PHBSRD Part
PHBSRD Part
Player Options
76 Player Options
Ariadne’s Racial Options
ertain species of the CoS Universe are of
C
Batraiki
paramount importance to the entire setting, Racial Option
such as the Celesari. Others are unique
additions to the classic fantasy races the 5e Toad-like humanoids from the swamps of Rhunia, their
SRD offers, which we believe improve the kind fell into diaspora after they were hunted by a
game’s variety and flavor. The races and zealous military order following the corruption of the
subraces of the Ariadne’s SRD, found below, Ichorous Peninsula and the raising of the Blackstone
fall into either of these boxes, or sometimes both. wall. Indeed, they were accused of being behind the fall
In any case, if you’re the kind of person to bring a weird of Selem and the apparition of the aberrations that
homebrew race to the table, ask your DM if you can play prowl those lands to this day. With their prodigious
as an anthropomorphic sea slug, or make your own memory and aptitude for arcane magic, many Batraiki
subraces of established races to fit your backstory have become errant wizards, offering their services and
better, this section’s for you! counsel to thosewho can pay for it. Others are bent on
revenge against the sentinels that drove them from their
ancestral homeland.
Storied Species Cetkar
Though the most universally important already had Racial Option
some of their history described in the lore section of the
SRD, a quick rundown next to the stats is never a bad Sharkmen from Ylrein, an icy moon of the Nova Cluster
thing to have! An orderly SRD is a godly SRD. that was destroyed long ago. As an astral people without
a homeland, many of them became pirates of the silvery
Celesari expanse, or highly capable mercenaries with scruples
Racial Option adjustable to the size of any purse. Confrontational and
direct, Cetkari have no qualms about speaking their
The angels of the stars, born of cosmic dust in the minds, nor defending what they speak with jaw and
broken heavens of Celestia. They are, quite possibly, the blaster.
most naturally powerful mortal species of the current The Cetkari are aquatic apex predators by nature, and
age, after the demise of the Teng. As trueborn heavenly despite the sophistication of civilization, this disposition
creatures, they naturally gravitate towards benevolence still conditions them to work as henchmen,
and magnanimity, but a dark, tragic history fraught with quartermasters and vanguard brawlers. Some Cetkari
corruption from the void and civil war has left them grow to resent this expectation, becoming scholars or
reclusive and distrustful. accountants in rebellion. Others revel in it, playing with
Misbegotten their enemies’ minds using their bloody reputation.
Universal Subrace
Teng Scion
The term “misbegotten” was first coined to describe Universal Subrace
those mortals who had their blood tainted by the oozing The blood of the ancient Teng is almost extinct, but not
corruption of the Ichorous Peninsula, but has since quite. In certain parts of the universe, lesser
become a catch-all term for individuals whose original descendants of the inheritors of the Dead Gods still
genome has been partly or wholly replaced by some thrive, most notably in the flying city of Uldann, where
blasphemous, monstrous parody of what life is elves with traces of Teng ancestry take zealous care of
supposed to be. Misbegotten can be of any race, and preserving their heritage.
they can be born with their twisted forms, or acquire
them after some terrible accident or unspeakable Though elves, oshari and dwarves are the most likely
arcane experiment. races to contain splinters of Teng blood, they can be
found among all the peoples of the universe.
W
Teng Bloodline
subclasses have become particularly Sorcerous Origin
important to the worlds they inhabit. They
are often part of a great order, an Teng Scions are not the only ones blessed with the
organization that left its imprint in history, great power of the ancient Teng. Some sorcerers
or an infamous group that brought strife to discover in their bloodline some powerful trace of the
the cosmos. These warriors, mages, rogues, blood of the precursors, and use it to grow in power.
and great heroes count many legendary characters Only they can manifest the long-forgotten dominion of
among them, who’ve made these classes and subclasses Sorcery and Arcana of the Teng, and truly come into
into important parts of the Universe of Strings. their own as the true descendants of the fallen empire.
Subclasses The Hermit
It is rare for a particular predilection of certain classes Cleric Divine Domain
to reach such highs as to be recorded in the annals of The Hermit is a mysterious figure, appearing in tale and
history. The following are the most important song, a hooded man bringing gifts, but never staying
subclasses from the many pages of the Codex of long. He is as transient as the breeze, yet in his wake,
Strings. some gifted clerics have managed to channel his power,
College of Fools embodying his philosophy and way of life. They too
travel the world, helping wayward adventurers find their
Bard College path, and in doing so, writing their own story.
