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The World

A
rcadia is a land of aether punk technology and Despite Andalian humans being fiercely patriotic, they are
high magic. Several human and elven nations also extremely friendly to outsiders.
dot the known world while savage tribes of orcs
prowl the less civilized regions. The national colour of Al-Andala is blue.
Alvastar
Alvastar is the name of both the home country and capital
Legend has it that aeons ago gods of all sorts came to Arcadia city of the Elven people. It was once a very proud city of white
to claim it for themselves. War raged across the planet marble and impossible arches, though now it mostly consists
between the many mortal mortal servants of the gods as they of simply buildings constructed in human architectural style.
watched from on high.
Outside of the capital city, Alvastar is mainly wilderness,
During what was supposed to be a pivotal battle in these God wilderness inhabited by many wild animals and magical
Wars, during what is now known as the Night of Falling beasts.
Stars, something caused the great ships of the God Fleets to
crash from the skies, littering the earth below with ruins and The Sandsea
wrecks.
The Sandsea is a vast, expansive desert separating the two
During the Night of Falling Stars, any God Ships still in orbit halves of the known world into east and west. The dry
retreated without any attempt to retrieve the mortals fighting climate of the Sandsea is generally agreed to be caused by
on the ground, stranding milions of humans, elves, kobolds, the tall mountain range sorrounding the area like a fortified
and many other races on Arcadia. wall, preventing clouds from being able to enter.
Technology is much more advanced in the world of Arcadia The Sandsea is dotted with monolithic ruins of an age long
than in a normal D&D setting, very much like the likes of since past. Scholars have not had much opportunity to study
Eberron. these ruins due to the harsh conditions of the region, as well
as the superstitions of the natives.
Locations Travel through the Sandsea is quite perilous, as there are no
known sources of water inside the region, and it is virtually
Cyriax devoid of life.
Cyriax is the name of the continent represent most of the
known world. Other known continents include Cypria to the Besides the lack of food and water, the main threat posed to
north an Yangzha to the East but not much is known about travelers through this region are the Gremlins, a mysterious
these other continents. race of short humanoids which revere the ruins within.
Al-Andala The Elysian Wastes
Al-Andala is one of the larger human nations on Cyriax. Like The Elysian wastes are a region long destroyed by a magical
most human nations, Al-Andala was born during the Orc cataclysm before recorded history even began.
Wars, when The entire region is covered in crevices and spiked rock
Andalian technology is the most advanced on Cyriax, if not formations. The very ground is stained black with soot and
the entirety of Arcadia, with skyships, steam trains, gas nothing grows there, not even if aided by druidic magic.
heating, and firearms being commonplace. The main danger of the Elysian Wastes are the deep elves
Andalian architecture consists of white plaster walls and living in the many crevices that dot the landscape.
blood-orange roof tiles. Most Andalian buildings have aether
machinery sticking out of them.
Kasaval
Kasaval is a series of tropical islands in the middle of the
Ocean of Drakes. Kasaval is the home of the minotaur race.
Jotgardt
Jotgardt is the home of the races of Giants, it is a large,
volcanic valley full of grasslands and geothermal vents.
The entire region of Jotgardt is surrounded by a large
mountain range, protecting it from outside incursion.
At the center of the valley lies a massive mountain known as
Jarlholm, atop of which lies the capital city of the Giant race.
The Dragon Coast
The Dragon Coast is a mountainous stretch of coastline
stretching across half of the continent's whole coast. Jotgard
and the Elysiam Wastes lie on the Dragon Coast.
The Underworld
The Underworld is a hellish located in the depths of Arcadia.
It is the home of Kreeg, Hellhounds, and other demonic
looking creatures.
The Underworld is located so far below the surface of
Arcadia that it can only be acceessed through Infinity Gates
and teleportation magic.
The Elemental Planes
The Elemental Planes are a series of interconnected magical
realms related to the five elemental forces of Aether, Air,
Earth, Fire, and Water.
The Elemental Planes can only be accessed through the use
of magic, and are the homes of Genies, Phoenixes, and oher
elemental creatures.
The Sea of Shards
The Sea of Shards is the name of the sea directly north of
Jotgardt. Its name comes from the many remnants of God
Ships lying at the bottom of the sea, the etheric glows of
which be seen from the surface at night.
The Brass Isles
The brass isles are an archipelago of flying islands calmly
drifting over the Sea of Shards, far above the clouds. It is the
home of the Archons, an angel-like race of humanoids. At the
heart of the islands lies a massive city of marble, brass, and
gold, at the heart of which lies The Brass God, a gargantuan
archon made of metal, motionless and everglowing with the
life-giving energies that sustain the Archons' existance.
The Brass God rarely speaks and never moves. When he
does speak, it is to give warning or advice in times of great
uncertainty and panic, such as when the Archfiend Mephisto
threatened to siege the City of Brass if his wayward daughter
wasn't returned to him.
Bestiary
Al-Andala
Al-Andala is home to more mundane animals than other
regions due to the extensive settlement and taming of the
region by humans.
Common Andalian creatures include wolves, bears,
cockatrices, and small fey such as gnomes and pixies.
Alvastar
Alvastar is home to many fey and magical creatures.
Common Alvastar creatures include pixies, fairies, dryads,
faerie dragons, and unicorns.
The Sandsea
The Sandsea is home to very few things, most of which are
underground predators.
Common Sandsea creatures include sand worms, rocs,
sphinxes, giant scarabs, giant spiders, and sand sharks.
Elysian Wastes
The Elysian Wastes is home to nothing but deep elves.
Kasaval
Kasaval is home to serpents, parrots, giant birds, sharks,
and leviathans.
Jotgard
Jotgard is home to mammoths, dire wolves, giant elks, cave
bears, and lions.
The Underworld
The Underworld is home to imps, dretches, hell hounds,
shadow demons, efreets, salamanders, and nightmares.
The Elemental Planes
The Elemental Planes are home to mephits, elementals, and
genies.
The Sea of Shards
The Sea of Shards is home to many aquatic creatures and
beasts such as sharks, leviathans, krakens, and sea wyrms.
Alignment. Humans tend toward no particular alignment.
The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely
5 feet to well over 6 feet tall. Regardless of your position in
that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and
one extra language of your choice. Humans typically learn the
languages of other peoples they deal with, including obscure
dialects.
Humans
Humans are an industrious race that populates most of the Subraces
known war. Following the Night of Falling Stars millions of Heartland Human
humans were abandoned on Arcadia, left without their Gods' Heartland humans are the most common subrace of humans,
protection against the savage natives and other god-soldiers they are found everyone in the world.
left behind by the other gods.
Not much is known about the following few thousand years of Heartland humans live in typical feudal society.
human history, during this Migratory Period human society     Skills: You gain proficiency in one skill of your choice.
had been reduced to nothing more than a collection of Feat: You gain one feat of your choice.
nomadic and pastoral tribes.
The first major human civilization after the Night of Falling Sea Folk
Stars was born in what is now Cordova, with the Republic, Sea folk are a subrace of humans found throughout the
and later Undying Empire of Cordova. Dragon Coast region. Sea folk are an odd variant of the
human form possessing gills and webbed hands & feet.
Needless to say, the empire eventually fell, having strained Sea Folk are commonly fishermen and Sea Folk
itself too thin and suffered economic collapse followed by communities are built into the walls of sea cave.
riots, secessions, rebellions, and eventual dissolution.
Following the fall of the Cordovan Empire came a dark age of     Speed. Your base walking speed is 30 feet, and you have a
Humanity. During this period was when the Orc Wars, Elf swimming speed of 30 feet.
Wars, and Minotaur Wars took place. Amphibious. You can breathe air and water.
