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Классы из Арканиса

Primal Hunter Beginning at 6th level, you gain double your proficiency bonus on all Wisdom (Survival) checks when tracking. Additionally, you can no longer be surprised while in natural surroundings. Rip and Rend Beginning at 10th level, once per turn, when you hit a creature with both of your weapons you may use your reaction to make an additional attack against that creature. Heart of the Hunter Starting at 14th level, when you enter a rage all beasts within 30 feet that can see or hear you must make a successful Wisdom saving throw or become frightened for 1 minute. Additionally, when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Spirit of Vengeance Usually appearing as a snake or a scorpion, spirits of vengeance seek out those who committed wrongs and escaped justice. These spirits usually seek revenge for events that happened long ago and most of them only know that the event was painful and traumatic. Over the years, the details slip from these spirits and they lash out whenever they encounter situations that remind them of the vengeance they seek. Uncaring Vengeance (Price): Choose an event your spirit wishes to avenge; the death of the First Emperor at

the hands of infernals, the destruction of a Coryani town by gar, an invasion of Milandir by Canceri. Any time you are faced with a situation that shares a passing resemblance to the situation that your spirit seeks vengeance for, you become increasingly agitated by the situation as your spirit seeks to control your actions. You suffer disadvantage on all Charisma checks. You may make a DC 15 Wisdom check to try and suppress your spirit, letting you make Charisma checks normally for 1 minute. If you fail this check, you must enter a rage and attack the focus of your hatred. Spirit of Vengeance’s Spells The spirit of vengeance gifts you with the following spells: Spell Level Spells 1st Evil eye* 2nd Enemy of my enemy* 3rd Bestow curse 4th Retribution*

Better Served Starting when you choose this spirit at 3rd level, you find that when you rage you are infused with a cold and malicious purpose. While raging, your melee attacks deal additional cold damage equal to your Constitution modifier. They Shall Not Escape Me Beginning at 6th level, you gain double your proficiency bonus on all Wisdom (Survival) checks when tracking. Additionally, when hunting someone in the pursuit of vengeance you gain advantage on all Wisdom (Perception) checks. Vengeful Strikes Beginning at 10th level, while you are raging, if a creature deals damage to you it gains disadvantage on the next saving throw it makes to resist the effects of a spiritus imperare spell you cast before the end of your next turn.

Retribution Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. 

Paladin / Holy Knight

Divine Blessings

You are trained to battle the foes of your religion. You can cast protection from evil and good on yourself without expending a spell slot or using a material component. Once you use this feature, you cannot use it again until after you complete a short or long rest.

Deity Combat Style At 2nd level, you adopt a style of fighting common among followers of your own deity and focused around their preferred holy weapons. You must choose one of the fighting styles of your Chosen Deity and this choice cannot be changed.

Improved Lay on Hands Upon reaching 3rd level, when utilizing your Lay on Hands ability you may opt to remove the charmed condition from an ally for 10 points from your healing pool.

Psion

Many seek to control the world around them by manipulating its forces. Shamans appeal to spirits, priests and holy champions to the Gods and their Valinor, and even the arcanists of the Known Lands require incantations and rituals to manifest their will. Those who follow the path of the psion understand that the best way to control the world is by manipulating reality with the power of their mind and nothing else. Only those with the strongest self-discipline can explore the depths of this path, as the self may be the most difficult opponent one ever faces. You are one of the Awakened, a being possessing the rare ability to fragment your consciousness, allowing you to simultaneously sustain different mental processes. You can focus on complex problems while in stressful situations, create and maintain multiple pathways of power within the landscape of your mind, or shatter a pathway to channel the power of its collapse into an intense expression of power. Racial Restrictions Unlike other classes, the psion, and the majority of other psionic casting classes, requires the Psionic Potential racial feature, something only the val currently possess. Hit Points Hit Dice: 1d8 per psion level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per psion level after 1st Proficiencies Your choice of psionic tradition will provide you with additional proficiencies. See your chosen tradition for details Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Per your Psionic Tradition Skills: Choose one of the following skills: Athletics, History, Insight, Investigation, Perception, and Psionics

Equipment You start with the following equipment in addition to the equipment granted by your background. See Chapter IV for Regional weapons and armor. If you choose a weapon with ammunition you start with 20 bolts or arrows or 10 shots of blast powder in the case of flintlocks. • Choose two simple weapons appropriate to your starting nation. • Choose either a scholar’s pack or a dungeoneer’s pack. • The equivalent of leather armor from your starting nation.

Awakened All Awakened creatures possess the ability to fracture their consciousness, allowing them to maintain and focus on multiple patterns of power simultaneously. Mental Foci Mental foci (the plural for focus) are pathways which allow you to maintain a number of lesser abilities, and can be expended to manifest powerful spell-like effects. At 1st level, you have one mental focus, allowing you to remain focused on a single focused ability. You gain additional mental foci as you advance in level, as listed on Table: Psion. You regain all expended mental foci after completing a short or long rest. There are two ways to utilize your mental focus: to maintain Focused Abilities, and to expend those foci to power Expressions. Focused Ability: These are effects that remain active for as long as you have a mental focus dedicated to it. Initiating a focused ability produces a M (mental) power display (see Psionics pg. 288). Any time you are reduced to 0 hit points all of your actively focused abilities instantly end, but the

foci that maintained them are not expended. Once you regain consciousness, as an action, you can reapply your unused mental foci to your previously focused abilities. Expression: You can expend a mental focus to create a potent effect. Manifesting an expression instantly ends the focused ability which the mental focus was maintaining. Unless otherwise noted, expending an active mental focus requires an action. Expression effects that are spell-like operate at a spell level equal to your manifesting level, as shown on Table: Psion. Psionic Powers Psionic powers are rudimentary psionic effects, similar to cantrips. You know a number of psionic powers as shown on Table: Psion, and continue to gain more psionic powers though your psionic tradition, your choice of psionic disciplines, and as you advance in level. Any time you gain a psionic power, you may also choose to swap a psionic power you already know and replace it with another from the psionic power list. You manifest a psionic power’s base effects without using a mental focus. Beyond that, each psionic power that offers one or more Expressions which require the expenditure