Bards follow greatness in song, or in battle, or in The Tower
performance. The many pursuits bards are known to
entertain can fill a thousand story books. Some of them, Warlock Patron
however, focus on a rather different school of thought. What happens when everything you thought was true,
The story itself. everything that gave you meaning, became ash in your
The College of Fools is the bard that embodies not only mouth? There are powers in the universe much greater
the lighthearted innocence and naivete of beginnings, than those of dead gods and wielders of Divinity. These
when the Fool takes the first step, but also the gravitas warlocks have understood that fact the moment they let
and cyclical nature of stories, for their object of study is ruin enter their lives. What drives such desperate souls,
the journey itself. Of all Bards of this persuasion, there broken by strife and abandoned by life itself?
is none more famous than the Seeker of Divinity Nothingness. The path of the Tower is not just a
themselves, Myriel Genra. rejection of life, but a rejection of existence itself.
Dread Hunter Warlocks of the Tower are few and far between. Among
the most notable is Queen Nemesis, of the Molten
Fighter Martial Archetype Crucible; the Lady Eternal. Her black star of ruin
The famous Sentinels of the Blackstone, defenders of eclipses all light, even that of Might itself.
the realms, and hunters of the eldritch. These gloomy Way of Strength
but determined fighters are sworn to fight the
aberrations that lurk in the Ichorous Peninsula until Monastic Tradition
their dying day. Some of them, such as Chief Sentinel At the top of the cold mountains of Detheros, in the
Selena and Afterlife Magister Geld have reached greater Material Plane, the forlorn dragon Yuna, also known as
highs than any other in their Order. Never Bluefire, has taught an order of Monks how to tap into
underestimate the indomitable will of the mortal spirit. the inner strength of all mortals, and use their souls to
empower their mystical bodies. These fiery warriors
follow the Way of Strength, a path that uses the very
flame of creation to bolster oneself. Bluefire Yuna is
thought to be a myth, for she has not been seen for
thousands of years, yet the monks of the Way of
Strength spread her teachings to all that would listen,
using the might of their body and soul to perform feats
of unparalleled tenacity in the name of their mysterious
patron.
The fool is the first and last card of the Deck of Many
Fates, but can be found all throughout the deck, as it
has no real place within the sequence. It represents new
beginnings, for both hopeful newcomers and grizzled
veterans. The fool is the piece that holds the entire deck
together. It takes great valor to speak up when everyone
is silent. To take the first step, no matter the ridicule.
Some equate that with stupidity, others with courage.
Does it matter, really? The path is forward, after all, and
purpose is always found through fire and flame.
Myriel Genra believed the fool to be the unlimited
potential of fate. The one that walks forth into the
unknown, eager and unburdened. The deck builds itself
on that premise. The fool can be anyone; and everyone,
without fault, will embody the fool someday. To live is to
explore, to endure, to suffer, and ultimately, to grow.
Dare. Either by unbridled courage, or sheer stupidity,
dare. The College of Fools is the greatest manifestation
of this edict.
Unwavering Conviction
When you choose this archetype at 3rd level, you gain
proficiency in Intimidation checks. In addition, you gain
three Conviction dice, which are d4s. When you make
an attack roll or an ability check, you can choose to
expend one Conviction die and add it to the roll. You
can wait until after you roll the d20 before deciding to
use a Conviction die, but you must decide before the
DM says whether the roll succeeds or fails. These dice
cannot be used in rolls that have you acting against your
chosen Conviction. You recover your Conviction dice
when you finish a long rest.
Your Conviction die changes when you reach certain
levels in this class. The die becomes a d6 at 5th level, a
d8 at 11th level, and a d10 at 17th level.
Dread Mark
Starting at 3rd level, you gain the ability to mark
creatures with a supernatural connection. As a bonus
action, you can choose one creature you can see
within 90 feet of you and mark it as your quarry
for the next 24 hours. You have advantage on
Wisdom (Survival) and Intelligence
Profound Conviction
(Investigation) checks made to track or
Dread Hunters, known for their unwavering zeal, surpass all
uncover information about the marked
others in their commitment to their conviction. They embrace the
pursuit of the unattainable as an inherent truth, sparing no effort creature. Additionally, you deal extra damage
to justify it to those who question their path. They possess the equal to your proficiency bonus to the marked creature
profound understanding that their goals will forever elude them, whenever you hit it with a weapon attack. You can only
yet they also recognize the potency of resolute determination. mark a single creature at a time. You regain a use of this
These are some possible Dread Hunter Convictions: feature if you reduce your quarry to 0 hit points.
You can use this feature a number of times equal to
• “I will never relent in my pursuit, even as the trail disappears
your proficiency bonus, and you regain all expended
into the depths of the unknown. My resolve shall pierce the
darkest of veils.” uses after finishing a long rest.
