Imaginary Island Mods (
imaginarymods) wrote2020-05-28 04:36 pm
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Paths

PATHS, ADVANCED PATHS, & HOW TO MAGIC
NUTS & BOLTS
What are paths?
Paths are analagous to classes in D&D proper. Put simply, they are categories that describe a character's specializations of knowledge, skills, magic, and overall attributes. Each path is very different, with some heavily focused on physical strength and some focused almost exclusively on magic, but each is unified around a central idea. More information on each path can be found in their individual sections below.What kinds of paths can I have?
You may choose any combination of the following:How are paths used in game?Regardless of which option you take, your maximum number of path actions will always be 20.
- OPTION A: The full 10 path actions from one basic path + the full 10 path actions from another basic path
- OPTION B: The full 10 path actions from one basic path + 5 path actions from a second basic path + the full 5 path actions from an advanced path
Please note that we have made adjustments to the prerequisites for choosing advanced paths. Basically: there aren't any. All we require is that you note in your claim which advanced path, if any, you are choosing and why you've chosen it for your character. Matching archetypes are no longer necessary, as we'd rather people just pick something they're excited to play around with.
If you are bringing a character in from Balance and would like to change up their paths, whether basic or advanced, you are more than welcome to do so! Just make a note in your claim what the character's paths were and what you're changing them to.
There are a few ways paths function ICly! They can be used in threads, in RNG, and in CTAs.What are (M) and (P)?
Path actions can be used in threads in a variety of situations. Exploring the setting and interacting with PCs/minor NPCs are good places to use path actions independently in threads. The rule of thumb is, if the result of use of a path action would have more to do with flavor or interpersonal interaction rather than metaplot, it's all you, baby!
When submitting an action in the RNG thread that will be provided in every log, you can use path actions to influence the results of your RNG. Both your character's overall path(s) and individual path actions used will have a result on the outcome. For example, if your character is a Bard performing the path action Bardic Inspiration, both the path and path action will have an effect on their success. More on this under What are archetypes? below.
CTAs (or Calls to Action) are the final setting in which paths are useful. Just as CTAs are in some ways similar to RNG but larger and more collaborative, so are paths and path actions in the CTA setting. Your character's path(s) and path actions used will be combined with the paths and path actions used by other characters in their CTA team, culminating in a number of bonuses for their specific mission — and with any luck, magnificent successes!
At the beginning of many path actions, you'll see (M) or (P). These denote either magic or permission. Magic is simple, of course: that means it's a spell! The reason we have this marked is to differentiate such path actions from purely mechanical or physical path actions.How does magic work? Is it exactly like in D&D?
Path actions marked (P) can potentially be used on other PCs and would require a player to obtain OOC permission from the other player before using. The use of such path actions without OOC permission is not acceptable. Please stay amazing and stay sensible regarding other players' wishes.
Nope, it's not! The reason for this is that the D&D system in all its complexity just wouldn't work in a setting like DWRP. As a result, we've made an effort to streamline and simplify. Here are some key features of how magic will work in Island, some similar to D&D and some different.What are archetypes & how are they used?
- There are no restrictions on using multiple spells at once unless otherwise stated in a path action.
- Magic requires verbal and/or somatic components to perform. Examples of somatic components include gestures or other movements. However, there are no requirements for physical ingredients to make magic work — no eye of newt, etc.
You'll notice that each of the 15 basic paths have an abbreviation of three letters beside them. These signify that path's archetype. The archetypes are as follows:There's a term on this page I don't understand.Archetypes can be extremely useful in navigating both RNG and CTAs. Your archetype provides an automatic +1 modifier to any roll that falls under the auspices of that archetype. In other words, a Bard trying to talk their way into an exclusive party would get +1 on that roll due to their CHA archetype. Archetype modifiers can also stack up to +2, so two Bards could team up for a +2 CHA on getting into that party. We encourage you to be creative in using archetypes to get those sweet sweet bonuses!
- CHA: Charisma (Bard, Sorcerer, Warlock)
- DEX: Dexterity (Dancer, Ranger, Rogue)
- INT: Intelligence (Chemist, Merchant, Wizard)
- STR: Strength (Barbarian, Fighter, Paladin)
- WIS: Wisdom (Cleric, Druid, Monk)
Please note that when submitting for RNG and CTAs, you must provide the paths of all characters involved. This is to facilitate mods using archetype-specific bonuses and keeping track of path-specific skills.
That's okay! While we have tried to keep everything as D&D-jargon-free as possible for those who aren't familiar, a few things did have to stay. If you're confused by a paths-related term, there's a very good chance you can find it in the Glossary. If it's not, or if you have a more general question, please drop us a line on the FAQ. Our goal with paths and path actions is to provide a D&D lite experience without making everyone memorize a bunch of handbooks, so if anything is unclear or confusing, we want to hear about it!
BASIC PATHS
BARBARIAN (STR)
Barbarians are the lone wolf fighters of the group. They run off ahead into skirmishes without hedging their bets, believing that the will of their strength alone will help them change the outcome of the battle.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
◈ RAGE.
You can enter a state of pure frenzy, increasing your physical strength for 10 minutes. While under the effects, you act recklessly and are unable to control your anger or remain calm during the duration. You get +2 to all STR-related rolls in this state. At the end, you become tired and your movement speed is cut in half until you take a rest.
◈ DANGER SENSE.
You gain a keen sense of danger, having a gut feeling when an area is considered hostile or when a conversation is about to take a wrong turn. When your party fails a roll that puts them in danger, if you are able and willing to act, you can add +2 to the roll’s results to mitigate the damage by stepping in and acting quickly.
◈ CALL THE HUNT.
(M) (P) The beast within grows so powerful that you can spread its ferocity to your allies. When you enter a Rage, choose up to 3 willing creatures within 30 feet of you. These creatures are able to perform the Rage path action until your Rage ends. Call the Hunt can be performed once per day.
◈ INDOMITABLE MIGHT.
Even at the brink of death, you can continue fighting with the same strength you would have as if you were perfectly healthy. When a failed roll will result in your death, you are allowed a final action before dying. Depending on the complexity of the action, this final action will either be given an auto-pass or rolled with Advantage per mod discretion.
◈ SPIRIT SHIELD.
Once per day, you can summon a spectral animal to take a blow for you. It can take the form of any standard non-extinct Earth animal, and a squirrel will shield you just as well as an elephant. Once it has shielded you, the spectral creature will dissipate.
◈ RECKLESS PROTECTION.
Your desire to protect your companions powers you and protects them. When rushing off into battle without backup to protect someone, your determination renders you immune to charms, poison, or paralysis until you reach your target. You place yourself between them and danger, taking half of any damage that would be done to them onto yourself. You can maintain this state for 1 minute after arriving at your target’s side.
◈ AURA.
(M) You learn to transform your rage into a mantle of primal magic that constantly swirls around you. The effects of this aura depend on your chosen environment.
- Desert: Your body permanently runs warm. Once per day, you can set your weapon on fire, causing it to do additional damage to your target. You become resistant to fire damage, taking only half of its effect.
- Sea: Your body permanently smells as if the ocean is all around you. Once per day, you can cause lightning to strike in a line from a designated point within 30 feet straight towards your weapon. When attacked with bludgeoning, piercing, or slashing damage, water appears at the site to soften the blow and reduce damage taken by half.
- Tundra: Your body permanently runs frigid. At will, your strikes cause your enemy's limbs to slow as if they've been struck by a freezing effect, shortening their speed by half. Once per day, you can push your aura outwards in a direction of 30', creating difficult terrain that slows all creatures within it. This effect does not stack with your freezing strike.
- Forest: Your eyes permanently turn a deep shade of green that subtly glows. At will, you can swing your weapon and cause a gust of wind to blow from a direction you'd like, up to 30mph. Once per day, you can use vines to restrain a creature within 30 feet of you.
◈ ASPECT OF THE BEAST.
You can spend 10 minutes attempting to wrestle a large-sized animal such as a bear into submission. Should you win, the animal will follow you around for 24 hours before leaving and will be friendly to you if you meet it again. Success or failure is at player discretion unless the beast in question is plot-relevant.
◈ FAST MOVEMENT.
Your walking speed is double that of a regular person, and your run speeds can match top-tier Olympic runners. You get +1 on rolls involving walking or running speed. You are able to walk normally in difficult terrain that would slow others’ speed by half.
◈ INTIMIDATION.
You have a naturally intimidating presence. It's very easy for you to frighten someone through your words or actions — either intentionally or unintentionally, at player discretion! You get +2 to rolls related to intimidation.BARD (CHA)
True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.
Only rarely do bards settle in one place for long, and their natural desire to travel — to find new tales to tell, new skills to learn, and new discoveries beyond the horizon — makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.
Armed with not much more than the clothes on their back, bards use their instrument to focus their magical capabilities to deafen, shock, and control the world around them.
◈ BARDIC INSPIRATION.
You can perform to increase the morale of your teammates. Additionally, you are adept at utilizing an instrument of your choice. Playing this instrument nets you free room and board at an inn, and can help earn you followers that might offer you information. Team up with a Dancer and maybe you can get an even swankier place! When used to support your party members in RNG, this action adds +2 to a roll.
◈ PRODIGY.
You have a natural knack for learning new things. Whenever you come across something you don’t know how to use, you are quick to figure out its intended function. You also learn technical skills more quickly and find it easy to retain general knowledge related to a wide variety of things — you’re great to have around for trivia night! The first time you use any skill, you gain a +2 modifier. With success on the roll, you may get a bonus using that skill at a later date (per mod discretion). Note that while you’re great at picking up on new skills, this is limited only to the knowledge component of a skill, so you can’t become physically stronger or faster more quickly with this path action.
◈ MINOR ILLUSION.
(M) You are capable of creating an image with magic no larger than a 5ftx5ftx5ft cube. The image cannot move, and if someone passes their hand through it, they discover that it's an illusion.
◈ HEALING WORD.
(M) You can heal a target within 60ft of you by performing. Casting a spell this way heals minor surface injuries like scrapes and bruises, and can take some of the edge off of more significant injuries. You can do a longer performance to further mitigate major damage, but you’ll be standing there performing for quite a while and you’ll eventually get fatigued. You cannot completely heal severe injuries like broken bones or damage to internal organs with this spell in one sitting.
◈ MESSAGE.
(M) You can use magic to send a telepathic message to anyone you can see. The target can reply back in a whisper that only you can hear.
◈ PRESTIDIGITATION.
(M) You can use magic to create a variety of minor magical effects:
- You can create an instantaneous, harmless sensory effect, such as the sound of footsteps, the fragrance of a rose, or a dusting of magical sparkles.
- You are able to change the taste of food, such as causing a delicious steak to taste like a lemon tart or causing an apple to taste fermented and rotten. However, you must have some familiarity with the taste you are imbuing the food with to do this successfully.
- You can light or snuff small flames such as those of candles, torches, and small campfires.
- You can clean clothes. Never worry about laundry day again!
- You are able to create a moving illusory effect which can fit in the palm of your hand, like a small bird flapping its wings.
- You are able to summon nonmagical handheld trinkets for a duration of up to 10min. You can try to summon a specific object or simply hope for something useful to the situation you’re in. However, this skill has a roughly 50% chance of failure; you may end up with something silly or useless for your situation, depending on your roll. If you’d like to roll for this aspect of Prestidigitation for use in threads, feel free to use a preset DC of 10 to try your luck!
◈ DISGUISE SELF.
(M) You can use magic to alter your appearance with an elaborate illusion for a maximum duration of 30 minutes. This illusion is thorough and can even change the sound of your voice (though it doesn’t have to.) However, it can be detected by magical means, and your physical shape is still unchanged beneath it — so if you’re disguised as someone taller than you, be careful that no one sticks their hand through your illusory head! And don’t try to pick anything up with the extra limbs you’ve made to look like a tentacle monster; it’ll go right through the illusion.