The Psion

Level

Proficiency Bonus Features

Powers Known

Mental Foci

Manifesting Level 1 +2 Awakened, Primary Psionic Discipline, Psionic Tradition 4 1 1st level 2 +2 Refocus, Psionic tradition feature 4 2 1st level 3 +2 Complex Mind 4 2 2nd level 4 +2 Ability Score Improvement 5 2 2nd level 5 +3 Secondary Psionic Discipline 5 3 3rd level 6 +3 Psionic Tradition feature 5 3 3rd level 7 +3 Fractured Mind 5 3 4rd level 8 +3 Ability Score Improvement 6 3 4rd level 9 +4 6 4 5th level 10 +4 Psionic Tradition feature, Tertiary Psionic Discipline 6 4 5th level 11 +4 Grand Expression 6 4 5th level 12 +4 Ability Score Improvement 7 4 5th level 13 +5 7 5 5th level 14 +5 Psionic Tradition feature 7 5 5h level 15 +5 Quaternary Psionic Discipline 7 5 5th level 16 +5 Ability Score Improvement 8 5 5th level 17 +6 8 6 5th level 18 +6 Subconscious Reflexes 8 6 5th level 19 +6 Ability Score Improvement 8 6 5th level 20 +6 Fount of will 9 6 5th level

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of a mental focus, providing additional effects as your manifesting level increases. Psionic Disciplines Psionic disciplines are collections of similar abilities and effects that grant you persistent abilities, focused abilities, and expressions, which become available as you increase in psion level. For complete information on disciplines see Chapter VII: Psionics. You start with a single discipline, referred to as your primary discipline at level 1. You gain additional disciplines when you reach 5th, 10th, and 15th level which are referred to as your secondary, tertiary, and quaternary disciplines, respectively. While you gain the abilities of your primary discipline at your full psion level you gain abilities with your secondary discipline as if you were a psion 4 levels lower, your tertiary discipline as if you were a psion 9 levels lower, and lastly your quaternary as if you were a psion 14 levels lower (to a minimum of 1st level psion). Psionic Tradition Starting at 1st level, you must choose which psionic tradition (Kineticist, Savant, or Sentinel) you follow, each of which is detailed below. Your psionic tradition dictates your saving throw proficiencies, your manifesting ability score, and grants you additional skill proficiencies at 1st level. You gain additional abilities at 1st level and continue to grow in power, gaining abilities at 2nd, 6th, 10th, and 14th level. Manifesting Ability Your manifesting ability score modifier is used to determine your attack modifier or saving throw DC when manifesting any spell, ability, or psionic power. Your manifesting ability is determined by your psionic tradition. Manifesting save DC = 8 + your proficiency bonus + your manifesting ability modifier. Manifesting attack modifier = your proficiency bonus + your manifesting ability modifier Refocus
Starting at 2nd level, as an action, you can redirect a mental focus from one focused ability to another, ending one effect and starting the other. Refocusing does not expend that mental focus. Complex Mind
Beginning at 3rd level, your mind becomes so fractured that it is almost impossible for non-Awakened to read it. You gain advantage on all saving throws to resist the charmed condition, as well as attempts by non-psionic creatures to read your mind (such as through the detect thoughts spell). If the effect doesn’t normally allow a saving throw, you can still

attempt a special DC 20 saving throw using your manifesting ability score, with advantage, to resist the effect. Fractured Mind
When you reach 7th level, you become adept at briefly fracturing your deep mind. As a bonus action, you can create a shard of your subconscious mind that maintains concentration on an active spell or other effect that requires concentration. Your shard can concentrate for a number of turns equal to your manifesting ability modifier. During that time, you can concentrate on a second spell or effect. If you take damage, your shard immediately stops concentrating. If you are concentrating on a second effect, you can maintain either the first or second effect, as long as you make your Constitution saving throw. Once you use this feature, you cannot use it again until you complete a long rest. Grand Expressions
When you reach 11th level, you learn how to manifest grand expressions, powerful abilities and effects similar to powerful spells. A psion manifests a grand expression by conceptualizing a complex and powerful thought form, somewhat like a highly unstable mental focus of terrible power, which collapses immediately in a burst of mental energy, creating the grand expression. You may manifest one of any of the grand expressions granted by your psionic disciplines of 11th level once. At higher levels you receive access to more powerful grand expressions, but still may only manifest one each of any particular level. For example, at 16th level you may manifest one each of your 11th, 13th, and 15th level grand expressions. You regain all uses of this feature after a long rest. Subconscious Reflexes
At 18th level your subconscious begins to reflexively strike back at those who attack your mind. On the turn immediately after you manifest a psionic defense power, you may manifest a psionic attack power as a bonus action. Fount of Will
At 20th level, when you roll initiative and have no active mental foci, you regain two mental foci that you may instantly apply to your focused abilities. Psion Traditions Across the Known Lands, the Awakened are drawn by a silent call to seek out experienced mentors whose instruction can hone their nascent abilities into formidable psionic arsenals. A mentor’s tradition reflects their style and ability, and that tradition is imprinted on each of their initiates.

Kineticist You practice one of the most brutal forms of the psionic traditions, that of the Kineticist. This tradition manifests its power through sheer bravado and willpower, allowing you to manifest pure kinetic bolts that can snap wood, metal, and bone with disturbing efficacy. Manifesting Ability: Charisma Saving Throws: Constitution, Charisma Additional Proficiencies: Choose one of the following skills. You may not choose the same skill that you chose as your class skill: Acrobatics, Sleight of Hand, Deception, Performance. Tradition Power You learn the psionic power telekinetic bolt.