These wars gave birth to many new nations, as they sparked Squat Folk
the need to form new nations for protection and the hoarding Sqaut folk are humans of unusually short height, they are
of resources. quite a bit stockier than other humans, but are otherwise no
better or worse than their taller brethren.
Thankfully now these wars are long forgiven, and with the
exceptions of Orcs, humans get along rather well with all     Ability Score Increase: Strength +1.
other races. Size: Squat folk stand between 4 and 5 feet tall and
average about 150 pounds. Your size remains Medium,
Common Human Traits. though.
    Ability Score Increase: Two different ability scores of your Toughness: Your hit point maximum increases by 1, and it
choice increase by 1. increases by 1 every time you gain a level.
Age. Humans reach adulthood in their late teens and live
less than a century.
Shared Elf Traits.
    Ability Score Increase: Dexterity +2.
Alignment: Elves love freedom, variety, and self-
expression, so they lean strongly toward the gentler aspects
of chaos.
Size: Elves range from under 5 to over 6 feet tall and have
slender builds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Accustomed to twilit forests and the night sky,
you have superior vision in dark and dim Conditions. You can
see in dim light within 60 feet of you as if it were bright light,
and in Darkness as if it were dim light. You can’t discern color
Elves in Darkness, only shades of gray.
Lithe humanoids with pointed ears, elves are a once proud Fey Ancestry: You have advantage on saving throws
race on the verge of extinction. against being Charmed, and magic can’t put you to sleep.
Languages: You can speak, read, and write Common and
While the humans were trying their hardest to survive as Elvish.
herdsmen and farmers, the elves were busy fortifying
themselves against the Orcs of the Southern Reaches.
Subraces
Elves were the first race to pick up the use of magic from the
Orcs and Dragons, using it to build the first complex Trueblood Elves
civilization Arcadia had seen since the Night of Falling Stars. Trueblood elves are the ruling elite of the elven race. Once
By the time the Cordovan Empire came about, this elven they were quite numerous, but their numbers have long since
civilization had already started to decay due to decadence. declined. In modern times only 5 families of true elves
The elves were content and priviledged, and were not ready remain. These families compose the royal family of Alvastar
for when humanity rediscovered civilization seemingly and the four noble elven bloodlines.
overnight. Trueblood elves possess alabaster skin and reflective, black,
The animosity between humans and elves remained strong almond shaped eyes.
following the founding of the Cordovan Empire until it came     Ability Score Increase: Intelligence +1.
to a head during the Elf Wars of the Dark Ages. Age: Although truebloods reach physical maturity at about
The Elf Wars lasted for eighteen years and was only ended by the same age as humans, the elven understanding of
the sudden flood of Orcs coming in from the south, flood adulthood goes beyond physical growth to encompass
which was only held back by the equally massive numbers worldly experience. An elf typically claims adulthood and an
that humanity managed to field against them. adult name around the age of 100 and can live to be 750
years old.
The events of the Orc Wars that followed led to an alliance Trance: True elves don’t need to sleep. Instead, they
between Elves and Humans, alliance which blossomed into meditate deeply, remaining semiconscious, for 4 hours a day.
friendship and cultural exchange, and eventually led to the (The Common word for such meditation is “trance.”) While
birth of the modern elven race. meditating, you can dream after a fashion; such dreams are
actually mental exercises that have become reflexive through
years of practice. After Resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Keen Senses: You have proficiency in the Perception skill.
    Elf Weapon Training: You have proficiency with the
Longsword, Shortsword, Shortbow, and Longbow.
Cantrip: You know one cantrip of your choice from the
Wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language: You can speak, read, and write one extra
Language of your choice.
Common Elves
Common elves make up the bulk of the elven race and are the
result of ancient interbreeding between humans and elves.
Over the aeons, the dominant blood of mankind has thinned
out the purity of elvish blood, leaving the current generation
of elves as nothing more than "half" elves.
Common elves have the same skin and eye colours as
humans. Although their eyes remain relatively almond
shaped, their elven ears and noses are very unpronounced.
    Ability Score Increase: Two different ability scores of your
choice increase by 1.
Age: Common elves mature at the same rate humans do
and reach adulthood around the age of 20. They live much
longer than humans, however, often exceeding 180 years.
Skill Versatility: You gain proficiency in two skills of your
choice.
Deep Elves
Deep elves are feral, degenerate, bald, creatures with ashen
grey skin which live deep underground in the Elysian wastes.
Legend claims that they were cursed with their current state
of being by the gods for some forgotten transgression, but
most scholars surmise that their "curse" is nothing more than
an unknown disease.
Deep elves are gangly, grey humanoids with sunken faces and
their touch is said to paralyze those unfortunate enough to
face them.
Wild Elves
Wild elves are said to be a basal form of the elven race,
though most Truebloods would have your head for making
such a claim. Human legends claim that wild elves were once
the backbone of the elvish army, fighting for their forgotten
gods with the ferocity of beasts.
Wild elves have vulpine features even more pronounced than
those of other elves, and their bodies are covered in a thick
layer of fur which changes colour with the seasons.
    Ability Score Increase: Strength +1.
Age: Wild elves reach maturity at around the same time as
humans and can live to be up to 750 years old.
Keen Senses: You have proficiency in the Perception skill.
Elf Weapon Training: You have proficiency with the glaive,
the shortbow, and the longbow.
Snow Sight. Your vision is not impaired by Heavy
Precipitation.
Born of The Cold: You have resistance against cold
damage and are immune to Extreme Cold.
Orcs
Orcs are the native species of Arcadia, they are a barbaric
race at odds with all other intelligent races. Anyone they can't
break and enslave must be destroyed. This world is rightfully
theirs and all trespassers must bend knee or die.
Common Orc Traits.
    Ability Score Increase. Your Strength score increases by
2, your Constitution score increases by 1.
Age. Orcs reach adulthood at age 12 and live up to 50
years.
Alignment. Orcs are a vicious race who wish to reclaim
their world from the other races. They respect strength above
all else and believe the strong must bully the weak to ensure
that weakness does not spread like a disease. They are
usually lawful evil.
Size. Orcs are usually over 6 feet tall and weigh between
230 and 280 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Aggressive. As a bonus action, you can move up to your
speed toward an enemy of your choice that you can see or
hear. You must end this move closer to the enemy than you
started.
Menacing. You are trained in the Intimidation skill.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Languages. You can speak, read, and write Common and
Orc.
Kobolds
Originally brought to Arcadia as servants of the dragons,
most Kobolds now find themselves as slaves to various Orc
warlords
Common Kobold Traits.
    Ability Score Increase. Your Dexterity score increases by
2.
Age. Kobolds reach adulthood at age 6 and can live up to
120 years but rarely do so.
Alignment. Kobolds are fundamentally selfish, making
them trend towards evil, but their reliance on the strength of
their group makes them trend toward law.
Size. Kobolds are between 2 and 3 feet tall and weigh
between 25 and 35 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Trap Affinity. You are proficient with Traps and the
Trapmaking Kit. In addition, you have advantage on all saving
throws made against traps.
Shifty. If a melee attack misses you, you can immediately
move 5 feet in any direction that isn't blocked as a reaction.
This movement does not provoke opportunity attacks.
Pack Tactics. You have advantage on an attack roll against
a creature if at least one of your allies is within 5 feet of the
creature and the ally isn't incapacitated.
Languages. You can speak, read, and write Common and
Draconic.
Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Con. save)