◈ SLEEP.
(M) (P) You can perform a magical lullaby that puts a creature to sleep. You can target yourself with this spell if you wish. The target is still susceptible to being awoken by things that would normally wake someone from sleep (so if you attack them, they’ll probably wake up). When used on an enemy, Sleep has a maximum duration of 30 minutes. However, when used with intent to help and a sense of empathy, there is no maximum duration and the target will sleep until they wake up naturally.
◈ FEATHER FALL.
(M) You can use magic to slow the fall of one target you can see (this includes yourself.) This enables them to land on their feet without injury even if they’ve fallen from a great height.
◈ VICIOUS MOCKERY.
(M) (P) You can use magic to cause psychic damage to your enemy with a sick burn. Your words become your weapon. Intensity can vary, depending on what you come up with and how much oomph you put into it when you say it!CHEMIST (INT)
Masters of the tincture, chemists are the suppliers of the world's greatest apothecary shops. They learn from the natural world around them, studying plant and enemy alike in order to concoct and create various alchemical substances that will perform small miracles. The practice takes years to master, but a chemist wandering into town is a hotly sought-after commodity for their medical expertise. Some perform their role in acts of true altruism, scholars in nature who only look to provide succor to the suffering and advance their understanding of the natural world around them. Others sell their wares to those in need and pocket the difference in order to adventure onward and discover new reagants.
Chemists view adventures as learning experiences. They come to battle prepared with the ability to remove toxins and restore health to comrades who are on the brink of death. Don't ever take one for granted, however, as any chemist worth their wit must understand the properties of poisons and how to make them in order to remove them. Armed with that knowledge, they're likely to look at nightshade and realize its potential quite quickly.
◈ CONCOCT.
(M) You have the ability to combine reagents together to make a range of basic potions. With this, you are able to make minor healing potions and potions that provide a +1 to any ability check related to an archetype (STR, DEX, etc) when consumed. This can also be used to explore new recipes for more specific or advanced potions, as requested by the player; if you roll a success while attempting to make a potion of fire resistance, for example, this recipe can be added to your permanent repertoire and does not need to be rolled for in the future. Failure while attempting a new recipe may produce an unexpected result!
◈ HERBALISM.
When studying a plant, you can usually figure out its properties and potential uses as an ingredient in potion-making. This includes medicinal usages.
◈ INQUIRE.
(P) You are naturally adept at talking to people and getting them to open up to you. Townfolk are more likely to trust you and give you the answers you seek. You gain a +2 for investigation rolls while talking to locals.
◈ POISON TIP.
(P) You are capable of concocting a poison which, upon absorption into the bloodstream, causes total body paralysis for 1 minute and intermittent tingling or numbness for 5 minutes after the paralysis wears off. This poison is most effective when applied to a weapon, though ingestion will cause the same effects.
◈ LOVE PHILTER.
(M) (P) You know how to concoct Harshnag’s Love Potion #9, sometimes referred to as “Cupid in a bottle.” Consuming this potion will cause someone to fall in love with the first person they see or otherwise interact with for 30 minutes. How this affects their behavior varies depending on the person, but the intensity of the feeling is debilitating no matter how it manifests.
◈ CAREFUL HANDS.
Your experience with the volatile process of potion-making has drastically improved your fine motor skills, even under pressure. You get a +1 to DEX rolls related to fiddly detail work; tasks like threading needles and evenly applying winged eyeliner, for example, are very easy for you.
◈ DRAUGHT OF UNDEATH.
(M) You can brew a necromantic tincture of herbs. Pouring this over a set of bones animates them for 30 minutes and allows them to function as a moving skeleton. This skeleton does not have intelligence of its own and must be directed to do simple tasks. It cannot talk or otherwise communicate complex ideas, though it can be directed to respond to hearing your commands (e.g. “Give me a thumbs-up if you can hear me.”) If not directed to do anything, it will simply follow you around. The set of bones does not have to be a complete set, but be aware that something like a missing leg bone will pose the same difficulties as a living creature missing a leg.
◈ FRIENDS.
(M) (P) You can use magic to force a target to become friendly towards you for up to 10 minutes. Once you’ve used this, the target knows it’s been used on them and may become hostile towards you after it wears off.
◈ MOLD EARTH.
(M) You can use magic to change the shape of a roughly 5ftx5ftx5ft cube of mud or stone within 30ft of you. This includes manmade stone composites such as brick and concrete as well. Earth enchanted with this spell holds its new shape for 10min before returning to its original shape.
◈ ABSORB ELEMENTS.
(M) Once per day as a reaction to taking any magical damage besides force damage, you can use magic to halve that damage and draw the element of the received attack into your body. Your next physical attack will be imbued with this element and will deal appropriate magical damage in addition to its physical damage. So, you can throw a fire punch or slice something with a lightning sword! Among other things.CLERIC (WIS)
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
◈ CHANNEL DIVINITY.
(M) Up to 3 times per day, you can utilize the divine power of your deity to cause one of the following effects:
- Purify: You can remove curses from desecrated people or objects. One use allows you to purify many small, inconsequential objects such as pebbles, but only one valuable artifact or person.
- Bless: You can create holy water, up to one quart per use of this ability. This both blesses it and cleanses it of impurities to make it suitable for drinking or medical applications.
- Turn Undead: Invoking the holy scripture of your deity causes minor undead around you to flee.
- Healing Aura: You take on a divine aura for up to 1 hour which causes your body to produce a very faint warm glow. This aura speeds up the natural process of healing injury and fatigue for you and any party member within 10ft of you. This can be used in battle to minorly mitigate the effects of injury and fatigue, or used during a rest to allow you and your party members to recover in a shorter amount of time.
- Divine Favor: You can request a minor special favor from your deity for the situation at hand. This manifests in a unique way appropriate to your deity and your relationship with them (for example, receiving a vision of a possible death from a deity that presides over death,) and can be varying degrees of helpful, depending on how well you roll. An exceptionally low roll on this may cause you to become overwhelmed by such direct contact with your deity’s divine knowledge.
◈ CURE WOUNDS.
(M) By touching a target, you can heal significant injuries such as compound fractures and internal bleeding. This also cures them of magically inflicted statuses like poison, paralysis, and disease, and significantly lessens fatigue. The target will experience lingering soreness at relevant sites after they are healed, but hey, it’s better than the alternative!
◈ SACRED FLAME.
(M) You can create a ball of radiant energy in your hand which resembles a white flame. This can be used as a source of light or can be thrown up to a distance of 30ft to inflict radiant damage on a target. You can also use it to essentially “set fire” to desecrated grounds up to 15ftx15ft and purify them, though the overall success of this depends on a roll and may cause damage to the cursed surroundings. This does not purify specific objects within the area which may have been cursed.
◈ SPARE THE DYING.
(M) If a person has suffered fatal damage and is on the brink of death, you can use magic to instantly heal only the particular damage that would kill them. This has a range of 10ft. Should fatal injury occur as the result of a failed roll, a willing and able Cleric may step in to prevent the death that would otherwise occur. RNG results that would otherwise cause a death generally will not proceed without the input of the present Cleric.
◈ SILENCE.
(M) You can use magic to create an invisible sphere up to 10ft in diameter that will not permit sound to resonate within it. This sphere cannot be moved but is very effective for small-range stealthing. This also prohibits the use of any path actions marked (M) except through the use of Spell Master, as the sphere silences the verbal components necessary to perform magic.
◈ CEREMONY.
(M) (P) You can perform a sacred ritual to create a magical bond between two or more people that lasts for 24 hours. There is no upper limit on the amount of people you can link with this ritual, but the more people you link, the more strain it puts on your divine ability. This magical bond links the targets deeply. It enables telepathic communication over an unlimited distance and the participants always have a sense of each others’ physical location. This bond also evenly distributes pain and emotion across all targets of it; everything from physical damage to emotional distress and intense happiness is divided amongst the participants, lessening the burden of any one person’s experience. Whenever one target receives a physical injury, they will see the injury appear to naturally heal until all other participants have a wound of equal, but overall lessened, severity.
◈ SANCTUARY.
(M) You are able to consecrate an area 10ft in diameter which prevents certain types of creatures from approaching. Undead and evil-aligned creatures cannot enter this space. You may also pick two creatures from this list to apply this effect to: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, or plants. (More information on these creature types can be found in the Glossary.) Any affected creature that is within the 10ft circle when you cast this spell is repelled out of it and takes minor radiant damage. Note that this spell does not protect you from ranged attack attempts by any creature.
◈ ZONE OF TRUTH.
(M) (P) You create a 15ftx15ft square in which people are compelled to tell the truth. Truths revealed as a result of this spell may or may not be useful for your purposes, depending on how well you roll. Those within the area of the spell’s effects are aware that the spell has been cast. And unfortunately, casting the spell doesn’t make you immune to its effects; if you are within the square, you’ll be compelled to tell the truths that are on your mind too.
◈ DISCIPLE.
Locals recognize your holy presence and are willing to provide you free room and board in exchange for your divine protection. You get a +2 bonus to any rolls pertaining to religion, such as preaching the word of your god, investigating religious sites, and researching religions other than your own.
◈ PRAYER OF HEALING.
(M) Up to 3 times per day, you may select up to 4 targets within 20ft of you. By uttering a prayer, you can heal them of surface injuries like cuts and lessen the severity of any internal damage they have suffered. This also slightly relieves overall fatigue, to about the degree that a 20 minute nap and a non-prescription painkiller would.DANCER (DEX)
There's more to meet the eye when it comes to dancers. Typically situated in taverns and seedier establishments across the realm, they look to perform for an audience, to enthrall the hearts of man and woman alike into doing their bidding. There's power in their dancing, an ancient and mystic art form that calls on granting a pathway into power drawn from the psychic plane. It's a mistake to underestimate a dancer, as the power in their moves can inspire allies or completely decimate their enemies.
Dancing requires practice, and many dancers spend their entire life devoted to the craft. Although there are some basic moves that have been passed down from troupe to troupe, most of the time they learn the powers they control from experimentation, discovering the innate inclination they have to the art and weaving their own performance style. No two dancers are ever exactly alike in their style and movement.
Never staying in one place for very long, they yearn to discover what the world has to show them. Like bards, they're true wanderers, and their arts are somewhat similar in nature. However, unlike the performers who prefer to pick up the lyre to charm and confuse, these rhythmic troubadours are far more well known for their particular inclination towards assassination.
A dancer sambas their way onto the battlefield without armor, carrying cloth and daggers as a weapon. Their alluring dance is a special form of magic that no other class can call upon.
◈ ALLURE.
By performing a simple flirtatious action (a wink, a blown kiss, a dance, etc.), you can entice someone to follow your commands. Only one person may be under the effects of allure at a time. The charmed state lasts for ten minutes before it has to be reapplied. The larger the request, the more likely it is the target will refuse.
◈ MASTER OF FACES.
You are especially good at deceiving people through appearances. You have gained the ability to use makeup to create disguises and can quickly improvise clothing alterations that allow you or someone in your party to take on the guise of someone else. There is no limit to how long you can wear these disguises, and they are not detectable by magic — though they do rely more on your acting and voice acting skills!
◈ TELEKINESIS.
(M) You have the ability to move an object weighing no more than 50 pounds with only your mind.
◈ ACROBATICS.
You are especially adept at parkour-style jumps and maneuvers. Your finesse and speed when performing these actions are far greater than a normal person’s would be, particularly on sick flips. When jumping or falling from a high place, you have a 50/50 chance of landing on your feet unharmed.
◈ HIDDEN KNIFE.
Your ability to covertly stab others is unparalleled. You know the best way to conceal a secret knife, and you automatically adopt a stealthy presence when your intent is to stab someone with it. You go unnoticed by anyone else who isn’t actively paying attention to you.
◈ QUICK EMPLOYMENT.
When entering a town for the first time, you can quickly spot a place to blend in and find work as an entertainer. This will pay your room and board for you. Team up with a Bard and maybe you can get an even swankier place!