Inertial Barrier Upon reaching 2nd level you begin to subconsciously tap your kinetic abilities, creating a telekinetic buffer around your body. Focused Ability: While maintaining focus on this ability you may manifest mage armor on yourself at will. Additionally, while maintaining focus on this ability, any time you deal force damage with a psionic ability or effect you gain 5 temporary hit points, which remain for 1 hour. Brutal Precision Beginning at 6th level, any psionic ability or effect you create that deals force damage scores a critical hit on a roll of 19 or 20. Overwhelming Force Upon reaching 10th level, when manifesting a psionic ability or effect that deals force damage, as a bonus action you can increase the damage by 1d8. If the psionic ability or effect that deals force damage can be manifested as a bonus action, you can increase the damage by 2d8 as an action. You may use this feature a number of times equal to your Charisma modifier (minimum of one), regaining all expended uses when you finish a long rest. Redirect Force Starting at 14th level, any time you suffer force, bludgeoning, piercing or slashing damage, as a reaction you can gain resistance to that damage. On your next turn, any psionic ability or effect that you create that deals force damage has its damage increased by an amount equal to the damage you suffered. You may use this feature a number of times equal to your Charisma modifier (minimum of one), regaining all expended uses after finishing a long rest. (minimum of one).

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Savant More often than not, you are the smartest person in the room, a psionic genius who sharpens their mind with cold, hard logic. While many psions become obsessed with gaining or mastering the powers they can achieve with their foci, you delve into the very nature of foci. You’ve learned to juggle many thoughts at once and to create lesser pathways of power within yourself. Many savants are socially awkward and have little patience for those who lack the mental ability to keep up. Manifesting Ability: Intelligence Saving Throws: Dexterity, Intelligence Additional Proficiencies: choose two of the following skills. You may not choose the same skill you chose as your class skill: Arcana, History, Investigation, Linguistics*, Perception, Psionics*or Religion (* denotes new skills, see page 170). Tradition Power You learn the psionic power tools and trinkets. Jack of all Trades At 2nd level you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Mind Palace Also at 2nd level, you learn how to create a complex matrix of thoughts and memories. Focused Ability: While maintaining focus on this ability, whenever you make an Intelligence check and add your proficiency bonus, you add double your proficiency bonus instead. Fleeting Moment of Clarity Starting at 6th level, you can make the distractions of the world melt away into a single moment of clarity. Expression: When you make an attack with a weapon or an ability check, as a reaction you can gain a +10 bonus to the roll. You can choose to use this ability after you make the roll, but you must do so before you know if you succeeded. Sequestered Mind Once you reach 10th level you gain the following. Focused Ability: When you become charmed or frightened, or gain an insanity, as a reaction you may redirect a mental focus to this ability and instantly sequester that affected part of your mind. You will remain unaffected by the condition/insanity as long as you keep the affected portion of your psyche from infecting the rest of your consciousness, though you must continue to utilize a mental focus upon this ability as long the condition is

active. Once the condition ends or has been removed you may assign the mental focus to any other focused ability. Unending Focus At 14th level Choose one of your focused abilities, either from your disciplines or from another source. That ability no longer requires a mental focus to activate or maintain. This ability is persistent, and requires no mental focus, and once chosen may not be changed. Sentinel Commonly referred to as Mind Guard, Psi-Shield, or as the Primus Defensatrix in Coryan, the Sentinel is more than a common bodyguard. Sentinels are flawless defenders, specializing in protecting not only their own mind, but the mind of their charge. Manifesting Ability: Wisdom Saving Throws: Strength, Wisdom Additional Proficiencies: Choose two of the following skills. You may not choose the same skill that you chose as your class skill: Animal Handling, Athletics, Insight, Intimidation, Investigation, Perception, and Survival Additionally, you gain Proficiency with shields, medium armor, and heavy armor. Starting Equipment: You may choose to start play with your national equivalent of chain mail armor appropriate to your nation, instead of the leather armor. Tradition Power You learn the psionic power tower of iron will. Psionic Aegis At 2nd level, you learn how to shield a companion with your mind. As an action, you can designate one willing creature within 30 feet that you can see as your charge, forming a bond with them. No one (you or your charge) may have more then one such bond active at a time. The bond doesn’t require a mental focus. While a bond is active, you gain the following benefits: • You share a mental link with your charge, allowing both of you to communicate with each other telepathically as long as the distance between you is less than a number of miles equal to your proficiency bonus + your Wisdom modifier. • You can sense the location of your charge, as long as they are within range of the telepathy between you. If your charge is moving, you know the direction of their movement. • If your charge is within 60 feet of you and they are attacked, you can manifest a power, expression, or focused ability that requires a reaction as if the attack was directed at you. The power, expression, or ability you manifest can target either yourself or your charge.

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Danger Sense Also at 2nd level, you develop an unparalleled sixth sense and can foresee hostile intentions mere moments before an attack. Focused Ability: While maintaining focus on this ability you add double your proficiency bonus to any Wisdom (Perception) checks you make to detect an ambush on you our your charge. You also add double your proficiency bonus to your passive Perception to detect such ambushes. Additionally, while focused on this ability, you cannot be surprised by any awakened creature or a creature that can deal psychic damage. This doesn’t mean you know the location of an attacker, only that there is an impending attack. Enhanced Link Starting at 6th level, you mind becomes so powerful a guardian that even flesh is warded by its reach. Focused Ability: While maintaining focus on this ability, as long as you and your charge are within 30 feet of each other, your charge gains a +1 bonus to AC and saving throws, resistance to all damage, and advantage on saving throws to resist detect thoughts or similar effects.

