes a −1 penalty to all its
melee or spell attack rolls, as well as its damage
rolls. The target can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success.
Create Wall. The mind’s eye creates a wall
made of the same material as the ground the
wall stands on. The mind’s eye can only create
this wall within its Distortion Cone. The wall
can measure up to 8 feet in height, 20 feet in
length, and 1 foot in width. The wall cannot be
interrupted: the mind’s eye cannot create a small
5-foot wall and a longer 15-foot wall that aren’t
connected. It can, however, create a wall in an
L shape or another complex shape. If the wall is
created in a space occupied by a creature, the
creature is pushed to the nearest unoccupied
space and takes 1d8 Force damage.

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61
Its Create Wall action plays to the lore of it can provide an escape for the mind’s eye; or
the mind’s eye and its alternative title of “the it can be used in conjunction with the magical
Architect.” This ability has an unlimited num- Di cult Terrain feature of the Distortion Cone
ber of uses and can be strategically powerful in to create a fortress. Using the versatility of this
the hands of a tactical GM. ability against players will make for a dynamic
Create Wall can isolate a particularly trou- battlefield unlike any other, since the battle map
blesome party member from the rest of the will change in unexpected ways that react to the
party; it can shield the mind’s eye from attacks; players’ own actions and tactics.

Part 2 | For DMs

62
Shubeik P 'ubeik
Oenies of Evil P Good

Shubeiks and lubeiks are genies that are born will turn against their “master,” angered by
out of a soul melding with the cosmic energies their dogged refusal to become a better person.
of good or evil rather than with the primal Lubeiks, genies of evil, grant poisoned wish-
energies of the elements, and this dichotomy es to good people. Much like shubeiks, they’ll
makes them both similar to and polar opposites attach themselves to a mortal, but they’ll choose
of one another. those who possess truly kind souls, and then
Unlike most genies, both shubeiks and they’ll wait for their target to slip up. For them
lubeiks spend most of their time on the to have an unkind thought, a selfish thought.
Material Plane, as that is where they believe And then they make that thought a wish, and
they can carry out their work most e ectively. that wish a reality. Every mortal, no matter how
Shubeiks, genies of good, only grant wishes kind, sel ess, or gentle, has felt envy, or wished
to evil people. They seek out the greediest, most ill on someone they despise, and a lubeik will
violent, most selfish mortals and put themselves wait in the darkness for those thoughts to bub-
in their service. The trick is that shubeiks are ble up to the surface. They try to steer a good
more likely than any other genie to twist the soul towards evil and, hopefully upon their
wording of a wish against the wisher. Shubeiks death, give rise to a new lubeik.
will take the wishes of their evil masters and The reason why these two kinds of genies
twist them to generate more good in the world, seek to corrupt or purify the souls of mortals is
showing their masters that they can make the that they are locked in an eternal war of attri-
people and the world around them better. They tion, desperately trying to increase their num-
do this in the hope of changing their masters’ bers and decrease the numbers of their enemy.
minds so that, in time, the person might forgo Souls that started as the worst of society and
their evil ways—and perhaps even join them in then found the error of their ways—or, con-
death as a new shubeik. versely, started as kind and noble but were
Shubeiks might be the embodiment of good, corrupted in life—are the souls that give rise
but they are not naive. If the person they are ac- to noble shubeiks and noble lubeiks, the most
companying fails to see the error of their ways powerful of these genies, and the most import-
after receiving the help of a shubeik, the genie ant soldiers in their never-ending war.

Part 2 | For DMs

63
LU1EI2
Large Elemental (Genie), Any Evil Alignment

AC 18 Initiative +6 (16) ACTIONS


HP 157 (15d10 + 75)
Multiattack. The lubeik makes two Dagger attacks or
Speed 0 ft., Fly 60 ft.
uses Smoke Tendril twice.
MOD SAVE MOD SAVE MOD SAVE
Dagger. Melee Attack Roll: +10, reach 5 ft.
Str 13 +1 +1 Dex 22 +6 +10 Con 20 +5 +5 Hit: 13 (2d6 + 6) Slashing damage plus 7 (2d6)
Necrotic or Poison damage (lubeik’s choice).
Int 17 +3 +3 Wis 16 +3 +7 Cha 21 +5 +9
Smoke Tendril. Ranged Attack Roll: +9, range 60 ft.
Hit: 14 (4d6) Necrotic or Poison damage (lubeik’s
Skills Deception +9, Persuasion +9,
choice). On a hit, the creature is subjected to the
Sleight of Hand +10, Stealth +10
following effect. Constitution Saving Throw: DC 17.
Resistances Bludgeoning, Piercing, Slashing
Failure: The target gains the Poisoned condition until
Immunities Necrotic, Poison; Grappled,
the end of the lubeik’s next turn
Poisoned, Prone
Senses Darkvision 120 ft.; Passive Perception 13 Smoke Trick. The lubeik assumes a gaseous form of
Languages Common tenuous smoke. For 1 minute, it can move through
CR 11 (XP 7,200; PB +4 ) a space as narrow as 1 inch without squeezing; it
has Advantage on Dexterity (Stealth) checks and
TRAITS does not make any sound; attacks against it have
Incorporeal Form. The lubeik can occupy the space Disadvantage; and its Fly Speed is doubled.
of any creature, regardless of its size. If the lubeik attacks any creature or casts a spell, it
assumes its regular form instantaneously. The lubeik
Lubeik Wish. The lubeik can grant 3 wishes per day,
can assume its regular form at will, without using
only one wish per creature per day. The lubeik cannot
an action.
be compelled through any magical means to grant a
wish. A creature has to make a wish for a lubeik to Genie Wish (3/Day). The lubeik grants the wish of a
be able to grant it, but a creature does not have to creature within 100 feet.
speak its wish aloud for the lubeik to be able to grant Spellcasting. The lubeik casts one of the following
said wish. The thought of the wish is enough for the spells, requiring no Material components and using
lubeik to be able to manifest it into reality. Charisma as the spellcasting ability (spell save
The lubeik can hear and understand the wishes that DC 17, +9 to hit with spell attacks):
any creature within 100 feet of the lubeik thinks of. • At Will: Message, Minor Illusion, Bane
A lubeik’s wish is subject to all rules that govern • 3/Day Each: Detect Thoughts, Invisibility, Hold
genie wishes. Person, Misty Step, Pass Without Trace
• 2/Day: Counterspell, Haste, Stinking Cloud
• 1/Day: Passwall, Cloudkill

