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Chapter Chap ter 3: Class Classes es and Subcla Subclasses sses Barbarian Upon becoming a member of the Company, a gnome cuts all ties with friends and f amily and gives his worldly
Primal Paths that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it
possessions away. His family often holds a funeral service for him, a s ervice that the new companion of the dead Is welcome to attend. From this point on, his family and friends no longer acknowledge him as living. A companion of the dead is instantly recognizable by
as a spiritual blessing, a gift of a totem animal. Drawn from the nomadic cultures of Krynn, these savage warriors fight with all their heart and soul, though why they fight is as varied as they a re.
his skull-like face paint and distinctive armor that bears
Path of the Battlerager
been welcomed into the Company, but this is more out
Battleragers Battleragers are found among the gnomes of Hitehkel, in an organization known as the Company of the Dead.
of tradition than an intrinsic quality possessed by gnomes.
Path of the Berserker
No Fear
Berserkers Berserkers are found among all the races of Krynn, but are more commonly encountered encountered among the goblinoids and ogrekind.
Starting when you choose this path at 3rd level, you are
Path of the Totem Warrior
an image of a skeleton on Its surface. Members of the Company are strictly melee fighters; ranged weapons are forbidden them. To this point no non -gnomes have
immune to all fear effects.
No Sleep, Dead Mind Beginning at 6th level, you no longer need to sleep.
Numerous nomadic human and elven cultures count totem warriors among their ranks.
Magic cannot put you to sleep. You are also immune to all mind-affecting effects, even beneficial ones.
Path of the Dead
No Pain
Although the gnomes of Taladas are known f or their obsession with technological tinkering, at least a few groups of gnomes that dwell deep in the inhospitable reaches of central Taladas have a bandoned this love of all things technological. The most infamous of these groups is the Company of the Dead. The gnomes that comprise this society come from a long tradition of highly focused warriors that hav e chosen to accept the inevitability of d eath so completely and wholly that they view themselves as kin to the dead.
Beginning at 10th level, you no longer feel pain or exhaustion. You are immune to all eff ects based on pain, and you no longer suffer the effects of exhaustion or the stunned condition.
Dead Body Starting at 14th level, you are now immune to all death effects, disease, life drain, the poisoned condition, and necrotic and poison damage.
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Path of the Tusk
Tough Hide
Thanoi barbarians are savage arctic warriors.
AC 12.
Restriction: Thanoi only
Fast Tusks
Only thanoi can be tusk barbarians. The tusk barbarian is
Beginning at 10th level, you may make tusk attacks as a
a uniquely thanoi racial phenomenon, emphasizing the thanoi's tough rubbery hide and fierce natural
bonus action.
weaponry. Your DM can lift this restriction to better suit the campaign. The restriction exists for Dragonlance. It
Beginning at 6th level, your natural armor increases to
Brutal Tusks Starting at 14th level, when you spend your action to attack with your tusks, you may forego your extra attack to automatically deal critical damage on a hit.
version of Dragonlance.
Savage Attack Starting when you choose this path at 3rd level, if you make an attack from underwater, you have advantage on all melee attacks you make for one round against targets above water. Your tusks deal 2d6 + Strength modifier damage.
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Bard Bard Colleges
hammer may expend four 1st-level spell slots to have his bardic inspiration affect 5 creatures at the same time.
The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards
Bonus Proficiencies
form loose associations, which they call colleges, to
When you join the College of the Golden Hammers at
facilitate their gatherings and preserve their traditions.
3rd level, you gain proficiency with medium armor,
College of Lore
shields, and martial weapons. If you already have
Many lore bards train at bardic colleges in the nation of Ergoth in Ansalon, while the bards of Taladas train at similar institutions in the League and the various Rainward kingdoms.
College of Swords Sword bards are most often of the entertainer background, and come from one of Krynn's many civilized cultures.
College of Valor Many valor bards are found a mong the more adventuresome people people and cultures, such as the I ce Folk, and other nomadic societies.
College of the Golden Hammers The Golden Hammers are the pride of the Da ewar clan, warrior bards whose mighty war chants echo across t he battlefield.
Restriction: Daewar only Only mountain dwarves of the daewar clan c an be golden hammers, as the subclass is a unique product of daewar culture. Your DM can lift this restriction to better suit the campaign. The restriction exists for Dragonlance. It
profiency with medium armor (e.g. mountain dwarves), you instead gain proficiency with heavy armor.
War Chants Also at 3rd level, y ou learn to inspire others with your inspirational war chants. A creature that has a Bardic Inspiration die from you can gain one of the following benefits. War Chant
Benefit
Celerity
Increase speed by 20 feet until the end of its turn.
Ferocity
Attack twice, instead of once, when it takes the Attack action on its turn.
Temerity
Gain advantage on one attack roll.
Burst of Speed Starting at 6th level, as part of your move action, you may add 20 feet to your base walking speed for 1 minute. You may use this feature again after a long rest.
Warrior Bard At 14th level, when fi ghting with a bludgeoning or slashing weapon in one hand and with a shield in the other, you may add y our Charisma modifier (minimum 1) to your shield bonus. Also, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 2.
version of Dragonlance.
Bardic Inspiration and Spellcasting Many golden hammer bards, being typical magic-fearing dwarves, do not feel comfortable casting arcane spells. These dwarves have the option of expending spell slots to increase the number of creatures affected by t heir bardic inspiration feature. When using a bonus action to grant bardic inspiration, the golden hammer may increase the number of c reatures affected by 1 for every spell slot level expended (4 spell slot levels at any one time). For example, a 14th-l evel golden
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Cleric Bone Domain Spells
Divine Domains In a pantheon, every deity has influence over different
Cleric Level
domain. All the domains over which a deity has the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect o emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be
Spells
1st
false life, inflict inflict wounds
3rd
blindness/deafness, blindness/deafness, ray of e nfeeblement
5th
animate dead, vampiric touch
7th
blight, phantasmal killer
9th
contagion, raise dead
Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor.
emphasizing his influence over the Light domain, and in a different place as Apollo A emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. Each domain
f deities
who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.
Death Domain During the late 4th Age, many priests of Takhisis were death clerics.
Knowledge Domain In the late 3rd Age, Majerean thought readers were used extensively by the Istaran priesthood to root out heretics.
Nature Domain Many nature clerics are followers of Chislev the Wilder god.
Bone Domain Bone Cleric by ?
On Krynn, only Chemosh holds sway over bones. As the god of undeath, bones form the basis of all his creatures, and those that seek his favor emulate his
Bone Armor
endless fascination for the undeath hiding in a ll people.
At 1st level, you bear the favor of Chemosh in a
Human bone clerics are known as bone acolytes while
specially-crafted suit of bone armor. While wearing the armor your Strength increases to 15, unless it is higher.
dark dwarf bone clerics are known as bonemasters.
As a bonus action you can summon or dismiss your bone armor.
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Armor
Armor Cost Class Strength (AC)
Stealth
Weight
Disadvantage
45 lb.
Heavy Armor Bone
N/A
16
-
Channel Divinity: Boneshaping Starting at 2nd level, you can use your Channel Divinity to grow a bone melee weapon f rom your armor. This bone weapon can be any melee weapon with which you are proficient.
Bonebreaker Starting at 6th level, as a bonus action, you can break the bones of any creature within 30 feet of you, causing that creature to make a Wisdom saving throw. The creature takes 3d8 damage and falls prone on a failed saving throw, and takes half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Fortress of Bones At 8th level, while wearing your bone armor your Strength increases to 17, unless it is higher. Your armor now has the following properties. Armor
Armor Cost Class Strength (AC)
Stealth
Weight
Disadvantage
45 lb.
Heavy Armor Bone
N/A
18
-
Channel Divinity: Liquify Bone Starting at 17th level, as a bonus action, you can liquify the bones of any creature within 30 feet of you, causing that creature to make a Constitution saving throw. The creature takes 8d10 damage a nd is stunned until the start of your next turn on a failed saving throw, and takes half as much damage on a successful one. When you cast the create undead spell spell using a 9th level slot, you can animate or reassert control over six ghouls, three ghasts or wights, two mummies or one bone warrior.
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Druid Druid Circles Though their organization is invisible to most outsiders,
Circles of the Shark and the Gods
druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of
During its inception in the 4th Age, the Shark Men were
this druidic society, though some individuals are so isolated that they have never seen any high-ranking
exclusively worshippers of Takhisis, or E restem, as she is
members of the society or participated in druidic gatherings. Druids recognize each other as brothers and
Age, many shark cultists turned their worship to her daughter, Zai, goddess of the sea. Other Shark Men have
sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.
chosen a third option, and now worship shark s themselves for their powers.
At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
known in Taladas. With the death of Takhisis in the 5th
Breath of the Sea Starting when you choose this circle at 2nd level, you
Circle of the Land
can now hold your breath for a number of minutes equal
Druids of the Circle of the Land are commonly known as woodshapers, woodshapers, and are found almst exclusively among the elves.
to 4 + your Constitution modifier (minimum 1 minute).
Circle of the Moon wild places from those seeking to despoil them. Many nomadic human tribes also count moon druids among their numbers as honored shamans.
Circle of the Shark The southeastern reaches of Taladas (in particular the group of islands known as the Fisheries) have been plagued by a particularly insidious secret society of
You gain proficiency with sharktooth gauntlets.
Sharkshape Starting when you choose this circle at 2nd level, in addition to your normal options for wildshape, you may also assume the shape of a reef shark. Starting at 6th level, you can transform into a hunter shark. At 14th level, you can transform into a giant shark.
Smell of the Sea Beginning at 6th level, you have advantage on Wisdom (Perception) checks that rely on smell.
Blood in the Water
shark-worshipping cultists since the Time of Dragons. The shark cult spread quickly through the Fisheries, and
Beginning at 10th level, you gain a swim speed equal to
circles eventually began to appear in c oastal cities
your sharktooth gauntlets or shark bite, you function as
throughout the continent. The cultists are particularly
though you were under the effects of a haste spell haste spell for 1
adept at infiltrating small villages and replacing the
minute.
leaders and elders with their own people, effectively taking control of these settlements from the Inside out. The cult is well known for its violent tendencies and willingness to murder and kill; their members resemble sharks in more ways than one. When a shark cultist Is not hiding her identity, she wears a large war-helm made from the head of a shark. Her face is framed by the shark's toothy maw, and a large cape (including the shark's dorsal fin) hangs down over her back. The cultists prefer to f ight with sharkskin gauntlets that are studded with shark teeth, and many of them have leared to turn themselves into sharks.
your base walking speed. Also, if you deal damage with
You may use this ability again once you complete a long rest.
Apex Predator Starting at 14th level, as a bonus action, you may expend a use of wild shape to gain advantage to all attacks while in shark form for 1 minute.