Additionally, each time your charge takes damage, you take half the amount of damage suffered by your charge. If your charge drops to 0 hit points, your focus on this ability ends but is not expended. While maintaining focus on this ability, neither you nor your charge can be the target of a warding bond spell. Reactive Defence Starting at 10th level, your mind becomes a legion of guards, defending and attacking in equal measure. Whenever you manifest a psionic defense power that targets your charge, you can manifest a psionic attack power as a bonus action until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all expended uses when you finish a long rest. Reflexive Counter Starting at 14th level, you learn how to counter spells with impressive efficiency. Expression: When you or your charge are targeted by a power or spell, you can manifest counterspell as if you had used a 6th level spell slot

Ranger

Civilization may have entrenched itself upon the Known Lands for millennia, but there are still vast tracts of unspoiled land that few humans or humanoids have ever set foot upon. Rangers are those who feel the tug of wanderlust pushing them to go into these primordial forests and see what no one has ever seen - or at least not for a very long time. By traveling beyond the comforts of civilization and into the wilderness, you have joined an elite group that call the pristine wilderness their home. There you have learned skills and tricks that others can only dream of, such as tracking a beast that leaves nary a trace or walking across a field of dry leaves without making a sound. Rangers are always traveling and learning about new people and cultures - never happy until they know what’s beyond the next hill. Class Features As a ranger, you gain the following class features: Race Restrictions None. Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st level: 10 + your Constitution modifier Hit Points at Higher levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: Herbalist Kit Saving Throws: Strength, Dexterity Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background. See Chapter IV for Regional weapons and armor. • Choose either the scale mail or leather armor national equivalent • Choose any two martial melee weapons and two simple melee weapons appropriate to your starting nation • Choose either a dungeoneer’s pack or an explorer’s pack • Choose either a bow or crossbow and a quiver of 20 arrows/bolts Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as dark-kin and gar) as your favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them such as their habits or capabilities. Additionally, you gain a +2 bonus on weapon damage rolls against them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Arcanis 5e • Chapter 2: Classes 138 You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters or groups you have encountered on your adventures. Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th, 9th, and 12th level. Fighting Style At 2nd level, and again at 13th level, you adopt a particular style of fighting as your specialty. Choose any style from the Fighting Style feature of the fighter class. You can’t take a Fighting Style option more than once. Quarry Once you reach 2nd level, you may, as a bonus action, choose one target you can clearly see as your quarry. The creature remains your quarry for a number of days equal to your ranger level or until you choose a new quarry. When tracking your quarry, you gain advantage on all Wisdom (Survival) checks. Once per turn, when you make an attack against your quarry with a melee or ranged weapon, you deal an additional 1d6 damage of your weapon’s type. This extra damage increases to 2d6 at 6th level, 3d6 and 11th level. Upon reaching 6th level your quarry’s movement provokes an opportunity attack from you even if they disengage, and upon reaching 10th level, you may retain your quarry indefinitely or until you select a new quarry. The Ranger Level Proficiency Bonus Class Ability 1 +2 Favored Enemy, Natural Explorer 2 +2 Fighting Style, Herb Craft, Quarry (1d6) 3 +2 Ranger Archetype, Skirmisher 4 +2 Ability Score Improvement 5 +3 Extra Attack 6 +3 Favored Enemy, Natural Explorer improvements, Quarry (2d6) 7 +3 Ranger Archetype feature 8 +3 Ability Score Improvement, Land’s Stride 9 +4 Natural Explorer improvement 10 +4 Extra Attack (2) 11 +4 Ranger Archetype feature, Quarry (3d6) 12 +4 Ability Score Improvement, Natural Explorer improvement 13 +5 Additional Fighting Style, Herb Craft Improvement 14 +5 Favored Enemy improvement, Vanish 15 +5 Ranger Archetype feature 16 +5 Ability Score Improvement 17 +6 Herb Craft Improvement 18 +6 Feral Senses 19 +6 Ability Score Improvement 20 +6 Foe Slayer 139 Arcanis 5e • Chapter 2: Classes Herb Craft At 2nd level you have acquired a wealth of herbal lore, which becomes quite useful in healing common ailments and treating wounds. When you forage for food while traveling, you may also gather a number of herbal bundles equal to your proficiency bonus. If you only forage for herbs, you can find an additional 1d6 herbal bundles. Without a herbalism kit, freshly cut herb bundles will lose their potency within 3 days. You can use a herbalism kit to preserve your harvest, making your herbal bundles last an additional number of days equal your ranger level. You can store only a number of herbal bundles equal to your level in this class + your Wisdom modifier. You can use your herbal bundles in the following ways: Ointment of Healing: As an action, you use 1 or more herbal bundles to apply a healing poultice to a creature. Roll a number of d4’s equal to the number of herbal bundles you used to create the poultice (up to a maximum number of bundles equal to your proficiency bonus) and add your Wisdom modifier; the creature you apply the poultice to regains that many hit points. Any creature treated with an ointment of healing cannot benefit from another until they complete a long rest. The die rolled for your ointment’s healing increases as you gain levels in this class, becoming d6’s at 5th level, d8’s at 10th, and d12’s at 15th. Refreshing Tea: You may prepare a special tea to speed up natural healing. You must use 1 herbal bundle for every six creatures that will drink this tea. Any creature that does so and regains hit points at the end of the short rest also gains an additional 1d6 hit points. This die increases as you gain higher levels, becoming 1d8 at 5th level, 1d10 at 10th, and 1d12 at 15th. Fortifying Tea: Upon reaching 13th level you learn how to brew a powerful but foul smelling tea. This tea takes 1 hour to brew and uses 2 herbal bundles. Any creature who drinks this tea gains advantage on all saving throws against disease and poison until they complete a long rest. Restorative Tea: Upon reaching 17th level you learn how to brew a powerful sweet tasting tea. This tea takes 1 hour to brew and uses 5 herbal bundles. Any creature who drinks this tea loses two levels of exhaustion. The tea also ends either any one reduction to one of the creature’s ability scores or any one effect reducing the creature’s hit point maximum. Optional Rule: Crafting with Herb Craft At your GM’s discretion you can use herbal bundles to craft potions, healing kits, antitoxin, or even poison. Treat each herbal bundle as 10 gp worth of components for such crafting. The time required to craft an item with herbal bundles is reduced by number of days equal your proficiency bonus (minimum of 1 day). For example, a 10th level ranger could craft a healing potion (50 gp) in 1 day, using 5 herbal bundles. Also at your GM’s discretion, items made with herbal bundles may have a temporary lifespan, losing potency after a number of days equal to your proficiency bonus. Master of the Hounds While the nobles of the various nations of Arcanis disagree on many things, they almost universally share a passion for one thing: their hounds. Regarded as noble companions and faithful comrades, hunting dogs are a staple around noble estates. For most this is simply a social hobby, but for a few, their hound becomes much more: a companion, a friend, a brother in all things. These nobles share a deep bond with their animals, often treating them better than they do themselves, or their families. 141 Arcanis 5e • Chapter 2: Classes As this bond strengthens and grows, the Master of the Hounds gains an almost preternatural understanding of their canine companion’s abilities, and so long as the two of them are together, they make a formidable foe indeed. As such almost all rangers who become a Master of the Hounds have some sort of noble upbringing. Many are val, born to their noble titles, but some are humans or other races whose families have attained nobility. Check with your GM if you plan on taking this archetype; they may restrict your choice of background to reflect your noble upbringing. Additional Proficiencies: When you take this archetype you gain proficiency with Animal Handling. Race Restrictions Dwarves, elorii and ss’ressen cannot become Master of the Hounds; their cultures do not share the long history of nobility and hounds working side by side. Dark-kin cannot become Master of the Hounds due to animals being either wary or hostile due to their infernal taint. Favored Hound At 3rd level, you choose one of the many hounds you have raised to become a special companion. As a special downtime activity that takes 1 month, you can forge a unique bond with a mastiff, making it your favored hound. Your favored hound gains all the benefits of your Animal Companion ability. You can have only one favored hound at a time. If your favored hound is ever slain, you can forge a new bond with another mastiff, making it your new favored hound. If you use this ability to forge a new bond with another mastiff while your current favored hound is still living, your current favored hound leaves you and is replaced by the new mastiff. Animal Companion Your favored hound gains a variety of benefits while it is linked to you. Your favored hound obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its action, decisions, attitudes and so on. If you are incapacitated or absent, your favored hound acts on its own. When using your Natural Explorer feature, you and your favored hound can both move stealthily at your normal pace. Your favored hound adds your proficiency bonus to its Armor Class, Attack rolls, saving throws, and damage rolls. Unless already proficient, your favored hound gains proficiency with Perception and Survival and with all saving throws. For each level you gain after 3rd, your favored hound gains an additional hit die increasing their maximum hit point by half the hit die +1 + their constitution modifier. (an animal with a d8 hit die would have their maximum hit points increased by 5 + their constitution modifier for each hit die they gained). Whenever you gain the Ability Score Improvement class feature, your hound’s abilities also improve. Your favored hound can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your favored hound can’t increase an ability score above 20 using this feature. Finally, any time you use your ointment of healing on your favored hound, they regains three times the amount of hit points they normally would. Hunter’s Companion At 5th level, the bond between you and your hound strengthens even more. When you and your favored hound are within 10 feet of each other, your favored hound benefits from your Skirmisher, Land’s Stride, and Vanish class features. Your favored hound has the same favored terrain as you do. Additionally, your favored hound gains your bonus to tracking while tracking a creature designated as your quarry or a favored enemy. Unwavering Devotion At 7th level, your favored hound trusts you implicitly and will not turn against you. While your favored hound can see you, they are immune to the charmed and frightened conditions. Hamstring At 11th level, you and your favored hound learn how to fight together and coordinate your attacks to strike foes where it hurts. Once per turn, you can deal an extra 1d10 damage to one creature you hit with an attack while both you and your favored hound are adjacent to it. Head of the Pack At 15th level, you and your favored hound can understand each other on an instinctual level. Any time your favored hound is adjacent to you and the target of a melee attack you may use your reaction to quickly shift places with your hound, redirecting the attack to yourself. Your favored hound can use its reaction to make an opportunity attack on the creature that triggered this feature.