Dragonborn Draconic Ancestry: You have draconic ancestry. Choose one


Like their lesser brethren, the kobolds, dragonborn were type of dragon from the Draconic Ancestry table. Your breath
brought to Arcadia by the great Draconic race to fight in the weapon and damage Resistance are determined by the
God Wars. dragon type, as shown in the table.
Breath Weapon: You can use your action to exhale
Unlike other races, the dragonborn do not have nations of destructive energy. Your draconic ancestry determines the
their own, instead being spread out throughout the known size, shape, and damage type of the exhalation.
world, cohabiting with other humanoids. When you use your breath weapon, each creature in the
area of the exhalation must make a saving throw, the type of
Due to their varied nature, you can find dragonborn in almost which is determined by your draconic ancestry. The DC for
any sort of society. this saving throw equals 8 + your Constitution modifier +
your proficiency bonus. A creature takes 2d6 damage on a
Dragonborn Traits failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level,
Your draconic heritage manifests in a variety of traits you and 5d6 at 16th level.
share with other dragonborn. After you use your breath weapon, you can’t use it again
Ability Score Increase: Your Strength score increases by until you complete a short or Long Rest.
2, and your Charisma score increases by 1. Damage Resistance: You have Resistance to the damage
Age: Young dragonborn grow quickly. They walk hours type associated with your draconic ancestry.
after hatching, attain the size and development of a 10-year- Languages: You can speak, read, and write Common and
old human child by the age of 3, and reach adulthood by 15. Draconic.
They live to be around 80.
Alignment: Dragonborn tend to extremes, making a
conscious choice for one side or the other in the cosmic war
between good and evil. Most dragonborn are good, but those
who side with evil can be terrible villains.
Size: Dragonborn are taller and heavier than humans,
standing well over 6 feet tall and averaging almost 250
pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Myrmid Traits
    Ability Score Increase: Your Dexterity increases by 2.
Size: You are a Medium creature.
Speed: Your base walking speed is 30 feet, and you have a
climbing speed of 30 feet.
Chitinous Shell: When not wearing any armor, your Armor
Class bonus is 12 + Your Dexterity Modifier.
Arcanophobic Shell: You have advantage on saving throws
against spells and other magical effects. Myrmids cannot
become Bards or Sorcerers.
Awakened Knowledge: Myrmids are proficient with one
Myrmids set of tools of their choice.
One of the few races which did not arrive during the God Multi-weapon Fighting: You have four arms. You may take
Wars, Myrmids are an all female race of four armed two extra attacks when using two-weapon fighting as long as
insectoids. you are wielding at least three weapons. This second extra
attack has disadvantage.
Myrdmids live in seclusion far away from the other races of Claws and Talons: Not only are your arms and legs
the world. Their light frames make then swift and nimble covered in spikes, but your fingers end in sharp claws. You
whilst their hardened shells make them tough and resillient. have proficiency with unarmed strikes and your unarmed
strikes deal 1d4 piercing damage.
Myrmids all live within a massive underground city seemingly Starting Languages: You being the game able to speak,
made of flesh and chitin, twisting halls linking together read, and write Xithi and Common.
chambers both massive and small, strange organic orbs
lighting the halls and chambers and fresh air being pumped
in through labyrianthian tunnels, the city virtually alive and
breathing.
Myrmids do not breed, whenever there is need to replentish
their population, these insect folk simply awaken more
Myrmids from the birthing pods that lie deep within the
bowels of the enormous city.
Not much is known about the past of this race, not even to
their own. The first Myrmids are thought to have emerged
from the birthing pods either on their own or by luck
milennia ago.
When a Myrmid awakens, she possesses no personal
memories of any kind, but awakens with the basic knowledge
needed to awaken other myrmids, as well as a basic
understanding of the workings of their massive city.
Over the milennia, myrmids have managed to form a tightly
knit community and to build their own unique culture from
the ground up.
Warforged
The warforged were created by enterprising wizards during
the Andalian orc wars to function as soldiers.
Although they are constructs, they have much in common
with living creatures, including emotions and social bonds,
and perhaps even souls.
Warforged Traits
    Ability Score Increase. Your Strength and Constitution
scores increase by 1.
Type. Warforged are considered both humanoids and
constructs, whichever is most beneficial at the time.
Size. Warforged are generally broader and heavier than
humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Composite Plating. Your construction incorporates wood
and metal, granting you a +1 bonus to Armor Class.
Living Construct. Even though you were constructed, you
are a living creature. You are immune to poison. You do not
need to eat or breathe, but you can ingest food and drink if
you wish.
Instead of sleeping, you enter an inactive state for 4 hours
each day. You do not dream in this state; you are fully aware
of your surroundings and notice approaching enemies and
other events as normal.
Languages. You can speak, read, and write Common and
one other language of your choice.
Labyrinthine Recall. You can perfectly recall any path you
have traveled.
Sea Reaver. You gain proficiency with navigator’s tools and
vehicles (water).
Languages. You can speak, read, and write Common and
Minotaur.