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Fighter Martial Archetypes
as those laws, based on the Vision of Takhisis. Knights would
Different fighters choose different approaches to
unwavering dedication to the Code.
be expected to swear the Blood Oath to demonstrate their
perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Dark Knight
The Vision
The Vision is a statement of the ultimate goal of the Knighthood: One World Order. The goal is nothing short of the total and unquestioned domination of the world of Krynn. The
The Dark Knight is a warrior devoted to the principles of Takhisis, the domination of all free will under the iron
Blood Oath and the Code were established to make the Vision
rule of darkness. Of all the knightly orders of Ansalon, none are as feared as the Dark Knights of Takhisis. Born
Vision, originally granted by Takhisis t hrough the Knights of the
from the vision of Ariakan, the Knights of Takhisis stand in the pages of history as the greatest organized force of Evil to ever walk the face of Krynn.
manifest. Each Knight also experienced his own personal Skull. This individual Vision showed each Knight his place grand scheme. After the Chaos War, the Vision left the Dark Knights, as did Takhisis. In 398 AC, the Vision returned. The Knights of t he
The Three Orders of Dark Knights
Skull claimed that this was testimony to the power of the
The Dark Knights is the colloquial name for the evil
Queen of Darkness and that she would return. In fact, this was
organization currently known as the Knights of Neraka. In the
nothing more than trickery on the part of the Skull Knights in
4th Age, they were known as the Knights of Takhisis. While the
the form of the False Vision. Covert agents of the Legion of
membership of the Dark Knights is primarily human, there are
Steel eventually exposed the False Vision for what it was and
significant minorities of elves, dwarves, and minotaurs among
spread word of the deception throughout Ansalon. Following
their ranks.
the War of Souls, the Skull Knights embraced the False Vision,
Prior to 3rd level, a Lily Knight is presumed to be a squire in
saying that it epitomized the ideal of independence without
the knighthood. Upon reaching 3rd level and acquiring the
interference from divine power. The True Vision as given to
Blood Oath feature, the squire is presumed to have passed his
Ariakan and the Dark Knights of the Chaos War era is no more,
knightly tests and is now a novice in the Order of the Lily. All
though it is honored in a place of history. Baltasar Rennold has
Dark Knights begin in the Order of the Lily and may, after
declared the False Vision to be a n abomination to the
proving their honor, progress into the Order of the Thorn
traditions of the past, though he secretly recognizes its
(sorcerer or wizard) and/or the Order of t he Skull (mystic or
necessity. Most of the Dark Knig hts do not subscribe to the
cleric).
Vision anymore, though some Skull Knight mys tics make use of the False Vision when it suits their purpose.
Blood Oath
The Blood Oath
At 3rd level, you gain an Honor score (see the DMG) of 12. You also gain a number of hero points equal to your
The Blood Oath of the Dark Knights is quite simple: Submit or
Honor modifier + 1/2 your level. At subsequent levels, you gain hero points equal to your Honor modifier + 1/2
teaching young aspirants into the Knighthood that they must
Die. The Blood Oath is part of the indoctrination process, be utterly dedicated, both in body and soul, to the cause. All
your level. These hero points otherwise work as
thoughts of
indicated in the hero points section of the DMG .
that the Dark Knights may not think for themselves, merely that the Knighthood comes before all self interest.
The Vision and the Blood Oath When Ariakan formed the Knights of Takhisis, he knew that he would need a set of laws to go vern his knights so that order would be maintained. While Ariakan drew inspiration from the Measure of the Knights of Solamnia, he was fru strated by the debates over minor points of the Measure that h e witnessed during his time in captivity. He e nvisioned a set of laws that would allow a knight to know what was expected of him, even if separated from his fellow knigh ts, yet would allow flexibility and occasional exceptions. Ariakan drew up the Code to serve
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Order of the Lily Beginning at 7th level, you may use a hero point to turn a normal hit into a critical hit. The Code of the Dark Knights
Death is patient. It flows both from without and from within. Be vigilant in all and skeptical of all. The Order of the Skull is the soul of the Dark Knights, Knights, guiding them with the Vision and eliminating those who would seek to undo them. Order of the Thorn
One who follows the heart finds it will bleed. Feel nothing but
victory. The Order of the Thorn is the mind of the Dark Knights. The Code is the set of laws, crafted by Ariakan himself, that are victory. The designed to deal with both military situations and the lives of
Thorn Knights believe that intellec t should always come before
each member of the Knighthood. The Code borrows from the
emotion. Intellect and knowledge provide the keys to victory,
Measure of the Knights of Solamnia, but it has been adapted
while the heart is nothing but a distraction.
vision of the Knights of Takhisis. Strict adherence to the Code is required, though each case is decided on its own merits and exceptions can be made. Ariakan determined that council meetings to consider
Order of the Skull Spellcasting As an alternative to Champion of the Lily, beginning at
changes to the Code wasted precious time on e ndless
7th level, you may advance into the Order of the Skull.
bickering over trivial points of law and honor. Ariakan
You augment your martial prowess with the ability to cast spells. See chapter 10 in the PHB for the general
established the Code as the unwavering foundation of the Dark Knights. Obvious violations were dealt with swiftly and with certainty. On the other hand, Ariakan realized the need to be flexible, so he established means by which exceptions to the Code might be considered and accepted or rejected on their own
rules of spellcasting and chapter 11 as well for the cleric spell list. Cantrips. You learn four cantrips of your choice from
the cleric spell list. Spell Slots. The Order of the Skull Spellcasting table
merits. Adjudicators of the Code, drawn from the hi gher ranks
shows how many spell slots you have to cast your spells
of the Knights of the Skull, are appointed by the Lord of the
of 1st level and higher. To cast one of these spells, you must expend a slot o higher. You
Night to look into each case. An adjudicator is recognizable by
regain all expended spell slots when you finish a long decision is law. rest. For example, if you know the 1st-level spell shield of If the adjudicator decides that the Code has been violated, faith and faith and have a 1st-level and a 2nd-level spell slot then then pun punis ishme hment nt usua usually lly death death is met meted ed out to the the the scepter he wields, presented to him by the Lord of the
offender. The bulk of the Code deals with establishing lines of communication and authority, detailing how orders are dispatched and acted upon quickly. Ariakan knew that there
available, you can cast shield of faith using faith using either slot. Spells Known of 1st-Level and Higher. You know two
1st-level cleric spells of your choice. The Spells Known column of the Order of the Skull
would be times when a Knight might find himself cut off from
Spellcasting table shows when you learn more cleric
the chain of command. Therefore, he devoted sections of t he
spells of 1st level or higher. Each of these spells must be
Code to teaching the Knights how to act on the Vision and
of a level for which you have spell slots. For instance, when you reach 10th level in this class, you can learn
carry out the will of the Knight hood when on their own. Even within the bounds of the Code, a Knight has a fair amount of discretion on how to carry out the Vision. The Code allows for a Knight to lie, steal, o r murder, but only if such acts further the Vision and are not done for self-gain o r
one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for
and plunder. Such acts are considered to be averse to
which you have spell slots. Spellcasting Ability. Honor is your spellcasting ability
advancing the Vision and the establishment of an o rdered
for your cleric spells, since you learn your spells through
world, free of chaos.
your adherence to the Code of the Skull Knights as
due to loss of control. The Dark K nights do not rape, pillage,
The Code is divided into several basic precepts, which guide
handed down by Takhisis. You use your Honor whenever
each Order of the Dark Knights:
a spell refers to your spellcasting ability. In addition, you
Order of the Lily
use your Honor modifier when setting the sa ving throw
Independence breeds chaos. Submit and be strong. The strong. The Order
DC for a cleric spell you cast and when making an attack
of the Lily is the body of the Dark Knights. They are the
roll with one.
strength by which order is maintained, providing unit y through that strength. Order of the Skull
Spell save DC = 8 + your proficiency bonus +
your Honor modifier
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your Honor Honor modifier modifier
Maximum Strike At 10th level, you may use a hero point to deal
Order of the Thorn Spellcasting Spellcasting
maximum damage with a hit from one of your attacks.
As an alternative to Champion of the Lily, beginning at
Accurate Strike
7th level, you may advance into the Order of the Thorn. You augment your martial prowess with the ability to cast spells. See chapter 10 in the PHB for the general rules of spellcasting and chapter 11 as well for the
Starting at 15th level, you may use a hero point to one of your attacks.
Penetrating Strike
wizard spell list. Cantrips. You learn four cantrips of your choice from
the wizard spell list. Spell Slots. The Order of the Thorn Spellcasting table
shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher. You know two
1st-level wizard spells of your choice. The Spells Known column of the O rder of the Thorn Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 10th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Honor is your spellcasting ability
for your wizard spells, since you learn your spells through your adherence to the Code of the Thorn Knights as handed down by Takhisis. You use your Honor whenever a spell refers to your spellcasting ability. In addition, you use your Honor modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +
your Honor modifier Spell attack modifier = your proficiency bonus +
your Honor modifier
Starting at 18th level, you may use a hero point to one of your attacks.
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Order of the Skull Spellcasting - Spell Slots per Spell Level Fighter Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
7th
4
2
2
-
-
-
-
-
-
8th
4
3
3
-
-
-
-
-
-
9th
4
4
4
2
-
-
-
-
-
10th
5
5
4
3
-
-
-
-
-
11th
5
6
4
3
2
-
-
-
-
12th
5
7
4
3
3
-
-
-
-
13th
5
8
4
3
3
1
-
-
-
14th
5
9
4
3
3
2
-
-
-
15th
5
10
4
3
3
3
1
-
-
16th
6
11
4
3
3
3
2
-
-
17th
6
12
4
3
3
3
2
1
-
18th
6
12
4
3
3
3
2
1
-
19th
6
13
4
3
3
3
2
1
1
20th
6
13
4
3
3
3
2
1
1
Order of the Thorn Spellcasting - Spell Slots per Spell Level Fighter Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
7th
4
2
2
-
-
-
-
-
-
8th
4
3
3
-
-
-
-
-
-
9th
4
4
4
2
-
-
-
-
-
10th
5
5
4
3
-
-
-
-
-
11th
5
6
4
3
2
-
-
-
-
12th
5
7
4
3
3
-
-
-
-
13th
5
8
4
3
3
1
-
-
-
14th
5
9
4
3
3
2
-
-
-
15th
5
10
4
3
3
3
1
-
-
16th
6
11
4
3
3
3
2
-
-
17th
6
12
4
3
3
3
2
1
-
18th
6
12
4
3
3
3
2
1
-
19th
6
13
4
3
3
3
2
1
1
20th
6
13
4
3
3
3
2
1
1
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Dragon Knight Dragon Knights are a culture and an archetype unique to the lands of Taladas. As their name implies, these people have a close rapport with dragons, particularly copper
Dragon Apotheosis At 18th level, you gain the benefits of the dragonback lancer, dragonback archer, and dragon symbiosis when within 30 feet of your dragon.
dragons, and are skilled at riding and handling the creatures. Although other scattered groups of Dragon Knights exist in remote regions, those of the Conquered Lands are the largest and best organized. Race and Background Though members of any race are welcome in Dragon Knight communities, knights are universally humans, elves, or halfelves. The knight background is the ideal background for the dragon knight, as they live and die by their word. He does not give his word lightly, and never speaks to obligate his dragon companion unless it is a dire emerg ency. Once a Knight gives his word, he will fulfill it or literally die trying. These characters have a strict code of honor and are prickly about dishonorable actions; they go to great lengths t o remove any shame they perceive themselves to have incurred. They accord their companion dragons all the honor and respect due any person.
Copper Dragon mounts All knights are partnered with a young copper dragon. Such a
Spellcasting
partnership is a tremendous boost in power to the player character. The player, however, is not the master of h is dragon
Starting when you choose this archetype at 3rd level, you gain the spellcasting class feature of the Eldritch Knight, save for the following differences; the two schools chosen from are evocation and t ransmutation.
At 3rd level, your bond with your dragon makes you immune to the frightful presence of dragons and dragon-kin.
Dragonback Lancer At 7th level, you have advantage with all melee attacks made with lances when fighting from dragonback.
