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PHBSRD Part

The document presents various player options for races and subraces in the CoS Universe, detailing unique characteristics and abilities of each race, such as the Celesari, Batraiki, and Cetkar. Each race has distinct traits, including ability score increases, special skills, and cultural backgrounds that enhance gameplay. Additionally, it explores the Misbegotten, a corrupted offshoot of original races, highlighting their unique abilities and challenges in maintaining their identity.

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0% found this document useful (0 votes)
396 views29 pages

PHBSRD Part

The document presents various player options for races and subraces in the CoS Universe, detailing unique characteristics and abilities of each race, such as the Celesari, Batraiki, and Cetkar. Each race has distinct traits, including ability score increases, special skills, and cultural backgrounds that enhance gameplay. Additionally, it explores the Misbegotten, a corrupted offshoot of original races, highlighting their unique abilities and challenges in maintaining their identity.

Uploaded by

dumb ass
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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V

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.

Player Options: Races & Subraces 77


Celesari
Celestia, nowadays known as the broken heavens or the
firmament, was once a mighty plane of existence, the
place where Ylwe, Sovereign of the Gods, held his court,
along with his brother Yhawe, God of Might. The
increasingly catastrophic events that preceded the war
of Eternity claimed both their lives, and the war itself
shattered the plane, leaving its pieces strewn across the
astral, creating a landscape with more stars than any
other in the universe.
Millennia passed and none returned to Celestia, that
dolorous memory of war, betrayal, and loss; but the
spilled energies of a shattered plane did coalesce, and it
did form the Celesari, inheritors of the cosmos, who
would give new life to the broken heavens.
Celesari Traits
Celesari share certain racial traits as a result of their
common celestial origin.
Ability Score Increase
Your Intelligence score increases by 2.
Age
You share in the longevity of celestial bodies. A Celesari
can live to be eight hundred years old, but frequently die
of other causes along the way.
Size
Celesari are thin and angular and partly gaseous,
making them very light, about 80 pounds for the
average individual. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Limited Truesight
You have darkvision out to a range of 60 feet, but can
momentarily focus your sight to see beyond the feeble
disguises of reality. As an action on your turn, you can
grant yourself truesight out to your darkvision range,
which lasts until the end of your next turn. Once you do
so, you must finish a long rest before you can do it
again.
When you reach 14th level, the duration of your limited
truesight is increased to 1 minute. This magical effect
requires your concentration. If you fail a concentration
check while using this ability, the effect ends. When you
reach 20th level, you can use this ability an unlimited
number of times between long rests.
Meteoric Skin
You have +1 bonus to your AC while not wearing armor
as a result of your tough, meteorite-like skin.

78 Player Options: Races & Subraces


Asterian Subrace
The Asterian Celesari are born of the brutal energy of
meteorites and other fast-travelling celestial bodies, and
find their origin in the stars around Lyntas, after
thousands of years of change and evolution. These
particular starfolk specimens are tougher and heavier
Nebulous Subrace
than most of their kin, and also endowed with an
explosive personality to rival the comets and warping
Celesari who are born of the energy of stardust clusters suns that gave birth to them.
and other nebulous celestial bodies develop specific
traits that categorize them in this subrace, one of light- Ability Score Increase
bodied individuals with unparalleled natural finesse and Your Constitution score increases by 1.
dexterity. Gravitational Control
Ability Score Increase You know the coin throw  cantrip. When you reach
Your Dexterity score increases by 1. 3rd level, you can cast the feather fall spell once with
this trait and regain the ability to do so when you finish
Nebula Form a long rest. When you reach 5th level, you can cast the
As a reaction when you are hit by an attack or damaged levitate spell once with this trait and regain the ability to
by a spell, you momentarily turn into pure cosmic vapor, do so when you finish a long rest. Intelligence is your
gaining immunity to slashing, piercing and bludgeoning spellcasting ability for these spells.
damage, and resistance to thunder, acid, fire, cold and
lightning damage until the start of your next turn. These
immunities affect the triggering attack / damage.
Once you use this feature, you cannot do so again until
you finish a long rest.

Player Options: Races & Subraces 79


Void-Eyed Subrace
Not all Celesari are born of the energy of luminous
stars, nebulous clusters and shooting comets. There are
other celestial bodies out there. Much rarer, much
darker… Certain arcanists call them black devourers,
moving void that becomes the bane of entire planes of
existence. These malformed celestial entities were
surely touched by Eternity, bringer of the End Times.
Ability Score Increase
Your Charisma modifier increases by 1.
Windows to the Dooming Dark
You have proficiency in the Intimidation skill.
Entropy
Whenever you deal force damage to a creature and the
creature has less hit points remaining than your current
level, the creature is reduced to 0 hit points.
Orbs of the World-Eater
Whenever you deal an instance of acid, cold, fire,
lightning, or thunder damage, you can choose to deal
force damage instead. Once you do so, one of your eyes
goes dark. If both your eyes go dark, you are blinded
until you finish a long rest, but you gain blidsight out to
30 feet. While blinded in this manner, you cannot use
your Limited Truesight feature.
At 5th level, you can use this feature once per long
rest without turning one of your eyes dark.