◈ BREAK DANCE.
(P) You have the ability to force someone into momentary paralysis with a dance. The longer you dance, the longer the effect lasts. The moment you stop, the target is free to move again.
◈ SHOCKING GRASP.
(M) With magic, you can cause a light electric shock in something you touch. It can be as harmless as a simple burst of static electricity, or as unpleasant as a weak electrical jolt.
◈ HEX.
(M) (P) You can bestow a curse on someone with your magic. Until you remove it, your target will suffer a case of bad luck.
◈ CALM EMOTIONS.
(M) (P) You can use magic to suppress strong emotions in a single person. For ten minutes, they are serene and able to think through their actions. The target is aware of the spell, and when the duration is over, they may become hostile towards you. This works best with negative emotions.DRUID (WIS)
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and animals — the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form in daily life as well as in battle.
◈ WILD SHAPE.
(M) Three times per day, you can turn into any non-extinct standard Earth animal - with cosmetic details of your choosing. Neon orange fur won’t be very good camouflage, but no one is going to stop you from doing it! If you change from one animal form to another, that counts as another one of your three uses per day. Each use lasts for up to three hours, at which point you automatically transform back into your standard shape. Grievous injury or being knocked unconscious causes the shapeshift to end.
◈ DRUIDCRAFT.
(M) You can use magic to create one of the following effects:
- You create a handheld, harmless visual illusion that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ftx5ftx5ft cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
- You can create magical berries. When eaten, they provide a strong painkiller effect, heal minor wounds (such as scrapes and bruises), and provide the same amount of sustenance as 1 full meal. You can create up to 9 berries in a day with this ability.
◈ ANIMAL FRIENDSHIP.
(M) You can use magic to charm a small creature (no larger than a housecat) to do one of the following:
- You send the creature to deliver a message of up to 25 words to someone you know, up to 1000 miles away. You must provide a description of the person and have an idea of where they will be to guarantee that your message will reach them. When the creature finds them, it will speak the message, replicating your voice. The creature will speak only to the person matching your description.
- The animal becomes your companion and will stay by your side for 24 hours. Its demeanor will remain positive to you until the spell wears off. It may do tasks for you, but no more than your usual untrained animal might.
- You compel the creature to perform simple tasks for you, such as scouting an area ahead, standing lookout, foraging for food, or moving objects it is capable of moving with its own strength.
◈ SPEAK WITH PLANTS.
(M) You can use magic to converse with plants. You can do this at any time and for any amount of time, but the plant may elect to stop speaking to you whenever it wishes.
◈ THORN WHIP.
(M) (P) You can use magic to summon a thorny vine whip which can extend to a 15ft length. You can use this vine to ensnare someone and restrict their movement. You can also retract the vine to bring the ensnared creature closer to you.
◈ MOONBEAM.
(M) You can harness the power of the moon to create a pillar of light which causes radiant damage and reveals the true nature of things within it. This pillar is 5ft in diameter and can be up to 40ft tall. This light reveals the reality underneath most illusions and shows you the true form of shapeshifters. Shapeshifters are more vulnerable to this ability; they become immobile inside the pillar of light and take extra radiant damage from it.
◈ SHILLELAGH.
(M) You can use magic to strengthen a piece of wood of up to 6ft in length and up to 6in (roughly) in diameter. Doing this makes the piece of wood effectively as strong as a sword, and you can use it in combat without fear of it breaking.
◈ DETECT POISON AND DISEASE.
(M) You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You can also identify the kind of poison, poisonous creature, or disease in each case. This does not give you knowledge of how to cure said poisons or diseases.
◈ TRANSPORT VIA PLANTS.
(M) You may designate two large inanimate plants within 200ft of each other as transport points for up to 5min. At least one of these plants must be within 10ft of you. For the duration, any creature can step through one of these plants to arrive at the other one. You do not have to see the destination plant when you use this ability, but you must have seen or touched it in the past. The plants must be at least large enough for an average adult human to step into.
◈ ENTANGLE.
(M) (P) You can designate a point within 30ft of you and cause grasping vines to grow in a 10ftx10ft square on the ground. Any creature in this square when you cast the spell may become ensnared in the vines and must fight their way out of the plants’ grasp to escape. Crossing through this square of terrain poses a considerable risk of tripping and getting grabbed by the vines unless you are a Druid or a Ranger. You can dismiss these vines at any time. This tangle of vines constitutes Difficult Terrain, making it difficult for those without specialized skills to escape.FIGHTER (STR)
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life they left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
◈ ATHLETICS.
Your training has given you strength that normal people simply don’t have. You have the ability to pick up and carry, push, or pull anything up to and equal twice your weight.
◈ IMPROVISED WEAPON.
You are an absolute monster that can turn literally anything into an effective weapon when used to bludgeon, pierce, or slash at an enemy. Any attacks made with the improvised weapon with a +2 bonus.
◈ RUSTIC HOSPITALITY.
Your rugged adventuring prowess and down-to-earth stance towards life makes you particularly adept at getting to know country folk. They are often willing to tell you local legends, good places to eat and drink, some local gossip, and will offer to put you up for a night if you ask.
◈ SECOND WIND.
When worn down by combat or other strenuous situations, you can take a breath. It will reinvigorate you greatly, bringing you up to half health. You can only perform this action once a day.
◈ CHAMPION.
You are innately great at fighting in one-on-one battles or duels and have the upper hand, as long as your opponent is humanoid. You get +2 on rolls when fighting a single opponent.
◈ DEVASTATING STRIKE.
(P) 3 times per day, when you swing your weapon at an opponent, you can strike so hard that it is capable of producing one of three effects:
- knocking your opponent back 10 feet
- disarming them
- stunning them for 10 seconds
◈ KNOW YOUR ENEMY.
(P) After studying an enemy outside of combat for five minutes, you gain hunches about its strength(s) and weakness(es). You have a +2 bonus to attempting to find its weakness(es), and a +2 bonus to fighting it.
◈ FIND STEED.
You are able to calm a mountable creature and convince it to let you ride it. A mountable creature must not be hostile towards you, must be large and strong enough to bear your weight, and must be shaped such that you will not fall off of it. This creature will resist attempts to ride it into a dangerous situation, though the degree of resistance varies; it may simply refuse to approach, or it may completely buck you off.
◈ TAVERN BRAWLER.
You are unnaturally adept at instigating tavern brawls. This is an excellent way to create chaos or a diversion of some kind, but be aware that throwing a punch may get you punched back, so there is always a chance of injury in using this path action.
◈ GOADING STRIKE.
(P) You enrage an enemy to the point of tunnel vision. They rush at you, distracted from your companions, who gain +1 when attacking this enemy as a result. The enemy’s carelessness also gives you a +2 on dodging or counter-attacking.MERCHANT (INT)
Merchants know how to wisely spend money and save it. With a merchant on the team, it is difficult to find yourself in financial straits. Known very well for the adventuring spirit they bring along with them, a merchant is always welcome in a party traveling off to an unknown land where customs or ideals might be a barrier to entry. After all, money is the universal language.
Rarely in one place for long, the world is just too big and has too many splendors to contain a merchant's curiosity! By land, by sea, or by air, they're always looking for the next greatest place to be. And they probably know how to get you on the VIP list.
While not a strictly offensive class, having a merchant on your side is imperative in turning the tide of battle in your favor. Indeed, a merchant ally can mean the difference between winning and losing on a grand scale. Charming, intelligent, and adept at manipulating situations in their favor (with the help of a coin or two), merchants will save your skin while selling your enemies down the river in a way that no brute force ever could.
Above all else, merchants are guides, not only to the world of commerce but to the world as a whole. Savvy and observant, their advice and assistance should never be rebuffed. You might be holding a sword, but merchants hold the purse strings.
◈ VALUATE.
When speaking with someone, you can discern the most expensive item in their position and how much it’s worth.
◈ INSIDER TRADING.
You are privy to knowledge other customers don’t have. When trading or purchasing from other merchants, you are able to access an advanced stock at a discounted rate.
◈ TRADE GOSSIP.
You are adept at sniffing out gossip and rumors about key events happening in town. You’re granted a +2 on rolls involving the discovery and utilization of the hot gossip you seek.
◈ GIFT OF GAB.
You are now particularly good at learning new languages. You can pick up greetings in languages you don’t understand after spending an hour with people who speak it. You can learn an entire language in 30 days, provided you’ve spent that time immersing yourself in its culture daily.
◈ HIRED HELP.
($) You can use money or barter to hire people to do odd jobs for you. This includes (but is not limited to) tasks such as: aiding you in battle, searching for a particular object, and gathering information on a particular subject. You may hire a maximum of 10 people at once; the exact number will be determined by a mod-rolled d10 when you use this path action.
◈ TRADE WINDS.
(M) You can use magic to manipulate the wind to produce gusts up to 50mph.
◈ IDENTIFY.
(M) You can use magic to investigate an item, at which point you discern what it is and how it was created. If the item was created by a humanoid, you can also learn about its purpose.
◈ SHRINK ITEM.
(M) You can use magic to shrink an object so that you can hold it in your hand. The object’s original size must not exceed 5ftx5ft.
◈ KNOW DIRECTION.
(M) You can use magic to assign a maximum of 3 preset points at once, roughly equivalent to a geographic coordinate. Using this path action will give you a sense of where these locations are at any moment. You must have visited these locations in the past. The locations can be changed at any time but cannot ever exceed 3. This spell also gives you a sense of where the cardinal directions are to aid in navigation.
◈ MENDING.
(M) You can use magic to fix something that has been torn, broken, or otherwise damaged.MONK (WIS)
Whatever their discipline, monks are united in their ability to magically harness the unique magical energy known as ki, which flows in all living things. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. As monks gain experience, their martial training and their mastery of ki gives them more control over their bodies and the bodies of their foes. Marching into battle with their fists, monks are honed warriors whose unarmed strikes devastate all enemies in their path.
Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. However, the majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.
◈ PURITY OF BODY.
(M) Your mastery of the flow of ki protects you from the effects of charms, sleep spells, poison, and disease. You are able to deflect one such attack per day.
◈ CATCH MISSILES.
(M) You’ve mastered the art of catching projectiles in midair. If a plausibly catchable projectile (arrow, bullet, stone, dagger, etc) is flung in your direction, you have a +2 success modifier should you roll to intercept and catch it. This only applies to nonmagic projectiles, and each projectile must be rolled for separately in the event of a hail of missiles.
◈ MONASTIC TRADITION.
Your aura of wisdom draws students to you. You can almost always find acolytes in the creatures around you, inspiring those you meet to join you in your training. After working with your new acolytes for several days, you gain a +2 modifier on up to 2 WIS rolls.
◈ EMPTY BODY.
(M) When meditating, you can focus your ki, allowing you to become invisible for 1 minute. This must be done while meditating and cannot be used in the midst of battle.
◈ MYSTERY OF DEATH.
(M) (P) You can channel your ki to find out how a person has passed away. Strong focus will allow you to see the entirety of the scene in full, but afterwards, you will become drowsy and need to sit down for a rest. This path action can only be used once per day. In the event of use on another player’s character, permission is required.
◈ TRANQUILITY.
(M) (P) You can use your ki to bring peace to someone who is angry or hostile. This path action works to calm one specific emotion in a specific context in a response to a specific stimulus, but has no maximum duration. The target will notice that Tranquility has been used, but won’t become upset.
◈ SHADOW STEP.
(M) You gain the ability to step from one shadow into another, providing the shadows are within 60 feet of each other. Additionally, in dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
◈ RADIANT SUN BOLT.
(M) Your punches become infused with ki, allowing you to project the force of your blows up to 30 feet in front of you. When using Radiant Sun Bolt, your attacks will cause radiant damage.
◈ DOUSE FLAMES.