Dragonback Archer Starting at 10th level, select o ne ranged weapon with which you are proficient. When on dragonback, you have advantage with all ranged a ttacks made with that one ranged weapon.
Dragon Symbiosis At 15th level, when on dragonback, you may use your dragon's saving throw modifier instead of yours, a nd vice-versa.
mount. Instead, the relationship between knight and dragon is on of mutual respect and adoration.
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Nylgai Hadirnoe Soldier The Nylgai Hadirnoe Soldier is a professional warrior of the OdderRhing, the scorned dwarf nation of Taladas. This mountain dwarf army has developed a number of unique abilities and tactics in their generational war against the deep-dwelling disir.
Restriction: Mountain dwarves only Only mountain dwarves can be nylgai hadirnoe soldiers, as they are more than just a profession, they are a way of life. Your DM can lift this restriction to better suit the campaign. The restriction exists for Dragonlance. It version of Dragonlance. Backgrounds The soldier background is the ideal backgroud for the nylgai hadirnoe soldier, as scorned dwarf society is highly s tratified into clans, with little room for inter-clan mingling.
Improved Darkvision Starting when you choose this archetype at 3rd level, your darkvision increases to a 90-foot radius.
Shield Brother
Company Sergeant
At 7th level, you gain a +1 bonus to AC (maximum +2) for each shield-bearer adjacent to you.
At 15th level, you gain an additional feature based on
Company Soldier
the company you chose at 10th level. Company
Feature
Anvil
A creature you damage with a bludgeoning melee weapon weapon is stunned until th e end of your next turn. This feature is useable again after a short rest.
Chisel
A creature you damage with a piercing or slashing melee weapon bleeds for 1 minute. It takes bleed damage each round equal to your Strength modifie modifier. r. It can take two actions to bind its wounds, given appropriate material.
Bonecracker Bonecracker
A creature you crit with a bludgeoning melee weapon loses the use of two different limbs for 1 minute. This feature is useable again after a short rest.
Rock Lizard
You can hurl rocks at a range of 30 ft./120 ft. that deal 1d8 + Strength modifier bludgeoning damage.
Red Beard
When making ranged attacks with a flask of oil, you do so as a bonus action.
Starting at 10th level, you join a specific company in the nylgai hadirnoe army. Choose one of the following options. Company
Feature
Anvil
A creature you damage with a bludgeoning melee weapon is incapacitated until the end of your next turn. This feature is useable again after a short rest.
Chisel
A creature you damage with a piercing or slashing melee weapon bleeds for 1 minute. It takes bleed damage each round equal to your Strength modifier. It can take an action to bind its wounds, given appropriate material.
Bonecracker Bonecracker
A creature you crit with a bludgeoning melee weapon loses the use of a limb for 1 minute. This feature is useable again after a short rest.
Rock Lizard
You gain a climb speed of 20 feet.
Red Beard
Given a flask of oil, as an action you can coat and ignite your weapon so that it burns for 1 minute. During that time, it deals an extra 1d6 fire damage on a hit.
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Company Commander At 18th level, you gain an additional feature based on the company you chose at 10th level. Company
Feature
Anvil
A creature you damage with a bludgeoning melee weapon is unconscious until the end of your next turn. This feature is u seable again after a short rest.
Chisel
A creature you damage with a piercing or slashing melee weapon bleeds for 1 minute. It takes bleed damage each round equal to your Strength modifier. It can take three actions to bind its wounds, given appropriate material.
Bonecracker Bonecracker
A creature you crit with a bludgeoning melee weapon loses the use of three different limbs for 1 minute. This feature is useable again after a short rest.
Rock Lizard
You can hurl rocks at a range of 30 ft./120 ft. that deal 1d10 + S trength modifier modifier bludgeoning damage.
Red Beard
As an action, you can swig a flask of oil, light it, and deal 2d6 fire damage in a 10-foot cone.
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Oathbound Oathbound fighters c hoose an individual to whom they swear an oath, promise, or pact of protection and service. Oathbound fighters are also known as guardian fighters.
Protector At 3rd level, so long as your oath is current and active, as a reaction, you may make an attack against any opponent who has made a melee attack against the individual under your protection, your protectee. You have advantage on this attack roll.
Improved Defense Starting at 7th level, so long as you are conscious and not incapacitated, you automatically grant +1 AC to your protectee (so long as they are within y our reach).
Guardian Starting at 10th level, when using y our protector class feature, you also have advantage on the damage roll.
Improved Protection Beginning at 15th level, when a creature you can see attacks your protectee who is within 5 feet of you, you can use your reaction to switch places with your protectee, as well as imposing disadvantage on the attack roll. You must be wielding a shield.
Rally to the Defense Starting at 18 th level, if your protectee is at half hit points or less, as a bonus action you gain temporary hit points equal to your level x 2 and your speed also increases by 10 feet (so long as you are moving towards your protectee) for 1 minute. Once you use this feature, you must finish a short or long rest before you can use it again.
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Ogre Slaver Ogre slavers are often apprenticed into their profession from a young age, accompanying their parents, uncles, or cousins on slave runs, to slave markets, and into human or elven territory to capture and enslave the
or be blinded until the end of your next turn.
Grappling Whip Starting at 15th level, when you hit a creature with your whip, you may choose to grapple the target as a bonus action.
smaller races. The profession is regarded very highly by
Whip Disarm
ogre society, so an ogre who achieves this honor gains
At 18th level, as an action, you may make a special
considerable status. Thus, early training is grueling,
attack against a creature with your whip. If the attack succeeds, the creature must succeed on a Dexterity
laborious, and often humiliating for the young ogre, in preparation for a life of social superiority later.
Restriction: Ogres and half-ogres only Only ogrekind can be ogre slavers, as they are more than just a profession, to be an ogre slaver is to live a life geared towards goal that since childhood. Your DM can lift this restriction to better suit the campaign. The restriction exists for Dragonlance. It version of Dragonlance.
Wound Starting when you choose this archetype at 3rd level, if you deal damage with a whip to a creature, that creature gains a wound and bleeds for an extra 1d6 damage per round until the end of y our next turn. Subsequent whip hits to the creature "refresh" the duration of any existing wounds, as well as add a new wound. Multiple wounds stack (to a maximum of 5d6 damage per round). A creature can halt t he bleeding earlier if it takes an action to bind the wound (one action per wound). For example, an 11th-level o gre slaver gets three attacks per attack action. If he succeeds at hitting all three times against one opponent, that creature suffers an additional 3d6 damage that round and the next. So long as you are holding your whip, your proficiency bonus is doubled with the Intimidate skill.
Whip Trip Beginning at 7th level, when you hit a creature with your whip, it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. The target must be one size larger than you or smaller. So long as you are holding your whip, your proficiency bonus is doubled with the Athletics and Acrobatics skills.
Whip Blind At 10th level, as an action, you may make a special attack against a creature's eyes. If the attack succeeds, the creature must succeed on a Dexterity sa ving throw (DC 8 + your proficiency bonus + your Strength modifier)
saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be disarmed, dropping one item it was holding. The object lands anywhere within your reach, including your own open hand, or that of another creature.
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Solamnic Knight
and dictates the proper hierarchy of t he Knighthood. In the centuries since its inception, the Measure grew as
The archetypal Solamnic Knight is a paragon of honor and virtue, heir to a legacy stretching back over two
each generation of Knights added to it. By the time of the
millennia. Solamnic Knights espouse the ages-old credo,
Cataclysm, the Measure filled thirty-seven ponderous tomes in
Est Sularus oth Mithas, My Honor is my Life. Divided into
an unwieldy attempt to
three different Orders, the Crown, Sword, and Rose,
associated with being a Solamnic Knight. The Measure was
each order focuses on a different aspect of honor.
impossible for any one person to understand. Following the War of the Lance, the newly a ppointed Grand Master, Gunthar uth Wistan, led a group of Knights in an
The Three Orders of Solamnic Knights
extensive revision of the Measure. They began to condense or
Traditionally, the ranks of the Knights of Solamnia have been
remove long-winded sections that covered minor details such
limited to noble humans of Solamnic nationality, and at best a
as formal address, courtly etiquette, and protocols for minor
smattering of half-elves.
tasks the rules rules for proper proper saddling saddling of of a mount mount ran seventyseventy-
this martial archetype, for there are kender tales of half-
five pages long! The ultimate goal in revising the Measure was
kender and even minotaurs joining the ranks of this most
to create a work that would inspire Knights to emulate Vinas
prestigious order of knights on Kry nn.
Solamnus rather than blindly follow and outdated set of rules.
Prior to 3rd level, a Solamnic Knight is presumed to be a squire in the knighthood. Upon reaching
3rd level
The current Measure is contained in three volumes and
and acquiring includes writing known, or thought, to be authored by Vinas
the Est Sularus oth Mithas feature, the s quire is presumed to
Solamnus, as well as certain other works that help the Knights
have passed his knightly tests and is now a novice in the Order
hold up their ideals. The old Mea sure is still kept for study
of the Crown. All Solamnic Knights begin begin in the Order of the
purposes, but Knights no longer strain to follow it to the letter.
Crown and may, after proving their honor, progress into the Order of the Sword and finally the Order of the Rose.
Although the whole of the Knighthood holds the entire document sacred as the definition of honor, each of the three Orders dedicates itself to one particular aspect of the
Est Sularus oth Mithas
Measure.
Starting at 3rd level, you ga in an Honor score (see the
Measure of the Crown
DMG) of 12. As a bonus action, you may add your Honor modifier
The Measure states that honor begins with the precepts of Loyalty and Obedience, and a Knight of the Crown exemplifies
to all melee weapon attacks until the end of your next
these two traits in every action and thought.
turn.
authority. Justly
Once you use this feature you may not use it again
given, loyalty becomes worth more than any treasure.
until after a long rest.
Obedience is the practical application of loyalty. A Knight obeys those to whom he is loyal, regardless of his own welfare or personal opinion. Knights of the Crown pledge loyalty to the gods of Good, specifically to Kiri-Jolith and Habbakuk, and they are loyal to the memory of Paladine. This pledge also extends to the despite the fact that she is a neutral deity. Loyalty is oppressed by Evil, and The Oath and the Measure to the just, deserving rulers who are in good standing with the
The Oath and the Measure
Knighthood. A Crown Knight is responsible for serving and aiding any
same since Vinas Solamnus Solamnus founded founded the the Knighthood Knighthood.. This princip principle le to sacrifice sacrifice all for the sake of honor, for without it life means nothing guides the manner in which all Knights strive to live their lives. The Measure is the set of guidelines put forth by Vinas
laws, and rules of conduct. It touches every aspect of a
assistance, provided it does not violate a lawful order given by his superiors. He must also serve t he kingdoms on the List of Honor, as compiled by the Grand Circle of Knights. Any Crown Knight found violating the precepts of the
Solamnus and his successors to govern the pro per chivalric behavior of the Knights. It is
fellow Knight who is on the business of his Order and requires
f
Measure will be tried before a Knightly Council. Any Knight found guilty will be reduced in r ank and/or have his Knighthood stripped from him.
by Ray Cordova,
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The Measure maintains that the next components of honor are Heroism, Courage, and Spirituality. This is the Measure of the Sword. A strong spirit and faith in the patron deities of the Knighthood form the spring from which courage and heroism flow. Courage is the will to strike a blow for the cause of Good, no matter what the personal c ost. Heroism is this same spirit of self-sacrifice, dedicated to defending the world against the forces of Evil in all of its forms. The heroic, courageous Knight i s a champion of the weak, defenseless, oppressed, poor, enslaved, and falsely accused, and he always renders aid to those in need. While no truly courageous and heroic Knight would run from a battle or decline co mbat with an Evil foe, the Measure does recognize that it is fruitless to throw oneself away in a battle t hat cannot possibly be won. The Measure teaches a Knight prudence in choosing his battles and that it is better to live to fight another day than to die in a batt le that cannot be won. A Knight of the Sword must pay homage to KiriJolith and the other gods of Goo d each day. A Clerist must spend one day a week fasting with prayer t o Kiri-Jolith at sunrise, noon, and sunset. A Sword Knight must eagerly engage evil opponents without needlessly throwing his life away, protect the weak and defenseless, and foreswear the use of his Knightly
You may protect a number of targets equal to your Honor modifier. modifier.