Part 2 | For DMs

64
Rules on Genie Wishes l Genie wishes cannot create something.
If the wish is to have a thousand gold piec-
These rules governing genie wishes have
es, the genie will summon a thousand gold
been inspired by previous editions. Feel free to
pieces from somewhere else (or, more likely,
use them in your games to mitigate how much
teleport the creature making the wish to the
a genie such as a lubeik can in uence the ow
place where those thousand gold pieces
of the story with their wishes, as well as to dis-
are stored).
tinguish genie wishes, which can be obtained
at any point in an adventure and don’t theo- l Genies cannot grant wishes to other genies,
retically cost anything to produce, from the including themselves.
extremely powerful spell Wish. l Genie wishes cannot be used to wish for
l Genie wishes can only a ect the present. more wishes.
A wish cannot take a creature forward or
back in time, and a wish cannot change
something that happened in the past or
grant information as to what will happen
in the future.
l Genie wishes cannot grant anything
intangible, such as a noble title.
l Genie wishes cannot change the feelings or
opinions of a creature, such as making
one creature fear another.
l Genie wishes cannot bring a
creature back from the dead
or kill a creature.

k
Lubei

65
SHU1EI2
Large Elemental (Genie), Any Good Alignment

AC 18 Initiative +6 (16) ACTIONS


HP 157 (15d10 + 75)
Multiattack. The shubeik makes two Dagger attacks
Speed 0 ft., Fly 60 ft.
or uses its Smoke Tendril twice.
MOD SAVE MOD SAVE MOD SAVE
Dagger. Melee Attack Roll: +10, reach 5 ft.
Str 13 +1 +1 Dex 22 +6 +10 Con 20 +5 +5 Hit: 13 (2d6 + 6) Slashing damage plus 7 (2d6)
Radiant or Fire damage (shubeik’s choice).
Int 17 +3 +3 Wis 16 +3 +7 Cha 21 +5 +9
Let There be Light. The shubeik assumes a glowing
form of bright smoke. For 1 minute, it can move
Skills Deception +9, Persuasion +9,
without provoking Opportunity Attacks, it has
Sleight of Hand +10, Stealth +10
Advantage on Charisma (Intimidation, Persuasion)
Resistances Bludgeoning, Piercing, Slashing
checks, and dispels any curse or hallowed terrain
Immunities Radiant, Poison; Grappled,
within 30 feet of it. If the shubeik attacks any
Poisoned, Prone
creature or casts a spell, it assumes its regular form
Senses Darkvision 120 ft.; Passive Perception 13
instantaneously. The shubeik can assume its regular
Languages Common
form at will, without using an action.
CR 11 (XP 7,200; PB +4 )
Smoke Tendril. Ranged Attack Roll: +9, range 60 ft.
TRAITS Hit: 14 (4d6) Radiant or Fire damage (shubeik’s
Incorporeal Form. The shubeik can occupy the space choice). On a hit, the creature is subjected to the
of any creature, regardless of its size. following effect. Constitution Saving Throw: DC 17.
Failure: The target gains the Blinded condition until
Shubeik Wish (3/Day). The shubeik can grant
the end of the shubeik’s next turn.
3 wishes per day, only one wish per creature per
day. The shubeik cannot be compelled through any Shubeik Wish. The shubeik grants the wish of a
magical means to grant a wish. A creature has to creature within 100 feet.
make a wish for a shubeik to be able to grant it, but Spellcasting. The shubeik casts one of the following
a creature does not have to speak its wish aloud spells, requiring no Material components and using
for the shubeik to be able to grant said wish. The Charisma as the spellcasting ability (spell save
thought of the wish is enough for the shubeik to be DC 17, +9 to hit with spell attacks):
able to manifest it into reality. The shubeik can hear • At Will: Message, Guidance, Bless
and understand the wishes that any creature within • 3/Day Each: Aid, Enhance Ability, Misty Step,
100 feet of the lubeik thinks of. A shubeik’s wish is Shield of Faith
subject to all rules that govern genie wishes. • 2/Day: Counterspell, Haste, Spirit Guardians
• 1/Day: Cloudkill, Mass Cure Wounds

Part 2 | For DMs

66
CR)ATI6) C,((,NS
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards
of the Coast LLC and available at [Link]
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at
[Link]

68
You Have Found the First of the Codices

The Arcane Codex is a collection of magical


options to bring to your game table created
by Pointy Hat. This codex includes updated
and improved versions of the work previously
released on Pointy Hat’s channel, as well
as brand new options never before seen:
7 Species, 6 Subclasses, and 5 Monsters await
you between these pages, all designed to be
seamlessly included in your 5th Edition games.

Fight alongside your arcane-empowered


summon, face familiars that have been
corrupted into magic-fueled aberrations, or
embody someone who has witnessed spells
so powerful that they changed your body and
mind irrevocably. These are just a few of the
options that the Pointy Hat’s Arcane Codex
allows you to bring to life in your games.

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