(M) You can manipulate the air around you to snuff out flames. This applies to any magical or nonmagical, reasonably sized fire; large bonfires (as seen in this diagram) are fine, but house fires or forest fires would be too large for Douse Flames to have an effect.
◈ OBSERVANT.
(P) You are adept at interpreting the nuances of others’ behavior. When observing someone within 10ft of you, you are able to analyze their microexpressions and body language in order to guess details about them with a high degree of probability. You gain a +2 on any roll related to cold reading, behavior analysis, or related investigations.PALADIN (STR)
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.
Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice. Almost by definition, the life of a paladin is an adventuring life; every paladin lives on the front lines of the cosmic struggle against evil. Regardless of who they serve, their loyalty will always be first to the cause of righteousness, not to crown and country.
◈ DIVINE SENSE.
(M) You have the ability to sense celestials, fiends, or undead within 60 feet of you.
◈ LAY ON HANDS.
(M) Your blessed touch can heal wounds. Twice a day, you can lay hands on a creature to heal injury, cure disease, or neutralize poison.
◈ AURA OF COURAGE.
(M) At will, you can make your body glow with divine light, providing illumination in an area around you in an area of 10ft. Those who are in your presence will have the damage type of their weapon changed to radiant damage while the aura is up for a maximum of 1 hour.
◈ FLAMING SWORD.
(M) You have the ability to channel divine energy into your sword, making it light with fire that does not damage you. This deals fire damage in addition to the weapon’s default damage type when you strike an opponent with it.
◈ EMPHATIC DUTY.
(P) You are particularly good at reminding people of their purpose. When someone looks like they are straying from their path or slacking off, you can speak a few critical words to help them feel what you're feeling.
◈ INSIGHT.
(P) You become naturally adept at telling when people are lying to you, and feel a hunch urging you to ask questions until the truth comes out.
◈ PERFORM OATH.
(M) (P) You can swear your allegiance to someone and become their protector. The affected person must understand a Paladin's duty for this to work. Those who are protected under your wing will share a magical bond with you which creates a two-way connection. You will be able to tell their general location as well as if they're injured or unwell, and they know the same of you. With an especially strong personal bond between you and those you are Oathed to, you may also become aware of emotions and other strong physical sensations that they are experiencing.
◈ DIVINE SMITE.
(M) You can call upon the divine, channeling its holy power through your weapon. Any melee attack will deal radiant damage to its target in addition to your weapon’s physical damage.
◈ SHIELD OF FAITH.
(M) Once per day, you can use magic to create a holy aura around another target that will take 1 blow for them.
◈ COMMAND.
(M) (P) You can use magic to utter a one-word command to someone that they will follow until completion. The creature will know you have used this path action and may become hostile towards you after its use.RANGER (DEX)
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting — and surviving — the borderlands.
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. To that end, rangers are extremely adept at utilizing ranged weapons, traps, and subterfuge to undermine an enemy and end a battle before it even begins.
◈ FAVORED ENEMY.
Choose a specific race of creature from this list (further defined in the Glossary): aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can instead choose two types of humanoid (which does include humans.) This race becomes your favored enemy, and you become particularly good at tracking the whereabouts of this type of creature. Rolls made against your favored enemy are done so with a +2 to the outcome.
◈ NATURAL EXPLORER.
You and your companions travel through difficult or dangerous terrain with ease. Your group cannot become lost except by magical means. Even when you are engaged in another activity while traveling (foraging, navigating, tracking, etc), you remain alert to danger. If you are traveling alone through natural settings (so, not a town or city) you can do so stealthily. While tracking other creatures, you can discern their size, number, and how long ago they passed through the area.
◈ SNIPER.
You gain an uncanny proficiency with projectile weapons, including (but not limited to): bows, crossbows, slingshots, and guns. This path action enables you to shoot accurately from a distance of up to 800 feet in many kinds of conditions, though dire circumstances may affect it at mod and player discretion.
◈ BEAST TAMER.
Choose a beast no larger than medium size. You can spend up to 1 hour hunting that type of beast to make them become your companion and listen to your commands. You may only have one beast companion at a time.
◈ CREATE TRAP.
(M) You are knowledgeable and adept at setting up a variety of physical traps. You may also specialize in one of the following magical traps, which can be used once a day:
- Quicksand: The area around the targets becomes quicksand and struggling causes them to sink until they are submerged up to their shoulders. This effect lasts 10 minutes and leaves the targets prone. Can be used on up to three enemies.
- Spell-Stealing: The target is struck by a burst of magic that steals its spellcasting ability. For up to 10 minutes, they are unable to cast one spell, randomly chosen. You may use this magical ability once, at half efficacy. Can only be used on one target.
- Swarm: This trap releases a swarm of small animals or insects that attacks enemies in the area. This effect lasts 10 minutes. Can be used on up to three targets.
- Telepathy: A target capable of receiving telepathic transmissions is overwhelmed by chaotic psychic feedback for ten minutes, leaving them dazed and mentally weakened. Can only be used on a single target.
- Elemental: For ten minutes, the trap will create an elemental effect of your choosing, such as a raging fire, sleet, ice, a violent gust, etc, which occupies only the same space as your targets. Can be used on up to three targets.
◈ DARKVISION.
(M) (P) You can use magic to make up to 3 targets see in the dark as if there was dim lighting all around them for 8 hours. A permanent version of this spell is always active for you.
◈ HUNTER'S MARK.
(M) (P) You can use magic to put a mark on someone or something once a day. A mark allows you to track them down easily for up to 24 hours after it’s been placed, and your target takes additional damage when it’s hit by you.
◈ HIDE IN PLAIN SIGHT.
You can create a camouflage for yourself in one minute if you have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once camouflaged, you can hide by blending in with a natural surface, such as a tree or wall.
◈ ALARM.
(M) Once a day, you can use magic to set an invisible ward in an area up to 20 feet in radius. If someone passes through the area, an alarm audible only to you will sound. You can designate up to 3 creatures besides yourself that can come and go through the ward without tripping it. The alarm will expire after 8 hours.
◈ SPEAK WITH ANIMALS.
(M) You can use magic to allow yourself to speak with animals you come across. You may use this magic for any length of time, though the animals may not have the patience for long conversations that you do.ROGUE (DEX)
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Devoted to mastering a variety of skills, combat-oriented as well as practical, rogues have a broad expertise unlike most other paths. Adept in stealth, deception, and sleight of hand, your best bet if you want to get into or out of anywhere is to have a rogue by your side.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
◈ PICKPOCKET.
You have a knack for stealing others’ belongings without being noticed. You must spend 1 minute observing or interacting with another creature outside of combat to learn what they are carrying and cannot steal anything larger than a small purse.
◈ STEAL.
You are adept in stealing objects from areas that are well-guarded. This applies to any single object that you are able to carry, whether magical or mundane. Gain Advantage on one roll involved in the process of infiltrating to steal this object. For example, you might use this on rolls to sneak into a location, to observe the guarded area, etc.
◈ SILVER TONGUE.
If caught performing a rogueish action, you instinctively know how to talk your way out of it. Any persuasion or bluffing gets a +2 modifier.
◈ THIEVES' CANT.
During your rogue training, you learned Thieves’ Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves’ Cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition to communicating face-to-face, you can use Thieves’ Cant to interpret messages left behind in any populated area, as small as a village or as large as a city. Once per mission, you may ask the mods to search for Thieves’ Cant messages in a populated setting. Results include but are not limited to the following; mods may adapt any roll to suit particular missions or situations.
- 1-4: Thieves’ Cant is unhelpful and contains rude messages and/or gossip.
- 5-9: Thieves’ Cant guides you to the best the area has to offer in whatever you’re looking for: libraries, inns, weapon repair, gambling dens, singles events, etc.
- 10-14: Thieves’ Cant gives the location of a building that contains valuable goods, from money to artifacts. Time to steal!
- 15-18: Thieves’ Cant gives the location of a building that contains goods of extremely high value (ie a crown, piles of jewels) or moderate mission relevance. Time to steal!
- 19-20: Thieves’ Cant gives the location of an item with high mission relevance. Time to steal!
◈ EVASION.
You can nimbly dodge away from a devastating attack once per day. When rolling to evade an attack, roll twice and take the higher result.
◈ THIEVES' TOOLS.
Using your Thieves’ Tools, you can pick locks or disarm traps with relative ease. Your toolkit includes a small file, a set of lock picks, a small mirror mounted on a metal handle, narrow-bladed scissors, and a pair of pliers. Gain +3 to disarming traps and opening locks.
◈ IMPOSTER.
You gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
◈ CAT BURGLAR.
You have catlike reflexes that allow you to climb surfaces that are otherwise unscalable at ordinary walking speed. Graced with preternatural balance, you are able to balance on narrow perches and have a 50/50 chance of landing unharmed if knocked off your feet from an otherwise dangerous height.
◈ MAGE HAND LEGERDEMAIN.
(M) (P) You can use magic to create a spectral hand which is able to move within 120ft of you. It can pick up any non-living object that does not weigh more than 10lbs. You can make this hand invisible and perform fine motor skills with it, such as lockpicking and pickpocketing, though your control and accuracy decrease as the hand’s distance from you increases. It’s hard to pickpocket some poor sap when you can barely see their pockets! Note that making this hand invisible does not make whatever it’s holding invisible.
◈ SNEAK ATTACK.
You’re an expert in striking subtly to exploit a foe’s distraction. Once per day, you can ambush an enemy to gain the upper hand in battle. You gain +2 on your sneak attack. If your first attack is successful, you are able to take down the target without any noise and can attack another target with the same +2 modifier. Note that you cannot use Sneak Attack if accompanied by more than two allies — that just wouldn’t be sneaky!SORCERER (CHA)
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.
◈ SPELL MASTER.
(M) The intricacies of spellcasting are open to you. You can cast spells without verbal or somatic components. The casting of your spells is undetectable unless via magical means. You’ve also grown adept at performing two simultaneous casts of the same spell (e.g. one Web from each hand).
◈ SHAPE WATER.
(M) You can use magic to control the shape of liquid, non-magical water that could fit into a 5ftx5ft cube. While utilizing this spell, you can perform one of the following five actions:
- You can melt existing ice into a liquid form to shape it.
- You can move the water up to 5 feet in any direction. The movement doesn’t cause damage.
- You cause the water to form into simple shapes and animate. This change lasts for 1 hour.
- You can change the water’s color or opacity. This change lasts for 1 hour.
- You can freeze the water, provided there are no creatures in it. The water unfreezes in 1 hour. You cannot shape the ice you freeze.
◈ THUNDERCLAP.
(M) You can use magic to create a thunderous blast of sound that can be heard up to 100 feet away.
◈ BURNING HANDS.
(M) If held apart, your hands are capable of melting objects no stronger than steel. If you hold your hands with thumbs touching and fingers spread, your hands will ignite with a covering of fire that does not harm you. Additionally, this spell allows you to handle extremely hot objects, such as molten metal.
◈ EARTH TREMOR.
(M) You can use magic to force the ground around you to shake. It can reach up to 10 feet in radius.
◈ MISTY STEP.
(M) You can use magic to teleport to an unoccupied space up to 30 feet away which you can see. You’re surrounded briefly by a silvery mist while performing this spell.
◈ WEB.
(M) You can use magic to create a spider’s web no larger than 5ftx5ft. The web is incredibly sticky and can lightly obscure an area. Your web counts as Difficult Terrain, making it difficult for those without specialized skills to escape.
◈ GREASE.
(M) You can use magic to cover a surface in flammable grease. It can cover a surface area of roughly 10ft.
◈ HASTE.
(M) (P) You can use magic to double the flow of time around one person for 5 minutes. While this spell is in effect, they seem to operate outside the bounds of time to others. When it has concluded, however, they will need to rest for 2 and a half minutes, feeling a burst of lethargy.
◈ MAGIC MISSILE.