Rogue

Psion

Many seek to control the world around them by manipulating its forces. Shamans appeal to spirits, priests and holy champions to the Gods and their Valinor, and even the arcanists of the Known Lands require incantations and rituals to manifest their will. Those who follow the path of the psion understand that the best way to control the world is by manipulating reality with the power of their mind and nothing else. Only those with the strongest self-discipline can explore the depths of this path, as the self may be the most difficult opponent one ever faces. You are one of the Awakened, a being possessing the rare ability to fragment your consciousness, allowing you to simultaneously sustain different mental processes. You can focus on complex problems while in stressful situations, create and maintain multiple pathways of power within the landscape of your mind, or shatter a pathway to channel the power of its collapse into an intense expression of power. Racial Restrictions Unlike other classes, the psion, and the majority of other psionic casting classes, requires the Psionic Potential racial feature, something only the val currently possess. Hit Points Hit Dice: 1d8 per psion level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per psion level after 1st Proficiencies Your choice of psionic tradition will provide you with additional proficiencies. See your chosen tradition for details Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Per your Psionic Tradition Skills: Choose one of the following skills: Athletics, History, Insight, Investigation, Perception, and Psionics

Equipment You start with the following equipment in addition to the equipment granted by your background. See Chapter IV for Regional weapons and armor. If you choose a weapon with ammunition you start with 20 bolts or arrows or 10 shots of blast powder in the case of flintlocks. • Choose two simple weapons appropriate to your starting nation. • Choose either a scholar’s pack or a dungeoneer’s pack. • The equivalent of leather armor from your starting nation.