80 Player Options: Races & Subraces


Misbegotten
The Misbegotten are a twisted and corrupted offshoot of
their original race, tainted by dark influence. Mutated
and imbued with otherworldly power, they possess
unique abilities that reflect their connection to the
eldritch. Though shunned by many, the Misbegotten
navigate a delicate balance between embracing their
newfound abilities and retaining the sense of identity
inherited from their parents, and their culture.
Misbegotten traits
Ability Score Increase
Your Constitution score increases by 1.
Eldritch Mutation
Due to your eldritch corruption, you gain one of
the following traits based on the type of eldritch
creature that tainted your bloodline. Choose one
option from the list below:
Tentacular Form. Your body has significant aberrant
mutations. You can use a bonus action to extend or
retract a set of tentacle-like appendages from
your back. These appendages have a reach of
10 feet and can be used as natural weapons, dealing
1d4 bludgeoning damage + your Strength or
Dexterity modifier. While they are extended, you
gain a climbing speed equal to your
walking speed, and gain advantage on acrobatics and
athletics checks that can be aided by your eldritch
appendages.
Twilight Veil. Shadows cling to your form, and
darkness seems your ally. You have darkvision
out to a range of 60 feet, which is not
impeded by magical darkness. Additionally,
you can cast the darkness spell innately
once between long rests.
Whispers of Madness. Unsettling whispers
echo within your mind, granting you
insight into the minds of others. You have
advantage on saving throws against being
charmed and cannot be put to sleep by
magical means.
Additionally, you can cast the detect
thoughts spell innately with this trait, using
Wisdom as your spellcasting ability. Once
do so, you must finish a long rest before you
can do it again.
Tainted Resilience
You have resistance to a damage type
associated with the event that tainted your
blood. Choose one among the following
options: lightning, poison, acid, necrotic or cold.
Player Options: Races & Subraces 81
Cetkar
The Cetkari are confrontational and socially aggressive.
They tend to speak their minds and make their will known
to others, with little regard for the consequences of their
words, or how they may affect those around them. This
doesn’t mean they are malintentioned or do not care for
others: in fact, they typically respect those who stand their
ground before them, and don’t hold grudges for past
disagreements.
Not all Cetkari fall into this archetype, of course: those
who were raised amid other cultures may differ a lot,
acquiring the spirit of their environment.
Ability Score Increase. Your Strength and Constitution
scores increase by 1.
Amphibious. You can breathe air and water, and have a
swimming speed equal to your walking speed.
Cetkari Jaws. Your jaws are a natural weapon with a
range of 5 feet that deals 1d8 + your Strength modifier
piercing damage. On a hit with your jaws, you can choose
to grapple the target if it is medium or smaller (escape DC
8 + your proficiency bonus + your Strength modifier).
Threathening Presence. You have proficiency in the
Intimidation skill. In addition, you have advantage on
Charisma (Intimidation) checks against creatures that
have seen you hit a creature with your Cetkari Jaws.
Quaru Subrace
The Quaru Cetkari are typically suave and charismatic,
with an easy-going way that can nonetheless turn
threatening in the space of a breath. They are masters of
every kind of persuasion and intimidation out there, both
physical and social.
Ability Score Improvement
You Charisma or Strength score increases by 1.
Keen Hearing and Smell
You have advantage on Wisdom (perception) checks that
rely on hearing or scent.
Deadly Strength
You have a +2 bonus to damage rolls made against
creatures that have less than half their maximum hit
points remaining.
Born Leader
You can cast the friends cantrip innately, requiring no
material components. When you reach third level, you can
cast the heroism spell once between long rests using this
trait, only targeting yourself. Charisma is your spellcasting
ability for these spells.

82 Player Options: Races & Subraces


Fykari Subrace
The Fykari are considered to be the most physically
ruthless of the two main Cetkar subraces, with a
barracuda-like build that makes them extremely well
suited to physical combat, with an emphasis on speed
and deceptive strength.
They are socially inept as a general rule, with their cold
minds often compared to those of sociopaths in other
races. This is not entirely true, however: even if they feel
little emotion, they do not tend to be malicious or
egotistical, but simply a bit… empty. This can make
them intimidating to others, especially those who do not
understand them. A Fykari individual can still be a great
paragon of good, just not a very emotional one. Reason
can be a path to benevolence, just as much as empathy.
Ability Score Improvement
Your Dexterity or Intelligence score increases by 1.
Constrict & Bite
You can use your Dexterity modifier instead of Strength
to resolve grapple checks. Your Cetkari Jaws attack
deals 2d6 piercing damage instead of 1d8 if the target is
grappled by you.
Impassive Killer
You have advantage on rolls made to resist being
frightened, and rolls made to resist being frightened by
you are made with disadvantage.
Artificer’s Psyche
You have proficiency with Tinker’s Tools, and have
advantage on Intelligence rolls made to understand the
functioning of mechanical artificery. Additionally, you
can cast the mending cantrip innately, requiring no
material components.
Threadnotes: Cetkari Threadseekers
The City of Strings is not above prejudice, and the animosity
against members of the Cetkari species is a prime example of
that. Corsarians, many of them Cetkari, have caused
headaches in the Astral Sea for centuries, and the Bastion of
Knowledge was no exception. Disrupted supply convoys and
even assassinations have made it so the Order of Strings
mistrusts Cetkari almost by instinct, which is why not many
of their kind, despite their force of personality and innate
ingenuity, become Threadseekers. There are exceptions, of
course, which are always good to see!
In the end, every Threadseeking Cetkari is one that will
never give into the life of piracy and violence the Mauve
Gaard has pushed many of them into, with their excessive
zealotry for Gyreon.

