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Chapter 3: Classes and Subclasses


Barbarian
Primal Paths Upon becoming a member of the Company, a gnome
cuts all ties with friends and family and gives his worldly
that possessions away. His family often holds a funeral
drives him or her toward greatness. Different barbarians service for him, a service that the new companion of the
attribute their rage to different sources, however. For dead Is welcome to attend. From this point on, his
some, it is an internal reservoir where pain, grief, and family and friends no longer acknowledge him as living.
anger are forged into a fury hard as steel. Others see it A companion of the dead is instantly recognizable by
as a spiritual blessing, a gift of a totem animal. his skull-like face paint and distinctive armor that bears
Drawn from the nomadic cultures of Krynn, these an image of a skeleton on Its surface. Members of the
savage warriors fight with all their heart and soul,
Company are strictly melee fighters; ranged weapons
though why they fight is as varied as they are.
are forbidden them. To this point no non-gnomes have
Path of the Battlerager been welcomed into the Company, but this is more out
Battleragers are found among the gnomes of Hitehkel, in of tradition than an intrinsic quality possessed by
an organization known as the Company of the Dead. gnomes.

Path of the Berserker No Fear


Berserkers are found among all the races of Krynn, but Starting when you choose this path at 3rd level, you are
are more commonly encountered among the goblinoids immune to all fear effects.
and ogrekind.
No Sleep, Dead Mind
Path of the Totem Warrior Beginning at 6th level, you no longer need to sleep.
Numerous nomadic human and elven cultures count Magic cannot put you to sleep. You are also immune to
totem warriors among their ranks. all mind-affecting effects, even beneficial ones.

Path of the Dead No Pain


Beginning at 10th level, you no longer feel pain or
Although the gnomes of Taladas are known for their exhaustion. You are immune to all effects based on pain,
obsession with technological tinkering, at least a few and you no longer suffer the effects of exhaustion or the
groups of gnomes that dwell deep in the inhospitable stunned condition.
reaches of central Taladas have abandoned this love of
all things technological. The most infamous of these Dead Body
groups is the Company of the Dead. Starting at 14th level, you are now immune to all death
The gnomes that comprise this society come from a effects, disease, life drain, the poisoned condition, and
long tradition of highly focused warriors that have necrotic and poison damage.
chosen to accept the inevitability of death so completely
and wholly that they view themselves as kin to the dead.
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Path of the Tusk Tough Hide


Beginning at 6th level, your natural armor increases to
Thanoi barbarians are savage arctic warriors. AC 12.

Restriction: Thanoi only Fast Tusks


Only thanoi can be tusk barbarians. The tusk barbarian is Beginning at 10th level, you may make tusk attacks as a
a uniquely thanoi racial phenomenon, emphasizing the bonus action.
thanoi's tough rubbery hide and fierce natural
weaponry. Brutal Tusks
Your DM can lift this restriction to better suit the Starting at 14th level, when you spend your action to
campaign. The restriction exists for Dragonlance. It attack with your tusks, you may forego your extra attack
to automatically deal critical damage on a hit.
version of Dragonlance.

Savage Attack
Starting when you choose this path at 3rd level, if you
make an attack from underwater, you have advantage
on all melee attacks you make for one round against
targets above water.
Your tusks deal 2d6 + Strength modifier damage.
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Bard
Bard Colleges hammer may expend four 1st-level spell slots to have his
bardic inspiration affect 5 creatures at the same time.
The way of a bard is gregarious. Bards seek each other
out to swap songs and stories, boast of their
accomplishments, and share their knowledge. Bards Bonus Proficiencies
form loose associations, which they call colleges, to When you join the College of the Golden Hammers at
facilitate their gatherings and preserve their traditions. 3rd level, you gain proficiency with medium armor,
shields, and martial weapons. If you already have
College of Lore
profiency with medium armor (e.g. mountain dwarves),
Many lore bards train at bardic colleges in the nation of
Ergoth in Ansalon, while the bards of Taladas train at you instead gain proficiency with heavy armor.
similar institutions in the League and the various
Rainward kingdoms. War Chants
College of Swords Also at 3rd level, you learn to inspire others with your
Sword bards are most often of the entertainer inspirational war chants. A creature that has a Bardic
background, and come from one of Krynn's many Inspiration die from you can gain one of the following
civilized cultures. benefits.
War Chant Benefit
College of Valor Celerity Increase speed by 20 feet until the
Many valor bards are found among the more end of its turn.
adventuresome people and cultures, such as the Ice Ferocity Attack twice, instead of once, when it
Folk, and other nomadic societies. takes the Attack action on its turn.
Temerity Gain advantage on one attack roll.
College of the Golden Burst of Speed
Hammers Starting at 6th level, as part of your move action, you
may add 20 feet to your base walking speed for 1
The Golden Hammers are the pride of the Daewar clan, minute.
warrior bards whose mighty war chants echo across the
battlefield. You may use this feature again after a long rest.

Restriction: Daewar only Warrior Bard


Only mountain dwarves of the daewar clan can be At 14th level, when fighting with a bludgeoning or
golden hammers, as the subclass is a unique product of slashing weapon in one hand and with a shield in the
daewar culture. other, you may add your Charisma modifier (minimum
Your DM can lift this restriction to better suit the 1) to your shield bonus.
campaign. The restriction exists for Dragonlance. It Also, bludgeoning, piercing, and slashing damage that
you take from non-magical weapons is reduced by 2.
version of Dragonlance.

Bardic Inspiration and Spellcasting


Many golden hammer bards, being typical magic-fearing
dwarves, do not feel comfortable casting arcane spells. These
dwarves have the option of expending spell slots to increase
the number of creatures affected by their bardic inspiration
feature.
When using a bonus action to grant bardic inspiration, the
golden hammer may increase the number of creatures
affected by 1 for every spell slot level expended (4 spell slot
levels at any one time). For example, a 14th-level golden
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Cleric
Divine Domains Bone Domain Spells
Cleric Level Spells
In a pantheon, every deity has influence over different 1st false life, inflict wounds
3rd blindness/deafness, ray of enfeeblement
domain. All the domains over which a deity has 5th animate dead, vampiric touch
7th blight, phantasmal killer
the portfolio of the Greek god Apollo includes the 9th contagion, raise dead
domains of Knowledge, Life, and Light. As a cleric, you
choose one aspect o
emphasize, and you are granted powers related to that
Bonus Proficiencies
domain. At 1st level, you gain proficiency with martial weapons
Your choice might correspond to a particular sect and heavy armor.
dedicated to your deity. Apollo, for example, could be

emphasizing his influence over the Light domain, and in


a different place as Apollo A
emphasizing his association with the Life domain.
Alternatively, your choice of domain could simply be a
matter of personal preference, the aspect of the deity
that appeals to you most.
Each domain f deities
who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk,
Dragonlance, and Eberron campaign settings, as well as
from the Celtic, Greek, Norse, and Egyptian pantheons
of antiquity.

Death Domain
During the late 4th Age, many priests of Takhisis were
death clerics.

Knowledge Domain
In the late 3rd Age, Majerean thought readers were used
extensively by the Istaran priesthood to root out
heretics.

Nature Domain
Many nature clerics are followers of Chislev the Wilder
god.

Bone Domain
On Krynn, only Chemosh holds sway over bones. As the Bone Cleric by ?
god of undeath, bones form the basis of all his
creatures, and those that seek his favor emulate his Bone Armor
endless fascination for the undeath hiding in all people. At 1st level, you bear the favor of Chemosh in a
Human bone clerics are known as bone acolytes while specially-crafted suit of bone armor. While wearing the
dark dwarf bone clerics are known as bonemasters. armor your Strength increases to 15, unless it is higher.
As a bonus action you can summon or dismiss your bone
armor.
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Armor
Armor Cost Class Strength Stealth Weight
(AC)
Heavy
Armor
Bone N/A 16 - Disadvantage 45 lb.

Channel Divinity: Boneshaping


Starting at 2nd level, you can use your Channel Divinity
to grow a bone melee weapon from your armor. This
bone weapon can be any melee weapon with which you
are proficient.

Bonebreaker
Starting at 6th level, as a bonus action, you can break
the bones of any creature within 30 feet of you, causing
that creature to make a Wisdom saving throw. The
creature takes 3d8 damage and falls prone on a failed
saving throw, and takes half as much damage on a
successful one.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest.

Fortress of Bones
At 8th level, while wearing your bone armor your
Strength increases to 17, unless it is higher. Your armor
now has the following properties.
Armor
Armor Cost Class Strength Stealth Weight
(AC)
Heavy
Armor
Bone N/A 18 - Disadvantage 45 lb.

Channel Divinity: Liquify Bone


Starting at 17th level, as a bonus action, you can liquify
the bones of any creature within 30 feet of you, causing
that creature to make a Constitution saving throw. The
creature takes 8d10 damage and is stunned until the
start of your next turn on a failed saving throw, and
takes half as much damage on a successful one.
When you cast the create undead spell using a 9th
level slot, you can animate or reassert control over six
ghouls, three ghasts or wights, two mummies or one
bone warrior.
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Druid
Druid Circles
Though their organization is invisible to most outsiders, Circles of the Shark and the Gods
druids are part of a society that spans the land, ignoring
political borders. All druids are nominally members of During its inception in the 4th Age, the Shark Men were
this druidic society, though some individuals are so exclusively worshippers of Takhisis, or Erestem, as she is
isolated that they have never seen any high-ranking known in Taladas. With the death of Takhisis in the 5th
members of the society or participated in druidic Age, many shark cultists turned their worship to her
gatherings. Druids recognize each other as brothers and daughter, Zai, goddess of the sea. Other Shark Men have
sisters. Like creatures of the wilderness, however, druids chosen a third option, and now worship sharks
sometimes compete with or even prey on each other. themselves for their powers.
At a local scale, druids are organized into circles that
share certain perspectives on nature, balance, and the
Breath of the Sea
way of the druid.
Starting when you choose this circle at 2nd level, you
Circle of the Land can now hold your breath for a number of minutes equal
Druids of the Circle of the Land are commonly known as to 4 + your Constitution modifier (minimum 1 minute).
woodshapers, and are found almst exclusively among You gain proficiency with sharktooth gauntlets.
the elves.
Sharkshape
Circle of the Moon Starting when you choose this circle at 2nd level, in
addition to your normal options for wildshape, you may
also assume the shape of a reef shark.
wild places from those seeking to despoil them. Many Starting at 6th level, you can transform into a hunter
nomadic human tribes also count moon druids among
shark. At 14th level, you can transform into a giant
their numbers as honored shamans.
shark.