Order of the Sword Spellcasting As an alternative to Order of the Crown, beginning at 7th level, you may advance into the Order of the Sword. You augment your martial prowess with the ability to cast spells. See chapter 10 in the PHB for the general rules of spellcasting and chapter 11 as well for the cleric spell list. Cantrips. You learn two cantrips of your choice from
the cleric spell list. Spell Slots. The Order of the Sword Spellcasting table
shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must exp end a slot o higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield of faith and faith and have a 1st-level and a 2nd-level spell slot available, you can cast shield of faith using faith using either slot. Spells Known of 1st-Level and Higher. You know two
1st-level cleric spells of your choice. The Spells Known column of the Order of the Sword Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 10th level in this class, you can learn
powers for unrighteous reasons.
one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the cleric spells
Measure of the Rose
you know with another spell of your choice from the
According to the Measure, the final components of honor are Wisdom and Justice. These are the ideals embraced by the Knights of the Ro se. Wisdom is the ability to combine knowledge, experience, understanding, and common sense with insight. Justice is applying that wisdom to what is written in the Measure and using it t o defend those in need and to further the cause of Good. The wise Knight is a beacon of reason and good in the darkness of ignorance and injustice. A Knight of the Rose is expected to honor the gods
cleric spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Honor is your spellcasting ability
for your cleric spells, since you learn your spells through your adherence to the Measure of the Sword Knights as handed down by Kiri-Jolith. You use your Honor whenever a spell refers to your spellcasting ability. In addition, you use your Honor modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +
your Honor modifier
of Good in all things at all times. He is to fight for justice without regard to personal safety or comfort, and sacrifice all in the name of honor.
Spell attack modifier = your proficiency bonus +
your Honor modifier
Order of the Crown
Lord of Shields
Beginning at 7th level, you gain the protection fighting style. If you already have the protection fighting style,
At 10th level, as a bonus action, you may add your
you gain the following additional benefit.
next turn.
Improved Protection
Honor modifier to your AC (max 2) until the end of your Once you use this feature you may not use it again until after a long rest.
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Order of the Rose
High Knight
As an alternative to Lord of Shields, beginning at 10th
Starting at 18th level, you may reduce all damage rolls
level, you may advance into the Order of the Rose.
against you by your Honor modifier x 2.
You gain the combat superiority feature, with the following modifications: Maneuvers. You learn the following maneuvers:
attack, rally (use honor modifier). You can only use one maneuver per attack. Superiority Dice. You have five superiority dice, which
are d10s. A superiority die is expended when y ou use it. You regain all of your expended superiority dice when you finish a short or long rest. Saving Throws. Some of your maneuvers require your
effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus +
your Honor modifier The Novels and other pr erequisites In the various Dragonlance novels, from their for mation in the 2nd Age through the vast majority of the 4th Age, the solamnic knights were very restrictive in their membership, limiting it primarily to male human nobles of Solamnic birth. Only towards the end of the 4th Age (after the War of the Lance), did the solamnic knights begin opening their membership to non-Solamnic humans (and half-elves), as well as women and those of lower birth. As the DM of your campaign, it i s entirely up to you how strictly you wish to adhere to t he novels. A close adherence to the novels will preclude many PCs from the t est of honor detailed above.
Lord Knight Starting at 15th level, you may add your Honor modifier to all melee weapon damage rolls.
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Order of the Sword Spellcasting - Spell Slots per Spell Level Fighter Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
7th
4
2
2
-
-
-
-
-
-
8th
4
3
3
-
-
-
-
-
-
9th
4
4
4
2
-
-
-
-
-
10th
5
5
4
3
-
-
-
-
-
11th
5
6
4
3
2
-
-
-
-
12th
5
7
4
3
3
-
-
-
-
13th
5
8
4
3
3
1
-
-
-
14th
5
9
4
3
3
2
-
-
-
15th
5
10
4
3
3
3
1
-
-
16th
6
11
4
3
3
3
2
-
-
17th
6
12
4
3
3
3
2
1
-
18th
6
12
4
3
3
3
2
1
-
19th
6
13
4
3
3
3
2
1
1
20th
6
13
4
3
3
3
2
1
1
by Ray Cordova,
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Est Sularus oth Mithas
Order of the Sword Spellcasting
Order of the Crown
Lord of Shields
Order of the Rose
Lord Knight
High Knight
by Ray Cordova,
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Steel Legionnaire The Legion of Steel was founded by Sara Dunstan, adoptive mother of Steel Brightblade. It is an organization devoted to the betterment of all the people of Krynn.
The Legacy The Legacy is the unwritten code by which legio nnaires live their lives, and can best be summarized as follows. Have the courage to do right. Know yourself. Respect virtue. Stay alert.
Legion Knowledge At 7th level, level, your knowledge knowledge of the foes of the legion legion allow you to gain advantage on any one roll made against such a foe. This feature is useable again after a long rest.
Apprentice Starting at 10th level, as part of your duties to the legion, you gain an a pprentice. While within sight or hearing of you, the apprentice adds your proficiency bonus to her AC and damage rolls. The apprentice gains one hit die (and commensurate bonuses) for every level you gain. Most apprentices are human, but work with your D M
Everyone deserves justice.
if you wish a m ore exotic apprentice. The apprentice is
Never give up.
an NPC run by the DM.
Legion Warrior
At 15th level, as a bonus action, by uttering a cry of
Starting when you choose this archetype at 3rd level, choose a type of favored enemy from the list of foes
you may grant advantage to the next saving throw made by
that oppose the legion: chromatic dragons, draconians, dragonspawn, goblins, Knights of Solamnia, Dark
one creature, in the next minute, so long a s they can hear you.
Knights, minotaurs, and Tarmak. You gain a
You may use this feature again after a short rest.
+2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally,
Legacy
you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on
At 18th level, you gain a benefit based on the class feature you selected at 3rd level.
Intelligence checks to recall information about
You may use this feature again after a long rest.
them. When you gain this feature, you also learn one language of your choice, typically one spoken by
Class Feature
Benefit
Legion Warrior
Gain advantage on all attack rolls and damage rolls against one creature that is a legion foe until the end of your next turn.
Legion Mystic
Impose disadvantage on all saving throws made by one creature that is a legion foe against all your spells unt il the end of your next turn.
Legion Sorcerer
Gain advantage on all saving throws made against all the spells of one creature that is a legion foe until the end of your next turn.
your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Legion Mystic As an alternative to Legion Warrior, you may instead choose to begin studying mystic magic. You learn a nd cast spells from the mystic spell list and use Wisdom as your spellcasting ability.
Legion Sorcerer As an alternative to Legion Warrior, you may instead choose to begin studying wild magic. You learn a nd cast spells from the sorcerer spell list and use Cha risma as your spellcasting ability.
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Apprentice Warrior
Apprentice Sorcerer
Medium humanoid (human), your alignment
Medium humanoid (human), your alignment
Armor Class 20 (chain shirt + shield + your profiency bonus) Hit Points 19 (3d8 + 6) Speed 30 ft.
Armor Class 18 (chain shirt + your profiency bonus) Hit Points 19 (3d8 + 6) Speed 30 ft.
STR 16 (+3)
STR 9 (-1)
DEX 14 (+2)
CON 15 (+2)
INT 11 (+0)
WIS 13 (+1)
CHA 9 (-1)
DEX 14 (+2)
CON 15 (+2)
INT 11 (+0)
WIS 13 (+1)
CHA 16 (+3)
Saving Throws any two of your choice Skills any two of your choice Senses passive Perception varies Languages your languages
Saving Throws any two of your choice Skills any two of your choice Senses passive Perception varies Languages your languages
Legion Warrior. As per the steel legionnaire feature.
Legion Sorcerer. The apprentice sorcerer is a 1st-level spellcaster. Her spellcasting ability is Charisma Charisma (spell save DC 13, +5 to hit with spell attacks). The apprentice sorcerer has the following sorcerer spells prepared:
Actions Longsword. Melee Weapon Attack: +5 to hit, hit, reach 5 ft., one one target. Hit: 11 (1d8 + 6) damage
Actions
Apprentice Mystic
Longsword. Melee Weapon Attack: +1 to hit, hit, reach 5 ft., one one target. Hit: 7 (1d8 + 2) damage
Medium humanoid (human), your alignment
Armor Class 20 (chain shirt + shield + your profiency bonus) Hit Points 19 (3d8 + 6) Speed 30 ft. STR 13 (+1)
DEX 14 (+2)
CON 15 (+2)
INT 11 (+0)
Cantrips (at will): any 4 sorcerer 1st level (2 slots): any 2 sorcerer
WIS 16 (+3)
CHA 9 (-1)
Saving Throws any two of your choice Skills any two of your choice Senses passive Perception varies Languages your languages Legion Mystic. The apprentice mystic is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The apprentice mystic has the following mystic spells prepared:
Cantrips (at will): any 4 mystic 1st level (2 slots): any 2 mystic
Actions Longsword. Melee Weapon Attack: +3 to hit, hit, reach 5 ft., one one target. Hit: 9 (1d8 + 4) damage
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Steel Legionnaire Spellcasting Spellcasting - Spell Slots per Spell Level Fighter Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th 5th
6th
7th
8th
9th
3rd
4
2
2
-
-
-
-
-
-
-
-
4th
4
3
3
-
-
-
-
-
-
-
-
5th
4
4
4
2
-
-
-
-
-
-
-
6th
5
5
4
3
-
-
-
-
-
-
-
7th
5
6
4
3
2
-
-
-
-
-
-
8th
5
7
4
3
3
-
-
-
-
-
-
9th
5
8
4
3
3
1
-
-
-
-
-
10th
5
9
4
3
3
2
-
-
-
-
-
11th
5
10
4
3
3
3
1
-
-
-
-
12th
6
11
4
3
3
3
2
-
-
-
-
13th
6
12
4
3
3
3
2
1
-
-
-
14th
6
12
4
3
3
3
2
1
-
-
-
15th
6
13
4
3
3
3
2
1
1
-
-
16th
6
13
4
3
3
3
2
1
1
-
-
17th
6
14
4
3
3
3
2
1
1
1
-
18th
6
14
4
3
3
3
2
1
1
1
-
19th
6
15
4
3
3
3
2
1
1
1
1
20th
6
15
4
3
3
3
3
1
1
1
1
by Ray Cordova,
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by Ray Cordova,
[email protected] last updated on on September 3, 2017 2017 at 12:09:43 PM
Tarmak Fighter The brutes, or Tarmak, are known throughout the continent of Ansalon for their unarmored fighting, and nothing exemplifies this warrior tradition better than the tarmak fighter.