Player Options: Races & Subraces 83


Batraiki
The toad people of Rhunia make excellent librarians and
mages, memorious and naturally arcane as they are. That,
combined with the diaspora they suffered at the hands of the
Harspire sentinels, has made it so most magical academies,
including the City of Strings, have a great deal of Batraiki
professors and scholars.
Batraiki Traits
Ability Score Increase
Your Wisdom score increases by 2 and your Constitution
score increases by 1.
Age
Batraiki mature very slowly, reaching adulthood at about
thirty years of age. They live to be around three centuries old.
Alignment
The Batraiki people are exiles from their land, an experience
that has made many of them swerve to the most extreme of
alignments. Evil Batraiki seek vengeance at any cost, and
some turn to chaos as a reaction to the very orderly and
disciplined forces that drove them from their homeland.
Conversely, lawful individuals of this species stick to
tradition and custom as a way to preserve what the sentinels
attempted to burn out. Good-aligned Batraiki have a soft spot
for outcasts like themselves, and often find themselves
championing the causes of the downtrodden.
Size.
Batraiki have a stout frog-like build. Typical heights are
between 5’ and 5’8” tall, averaging at 200 lbs in weight. Your
size is Medium.
Speed
Your base walking speed is 30 feet, and you have a
swimming speed equal to your walking speed.
Amphibious
You can breathe air and water.
Magical Reserves
Your body naturally accumulates prana, the very essence of
magic. As an action on your turn, you can touch a willing
creature, and they recover an expended spell slot, with the
maximum level being one fourth of your total character level,
rounded down (minimum of 1). Once you use this ability, you
cannot do so again until you finish a long rest.
Ironclad Memory
You rarely forget a face, a date or an interesting fact. You
rarely forget anything, in fact. You have proficiency in the
History, Nature and Religion skills. Additionally, you can
accurately recall any information you’ve learned in the past
month, even if your exposure to it was short or
inconsequential, such as an overheard conversation.
84 Player Options: Races & Subraces
Teng Scion
The Teng have left a massive mark upon the universe,
one that goes far beyond Uldann and the defunct
Impero Celerian that fabricated the Last Bastion’s
engine, an age and a half ago. Members of any race can
have traces of Teng blood, as almost all humanoids
have distant Teng ancestors, a fact that the Uldanni and
other civilizations that style themselves the true
inheritors of the Empire don’t care to admit.
Teng Scion Traits
All creatures with Teng blood share certain traits as a
result of the blessings imparted by the Gods upon their
ancestors.
Ability Score Increase
Your Charisma score increases by 1.
Greater Lifespan
Your race’s natural lifespan is doubled for you, as your
Teng ancestry slows aging.
Teng Magic
You gain the magic initiate feat, but you can choose
spells from any spell list instead of being limited to just
one. Charisma is your spellcasting ability for these
spells. Their influence is yet minor… if only there was a
way to tap into it.
Blood of Antiquity
You have advantage on ability checks and saving throws
made to investigate, use or protect yourself from
magical artifacts and machinery. Constructs and
circuits of Teng origin, depending on their state of
dereliction, may still respond to your commands.

Balancing Universal Subraces


The Teng Scion and Misbegotten options are universal
subraces, an original concept of the Codex of Strings. This
means a member of any race that has subrace options (for
the purposes of balancing) can choose to forgo their specific
subrace and instead adopt a universal one. For example, a
dragonborn that chooses the Misbegotten universal subrace
has no breath weapon or draconic damage resistance,
instead gaining the abilities outlined in the Misbegotten’s
trait list.

In the case of races that are not meant to have subraces,


these pose a bit of a problem in terms of balancing,
especially in lower levels, since they are all benefit and no
cost. We believe it’s not too large of a power difference, but if
your DM runs a tight ship, you may want to consider
shedding some of the benefits of your base race to
compensate for the power bump of the universal subrace you
chose. For example, a variant could be balanced by taking
away their starting feat in exchange for the benefits of their
universal subrace.

Player Options: Races & Subraces 85


Ariadne’s Class Options
ithin the CoS universe, several classes and

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.

86 Player Options: Classes & Subclasses


College of Fools
Bard College

You wouldn’t think a jester to be much of a threat.


Funny clothing, bad japes, nothing but a clown. A one-
note bard with even less self respect than the rest of
them. And yet, behind the mask–either figurative or
literal–could prowl a scheming thief, a bloodthirsty
killer, or simply a bumbling idiot, truly nothing more
than what they seemed. How can you know? A fool is as
much a mystery as they are an open book.

That uncertainty is the tightrope walked by bards of the


College of Fools. Some may be much more than what
they seem, while others can be as superficial as the
character they portray. Some are found in royal courts,
others in run-down taverns. They could be secret agents
in a plot to assassinate the king, or town fools no one
takes seriously–not even themselves. Jesters,
troubadours, clowns, and chatty travelers. Wherever
they might be, they will entertain, often with their own
silliness, be it a performance, or an act.

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.

Bards are already considered storytellers, chroniclers,


performers–even fools. This college puts its focus in the
tale, and most of all, in the strength it takes to tell it,
from beginning to end. Either by choice or by pure
cosmic chance, the bards that take the mantle of fools
are the ones that manifest fate in its truest form. Myriel
Genra, creator of the Dedalus Deck, is said to be of this
persuasion, ominous and gloomy though they are.

Agents of fate in its truest form, the College of Fools’


bards open the path, take the first step, and with their
actions, become the truest heroes of them all–those who
begin. Draw this card, and prepare for the journey of a
lifetime. Reject stability, embrace chaos, and fate will
reward your courage.
Player Options: Classes & Subclasses 87
Playing the College of Fools
The Bard of Fools has unlimited potential. This cowardly yelp in the face of
subclass opens the way for many different types of danger. Whatever the reason, enemies
characters, from mysterious and prophetic storytellers within 60 feet that can see and understand
to simple and lucky fools, guided by fate. Its mechanics you are magically convinced of your incompetence and
heavily lean on the support aspects of the bard, with regard you as harmless for the time being.
social and skill-based features. Until the end of your next turn, hostile creatures
cannot willingly target you with an attack or harmful
New Beginnings spell, unless you are the only possible target within 60
When you join the College of Fools at 3rd level, you can feet. This effect does not protect you from area effects,
choose an additional background. This is your new such as the explosion of a fireball or the charm of a
beginning, or perhaps, the mask behind which you hide. hypnotic pattern. Creatures affected by your Self-
You do not gain items or extraordinary features from Mockery have disadvantage on saving throws against
this new background, such as languages, contacts, or your spells. Once a creature has been affected by this
otherworldly abilities–it is just a performance, after all– feature, it cannot be affected again for the next 24
but you do benefit from its proficiencies, as the hours.
knowledge of a thousand new beginnings fills your fate- Beginner’s Luck
touched psyche. A successful Charisma (Performance) At 3rd level, whenever you or a creature within 60 feet
check against a creature’s Wisdom (Insight) skill can uses a skill they are not proficient in, you can use your
convince others of your role, for the purposes of reaction to expend one use of your bardic inspiration
background perks such as the Acolyte’s Sanctuary of and add it to the roll. If the roll is succeeds (at the DM’s
Faith or the Entertainer’s By Popular Demand.
In addition, as a Bard of Fools, you are perpetually in discretion), you regain one use of your bardic
a state of new beginnings, and embody each one with inspiration.
conviction and skill, not mere deception. You can
change this new background–and the proficiencies it Fool’s Errand
comes with–whenever you finish a long rest. When you reach 6th level, you begin to understand the
latent potential in every soul, and the courage it takes to,
Alternatively, if your game does not use backgrounds, at the very least, try. Some call it a fool’s errand… you
choose two skill proficiencies and a tool proficiency. know it to be much more than that. Failure is the
You can change these whenever you finish a long rest. greatest teacher, after all.
Whenever a creature within 60 feet of you misses an
Self-Mockery attack or fails a saving throw, you can use your reaction
At 3rd level, you can make a fool of yourself with such to expend a use of your Bardic Inspiration feature and
skill enemies disregard you in favor of your allies. Is this allow the creature to repeat the roll. If the creature
really all part of the plan? You learn the Vicious succeeds, it gains one Bardic Inspiration die.
Mockery cantrip, if you don’t know it already.
In addition, you can use your action to perform a Self- The One That Begins
Mockery. You embarrass yourself – maybe your joke Starting at 14th level, your courage in making the first
doesn’t land, or you fall on your face, or you let out a move inspires others to do the same. You cannot be
frightened or surprised, and the first roll you make after
a long rest is considered a 20.
In addition, whenever you succeed on a saving throw,
you can choose a number of creatures equal to your
Charisma modifier within 60 feet of you. For the next
minute, they cannot be charmed or frightened. If they
are currently charmed or frightened, the effect ends for
them.