Circle of the Shark Smell of the Sea


Beginning at 6th level, you have advantage on Wisdom
The southeastern reaches of Taladas (in particular the
(Perception) checks that rely on smell.
group of islands known as the Fisheries) have been
plagued by a particularly insidious secret society of Blood in the Water
shark-worshipping cultists since the Time of Dragons. Beginning at 10th level, you gain a swim speed equal to
The shark cult spread quickly through the Fisheries, and your base walking speed. Also, if you deal damage with
circles eventually began to appear in coastal cities your sharktooth gauntlets or shark bite, you function as
throughout the continent. The cultists are particularly though you were under the effects of a haste spell for 1
adept at infiltrating small villages and replacing the minute.
leaders and elders with their own people, effectively You may use this ability again once you complete a
taking control of these settlements from the Inside out. long rest.
The cult is well known for its violent tendencies and
willingness to murder and kill; their members resemble Apex Predator
sharks in more ways than one. Starting at 14th level, as a bonus action, you may
When a shark cultist Is not hiding her identity, she expend a use of wild shape to gain advantage to all
wears a large war-helm made from the head of a shark. attacks while in shark form for 1 minute.
Her face is framed by the shark's toothy maw, and a
large cape (including the shark's dorsal fin) hangs down
over her back. The cultists prefer to fight with sharkskin
gauntlets that are studded with shark teeth, and many
of them have leared to turn themselves into sharks.
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Fighter
Martial Archetypes as those laws, based on the Vision of Takhisis. Knights would
be expected to swear the Blood Oath to demonstrate their
Different fighters choose different approaches to unwavering dedication to the Code.
perfecting their fighting prowess. The martial archetype
The Vision
you choose to emulate reflects your approach.
The Vision is a statement of the ultimate goal of the
Dark Knight Knighthood: One World Order. The goal is nothing short of the
total and unquestioned domination of the world of Krynn. The
The Dark Knight is a warrior devoted to the principles of Blood Oath and the Code were established to make the Vision
Takhisis, the domination of all free will under the iron manifest. Each Knight also experienced his own personal
rule of darkness. Of all the knightly orders of Ansalon, Vision, originally granted by Takhisis through the Knights of the
none are as feared as the Dark Knights of Takhisis. Born Skull. This individual Vision showed each Knight his place
from the vision of Ariakan, the Knights of Takhisis stand grand
in the pages of history as the greatest organized force of scheme.
Evil to ever walk the face of Krynn. After the Chaos War, the Vision left the Dark Knights, as did
Takhisis. In 398 AC, the Vision returned. The Knights of the
The Three Orders of Dark Knights Skull claimed that this was testimony to the power of the
The Dark Knights is the colloquial name for the evil Queen of Darkness and that she would return. In fact, this was
organization currently known as the Knights of Neraka. In the nothing more than trickery on the part of the Skull Knights in
4th Age, they were known as the Knights of Takhisis. While the the form of the False Vision. Covert agents of the Legion of
membership of the Dark Knights is primarily human, there are Steel eventually exposed the False Vision for what it was and
significant minorities of elves, dwarves, and minotaurs among spread word of the deception throughout Ansalon. Following
their ranks. the War of Souls, the Skull Knights embraced the False Vision,
Prior to 3rd level, a Lily Knight is presumed to be a squire in saying that it epitomized the ideal of independence without
the knighthood. Upon reaching 3rd level and acquiring the interference from divine power. The True Vision as given to
Blood Oath feature, the squire is presumed to have passed his Ariakan and the Dark Knights of the Chaos War era is no more,
knightly tests and is now a novice in the Order of the Lily. All though it is honored in a place of history. Baltasar Rennold has
Dark Knights begin in the Order of the Lily and may, after declared the False Vision to be an abomination to the
proving their honor, progress into the Order of the Thorn traditions of the past, though he secretly recognizes its
(sorcerer or wizard) and/or the Order of the Skull (mystic or necessity. Most of the Dark Knights do not subscribe to the
cleric). Vision anymore, though some Skull Knight mystics make use of
the False Vision when it suits their purpose.

Blood Oath The Blood Oath


At 3rd level, you gain an Honor score (see the DMG) of The Blood Oath of the Dark Knights is quite simple: Submit or
12. You also gain a number of hero points equal to your Die. The Blood Oath is part of the indoctrination process,
Honor modifier + 1/2 your level. At subsequent levels, teaching young aspirants into the Knighthood that they must
you gain hero points equal to your Honor modifier + 1/2 be utterly dedicated, both in body and soul, to the cause. All
your level. These hero points otherwise work as thoughts of
indicated in the hero points section of the DMG. that the Dark Knights may not think for themselves, merely
that the Knighthood comes before all self interest.
The Vision and the Blood Oath
When Ariakan formed the Knights of Takhisis, he knew that he
would need a set of laws to govern his knights so that order
would be maintained. While Ariakan drew inspiration from the
Measure of the Knights of Solamnia, he was frustrated by the
debates over minor points of the Measure that he witnessed
during his time in captivity. He envisioned a set of laws that
would allow a knight to know what was expected of him, even
if separated from his fellow knights, yet would allow flexibility
and occasional exceptions. Ariakan drew up the Code to serve
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Order of the Lily Death is patient. It flows both from without and from within.
Be vigilant in all and skeptical of all. The Order of the Skull is
Beginning at 7th level, you may use a hero point to turn
the soul of the Dark Knights, guiding them with the Vision and
a normal hit into a critical hit.
eliminating those who would seek to undo them.
Order of the Thorn
The Code of the Dark Knights
One who follows the heart finds it will bleed. Feel nothing but
The Code is the set of laws, crafted by Ariakan himself, that are victory. The Order of the Thorn is the mind of the Dark Knights.
designed to deal with both military situations and the lives of Thorn Knights believe that intellect should always come before
each member of the Knighthood. The Code borrows from the emotion. Intellect and knowledge provide the keys to victory,
Measure of the Knights of Solamnia, but it has been adapted while the heart is nothing but a distraction.
vision of the Knights of Takhisis. Strict adherence
to the Code is required, though each case is decided on its own
merits and exceptions can be made.
Order of the Skull Spellcasting
Ariakan determined that council meetings to consider As an alternative to Champion of the Lily, beginning at
changes to the Code wasted precious time on endless 7th level, you may advance into the Order of the Skull.
bickering over trivial points of law and honor. Ariakan You augment your martial prowess with the ability to
established the Code as the unwavering foundation of the cast spells. See chapter 10 in the PHB for the general
Dark Knights. Obvious violations were dealt with swiftly and rules of spellcasting and chapter 11 as well for the cleric
with certainty. spell list.
On the other hand, Ariakan realized the need to be flexible, Cantrips. You learn four cantrips of your choice from
so he established means by which exceptions to the Code the cleric spell list.
might be considered and accepted or rejected on their own Spell Slots. The Order of the Skull Spellcasting table
merits. Adjudicators of the Code, drawn from the higher ranks shows how many spell slots you have to cast your spells
of the Knights of the Skull, are appointed by the Lord of the of 1st level and higher. To cast one of these spells, you
Night to look into each case. An adjudicator is recognizable by must expend a slot o higher. You
the scepter he wields, presented to him by the Lord of the regain all expended spell slots when you finish a long
decision is law. rest.
If the adjudicator decides that the Code has been violated, For example, if you know the 1st-level spell shield of
then punishment usually death is meted out to the faith and have a 1st-level and a 2nd-level spell slot
offender. available, you can cast shield of faith using either slot.
The bulk of the Code deals with establishing lines of Spells Known of 1st-Level and Higher. You know two
communication and authority, detailing how orders are 1st-level cleric spells of your choice.
dispatched and acted upon quickly. Ariakan knew that there The Spells Known column of the Order of the Skull
would be times when a Knight might find himself cut off from Spellcasting table shows when you learn more cleric
the chain of command. Therefore, he devoted sections of the spells of 1st level or higher. Each of these spells must be
Code to teaching the Knights how to act on the Vision and of a level for which you have spell slots. For instance,
carry out the will of the Knighthood when on their own. Even when you reach 10th level in this class, you can learn
within the bounds of the Code, a Knight has a fair amount of one new spell of 1st or 2nd level. Whenever you gain a
discretion on how to carry out the Vision. level in this class, you can replace one of the cleric spells
The Code allows for a Knight to lie, steal, or murder, but only you know with another spell of your choice from the
if such acts further the Vision and are not done for self-gain or cleric spell list. The new spell must be of a level for
due to loss of control. The Dark Knights do not rape, pillage, which you have spell slots.
and plunder. Such acts are considered to be averse to Spellcasting Ability. Honor is your spellcasting ability
advancing the Vision and the establishment of an ordered for your cleric spells, since you learn your spells through
world, free of chaos. your adherence to the Code of the Skull Knights as
The Code is divided into several basic precepts, which guide handed down by Takhisis. You use your Honor whenever
each Order of the Dark Knights: a spell refers to your spellcasting ability. In addition, you
Order of the Lily use your Honor modifier when setting the saving throw
Independence breeds chaos. Submit and be strong. The Order DC for a cleric spell you cast and when making an attack
of the Lily is the body of the Dark Knights. They are the roll with one.
strength by which order is maintained, providing unity through Spell save DC = 8 + your proficiency bonus +
that strength. your Honor modifier
Order of the Skull
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Spell attack modifier = your proficiency bonus + Maximum Strike


your Honor modifier
At 10th level, you may use a hero point to deal
Order of the Thorn Spellcasting maximum damage with a hit from one of your attacks.
As an alternative to Champion of the Lily, beginning at Accurate Strike
7th level, you may advance into the Order of the Thorn.
Starting at 15th level, you may use a hero point to
You augment your martial prowess with the ability to
cast spells. See chapter 10 in the PHB for the general
one of your attacks.
rules of spellcasting and chapter 11 as well for the
wizard spell list. Penetrating Strike
Cantrips. You learn four cantrips of your choice from Starting at 18th level, you may use a hero point to
the wizard spell list.
Spell Slots. The Order of the Thorn Spellcasting table one of your attacks.
shows how many spell slots you have to cast your spells
of 1st level and higher. To cast one of these spells, you
must expend a slot o higher. You
regain all expended spell slots when you finish a long
rest.
For example, if you know the 1st-level spell shield and
have a 1st-level and a 2nd-level spell slot available, you
can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know two
1st-level wizard spells of your choice.
The Spells Known column of the Order of the Thorn
Spellcasting table shows when you learn more wizard
spells of 1st level or higher. Each of these spells must be
of a level for which you have spell slots. For instance,
when you reach 10th level in this class, you can learn
one new spell of 1st or 2nd level. Whenever you gain a
level in this class, you can replace one of the wizard
spells you know with another spell of your choice from
the wizard spell list. The new spell must be of a level for
which you have spell slots.
Spellcasting Ability. Honor is your spellcasting ability
for your wizard spells, since you learn your spells
through your adherence to the Code of the Thorn
Knights as handed down by Takhisis. You use your Honor
whenever a spell refers to your spellcasting ability. In
addition, you use your Honor modifier when setting the
saving throw DC for a wizard spell you cast and when
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Honor modifier
Spell attack modifier = your proficiency bonus +
your Honor modifier
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Order of the Skull Spellcasting


- Spell Slots per Spell Level -
Fighter Cantrips Spells
1st 2nd 3rd 4th 5th 6th 7th
Level Known Known
7th 4 2 2 - - - - - -
8th 4 3 3 - - - - - -
9th 4 4 4 2 - - - - -
10th 5 5 4 3 - - - - -
11th 5 6 4 3 2 - - - -
12th 5 7 4 3 3 - - - -
13th 5 8 4 3 3 1 - - -
14th 5 9 4 3 3 2 - - -
15th 5 10 4 3 3 3 1 - -
16th 6 11 4 3 3 3 2 - -
17th 6 12 4 3 3 3 2 1 -
18th 6 12 4 3 3 3 2 1 -
19th 6 13 4 3 3 3 2 1 1
20th 6 13 4 3 3 3 2 1 1

Order of the Thorn Spellcasting


- Spell Slots per Spell Level -
Fighter Cantrips Spells
1st 2nd 3rd 4th 5th 6th 7th
Level Known Known
7th 4 2 2 - - - - - -
8th 4 3 3 - - - - - -
9th 4 4 4 2 - - - - -
10th 5 5 4 3 - - - - -
11th 5 6 4 3 2 - - - -
12th 5 7 4 3 3 - - - -
13th 5 8 4 3 3 1 - - -
14th 5 9 4 3 3 2 - - -
15th 5 10 4 3 3 3 1 - -
16th 6 11 4 3 3 3 2 - -
17th 6 12 4 3 3 3 2 1 -
18th 6 12 4 3 3 3 2 1 -
19th 6 13 4 3 3 3 2 1 1
20th 6 13 4 3 3 3 2 1 1
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Dragon Knight Dragon Apotheosis


At 18th level, you gain the benefits of the dragonback
Dragon Knights are a culture and an archetype unique to
lancer, dragonback archer, and dragon symbiosis when
the lands of Taladas. As their name implies, these people
within 30 feet of your dragon.
have a close rapport with dragons, particularly copper
dragons, and are skilled at riding and handling the
creatures. Although other scattered groups of Dragon
Knights exist in remote regions, those of the Conquered
Lands are the largest and best organized.

Race and Background


Though members of any race are welcome in Dragon Knight
communities, knights are universally humans, elves, or half-
elves.
The knight background is the ideal background for the
dragon knight, as they live and die by their word. He does not
give his word lightly, and never speaks to obligate his dragon
companion unless it is a dire emergency. Once a Knight gives
his word, he will fulfill it or literally die trying. These characters
have a strict code of honor and are prickly about dishonorable
actions; they go to great lengths to remove any shame they
perceive themselves to have incurred. They accord their
companion dragons all the honor and respect due any person.
Copper Dragon mounts
All knights are partnered with a young copper dragon. Such a
Spellcasting partnership is a tremendous boost in power to the player
character. The player, however, is not the master of his dragon
Starting when you choose this archetype at 3rd level, mount. Instead, the relationship between knight and dragon is
you gain the spellcasting class feature of the Eldritch on of mutual respect and adoration.
Knight, save for the following differences; the two
schools chosen from are evocation and transmutation.