Unarmored Defense Starting when you choose this archetype at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You also gain a new fighting style.
Nimble Defense While you are wearing no armor and not wielding a shield, you gain +1 bonus to AC.
Unarmored Movement Beginning at 7th level, your speed increases by 10 feet while you are not wearing armor, or wielding a shield.
Unarmored Attack At 10th level, your melee attacks increase by +1 while you are not wearing armor, or wielding a shield.
Unarmored Damage Starting at 15th level, your melee damage increases by +1 while you are not wearing armor, or wielding a shield.
Unfettered Defense At 18th level, you may improve a previous class feature. Feature
Improved Feature
Unarmored Defense
AC = 12 + your Dexterity modifier + your Constitution modifier.
Unarmored Movement
Speed increases by 20 feet (total).
Unarmored Attack
Melee attacks increase by +2 (t otal).
Unarmored Damage
Melee damage increases by +2 (total).
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Windrider
Non-elven windriders
The Windriders are an elven knighthood of griffon
In the various Dragonlance novels, windriders have always
riders founded over 2,500 years ago. Their numbers are
been elves, but in your campaign, you may see fit to relax this
diminished due to the twin tragedies that struck the
requirement, allowing half-elves and those that have served
elves in 421 AC (38 SC), but they remain formidable both
the interests of elvenkind to join this august body of aerial
in the air and o n land. Scattered across Ansalon, the
cavalry.
Windriders seek to regroup the disparate elven races and bring all elves together beneath one banner for the Windrider feats
betterment of all.
If feats are allowed in your campaign, it would b ehoove the
Roleplaying Windrider membership
windrider to take the mounted combatant feat.
The Silvanesti senate had once mandated that Windriders be drawn from the high-caste ranks of House Protector. During the Third Dragon War, the senate
Griffon Mount
decreed that highborn members of House Mystic could join the wizard division division of Windriders as long as they they
At 3rd level, you gain a griffon mount (see the Monster Manual for your griffon's base statistics). The movement
possessed the appropriate magical aptitudes. In
cost of mounting your griffon is 5 feet.
-Enthia largely respected Kith-
Griffon Wizards
Windriders, provided they possessed the requisite skills. Now that the Windriders have unified, their recruiting process is markedly similar to that used by the Qualinesti. Any adult elf who is not devoted to another organization (such as the kirath) can simply ask a ranking Windrider if he may be tested for the order. Windrider tests involve rigorous martial and endurance training as well as a personality test to ensure that t he aspirant will be able to get along with a griffon. Those who fail are politely but firmly offered a position in the Wildrunners. Unfortunately, the number of Windrider recruits has sharply dropped since the separation of the Windriders from the bulk of the elven population in Khur, and some Windriders are approaching prospects instead of waiting for their order to expand.
Many elven wizards that multiclass into the windrider subclass come to be known as griffon wizards. These wizards are almost alwayss White Robe Wizards of High Sorcery.
Mount Attack Starting at 7th level, when controlling your mount, it has the option to Attack, in addition to Dash, Disengage, and Dodge.
Mount Scout Starting at 10th level, when controlling your mount, it has the option to Search, in addition to Attack, Dash, Disengage, and Dodge.
Mount Evasion Restriction: Elves Only
Beginning at 15th level, when your mount is subjected
Only elves can be windriders. The windrider is a uniquely
throw to take only half damage, it instead takes no
elvish concept. Your DM can lift this restriction to better suit the campaign. The restriction exists for Dragonlance. It
damage if it succeeds on the saving throw, and only half damage if it fails.
version of Dragonlance.
Starting at 18 th level, while mounted on your griffon, you
to an effect that allows it to make a Dexterity saving
Griffon Lord have advantage on ranged attack rolls against any unmounted creature that is smaller than your griffon.
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Improved Griffon Mounts As the windrider levels up, she will find her mount becomes comparatively less impressive. One way to alleviate this is to take advantage of the new animal traini ng downtime activity.
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Mystic Mystic Orders Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve. Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of a n order understand psionics. On Krynn, psionics is known as mysticism, and its practitioners believe that their power comes from the heart. Whereever their power may come from, one thing is clear, it is independent of the gods.
Order of the Avatar Avatar mystics are commonly known a s sensitives, for their ability to sense the feelings and emotions of other beings.
Order of the Awakened Awakened mystics are commonly known a s mentalists, one of the most infamous being former Lord of Night, Morham Targonne.
Order of the Immortal Immortal mystics are commonly known as channelers. Those channelers that take the bestial form discipline coupled with awakened disciplines are often known as animists.
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Ranger (revised) Ranger Conclaves Across the wilds, rangers come together to form conclaves conclaves loose associations associations whose members members share share a similar outlook on how best to protect nature from those who would despoil it.
Mystic Conclave
Metamagic At 5th level, you gain the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 7th, 11th, and 15th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
Rangers of the Mystic Conclave dra w their spellcasting power not through devotion to the gods, but on the power of their own heart.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those
Faith of the Heart
1 mysticism point and choose a number of those
Beginning at 3rd level, you gain the ability to tap into a
creatures up to your Wisdom modifier (minimum of one
deep wellspring of magic within yourself. This wellspring is represented by mysticism points, which allow you to
creature). A chosen creature automatically succeeds on
create a variety of magical effects.
Distant Spell
Mysticism Points
When you cast a spell that has a range of 5 feet or
You have 2 mysticism points, and you gain more as you
greater, you can spend 1 mysticism point to double the
reach higher levels (your Ranger level divided by 2). You
range of the spell. When you cast a spell that has a
can never have more mysticism points than this
range of touch, you can spend 1 mysticism point to
indicates. You regain all spent mysticism points when
make the range of the spell 30 feet.
you finish a long rest.
Empowered Spell
Flexible Casting
When you roll damage for a spell, you can spend 1
You can use your mysticism points to gain additional
mysticism point to reroll a number of the damage dice
spell slots, or sacrifice spell slots to gain additional
up to your Wisdom modifier (minimum of one). You
mysticism points. You learn other ways to use y our
must use the new rolls. You can use Empowered Spell even if you have already
mysticism points as you reach higher levels. Creating Spell Slots. You can transform unexpended mysticism points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the c ost of creating a spell slot of a given level. You can create spell slots no higher in level than 5 th.
Creating Spell Slots Spell Slot Level
Mysticism Point Cost
creatures
its saving throw against the spell.
used a different Metamagic option during the casting of the spell.
Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 mysticism point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
1st
1
When you cast a spell that forces a creature to make a
2nd
2
saving throw to resist its effects, you can spend 3
3rd
4
mysticism points to give one target of the spell
4th
5
disadvantage on its first saving throw made against the
5th
6
spell.
Converting a Spell Slot to Mysticism Points. As a
Quickened Spell
bonus action on your turn, you can expend one spell slot
When you cast a spell that has a casting time of 1 action,
and gain a number of mysticism points equal to the
you can spend 2 mysticism points to change the casting time to 1 bonus action for this casting.
Subtle Spell When you cast a spell, you can spend 1 my sticism point to cast it without any somatic or verbal components.
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Twinned Spell When you cast a spell that targets only one creature and mysticism second creature in range with the same spell (1 mysticism point if the spell is a cantrip).
Mystic Fighting Starting at 7th level, as a bonus action, you can spend 2 Mysticism Points to double your fighting style bonus until the end of your next turn.
Minor Domain At 11th level, choose a domain. You gain the 2nd level channel divinity feature of that domain. Mysticism and Channel Divinity Since the mystic conclave ranger does not have the channel divinity feature, it would seem to preclude making use of several domain features. This need not be the case. To make use of a channel divinity feature, the mystic conclave ranger can instead expend 3 mysticism points.
Greater Mystic Fighting At 15th level, as a bonus action, you can spend 4 Mysticism Points to double your fighting style bonus for 1 minute.
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Rogue Roguish Archetypes Rogues have many features in co mmon, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection o f your focus not necessarily an indication of y our chosen profession, but a description of your preferred techniques.
Ilmaskhod The ilmaskhod are gnomish rogues trained in the technological wonderland of fortress cities scattered about the perimeter of Hitehkel, the burning wound of Krynn.
Restriction: Gnomes only Only gnomes can be Ilmaskhod, as it isn't merely a profession, but a way of life specific to the fortress cities of the gnomes. Your DM can lift this restriction to better suit the campaign. The restriction exists for Dragonlance. It version of Dragonlance.
Clockwork Disabler At 3rd level, you gain advantage on all checks made to disable non-gnomish devices.
Alchemical Expert At 3rd level, you a dd your proficiency bonus to the save DC of all alchemical devices you use.
Knockout At 9th level, when damaging an attacker in melee to incapacitate a foe, double all rolled damage. You must declare before the attack that you are seeking to incapacitate a foe for this feature to work.
Alchemical Master At 13th level, you craft alchemical items at the rate of 50 gp/day.
Ranged Knockout At 17th level, your knock out feature is useable with ranged attacks.
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Nightstalker
for a spell you cast and when making an attack roll with with one.
The Age of Mortals brought with it a new kind of magic,
Spell save DC = 8 + your proficiency bonus +
the ambient magic threaded through Creation and the minds and hearts of its people. The living were not the only inhabitants of Krynn to be touched by this magic; even the souls of the dead exist within this intricate web of life, and their presence may be felt by those fearless
your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
Nightstalker Spellcasting
enough to look for it. Those mystics who courageously pursue a life in the shadowy world of spirits are known as nightstalkers.
Death Sight At 3rd level, your awareness of the undead is uncanny. You automatically know the presence of undead in a 30foot radius. You do not know the number or strength of the undead.
Spiritual Resilience At 3rd level, you have resistance to necrotic damage.
Spellcasting When you reach 3rd level, you gain the ability to cast
- Spell Slots per Spell Level Rogue Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
3rd
3
3
2
-
-
-
4th
3
4
3
-
-
-
5th
3
4
3
-
-
-
6th
3
4
3
-
-
-
7th
3
5
4
2
-
-
8th
3
6
4
2
-
-
9th
3
6
4
2
-
-
10th
4
7
4
3
-
-
11th
4
8
4
3
-
-
12th
4
8
4
3
-
-
spells. See chapter 10 in the P HB for the general rules of spellcasting and chapter 11 for the spell list.
13th
4
9
4
3
2
-
14th
4
10
4
3
2
-
Cantrips. You learn three cantrips of your choice from
15th
4
10
4
3
2
-
16th
4
11
4
3
3
-
17th
4
11
4
3
3
-
18th
4
11
4
3
3
-
19th
4
12
4
3
3
1
20th
4
13
4
3
3
1
the divination or necromancy schools. Spell Slots. The Nightstalker Spellcasting table shows
how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using magic using either slot. Spells Known of 1st-Level and Higher. You know three
1st-level spells of your choice from the divination or necromancy schools. The Spells Known column of the Nightstalker Spellcasting table shows when you learn more divination or necromancy spells of 1st le vel or higher. Each of these spells must be of a level for which you have spell slots.
Whispers of the Dead At 9th level, you may cast speak with dead without without expending a spell slot and even if it is not among your spells known. You may use this feature again after a long rest.