88 Player Options: Classes & Subclasses


Dread Hunter
Fighter Martial Archetype

The Dread Hunter is a skilled warrior who has honed


their abilities in the dangerous art of hunting the
eldritch. Equipped with survival expertise and an
uncanny understanding of the otherworldly, they bring
their unique skills to bear against the creatures that lurk
in the shadows.

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.”

Player Options: Classes & Subclasses 89


through the veins of the monsters you hunt. As an
action, you can make a Wisdom (Insight) check with a
DC equal to a marked creature’s challenge rating. On a
success, you learn the creature’s damage resistances,
vulnerabilities, and immunities. Up to the DM’s
discretion, you may also learn of other strengths and
weaknesses of the creature. You can use this ability a
number of times equal to your Wisdom modifier
(minimum of 1), and you regain all expended uses after
finishing a long rest.
Rallying Presence
At 15th level, you have become such a force in the
battlefield your allies start believing your absurd
convictions. Whenever you score a critical hit, you and
all friendly creatures within 30 feet of you gain
temporary hit points equal to half your fighter level
(rounded down). Also, when you use your Second Wind
feature, you can choose to distribute the regained hit
points among friendly creatures within 30 feet of you.
In addition, starting at 15th level, you can add your
Conviction dice to saving throws you make.
Slaying Strike
Starting at 18th level, your attacks against your quarry
become even deadlier. Whenever you hit a creature that
is marked by your Dread Mark feature and the target
has 100 hit points or fewer, you can choose to perform a
Slaying Strike. The creature must make a Constitution
saving throw against a DC equal to 8 + your proficiency
bonus + your Strength or Dexterity modifier. On a failed
save, the target is reduced to 0 hit points. On a
successful save, the target takes double the damage of
your normal attack.
Once you use this feature, you must finish a short or
long rest before you can use it again.
From “Into the Storm”, Chapter Four
The Dread Hunters, revered and feared in equal measure, stand
as the vanguard against the tides of the unknown. They are the
guardians of the night, the vigilant defenders of a world that
teeters on the brink of oblivion. And as long as their cloaked
figures grace the moonlit marshes, there remains a spark of
defiance, a beacon of resistance against the encroaching
darkness.

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.

Chief Sentinel Geld, Stormwalker of the Sixth Company

90 Player Options: Classes & Subclasses


The Hermit
Cleric Divine Domain

Divine domains are something of a confusing topic in a


universe of dead gods. Clerics and paladins all across
the planes of existence manifest their magic through
shades, aspects, even remembrances of the ancient
pantheon; for even in death, these divine domains have
endured, first and foremost in the form of Threads of
Divinity, aspects of reality made manifest. They coexist,
in one way or another, with their worshipers–that is the
basis of divine magic; to be a catalyst for another’s
power.

The Gaard of the Nova Cluster count many clerics


among their ranks, all devoted to Order, even though
Gyreon, the god they worship, is naught but stardust
and lingering energy. Odin is a corrupt shadow of his
former self, yet there are paladins that call upon the
golden magic of the Thread of War, as if the Allfather
still led the Einherjar legions through the cosmos. The
dwarven priests of Dur’Vatar commune, and sometimes
even visit, the Halls of Kallemtur, the dwarven afterlife,
even though the God of the Forge has been dead for
thousands of years.

The god-like creature known as the Hermit is not one of


these cases. This strange character appears in many
cultures, all across the universe, in different aspects.
Some consider it a stranger, an embodiment of death.
Some, instead, prefer to think of it as a traveler, a wise
man, passing through and providing help. The enigmatic
entity is considered a myth, for no one can truly
corroborate its existence, and yet, somehow, those that
devote themselves to it are blessed with divine power It is quite unclear what entity, if there even is one, gives
that rivals that of the previous examples. the clerics of the Hermit their power. These wise
wanderers have nothing in common with each other,
often hailing from totally different environments, with
unrelated conceptions of what the Hermit is and
represents. Yet, their power can be traced to the same
divine source, the same reclusive, mysterious divine
patron.

In his search for divinity, Myriel Genra has taken great


interest in the Hermit. He believes the creature to be
much more than a myth. The ninth card of the Deck of
Many Fates is an homage to the entity, an attempt to
decode what exactly this being stands for. Wisdom,
reclusion, understanding; beyond all, peace and
enlightenment. This is what the Clerics of the Hermit
preach. Their power reflects their own courage, their
will to walk alone, into the unknown.