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Awakened All Awakened creatures possess the ability to fracture their consciousness, allowing them to maintain and focus on multiple patterns of power simultaneously. Mental Foci Mental foci (the plural for focus) are pathways which allow you to maintain a number of lesser abilities, and can be expended to manifest powerful spell-like effects. At 1st level, you have one mental focus, allowing you to remain focused on a single focused ability. You gain additional mental foci as you advance in level, as listed on Table: Psion. You regain all expended mental foci after completing a short or long rest. There are two ways to utilize your mental focus: to maintain Focused Abilities, and to expend those foci to power Expressions. Focused Ability: These are effects that remain active for as long as you have a mental focus dedicated to it. Initiating a focused ability produces a M (mental) power display (see Psionics pg. 288). Any time you are reduced to 0 hit points all of your actively focused abilities instantly end, but the

foci that maintained them are not expended. Once you regain consciousness, as an action, you can reapply your unused mental foci to your previously focused abilities. Expression: You can expend a mental focus to create a potent effect. Manifesting an expression instantly ends the focused ability which the mental focus was maintaining. Unless otherwise noted, expending an active mental focus requires an action. Expression effects that are spell-like operate at a spell level equal to your manifesting level, as shown on Table: Psion. Psionic Powers Psionic powers are rudimentary psionic effects, similar to cantrips. You know a number of psionic powers as shown on Table: Psion, and continue to gain more psionic powers though your psionic tradition, your choice of psionic disciplines, and as you advance in level. Any time you gain a psionic power, you may also choose to swap a psionic power you already know and replace it with another from the psionic power list. You manifest a psionic power’s base effects without using a mental focus. Beyond that, each psionic power that offers one or more Expressions which require the expenditure

The Psion

Level

Proficiency Bonus Features

Powers Known

Mental Foci

Manifesting Level 1 +2 Awakened, Primary Psionic Discipline, Psionic Tradition 4 1 1st level 2 +2 Refocus, Psionic tradition feature 4 2 1st level 3 +2 Complex Mind 4 2 2nd level 4 +2 Ability Score Improvement 5 2 2nd level 5 +3 Secondary Psionic Discipline 5 3 3rd level 6 +3 Psionic Tradition feature 5 3 3rd level 7 +3 Fractured Mind 5 3 4rd level 8 +3 Ability Score Improvement 6 3 4rd level 9 +4 6 4 5th level 10 +4 Psionic Tradition feature, Tertiary Psionic Discipline 6 4 5th level 11 +4 Grand Expression 6 4 5th level 12 +4 Ability Score Improvement 7 4 5th level 13 +5 7 5 5th level 14 +5 Psionic Tradition feature 7 5 5h level 15 +5 Quaternary Psionic Discipline 7 5 5th level 16 +5 Ability Score Improvement 8 5 5th level 17 +6 8 6 5th level 18 +6 Subconscious Reflexes 8 6 5th level 19 +6 Ability Score Improvement 8 6 5th level 20 +6 Fount of will 9 6 5th level

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of a mental focus, providing additional effects as your manifesting level increases. Psionic Disciplines Psionic disciplines are collections of similar abilities and effects that grant you persistent abilities, focused abilities, and expressions, which become available as you increase in psion level. For complete information on disciplines see Chapter VII: Psionics. You start with a single discipline, referred to as your primary discipline at level 1. You gain additional disciplines when you reach 5th, 10th, and 15th level which are referred to as your secondary, tertiary, and quaternary disciplines, respectively. While you gain the abilities of your primary discipline at your full psion level you gain abilities with your secondary discipline as if you were a psion 4 levels lower, your tertiary discipline as if you were a psion 9 levels lower, and lastly your quaternary as if you were a psion 14 levels lower (to a minimum of 1st level psion). Psionic Tradition Starting at 1st level, you must choose which psionic tradition (Kineticist, Savant, or Sentinel) you follow, each of which is detailed below. Your psionic tradition dictates your saving throw proficiencies, your manifesting ability score, and grants you additional skill proficiencies at 1st level. You gain additional abilities at 1st level and continue to grow in power, gaining abilities at 2nd, 6th, 10th, and 14th level. Manifesting Ability Your manifesting ability score modifier is used to determine your attack modifier or saving throw DC when manifesting any spell, ability, or psionic power. Your manifesting ability is determined by your psionic tradition. Manifesting save DC = 8 + your proficiency bonus + your manifesting ability modifier. Manifesting attack modifier = your proficiency bonus + your manifesting ability modifier Refocus
Starting at 2nd level, as an action, you can redirect a mental focus from one focused ability to another, ending one effect and starting the other. Refocusing does not expend that mental focus. Complex Mind
Beginning at 3rd level, your mind becomes so fractured that it is almost impossible for non-Awakened to read it. You gain advantage on all saving throws to resist the charmed condition, as well as attempts by non-psionic creatures to read your mind (such as through the detect thoughts spell). If the effect doesn’t normally allow a saving throw, you can still

attempt a special DC 20 saving throw using your manifesting ability score, with advantage, to resist the effect. Fractured Mind
When you reach 7th level, you become adept at briefly fracturing your deep mind. As a bonus action, you can create a shard of your subconscious mind that maintains concentration on an active spell or other effect that requires concentration. Your shard can concentrate for a number of turns equal to your manifesting ability modifier. During that time, you can concentrate on a second spell or effect. If you take damage, your shard immediately stops concentrating. If you are concentrating on a second effect, you can maintain either the first or second effect, as long as you make your Constitution saving throw. Once you use this feature, you cannot use it again until you complete a long rest. Grand Expressions
When you reach 11th level, you learn how to manifest grand expressions, powerful abilities and effects similar to powerful spells. A psion manifests a grand expression by conceptualizing a complex and powerful thought form, somewhat like a highly unstable mental focus of terrible power, which collapses immediately in a burst of mental energy, creating the grand expression. You may manifest one of any of the grand expressions granted by your psionic disciplines of 11th level once. At higher levels you receive access to more powerful grand expressions, but still may only manifest one each of any particular level. For example, at 16th level you may manifest one each of your 11th, 13th, and 15th level grand expressions. You regain all uses of this feature after a long rest. Subconscious Reflexes
At 18th level your subconscious begins to reflexively strike back at those who attack your mind. On the turn immediately after you manifest a psionic defense power, you may manifest a psionic attack power as a bonus action. Fount of Will
At 20th level, when you roll initiative and have no active mental foci, you regain two mental foci that you may instantly apply to your focused abilities. Psion Traditions Across the Known Lands, the Awakened are drawn by a silent call to seek out experienced mentors whose instruction can hone their nascent abilities into formidable psionic arsenals. A mentor’s tradition reflects their style and ability, and that tradition is imprinted on each of their initiates.