Minotaurs
Minotaurs are a race of horned humanoids hailing from
Kasaval, an archipelago to the far north of the known world.
Minotaurs live mainly as fishermen and sailors, though due to
the sparsity of natural resources on Kasaval, many turn tor
piracy and mercenary work.
Minotaur Traits
    Ability Score Increase. Your Strength score increases by
1.
Virtue. From a young age, you focused on one of the three
virtues of strength, cunning, or intellect. Your choice of your
Strength, Intelligence, or Wisdom score increases by 1.
Age. Minotaurs enter adulthood at around the age of 17
and can live up to 150 years.
Alignment. Minotaurs believe in a strict code of honor, and
thus tend toward law. They are fiercely loyal, even to the point
of death.
Size. Minotaurs typically stand well over 6 feet tall and
weigh an average of 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. You are never unarmed. You are proficient with
your horns, which are a melee weapon that deals 1d10
piercing damage. Your horns grant you advantage on all
checks made to shove a creature, but not to avoid being
shoved yourself.
Goring Rush. When you use the Dash action during your
turn, you can make a melee attack with your horns as a bonus
action.
Hammering Horns. When you use the Attack action
during your turn to make a melee attack, you can attempt to
shove a creature with your horns as a bonus action. You
cannot use this shove attempt to knock a creature prone.
Size. Goliaths are between 7 and 8 feet tall and weigh
between 280 and 340 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Languages. You can speak, read, and write Common and
Giant.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Stone Goliath Traits
Goliaths Stone Goliaths tend to have stony grey skin.
Ability Score Increase. Your Constitution score increases
The giants are a race of oversized humanoids that settled the by 1.
western reaches of the Dragon Coast. Giants are the last race Stone's Endurance. You can focus yourself to shrug off
to be neither native to Arcadia nor descended from soldiers injury. When you take damage, you can use your reaction to
abandoned during the God Wars. roll a d12. Add your Constitution modifier to the number
rolled, and reduce the damage by that total. After you use this
Giants arrived on Arcadia 20,000 years ago via means of trait, you can't use it again until you finish a short or long rest.
magical transporation, their entire nation having transponded Mountain Born You're immune to high altitude and cold
from their home planet onto Arcadia. climates.
According to them, the only reason they came to Arcadia was Fire Goliath Traits
to escape a scourge of parasitic creatures that nearly Stone Goliaths tend to have deep brown to black skin.
assimilated all life on their planet. Scholars are unsure if Ability Score Increase. Your Intelligence score increases
such a species of parasite can even exist. by 1.
Different generations of giants have vastly differing heights, Fire Resistance. You have resistance to fire damage.
with the youngest generations, the so called Goliaths, being Reach to the Blaze. You know the produce flame cantrip.
only a few feet taller than humans. Once you reach 3rd level, you can cast the burning hands
spell once with this trait as a 1st level spell, and you regain
While goliaths are more than happy to adventure alongside the ability to cast it this way when you finish a long rest.
the shorter races, older, larger giants generally don't venture Constitution is your spellcasting ability for these spells.
far from their homeland of Jotgardt.
Storm Goliath Traits
Giants herd mammoths and keep dire wolves as pets. Storm Goliaths will always have faded blueish skin.
Lightning Resistance. You have resistance to lightning
Common Goliath Traits damage.
    Ability Score Increase. Your Strength score increases by Amphibious. You can breathe air and water.
2. Swim. You have a swimming speed of 30 feet.
Type. Goliaths are considered giants. Call to the Wave. You know the shape water cantrip.
Age· Goliaths have lifespans comparable to humans. They When you reach 3rd level, you can cast the create or destroy
enter adulthood in their late teens and usually live less than a water spell as a 2nd-level spell once with this trait, and you
century. regain the ability to cast it this way when you finish a long
Alignment. Giant society, with its clear roles and tasks, has rest. Constitution is your spellcasting ability for these spells.
a strong lawful bent. The goliath sense of fairness, balanced
with an emphasis on self-sufficiency and personal
accountability, pushes them toward neutrality.
Frost Goliath Traits
Frost Goliaths will have frostbite-blue to white skin.
Ability Score Increase. Your Constitution score increases
by 1 and your Charisma score increases by 1.
Cold Resistance. You have resistance to cold damage.
Mountain Born You're immune to high altitude and cold
climates.
Sasari
The Sasari are a race of armadillo-like humanoids hailing
from the Sandsea, where live in an almost hive-like
subterranean society.
Sasari society is matrilineal, with the females being in charge
of the household affairs such as finances, whom the sons of
the house are bethrode to, and where and how children are
educated.
Sasari venerate the extensive ruins found throughout the
Sandsea, for they believe them to be Arcs which will one day
take their people back home to the land they simply call
Haven, the land of their ancestors and afterlife of the Sasari
people.
Common Sasari Traits.
    Ability Score Increase. Your Dexterity score increases by
2 and your wisdom score increases by 1.
Type. Kreeg are considered fiends.
Age. Sasari reach adulthood at age 12 and can live up to
80 years but rarely do so.
Alignment. Sasari are very altruistic and cooperative folk.
The sasari trend towards lawful good.
Size. Sasari are between 3 and 4 feet tall and average
about 40 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet. You also
possess a burrowing speed of 30 ft.
Keratinous Plating. You have a natural armor of 12 + your
Dexterity modifier.
Brave: You have advantage on saving throws against being
Frightened.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common and
Sasari.
Common Kreeg Traits
    Ability Score Increase: Constitution +2.
Age: Kreeg mature at the same rate as humans but live a
few years longer.
Alignment: An independent and mischievous nature
inclines many kreeg toward a chaotic alignment.
Size: Kreeg are about the same size and build as humans.
Your size is Medium.
Speed: Your base walking speed is 30 feet.
Devil's Sight. Magical darkness doesn't impede your
darkvision.
Kreeg Resistance: You have resistance to fire damage.
Darkvision: You can see in dim light within 60 feet of you
Kreeg as if it were bright light, and in Darkness as if it were dim
light. You can’t discern color in Darkness, only shades of gray.