For they are, in principle, alone. In a universe of dead


gods, where other acolytes worship the ghosts of
divinity, Clerics of the Hermit make their own faith.
Mortals are alone, in the end. They can only rely on
themselves.

Deck of Many Fates


91
Playing the Hermit
The Cleric of the Hermit is a supportive caster, focused
on inner power and the sharing of knowledge. The god Channel Divinity: Shroud of the
it worships is nebulous and detached and can represent Stranger
many different concepts. Death, knowledge, solitude. Beginning 6th level, you can use your Channel Divinity
The Hermit is the archetypical stranger, the hooded to shroud yourself in the veil of your mysterious patron.
man in the distance; it could be a simple traveler, or a As an action, you vanish from your current plane of
vision of doom, or even a God masquerading as a mortal existence and shift into the ethereal plane. You remain
creature. Whatever it is, it doesn’t concern itself with in the ethereal plane for up to a minute, or until you use
your conceptions of it, nor your attempts at an action to return. During this time, you can move in
understanding its actions. any direction. If you move up or down, every foot of
This subclass focuses on mystery, utility, and self- movement costs an extra foot. You can see and hear the
reliance. plane you originated from, but everything looks gray,
and you can’t see anything more than 30 feet away.
The Hermit Domain Spells While on the Ethereal Plane, you can only affect and
Cleric Level Spells be affected by other creatures on that plane. Creatures
1rst Find Familiar, Disguise Self that aren’t on the Ethereal Plane can’t perceive you and
3rd Invisibility, Spiritual Weapon can’t interact with you, unless a special ability or magic
5th Tiny Hut, Sending has given them the ability to do so.
7th Private Sanctum, Banishment You ignore all objects and effects that aren’t on the
9th Modify Memory, Greater Restoration Ethereal Plane, allowing you to move through objects
you perceive on the plane you originated from. After a
Hermit’s Awareness minute is passed, or when you decide to end the effect,
Starting at 1st level, you add your Wisdom modifier to you immediately return to the plane you originated from
your Initiative rolls. in the spot you currently occupy. If you occupy the same
spot as a solid object or creature when this happens,
Channel Divinity: Blessing of you are immediately shunted to the nearest unoccupied
Misanthropy space that you can occupy and take force damage equal
Starting at 2nd level, you can use your Channel Divinity to twice the number of feet you are moved.
to bless a creature within 30 feet of you with the power Potent Spellcasting
of the Hermit. As long as there are no humanoids other Starting at 8th level, you add your Wisdom modifier to
than the Cleric within 15 feet of the target, they gain the the damage you deal with any cleric cantrip.
following benefits:
Their AC is increased by 2. Star of the Hermit
They gain a +2 bonus to spell attack rolls. Starting at 17th level, your knowledge and power has
They can use an additional bonus action per turn. materialized into a guiding light, an eternal companion
They have advantage on saving throws against spells made of your own enlightenment. As an action, you can
and other magical effects. manifest a six-sided, torch-sized star at your side. It
These bonuses last for an hour, or until a humanoid sheds bright light in a 15-foot radius, and dim light for
other than the Cleric of the Hermit is within 15 feet of an additional 15 feet. You can move it up to 60 feet as a
the target. bonus action. If you fall unconscious, the star is further
than 120 feet from you, or you dismiss it, it dissipates
into faint star dust, and you can’t summon the star again
until you finish a long rest. The star can pass through
objects and creatures, leaving faint glimmers of light.
Each creature of your choice that is within the light of
the star gains truesight out to a range of 10 feet,
increased to 30 feet in your case. If you teleport or enter
the ethereal plane, the star shifts with you, appearing in
an unoccupied space within 30 feet of you. Illusions that
are entirely within the bright light of the star are
instantly dispelled.
You can cast the following spells through the star of
the hermit, requiring no material components and
centered on the star: zone of truth, daylight, find the
path.
Teng Bloodline
Sorcerous Origin by Ariadne’s Codex
Assurance of Plight: Your Teng ancestor swore to
“Arcana is in the blood of the Teng, much like
benevolence is in that of angels, and tyranny in that of become stronger through hardship, and to inflict it upon
devils.” others to spur their own growth. You learn the Inflict
Wounds spell (5e SRD).
Arcane Sight Teng Morphology
At 1st level, your sight is blessed with your ancestors’ At 14th level, your body and soul undergo a profound
natural grasp of the magical world. You can see transformation as your connection to your Teng
normally in darkness, both magical and nonmagical, to ancestry strengthens, functionally turning you into a
a distance of 30 feet. If your race has the Darkvision half-teng. You gain the following benefits:
trait, this special sense has its range instead. When you
reach 6th level, your Arcane Sight evolves further. Increase your Charisma score by 2, up to a
While conscious, you are permanently under the effects maximum of 22. That becomes your new maximum
of Detect Magic (5e SRD). for that score.
Promise to the Fallen You gain an additional attunement slot.
Also at 1st level, a promise of your Teng ancestors
awakens and stirs within your heart. Choose one of the You can cast your Promise to the Fallen spell at will.
following options. You can cast the corresponding spell
once between rests without expending a spell slot. Avatar of Ancestry
At 18th level, you gain the ability to momentarily
Promise of Balance: Your Teng ancestor promised to manifest yourself as a full Teng. As an action, you gain
uphold justice and equity in the universe. You learn the the following benefits for a minute.
Protection from Evil and Good spell (5e SRD).
Each of your ability scores is set to 20, unless they
Vow of Law: Your Teng ancestor vowed to battle chaos are higher without the bonus.
as a bulwark of law. You learn the Command spell (5e
SRD). Your have advantage on spell attacks
Oath of Freedom: Your Teng ancestor swore to defend You gain 10 temporary hit points.
the fundamental freedoms of all sapient beings. You You gain a fly speed of 60 feet.
learn the Longstrider spell (5e SRD).
Pledge of Protection: Your Teng ancestor pledged to
Once you use this feature, you can’t do so again until
protect the defenseless against the machinations of evil. you finish a long rest, unless you spend 5 sorcery points
You learn the Shield of Faith spell (5e SRD). to use it again.