(M) You create three glowing darts of magical force. The darts can all strike simultaneously or be fired separately. They cannot miss their target.WARLOCK (CHA)
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Defined by a pact with an otherworldly being, sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity — beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Most Faerunian warlocks make their pacts willingly, but not all pacts are made voluntarily or under the best circumstances. A Reclaimer may have made their pact in the process of being rescued from their universe and thus have no memory of making the agreement.
Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.
◈ OTHERWORLDLY PATRON.
(M)(REQUIRED) You have conducted a pact that allows you to commune with your patron. Your patron must be a faerie, celestial being, devil, eldritch monster, star, or undead horror. Learn more about these types of patron at the Glossary. Depending on what category your patron falls into, you have access to one of the following spells once per day:NOTE: All warlocks must take this as their first path action.
- Faerie/Archfey — Faerie Fire: Each visible creature within 20ft of you in any direction is outlined in blue, green, or violet light and casts dim light in a 10ft radius. Additionally, any invisible creature or object in the affected area has a low chance of becoming visible.
- Celestial — Light: You touch one object no larger than 3ft in any dimension. Until you dismiss the spell, the object sheds bright light in a color of your choice for a 10ft radius and dim light for another 10 ft.
- Devil/Fiend — Senseless: You can steal a sense of your choice from one foe within 20ft of you. After one minute, they will regain their lost sense.
- Eldritch Monster/Great Old One — Spidey-Sense: You cause every creature within a 10ft radius to feel a sudden spike of uncertainty, anticipation, anxiety, or dread.
- Star/Seeker — Locate Object: Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 100 feet of you. If the object is in motion, you know the direction of its movement. This object must be nonmagical or magical within reason — no Relics, no legendary god-weapons, etc.
- Undying/Undead Horror — Exhaustion: You induce moderate fatigue in a target for 10 minutes, slowing their movements, reaction time, and reasoning abilities.
◈ CREATE FAMILIAR.
(M) You have the ability to summon a familiar. The summoning ritual requires you to spend 1hr meditating in front of a candle. Specific to the Warlock path, the familiar can only take one form. It doesn’t require nourishment or sleep to survive, but it is susceptible to damage and can easily be destroyed. If your familiar is destroyed, you suffer from moderate fatigue as a result, and you will feel it when the familiar disappears — whether this manifests as mental awareness, pain, or something else is up to player discretion!
While your familiar is within 30ft of you, you have the ability to see through its eyes. Specific to Warlock familiars, they can turn invisible for up to ten minutes a day. The familiar can be a large creature, but not large enough for the Warlock to ride.
◈ PACT OF THE BLADE.
(M) You can bond with your weapon. Any time you lose it, you can always summon it back to you. Changing your weapon bond requires that you spend at least 1 full day with it. The durability increases, but it is not unbreakable. If the weapon is battered/damaged, the Warlock experiences pain due to the bond between them. If the weapon is broken, this bond also causes them to experience pain and fatigue. Through Pact of the Blade, the Warlock can fix the weapon once per mission or interlude. The process of fixing it takes one day.
◈ PACT OF THE TOME.
Choose one path action spell marked with an (M) from bard, sorcerer, or wizard. You learn how to cast it.
◈ FORCE DISTRUST.
(M) (P) You can use your patron's energy to sow the seeds of chaos in an area around you. This is an excellent way to cause chaos, but be aware that this chaos is as likely to harm you as to benefit you. Further, the more this path action is used per mission or interlude, the more likely it is to backfire. People with strong links to the divine can detect the ability’s use, as well as pinpoint where it has been used. Please track your usage of Force Distrust and let mods know what number you’re on when submitting use of this path action to RNG.
◈ NECROMANTIC TOUCH.
(M) You have the ability to touch something and drain its life force to benefit yourself, or the ability to touch something and drain your own life force to give it strength. Using this on an undead or already dead creature heals it while harming you.
Be careful with absorbing life from others, however; after two uses to absorb life during a mission or interlude, you start to feel the cost of it. Choose an effect from the madness table below for your character to take as a drawback. You can also ask the mods to roll the effect for you. If for any reason you struggle with the playability of the effect, let us know and we’ll work with you. The chosen effect lasts for at least a day and can last up to a week, at player discretion.
Path actions such as Tranquil and Calm Emotions can somewhat alleviate the madness brought on by Necromantic Touch, but not entirely. On a scale of 1 to 10, where 10 is maximum effect, the appropriate path action can bring a Warlock down from a 10 to about a 4. But it also brings the helper up to 4, as they take some of that madness onto themselves. The madness the helper absorbs subsides in about an hour.
d100 Effect 01–10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. 11–20 The character experiences vivid hallucinations. 21–30 The character suffers extreme paranoia. 31–40 The character regards something (often the source of madness) with intense revulsion. 41–45 The character experiences a powerful delusion. 46–55 The character becomes attached to a “lucky charm,” such as a person or an object, and becomes distressed when more than 30 feet from it. 56–65 The character loses one sense. 66–75 The character experiences uncontrollable tremors or tics. 76–85 The character suffers from partial amnesia. The character knows who they are, but doesn’t recognize other people or remember anything that happened before the madness took effect. 86–90 The character loses the ability to speak coherently, appearing to others to be speaking in an imaginary language while perceiving nothing out of the ordinary. 91–95 The character does whatever anyone else tells them to do that isn't obviously self-destructive. 96–100 The character falls unconscious. No amount of jostling or damage can wake the character.
◈ ELDRITCH BLAST.
(M) You can use magic to create a force of energy that expels from your hands up to 60 feet. This causes force damage to your target.
◈ DARKNESS.
(M) You can use magic to create an area of darkness 20 feet in diameter. The area cannot be seen through by any non-magical means, allowing you to move without visual detection. You and up to 3 allies can see in this Darkness.
◈ HIDEOUS LAUGHTER.
(M) You can use magic to distract a person by projecting horrible laughter inside their brain.
◈ TRUE STRIKE.
(M) Your patron grants you insight into one target’s defenses, allowing you to boost a teammate’s attack. Your arcane knowledge provides Advantage to an ally on one attack roll, as long as the ally is on the offensive. You can bestow True Strike upon anyone within 10 feet, up to three times per fight. When casting, you must indicate the target and ally of your choice, either by pointing first at the target and then the ally or by some other gesture.WIZARD (INT)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.
Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
The lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
◈ ACADEMIC.
When traveling, you can always find a university, scholarly circle, or other academic institution to stay at. They will provide you free room and board. Through your studies, you have also become highly adept in one of your chosen spells. Choose a spell to become adept in with this path action and that spell’s effects, range, and power will be doubled.
◈ FIND FAMILIAR.
(M) You have the ability to summon a familiar. The summoning ritual requires you to spend 1hr meditating in front of a candle, and the creature you summon must be small enough to fit on your shoulder. Specific to the Wizard path, you may also do the summoning ritual to change the form of your familiar. It doesn’t require nourishment or sleep to survive, but it is susceptible to damage and can easily be destroyed. If your familiar is destroyed, you suffer from moderate fatigue as a result, and you will feel it when the familiar disappears — whether this manifests as mental awareness, pain, or something else is up to player discretion!
While your familiar is within 30ft of you, you have the ability to see through its eyes. Specific to Wizard familiars, your familiar can also commune with animals of its type or similar — a housecat can speak with another housecat, and a dog can talk to a wolf. Your familiar is able to communicate information it receives this way to you through your mental connection with it.
◈ MAGE HAND.
(M) You can use magic to create a spectral hand which is able to move within 30ft of you. It can pick up any non-living object that does not weigh more than 10lbs. You can customize the appearance of this hand as you wish, though it stays roughly the same size and its function is not changed.
◈ DETECT MAGIC.
(M) You can use magic to feel the presence of magically enchanted items or auras within 30ft of you. This also gives you the ability to see invisible creatures and objects, to see in normal and magical darkness, and to detect visual illusions (though you cannot see through the illusion, you merely become aware that it is present.) These effects last up to 10 minutes.
◈ THAUMATURGY.
(M) You can use magic to create one of the following effects:
- Your voice becomes up to 3x as loud as normal for up to 1 minute.
- You cause flames up to 10ftx10ftx10ft in size to flicker, brighten, dim, or change color for 1 minute.
- You create an instantaneous sound that originates from a point within 30ft of you, such as a clap of thunder, the song of a bird, or ominous whispers.
- You cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for up to 1 minute.
◈ COMPREHEND LANGUAGES.
(M) You can use magic to read any written language, as long as the object it is written on has not been enchanted against divination magic. You can use this spell on anything that you are close enough to read.
◈ LEVITATE.
(M) You can use magic to lift a person (including yourself) or object up to 10ft in the air. This movement is only vertical. However, if a person is being levitated, they may move through the air in other directions by pushing or pulling against surfaces.
◈ RAY OF FROST.
(M) You can fire a frigid ray of ice from your fingertips to a distance of up to 30ft to inflict cold damage on an enemy. You can also use this ability to freeze or otherwise chill a 5ftx5ft area of a surface.
◈ FIREBALL.
(M) You can designate a point within a range of 60ft. Point to it and a bright streak of light flashes from the tip of your finger towards the spot you’ve designated. Upon reaching its target, this line of light explodes into a sphere of fire 5ft in diameter and inflicts fire damage on everything it touches. Be careful of collateral damage with this one.
◈ LIGHT.
(M) By touching an object no larger than 10ft in any dimension, you can turn it into a source of light. This object sheds light out to 30ft. The light is a color of your choosing and you can turn it on or off at will. If the object can be held in the palm of your hand, you are also able to light a second object of similar or smaller size at the same time.
ADVANCED PATHS
ASTROLOGIAN
"Ever has man coveted knowledge, and none more so than that of his fate. Thus did he labor to master the skill of foresight — but initial efforts bore little fruit. That is, until he looked to the stars above, which foretell the coming seasons, and learned to read the heavens."
Wielders of fate and diviners of the star positionings, Astrologians call upon the bonds of the stars themselves to manipulate the flow of battle. Their primary weapon is a deck of tarot cards that serve as a psychic connection between the Astrologian and the stars themselves. With these tools, Astrologians provide unmatched support to any party.
Studying the stars takes years of practice, and the typical Astrologian will be a combination of both wise, intuiting from the position the meaning behind structure of the world and how it fits into perfect harmony, and intelligent, needing to study the position of star charts to memorize the wax and wane of the constellation's positionings.
◈ DRAW.
(M) (REQUIRED) Up to four times a day, you may draw one of the following cards, with an outcome represented by the following:NOTE: All Astrologians must take this as their first path action.
- The Balance: the damage of one creature's attacks and magic are greatly increased in potency for 1 minute.
- The Bole: the damage received by one creature is greatly reduced for 1 minute.
- The Spear: a spiritual weapon appears beside you and fights alongside you, independent but commandable for 1 minute.
- The Spire: provides a minor regenerative effect on health for up to 1 minute.
◈ THREE OF A KIND.
(M) Up to twice a day, you can use your cards to create 2 copies of you for up to 2 minutes. While active, they mimic your mannerisms, but not your exact motions, and serve to confuse the enemy as to which is the real you. They can’t inflict damage, but if the enemy fails to identify the real you and instead attacks your card clones, they will be stunned for up to 30 seconds.
◈ FORTUNA FATALIS.
Three times per mission or interlude, you may invoke the whims of fate to roll with Advantage. This can only affect rolls that are specifically related to you.
◈ GLOBE OF INVULNERABILITY.
(M) (P) You use magic to create an immobile, faintly shimmering dome with a radius of 10ft for up to 1 minute. The dome absorbs magic and prevents harm to all creatures inside it. However, if it absorbs too much magic (which can happen as a result of taking a barrage of spells or if it is struck by a very powerful spell), the barrier will break. This barrier does not coat the ground you are standing on. You cannot cast another spell while focusing on maintaining this one, and a strong blow or other distraction may break your focus and end the spell.
◈ CONSULT THE SPIRITS.