The Kreeg are a race of carnivorous humanoids resembling Languages: You can speak, read, and write Common and
the devils and demons of human myth. Infernal.
Any similarities the Kreeg share with these mythical
creatures is assumed to be coincidental, but this hasn't Hellfire Kreeg Traits
stopped humans from bestowing the name upon them.     Ability Score Increase. Charisma +1.
The Kreeg will eat just about anything with meat, including Hellfire Shroud. Starting at 3rd level, you can use your
other humanoids. Because of this they're over-exaggerated in action to unleash the hellfire energy within yourself in a way
tall tales as cannibal monsters. In reality they are no more which causes hellfire to engulf your body, burning your foes
likely to kill someone than a human, they're simply far more to cinders.
likely to eat them afterwards. Your transformation lasts for 1 minute or until you end it as
a bonus action. During it, you shed bright light in a 10-foot
Kreeg are very mischievous and enjoy fucking with people, radius and dim light for an additional 10 feet, and at the end
especially by using their reputation to scare peasants and con of each of your turns, each creature within 10 feet of you take
merchants. fire damage equal to half your level (rounded up). In addition,
once on each of your turns, you can deal extra fire damage to
Kreeg are also very fond of "friendly violence", and common one target when you deal damage to it with an attack or a
Kreeg past times include fist fights and pain endurance spell. The extra fire damage equals your level.
contests (ususally involving biting). Once you use this trait, you can't use it again until you
finish a long rest.
Kreeg live deep underneath the continent of Cyriax in what is
simply known as The Underworld, a hellish expanse of Savage Kreeg Traits.
impossibly wide and tall caverns. The Underworld is so vast,     Ability Score Increase. Strength +1.
in fact, that it is considered its own continent. Menacing: You gain proficiency in the Intimidation skill.
Kreeg skin colour runs the gamut from ruddy brown to bright Relentless Endurance: When you are reduced to 0 hit
red. points but not killed outright, you can drop to 1 hit point
instead. You can’t use this feature again until you finish a
Long Rest.
Savage Critical: When you score a critical hit with a melee
weapon Attack, you can roll an additional damage die and
add it to the extra damage of the critical hit.
Archon Traits
    Ability Score Increase. Your Wisdom and Charisma
scores increase by 1.
Type. Archons are considered celestials.
Age. While in the brass isles, archons are extremely long
lived, and can exist for millennia. However, when away from
the light of the Brass God for extended time, an archon's light
gradually begins to burn out, and will perish within 10 years
if they do not return.
Alignment. Archons are almost always champions of good,
Archon though there are exceptions. Those who are found to be
malevolent by nature are typically exiled from the brass isles
Archons are angelic humanoids hailing from a place they call to seek redemption amongst mortals.
Heaven. According to them, they were stranded here with Size. Your size is medium.
their God, known simply as The Brass God, during a failed Speed. Your base speed is 30 feet.
attempt to bring an end to the God Wars. Archon's Instrument. You carry a magical instrument with
Archons claim that they came to Arcadia originally as you at all times. As a bonus action on your turn, you can
mediators, hoping to peacefully settle the thousand years transform your instrument into a melee weapon with which
long conflict between the various divine powers vying for you have proficiency or return it to its original instrument
control over it. form. If it is on the same plane of existence, you can summon
your instrument as a bonus action on your turn, causing it to
Whether or not they were having any success is not known, teleport instantly to your hand. You also have proficiency with
as the god war ended suddenly from unknown causes, your chosen instrument.
stranding many Archons on what is known as The Brass Instrumental Magic. You may cast spells if your
Isles, the last Archon bastion on Arcadia, only kept safe by instrument is with you in its instrument form. You know the
the power of the Brass God. thuamaturgy cantrip. When you reach 3rd level, you can cast
the spell detect evil and good. When you reach 5th level, you
Should an Archon leave the Brass Isles for long, their life can cast the spell aid. Wisdom is the casting ability for these
energy will start slowly fading away until they wither and die spells. After casting a spell with this trait, you must finish a
as if from old age. To stave off this "wilting", Archons must long rest to cast the spell again.
periodically return to the Brass Isles and bask in the light of Vanquish. Once per turn, when you make a melee attack
the Brass God. against a fiend or undead, you may deal an additional 1d6
radiant damage.
Archons are tall, bald, and with exotic skin colours such as Angelic Wings. You have majestic, feathery wings, which
blue, green, yellow, and red. Their wings are always white. can fold down closely to your back. You have a flying speed of
50 feet. To use this speed, you can’t be wearing medium or
heavy armor, or be overencumbered.
Darkvision. You possess darkvision out to a range of 60
feet.
Languages. You can speak, read, and write Common and
Celestial.
Dragonborn Subraces. If you want to play a dragonborn
Universal Subraces with a universal subrace, modify the dragonborn’s Ability
Universal subraces are subraces which can be applied to any Score Increase trait to the following: Your Strength score
character race. For races with existing subraces, simply apply increases by 1, and your Charisma score increases by 1.
the universal subraces' traits to your race's base traits. For Myrmid Subraces. If you want to play a myrmid with a
other races, modify your base race's traits as follows. universal subrace, modify the myrmid’s Ability Score
Orc Subraces. If you want to play an orc with a universal Increase trait to the following: Your Dexterity score increases
subrace, modify the orc’s Ability Score Increase trait to the by 1. Additionally, you lose your Arcanophobic Shell trait.
following: Your Strength score increases by 1, your Minotaur Subraces. If you want to play a minotaur with a
Constitution score increases by 1, and your Intelligence score universal subrace, remove the minotaur’s Ability Score
is reduced by 2. Increase trait.
Kobold Subraces. If you want to play a kobold with a Sasari Subraces. If you want to play a sasari with a universal
universal subrace, modify the kobold’s Ability Score subrace, modify the sasari’s Ability Score Increase trait to
Increase trait to the following: Your Dexterity score increases the following: Your Dexterity score increases by 1 and your
by 1. Wisdom score increases by 1.