Spirit Companio C ompanion n
For instance, when you reach 10th level in this class, you
At 13th level, you gain a spirit companion, as indicated below. The spirit companion stat block a lready includes
can learn one new spell of 1st or 2nd level. Whenever
your proficiency bonus as a 13th-level character. The
you gain a level in this class, you can replace one of the spells you know with another spell of your choice from
companion obeys your commands as best it can. It rolls
the divination or necromancy schools. The new spell
its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its
must be of a level for which you have spell slots. Spellcasting Ability. Wisdm is your spellcasting ability
for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC
for initiative like any other creature, but you determine
own. Your spirit companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather
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5
Trait curious to the point of distraction. Threaten my friends, threaten me. I stay on alert so others can rest. People see a ghost and fear me. I use that to my advantage. I have a knack for showing up in the nick of time.
6 things.
d6 1
2 3 4 5 6
Flaw
small children possess it. I am bellierent to all strangers, and all people except my nightstalker are strangers to me. Any time is a good time for sinking into the earth. My idea of hello is appearing through someone's torso. I pounce on creatures to tell them how much I want to say hi.
Spirit Bond At 17th level, you have immunity to necrotic damage. You also gain a second spirit companion, whose stats are identical to your first spirit companion.
by Ray Cordova,
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Spirit Companion Medium undead, your alignment
Armor Class 16 Hit Points 45 (10d8) Speed 0 ft., fly 40 ft. STR 7 (-2)
DEX 13 (+1)
CON 10 (+0)
INT 10 (+0)
WIS 12 (+1)
CHA 17 (+3)
Saving Throws Str +3, Dex +6, Con +5, Int +5, Wis +6, Cha +8 Skills any two of your choice Damage Resistances acid, fire, lightning lightning,, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception varies Languages your languages
Horrifying Visage. Each non-undead creature (except for you and any allies you designate) within 60 feet of your spirit companion that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to your spirit companion's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that your spirit companion can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by your spirit companion; your spirit companion then disappears, and the target is incapacitated and loses control of its body. Your spirit companion now controls the body but doesn't deprive the target of Ethereal Sight. Your spirit companion can see 60 feet Into the awareness. Your spirit companion can't be targeted by any attack, Ethereal Plane when it is on the Prime Material Plane, and vice spell, or other effect, except ones that turn undead, and it retains versa. its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed Incorporeal Movement. Your spirit companion can move through target's statistics, but doesn't gain access to the target's other creatures and objects as if they were difficult terrain. It takes knowledge, class feature, or proficiencies. proficiencies. 5 (1d10) force damage if it ends its turn inside an object. The possession lasts until the body drops to 0 hit point, your spirit companion ends it as a bonus action, or your spirit Actions companion is turned or forced out by an effect like the dispel evil Withering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one and good spell. spell. When the possession ends, your spirit companion target. Hit: 22 (4d6 + 8) necrotic damage. reappears in an unoccupied space within 5 feet of t he body. The target is immune to your spirit companion's Possession Possession for the next 24 hours after succeeding on the saving throw or the possession possession ends.
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Sorcerer Sorcerous Origins
understand your own notation and already know how to cast
Different sorcerers claim different origins for their
of the copied spell.
innate magic. Although many variations exist, most of
the spell. You need spend only 1 hour and 10 g p for each level If you lose your libram, yo u can use the same procedure to
these origins fall into two categories: a draconic
transcribe the spells that you have within into a new libram.
bloodline and wild magic.
Filling out the remainder of your libram requires you to find
Academy Magic
new spells to do so, as normal. For t his reason, many academy
Your innate magic comes from the wild forces of chaos that underlie the order of creation. Unlike wild magic sorcerers, you have partially tamed this wild magic learned through some of the arcane displine of wizardry at a sorcerous academy to enhance your natural talent.
Academy Training
sorcerers keep backup librams in a safe place. The
Appearance. Your libram is a unique
compilation of spells, with its own decorative flo urishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection o f notes scrounged together after you lost your previous libram in a mishap.
At 1st level, you have a libram, a sorcerous spellbook. You know one additional spell per spell level, so long as you have at least a short rest once a day to consult your
Academy Sorcerer by Jason Engle
libram. You can swap out spells k nown during a long
Flexible Caster
rest.
Starting at 1 st level you gain access to the Font of Magic feature and you have 1 sorcery point. Your training at
Your Libram The spells that you add to your li bram as you gain levels reflect the arcane research you conduct on your o wn, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Libram. When you find a wizard or
sorcerer spell of 1st level or higher, you can add it to your libram if it is of a level for which you have spell sl ots and if you can spare the time to decipher a nd copy it. Copying a spell into your libram involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard or sorcerer who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your libram using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can cast the spell just like your other spel spells ls.. Replacing the Libram. You can copy a spell from your own
libram libram into another another book book
for exampl example, e, if you want want
to make a backup copy of yo ur libram. This is just like copying a new spell into your libram, but faster and easier, since you
the academy allows you to create spell slots with greater ease than most sorcerers. Use the following table when creating spell slots.
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Creating Spell Slots Spell Slot Level
Metamagic Instructo Instructorr Beginning at 14 th level, you gain another Metamagic
Sorcery Point Cost
1st 2nd
1 2
3rd
4
4th
5
5th
6
option of your choice.
Metamagic Master Starting at 18 th level, the difficulty of applying
Metamagic Apprenti Apprentice ce Starting at 6th level, you may use up to two Metamagic options (three, if used in conjunction with the
Metamagic options to your spells cast is r educed by 1 sorcery point (to a minimum cost of 1 sorcery point). You also gain 2 expended sorcery points whenever you finish a short rest (this feature is in addition to the sorcerous restoration feature).
empowered spell metamagic option) on a spell when you cast it.
Academy of Sorcery by ?
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Earth Magic Your innate magic comes from the wild forces of chaos that underlie the order of creation. Unlike wild magic sorcerers, you are particularly attuned to the primordial magic of the earth.
At 1st level, you have advantage on rolls against forced movement. Earth Sorcerers and Earth Mystics If multiclassing is allowed by your DM, it is possible to be both an earth sorcerer and an earth mystic. I n such a case, the s features. . You have advantage on rolls against forced
movement, ignoring rolls of 1. . The duration is up to 2 days. Stone Womb. You heal a number of hit points equal to (your
Wisdom modifier + your Charisma modifier) x sorcerer level OR mystic level (whichever is higher). Earth Strike. Your damage dealt is 2d8 initially, which then
increases to 4d8. Master of Earth. You may cast passwall cast passwall (even (even if you do not
know or are not normally capable of casting the spell, and only on a stone or earth surface) with a duration of up to 24 hours.
Earth by Chatenoire
Starting at 1st level, you may cast meld into stone (even stone (even if you do not know or are not normally capable of casting the spell) with a duration of up to 24 hours.
Stone Womb Starting at 6th level, whenever you use your embrace feature, embrace feature, you also heal a number of hit points equal to your Charisma modifier x sorcerer level.
Earth Strike Beginning at 14 th level, once on each of your turns, you can cause a creature touching stone or earth you have just damaged, to take an extra extra 1d8 damage. Increase this extra damage to 2d8 at 18th level.
Master of Earth Starting at 18 th level, you gain a burrow speed equal to your current walking speed (and can b urrow through stone) whenever you are underground or indoors.
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Enhancement Magic Your innate magic comes from the wild forces of chaos that underlie the order of creation. Unlike wild magic sorcerers, you are particularly adept at f orcing wild magic into more stable configurations, creating temporary, and eventually permanent magical items.
Sorcerous Prodigy At 1st level, you gain 1 sorcery point.
Improved Enhancement Starting at 6th level, as an action, you may expend sorcery points to grant one or more of th e following, using your relevant stats: Nonmagical Item
Sorcery Point Cost
Armor
2
+2
1 hour
Weapon
2
+2
1 hour
Armor, Weapon, Adventuring Gear
2
One time use of any one 1st level spell known
1 hour
3
One time use of any one 2nd level spell known
1 hour
Enhancement Starting at 1st level, as an action, you may expend sorcery points to grant one or more of the following, using your relevant stats: Bonus
Duration
Bonus
Duration
Nonmagical Item
Sorcery Point Cost
Armor
1
+1
1 hour
Weapon
1
+1
1 hour
Greater Enhancemen Enhancementt
Armor, Weapon, Adventuring Gear
1
One time use of any one cantrip known
1 hour
Beginning at 14 th level, as an action, you may expend sorcery points to grant one or more of the following, using your relevant stats: Nonmagical Item
Sorcery Point Cost
Bonus
Duration
Armor
3
+3
1 hour
Weapon
3
+3
1 hour
Armor, Weapon, Adventuring Gear
1
Double use of any one cantrip known
1 hour
5
One time use of any one 3rd level spell known
1 hour
6
One time use of any one 4th level spell known
1 hour
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Master of Enhancement Starting at 18 th level, as a ritual taking 1 hour, you may expend sorcery points to grant one or more of the following, using your relevant stats: Nonmagical Item
Permanent Sorcery Point Cost
Bonus
Duration
Armor
3
+3
Permanent
Weapon
3
+3
Permanent
Armor, Weapon, Adventuring Gear
1
Any one cantrip known
Permanent
1
Any one 1st level spell known 3/long rest
Permanent
2
Any one 2nd Permanent level spell known 2/long rest
3
Any one 3rd level spell known 1/long rest
Permanent
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Faceless Magic
Faceless Sorcerers
The Faceless Brethren are a dark cult who worship the
Many of the faceless brethren are faceless magic sorcerers,
ancient archmage Maladar an-Desh, former Emperor of
but some are either wild magic sorcerers or shadow sorcerers.
Aurim. They believed that the continent of Taladas is dying and has been ruined following the destruction of the Aurim Empire. The only method of saving the continent is by orchestrating the return of Maladar, who
Blood Magic Starting at 6th level, your physical sacrifice grants you
will resurrect Aurim and bring peace to the land.
insight into the use of blood magic. In a special ritual that takes 10 minutes and using your ritual knife, slaying
The Hooded One
an intelligent humanoid will result in you gaining a
The Hooded One is a statue that was created from black stone and was made in the likeness of Maladar an-Desh, the Emperor of Aurim. The sorcerous ruler had his soul bound to the statue with the magical aid of a dozen archmages, so that
current hit dice. This ritual may not increase your number of sorcery points beyond their normal maximum.
if he was ever killed, his followers could later revive him. To prevent his return, a purge was done across the empire to
Multiclassing
destroy every statue in his image . However, dedicated
Most of the faceless brethren are faceless magic sorcerers, but
worshippers of Maladar kept the statue safe after his death.
at least one of them (the T eacher), was a multiclass circle of
With the Great Destruction, the empire was sundered and the
the land druid/faceless magic sorcerer. The Teacher used his
statue was forgotten.
improved transfer sorcery feature to grant Chovuk of the
The Faceless Brethren can, if they ever recover th e statue, call upon it to aid their spellcasting. Any faceless brethren
Uigan the ability to cast the call lightning spell lightning spell to destroy the walls surrounding the League town of Malton.
within 100 feet of the hooded one can, as a bonus action, draw sorcery points from the statue (roll 1d6 +1 to determine the sorcery points granted). The hooded one has 20 sorcery points,
Improved Transfer Sorcery
recovering all of them at the stroke of midnight.