At 3rd level, your bond with your dragon makes you


immune to the frightful presence of dragons and
dragon-kin.

Dragonback Lancer
At 7th level, you have advantage with all melee attacks
made with lances when fighting from dragonback.

Dragonback Archer
Starting at 10th level, select one ranged weapon with
which you are proficient. When on dragonback, you
have advantage with all ranged attacks made with that
one ranged weapon.

Dragon Symbiosis
At 15th level, when on dragonback, you may use your
dragon's saving throw modifier instead of yours, and
vice-versa.
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Nylgai Hadirnoe Soldier


The Nylgai Hadirnoe Soldier is a professional warrior of
the OdderRhing, the scorned dwarf nation of Taladas.
This mountain dwarf army has developed a number of
unique abilities and tactics in their generational war
against the deep-dwelling disir.

Restriction: Mountain dwarves only


Only mountain dwarves can be nylgai hadirnoe soldiers,
as they are more than just a profession, they are a way
of life.
Your DM can lift this restriction to better suit the
campaign. The restriction exists for Dragonlance. It

version of Dragonlance.

Backgrounds
The soldier background is the ideal backgroud for the nylgai
hadirnoe soldier, as scorned dwarf society is highly stratified
into clans, with little room for inter-clan mingling.

Improved Darkvision
Starting when you choose this archetype at 3rd level,
your darkvision increases to a 90-foot radius.

Shield Brother Company Sergeant


At 7th level, you gain a +1 bonus to AC (maximum +2) At 15th level, you gain an additional feature based on
for each shield-bearer adjacent to you. the company you chose at 10th level.
Company Feature
Company Soldier Anvil A creature you damage with a bludgeoning
melee weapon is stunned until the end of
Starting at 10th level, you join a specific company in the your next turn. This feature is useable again
nylgai hadirnoe army. Choose one of the following after a short rest.
options. Chisel A creature you damage with a piercing or
slashing melee weapon bleeds for 1 minute.
Company Feature It takes bleed damage each round equal to
Anvil A creature you damage with a bludgeoning your Strength modifier. It can take two
melee weapon is incapacitated until the end actions to bind its wounds, given appropriate
of your next turn. This feature is useable material.
again after a short rest. Bonecracker A creature you crit with a bludgeoning melee
Chisel A creature you damage with a piercing or weapon loses the use of two different limbs
slashing melee weapon bleeds for 1 minute. for 1 minute. This feature is useable again
It takes bleed damage each round equal to after a short rest.
your Strength modifier. It can take an action Rock Lizard You can hurl rocks at a range of 30 ft./120 ft.
to bind its wounds, given appropriate that deal 1d8 + Strength modifier
material. bludgeoning damage.
Bonecracker A creature you crit with a bludgeoning melee Red Beard When making ranged attacks with a flask of
weapon loses the use of a limb for 1 minute. oil, you do so as a bonus action.
This feature is useable again after a short
rest.
Rock Lizard You gain a climb speed of 20 feet.
Red Beard Given a flask of oil, as an action you can coat
and ignite your weapon so that it burns for 1
minute. During that time, it deals an extra
1d6 fire damage on a hit.
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Company Commander
At 18th level, you gain an additional feature based on
the company you chose at 10th level.
Company Feature
Anvil A creature you damage with a bludgeoning
melee weapon is unconscious until the end of
your next turn. This feature is useable again
after a short rest.
Chisel A creature you damage with a piercing or
slashing melee weapon bleeds for 1 minute.
It takes bleed damage each round equal to
your Strength modifier. It can take three
actions to bind its wounds, given appropriate
material.
Bonecracker A creature you crit with a bludgeoning melee
weapon loses the use of three different limbs
for 1 minute. This feature is useable again
after a short rest.
Rock Lizard You can hurl rocks at a range of 30 ft./120 ft.
that deal 1d10 + Strength modifier
bludgeoning damage.
Red Beard As an action, you can swig a flask of oil, light
it, and deal 2d6 fire damage in a 10-foot
cone.
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Oathbound
Oathbound fighters choose an individual to whom they
swear an oath, promise, or pact of protection and
service.
Oathbound fighters are also known as guardian
fighters.

Protector
At 3rd level, so long as your oath is current and active,
as a reaction, you may make an attack against any
opponent who has made a melee attack against the
individual under your protection, your protectee. You
have advantage on this attack roll.

Improved Defense
Starting at 7th level, so long as you are conscious and
not incapacitated, you automatically grant +1 AC to your
protectee (so long as they are within your reach).

Guardian
Starting at 10th level, when using your protector class
feature, you also have advantage on the damage roll.

Improved Protection
Beginning at 15th level, when a creature you can see
attacks your protectee who is within 5 feet of you, you
can use your reaction to switch places with your
protectee, as well as imposing disadvantage on the
attack roll. You must be wielding a shield.

Rally to the Defense


Starting at 18th level, if your protectee is at half hit
points or less, as a bonus action you gain temporary hit
points equal to your level x 2 and your speed also
increases by 10 feet (so long as you are moving towards
your protectee) for 1 minute.
Once you use this feature, you must finish a short or
long rest before you can use it again.
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Ogre Slaver or be blinded until the end of your next turn.

Grappling Whip
Ogre slavers are often apprenticed into their profession
Starting at 15th level, when you hit a creature with your
from a young age, accompanying their parents, uncles,
whip, you may choose to grapple the target as a bonus
or cousins on slave runs, to slave markets, and into
action.
human or elven territory to capture and enslave the
smaller races. The profession is regarded very highly by Whip Disarm
ogre society, so an ogre who achieves this honor gains At 18th level, as an action, you may make a special
considerable status. Thus, early training is grueling, attack against a creature with your whip. If the attack
laborious, and often humiliating for the young ogre, in succeeds, the creature must succeed on a Dexterity
preparation for a life of social superiority later. saving throw (DC 8 + your proficiency bonus + your
Restriction: Ogres and half-ogres only Strength modifier) or be disarmed, dropping one item it
was holding. The object lands anywhere within your
Only ogrekind can be ogre slavers, as they are more than
reach, including your own open hand, or that of another
just a profession, to be an ogre slaver is to live a life
creature.
geared towards goal that since childhood.
Your DM can lift this restriction to better suit the
campaign. The restriction exists for Dragonlance. It

version of Dragonlance.

Wound
Starting when you choose this archetype at 3rd level, if
you deal damage with a whip to a creature, that
creature gains a wound and bleeds for an extra 1d6
damage per round until the end of your next turn.
Subsequent whip hits to the creature "refresh" the
duration of any existing wounds, as well as add a new
wound. Multiple wounds stack (to a maximum of 5d6
damage per round). A creature can halt the bleeding
earlier if it takes an action to bind the wound (one
action per wound).
For example, an 11th-level ogre slaver gets three
attacks per attack action. If he succeeds at hitting all
three times against one opponent, that creature suffers
an additional 3d6 damage that round and the next.
So long as you are holding your whip, your proficiency
bonus is doubled with the Intimidate skill.

Whip Trip
Beginning at 7th level, when you hit a creature with your
whip, it must succeed on a Strength saving throw (DC 8
+ your proficiency bonus + your Strength modifier) or be
knocked prone. The target must be one size larger than
you or smaller.
So long as you are holding your whip, your proficiency
bonus is doubled with the Athletics and Acrobatics skills.

Whip Blind
At 10th level, as an action, you may make a special
attack against a creature's eyes. If the attack succeeds,
the creature must succeed on a Dexterity saving throw
(DC 8 + your proficiency bonus + your Strength modifier)
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Solamnic Knight Knighthood.


and dictates the proper hierarchy of the

In the centuries since its inception, the Measure grew as


The archetypal Solamnic Knight is a paragon of honor
each generation of Knights added to it. By the time of the
and virtue, heir to a legacy stretching back over two
Cataclysm, the Measure filled thirty-seven ponderous tomes in
millennia. Solamnic Knights espouse the ages-old credo,
an unwieldy attempt to
Est Sularus oth Mithas, My Honor is my Life. Divided into
associated with being a Solamnic Knight. The Measure was
three different Orders, the Crown, Sword, and Rose,
impossible for any one person to understand.
each order focuses on a different aspect of honor.
Following the War of the Lance, the newly appointed Grand
Master, Gunthar uth Wistan, led a group of Knights in an
The Three Orders of Solamnic Knights
extensive revision of the Measure. They began to condense or
Traditionally, the ranks of the Knights of Solamnia have been remove long-winded sections that covered minor details such
limited to noble humans of Solamnic nationality, and at best a as formal address, courtly etiquette, and protocols for minor
smattering of half-elves. tasks the rules for proper saddling of a mount ran seventy-
this martial archetype, for there are kender tales of half- five pages long! The ultimate goal in revising the Measure was
kender and even minotaurs joining the ranks of this most to create a work that would inspire Knights to emulate Vinas
prestigious order of knights on Krynn. Solamnus rather than blindly follow and outdated set of rules.
Prior to 3rd level, a Solamnic Knight is presumed to be a The current Measure is contained in three volumes and
squire in the knighthood. Upon reaching 3 rd level and acquiring includes writing known, or thought, to be authored by Vinas
the Est Sularus oth Mithas feature, the squire is presumed to Solamnus, as well as certain other works that help the Knights
have passed his knightly tests and is now a novice in the Order hold up their ideals. The old Measure is still kept for study
of the Crown. All Solamnic Knights begin in the Order of the purposes, but Knights no longer strain to follow it to the letter.
Crown and may, after proving their honor, progress into the Although the whole of the Knighthood holds the entire
Order of the Sword and finally the Order of the Rose. document sacred as the definition of honor, each of the three
Orders dedicates itself to one particular aspect of the
Est Sularus oth Mithas Measure.
Starting at 3rd level, you gain an Honor score (see the Measure of the Crown
DMG) of 12.
The Measure states that honor begins with the precepts of
As a bonus action, you may add your Honor modifier
Loyalty and Obedience, and a Knight of the Crown exemplifies
to all melee weapon attacks until the end of your next
these two traits in every action and thought.
turn.
authority. Justly
Once you use this feature you may not use it again
given, loyalty becomes worth more than any treasure.
until after a long rest.
Obedience is the practical application of loyalty. A Knight
obeys those to whom he is loyal, regardless of his own welfare
or personal opinion.
Knights of the Crown pledge loyalty to the gods of Good,
specifically to Kiri-Jolith and Habbakuk, and they are loyal to
the memory of Paladine. This pledge also extends to the
despite the fact that she is a
neutral deity. Loyalty is
oppressed by Evil, and The Oath and the Measure to the just,
The Oath and the Measure deserving rulers who are in good standing with the
Knighthood.
A Crown Knight is responsible for serving and aiding any
same since Vinas
fellow Knight who is on the business of his Order and requires
Solamnus founded the Knighthood. This principle to sacrifice
assistance, provided it does not violate a lawful order given by
all for the sake of honor, for without it life means nothing
his superiors. He must also serve the kingdoms on the List of
guides the manner in which all Knights strive to live their lives.
Honor, as compiled by the Grand Circle of Knights.
The Measure is the set of guidelines put forth by Vinas
Any Crown Knight found violating the precepts of the
Solamnus and his successors to govern the proper chivalric
Measure will be tried before a Knightly Council. Any Knight
behavior of the Knights. It is f
found guilty will be reduced in rank and/or have his
laws, and rules of conduct. It touches every aspect of a
Knighthood stripped from him.
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Measure of the Sword You may protect a number of targets equal to your
Honor modifier.
The Measure maintains that the next components of
honor are Heroism, Courage, and Spirituality. This is Order of the Sword Spellcasting
the Measure of the Sword.
As an alternative to Order of the Crown, beginning at
A strong spirit and faith in the patron deities of the
7th level, you may advance into the Order of the Sword.
Knighthood form the spring from which courage and
You augment your martial prowess with the ability to
heroism flow. Courage is the will to strike a blow for
cast spells. See chapter 10 in the PHB for the general
the cause of Good, no matter what the personal cost.
rules of spellcasting and chapter 11 as well for the cleric
Heroism is this same spirit of self-sacrifice, dedicated
spell list.
to defending the world against the forces of Evil in
Cantrips. You learn two cantrips of your choice from
all of its forms. The heroic, courageous Knight is a
the cleric spell list.
champion of the weak, defenseless, oppressed, poor,
Spell Slots. The Order of the Sword Spellcasting table
enslaved, and falsely accused, and he always renders
shows how many spell slots you have to cast your spells
aid to those in need.
of 1st level and higher. To cast one of these spells, you
While no truly courageous and heroic Knight
must expend a slot o higher. You
would run from a battle or decline combat with an
regain all expended spell slots when you finish a long
Evil foe, the Measure does recognize that it is fruitless
rest.
to throw oneself away in a battle that cannot possibly
For example, if you know the 1st-level spell shield of
be won. The Measure teaches a Knight prudence in
faith and have a 1st-level and a 2nd-level spell slot
choosing his battles and that it is better to live to fight
available, you can cast shield of faith using either slot.
another day than to die in a battle that cannot be won.
Spells Known of 1st-Level and Higher. You know two
A Knight of the Sword must pay homage to Kiri-
1st-level cleric spells of your choice.
Jolith and the other gods of Good each day. A Clerist
The Spells Known column of the Order of the Sword
must spend one day a week fasting with prayer to
Spellcasting table shows when you learn more cleric
Kiri-Jolith at sunrise, noon, and sunset. A Sword
spells of 1st level or higher. Each of these spells must be
Knight must eagerly engage evil opponents without
of a level for which you have spell slots. For instance,
needlessly throwing his life away, protect the weak
when you reach 10th level in this class, you can learn
and defenseless, and foreswear the use of his Knightly
one new spell of 1st or 2nd level. Whenever you gain a
powers for unrighteous reasons.
level in this class, you can replace one of the cleric spells
Measure of the Rose you know with another spell of your choice from the
cleric spell list. The new spell must be of a level for
According to the Measure, the final components of
which you have spell slots.
honor are Wisdom and Justice. These are the ideals
Spellcasting Ability. Honor is your spellcasting ability
embraced by the Knights of the Rose.
for your cleric spells, since you learn your spells through
Wisdom is the ability to combine knowledge,
your adherence to the Measure of the Sword Knights as
experience, understanding, and common sense with
handed down by Kiri-Jolith. You use your Honor
insight. Justice is applying that wisdom to what is
whenever a spell refers to your spellcasting ability. In
written in the Measure and using it to defend those
addition, you use your Honor modifier when setting the
in need and to further the cause of Good. The wise
saving throw DC for a cleric spell you cast and when
Knight is a beacon of reason and good in the darkness
making an attack roll with one.
of ignorance and injustice.
A Knight of the Rose is expected to honor the gods Spell save DC = 8 + your proficiency bonus +
of Good in all things at all times. He is to fight for your Honor modifier
justice without regard to personal safety or comfort,
Spell attack modifier = your proficiency bonus +
and sacrifice all in the name of honor.
your Honor modifier