Player Options: Classes & Subclasses 93


The Tower
Warlock Patron

Is it not curious how both individuals and empires have


a tendency to fail catastrophically just as they reach the
zenith of their power and influence? The story of Icarus
and his wings of wax immortalized this tale, that repeats
itself endlessly as new mortals rise and burn and fall.

The hubris of mortalkind certainly plays its part in this


ceaselessly spinning wheel of disgrace, but with a little
push here and a touch of misfortune there, malicious
entities tip the scales to ensure as many people as
possible follow the fate of poor old Icarus. Such entities
are represented in The Tower, a card that symbolizes a
tragic twist of fortune that brings disaster where once
was glory and beauty.

In his study of fate, Myriel Genra was taken aback when


he found that The Tower, which was once considered a
mere archetype for powerful entities of the ruinous
persuasion, was actually one of the Enemy’s aspects,
empowering warlocks with the sole purpose of
undermining existence as a whole, and bring about its
eternal darkness.

Warlocks of the Tower, wittingly or not, by the noblest


or most ruinous of purposes, all play to the tune of
Eternity and the legions that would see life, and
everything else for that matter, ended. But do some
aspects of existence not deserve to be ended? Would it
not be swell to rid the world of cruel lords and
narcissistic demigods? Is darkness not preferrable to a
sickening light? Death, to eternal illness?
The Tower is the sixteenth card in the Deck of Many
Fates, one that would burn every other card in a dark
firepit, if it had the means to do so. For now, The Tower
remains only one possible fate. It is the duty of all who
know its meaning to prevent it from becoming the only
fate left.

As a facet of the Enemy’s poisonous presence in the


universe, The Tower is a mostly silent patron, nudging
its warlocks along the path of ruin slowly but surely.
The ill-reputed erosion of Eternity at play. Through that
thorny trail, all that’s left in a warlock’s life, eventually,
is the power to ruin the lives of others.

If, by chance, a warlock of The Tower deciphers the true


nature of their patron, it doesn’t take away their powers,
or enact any sort of vengeance. It will maintain the bond
that links them, and manipulate the warlock into
situations where they are forced to use its ruinous
might, even if they don’t wish to do so. Eternity is
patient, after all, and utterly convinced of its eventual
victory over all that lives. Agents of the City of Strings
are instructed to capture or kill any warlocks of The
Tower they encounter.

94 Player Options: Classes & Subclasses


Playing the Tower
The powers of The Tower are intrinsically ruinous,
most evidently for the foes of the warlock who wields
them, but also for its wielder, in the end. Such wielders
are defined by their relationship with the devastating
outcomes that are born of their accursed agency. Like
as not, they entered their pact with the intent of bringing
ruin to a hated enemy. But vengeance is a fickle
mistress. What to do with this devastating might?
Expanded Spell List
The Tower lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
The Tower Expanded Spells
Sorcerer Level Spells
1st Bane, Thunderwave
2nd Mind Blast, Silence
3rd Bestow Curse, Lightning Bolt
4th Cause Arrhythmia, Energy Feedback
5th Mass Despair, Planar Binding

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.

Player Options: Classes & Subclasses 95


Way of Strength
Monastic Tradition

What is strength? Is it merely physical might? The


prowess of body, sculpted by discipline and training?
Does it exist on its own, or is it more of a relation of
forces? A qualification among beings, perhaps, to define
who is strong, and who is weak. In this manner,
Strength can be misconstrued as, primarily, power. For
it to be used in alignment with the highest good,
however, it mustn’t be understood as such, for power is,
and will always be, a relation of forces, while strength
can mean so much more.

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.

In this sense, we arrive at the true meaning of strength.


Inner strength. Resolve, control, mastery. The still heart
of a grieving wife who must push past tragedy and loss.
The focused mind of a magister that must pass a
difficult sentence. The strength of a man that must kill a
lion to protect his family. The Way of Strength is a path
of might, yes, but also control. It deals with the fire that
blazes inside every mortal soul. Might is only right as
long as it serves. And it will serve you, should you dare
to draw this card.
Strength is the eight card in the Deck of Many Fates
and represents mastery, power, might, victory, and
courage. Decisive action, beyond the veil of darkness.
The conquest of emotion, followed by mettle. It’s the
card most closely aligned with the indomitable spirit of
mortalkind.

Monks who follow this path abide by one rule beyond


all: strength without control is tyranny. They train their
bodies to become guardians, and summon their inner
strength in powerful manifestations of will. Their fists
blaze in righteous flame as they pursue those that abuse
their power, and their tempered will is ready to meet
any challenge.

Strength is a curious concept, for no matter how far it


strays from the physical description, it will always be
bound to it. Monks of the Way of Strength understand
this fact, and are the only tradition that favors might
over agility. They are often less mobile than their
dexterous counterparts, but only because they choose to
endure instead of avoid. Many find shelter behind them,
after all.