Beginning at 14 th level, you add the transfer sorcery spell
The Faceless require a sacrifice to join their ranks, a rite of blood where the initiant into the cult self-inflicts numerous wounds on their own faces, carving a way large amounts of flesh, and showing the bone underneath. Their faces are ever after little more than a leering skull, with blazing eyes, a black tongue and long teeth. Upon completing these self-inflicted wounds, the new faceless discards his or her previous identity and adopts a moniker indicative of their role in the Faceless Brethren. Example monikers include, but are not limited to: The Keeper, The Master, The Slayer, The Speaker, The Teacher, and The Watcher.
Pain Tolerance At 1st level, you have a dvantage with Constitution saving throws.
Dark Devotion Starting at 1st level, you have advantage on saving throws against being charmed or frightened.
to your list of spells known. This spell does not count against the number of spells you k now. When using the transfer sorcery spell, spell, you regain transferred sorcery points after a long rest, as normal.
Shadow-Fiend Lord Starting at 18 th level, you add the create shadow-fiend spell to your list of spells k nown. This spell does not count agains the number of spells you k now. When using the create shadow-fiend spell, spell, the duration of your control over shadow-fiends increases to 1 week, and you need only expend the appropriate spell slot(s) to maintain control over any shadow-fiends you have created with the spell.
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Fire Magic Your innate magic comes from the wild forces of chaos that underlie the order of creation. Unlike wild magic sorcerers, you are particularly attuned to the primordial magic of fire.
At 1st level, after casting a fire spell of 1st level or higher, your speed increases by 5 feet, until the beginning of your next turn.
Starting at 1st level, you gain resistance to fire.
Flame Cocoon Starting at 6th level, after casting a fire spell of 1st level or higher, your gain resistance to attacks by wooden weapons or creatures, until the beginning of your next turn.
Fire Strike Beginning at 14 th level, once on each of your turns, you can cause a flammable creature or object you have j ust damaged, to continue to burn for 1d8 fire damage every round for up to 1 minute. Each round af ter the first, the creature or object may make a reflex saving throw against your spell save DC to extinguish itself.
Master of Fire Starting at 18 th level, you gain immunity to fire and your now lasts for 1 minute. Famous Fire Sorcerers (Pyromancers) Palin Majere is probably the most famous pyromancer, having successfully created the Academy of Sorcery in the early years of the Fifth Age. Palin was responsible for creating several famous and no widely-used fire spells, such as
.
Flamespeaker Adept by Lucas Graciano
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Ice Magic Your innate magic comes from the wild forces of chaos that underlie the order of creation. Unlike wild magic sorcerers, you are particularly attuned to the primordial magic of ice.
Icy Lethargy At 1st level, after casting a cold spell of 1st level or higher that damages your opponent, your opponent's speed decreases by 10 feet (to a minimum of 0 feet), until the beginning of your next turn.
Starting at 1st level, you gain resistance to cold.
Cold Snap Starting at 6th level, after casting a cold spell of 1st level or higher that damages your opponent, y our opponent is restrained, until the beginning of your next turn.
Ice Strike Beginning at 14 th level, once on each of your turns, you can cause a restrained (due to your cold snap) creature or object you have just damaged, to become petrified (frozen) for up to 1 minute. Each round after the first, the creature or object may make a reflex saving throw against your spell save DC to thaw and merely become restrained.
Master of Ice Starting at 18 th level, you gain immunity to cold and your cold snap now lasts for 1 minute.
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Makau Magic
Makau and Amaguik
Your innate magic comes from the wild forces of chaos
At the DM's option, a makau player that dies before fulfilling a
that underlie the order of creation. Unlike wild magic
quest can return within 24 hours of his death as an Amaguik.
sorcerers, you are particularly attuned to the primordial
The makau gains all the traits of the Amaguik save for his
magic of your frozen homeland, the Panak Desert.
Intellignce, Wisdom, and Charisma, which remain the same.
Bonus Proficiencies
Ice Walk
At 1st level, you gain proficiency with all simple Beginning at 14 th level, as a bonus action, you gain the ability to teleport from one medium-size or larger patch
weapons.
Shamanism
of ice to another, up to 120 feet.
Starting at 1st level, your affinity for animals and elemental spirits gives you the option to learn some
Ice Form
non-sorcerer spells that focus on those creatures. When your Spellcasting feature lets you learn a sorcerer spell
Starting at 18 th level, you can spend 3 sorcery points to transform yourself into an ice form as a bonus action. In
of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell
this form, you have resistance to all damage, except fire damage. You remain in this form for 1 minute.
list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Spell Level
Spell
1st
Animal Friendship Friendship
1st
Speak with Animals
2nd
Animal Messenger Messenger
2nd
Beast Sense
3rd
Conjure Animals
4th
Conjure Minor Elementals
Amaguik Guardian At 6th level, you gain the ability to call forth a semitransparent half-man and half-wolf creature to protect you and harass your foes. As a bonus action, you can spend 3 sorcery points to summon an Amaguik. The Amaguik uses a winter wolf's statistics with the following changes: The Amaguik is size medium. It can move through other creatures a nd objects as if they were difficult terrain. The Amaguik takes 5 force damage if it ends its turn inside an object. At the start of its turn, the Amaguik automatically knows its target's location. If t he target was hidden, it is no longer hidden for the Amaguik. It's cold breath attack can only target a single creature it has hit with its bite. If you spend an additional sorcery point, the Amaguik remains for 24 hours. At 14th level, you may have up to two Amaguik at one time. At 18th level, you may have up to three Amaguik at one time.
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Summoning Magic Your innate magic comes from the wild forces of chaos that underlie the order of creation. Unlike wild magic sorcerers, you are particularly attuned to the primordial magic of summoning.
Summoner At 1st level, add the conjure least elemental, conjure minor elementals, and conjure elemental spells elemental spells to your list of sorcerer spells known. These spells do not count against your total number of spells known. Once you are of the proper level, you may cast any one of these spells without expending the appropriate spell slot. Once you do so, you may not use this feature again until after a long rest.
Teleporter Starting at 1st level, you add the dimensional slide cantrip to your list of cantrips known. This cantrip does not count against your total number of cantrips known.
Teleporting Step Starting at 6th level, as a bonus action, you may expend 1 sorcery point to cast misty step without step without expending a spell slot. Misty step can step can affect one willing creature within 5 feet of you.
Teleporting Jump Beginning at 14 th level, as a bonus action, you may expend 1 sorcery point to cast dimension door without without expending a spell slot. Dimension door affects affects one additional willing creature (for a total of 2 willing creatures).
Master of Conjuration and Teleportation Starting at 18 th level, your summoner feature is useable for each one of the spells listed and is available again after a short rest. As a bonus action, you may expend 1 sorcery point to cast teleport without without expending a spell slot. Teleport affects unwilling creatures, who must succeed against your spell save DC to r esist being teleported against their will.
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Wizard Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping
actual level, thus the same wizard above would not have any 2nd-level spell slots.
Spell Knowledge Starting at 6th level, each time you gain a wizard level, you add three spells to your spellbook, rather than two. You add another cantrip to your list of cantrips known (for a total of 5).
them into eight categories called schools, as described in chapter 10 of the PHB. In some places, these traditions
Ritualistic Caster
are literally schools; a wizard might study at the School of Illusion while another studies across town at the
Beginning at 10th level, you add the ritual tag tag to the following spells: spells : mage armor, alter self, self, gaseous form,
creation . School of Enchantment. In other institutions, the schools polymorph, creation. are more like academic departments, with rival faculties competing for students and funding. Even wizards who
Spell Mastery
train apprentices in the solitude of their own towers use
Starting at 14th level, you have achieved such mastery
the division of magic into schools as a learning device,
over certain spells that you can cast them at will. Choose
since the spells of each school require mastery of
a 1st-level wizard spell and a 2nd-level wizard spell that
different techniques.
are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you
School of the Abaqua Abaquan wizards are steeped in the oldest wizardry practiced on Krynn, that of the Irda. Wizards of the Abaquan School have an understanding and mastery of wizardry unmatched on Krynn, and perhaps even
have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both o f the spells you chose for different spells of the same levels. This feature is identical to the feature of the same
beyond.
name all wizards receive at 18th level. Should you reach
High Sorcery Savant
18th-level, that class feature alters so that you may
Beginning when you select this school at 2nd level, the
spellbook to be cast at its lowest level without
gold and time you must spend to copy any spell into
expending a spell slot when you have it prepared.
your spellbook is halved.
Non-Irda Abaquan Wizards Given the reclusive nature of the Irda, Abaquan wizards are almost all members of that race. Exceptions exist, however, such as the Nzunta, who were once Irda. In your campaign, it is certainly possible that another of the yo unger races of Krynn were, much like Usha, raised by the Irda and then indoctrinated in their magical practices.
Spell Power Starting at 2nd level when you select this school, for the purposes of spell slots, you are treated as t hough you were one level higher. For example, at 2nd-level, you have four 1st-level spell slots, rather than three. This feature does not allow you to c ast spells beyond your
select a single 3rd-level wizard spell that is in your
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School of Chronoman Chronomancy cy
The creature must use the new result. You must then finish a short or long rest befo re using this ability again.
boards) The school of chronomancy focuses on the manipulation of time to the advantage of the caster. Called chronomancers, members of this school are extremely rare on Krynn, counting most of their members from highly-ranked Wizards of High Sorcery.
Chronomancy Savant Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved. Additionally, the time you must spend preparing a ritual is also halved.
Hand of Time Starting at 2nd Level when you select this school, whenever you succeed at an attack roll (with a spell) against a creature, you may forgo dealing damage and instead cause the creature to lose its move.
Time Burst Starting at 6th level, your temporal powers seem to stretch time around you, granting you a bonus action during each of your turns in combat. This bonus action can be used only to tak e the dash, disengage or dodge action.
Temporal Displacement Beginning at 10th level you can use an action to force a single creature or object within 30 feet into the near future. If the target is a creature it must be medium size or smaller. If the target is an object is must be unattended and weigh no more than 300 lbs. To use this ability, you must expend a spell slot, which sets the save DC to resist this effect. If the target is unwilling, it must make a Wisdom saving throw against a DC equal to 8 + your Intelligence modifier + the level of the e xpended spell slot. On a failed save the target disappears for 1d4+1 rounds then reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Fate Shift Starting at 14th level, you can alter the fate of one living creature that you can see. After the results of a been determined, you may use a reaction to force that creature to reroll that attack roll, ability check or saving throw with your choice of advantage or disadvantage.
Gateway by Larry Elmore
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School of Devastation The school of devastation is a uniquely hobgoblin institution of wizardry, focusing on a simplified form of evocation magic that is concerned only with results. This Academy of Devastation names its practitioners as devastators.
Arcane Advantage Starting at 2nd level when you select this school, once per turn, you can deal an extra 2d6 damage to a creature that you hit with a damaging spell attack if that target is within 5 feet of your ally and that ally isn't incapacitated.
Army Arcana Starting at 6th level, when you cast a spell that causes damage or that forces other creatures to mak e a saving throw, you can choose yourself and a ny number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Improved Arcane Advantage Beginning at 10th level, the da mage you deal with arcane advantage increases to 4d6 damage.
Enlarged Army Arcana Starting at 14th level, the area of effect of your damaging spells is doubled. For example, fireball now deals damage in a 40-foot-radius sphere and ice storm affects a 40-foot-radius, 80-foot-high cylinder.
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School of High Sorcery The school of high sorcery is the oldest continuous magical organization on the face of Krynn. Its Wizards of High Sorcery are both renowned and feared for their mastery of the Art.
High Sorcery Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell favored by your Order into your spellbook is halved.