Order of the Crown Lord of Shields


Beginning at 7th level, you gain the protection fighting At 10th level, as a bonus action, you may add your
style. If you already have the protection fighting style, Honor modifier to your AC (max 2) until the end of your
you gain the following additional benefit. next turn.
Once you use this feature you may not use it again
Improved Protection
until after a long rest.
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Order of the Rose High Knight


As an alternative to Lord of Shields, beginning at 10th Starting at 18th level, you may reduce all damage rolls
level, you may advance into the Order of the Rose. against you by your Honor modifier x 2.
You gain the combat superiority feature, with the
following modifications:
Maneuvers. You learn the following maneuvers:

attack, rally (use honor modifier). You can only use one
maneuver per attack.
Superiority Dice. You have five superiority dice, which
are d10s. A superiority die is expended when you use it.
You regain all of your expended superiority dice when
you finish a short or long rest.
Saving Throws. Some of your maneuvers require your

effects. The saving throw DC is calculated as follows:


Maneuver save DC = 8 + your proficiency bonus +
your Honor modifier

The Novels and other prerequisites


In the various Dragonlance novels, from their formation in the
2nd Age through the vast majority of the 4th Age, the solamnic
knights were very restrictive in their membership, limiting it
primarily to male human nobles of Solamnic birth. Only
towards the end of the 4th Age (after the War of the Lance),
did the solamnic knights begin opening their membership to
non-Solamnic humans (and half-elves), as well as women and
those of lower birth.
As the DM of your campaign, it is entirely up to you how
strictly you wish to adhere to the novels. A close adherence to
the novels will preclude many PCs from the test of honor
detailed above.

Lord Knight
Starting at 15th level, you may add your Honor modifier
to all melee weapon damage rolls.
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Order of the Sword Spellcasting


- Spell Slots per Spell Level -
Fighter Cantrips Spells
1st 2nd 3rd 4th 5th 6th 7th
Level Known Known
7th 4 2 2 - - - - - -
8th 4 3 3 - - - - - -
9th 4 4 4 2 - - - - -
10th 5 5 4 3 - - - - -
11th 5 6 4 3 2 - - - -
12th 5 7 4 3 3 - - - -
13th 5 8 4 3 3 1 - - -
14th 5 9 4 3 3 2 - - -
15th 5 10 4 3 3 3 1 - -
16th 6 11 4 3 3 3 2 - -
17th 6 12 4 3 3 3 2 1 -
18th 6 12 4 3 3 3 2 1 -
19th 6 13 4 3 3 3 2 1 1
20th 6 13 4 3 3 3 2 1 1
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Est Sularus
oth Mithas

Order of the
Order of the
Sword
Crown
Spellcasting

Lord of Order of the


Shields Rose

Lord Knight

High Knight
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Steel Legionnaire Legion Knowledge


At 7th level, your knowledge of the foes of the legion
The Legion of Steel was founded by Sara Dunstan, allow you to gain advantage on any one roll made
adoptive mother of Steel Brightblade. It is an against such a foe.
organization devoted to the betterment of all the people This feature is useable again after a long rest.
of Krynn.
Apprentice
The Legacy Starting at 10th level, as part of your duties to the
The Legacy is the unwritten code by which legionnaires live legion, you gain an apprentice. While within sight or
their lives, and can best be summarized as follows. hearing of you, the apprentice adds your proficiency
Have the courage to do right. bonus to her AC and damage rolls.
Know yourself. The apprentice gains one hit die (and commensurate
Respect virtue. bonuses) for every level you gain.
Stay alert. Most apprentices are human, but work with your DM
Everyone deserves justice. if you wish a more exotic apprentice. The apprentice is
Never give up. an NPC run by the DM.

Legion Warrior
At 15th level, as a bonus action, by uttering a cry of
Starting when you choose this archetype at 3rd level, you
choose a type of favored enemy from the list of foes may grant advantage to the next saving throw made by
that oppose the legion: chromatic dragons, draconians, one creature, in the next minute, so long as they can
dragonspawn, goblins, Knights of Solamnia, Dark hear you.
Knights, minotaurs, and Tarmak. You gain a You may use this feature again after a short rest.
+2 bonus to damage rolls with weapon attacks
against creatures of the chosen type. Additionally, Legacy
you have advantage on Wisdom (Survival) checks At 18th level, you gain a benefit based on the class
to track your favored enemies, as well as on feature you selected at 3rd level.
Intelligence checks to recall information about You may use this feature again after a long rest.
them.
Class Feature Benefit
When you gain this feature, you also learn one
Legion Warrior Gain advantage on all attack rolls and
language of your choice, typically one spoken by damage rolls against one creature
your favored enemy or creatures associated with it. that is a legion foe until the end of
However, you are free to pick any language you your next turn.
Legion Mystic Impose disadvantage on all saving
wish to learn.
throws made by one creature that is a
legion foe against all your spells until
Legion Mystic the end of your next turn.
Legion Sorcerer Gain advantage on all saving throws
As an alternative to Legion Warrior, you may instead made against all the spells of one
choose to begin studying mystic magic. You learn and creature that is a legion foe until the
cast spells from the mystic spell list and use Wisdom as end of your next turn.
your spellcasting ability.

Legion Sorcerer
As an alternative to Legion Warrior, you may instead
choose to begin studying wild magic. You learn and cast
spells from the sorcerer spell list and use Charisma as
your spellcasting ability.
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Apprentice Warrior Apprentice Sorcerer


Medium humanoid (human), your alignment Medium humanoid (human), your alignment

Armor Class 20 (chain shirt + shield + your profiency bonus) Armor Class 18 (chain shirt + your profiency bonus)
Hit Points 19 (3d8 + 6) Hit Points 19 (3d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 11 (+0) 13 (+1) 9 (-1) 9 (-1) 14 (+2) 15 (+2) 11 (+0) 13 (+1) 16 (+3)

Saving Throws any two of your choice Saving Throws any two of your choice
Skills any two of your choice Skills any two of your choice
Senses passive Perception varies Senses passive Perception varies
Languages your languages Languages your languages

Legion Warrior. As per the steel legionnaire feature. Legion Sorcerer. The apprentice sorcerer is a 1st-level spellcaster.
Her spellcasting ability is Charisma (spell save DC 13, +5 to hit
Actions with spell attacks). The apprentice sorcerer has the following
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one sorcerer spells prepared:
target. Hit: 11 (1d8 + 6) damage Cantrips (at will): any 4 sorcerer
1st level (2 slots): any 2 sorcerer

Apprentice Mystic Actions


Medium humanoid (human), your alignment Longsword. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 2) damage
Armor Class 20 (chain shirt + shield + your profiency bonus)
Hit Points 19 (3d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 15 (+2) 11 (+0) 16 (+3) 9 (-1)

Saving Throws any two of your choice


Skills any two of your choice
Senses passive Perception varies
Languages your languages

Legion Mystic. The apprentice mystic is a 1st-level spellcaster. Her


spellcasting ability is Wisdom (spell save DC 13, +5 to hit
with spell attacks). The apprentice mystic has the following mystic
spells prepared:
Cantrips (at will): any 4 mystic
1st level (2 slots): any 2 mystic

Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 4) damage
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Steel Legionnaire Spellcasting


- Spell Slots per Spell Level -
Fighter Cantrips Spells
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level Known Known
3rd 4 2 2 - - - - - - - -
4th 4 3 3 - - - - - - - -
5th 4 4 4 2 - - - - - - -
6th 5 5 4 3 - - - - - - -
7th 5 6 4 3 2 - - - - - -
8th 5 7 4 3 3 - - - - - -
9th 5 8 4 3 3 1 - - - - -
10th 5 9 4 3 3 2 - - - - -
11th 5 10 4 3 3 3 1 - - - -
12th 6 11 4 3 3 3 2 - - - -
13th 6 12 4 3 3 3 2 1 - - -
14th 6 12 4 3 3 3 2 1 - - -
15th 6 13 4 3 3 3 2 1 1 - -
16th 6 13 4 3 3 3 2 1 1 - -
17th 6 14 4 3 3 3 2 1 1 1 -
18th 6 14 4 3 3 3 2 1 1 1 -
19th 6 15 4 3 3 3 2 1 1 1 1
20th 6 15 4 3 3 3 3 1 1 1 1
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Tarmak Fighter
The brutes, or Tarmak, are known throughout the
continent of Ansalon for their unarmored fighting, and
nothing exemplifies this warrior tradition better than
the tarmak fighter.

Unarmored Defense
Starting when you choose this archetype at 3rd level,
while you are wearing no armor and not wielding a
shield, your AC equals 10 + your Dexterity modifier +
your Constitution modifier.
You also gain a new fighting style.

Nimble Defense
While you are wearing no armor and not wielding a
shield, you gain +1 bonus to AC.

Unarmored Movement
Beginning at 7th level, your speed increases by 10 feet
while you are not wearing armor, or wielding a shield.

Unarmored Attack
At 10th level, your melee attacks increase by +1 while
you are not wearing armor, or wielding a shield.

Unarmored Damage
Starting at 15th level, your melee damage increases by
+1 while you are not wearing armor, or wielding a
shield.