(M) Once per mission or interlude, you may ask the mods a question affecting the outcome of a choice you make or an event that is fated to come. The mods will roll a 1d20. On a 1-10, the mods may provide information that is partially true or cryptic. On a roll of 11-20, they will answer truthfully, to the best of their current knowledge.BEASTMASTER
Beastmasters harness the power of spirit guides in everything they do. Said to share a soul with the kindred beasts of the forest, they call upon the magic and guidance of those who have previously claimed the title of Beastmaster to aid them in battle.
With the rise of civilization and the increasing stress upon the land to create cities and clear pathways for roads, the old ways of the Beastmaster have been lost over time. Some scholars believe that once, long ago, druids and Beastmasters would work together to repel evil from entrenching upon the wilds.
A Beastmaster is not only a powerful combatant whose battle prowess has been proven, tried, and tested, but their control over natural energies encroaches upon the divine. They commune with animals of the past and present in order to bring versatility to a team. Those who are adept in this advanced path can manipulate the magical weave itself to change fundamental traits of living creatures around them.
◈ SPECTRAL PROTECTORS.
(M) You summon fey spirits in the form of animals to join you in battle. You may summon up to 4 spectral beasts for up to 10 minutes, commanding them to take actions that benefit you or your companions. The animals you summon can be any non-extinct Earth animal, four of the same or four different types. They can take damage and be destroyed. After 10 minutes they will disappear. You cannot cast another spell while focusing on maintaining this one, and a strong blow or other distraction may break your focus and end the spell.
◈ POLYMORPH.
(M) (P) Your mastery of the beast form is so complete that you are able to manipulate the forms of others. You can transform any sentient creature into an animal for half an hour. You may choose any non-extinct Earth creature the size of or smaller than a dog. If the target is damaged during the period it is transformed, that damage will be applied to the target’s original shape. Creatures transformed in this manner will know it has happened and may become hostile.
◈ GIANTSIZE.
(M) You can manipulate the size of creatures you find along your travels. You transform a small creature such as an insect, arachnid, frog, or bird into a giant version of itself for 30 minutes. The creature must be small enough to fit in your cupped hands and within 15 feet of you. When transformed, the creature is 20 feet in length. It can be mounted and will follow your verbal commands, including attacking as you instruct in battle.
◈ FIND MONSTER.
You are able to earn the respect and allegiance of one large monster that may be mounted. This beast is permanently linked to your spirit and heeds your call. Your whistle calls it to you, provided you are in a space large enough to allow it to land. This beast is a living creature and can take damage, must eat and drink to retain health, and can perish in battle if targeted. The beast’s allegiance can be lost if its pride is injured or it is repeatedly placed in threatening situations with no demonstrated care for its well-being. Partnership with a monster confers some benefit and they can attack your enemy in battle, but not magically. You may choose one (and only one!) of the following:◈ SPIRITUAL FORM.
- Griffin: 8’ in length with a 25’ wingspan, these avian carnivores have the body of a lion and the wings, forelegs, and head of an eagle. When flying with a griffin, you gain a +1 modifier on visual perception checks — they’re great partners for scouting. In battle, they attack with beak, talons, and wings.
- Ankheg: 10’ long, ankhegs are giant burrowing beetle-like insects with massive pincers. When riding an ankheg, you have +1 on stealth attacks. In battle, they attack with their pincers or by dragging an enemy underground to smother them.
- Manticore: 10’ long, manticores have the body and head of a lion, the wings of a dragon, and the face of a human, with tails and mane adorned with spikes. When riding a manticore, you have +1 on stealth and perception in low light or full dark. In battle, they attack with claws, teeth, and spiked tail.
- Wyvern: 15’ long with a 40’ wingspan, wyverns are small armless dragons. When riding a wyvern, you gain +1 on evasion. In battle, they attack with teeth or their tail stinger, which contains a painful but nonlethal poison whose effects last 10 minutes.
- Owlbear: 8’ tall at the shoulder, owlbears are exactly what they sound like — massive beasts with the bodies of bears and owl faces. When riding an owlbear, you gain +1 on intimidation checks. In battle, they attack by rushing enemies and slamming them with their bulk, as well as with their heavy paws and claws.
- Direwolf: 9’ long, direwolves grow to be the size of horses, distinguishable from wolves by their heightened aggression. When riding a direwolf, you gain a +1 on auditory perception checks. In battle, they attack with teeth and claws. Once every two weeks, your direwolf can call to summon two other direwolves for 20 minutes of battle.
(M) (P) You have the ability to split a part of your consciousness from your body while you are awake. Your spirit form cannot interact with the world around it in a physical way and must either return to your body or temporarily possess another body within 1 hour. You are able to inhabit the body of a beast within 25 miles and compel it to take actions, including moving a further 25 miles from the spot of possession. You may spend a maximum of 1 hour in possession of an animal’s body, but the longer you spend in that form the more difficult it will be to remove yourself from the creature’s mindset once you return to your own body. Stay up to the 1 hour mark in an owl’s body and you’re likely to give yourself a neck injury when you return, as an example; linger as a squirrel and you’ll be burying nuts. This spell requires active mental effort to maintain, and any disruption or injury to your real body will cause your consciousness to be thrown violently back into it.DARK KNIGHT
Protectors of the balance between planes, Dark Knights walk the fine line between life and death. While many people fear their darker emotions or even become consumed by them, Dark Knights find balance in embracing fear, anxiety, anger, and sadness. By mastering these emotions, they are able to harness the power of death itself.
Death is not the end for Dark Knights, but a new beginning. They are able to manipulate death, using the dead to their benefit, imbuing themselves with death’s power, or even delaying death itself. They do not trick the Raven Queen or disobey her rules, but rather work under her jurisdiction.
While their terrifyingly-sourced power has led most Dark Knights to isolation, they remain knights all the same; they are loyal to the cause or people they protect and respectful of the dark arts they’ve chosen. Their power can be utilized for the sake of good just as easily as it can be used for evil, and the knight’s dark nature does not dictate their alignment.
◈ DARKSIDE.
(M) You tap into the power of your anger, sorrow, and fear and enter a state that causes your physical appearance to alter, turning your sclera black and painting your skin in streams of your own glowing aura. While in this state, you have +3 to STR rolls. You may also extend your aura from your body, causing the tendril-shaped lights to leave your skin and reach out as an extension of your limbs. You may use four of these tendrils at a time. Unlike Rage, you retain the capability to exit this state at will, though the effect will fade after 20 minutes. These glowing limbs can grapple targets and reach up to 10 feet away. Rage and Darkside do not stack.
◈ BLIGHT.
(M) (P) Necromantic energy consumes a creature of your choice within 30ft of you, draining moisture and vitality from it. If successful, the target takes significant damage, restoring your own vitality to near full health. Unless the target is a plant, you cannot take the whole of its life or cause it to die immediately using this spell, but you can force it into critical condition. If the target is a creature, this spell will drain the target of both life and energy, leaving them weakened and with an appearance of desiccation and/or increased age. This effect will last until the target is healed or has significantly rested.
◈ CREATE UNDEAD.
(M) Choose up to three corpses of small or medium humanoids (dwarven to human size; no orcs or larger) within range. Each corpse becomes a ghoul under your control, able to be commanded as long as they stay within 120 feet of you. If no command is given, the ghoul will only defend itself against hostile creatures. Once given a command, such as to guard a particular area, the ghoul will follow its order until the task is complete, even if you move out of range. The ghoul will only abandon its order if: you give it a new one while you are within range; if it is defeated (through loss of head) by an enemy; or if it is exposed to full sunlight. You can only control three of these creatures at a time. This spell can not be used on a Reclaimer’s body as a result of the nature of the soulstones in your bracers.
After 16 hours of being reanimated, the ghoul will reject your control and assume its own will as an undead creature, and you may choose to reassert control by re-casting the spell on the former ghoul. If you do not reassert control within 4 hours of losing it, the ghoul will return to being dead.
◈ MAGIC JAR.
(M) (P) You cast a spell on a jar or similar container that you carry with you to act as a vessel. When using this spell, your body falls into a catatonic state as your soul jumps from it to the container, where it is capable of perceiving the world around it as if it were the container itself. You must be holding on to the container to move your soul to it. While you cannot move or react, you can project your soul to a target within 100ft of the container, either to repossess your own body or to attempt to possess that of any humanoid.
If you successfully possess the humanoid, their soul will be trapped within the confines of the container while your soul inhabits their body for a maximum time of half an hour. When you possess the humanoid, you can control its physical capabilities fully while retaining your own consciousness. Meanwhile, the soul of the humanoid will be unable to move at all.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is dead when you attempt to return to it, you will be intensely fatigued and your soul will be stuck in the container until the body is revived. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed and a new container must be fashioned before the spell is used again.
◈ BEYOND THE GRAVE.
(M) (P) Using your ability to reanimate the dead, you may prevent the death of yourself or a teammate. If you or a teammate roll death, you may bind the target’s soul to its body using the tendrils of your dark aura. Simultaneously, you reanimate their body, slowly reversing the effects of death for one minute and allowing their body to be healed. Neither the target nor the spell caster may move while the spell is being cast. If the target is healed by an outside party within five minutes, the target will be fully saved of their death roll and you will not have the power to cast that spell again for the rest of the mission. If you are unable to save the target, you may attempt to use this spell one last time during that same mission. Upon two unsuccessful attempts you may trade your own life energy for that of a target other than yourself, effectively trading your own death for that of another Reclaimer.DRAGOON
Tales of dragons are woven generously through the tapestry of legend in Faerun. They are an ancient race which have witnessed the rise and fall of many civilizations, and they are capable of both great good and great evil, blessed with an unparalleled amount of raw magical power. They worship their own pantheon of dragon-gods, most famously Bahamut and Tiamat.
Dragoons are fierce warriors of yore who have been blessed by dragons, allowed to consume their blood to harness some of that legendary magical ability. Their Draconic blood makes them immediately recognizable as beings of great power, their presence imposing and their magical signature distinct. Like their Draconic benefactors, Dragoons have strong principles and dedicate themselves unfailingly to their cause. They’re swift on the battlefield and utilize their enhanced physical abilities to make certain that their every attack is delivered at its full power. A Dragoon’s allyship is an asset and their loyalty is a gift.
They have become a rarer sight as conflicts amongst dragonkind have greatly reduced the number of dragons in Faerun. Some question whether there will ever be another warrior who receives the blessing of a dragon in this way.
◈ DRAGON'S BLOOD.
(M) (REQUIRED) You’ve been blessed with the powers of dragon’s blood. You gain the ability to speak Draconic and you obtain the elemental inclination of one dragon type of your choice, listed below. You are immune to damage from this element, and you gain a breath attack that corresponds to it.NOTE: All Dragoons must take this as their first path action.
- Black, Copper (Acid): You can spit acid in a stream up to 5ft wide and 30ft long.
- Blue, Bronze (Lightning): You can exhale lightning which strikes every creature in a line up to 5ft wide and 30ft long.
- Brass, Gold (Fire): You can exhale a cone of fire which is 15ft long and spreads to a 15ft diameter.
- Silver, White (Cold): You can exhale frigid, frosty air in a cone which is 15ft long and spreads to a 15ft diameter.
- Green (Poison): You can exhale a cloud of poison gas in a cone which is 15ft long and spreads to a 15ft diameter.
◈ DRAGOON TRANCE.
(M) You tap into your Draconic instincts to enhance your physical capabilities. You become able to jump up to 20ft high. By magically summoning a pair of dragon’s wings, either organic or spectral, you can hover in the air or glide short distances for up to 1min. After 1min, your wings disappear. If you dive to attack someone from your position in the air, the additional momentum enhances your strike and you get a +3 to the roll to attack them.
◈ BATTLE LITANY.
(M) With a battle cry, you can extend noble Draconic protection to up to 4 other creatures for up to 1min. While under this effect, your chosen allies are immune to your elemental affinity, they cannot be magically frightened or charmed, and they cannot be restrained or knocked prone.