• “I pledge to restore every fallen stone, mend every crumbling Supernatural Defense
wall, and resurrect every derelict structure to its former grandeur, At 7th level, your esoteric connection to your marked
until even Selem is risen from ruins.” creatures grants you enhanced protection against their
magic. You gain resistance to damage from spells and
• “I vow to eradicate every trace of eldritch corruption from the
land, from the Blackstone to the primeval pool. Every shadow will magical effects cast by creatures marked by your Dread
be banished by my torch, every aberration slain by my blade, Mark. Additionally, if a marked creature misses you
every drop of ichor cleansed by my flame.” with an attack roll, you can use your reaction to
• “I commit to protect every last one of my fellow sentinels,
immediately make one weapon attack against it.
ensuring they will never stand alone, no matter the threat.” Eldritch Insight
• “I embrace the eternal hunt of those who’ve indulged in the Upon reaching 10th level, you have developed an
dark arts, vowing to persist until their entire lineage is eradicated uncanny understanding of the eldritch powers that flow
from this world.”
These intrepid souls have stared into the abyss and refused to
blink. They have gazed upon horrors that would shatter the
minds of ordinary men and women, yet they stand tall, their will
unyielding. This unwavering resolve sets them apart.
Tides of Ruin
Starting at 1st level, when a creature fails a saving
throw against one of your spells, they become ruined for
the next minute, suffering a -1 penalty on saving throws
against your spells. This effect can stack up to three
times. Your spell attacks score a critical hit on a natural
roll of 19-20 against ruined targets.
Dire Misfortune
Starting at 6th level, you can use a reaction when a
creature you can see within 60 feet of you makes an
ability check, attack roll or saving throw to subtract
1d12 from the roll. You can choose to do so after they
roll, but before any results of the roll are announced. If
the target is ruined, you can choose to reroll the d12,
taking the highest result. Once you use this feature, you
cannot do so again until you finish a long rest.
Inescapable Ruin
Starting at 10th level, you can inflict misfortune
repeatedly on your foes, if you allow it to infect you as
well. You can use your Dire Misfortune feature up to
three times between long rests, but each time you do so
beyond the first, you suffer a penalty to your next attack
roll, ability check, or saving throw: 1d6 for the second
time and 1d12 for the third. A creature affected by your Threadnotes: Ripples in Time
Dire Misfortune gains a stack of the ruined condition. The patron of these warlocks is a distant entity, and mostly
Disaster Aura disinterested by the batting of a fly’s wings; a description
Starting at 14th level, choose one type of damage from that fits all mortals, from its perspective. Its warlocks may
the following list: psychic, thunder, or cold. Creatures of avoid the ruinous fate their powers are keen to wreak upon
your choice within 30 feet of you become vulnerable to them for quite a long time–or even forever. Hence, they may
that type of damage, unless they are immune to it. When even be good people, using the powers of darkness for a
you finish a long rest, you can change the damage type
of your Disaster Aura. more or less just cause. All that’s done in Eternity’s name,
however, can only serve to bring about the fated end of the
universe–at least in the long run.
Take the warrior that lifts the axe. The man is strong,
that is for certain. But does he truly show strength, or is
he merely an executioner? While power is defined by
those who have it and those who don’t, strength is more
closely aligned with a choice, an inner dilemma. To
show true strength is to control it. To sublimate it. The
warrior can only be strong as long as he shows
restraint. He must put that strength, that physical might,
in service of a higher goal, beyond the ability to
overpower others.
T
Codex of Strings use very special features the result. You can replace any attack roll, saving
and skills to overcome the challenges they throw, or ability check made by you with this
encounter. These are some of the feats for foretelling roll. Once you do so, you must finish a
player characters from the 1000+ pages of long rest before you can use this ability again.
the Codex. You might see these same feats
on our creatures and NPCs! Animals are not calm around you. You automatically
fail any animal handling check, and might be
Against all odds attacked by the more aggressive ones without
“It’s always darkest before the dawn!” provocation. Why? What unnerves them so?
You stubbornly refuse to fail, even in the direst of
situations. Deathbound
“Death is never far. It will come eventually. When it
Increase your Charisma score by 1, up to a does, I hope I am strong enough to greet it as a friend,
maximum of 20. not as an enemy.”
For every ally within 30 ft that has fewer than half
their total hit points (including you), you gain +1 to You are followed by death, wherever you go. You are
your attack rolls, saving throws and ability checks, used to it. Any fight may be your last, so you fight
up to a maximum of +3. feverishly.
You gain a +2 bonus to attack and damage rolls
Astral Blood made when you have less than half your total hit
“The Holy Blood! The stars themselves have chosen points.
you… I can feel it! I can… smell it…”
You are immune to the frightened condition.
Your lineage was once influenced by the primal energy
of the stars, bonding you to the celestial planes. Death saving throws only count as a success for you
on a natural roll of 15 or higher.
Increase your Charisma or Wisdom score by 1, up to
a maximum of 20.
You have resistance to radiant damage.
Your creature type is changed to celestial.
Critical Magic
“Ashes to ashes, dust to dust. In the struggle against the
eldritch, we may employ some arcanisms of our own.”