 
Deathless Subrace

The Deathless are not a race, they are an ideal. The Deathless Traits
Deathless are undead creatures of various creeds, callings,     Ability Score Increase. Constitution +1.
and backgrounds all united by their desire to continue their Deathless. You gain immunity to poison damage, the
work past death. poisoned condition, and exhaustion. You may not use any
abilites, such as the Berserker's Frenzy, which impart
Many of Arcadia's greatest scholars, craftsmen, and warriors exhaustion when used.
have sought to become deathless, though only a few have Needless. You do not breathe, eat, or sleep.
been granted the honour of transition into eternal life. Darkvision. You have darkvision out to 60 ft.
Additionally, your Draconic Ancestry trait (if you have it)
The process of creating other deathless is a keenly guarded uses necrotic damage as its damage type, replacing the
secret, though rarely, an individual whose life was cut short damage type that applies to your breath weapon and your
spontaneously returns to life as a deathless without outside damage resistance.
intervention.
Some suspect that these spontaneous deathless, called Skeletal Deathless
revenants, have been deemed undeserving of death by cosmic     Some deathless are skeletal in form. Skeletal deathless are
forces, or have an otherwise greater destiny awaiting them. resistant to piercing damage but vulnerable to bludgeoning
damage.
Elemental Subraces

Oread Subrace Sylph Subrace


Oreads are individuals touched by the elemental plane of Sylphs are individuals touched by the elemental plane of Air.
Earth. Most Oreads are born from the union of earth Djinn Most Oreads are born from the union of air Djinn and mortal
and mortal women, though a few are descended from other women, though a few are descended from other powerful
powerful elemental beings. elemental beings.
Oread Traits Sylph Traits
Ability Score Increase. Your Strength increases by 1. Ability Score Increase. Your Dexterity increases by 1.
Stony Body. You have a natural armor class of 12 + your Unending Breath. You can hold your breath indefinitely
Dexterity modifier. while you’re not incapacitated.
Stone Camouflage. You have advantage on Dexterity Flight. Your fairy-like wings grant you a flying speed of 50
(stealth) checks to hide in rocky terrain. feet. To use this speed, you can’t be wearing medium or
heavy armor.
Ifrit Subrace
Ifrits are individuals touched by the elemental plane of Fire. Naiad Subrace
Most Oreads are born from the union of fire Djinn and mortal Naiads are individuals touched by the elemental plane of
women, though a few are descended from other powerful Water. Most Oreads are born from the union of water Djinn
elemental beings. and mortal women, though a few are descended from other
powerful elemental beings.
Ifrit Traits
Naiad Traits
Ability Score Increase. Your Intelligence increases by 1.
Darkvision. You can see in dim light within 60 feet of you as Ability Score Increase. Your Wisdom increases by 1.
if it were bright light, and in darkness as if it were dim light. Amphibious. You can breathe air and water. Swim. You have
Fire Resistance. You have resistance to fire damage. a swimming speed of 30 feet.
Reach to the Blaze. You know the produce flame cantrip. Call to the Wave. You know the shape water cantrip. When
Once you reach 3rd level, you can cast the burning hands you reach 3rd level, you can cast the create or destroy
spell once with this trait as a 1st-level spell, and you regain water spell as a 2nd-level spell once with this trait, and you
the ability to cast it this way when you finish a long rest. regain the ability to cast it this way when you finish a long
Constitution is your spellcasting ability for these spells. rest. Constitution is your spellcasting ability for these
spells.
Adaptation. Adapted to even the most extreme ocean depths,
you have resistance to cold damage, and you ignore any of
the drawbacks caused by a deep, underwater environment.
Religion on Arcadia
The gods might have left Arcadia to its fate, but religion still
flourishes amongst its people.
Immortal saints, sorcerer kings, ancient dragons, and
otherworldy beings of all sorts are called upon by lesser folk
for aid.
Many such beings are worshipped, or at the very least least
thanked greatly, by those that they watch over. Over the years
several new religions have sprung up in various regions of the
world.
The humans of Cyriax follow in the footsteps of the Corvinian
empire, calling upon and giving thanks to various saints, such
as St. Bastille, the shepherd of the lost, and St. Carmilla,
patron of mothers and children.
Dragonborn mostly worship the local "gods" of their adopted
homelands, though more wild tribes worship dragons,
whome they still regard as their creators and masters.
Orcs still worship their primite tribal gods, which may or may
not be real deities that still opperate on Arcadia. Orc gods
include Golgoth, the god of Strength, Aramac, the god of
Storms, and Sugothai, the god of Hunting.
While kreeg, giants, elves, and deathless clerics draw power
from immortal leaders, they do not actually worship them as
if they were gods.
Classes Of Arcadia Bards wishing to join the College of Swords can find such
Artificer. teachings almost anywhere civilization is found.
Artificers are the most common casters encountered on Bards wishing to join the College of Satire can find such
Arcadia. Gunsmiths are most commonly human due to teachings in Al-Andala and other human nations.
humanity's obsession with magical technology, while Bards wishing to join the College of Glamour (UA) can find
Alchemists are most commonly elves. such teachings in Alvastar.
Gunsmith artificers may choose to start with a Thunder Bards wishing to join the College of Whispers (UA) must
Pistol instead of a Thunder Cannon. seek out such knowledge amongst assassins and crooks.
The thunder pistol is a one-handed ranged weapon that deals
2d4 piercing damage. Its normal range is 80 feet, and its Cleric.
maximum range if 250 feet. Once fired, it must be reloaded as Arcadian Clerics do not gain their spells from gods, in fact,
a bonus action. the gods have long abandoned the peoples of Arcadia.
You may use Arcane Ammunition with normal firearms. Arcadian Clerics gain their power from either very powerful
magical creatures, such as the Giant King, or from the
Barbarian. elemental planes.
Orcs, Minotaurs, and Kreegs are the most likely races to Clerics of the Elemental Lords of Aether gain access to the
follow the calling of the Barbarian, and any Primal Path is Knowledge and Arcana domains.
available to everyone willing to take up the mantle of a raging
barbarian. Clerics of the Elemental Lords of Air gain access to the
Tempest domain.
Bard.
Bardic traditions are commonly found amongst Human, Clerics of the Elemental Lords of Earth gain access to the
Elven, and Goliath societies. Nature and Protection domains.
Bards wishing to join the College of Lore can find such Clerics of the Elemental Lords of Fire gain access to the
teachings almost anywhere civilization is found. Life and Light domains.
Bards wishing to join the College of Valor can find such Clerics of the Elemental Lords of Water gain access to the
teachings in Jotgardt. Slime (MFoV) and Water (MFoV) domains.
Clerics of the Giant King, Deathless-like ruler of the giant Ranger.
race, gain access to the Forge, Travel (MFoV), Luck (MFoV),
and Protection domains. Rangers are found just about anywhere where one can find
Druids. Use the Ranger Revised class presented in
Clerics of one of the many Archfiends of the underwold gain Unearthed Arcana instead of the Player's Handbook version.
access to the Famine (MFoV), Madness (MFoV), Pestilence
(MFoV), War, and Trickery domains. Rogue.
Clerics of the Skeleton Queen, immortal queen of the Rogues can come from any background and walk of life, and
Deathless, gain access to the Death, Grave (UA), Entropy all Rogue archetypes are available to players. Besides first
(MFoV), and Protection domains. party options, the following homebrew Roguish Archetype is
available to Arcadian heroes: Scavenger (MFoV).
Clerics of the Brass God gain access to the Light, Life,
Protection, and Storm domains. Sorcerer
Any cleric can become an Ur Priest (MFoV) or Gearpriest Sorcerers are the second most common spellcaster type
(MFoV) regardless of their source of power. found on Arcadia.
Druid. Dragon Ancestry sorcerers are the most common kind of
sorcerers. Dragon Ancestry sorcerers have existed for as long
Druids are mainly found in rural areas and amongst Orcish as anyone can remember, and are usually the result of very
clans. distantly dormant dragon blood in one's ancestry. Kobolds
and Dragonborn are the most races to develope such powers.
Circle of the Land druids can be found just about anywhere,
even in the Underworld. Wild Magic sorcerers are a relatively new developement on
Arcadia. No-one knows what causes the appearance of Wild
Circle of the Moon druids are commong amongst Goliaths Magic sorcerers and scholars are still very eager to study
and Orcs. Legend holds that the first Lycanthropes were them extensively whenever they can.
Circle of the Moon druids cursed by a scorneful Elemental.
Favored Soul (Modifying Classes Version) sorcerers are
Circle of Dreams (UA) druids are mainly elves from the rural quite rare, but those that exist are not in any way limited in
areas of Alvastar. their choice of domain, as their power is said to be born from
Circle of the Shepherd (UA) druids can be found just about divine ancestry.
anywhere animals exist. Archon Sorcerers are exclusively favored souls.
Circle of Twilight (UA) druids are relatively rare on Arcadia. Pheonix, Stone, Storm, and Sea sorcerers are the result of
Circle of the Unspeakable (MFoV) druids are extremely rare Genies interloping with mortals and are commonly found in
druids maddened by contact with eldritch and otherworldy areas with a high Genie presence.
influences. Myrmids are disproportionately more likely to join Shadow Bloodline (UA) sorcerers are almost exclusively
this circle than other races. Deathless.
Fighter. Warlock
Fighters are found just about everywhere and any combat On Arcadia, a patron's power is always granted to a warlock,
style or Martial Archetype can be found in Arcadia. Besides never stolen.
first party options, the following homebrew Martial
Archetypes are available to Arcadian heroes: Magitech Hero Fiend warlocks get their power from one of the Archfiends
(MFoV) and Bone Knight (MFoV). that rule over the Kreeg people and other Underworld races.
Monk. Archfey warlocks get their power from the Queen of Alvastar,
an immortal lich-like Deathless that has rule Alvastar since
Monks are relatively rare on Cyriax, though they can be found the elf wars.
in other regions of Arcadia.
Great Old One warlocks directly get their power from the
Monks of the Four Elements are the most common type of Dream Time, the dimension of thought, instead of a patron.
monk found on Arcadia, though all monk traditions exist
somewhere in the world. Undying Light warlocks get their power from the Elemental
Lords of fire.
Paladin.
Seeker (UA) pact warlocks are not found on Arcadia.
Paladins are extremely rare on Arcadia. Besides normal
oaths, the following homebrew Oaths are also available: Maiden of the Mists (MFoV) warlocks are rare and, like
Dragon Knights (MFoV), Tech Knights (MFoV), and Keeper Great Old One warlocks, draw their power from the Dream
of The Elder Sign (MFoV). Time.
Titan (MFoV) warlocks draw their powers from The Giant
King.
Machine (MFoV) warlocks draw their power not from a
patron, but from powerful aether devices infused into their
flesh.
In addition to the normal pacts available to a warlock, the
Pact of The Arm (MFoV) option is also available.
Wizard
Wizards are the third most common type of caster on
Arcadia, as the training needed to become a wizard can be
too daunting for many to follow.
The Core Rulebook traditions are found anywhere wizards
are.
The Artificer (UA) and Mechamancer (MFoV) traditions are
the most common tradition taught to human wizards due to
humanity's advanced magical technology.
The Bladesinging tradition is almost exclusively taught to
elven wizards.
The Theurgist (UA) tradition is not found on Arcadia.
Mystic
Mystics are extremely rare on Arcadia and only found
amongst Humans, Elves, and Myrmids, with Myrmids being
disproportionately more likely to develope psionic abilities.
Mystics are almost impossible to study by scholars as their
abilities seem to be entirely non-magical in nature.
Note: The mystic class is still undergoing playtests and thus
only goes up to 10th level.