◈ LEGENDARY.
(M) (P) Dragons are both feared and revered, and your Draconic nature earns you the healthy respect of those around you. You gain the following features.◈ SCALE ARMOR.
- Frightful Presence: Once per day, you can choose up to 4 targets within 60ft of you to magically frighten.
- Respected Presence: 3 times per mission or interlude, you may select one roll to apply a +3 modifier to. This choice can be made after DCs are provided, but before the results of the roll are given.
- Regal Presence: You are excellent at impressing the upper crust. When speaking to the rich, royal, or otherwise societally important, you are able to find upper class lodging without having to grease any palms, and your new acquaintances are eager to brag about their knowledge of the local trends and political intrigues at court.
(M) You can summon a covering of scales, either organic or spectral, to parts of your body. These scales reflect the coloration of your dragon’s blood — blue scales from a blue dragon, gold for gold, etc.
Choose one type of damage besides your Draconic elemental affinity. While you bear your scales, the parts of your body that are covered resist damage of that type. If you are only covering parts of your body, you can maintain these scales for up to 1hr. If you cover your entire body, you can maintain these scales for up to 15min. Please note the scales only confer elemental protection, not physical.ENGINEER
In a world so full of magic, Engineers have taken a look at all of that and decided to walk down a different path, one full of blueprints and mechanisms. They spend their days delving into the practicalities of technology and, through trial and error, create weapons that rely on their trickery and cunning.
An Engineer builds their own weapons, particularly guns and bombs. They see these as versatile tools, mastering bombs that spew acid or deafen enemies, learning to take shots that can topple targets or inspire fear. It’s common for Engineers to get caught up in tinkering away with their clockwork creations, things limited only by their imaginations and grit.
For these tenacious crafters, battles start and end at a distance. What they make is everything in a fight, so they study how to creatively use their guns and what’s needed to keep them in tip-top shape, even in the heat of combat. Behind the eyes of an Engineer lies a wild mind, where the ability to think on the fly can mean the difference between life and death.
◈ TRICK SHOT.
By performing one of the following maneuvers when firing your gun, you can gain the upper hand in combat. You are limited to 5 uses per day.◈ CREATE BOMB.
- Bullying Shot: A shot designed not to injure but to frighten. By aiming near the target’s head, your gun’s powerful and thundering sound shakes the target’s resolve. All attacks made by the target for the next 2 minutes will have Disadvantage. Especially effective at close ranges.
- Deadeye Shot: A shot made with careful and precise aim. You fire with incredible aim, rolling with Advantage on your attack.
- Disarming Shot: A shot that does as it sounds: Disarms. You aim for a target’s hand and shoot an object from their grasp.
- Piercing Shot: A shot aimed to fire through multiple opponents. You can determine the best way to make such a shot, and on a successful roll, you gain Advantage on hitting up to 2 other targets.
- Winging Shot: A shot made in order to topple a moving target by aiming for the target’s legs.
You have the ability to create a bomb with one of the following effects:◈ TINKERER'S TOOLS.
- Acid Bomb: A bomb which can create a cloud of acid in a 5 foot radius. The acid burns the ground and air of the area for ten minutes. A strong wind is needed to disperse the cloud. Creatures take acid damage for as long as they are in contact with the acid. If it is not washed off, damage continues to be dealt. Creatures who take acid damage are hurt over time.
- Blinding Bomb: A bomb which explodes into a bright, blinding light in a 5 foot radius. Creatures are unable to see for ten minutes after coming into contact with this bomb.
- Concussive Bomb: A bomb which deals thunder damage upon exploding to everything in a 5 foot radius. Creatures have a hard time hearing for two minutes after coming into contact with this bomb.
- Hellfire Bomb: A bomb which deals fire and necrotic damage in a 5 foot radius. It’s the most traditional of the bombs, but it especially damages celestial creatures. It continues to burn for ten minutes.
- Stink Bomb: A bomb which creates a stink cloud in a 5 foot radius. Creatures caught in it are nauseated for ten minutes. A strong wind is needed to disperse the cloud.
While you’re limited to the materials available to you, you’ve become skilled at crafting clockwork creations. Little creatures that can scout for you, a portable firestarter, a music box... If you can provide materials, you can build it. If you have any doubts, ask for input. Everything must be smaller than you; the larger the creation, the longer it must take to craft. The device ceases to function after 24 hours, unless you take an hour to repair it.
◈ PISTOL WHIP-SHOT.
You can’t just rely on the distance between you and your opponent to keep you safe. Sometimes, you need to get up close and personal with your foes. You’re skilled at dealing melee attacks with the butt or handle of your firearm in the heat of battle. You’re granted a +1 on all melee rolls involving pistols. Moreover, you’ve learned how to move so you can either follow-up a pistol whip with a shot or vice-versa with no additional rolls needed. On attacks involving this maneuver, you’re granted a +2 bonus.
◈ SWIFT RETALIATION.
Engineers know everything about their firearm and how to make the best use of it. You’re adept at in-battle repairs, swiftly drawing your weapon, and fast reloads. Because of your experience with ranged attacks, you’re good at judging where and how you need to dodge to avoid them as well. This grants you a +2 bonus on dodging against ranged attacks.RUNE FENCER
The first High Elves who took to learning the draconic ways sought to harness the arcane, adapting their very will to draw forth magical power from the Weave, a blanket that wraps around the universe and allows the flow of energy into a mage's incantations. In the beginning, spellbooks were less common than the practice of runing. By scribing intricate patterns and shapes on the ground, they discovered a way to channel, evocate, and summon. The mightiest of mage warriors donned those runes onto their body, calling forth the power that they contained at times of great need.
Skilled experts in the art of swordplay, rune fencers draw from a combination of melee and magic attacks. While they can certainly ward an area via the use of magic, their true power lies in channeling magic directly to their blade. They call upon the fine line between life and death, see the duality and opposition of all things in true form, and use that power to destroy and disable their enemies.
◈ RUNES.
(M) (REQUIRED) You are able to store spells on your body in the form of runes. They must be written somewhere on your body in order for you to activate them. There are two types of basic runes you may use: spell runes and damage runes.Both spell and damage runes can be inscribed at the same time, meaning you can wield a maximum of 4 inscribed runes at any time. Spell runes and damage runes can be used simultaneously.
- Spell runes: Choose 10 spells marked with (M) from the standard paths to translate into rune format. You may inscribe 2 of these spells onto your body at a time, and you may activate 1 at a time. Once cast, the rune will fade from existence. You can inscribe 5 spell runes per day.
- Damage runes: Inscribe the elemental property of any damage type other than slashing, piercing, or bludgeoning (a full list of damage types can be found in the Glossary.) When you activate this rune, you imbue your weapon with the force of the rune's damage type for 10min, after which the rune will fade. For example, when using a necrotic rune, your weapon's cuts will cause necrosis or drain health from your enemy, while using a fire rune will cause extreme burns to your enemy. You may inscribe 2 of these spells onto your body at a time and may activate 1 at a time. You can inscribe 5 damage runes per day.
NOTE: All Rune Fencers must take this as their first path action.
◈ RUNIC TRANSCRIPTION.
(M) (P) You master the following three powerful runes, which you can transcribe onto any solid surface such as a wall or the ground. When transcribed, the rune will glow and ignite while the rune’s power takes effect. Transcribed runes fade after 1 hour, and their effects can be halted if someone obscures or damages them. You may only use one of these transcribed runes per day.◈ FLARE.
- Regenerate: Upon activation, this rune radiates holy energy, healing superficial wounds of anyone within a 15 foot radius. This rune will not heal more significant injuries like broken bones or internal injuries, but it will provide pain relief and keep injuries from getting worse for the next 6 hours.
- Consume: Upon activation, this rune radiates necrotic energy, stealing energy from anyone within a 15 foot radius. Targets whose energy is stolen will collapse and lose consciousness for 10 seconds, then remain dizzy, disoriented, and weak for 30 minutes after the rune's activation. The targets' stolen energy is consumed by the Rune Fencer, rejuvenating them and healing superficial wounds.
- Conceal: Upon activation, this rune conceals any creature contained within a 15 foot radius from the view of anyone out of range of the rune. Creatures affected are completely invisible to the naked eye, although they may still be detected by other senses. (Hearing and smell, for example — don't sneeze!) Should a creature outside the rune's range step within it, they will be able to see all other creatures affected by the rune. Similarly, if a creature inside the rune's range steps outside of it, they will be rendered visible again.
(M) (P) You call forth the balance of life and death from the sun itself. Activating this magic causes deadly fire damage to everything within a 10 foot radius. Caught in the blast yourself, you take significant fire damage that causes incapacitation of one limb or loss of one sense. This lasts for 48 hours or until you find a healer able to assist. You cannot heal this damage yourself.
If another Reclaimer or NPC ally is caught in your Flare, you take half of their damage onto you. As a result, you remain conscious but are completely incapacitated. The ally in question takes moderate fire damage roughly analogous to a second degree burn to one body part, with effects such as blisters, deeply red skin that is painful to touch, and a white or discolored injury. These injuries persist for 48 hours or until you find a healer able to assist. You cannot heal this damage yourself.
◈ DUELING PESTILENCE.
(M) (P) You inscribe a rune onto your primary slashing or piercing weapon. If you draw a creature's blood while attacking with this weapon, their wound sustains additional necrotic and poison damage that cannot be healed by traditional magical or nonmagical means. The site of injury begins to fester and suppurate, and your enemy feels excruciating shooting pain, dizziness, weakness, and disorientation. These symptoms get worse over a period of 30 minutes, by which time they are unbearable for the average creature. While these wounds are not deadly, the only way to reverse their effects is through a curing rune applied by the person who dealt the blow in the first place — you. If you do not apply the curing rune, then the effects of the poison will subside after 24 hours.
NOTE: If your character does not use a slashing or piercing weapon but you would still like to utilize this path action, feel free to contact us on the FAQ with ideas or questions regarding adapting it to suit!
◈ LUCKY FLAIR.
(M) You gain the ability to make lucky charms, circumventing the laws of chance in your favor. By inscribing a luck rune on an item small enough to hold in your fist, you imbue it with the ability to change one instant of luck. You may make up to 4 of these charms per mission or interlude and have the option of keeping all 4 or giving some away. Once per charm, if the charm’s holder rolls a 1-4, they may re-roll and take the highest result. The charm must be on your person in order to use it. If lost, it miraculously appears in the pocket of its owner.SAGE
Sages are, as the name implies, defined by their scholarly leanings. These learned individuals devote their lives to the pursuit of lore that has been long forgotten by the world at large. To them, such knowledge is the truest form of power, and they seek it tirelessly — not to hoard it as a dragon might, but instead with the goal of ensuring that their chosen allies might live to fight another day.
Those who would follow the winds of fate to this path become skilled tacticians, able to manipulate the raw firmament of the battlefield to best serve their immediate needs. They learn to use magic to modify their surroundings to be more amenable to allies, defying gravity or bending lightning and stone to form protective barriers on command — or instead turning those same forces to displace enemies, if it suits them. This keen understanding of elemental properties can make them indispensable allies, as some particularly adept Sages are even able to deliver others from the icy grip of death itself.
◈ BANISHMENT.
(M) (P) You can use magic in an attempt to send one creature that you can see within 30ft to a randomized location at least 50ft away from you. This spell takes a full minute to cast and can be used up to three times a day. This spell takes active mental effort to maintain. You cannot cast another spell while focusing on maintaining this one, and a strong blow or other distraction may break your focus and end the spell.
◈ RAISE DEAD.
(M) (P) You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life at half health. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time of its death. The spell can’t return an undead creature to life. Upon return, there is a cost associated with each revive (up to the targeted player to decide). This spell can only be used once per mission or lunar interlude.
◈ WATER WALK.