Unfettered Defense
At 18th level, you may improve a previous class feature.
Feature Improved Feature
Unarmored Defense AC = 12 + your Dexterity modifier +
your Constitution modifier.
Unarmored Movement Speed increases by 20 feet (total).
Unarmored Attack Melee attacks increase by +2 (total).
Unarmored Damage Melee damage increases by +2 (total).
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Windrider Non-elven windriders

The Windriders are an elven knighthood of griffon In the various Dragonlance novels, windriders have always
riders founded over 2,500 years ago. Their numbers are been elves, but in your campaign, you may see fit to relax this
diminished due to the twin tragedies that struck the requirement, allowing half-elves and those that have served
elves in 421 AC (38 SC), but they remain formidable both the interests of elvenkind to join this august body of aerial
in the air and on land. Scattered across Ansalon, the cavalry.
Windriders seek to regroup the disparate elven races
and bring all elves together beneath one banner for the
betterment of all. Windrider feats
If feats are allowed in your campaign, it would behoove the
Roleplaying Windrider membership windrider to take the mounted combatant feat.
The Silvanesti senate had once mandated that
Windriders be drawn from the high-caste ranks of House Griffon Mount
Protector. During the Third Dragon War, the senate
decreed that highborn members of House Mystic could At 3rd level, you gain a griffon mount (see the Monster
join the wizard division of Windriders as long as they Manual for your griffon's base statistics). The movement
possessed the appropriate magical aptitudes. In cost of mounting your griffon is 5 feet.
-Enthia largely respected
Kith- Griffon Wizards
Windriders, provided they possessed the requisite skills.
Many elven wizards that multiclass into the windrider subclass
Now that the Windriders have unified, their recruiting
come to be known as griffon wizards. These wizards are almost
process is markedly similar to that used by the
alwayss White Robe Wizards of High Sorcery.
Qualinesti. Any adult elf who is not devoted to another
organization (such as the kirath) can simply ask a ranking
Windrider if he may be tested for the order. Windrider Mount Attack
tests involve rigorous martial and endurance training as
Starting at 7th level, when controlling your mount, it has
well as a personality test to ensure that the aspirant will
the option to Attack, in addition to Dash, Disengage, and
be able to get along with a griffon. Those who fail are
Dodge.
politely but firmly offered a position in the Wildrunners.
Unfortunately, the number of Windrider recruits has Mount Scout
sharply dropped since the separation of the Windriders
Starting at 10th level, when controlling your mount, it
from the bulk of the elven population in Khur, and some
has the option to Search, in addition to Attack, Dash,
Windriders are approaching prospects instead of waiting
Disengage, and Dodge.
for their order to expand.
Mount Evasion
Beginning at 15th level, when your mount is subjected
Restriction: Elves Only to an effect that allows it to make a Dexterity saving
Only elves can be windriders. The windrider is a uniquely throw to take only half damage, it instead takes no
elvish concept. damage if it succeeds on the saving throw, and only half
Your DM can lift this restriction to better suit the damage if it fails.
campaign. The restriction exists for Dragonlance. It
Griffon Lord
version of Dragonlance. Starting at 18th level, while mounted on your griffon, you
have advantage on ranged attack rolls against any
unmounted creature that is smaller than your griffon.
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Improved Griffon Mounts


As the windrider levels up, she will find her mount becomes
comparatively less impressive. One way to alleviate this is to
take advantage of the new animal training downtime activity.
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Mystic
Mystic Orders
Psionics is a mysterious form of power within most D&D
worlds. Secretive orders study its origins and
applications, while pushing the boundaries of what
psionic power can achieve.
Each of these orders pursues a specific goal for psionic
power. That goal shapes how the members of an order
understand psionics.
On Krynn, psionics is known as mysticism, and its
practitioners believe that their power comes from the
heart. Whereever their power may come from, one
thing is clear, it is independent of the gods.

Order of the Avatar


Avatar mystics are commonly known as sensitives, for
their ability to sense the feelings and emotions of other
beings.

Order of the Awakened


Awakened mystics are commonly known as mentalists,
one of the most infamous being former Lord of Night,
Morham Targonne.

Order of the Immortal


Immortal mystics are commonly known as channelers.
Those channelers that take the bestial form discipline
coupled with awakened disciplines are often known as
animists.
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Ranger (revised)
Ranger Conclaves Metamagic
At 5th level, you gain the ability to twist your spells to
Across the wilds, rangers come together to form
suit your needs. You gain one of the following
conclaves loose associations whose members share a
Metamagic options of your choice. You gain another one
similar outlook on how best to protect nature from
at 7th, 11th, and 15th level.
those who would despoil it.
You can use only one Metamagic option on a spell

Mystic Conclave when you cast it, unless otherwise noted.

Careful Spell
Rangers of the Mystic Conclave draw their spellcasting
When you cast a spell that forces other creatures to
power not through devotion to the gods, but on the
power of their own heart. make a saving throw, you can protect some of those
creatures
Faith of the Heart 1 mysticism point and choose a number of those
Beginning at 3rd level, you gain the ability to tap into a creatures up to your Wisdom modifier (minimum of one
deep wellspring of magic within yourself. This wellspring creature). A chosen creature automatically succeeds on
is represented by mysticism points, which allow you to its saving throw against the spell.
create a variety of magical effects.
Distant Spell
Mysticism Points When you cast a spell that has a range of 5 feet or
You have 2 mysticism points, and you gain more as you greater, you can spend 1 mysticism point to double the
reach higher levels (your Ranger level divided by 2). You range of the spell. When you cast a spell that has a
can never have more mysticism points than this range of touch, you can spend 1 mysticism point to
indicates. You regain all spent mysticism points when make the range of the spell 30 feet.
you finish a long rest.
Empowered Spell
Flexible Casting When you roll damage for a spell, you can spend 1
You can use your mysticism points to gain additional mysticism point to reroll a number of the damage dice
spell slots, or sacrifice spell slots to gain additional up to your Wisdom modifier (minimum of one). You
mysticism points. You learn other ways to use your must use the new rolls.
mysticism points as you reach higher levels. You can use Empowered Spell even if you have already
Creating Spell Slots. You can transform unexpended used a different Metamagic option during the casting of
mysticism points into one spell slot as a bonus action on the spell.
your turn. The Creating Spell Slots table shows the cost
Extended Spell
of creating a spell slot of a given level. You can create
When you cast a spell that has a duration of 1 minute or
spell slots no higher in level than 5th.
longer, you can spend 1 mysticism point to double its
Creating Spell Slots duration, to a maximum duration of 24 hours.
Spell Slot Level Mysticism
Point Cost
Heightened Spell
1st 1 When you cast a spell that forces a creature to make a
2nd 2 saving throw to resist its effects, you can spend 3
3rd 4 mysticism points to give one target of the spell
4th 5 disadvantage on its first saving throw made against the
5th 6 spell.

Converting a Spell Slot to Mysticism Points. As a Quickened Spell


bonus action on your turn, you can expend one spell slot When you cast a spell that has a casting time of 1 action,
and gain a number of mysticism points equal to the you can spend 2 mysticism points to change the casting
time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 mysticism point
to cast it without any somatic or verbal components.
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Twinned Spell
When you cast a spell that targets only one creature and

mysticism
second creature in range with the same spell (1
mysticism point if the spell is a cantrip).

Mystic Fighting
Starting at 7th level, as a bonus action, you can spend 2
Mysticism Points to double your fighting style bonus
until the end of your next turn.

Minor Domain
At 11th level, choose a domain. You gain the 2nd level
channel divinity feature of that domain.

Mysticism and Channel Divinity


Since the mystic conclave ranger does not have the channel
divinity feature, it would seem to preclude making use of
several domain features. This need not be the case.
To make use of a channel divinity feature, the mystic
conclave ranger can instead expend 3 mysticism points.

Greater Mystic Fighting


At 15th level, as a bonus action, you can spend 4
Mysticism Points to double your fighting style bonus for
1 minute.
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Rogue
Roguish Archetypes
Rogues have many features in common, including their
emphasis on perfecting their skills, their precise and
deadly approach to combat, and their increasingly quick
reflexes. But different rogues steer those talents in
varying directions, embodied by the rogue archetypes.
Your choice of archetype is a reflection o f your focus
not necessarily an indication of your chosen profession,
but a description of your preferred techniques.

Ilmaskhod
The ilmaskhod are gnomish rogues trained in the
technological wonderland of fortress cities scattered
about the perimeter of Hitehkel, the burning wound of
Krynn.

Restriction: Gnomes only


Only gnomes can be Ilmaskhod, as it isn't merely a
profession, but a way of life specific to the fortress cities
of the gnomes.
Your DM can lift this restriction to better suit the
campaign. The restriction exists for Dragonlance. It

version of Dragonlance.

Clockwork Disabler
At 3rd level, you gain advantage on all checks made to
disable non-gnomish devices.

Alchemical Expert
At 3rd level, you add your proficiency bonus to the save
DC of all alchemical devices you use.

Knockout
At 9th level, when damaging an attacker in melee to
incapacitate a foe, double all rolled damage. You must
declare before the attack that you are seeking to
incapacitate a foe for this feature to work.

Alchemical Master
At 13th level, you craft alchemical items at the rate of 50
gp/day.

Ranged Knockout
At 17th level, your knockout feature is useable with
ranged attacks.
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Nightstalker for a spell you cast and when making an attack roll with
one.
The Age of Mortals brought with it a new kind of magic, Spell save DC = 8 + your proficiency bonus +
the ambient magic threaded through Creation and the your Wisdom modifier
minds and hearts of its people. The living were not the
Spell attack modifier = your proficiency bonus +
only inhabitants of Krynn to be touched by this magic;
your Wisdom modifier
even the souls of the dead exist within this intricate web
of life, and their presence may be felt by those fearless Nightstalker Spellcasting
enough to look for it. Those mystics who courageously - Spell Slots per Spell Level -
pursue a life in the shadowy world of spirits are known
Rogue Cantrips Spells
as nightstalkers. 1st 2nd 3rd 4th
Level Known Known
3rd 3 3 2 - - -
Death Sight
4th 3 4 3 - - -
At 3rd level, your awareness of the undead is uncanny.
5th 3 4 3 - - -
You automatically know the presence of undead in a 30-
foot radius. You do not know the number or strength of 6th 3 4 3 - - -
the undead. 7th 3 5 4 2 - -
8th 3 6 4 2 - -
Spiritual Resilience
9th 3 6 4 2 - -
At 3rd level, you have resistance to necrotic damage.
10th 4 7 4 3 - -

Spellcasting 11th 4 8 4 3 - -
12th 4 8 4 3 - -
When you reach 3rd level, you gain the ability to cast
spells. See chapter 10 in the PHB for the general rules of 13th 4 9 4 3 2 -

spellcasting and chapter 11 for the spell list. 14th 4 10 4 3 2 -


Cantrips. You learn three cantrips of your choice from 15th 4 10 4 3 2 -
the divination or necromancy schools. 16th 4 11 4 3 3 -
Spell Slots. The Nightstalker Spellcasting table shows
17th 4 11 4 3 3 -
how many spell slots you have to cast your spells of 1st
18th 4 11 4 3 3 -
level and higher. To cast one of these spells, you must
expend a slot o higher. You regain all 19th 4 12 4 3 3 1
expended spell slots when you finish a long rest. 20th 4 13 4 3 3 1
For example, if you know the 1st-level spell detect
magic and have a 1st-level and a 2nd-level spell slot
available, you can cast detect magic using either slot. Whispers of the Dead
Spells Known of 1st-Level and Higher. You know three At 9th level, you may cast speak with dead without
1st-level spells of your choice from the divination or expending a spell slot and even if it is not among your
necromancy schools. spells known.
The Spells Known column of the Nightstalker You may use this feature again after a long rest.
Spellcasting table shows when you learn more divination
or necromancy spells of 1st level or higher. Each of these
Spirit Companion
spells must be of a level for which you have spell slots. At 13th level, you gain a spirit companion, as indicated
For instance, when you reach 10th level in this class, you below. The spirit companion stat block already includes
can learn one new spell of 1st or 2nd level. Whenever your proficiency bonus as a 13th-level character. The
you gain a level in this class, you can replace one of the companion obeys your commands as best it can. It rolls
spells you know with another spell of your choice from for initiative like any other creature, but you determine
the divination or necromancy schools. The new spell its actions, decisions, attitudes, and so on. If you are
must be of a level for which you have spell slots. incapacitated or absent, your companion acts on its
Spellcasting Ability. Wisdm is your spellcasting ability own.
for your spells. You use your Wisdom whenever a spell Your spirit companion has abilities and game
refers to your spellcasting ability. In addition, you use statistics determined in part by your level. Your
your Wisdom modifier when setting the saving throw DC companion uses your proficiency bonus rather
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than its own. In addition to the areas where it


normally uses its proficiency bonus, a spirit
companion also adds its proficiency bonus to its
AC and to its damage rolls.
Your spirit companion gains proficiency in two skills of
your choice. It also becomes proficient with all saving
throws.
For each level you gain after 13th, your spirit
companion gains an additional hit die and increases its
hit points accordingly.
Whenever you gain the Ability Score Improvement
abilities also improve.
Your companion can increase one ability score of your
choice by 2, or it can increase two ability scores of your
choice
an ability score above 20 using this feature unless its
description specifies otherwise.
Your companion shares your alignment, and has a
personality trait and a flaw that you can roll for or select
from the tables below. Your companion shares your
ideal, and its bond is nightstalker who
travels with me is my boon companion for whom I
would gladly give up my existence
d6 Trait
1 curious to the point of distraction.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see a ghost and fear me. I use that to my
advantage.
5 I have a knack for showing up in the nick of
time.
6
things.

d6 Flaw
1 small children
possess it.
2 I am bellierent to all strangers, and all people
except my nightstalker are strangers to me.
3 Any time is a good time for sinking into the
earth.
4
5 My idea of hello is appearing through
someone's torso.
6 I pounce on creatures to tell them how much I
want to say hi.