Favored Schools by Order of High Sorcery Order
Black Robe
Favored Schools
Enchantment, Necromancy
Red Robe
Illusion, Transmutation
White Robe
Abjuration, Divination
Specialists Many high sorcerers choose to become specialists, and m ust select one of the two favored schools by Order. These high sorcerer specialists gain all the class features of a specialist in that school, as indicated in the Player's Handbook. Non-specialist high sorcerers have a cho ice between gaining the class features indicated below, or selecting the lore mastery school.
3rd Order Starting at 2nd level when you select this school, you gain an extra 1st level spell slot, which must be used with a spell from a school favored by your Order.
2nd Order Starting at 6th level, you gain an extra 2nd level spell slot and an extra 3rd level spell slot, which must be used with a spell from a school favored by your Order.
1st Order Beginning at 10th level, you gain an extra 4th level spell slot and an extra 5th level spell slot, which must be used with a spell from a school favored by your Order.
Master Starting at 14th level, you gain an extra 6th level spell slot and an extra 7th level spell slot, which must be u sed with a spell from a school favored by your Order.
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School of Nature
Nature Spells The following spell list is used in place of the standard
The school of nature is built on an intuitive understanding of nature. Natural wizards deal with
spells may be added to this lis t.
spells that affect nature and sometimes the elements.
Cantrips (0 Level)
They can learn some spells outside of this area, but certain spells especially ones that create mechanical
into your spellbook is halved.
Acid Splash Chill Touch Dancing Lights Fire Bolt Light Mending Poison Spray Prestidigitation Ray of Frost Shocking Grasp
Natural Recovery
1st Level
and unnatural results - are denied to them.
Natural Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a nature spell
meditation and communing with nature. During a short
Animal Friendship Burning Hands Disguise Self Find Familiar
rest, you choose expended spell slots to recover. The
2nd Level
spell slots can have a combined level that is equal to or
Animal Messenger Darkness Moonbeam Spider Climb
Starting at 2nd level when you select this school, you can regain some of your magical energy by sitting in
use this feature again until you f inish a long rest.
Natural Stride
3rd Level
checks when in a natural environment.
Conjure Animals Daylight Plant Growth Water Breathing Wind Wall
Natural Resistance
4th Level
Starting at 6th level, you may move through nonmagical difficult terrain at no extra cost. In addition, you have advantage on Dexterity (Stealth)
Beginning at 10th level when you and/or one creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to yourself and/or the creature against that instance of the damage.
Starting at 14th level, as an action, one beast, plant creature, or elemental that can see you within 3 0 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute. While it is charmed by you, it is friendly to you and other creatures you designate. feature, you can take a bonus action on your turn to verbally command what that creature will do on its next in until you finish a long rest.
Conjure Minor Elementals Conjure Woodland Beings Control Water Fire Shield Hallucinatory Terrain Polymorph Stone Shape Wall of Fire
5th Level Cone of Cold Conjure Elemental Hold Monster Wall of Stone
6th Level Chain Lightning Move Earth Sunbeam Wind Walk
7th Level Fire Storm Plane Shift Reverse Gravity
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8th Level Control Weather Earthquake Incendiary Cloud Tsunami
9th Level Shapechange True Polymorph
Woodlands by Jonas Dero
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School of the Maker The order of the makers are t he artisan-priests of the nylgai hadirnoe or scorned dwarves of the OdderRhing. Though technically wizards, the makers function as masters of magical construction and a re the religious core of their underground-dwelling folk.
Restriction: Mountain dwarves only Only mountain dwarves can be maker wizards, as it isn't merely a profession, but a way of life specific to the deep-dwelling mountain dwarves of the OdderRhing. Your DM can lift this restriction to better suit the campaign. The restriction exists for Dragonlance. It version of Dragonlance.
Improved Darkvision Beginning when you select this school at 2nd level, your darkvision increases to 90 feet in radius.
Artisan-Priest At 2nd level, when crafting items, you do so in 10-gp increments. This increases to 20-gp increments when crafting items of stone or metal. Since you have devoted your life to the three Earth Powers: Ferros, Auros, and Orgentos - the givers of earth's magical power, you have expertise with the Arcana and Religion skills.
Maker Beginning at 10th level, you can now attune to up to four, rather than three, magic items at a time. You gain a bonus to melee damage equal to the number of magic items you have attuned to. In a 1 hour ritual, you can create permanent magical items in exchange for spell slots.
Backgrounds and Feats Many maker wizards choose the acolyte background, to represent their religious role in sco rned dwarf society. Other
Magic Item
Permanent Spell Slot Cost
Rare
1 3rd level and 1 4th level
Very rare
1 4th level and 1 5th level
makers choose the guild artisan background to emphasize their smithing aspect.
Master Maker
More than a few makers choose the heavily armored feat, given the martial nature of their conflict with the deepdwelling disir.
Apprentice Maker Starting at 6th level, you gain a bonus to melee weapon
Starting at 14th level, you can now attune to up to five, rather than four, magic items at a time. You gain a bonus to Strength and Constitution saving throws equal to the number of magic it ems you have attuned to. In a 1 hour ritual, you can create permanent magical items in exchange for spell slots.
attacks equal to the number of ma gical items you have attuned to.
Magic Item
Permanent Spell Slot Cost
Legendary
1 6th level and 1 7th level
In a 1 hour ritual, you can create permanent magical
Artifact
1 8th level and 1 9th level
items in exchange for spell slots. Magic Item
Common Uncommon
Permanent Spell Slot Cost
1 1st level 1 2nd level and 1 3rd level
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School of the Renegade Hunter Keeping arcane magic out of the hands of those who would abuse it (and punishing those who do) is a charge that the Orders of High Sorcery take very seriously. Across Ansalon, those who carry out the task of locating and dealing with defiance of the C onclave are the renegadehunters. Working alone or in small groups, armed with tightly held rituals of power designed to counter or eliminate the threat of rogue wizards, renegade hunters fulfill their responsibilities to the Conclave with a measure of dedication that few other Wizards of High Sorcery can match.
Investigator Beginning at 10th level, you add the detect thoughts spell to your spellbook, if you did not already know the spell, and it is always con sidered prepared. In addition, you may ca st the spell without expending a spell slot, and when doing so increase the duration to up to 10 minutes. You regain the use of this feature after a long rest.
Lunar Interdiction Starting at 14th level, the her cause affords her greater power against other wizards. As a standard action, she may choose to temporarily reduce her own spellcasting level in order to reduce the spellcasting level of a single target wizard
Beginning when you select this school at 2nd level, you gain proficiency with sickles.
Multiclass Renegade Hunters
within 30 feet by the same amount. Neither spellcasting level may be reduced below 0. Any prepared spells that could not be cast at the reduced spellcasting level been cast. As well, any currently active spells with a
All renegade hunters are wizards, though not always exclusively. Some have experience as fighters, the better to handle aggressive opposition from their quarry. Ot hers have
at the reduced spellcasting level automatically fail. The effect lasts for a number of rounds equal to
experience as rogues or rangers, making use of tracking and stealth to find renegades where they hide. With t heir
be voluntarily ended by the renegade hunter at the
dedication to law and their commitment to the Gods of Magic, end of her turn as a bonus action. renegade hunters rarely (if ever) arise from the barbarian or divine spellcaster ranks.
Lunar Ward Starting at 2nd level when you select this school, as a reaction, you may make a melee attack using a sickle, in an attempt to parry a spell targeted at you. If the melee attack succeeds against a DC equal to 10 + the spell's level, the spell has been harmlessly redirected (choose a target within range of the spell, other than the original caster). If you roll a natural 20 with your attack, you may target the original caster. You regain the use of this feature a fter a long rest.
Lunar Rebuke Starting at 6th level, you add the counterspell spell spell to your spellbook, if you did not already know the spell, and it is always co nsidered prepared. In addition, you gain a bonus to your Intelligence check when using counterspell equal equal to you Strength modifier (minimum 1).
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Corva of the Black Medium humanoid (human), lawful evil, fighter 1/rogue 1/black robe renegade hunter 10
Armor Class 15 (+1 studded leather) Hit Points 91 (1d10 + 1d8 + 10d6 + 36) Speed 30 ft. STR 16 (+3)
DEX 14 (+2)
CON 16 (+3)
INT 18 (+4)
WIS 13 (+1)
CHA 17 (+3)
Saving Throws Str +7, Con +7 Skills Arcana +8, Deception +7, Insight +5, Perception +9, Stealth +10 Senses passive Perception 19 Languages Common, Elvish Challenge 7 (2,900 XP) Fighting Style - Two-Weapon Fighting. As the fighter ability of the same name. Second Wind. As the fighter ability of the same name. Expertise. Double proficiency bonus with perception and stealth. Sneak Attack. +1d6 damage 1/turn. Lunar Ward. As the renegade hunter ability of the same name. Lunar Rebuke. +3 to counterspell . Investigator. As the renegade hunter ability of the same name. Spellcasting. Corva is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Corva has the following wizard spells prepared:
Cantrips (at will): chill touch, light, mage hand, shocking grasp, true strike 1st level (4 slots): disguise self, magic missile, shield, silent image 2nd level (3 slots): alter self, blindness/deafness, blindness/deafness, detect thoughts 3rd level (3 slots): blink, counterspell, dispel magic, fly, gaseous form 4th level (3 slots): dimension door, fire shield 5th level (2 slots): dominate person, scrying
Actions Mage Slayer Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage. Longsword. Melee Weapon Attack: +7 to hit, hit, reach 5 ft., one one target. Hit: 8 (1d8 + 3) slashing damage.
Equipment Goggles of Night Corva of the Black is a high-ranking renegade hunter in t he Orders of High Sorcery. Though closer to her fourth decade she iis an accomplished wizard. Hailing from Neraka, Corva was introduced to wild magic when a sorcerous Knight of the Thorn casually slew her parents on their farmstead, all over some perceived slight. Ever since that childhood moment, Corva has had great loathing for those who recklessly use magic, flaunting the authority of the Orders. She now spends the majority of her time wandering the lands of the New Sea, bringing in (or slaying) wizards that have rebelled against the newly-reformed Orders as well as sorcerers of all stripes.
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School of the Winternorn Among the Ice Folk of the southern reaches of Ansalon, the art of arcane magic is practiced by a small number of ice wizards known as winternorns. The harsh
Ice Attunement Starting at 2nd level when you select this school, you gain resistance to cold damage.
Ice Magic
environment breeds mages who are not only attuned to the icy climate, but who a re permitted to see into the
Starting at 6th level, you may change the damage dealt
fog-shrouded distance of the River of Time, catching
by any spell you know to cold damage.
brief
te. In that land of
perpetual snow and ice, the winternorn is both feared and respected.
Wyrd Beginning at 10th level, A winternorn becomes aware of
Ice Magic Savant
eddies and currents in the River of Time created by the
Beginning when you select this school at 2nd level, the
lives of mortals. This grants her brief and intense moments of insight. Once per day, the winternorn gains
gold and time you must spend to copy a spell that encompasses cold and ice is ha lved.
advantage on any Initiative, Intelligence skill check, or Wisdom (Insight) check. Her use of the ability increases to twice per day at 14th level.
Ice Sorcerers
Master
During the early decades of the 5th Age, many sorcerers in Ice Wall Glacier continued the tradition of ic e magic. Such sorcerers often chose the Ice Magic sorcerous origin detailed previously.
Starting at 14th level, you gain immunity to cold damage.