(M) (P) Once a day, you can grant yourself and up to three people the ability to move across any liquid (such as water, acid, mud, snow, quicksand, or lava) as if it were solid ground for up to 10 minutes. Creatures crossing molten lava or acid can still take damage from the heat and/or fumes.
◈ STORM SPHERE.
(M) You use magic to create a 10-foot-radius sphere of whirling air, centered on a point you choose within 50 feet. Anyone caught in the sphere’s location will take bludgeoning damage. While you’re concentrating on this spell, you have the ability to make the sphere shoot heavy lightning from its origin point — the equivalent of a very strong shock. These lightning bolts stay within the boundaries of the wind sphere. This spell takes active mental effort to maintain. You cannot cast another spell while focusing on maintaining this one, and a strong blow or other distraction may break your focus and end the spell.
◈ STONESKIN.
(M) (P) You use magic to turn the target's flesh stone-like in appearance and feel for up to 20 minutes. While enhanced in this fashion, all damage taken is reduced by half. Getting knocked unconscious will cause the spell to end.SUMMONER
Summoners are known for their ability to summon magical beasts to fight for the party. They're blessed by an energy from a different world, and as they progress in life, they learn to harness the connection in a way that allows them to manifest entities from other realms. Historically, someone born into this role was revered highly, as they often went on pilgrimages to aid the world in one way or another.
The magics of the ancient Summoners became codified after time. Mages began to learn the ability to conjure elementals by studying the way a Summoner calls forth energies from the universe which manifest into creatures. As time went on, fewer and fewer summoners came into their own powers, as much of their innate ability had been bottled through research and practice. Every now and then, however, latent powers begin to grow in someone who is familiar with the arcane, and a new summoner is born.
Summoners provide a highly powerful role within a party. They concentrate on keeping the form of a familiar in battle and use that familiar to its fullest extent. Some call forth upon the fey and manifest healing faeries to keep a party's health high. A true practitioner of the art has an unlimited capability within them to conjure a great many things: doors that open and create rifts in the planes, elementals that rage fire or engulf an area in water. Their versatility in casting is what sets them far apart from others, and a team is greatly affected by having one to bolster their ranks.
NOTE: All Summons require one minute of casting time. While summoning, you cannot channel any other summons, and a strong hit will break your hold on the creature, sending it back to where it was taken from.
◈ CONJURE ELEMENTAL.
(M) You call forth an Elemental servant. Choose an area of air, earth, fire or water that can fill a 10-foot cube within range. An elemental of the appropriate element appears in its place. A fire elemental can emerge from a bonfire, for example, or an earth elemental rises up from the ground. You must have the element present in order to summon the elemental. The elemental disappears when defeated or after an hour, when the spell ends.
The elemental is friendly to you and your companions, and it obeys any verbal commands you issue to it. If you don’t issue any commands, it protects itself from hostile creatures but otherwise takes no actions.
◈ CONJURE FAERIE.
(M) You call forth a small faerie that hovers around you for a duration of 5 minutes. While active, it grants you a +3 bonus against magic and elemental damage. Additionally, it provides you and one other creature of your choice with healing at a slow rate, healing scrapes and bruises, but not as far as mending bones.
◈ CONJURE BULWARK.
(M) You call forth a demon from the abyss that hardens you and up to two others for a duration of 5 minutes. While active, it grants all of you a +3 bonus against all piercing, bludgeoning, or slashing damage. Additionally, all of you are unable to be knocked off your feet for the duration.
◈ LEOMUND'S TINY HUT.
(M) A dome 20 feet in diameter appears around you and up to nine creatures of average human size or smaller. It lasts for up to 8 hours, or when you decide to dispel it. The dome is immobile. Until the spell ends, you can choose the inside to be dimly lit or dark. The outside is opaque of any color you choose, but is transparent on the inside. Creatures and objects in the dome’s area when you cast the spell can move through it freely. Everything else is unable to enter. Spells and other magical effects can’t pass the barrier of the dome on either end. The dome’s atmosphere is always comfortable and dry, no matter the outside weather.
◈ DIMENSION DOOR.
(M) You teleport yourself from your current location to any other spot within a 500 foot range. You arrive at exactly the spot desired. It can be a place you see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as you can carry them. You can also bring one willing creature of average humanoid size or smaller and its gear. The creature must be within 5 feet of you when you cast this spell.TECHNOMANCER
Skilled at electronic devices, computers, and otherwise mechanical beings, Technomancers bring a highly specialized toolset to the table. Their ability to code and transcribe the virtual and the real are equivalent in their eyes. Organic matter is simply a code, waiting to be broken and compartmentalized into easier to digest chunks. They manipulate these structures, changing the nature of life itself by rearranging the structure that comprises even the organic.
A skilled Technomancer is truly someone to be feared. They can wipe away the trace of anyone around them, distort and hack reality to their benefit, and create viral code that embeds itself into living tissue. A mix between stealth and magic, they always have an ace up their sleeve and come ready to interface with the world in the most literal sense.
In contrast to other advanced paths, Technomancer is a new and budding discipline, full of bright-eyed acolytes eager to get their fingers into the fabric of reality. As such, it is ever-evolving, which means a Technomancer ally is front and center when it comes to creative, out-of-the-box solutions. They can adjust almost any technology to suit their needs — including such tech as Bureau of Balance bracers, although not always reliably.
◈ INFORMATION SURGE.
(M) (P) You gain the ability to render electronic devices near you inoperable for 5min. You may select up to 10 devices within a 30ft radius of you to disable, or you may shut down all electronic devices within a 15ft radius of you. By default, this does not affect electronic devices on your person, but it can if you wish.
◈ VIRTUALIZE.
(M) You are able to disappear into and travel between electronic devices within 250ft of each other up to 3 times per day. You are able to remain within the device for up to 2min, after which point you will be ejected from it. If the device is shut off while you’re inside of it, you will be ejected from it and take moderate psychic damage as a result, resulting in potential migraines, disorientation, and/or nausea. One use of this spell can be spent to disappear into Device A as well as move to Device B. It would take a second use to then move from Device B to Device C. If you disappear into a device and do not move to another one, one use is considered expended when you exit the device.
◈ ARCANE HACKING.
(M) (P) You can use magic to shut down a spell’s persistent effects by hacking into reality around it. This ability can dispel shielding magic (such as Sanctuary) and cloaking magic (such as Empty Body). With practice, you may have success in interfering with the persistent effects of other kinds of magic as well. If you wish to learn how to use Arcane Hacking to dispel something like an illusion or a curse, you may roll for it. A success on the roll will allow you to add that type of magic to your permanent repertoire of hacking knowledge. Be careful, though — hacking reality is no joke, and failure may cause unexpected results! Low-level spells are easy to shut down, but stronger magic may resist your attempts to hack into it.
◈ DIGITAL PHANTOM.
(M) You can use magic to entirely conceal you and up to 4 other people from being seen or heard for up to 30min. The effects of this spell follow you, but your party members must stay within 100ft of you to remain hidden in this way. If you interact with an object that was not already on your person at the time of casting this spell, this ability does not render it invisible.
◈ TECHNOVIRUS.
(M) (P) You can use magic to install viral code into organic material and cause one of the following effects for up to 5min.
- Force Hallucination: The target experiences a hallucination of your choice. This hallucination can be as thorough as you like and is capable of affecting all 5 of the target’s senses.
- Psychic Scream: The target hears an awful shrieking inside their head, which causes them to take continuous psychic damage for the spell’s duration.
- Confusion: The target loses understanding of their situation and surroundings. This may cause them to become hostile, attack their own allies, act uncharacteristically, or otherwise lose control of their own behavior.
VULPISH
As disciplined as monks, as stealthy as rogues, and as wise as clerics, the Vulpish warriors receive their name from the fox people of Vista Virs. Though they are a secretive people, they accept warriors dedicated to their path as one of their own; elves, humans, and even at some point in history a pair of orcs have been known as Vulpish warriors. Lead now by Lady Tamamo, who met the Reclaimers in Vista Virs, the Vulpish lend their help to the Reclaimers by granting them knowledge of this path.
Though a Vulpish warrior no longer needs to be a fox themself, their dedication to the path turns them foxlike in all ways. Quick, agile, and tricky, they can take down their enemies often without ever being seen. Despite their usual silence, however, it’s customary to mark a justified victory with a round of their notorious cackling laughter. Anyone hearing this laugh knows they’ve lost, but may never see the face of the warrior that’s taken them down.
The Vulpish specialize in non-verbal spell casting, directed through complex hand signals that Vulpish also use to communicate silently with each other. They are capable of small feats of teleportation, self-duplication, and use elemental spells with a level of stealth rivaled by no other path.
◈ FOXGLOVES.
(M) (REQUIRED) The Vulpish warriors developed a technique that channels magic through the body without use of a spoken spell. The Foxgloves technique, or Foxgloving, channels arcane energy through the body and focuses it in the complex hand signals Vulpish use to silently intercommunicate. The standard training of a Vulpish warrior first requires mastery of basic hand-signal spells before other path actions may be learned. Up to five times a day, you may use any of the following:NOTE: All Vulpish must take this as their first path action.
- Spray: A powerful geyser of water erupts through your diamond-configured hands, spraying targets up to 7 feet away, with enough force to knock a standard human-size target up to 5 feet back. The spray may be maintained for 10 seconds.
- Hail: Using a pointing hand signal, you summon a cloud to pour down hail stones. The cloud can cover a 4 foot round space (about two standard human-sized targets) and can be directed to appear in any space within 10 ft of you.
- Dart: With a strong, directed point of your fingers, you can manipulate their magical energy into a sharp projectile to pierce the target for a moderately high blow, provided their aim is true. Useful for hunting small prey, as one blow can easily take out a rabbit-sized non-magical beast.
- Swift: Doubles the movement speed of the warrior for up to 15 minutes if the warrior is in perfect health. Cannot be used on other party members and will end early if you are critically injured, and can be used twice per day.
- Rabbit: In the case of a roll failure on any attempts to use these spells, you will find yourself assuming the appearance of a standard-sized rabbit, no matter the weight class of your original form. The effect lasts for 5 minutes and triples movement speed, but attacks will do extra damage against you. After returning to normal, you will need to rest for another five minutes before being able to perform another spell of any learned path.
◈ SMOKE SLIP.
(M) You have the ability to vanish, reappearing on any solid terrain/surface within 100 feet of you, even if the terrain is not well lit. You may not appear in the air directly above you. In your wake, you can choose to leave behind a cloud of smoke that covers 10ft of terrain and carries one of two effects; harmless water vapor that creates poor light visibility, or a darker-tinted poisonous smoke that causes minor poison damage over time to anyone remaining in its area of effect. While it will not prevent enemies from leaving the area, their movement will be slowed.
◈ FOX FLOWER.
(M) Using the Foxgloving technique, you strike an enemy with a dagger of magic that shoots out from under your striking wrist. When the enemy is struck, wispy fox flower blooms spread out across their skin, binding them with magic that makes them more vulnerable to the elemental damage of the Vulpish’s choice. Any party member that attacks using the element the Vulpish has specified will have Advantage on the attack roll against the affected enemy.
◈ DOPPELGANGER.
(M) Allows you to create one clone from your own shadow for one minute, once per day. Though a clone can cause physical damage to an opponent, it’s more like a hollow shell than a fully flesh and blood duplicate, and it will immediately vanish if it travels more than 30 feet away from your body. The clone may fight alongside you as an extension of your consciousness, and the memory of what the clone has seen, smelled, and heard will be given to you upon the clone’s disappearance. It may cast one spell while in existence. Should that spell have a usage cap (once per day, three times per mission, etc.), the doppelganger’s casting counts towards that.
◈ FOX'S FAVOR.
You're skilled in sleight-of-hand, deception, and similar tricks. Three times per mission, when attempting such a trick, you may add +3 to a roll of 17 or higher to get a critical success. In addition, any natural 20 will restore your health to its fullest.