96 Player Options: Classes & Subclasses


Playing the Way of Strength
The Monk of Strength subclass is meant to fill the void for
a true front-line monk, playing with strength instead of
dexterity and thriving under enemy attacks. This monk is
a true bruiser, becoming more powerful with each passing
round, as you stack powerful buffs on yourself by
spending a unique resource only gained while in combat.
The flavor of this monastic tradition leans heavily towards
bravery and heroics, protecting the weak and overcoming
tyranny, wherever it may rise. You can also subvert this
premise, while keeping the mechanics! Self-control too
often devolves into controlling others, in the end.
Strength Technique
When you choose this tradition at 3rd level, your physical
might becomes the core of your fighting technique, and
you learn to benefit from your strength instead of your
agility when it comes to avoiding attacks.
You can use your Strength modifier instead of your
Dexterity modifier for the purposes of determining your
Unarmored Defense AC. In addition, you can use your
Strength modifier instead of your Dexterity modifier when
you use your Deflect Missiles feature.
Inner Fire
At 3rd level, your strength of body and spirit manifests as
an inner fire, fueled by your ki. The more you fight, the
stronger this fire becomes, allowing you to weather even
the strongest of blows, and retaliate in kind.
During combat, at the start of each of your turns, you
gain 1 charge of your Inner Fire. You also gain a charge
when you are targeted by an attack roll, reduce a creature
to 0 hit points, or spend a ki point. You can have a
maximum number of charges equal to your proficiency
modifier, that expire if you haven’t gained any new
charges in a minute. You do not gain charges if you are
surprised or outside of combat.
You can expend these charges to manifest certain
abilities. Unless otherwise stated, you can only expend
Inner Fire charges during your turn, even if they require
no action to manifest.
Soul Blaze (Costs 1 charge). Once per turn, whenever you
hit a target with an unarmed strike, you can expend 1
Inner Fire charges to add 1d6 fire damage to the attack.
The damage of this feature increases to 2d6 at 5th level,
3d6 at 11th level, and 4d6 at 17th level.
Strength of Body (Costs 2 charges). You reduce all
incoming damage, except psychic, by 2 and you gain
advantage on Strength checks and saving throws for a
minute.
The damage reduction of this feature increases to 3 at
5th level, 4 at 11th level, and 5 at 17th level.
Fiery Adrenaline (Costs 2 charges). You can expend 2
charges of your Inner Fire feature to increase your AC by
1 for one minute. You can choose to expend 4 charges to
instead increase your AC by 2 for the same duration.
Player Options: Classes & Subclasses 97
Healing Flame (Consumes all charges). As a bonus
action, you consume your Inner Fire, recovering a
number of hit points equal to twice the number of Inner
Fire charges you have.
Manifestation of Soul
Starting at 6th level, you learn to manifest your inner
strength and wreath yourself in spiritual energy. As a
bonus action, you enter a state of heightened power for
a minute.
While in this state, you gain an additional Inner Fire
charge whenever you spend a ki point, and you can use
your Soul Blaze feature twice in the same turn. In
addition, your Strength score is increased by 2, up to a
maximum of 22, your speed is increased by 10 feet, and
you shed bright light out to 10 feet and dim light for an
additional 10 feet.
Once you use this feature, you cannot use it again
until you finish a long rest.
Improved Inner Fire
When you reach 11th level, your Inner Fire has become
a blaze. You gain additional abilities to spend your Inner
Fire charges on.
Unbreakable Stance (Passive). If you end your turn with
at least 3 Inner Fire charges, you are not affected by
critical hits until the end of your next turn.
Deflect Blow (Costs 3 charges). You can expend 3 Inner
Fire charges to use your Deflect Missiles feature on a
melee attack, and reduce the damage by an additional 5
points. If the damage is reduced to 0, instead of
returning the projectile, you can spend a ki point to
make an unarmed attack against the target as part of
the same reaction.
Step of Fire and Wind (Costs 3 charges). When you use
your Step of the Wind ability, you can expend 3 Inner
Fire charges to gain a fly speed equal to your walking
speed until the end of your next turn.
Inner Strength (Costs 5 charges). You gain advantage
on all saving throws for a minute.
Ki Recovery (Consumes all charges). As a bonus action,
you consume your Inner Fire, recovering 1 ki point for
every 3 Inner Fire charges you consume.
Aspect of Strength
Beginning at 17th level, your manifestation of soul has
become a natural aspect of yourself. You can use your
Manifestation of Soul a number of times equal to your
proficiency modifier between long rests. While under
your Manifestation of Soul, you can make an additional
attack as part of your attack action. In addition,
whenever you roll Initiative, you gain 3 Inner Fire
charges.

98 Player Options: Classes & Subclasses


Feats of the Codex
he many creatures and characters of the When you finish a long rest, roll a d20 and record

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.”

You have honed your magical prowess to heighten the


destructive potential of your spells.
Increase your Intelligence, Wisdom, or Charisma
scores by 1.
Increase your critical range for spell attacks by 1.
Cruel Fate
“You’ve met with a terrible fate, haven’t you?”

You faced terrible hardships, but are now confident in


your purpose. You march onwards onto your terrible
destiny. Almost… chosen… by a higher power. To suffer,
maybe?

Player Options: Feats 99


Defensive Acrobat
Your exceptional dexterity makes you frustratingly hard
to strike.
Increase your Dexterity score by 1, up to a maximum
of 20.
Once per turn, as a reaction to an attack that would
hit you, you can roll a Dexterity (Acrobatics) check. If
your roll is higher than the attack roll, the attack
misses.
Diehard
“This… This is not how I go…”

Your body doesn’t give up easily. You’ve survived


wounds that would have killed lesser men outright.
You gain a +5 bonus to death saving throws. Death
saving throws are considered a critical success on a
19-20.
When you are reduced to 0 hit poits, you can choose
to be reduced to 1 hit point instead. Once you use
this ability, you cannot do so again until you finish a
long rest.
Executioner
“Heads will roll!”

Momentum is underrated. Pressing your advantage


often results in a comfortable victory. That… and you
also like killing.
Increase your Strength or Dexterity by 1, up to a
maximum of 20.
When you reduce a creature of CR 1/2 or higher to 0
hit points on your turn, you can immediately take
another action. After you use this feature, you must
finish a short or long rest before you can use it again.
Fast Agent
Prerequisite: a Dexterity score of 13 or higher.

“Sometimes, it’s much better to perform numerous


quick actions than a single big, heroic act. Ah, you
wouldn’t understand, I fear. You are no bard.”