Backgrounds of Arcadia.
Besides the normal backgrounds available to D&D
characters, you may pick from one of the following Middle
Finger of Vecna backgrounds: Airship Master, Mechanic,
Professor, and Detective.
Equipment

Mundane Weapons
Simple Melee Weapons Cost      Damage Weight      Properties
Katar/Fighting Claws 2 gp 1d4 piercing 1 lb. Light, finesse
Martial Melee Weapons Cost Damage Weight Properties
Chakram/Starknife 24 gp 1d6 slashing 3 lb. Light, finesse, thrown (range 30/90)
Spiked chain 15 gp 1d4 piercing 4 lb. Finesse, reach, two-handed, grappling
Meteor hammer 15 gp 1d4 bludgeoning 4 lb. Finesse, reach, two-handed, grappling
Kusarigama 15 gp 1d4 slashing 4 lb. Finesse, reach, two-handed, grappling
Trident/Sodegarami 10 gp 1d10 piercing 6 lb. Heavy, reach, two-handed
Polemace/Tsukubō 10 gp 1d10 bludgeoning 6 lb. Heavy, reach, two-handed
Glaive/Sasumata 10 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed, variable damage (piercing)
Martial Ranged Weapons Cost Damage Weight Properties
Pistol 250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Rifle 500 gp 1d12 piercing 9 lb. Ammunition (range 40/120), loading, two-handed
Hand cannon 500 gp 2d8 bludgeoning 10 lb. Ammunition (range 30/90), loading, two-handed
Wall gun 1,500 gp 3d6 piercing 30 lb. Ammunition (range 50/150), loading, heavy, two-handed
Ammunition Cost Damage Weight Properties
Gun Bullets (10) 3 gp — 2 lb. —
Aether flask 50 gp — 1 lb. —
Katar/Fighting Claws The tsukubō is a wooden rod mounted sideways at the end
The katar consists of a sharp blade attached to a horizontal of a wooden shaft and covered in metal bands covered in
handle that projects out from the fist when held. spikes.
A set of fighting claws consists of two or more thin blades
attached to the back of the user's hand via a light gauntlet. Glaive/Sasumata
The glaive is a polearm fitted with a foot long, single-edge
Chakram/Starknife blade at the tip.
The chakram is a simple, elegant, and highly portable The sasumata consists of a lyre shaped blade mounted on
thrown weapon. It is a flat, open-centered metal discus with a the head of a polearm.
sharpened edge.
The starknife is a smaller metal disc with a central handle Halberd
and four, tapering metal blades extending from the disk. A halberd is similar to a 5-foot-long spear, but it also has a
small, axe-like head mounted near the tip.
Spiked chain
The spiked chain consists of a 10-foot long length of chain Pistol
coverd in sharp barbs on one of its ends. The single-shot pistol is one of the most common firearms.
A pistol must be loaded after every shot
Meteor hammer
This weapon consists of one or two spherical weights Rifle
attached by a 10-foot chain. This long-barreled firearm has a much greater range than a
pistol. A rifle must be loaded after every shot.
Meteor hammer
This weapon consists of one or two spherical weights Wall Gun
attached by a 10-foot chain. This oversized rifle must be hooked over cover or be
mounted on a wooden tripod before it can be fire. Mounting
Kusarigama the wall gun on the tripod takes an action.
This weapon consists of a sickle attached by 10 feet of fine Once the wall gun has been mounted, it cannot be moved
chain to a weighted metal ball. without collapsing the tripod, which tales another action.
A wall gun must be loaded after every shot.
Trident/Sodegarami
A trident is a simple polearm with three parallel metal
prongs at end of a 4-foot-long shaft. New Weapon Properties
The sodegarami consists of three metal hooks arranged Grappling. When you hit a medium or smaller target with a
equidistantly along the tip, with a small spike located in the weapon with the grappling property, you can have the weapon
center of the hooks. grapple the target as a bonus action immediately after the hit.
Polemace/Tsukubō The DC to escape the weapon's grapple is 12, and it cannot
The polemace consists of a head sized, wooden spheroid, be used to attack while it is grappling.
sometimes covered in spikes, at the end of a long shaft.
Magic Weapons
Magic Weapon Rarity Attunement      Notes
Chain weapon (any non-light slashing melee) Uncomon No Damage dice are doubled
Shock weapon (any weapon) Rare Yes Glows 40 ft, +2d6 lightning damage.
Force weapon (any weapon) Very Rare Yes Glows 40 ft, +1d8 force damage.
Armor
Light Armor Cost      AC Strength Stealth      Weight
Silk armor 30 gp 11 + Dex modifier — Disadvantage 4 lb.
Light Armor Cost      AC Strength Stealth      Weight
Lamellar, leather 45 gp 12 + Dex modifier — — 13 lb.
Medium Armor Cost AC Strength Stealth Weight
Spiked armor 75 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb.
Lamellar, horn 100 gp 14 + Dex modifier (max 2) — Disadvantage 30 lb.
Do-maru 200 gp 14 + Dex modifier (max 2) — — 30 lb.
Kikko Armor 250 gp 14 + Dex modifier (max 2) — — 25 lb.
Lamellar, steel 400 gp 14 + Dex modifier (max 2) — — 20 lb.
Four-mirror armor 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb.
Heavy Armor Cost AC Strength Stealth Weight
Mountain pattern armor 30 gp 14 — Disadvantage 40 lb.
Kusari gusoku 75 gp 16 Str 13 Disadvantage 55 lb.
Tatami-do 200 gp 17 Str 15 Disadvantage 60 lb.
O-yoroi 1,500 gp 18 Str 15 Disadvantage 65 lb.
Shields Cost AC Strength Stealth Weight
Buckler 5 gp +1 — — 2 lb.
Scutum 30 gp +3* 13 Disadvantage 11 lb.