Spirit Bond
At 17th level, you have immunity to necrotic damage.
You also gain a second spirit companion, whose stats are
identical to your first spirit companion.
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Etherealness. Your spirit companion enters the Ethereal Plane


Spirit Companion from the Material Plane, or vice versa. It is visible on the Material
Plane while it is in the Border Ethereal, and vice versa, yet it can't
Medium undead, your alignment
affect or be affected by anything on the other plane.
Armor Class 16 Horrifying Visage. Each non-undead creature (except for you and
Hit Points 45 (10d8) any allies you designate) within 60 feet of your spirit companion
Speed 0 ft., fly 40 ft. that can see it must succeed on a DC 16 Wisdom saving throw or
be frightened for 1 minute. If the save fails by 5 or more, the
STR DEX CON INT WIS CHA target also ages 1d4 x 10 years. A frightened target can repeat the
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) saving throw at the end of each of its turns, ending the frightened
condition on itself on a success. If a target's saving throw is
Saving Throws Str +3, Dex +6, Con +5, Int +5, Wis +6, Cha +8 successful or the effect ends for it, the target is immune to your
Skills any two of your choice spirit companion's Horrifying Visage for the next 24 hours. The
Damage Resistances acid, fire, lightning, thunder; bludgeoning, aging effect can be reversed with a greater restoration spell, but
piercing, and slashing from nonmagical weapons only within 24 hours of it occurring.
Damage Immunities cold, necrotic, poison Possession (Recharge 6). One humanoid that your spirit
Condition Immunities charmed, exhaustion, frightened, grappled, companion can see within 5 feet of it must succeed on a DC 16
paralyzed, petrified, poisoned, prone, restrained Charisma saving throw or be possessed by your spirit companion;
Senses darkvision 60 ft., passive Perception varies your spirit companion then disappears, and the target is
Languages your languages incapacitated and loses control of its body. Your spirit companion
now controls the body but doesn't deprive the target of
Ethereal Sight. Your spirit companion can see 60 feet Into the awareness. Your spirit companion can't be targeted by any attack,
Ethereal Plane when it is on the Prime Material Plane, and vice spell, or other effect, except ones that turn undead, and it retains
versa. its alignment, Intelligence, Wisdom, Charisma, and immunity to
Incorporeal Movement. Your spirit companion can move through being charmed and frightened. It otherwise uses the possessed
other creatures and objects as if they were difficult terrain. It takes target's statistics, but doesn't gain access to the target's
5 (1d10) force damage if it ends its turn inside an object. knowledge, class feature, or proficiencies.
The possession lasts until the body drops to 0 hit point, your
Actions spirit companion ends it as a bonus action, or your spirit
companion is turned or forced out by an effect like the dispel evil
Withering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one and good spell. When the possession ends, your spirit companion
target. Hit: 22 (4d6 + 8) necrotic damage. reappears in an unoccupied space within 5 feet of the body. The
target is immune to your spirit companion's Possession for the
next 24 hours after succeeding on the saving throw or the
possession ends.
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Sorcerer
Sorcerous Origins understand your own notation and already know how to cast
the spell. You need spend only 1 hour and 10 gp for each level
Different sorcerers claim different origins for their of the copied spell.
innate magic. Although many variations exist, most of If you lose your libram, you can use the same procedure to
these origins fall into two categories: a draconic transcribe the spells that you have within into a new libram.
bloodline and wild magic. Filling out the remainder of your libram requires you to find
new spells to do so, as normal. For this reason, many academy
Academy Magic sorcerers keep backup librams in a safe place.
The Appearance. Your libram is a unique
Your innate magic comes from the wild forces of chaos
compilation of spells, with its own decorative flourishes and
that underlie the order of creation. Unlike wild magic
margin notes. It might be a plain, functional leather volume
sorcerers, you have partially tamed this wild magic
that you received as a gift from your master, a finely bound
learned through some of the arcane displine of wizardry
gilt-edged tome you found in an ancient library, or even a
at a sorcerous academy to enhance your natural talent.
loose collection o f notes scrounged together after you lost
Academy Training your previous libram in a mishap.

At 1st level, you have a libram, a sorcerous spellbook.


You know one additional spell per spell level, so long as Academy Sorcerer by Jason Engle
you have at least a short rest once a day to consult your
libram. You can swap out spells known during a long Flexible Caster
rest. Starting at 1st level you gain access to the Font of Magic
feature and you have 1 sorcery point. Your training at
Your Libram
The spells that you add to your libram as you gain levels reflect
the arcane research you conduct on your own, as well as
intellectual breakthroughs you have had about the nature of
the multiverse. You might find other spells during your
adventures. You could discover a spell recorded on a scroll in
an evil wizard's chest, for example, or in a dusty tome in an
ancient library.

Copying a Spell into the Libram. When you find a wizard or


sorcerer spell of 1st level or higher, you can add it to your
libram if it is of a level for which you have spell slots and if you
can spare the time to decipher and copy it.
Copying a spell into your libram involves reproducing the
basic form of the spell, then deciphering the unique system of
notation used by the wizard or sorcerer who wrote it. You
must practice the spell until you understand the sounds or
gestures required, then transcribe it into your libram using
your own notation.
For each level of the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you
expend as you experiment with the spell to master it, as well
as the fine inks you need to record it. Once you have spent this
time and money, you can cast the spell just like your other
spells.
Replacing the Libram. You can copy a spell from your own the academy allows you to create spell slots with greater
libram into another book for example, if you want ease than most sorcerers. Use the following table when
to make a backup copy of your libram. This is just like copying creating spell slots.
a new spell into your libram, but faster and easier, since you
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Creating Spell Slots Metamagic Instructor


Spell Slot Level Sorcery Beginning at 14th level, you gain another Metamagic
Point Cost option of your choice.
1st 1
2nd 2 Metamagic Master
3rd 4
Starting at 18th level, the difficulty of applying
4th 5
5th 6
Metamagic options to your spells cast is reduced by 1
sorcery point (to a minimum cost of 1 sorcery point).
You also gain 2 expended sorcery points whenever you
Metamagic Apprentice finish a short rest (this feature is in addition to the
sorcerous restoration feature).
Starting at 6th level, you may use up to two Metamagic
options (three, if used in conjunction with the
empowered spell metamagic option) on a spell when
you cast it.

Academy of Sorcery by ?
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Earth Magic
Your innate magic comes from the wild forces of chaos
that underlie the order of creation. Unlike wild magic
sorcerers, you are particularly attuned to the primordial
magic of the earth.

At 1st level, you have advantage on rolls against forced


movement.

Earth Sorcerers and Earth Mystics


If multiclassing is allowed by your DM, it is possible to be both
an earth sorcerer and an earth mystic. In such a case, the
s
features.

. You have advantage on rolls against forced


movement, ignoring rolls of 1.
. The duration is up to 2 days.
Stone Womb. You heal a number of hit points equal to (your
Wisdom modifier + your Charisma modifier) x sorcerer level
OR mystic level (whichever is higher).
Earth Strike. Your damage dealt is 2d8 initially, which then
increases to 4d8.
Master of Earth. You may cast passwall (even if you do not
know or are not normally capable of casting the spell, and only
on a stone or earth surface) with a duration of up to 24 hours.
Earth by Chatenoire

Starting at 1st level, you may cast meld into stone (even
if you do not know or are not normally capable of
casting the spell) with a duration of up to 24 hours.

Stone Womb
Starting at 6th level, whenever you use your
embrace feature, you also heal a number of hit points
equal to your Charisma modifier x sorcerer level.

Earth Strike
Beginning at 14th level, once on each of your turns, you
can cause a creature touching stone or earth you have
just damaged, to take an extra 1d8 damage. Increase
this extra damage to 2d8 at 18th level.

Master of Earth
Starting at 18th level, you gain a burrow speed equal to
your current walking speed (and can burrow through
stone) whenever you are underground or indoors.
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Enhancement Magic
Improved Enhancement
Your innate magic comes from the wild forces of chaos
Starting at 6th level, as an action, you may expend
that underlie the order of creation. Unlike wild magic
sorcery points to grant one or more of the following,
sorcerers, you are particularly adept at forcing wild
using your relevant stats:
magic into more stable configurations, creating
temporary, and eventually permanent magical items. Nonmagical Item Sorcery Point Bonus Duration
Cost
Sorcerous Prodigy Armor 2 +2 1 hour
Weapon 2 +2 1 hour
At 1st level, you gain 1 sorcery point. Armor, Weapon, 2 One time 1 hour
Adventuring Gear use of any
Enhancement one 1st level
spell known
Starting at 1st level, as an action, you may expend 3 One time 1 hour
use of any
sorcery points to grant one or more of the following,
one 2nd
using your relevant stats: level spell
known
Nonmagical Item Sorcery Point Bonus Duration
Cost
Armor 1 +1 1 hour
Weapon 1 +1 1 hour Greater Enhancement
Armor, Weapon, 1 One time 1 hour Beginning at 14th level, as an action, you may expend
Adventuring Gear use of any sorcery points to grant one or more of the following,
one cantrip
known using your relevant stats:
Nonmagical Item Sorcery Point Bonus Duration
Cost
Armor 3 +3 1 hour
Weapon 3 +3 1 hour
Armor, Weapon, 1 Double use 1 hour
Adventuring Gear of any one
cantrip
known
5 One time 1 hour
use of any
one 3rd level
spell known
6 One time 1 hour
use of any
one 4th level
spell known
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Master of Enhancement
Starting at 18th level, as a ritual taking 1 hour, you may
expend sorcery points to grant one or more of the
following, using your relevant stats:
Nonmagical Item Permanent Bonus Duration
Sorcery Point
Cost
Armor 3 +3 Permanent
Weapon 3 +3 Permanent
Armor, Weapon, 1 Any one Permanent
Adventuring Gear cantrip
known
1 Any one 1st Permanent
level spell
known
3/long rest
2 Any one 2nd Permanent
level spell
known
2/long rest
3 Any one 3rd Permanent
level spell
known
1/long rest
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Faceless Magic Faceless Sorcerers


The Faceless Brethren are a dark cult who worship the Many of the faceless brethren are faceless magic sorcerers,
ancient archmage Maladar an-Desh, former Emperor of but some are either wild magic sorcerers or shadow sorcerers.
Aurim. They believed that the continent of Taladas is
dying and has been ruined following the destruction of
the Aurim Empire. The only method of saving the
Blood Magic
Starting at 6th level, your physical sacrifice grants you
continent is by orchestrating the return of Maladar, who
insight into the use of blood magic. In a special ritual
will resurrect Aurim and bring peace to the land.
that takes 10 minutes and using your ritual knife, slaying
The Hooded One an intelligent humanoid will result in you gaining a

The Hooded One is a statue that was created from black stone
current hit dice.
and was made in the likeness of Maladar an-Desh, the
This ritual may not increase your number of sorcery
Emperor of Aurim. The sorcerous ruler had his soul bound to
points beyond their normal maximum.
the statue with the magical aid of a dozen archmages, so that
if he was ever killed, his followers could later revive him. To
prevent his return, a purge was done across the empire to Multiclassing
destroy every statue in his image. However, dedicated Most of the faceless brethren are faceless magic sorcerers, but
worshippers of Maladar kept the statue safe after his death. at least one of them (the Teacher), was a multiclass circle of
With the Great Destruction, the empire was sundered and the the land druid/faceless magic sorcerer. The Teacher used his
statue was forgotten. improved transfer sorcery feature to grant Chovuk of the
The Faceless Brethren can, if they ever recover the statue, Uigan the ability to cast the call lightning spell to destroy the
call upon it to aid their spellcasting. Any faceless brethren walls surrounding the League town of Malton.
within 100 feet of the hooded one can, as a bonus action, draw
sorcery points from the statue (roll 1d6 +1 to determine the
sorcery points granted). The hooded one has 20 sorcery points, Improved Transfer Sorcery
recovering all of them at the stroke of midnight. Beginning at 14th level, you add the transfer sorcery spell
to your list of spells known. This spell does not count
against the number of spells you know. When using the
The Faceless require a sacrifice to join their ranks, a
transfer sorcery spell, you regain transferred sorcery
rite of blood where the initiant into the cult self-inflicts
points after a long rest, as normal.
numerous wounds on their own faces, carving away
large amounts of flesh, and showing the bone Shadow-Fiend Lord
underneath. Their faces are ever after little more than a Starting at 18th level, you add the create shadow-fiend
leering skull, with blazing eyes, a black tongue and long spell to your list of spells known. This spell does not
teeth. count agains the number of spells you know. When
Upon completing these self-inflicted wounds, the new using the create shadow-fiend spell, the duration of your
faceless discards his or her previous identity and adopts control over shadow-fiends increases to 1 week, and you
a moniker indicative of their role in the Faceless need only expend the appropriate spell slot(s) to
Brethren. Example monikers include, but are not limited maintain control over any shadow-fiends you have
to: The Keeper, The Master, The Slayer, The Speaker, created with the spell.
The Teacher, and The Watcher.