Kineticist You practice one of the most brutal forms of the psionic traditions, that of the Kineticist. This tradition manifests its power through sheer bravado and willpower, allowing you to manifest pure kinetic bolts that can snap wood, metal, and bone with disturbing efficacy. Manifesting Ability: Charisma Saving Throws: Constitution, Charisma Additional Proficiencies: Choose one of the following skills. You may not choose the same skill that you chose as your class skill: Acrobatics, Sleight of Hand, Deception, Performance. Tradition Power You learn the psionic power telekinetic bolt.

Inertial Barrier Upon reaching 2nd level you begin to subconsciously tap your kinetic abilities, creating a telekinetic buffer around your body. Focused Ability: While maintaining focus on this ability you may manifest mage armor on yourself at will. Additionally, while maintaining focus on this ability, any time you deal force damage with a psionic ability or effect you gain 5 temporary hit points, which remain for 1 hour. Brutal Precision Beginning at 6th level, any psionic ability or effect you create that deals force damage scores a critical hit on a roll of 19 or 20. Overwhelming Force Upon reaching 10th level, when manifesting a psionic ability or effect that deals force damage, as a bonus action you can increase the damage by 1d8. If the psionic ability or effect that deals force damage can be manifested as a bonus action, you can increase the damage by 2d8 as an action. You may use this feature a number of times equal to your Charisma modifier (minimum of one), regaining all expended uses when you finish a long rest. Redirect Force Starting at 14th level, any time you suffer force, bludgeoning, piercing or slashing damage, as a reaction you can gain resistance to that damage. On your next turn, any psionic ability or effect that you create that deals force damage has its damage increased by an amount equal to the damage you suffered. You may use this feature a number of times equal to your Charisma modifier (minimum of one), regaining all expended uses after finishing a long rest. (minimum of one).

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Savant More often than not, you are the smartest person in the room, a psionic genius who sharpens their mind with cold, hard logic. While many psions become obsessed with gaining or mastering the powers they can achieve with their foci, you delve into the very nature of foci. You’ve learned to juggle many thoughts at once and to create lesser pathways of power within yourself. Many savants are socially awkward and have little patience for those who lack the mental ability to keep up. Manifesting Ability: Intelligence Saving Throws: Dexterity, Intelligence Additional Proficiencies: choose two of the following skills. You may not choose the same skill you chose as your class skill: Arcana, History, Investigation, Linguistics*, Perception, Psionics*or Religion (* denotes new skills, see page 170). Tradition Power You learn the psionic power tools and trinkets. Jack of all Trades At 2nd level you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Mind Palace Also at 2nd level, you learn how to create a complex matrix of thoughts and memories. Focused Ability: While maintaining focus on this ability, whenever you make an Intelligence check and add your proficiency bonus, you add double your proficiency bonus instead. Fleeting Moment of Clarity Starting at 6th level, you can make the distractions of the world melt away into a single moment of clarity. Expression: When you make an attack with a weapon or an ability check, as a reaction you can gain a +10 bonus to the roll. You can choose to use this ability after you make the roll, but you must do so before you know if you succeeded. Sequestered Mind Once you reach 10th level you gain the following. Focused Ability: When you become charmed or frightened, or gain an insanity, as a reaction you may redirect a mental focus to this ability and instantly sequester that affected part of your mind. You will remain unaffected by the condition/insanity as long as you keep the affected portion of your psyche from infecting the rest of your consciousness, though you must continue to utilize a mental focus upon this ability as long the condition is

active. Once the condition ends or has been removed you may assign the mental focus to any other focused ability. Unending Focus At 14th level Choose one of your focused abilities, either from your disciplines or from another source. That ability no longer requires a mental focus to activate or maintain. This ability is persistent, and requires no mental focus, and once chosen may not be changed. Sentinel Commonly referred to as Mind Guard, Psi-Shield, or as the Primus Defensatrix in Coryan, the Sentinel is more than a common bodyguard. Sentinels are flawless defenders, specializing in protecting not only their own mind, but the mind of their charge. Manifesting Ability: Wisdom Saving Throws: Strength, Wisdom Additional Proficiencies: Choose two of the following skills. You may not choose the same skill that you chose as your class skill: Animal Handling, Athletics, Insight, Intimidation, Investigation, Perception, and Survival Additionally, you gain Proficiency with shields, medium armor, and heavy armor. Starting Equipment: You may choose to start play with your national equivalent of chain mail armor appropriate to your nation, instead of the leather armor. Tradition Power You learn the psionic power tower of iron will. Psionic Aegis At 2nd level, you learn how to shield a companion with your mind. As an action, you can designate one willing creature within 30 feet that you can see as your charge, forming a bond with them. No one (you or your charge) may have more then one such bond active at a time. The bond doesn’t require a mental focus. While a bond is active, you gain the following benefits: • You share a mental link with your charge, allowing both of you to communicate with each other telepathically as long as the distance between you is less than a number of miles equal to your proficiency bonus + your Wisdom modifier. • You can sense the location of your charge, as long as they are within range of the telepathy between you. If your charge is moving, you know the direction of their movement. • If your charge is within 60 feet of you and they are attacked, you can manifest a power, expression, or focused ability that requires a reaction as if the attack was directed at you. The power, expression, or ability you manifest can target either yourself or your charge.

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Danger Sense Also at 2nd level, you develop an unparalleled sixth sense and can foresee hostile intentions mere moments before an attack. Focused Ability: While maintaining focus on this ability you add double your proficiency bonus to any Wisdom (Perception) checks you make to detect an ambush on you our your charge. You also add double your proficiency bonus to your passive Perception to detect such ambushes. Additionally, while focused on this ability, you cannot be surprised by any awakened creature or a creature that can deal psychic damage. This doesn’t mean you know the location of an attacker, only that there is an impending attack. Enhanced Link Starting at 6th level, you mind becomes so powerful a guardian that even flesh is warded by its reach. Focused Ability: While maintaining focus on this ability, as long as you and your charge are within 30 feet of each other, your charge gains a +1 bonus to AC and saving throws, resistance to all damage, and advantage on saving throws to resist detect thoughts or similar effects.