Silk Armor Mountain Pattern Armor


Used for ceremonial displays or occasionally worn over This medium armor consists of hundreds of small,
heavier armor, these robes consist of several layers of cloth interlocking pieces of steel shaped to resemble an ancient
and an outer layer of silk intricately woven with gold brocade symbol for the word “mountain.” The mail is then riveted to a
designs and covered with metal studs. cloth or leather backing. It is worn like a mail coat and covers
your torso, shoulders, and thighs.
Lamellar Armor
Lamellar is a type of armor in which small plates of various Kusari Gusoku
types of materials are strung together in parallel rows using Kusari gusoku is similar to tatami-do armor; however, a
fine cord. Lamellar plates can be constructed from lacquered katabira—a type of chain jacket—is worn in place of the chest
leather, horn, or steel. armor.
Spiked Armor Tatami-Do
Spiked armor is a rare type of medium armor worn by Worn by samurai as a lighter-weight alternative to o-yoroi,
Battlerager barbarians. It consists of a leather coat and tatami-do is a full-body field armor that combines both metal
leggings covered with spikes that are usually made of metal. lamellar and kikko components into a suit of mail with a cloth
backing. It typically includes a collapsible kabuto helmet or
Do-Maru an armored hood, as well as arm, shoulder, and thigh guards.
The lightest of all samurai armors, do-maru wraps around
your body like a short armored coat. It consists primarily of O-Yoroi
lamellar and lacks a solid breastplate or sleeves. This permits Worn almost exclusively by high-ranking samurai, o-yoroi—
you greater flexibility than do heavier armors. or “great armor”—is a heavy combat armor that consists of
Kikko Armor various supplementary components that include both plate
Kikko armor consists of hexagonal plates made from iron and lamellar elements.
and sewn to cloth. The plates may be hidden by a layer of Buckler
cloth or left exposed. A buckle consists of a small metal shield slightly larger
than a shield boss. A buckler can be used as a light weapon
Four-Mirror Armor for off-hand attacks, dealing 1d3 points of bludgeoning
This armor consists of four plates harnessed together with damage.
leather shoulder straps. Two round plates protect your front
and back, while two smaller rectangular plates cover the Scutum
sides of the torso. A scutum, also known as a tower shield, is a heavy wooden
shield that covers the entirety of the wearer's torso. Wearing
a scutum with light armor or no armor caps your dexterity
bonus to AC at +2.
Airships
Airship Cost Size Tactical Speed Overland Speed Crew Passengers Cargo (Tons) AC HP Damage Threshold
Firesled 3,000 gp Large 120 ft. 13 mph 1 3 — 11 50 —
Airship
Airskiff Cost Size
10,000 gp Gargantuan Tactical Speed
120 ft. Overland
13 mphSpeed Crew
1 Passengers
8 Cargo1(Tons) AC HP
15 100 Damage Threshold
10
Aethership 20,000 gp Gargantuan 100 ft. 11 mph 10 20 10 13 300 20

Airship Weapons
Weapons Cost Damage Size Armor Class Hit Points Properties
Ballista, light 500 gp 3d10 piercing Medium 15 50 Ammunition (range 120/480)
Ballista, heavy 1,000 gp 4d10 piercing Large 14 100 Ammunition (range 180/540)
Cannon 6,000 gp 8d10 bludgeoning Large 19 75 Ammunition (range 600/2,400)
Firestarter 4,000 gp 11d6 fire Medium 15 50 Ammunition (range 120/480)
Ammunition Cost Damage Weight Armor Class Hit Points Properties
Balista bolt, light 10 gp — 10 lb. — — —
Balista bolt, heavy 30 gp — 20 lb. — — —
Cannon ball 30 gp — 25 lb. — — —

Airship Weapons
BALLISTA
A ballista is a massive crossbow that fires heavy bolts.
Before it can be fired, it must be loaded and aimed. It takes
one action to load the weapon and one action to loose it.
CANNON
A cannon uses gunpowder to propel heavy balls of cast iron
through the air at destructive speeds.
A cannon is usually supported in a wooden frame with
wheels. Before it can be fired, the cannon must be loaded and
aimed. It takes one action to load the weapon and one action
to fire it.
FIRESTARTER You can’t wear any clothes or armor unless they are made to
A firestarter is essentially an oversized magic wand. A accommodate them.
firstarter has 7 charges and recovers 1d6+1 charges at the
start of each day. Completely draining a firestarter of charges Kreeg Paragon (Arms)
has a 5% chance of destroying it. It takes one action to use a Prerequisite: Kreeg, proficiency bonus +4, must not possess
firestarter. any other Kreeg Paragon feat.
Feats Either your Strength or Dexterity increases by 1.
You gain a 1d6 horn attack and the Goring Rush traits of
Gun Expert a minotaur.
You sprout a second pair of arms from your torso, allowing
Thanks to extensive practice with the gun, you gain the you to wield multiple weapons in combat. You gain the
following benefits: Multi-weapon Fighting trait of a myrmid.
You ignore the loading quality of firearms with which you Archon Paragon
are proficient.
Being within 5 feet of a hostile creature doesn’t impose Prerequisite: Archon, proficiency bonus +4.
disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one Either your Strength or Charisma increases by 1.
handed weapon, you can use a bonus action to attack with You may cast your Instrumental Magic spells at-will and
a hand crossbow you are holding. even if your instrument is in weapon form.
Your wings now function even when wearing medium or
Kobold Paragon heavy armor.
Prerequisite: Kobold
Your Strength increases by 1.
You gain the Dragon Ancestry trait of a dragonborn,
gaining a breath weapon and energy resistance
appropriate for your chosen dragon type.
A Kobold's breath weapon deals 1d6 less damage than that of
a dragonborn's.
Draconic Paragon
Prerequisite: Dragon Ancestry, proficiency bonus +4.
Either your Constitution or Charisma increases by 1.
You sprout a pair of dragon wings from your back, gaining
a flying speed of 30 ft.
You can’t wear any clothes or armor unless they are made to
accommodate your wings.
Goliath Paragon
Prerequisite: Goliath, proficiency bonus +4.
Your strength or wisdom increases by 1.
You gain one of the following traits you do not already
possess: Mountain Born, Cold Resistance, Fire
Resistance, or Lightning Resistance.
You grow in size to Large but lose the Powerful Build trait.
You can’t wear any clothes or armor unless they are made to
accommodate your wings.
Kreeg Paragon (Wings)
Prerequisite: Kreeg, proficiency bonus +4, must not possess
any other Kreeg Paragon feat.
Either your Strength or Constitution increases by 1.
You gain a 1d6 horn attack and the Goring Rush traits of
a minotaur.
You sprout a pair of leathery wings from your back,
gaining a flying speed of 30 ft.

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