Pain Tolerance
At 1st level, you have advantage with Constitution
saving throws.

Dark Devotion
Starting at 1st level, you have advantage on saving
throws against being charmed or frightened.
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Fire Magic
Your innate magic comes
from the wild forces of
chaos that underlie the
order of creation. Unlike
wild magic sorcerers, you are
particularly attuned to the
primordial magic of fire.

At 1st level, after casting a fire spell


of 1st level or higher, your speed
increases by 5 feet, until the
beginning of your next turn.

Starting at 1st level, you


gain resistance to fire.

Flame Cocoon
Starting at 6th level, after
casting a fire spell of 1st level or
higher, your gain resistance to
attacks by wooden weapons or
creatures, until the beginning
of your next turn.

Fire Strike
Beginning at 14th level, once on each
of your turns, you can cause a Flamespeaker Adept by
Lucas Graciano
flammable creature or object you have just damaged, to
continue to burn for 1d8 fire damage every round for up
to 1 minute. Each round after the first, the creature or
object may make a reflex saving throw against your spell
save DC to extinguish itself.

Master of Fire
Starting at 18th level, you gain immunity to fire and your
now lasts for 1 minute.

Famous Fire Sorcerers (Pyromancers)


Palin Majere is probably the most famous pyromancer, having
successfully created the Academy of Sorcery in the early years
of the Fifth Age. Palin was responsible for creating several
famous and no widely-used fire spells, such as .
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Ice Magic
Your innate magic comes from the wild forces of chaos
that underlie the order of creation. Unlike wild magic
sorcerers, you are particularly attuned to the primordial
magic of ice.

Icy Lethargy
At 1st level, after casting a cold spell of 1st level or
higher that damages your opponent, your opponent's
speed decreases by 10 feet (to a minimum of 0 feet),
until the beginning of your next turn.

Starting at 1st level, you gain resistance to cold.

Cold Snap
Starting at 6th level, after casting a cold spell of 1st level
or higher that damages your opponent, your opponent
is restrained, until the beginning of your next turn.

Ice Strike
Beginning at 14th level, once on each of your turns, you
can cause a restrained (due to your cold snap) creature
or object you have just damaged, to become petrified
(frozen) for up to 1 minute. Each round after the first,
the creature or object may make a reflex saving throw
against your spell save DC to thaw and merely become
restrained.

Master of Ice
Starting at 18th level, you gain immunity to cold and your
cold snap now lasts for 1 minute.
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Makau Magic Makau and Amaguik


Your innate magic comes from the wild forces of chaos At the DM's option, a makau player that dies before fulfilling a
that underlie the order of creation. Unlike wild magic quest can return within 24 hours of his death as an Amaguik.
sorcerers, you are particularly attuned to the primordial The makau gains all the traits of the Amaguik save for his
magic of your frozen homeland, the Panak Desert. Intellignce, Wisdom, and Charisma, which remain the same.

Bonus Proficiencies
Ice Walk
At 1st level, you gain proficiency with all simple
weapons. Beginning at 14th level, as a bonus action, you gain the
ability to teleport from one medium-size or larger patch
Shamanism of ice to another, up to 120 feet.

Starting at 1st level, your affinity for animals and Ice Form
elemental spirits gives you the option to learn some
non-sorcerer spells that focus on those creatures. When Starting at 18th level, you can spend 3 sorcery points to
your Spellcasting feature lets you learn a sorcerer spell transform yourself into an ice form as a bonus action. In
of 1st level or higher, you can select the spell from the this form, you have resistance to all damage, except fire
following list of spells, in addition to the sorcerer spell damage. You remain in this form for 1 minute.
list. You must otherwise obey all the restrictions for
selecting the spell, and it becomes a sorcerer spell for
you.
Spell Level Spell
1st Animal Friendship
1st Speak with Animals
2nd Animal Messenger
2nd Beast Sense
3rd Conjure Animals
4th Conjure Minor Elementals

Amaguik Guardian
At 6th level, you gain the ability to call forth a semi-
transparent half-man and half-wolf creature to protect
you and harass your foes. As a bonus action, you can
spend 3 sorcery points to summon an Amaguik. The
Amaguik uses a winter wolf's statistics with the
following changes:
The Amaguik is size medium.
It can move through other creatures and objects as
if they were difficult terrain. The Amaguik takes 5
force damage if it ends its turn inside an object.
At the start of its turn, the Amaguik automatically
knows its target's location. If the target was hidden,
it is no longer hidden for the Amaguik.
It's cold breath attack can only target a single
creature it has hit with its bite.
If you spend an additional sorcery point, the Amaguik
remains for 24 hours. At 14th level, you may have up to
two Amaguik at one time. At 18th level, you may have
up to three Amaguik at one time.
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Summoning Magic
Your innate magic comes from the wild forces of chaos
that underlie the order of creation. Unlike wild magic
sorcerers, you are particularly attuned to the primordial
magic of summoning.

Summoner
At 1st level, add the conjure least elemental, conjure
minor elementals, and conjure elemental spells to your
list of sorcerer spells known. These spells do not count
against your total number of spells known.
Once you are of the proper level, you may cast any one
of these spells without expending the appropriate spell
slot. Once you do so, you may not use this feature again
until after a long rest.

Teleporter
Starting at 1st level, you add the dimensional slide
cantrip to your list of cantrips known. This cantrip does
not count against your total number of cantrips known.

Teleporting Step
Starting at 6th level, as a bonus action, you may expend
1 sorcery point to cast misty step without expending a
spell slot. Misty step can affect one willing creature
within 5 feet of you.

Teleporting Jump
Beginning at 14th level, as a bonus action, you may
expend 1 sorcery point to cast dimension door without
expending a spell slot. Dimension door affects one
additional willing creature (for a total of 2 willing
creatures).

Master of Conjuration and


Teleportation
Starting at 18th level, your summoner feature is useable
for each one of the spells listed and is available again
after a short rest.
As a bonus action, you may expend 1 sorcery point to
cast teleport without expending a spell slot. Teleport
affects unwilling creatures, who must succeed against
your spell save DC to resist being teleported against
their will.
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Wizard
Arcane Traditions actual level, thus the same wizard above would not have
any 2nd-level spell slots.
The study of wizardry is ancient, stretching back to the
earliest mortal discoveries of magic. It is firmly Spell Knowledge
established in the worlds of D&D, with various traditions
Starting at 6th level, each time you gain a wizard level,
dedicated to its complex study.
you add three spells to your spellbook, rather than two.
The most common arcane traditions in the multiverse
You add another cantrip to your list of cantrips known
revolve around the schools of magic. Wizards through
(for a total of 5).
the ages have cataloged thousands of spells, grouping
them into eight categories called schools, as described in Ritualistic Caster
chapter 10 of the PHB. In some places, these traditions
are literally schools; a wizard might study at the School Beginning at 10th level, you add the ritual tag to the
of Illusion while another studies across town at the following spells: mage armor, alter self, gaseous form,
School of Enchantment. In other institutions, the schools polymorph, creation.
are more like academic departments, with rival faculties
Spell Mastery
competing for students and funding. Even wizards who
train apprentices in the solitude of their own towers use Starting at 14th level, you have achieved such mastery
the division of magic into schools as a learning device, over certain spells that you can cast them at will. Choose
since the spells of each school require mastery of a 1st-level wizard spell and a 2nd-level wizard spell that
different techniques. are in your spellbook. You can cast those spells at their
lowest level without expending a spell slot when you
School of the Abaqua have them prepared. If you want to cast either spell at a
higher level, you must expend a spell slot as normal.
Abaquan wizards are steeped in the oldest wizardry By spending 8 hours in study, you can exchange one
practiced on Krynn, that of the Irda. Wizards of the or both o f the spells you chose for different spells of
Abaquan School have an understanding and mastery of the same levels.
wizardry unmatched on Krynn, and perhaps even This feature is identical to the feature of the same
beyond. name all wizards receive at 18th level. Should you reach
18th-level, that class feature alters so that you may
High Sorcery Savant select a single 3rd-level wizard spell that is in your
Beginning when you select this school at 2nd level, the spellbook to be cast at its lowest level without
gold and time you must spend to copy any spell into expending a spell slot when you have it prepared.
your spellbook is halved.

Non-Irda Abaquan Wizards


Given the reclusive nature of the Irda, Abaquan wizards are
almost all members of that race. Exceptions exist, however,
such as the Nzunta, who were once Irda. In your campaign, it is
certainly possible that another of the younger races of Krynn
were, much like Usha, raised by the Irda and then
indoctrinated in their magical practices.

Spell Power
Starting at 2nd level when you select this school, for the
purposes of spell slots, you are treated as though you
were one level higher. For example, at 2nd-level, you
have four 1st-level spell slots, rather than three. This
feature does not allow you to cast spells beyond your
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School of Chronomancy The creature must use the new result. You must then
finish a short or long rest before using this ability again.

boards)
The school of chronomancy focuses on the manipulation
of time to the advantage of the caster. Called
chronomancers, members of this school are extremely
rare on Krynn, counting most of their members from
highly-ranked Wizards of High Sorcery.

Chronomancy Savant
Beginning when you select this school at 2nd level, the
time you must spend to copy a spell into your spellbook
is halved. Additionally, the time you must spend
preparing a ritual is also halved.

Hand of Time
Starting at 2nd Level when you select this school,
whenever you succeed at an attack roll (with a spell)
against a creature, you may forgo dealing damage and
instead cause the creature to lose its move.

Time Burst
Starting at 6th level, your temporal powers seem to
stretch time around you, granting you a bonus action
during each of your turns in combat. This bonus action
can be used only to take the dash, disengage or dodge
action.

Temporal Displacement
Beginning at 10th level you can use an action to force a Gateway by Larry Elmore
single creature or object within 30 feet into the near
future. If the target is a creature it must be medium size
or smaller. If the target is an object is must be
unattended and weigh no more than 300 lbs. To use this
ability, you must expend a spell slot, which sets the save
DC to resist this effect. If the target is unwilling, it must
make a Wisdom saving throw against a DC equal to 8 +
your Intelligence modifier + the level of the expended
spell slot. On a failed save the target disappears for
1d4+1 rounds then reappears in the space it left or, if
that space is occupied, in the nearest unoccupied space.

Fate Shift
Starting at 14th level, you can alter the fate of one living
creature that you can see. After the results of a

been determined, you may use a reaction to force that


creature to reroll that attack roll, ability check or saving
throw with your choice of advantage or disadvantage.
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School of Devastation
The school of devastation is a uniquely hobgoblin
institution of wizardry, focusing on a simplified form of
evocation magic that is concerned only with results. This
Academy of Devastation names its practitioners as
devastators.

Arcane Advantage
Starting at 2nd level when you select this school, once
per turn, you can deal an extra 2d6 damage to a
creature that you hit with a damaging spell attack if that
target is within 5 feet of your ally and that ally isn't
incapacitated.

Army Arcana
Starting at 6th level, when you cast a spell that causes
damage or that forces other creatures to make a saving
throw, you can choose yourself and any number of allies
to be immune to the damage caused by the spell and to
succeed on the required saving throw.