You have learned to break down your actions into


several small acts.
You can use an action to have 2 additional bonus
actions on that turn.
If you haven’t moved since your last turn, you can
forgo your full movement to take an additional bonus
action on that turn.
100 Player Options: Feats
Hateful Obsession Inspired Prosecutor
“I will never forgive you…” “Cowards. Cowards I say! All of you. You would rather
let a killer walk than sully your hands?”
You detest a specific type of creature because of
personal, traumatic experiences, or perhaps because You have a knack for moving even the most lamb-
you were indoctrinated in some way. hearted to do what must be done.
Choose a creature type between fiends, celestials, You become proficient in the Intimidation skill.
undead, fey, giants or monstrosities. You have a +2
bonus to attack and damage rolls against creatures As a bonus action on your turn, you can move a
of that type. creature to violent action using your words. An ally
that can hear you within 60 feet can use a reaction to
You can add 1d4 to saving throws caused by the make an attack against a creature of your choice
creature type you chose. within its range. Alternatively, you can choose to
focus your words on a creature that is unwilling to
act. Make a Charisma (Intimidation) check against a
Heroic Intervention
DC determined by the DM, reflecting how difficult it
“Do not miss your chance to make a difference.” would be to move the creature to action in a given
You can push your body beyond its normal limitations in situation. On a success, the creature becomes
service of your cause, even if only momentarily. immune to the charmed and frightened condition
until the end of its next turn and takes decisive
As a reaction when an ally within 30 feet of you action as soon as it is able to do so.
attacked, you can immediately move up to half your You can use this feature a number of times equal to
maximum speed and take an action. Once you use your Charisma modifier. You regain all expended
this ability, you cannot do so again until you finish a uses when you finish a long rest.
long rest.
Heroic Presence
“Valor spreads like fire, burning fear away. Our
commanders are nothing short of pyromancers.”

You think the best way to lead is by example and inspire


others with your actions.
• Increase your Charisma score by 1.
• Unless you are incapacitated, allies within 15 ft of you
can add 1d4 to attack rolls.

Player Options: Feats 101


Nightingale
Prerequisite: Spellcasting or Pact Magic, a Dexterity
score of 13 or higher

“Quick as the blade of nightfall, magical in the light of


twilight. Make the sigil… and let the moon guide you.”

You are adept at casting spells with haste and


subterfuge.
Increase your Dexterity score by 1, up to a maximum
of 20. Rapturous
You ignore somatic components for spells of 3rd “Standing still is the coward’s idea of defense.”
level or lower.
You cut through the battlefield like a needle through
When you cast a spell as a bonus action, you can parchment. It’s harder to hit a moving target!
expend your reaction to cast another spell with a Increase your walking speed by 10 feet.
casting time of 1 bonus action. Once you do so, you
can’t use this feature again until you finish a long The first time you hit a creature with a melee attack
rest. on your turn, increase your walking speed by 10 until
the end of your next turn.
Quick Witted
“You snooze, you lose, mate!” Reactive
Great ideas come to you naturally, often when they can “Sometimes, it’s better to just wait.”
save your life. You know the importance of a well-timed action.
Whenever you make a Dexterity saving throw, you You gain a +2 bonus to your Initiative rolls.
can choose to make an Intelligence saving throw
instead. You can expend your bonus action on your turn to
You can use this feature a number of times equal to gain an additional reaction for that round. You can
your proficiency modifier. You regain all expended only gain one additional reaction in this manner.
uses after a long rest.

102 Player Options: Feats


Stalwart
How are you still standing?! How?! You are shot full of
arrows! Stop! Get away from me, you monster!

You are strong, resolute, and focused during a fight,


which allows you to ignore your wounds until the
conflict is over.
As a bonus action, you can enter a stalwart state for
a minute, during which you reduce all incoming
damage – except psychic – by an amount equal to
your proficiency bonus.
When the minute elapses, your maximum hit points
are reduced by 10 until you finish a long rest.
After you use this feature, you must finish a short or
long rest before you can use it again.
Sixth Sense
Prerequisite: Alert
Your intuition and situational analysis are polished to an
almost supernatural degree. You gain the following
benefits:
Increase your Intelligence or Dexterity score by 1, up
to a maximum of 20.
In the first round of combat, you can choose to take
an additional action on your turn. After you use this
ability, you cannot do so again until you finish a long
rest.
At your DM’s discretion, you receive a prickly feeling
in the back of your neck when unseen danger is
imminent, giving you a few essential seconds to
assess the situation and prepare.
Scion of Faith
“I am… chosen. I am but an instrument of a higher
purpose. The radiance, I can feel it in my soul. I know
the path forward, through the mist.”

You possess the unnatural ability to call upon the divine.


Your prayers are always answered.
You gain a use of the Channel Divinity feature from
the Cleric Class.
You can choose one Channel Divinity option from
the following Cleric domains: Life, Light, Knowledge,
Death, Hermit . After you use your Channel
Divinity, you cannot do so again until you finish a
long rest.
When you reach 10th level, you gain an additional
use of your Channel Divinity feature.
Player Options: Feats 103
Spellshooter
Prerequisite: Spellcasting or Pact Magic feature.

“Isn’t it weird how a crossbow deals more damage than


a fire bolt? I’m shooting fire out my hands, over here!
What do you mean I should have just stuck to arrows?”

Your expertise in flinging spells has allowed you to hone


your magical essence into more damaging projectiles.
You learn the firebolt cantrip.
Before you make a ranged spell attack with a cantrip,
you can choose to take a -5 penalty to the attack roll.
On a hit, you add +10 to the attack’s damage.
Thesis Spell
Prerequisite: Spellcasting or Pact Magic. An
Intelligence score of 14 or higher.

“Are you ready to present your work to the


Threadmaster Council?”

You have created a new form of arcane composition,


unique to you. This is your Thesis spell, developed after
long years of study and experimentation.
You create your own 1st level spell, with a similar
power to other 1st level spells and magical effects.
Every time you gain a level, you can change the spell
in some way, adding additional effects or reducing its
power. If you upgrade the spell, it becomes a 2nd
level spell, then a 3rd level spell, and so on and so
forth. You can only upgrade the spell if you are
capable of casting spells of the level you are
upgrading the spell to. Always discuss with your DM
about the spell’s power budget by regarding similar
magical effects of the same level.
The spell can reach a maximum level of 5. Whenever
you change your Thesis spell, you lose the previous
version of it. You can always choose to return to a
previous version of the spell when you gain a level.
This feat can be taken multiple times. A character
that spends a total of 1000 hours creating a spell can
take this feat without the need for an Ability Score
Improvement.

104 Player Options: Feats

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