Improved Arcane Advantage


Beginning at 10th level, the damage you deal with
arcane advantage increases to 4d6 damage.

Enlarged Army Arcana


Starting at 14th level, the area of effect of your
damaging spells is doubled. For example, fireball now
deals damage in a 40-foot-radius sphere and ice storm
affects a 40-foot-radius, 80-foot-high cylinder.
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School of High Sorcery


The school of high sorcery is the oldest continuous
magical organization on the face of Krynn. Its Wizards of
High Sorcery are both renowned and feared for their
mastery of the Art.

High Sorcery Savant


Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a spell favored by
your Order into your spellbook is halved.
Favored Schools by Order of High Sorcery
Order Favored Schools
Black Robe Enchantment, Necromancy
Red Robe Illusion, Transmutation
White Robe Abjuration, Divination

Specialists
Many high sorcerers choose to become specialists, and must
select one of the two favored schools by Order. These high
sorcerer specialists gain all the class features of a specialist in
that school, as indicated in the Player's Handbook.
Non-specialist high sorcerers have a choice between gaining
the class features indicated below, or selecting the lore
mastery school.

3rd Order
Starting at 2nd level when you select this school, you
gain an extra 1st level spell slot, which must be used
with a spell from a school favored by your Order.

2nd Order
Starting at 6th level, you gain an extra 2nd level spell
slot and an extra 3rd level spell slot, which must be used
with a spell from a school favored by your Order.

1st Order
Beginning at 10th level, you gain an extra 4th level spell
slot and an extra 5th level spell slot, which must be used
with a spell from a school favored by your Order.

Master
Starting at 14th level, you gain an extra 6th level spell
slot and an extra 7th level spell slot, which must be used
with a spell from a school favored by your Order.
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School of Nature Nature Spells


The following spell list is used in place of the standard
The school of nature is built on an intuitive
understanding of nature. Natural wizards deal with spells may be added to this list.
spells that affect nature and sometimes the elements. Cantrips (0 Level)
They can learn some spells outside of this area, but Acid Splash
certain spells especially ones that create mechanical Chill Touch
and unnatural results - are denied to them. Dancing Lights
Fire Bolt
Natural Savant Light
Mending
Beginning when you select this school at 2nd level, the Poison Spray
Prestidigitation
gold and time you must spend to copy a nature spell
Ray of Frost
into your spellbook is halved. Shocking Grasp

Natural Recovery 1st Level


Animal Friendship
Starting at 2nd level when you select this school, you Burning Hands
can regain some of your magical energy by sitting in Disguise Self
meditation and communing with nature. During a short Find Familiar
rest, you choose expended spell slots to recover. The 2nd Level
spell slots can have a combined level that is equal to or Animal Messenger
Darkness
use this feature again until you finish a long rest. Moonbeam
Spider Climb
Natural Stride 3rd Level
Starting at 6th level, you may move through nonmagical Conjure Animals
difficult terrain at no extra cost. Daylight
Plant Growth
In addition, you have advantage on Dexterity (Stealth) Water Breathing
checks when in a natural environment. Wind Wall

Natural Resistance 4th Level


Conjure Minor Elementals
Beginning at 10th level when you and/or one creature Conjure Woodland Beings
within 30 feet of you takes acid, cold, fire, lightning, or Control Water
thunder damage, you can use your reaction to grant Fire Shield
resistance to yourself and/or the creature against that Hallucinatory Terrain
Polymorph
instance of the damage. Stone Shape
Wall of Fire

Starting at 14th level, as an action, one beast, plant


5th Level
Cone of Cold
creature, or elemental that can see you within 30 feet of Conjure Elemental
you must make a Wisdom saving throw. If the creature Hold Monster
fails its saving throw, it is charmed by you for 1 minute. Wall of Stone
While it is charmed by you, it is friendly to you and other 6th Level
creatures you designate. Chain Lightning
Move Earth
feature, you can take a bonus action on your turn to Sunbeam
verbally command what that creature will do on its next Wind Walk
in until you finish a 7th Level
long rest. Fire Storm
Plane Shift
Reverse Gravity
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8th Level
Control Weather
Earthquake
Incendiary Cloud
Tsunami

9th Level
Shapechange
True Polymorph

Woodlands by Jonas Dero


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School of the Maker


The order of the makers are the artisan-priests of the
nylgai hadirnoe or scorned dwarves of the OdderRhing.
Though technically wizards, the makers function as
masters of magical construction and are the religious
core of their underground-dwelling folk.

Restriction: Mountain dwarves only


Only mountain dwarves can be maker wizards, as it isn't
merely a profession, but a way of life specific to the
deep-dwelling mountain dwarves of the OdderRhing.
Your DM can lift this restriction to better suit the
campaign. The restriction exists for Dragonlance. It

version of Dragonlance.

Improved Darkvision
Beginning when you select this school at 2nd level, your
darkvision increases to 90 feet in radius.

Artisan-Priest
At 2nd level, when crafting items, you do so in 10-gp
increments. This increases to 20-gp increments when Maker
crafting items of stone or metal. Beginning at 10th level, you can now attune to up to
Since you have devoted your life to the three Earth four, rather than three, magic items at a time.
Powers: Ferros, Auros, and Orgentos - the givers of You gain a bonus to melee damage equal to the
earth's magical power, you have expertise with the number of magic items you have attuned to.
Arcana and Religion skills. In a 1 hour ritual, you can create permanent magical
items in exchange for spell slots.
Backgrounds and Feats Magic Item Permanent Spell Slot Cost
Rare 1 3rd level and 1 4th level
Many maker wizards choose the acolyte background, to
Very rare 1 4th level and 1 5th level
represent their religious role in scorned dwarf society. Other
makers choose the guild artisan background to emphasize
their smithing aspect. Master Maker
More than a few makers choose the heavily armored feat,
given the martial nature of their conflict with the deep- Starting at 14th level, you can now attune to up to five,
rather than four, magic items at a time.
dwelling disir.
You gain a bonus to Strength and Constitution saving
throws equal to the number of magic items you have
attuned to.
Apprentice Maker In a 1 hour ritual, you can create permanent magical
Starting at 6th level, you gain a bonus to melee weapon items in exchange for spell slots.
attacks equal to the number of magical items you have Magic Item Permanent Spell Slot Cost
attuned to. Legendary 1 6th level and 1 7th level
In a 1 hour ritual, you can create permanent magical Artifact 1 8th level and 1 9th level
items in exchange for spell slots.
Magic Item Permanent Spell Slot Cost
Common 1 1st level
Uncommon 1 2nd level and 1 3rd level
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School of the Renegade Investigator


Hunter Beginning at 10th level, you add the detect thoughts
Keeping arcane magic out of the hands of those who spell to your spellbook, if you did not already know the
would abuse it (and punishing those who do) is a charge spell, and it is always considered prepared.
that the Orders of High Sorcery take very seriously. In addition, you may cast the spell without expending
Across Ansalon, those who carry out the task of locating a spell slot, and when doing so increase the duration to
and dealing with defiance of the Conclave are the up to 10 minutes.
renegadehunters. Working alone or in small groups, You regain the use of this feature after a long rest.
armed with tightly held rituals of power designed to Lunar Interdiction
counter or eliminate the threat of rogue wizards,
renegade hunters fulfill their responsibilities to the Starting at 14th level, the
Conclave with a measure of dedication that few other her cause affords her greater power against other
Wizards of High Sorcery can match. wizards. As a standard action, she may choose to
temporarily reduce her own spellcasting level in order
to reduce the spellcasting level of a single target wizard
Beginning when you select this school at 2nd level, you within 30 feet by the same amount. Neither spellcasting
level may be reduced below 0. Any prepared spells
gain proficiency with sickles.
that could not be cast at the reduced spellcasting level

Multiclass Renegade Hunters been cast. As well, any currently active spells with a
All renegade hunters are wizards, though not always
exclusively. Some have experience as fighters, the better to at the reduced spellcasting level automatically fail.
handle aggressive opposition from their quarry. Others have The effect lasts for a number of rounds equal to
experience as rogues or rangers, making use of tracking and
stealth to find renegades where they hide. With their be voluntarily ended by the renegade hunter at the
dedication to law and their commitment to the Gods of Magic, end of her turn as a bonus action.
renegade hunters rarely (if ever) arise from the barbarian or
divine spellcaster ranks.

Lunar Ward
Starting at 2nd level when you select this school, as a
reaction, you may make a melee attack using a sickle, in
an attempt to parry a spell targeted at you. If the melee
attack succeeds against a DC equal to 10 + the spell's
level, the spell has been harmlessly redirected (choose a
target within range of the spell, other than the original
caster). If you roll a natural 20 with your attack, you may
target the original caster.
You regain the use of this feature after a long rest.

Lunar Rebuke
Starting at 6th level, you add the counterspell spell to
your spellbook, if you did not already know the spell,
and it is always considered prepared.
In addition, you gain a bonus to your Intelligence check
when using counterspell equal to you Strength modifier
(minimum 1).
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Corva of the Black


Medium humanoid (human), lawful evil, fighter 1/rogue 1/black robe
renegade hunter 10

Armor Class 15 (+1 studded leather)


Hit Points 91 (1d10 + 1d8 + 10d6 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 18 (+4) 13 (+1) 17 (+3)

Saving Throws Str +7, Con +7


Skills Arcana +8, Deception +7, Insight +5, Perception +9, Stealth
+10
Senses passive Perception 19
Languages Common, Elvish
Challenge 7 (2,900 XP)

Fighting Style - Two-Weapon Fighting. As the fighter ability of the


same name.
Second Wind. As the fighter ability of the same name.
Expertise. Double proficiency bonus with perception and stealth.
Sneak Attack. +1d6 damage 1/turn.
Lunar Ward. As the renegade hunter ability of the same name.
Lunar Rebuke. +3 to counterspell.
Investigator. As the renegade hunter ability of the same name.
Spellcasting. Corva is a 10th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 16, +8 to hit
with spell attacks). Corva has the following wizard spells prepared:
Cantrips (at will): chill touch, light, mage hand, shocking grasp,
true strike
1st level (4 slots): disguise self, magic missile, shield, silent image
2nd level (3 slots): alter self, blindness/deafness, detect thoughts
3rd level (3 slots): blink, counterspell, dispel magic, fly, gaseous
form
4th level (3 slots): dimension door, fire shield
5th level (2 slots): dominate person, scrying

Actions
Mage Slayer Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 3) slashing damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 3) slashing damage.
Equipment Goggles of Night
Corva of the Black is a high-ranking renegade hunter in the
Orders of High Sorcery. Though closer to her fourth decade she
iis an accomplished wizard. Hailing from Neraka, Corva was
introduced to wild magic when a sorcerous Knight of the Thorn
casually slew her parents on their farmstead, all over some
perceived slight. Ever since that childhood moment, Corva has
had great loathing for those who recklessly use magic,
flaunting the authority of the Orders.
She now spends the majority of her time wandering the
lands of the New Sea, bringing in (or slaying) wizards that have
rebelled against the newly-reformed Orders as well as
sorcerers of all stripes.
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School of the Winternorn Ice Attunement


Starting at 2nd level when you select this school, you
Among the Ice Folk of the southern reaches of Ansalon,
gain resistance to cold damage.
the art of arcane magic is practiced by a small number of
ice wizards known as winternorns. The harsh Ice Magic
environment breeds mages who are not only attuned to
the icy climate, but who are permitted to see into the Starting at 6th level, you may change the damage dealt
fog-shrouded distance of the River of Time, catching by any spell you know to cold damage.
brief te. In that land of
perpetual snow and ice, the winternorn is both feared Wyrd
and respected.
Beginning at 10th level, A winternorn becomes aware of
Ice Magic Savant eddies and currents in the River of Time created by the
lives of mortals. This grants her brief and intense
Beginning when you select this school at 2nd level, the moments of insight. Once per day, the winternorn gains
gold and time you must spend to copy a spell that advantage on any Initiative, Intelligence skill check, or
encompasses cold and ice is halved. Wisdom (Insight) check. Her use of the ability increases
to twice per day at 14th level.
Ice Sorcerers
Master
During the early decades of the 5th Age, many sorcerers in Ice
Wall Glacier continued the tradition of ice magic. Such Starting at 14th level, you gain immunity to cold
sorcerers often chose the Ice Magic sorcerous origin detailed damage.
previously.

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