Additionally, each time your charge takes damage, you take half the amount of damage suffered by your charge. If your charge drops to 0 hit points, your focus on this ability ends but is not expended. While maintaining focus on this ability, neither you nor your charge can be the target of a warding bond spell. Reactive Defence Starting at 10th level, your mind becomes a legion of guards, defending and attacking in equal measure. Whenever you manifest a psionic defense power that targets your charge, you can manifest a psionic attack power as a bonus action until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all expended uses when you finish a long rest. Reflexive Counter Starting at 14th level, you learn how to counter spells with impressive efficiency. Expression: When you or your charge are targeted by a power or spell, you can manifest counterspell as if you had used a 6th level spell slot

Bard

There have always been those who understand the power of performance through words in poetry, song, stories, and speeches. Minstrels perform as

musical entertainers. Storytellers chronicle the deeds of legends as tales. Orators deliver rousing speeches with persuading rhetoric. Poets use the art of wordcraft to describe ideas and scenes. You have a range of diverse knowledge and an understanding of social skills, and as an entertainer and sage you are often welcomed and offered hospitality in exchange for a few tales. Performer When you choose this archetype, you gain skill proficiency in Performance. You also gain two of the following tools proficiencies of your choice: disguise kit, forgery kit, ink pen, gaming set, musical instrument (may choose two games or instruments). If you are already proficient in Performance, you double your proficiency bonus on ability checks with that skill or when using that tool. Inspiring Words Beginning at 3rd level, you learn how to inspire the best in others. Maybe you tell your ally the story of a conquering hero in a similar situation, relate a parable appropriate to the situation at hand, deliver a motivational speech, recite rousing poetry, or sing a moving song. To inspire your ally, you must use a bonus action and

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choose a friendly creature within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. Once within the next 10 minutes, the inspired creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but they must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. Your Inspiration die changes when you reach certain levels in the rogue class; the die becomes a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level. Song of Rest Also beginning at 3rd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level Jack of All Trades Upon reaching 9th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Countercharm At 13th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). Silver-Tongued At 17th level, you have learned how to talk your way out of almost anything. As an action, you speak to a creature and force them to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). Your target must be able to understand you and they have advantage on their saving throw if you or your companions are fighting it. If your target creature fails, they are charmed by you for 1 minute or until they take any damage.

Shaman

“Listen, child, do you hear that? It is the wailing of the spirits. They speak of innocent blood spilled. They whisper warnings of terrible dangers to come. They tell of the fall of cities and Empires. Do you not hear their cries? No? Then you will surely fall to the doom they announce.” —Falin, Yhing hir shaman Across Arcanis, there are those who hear the calling of the spirits, the song of the wind, the whispers of trees, and the gentle murmuring of water. Though the civilizing influence of the Coryani Empire has swayed many to the Mother Church, there are still those who honor and pay homage to the powerful spirits that constantly surround all living things. Their names may change from culture to culture, but most know these men and women as shamans: the speakers of the spirits. Though the

Mother Church discounts them as heretics, infernalists, or simply ignorant savages, the power of the shaman should not to be discounted or scorned. They can sway the forces of nature to do their bidding and summon spirits that can make the most faithful Beltinian quake with fear. Cultures and the Shaman: Shamans are commonly found in the Hinterlands, the League of Princes, among the ss’ressen who usually worship Jeggal Sag, as well as many barbarian tribes in remote areas. The elorii do not have a tradition of primal magic and in fact look down on the practice. A shaman from the Coryani Empire, the Kingdom of Milandir, or the Free City-States of Almeric would necessarily be a hermit or might have attracted the attention of a curious or mischievous spirit. Such shamans will never be part of common society and are viewed with suspicion, pity, and fear.

Class Features
As a shaman, you have the following class features: Race Restrictions Dwarves, elorii, and kio may not be shaman. Vals cannot take the shaman class as the spirits are wary of their celestial birthright, fearing the more powerful Valinor. The spirits will not become a val’s spiritual patron for fear of offending their divine progenitors. Of the Ss’ressen only males may become shamans.

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Hit Points Hit Dice: 1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st Proficiencies Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from the following list: Arcana, Deception, History, Intimidation, Investigation, Nature, or Performance Armor: Light armor Equipment You start with the following equipment, in addition to the equipment granted by your background. See Chapter IV for regional weapons and armor. • a short bow and 20 arrows or any simple weapon • a scholar’s pack or an explorer’s pack • Leather armor, any simple weapon, and two daggers

Between Worlds
You can detect the presence of spirits as well as disturbances in the fabric of the spirit realm. As an action, you can open your awareness to the Spirit Realm. Until the end of your next turn, you know the location of any spirit within 60 feet of you that is not behind total cover. You know the general intent of any spirit that you detect with this ability (e.g., “I sense curiosity”, “they mean us harm”, or “they wish to tell us something”). Instead of sensing spirits, you can choose to sense spiritual residue in the same area. Spiritual residue is the result of strong traumatic events such as murder or torture. While you may know the nature of the event, you cannot discern any details. In most cases, such spiritual residue fades with time, but some extremely traumatic or pivotal events leave a permanent stain on a location or item. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. With this heightened sensitivity to the spirit world, you mark yourself as more than a common mortal. At all times, even when not using this class feature, all spirits within 60 feet are aware of your presence and know what you are. How the spirits will react is completely up to your GM.

The Shaman

Level

Proficiency Bonus Features

Cantrips Known

Spells Known

Spell Slots

Slot Level Boons 1st +2 Between Worlds, Taboos, Pact Magic, Spiritual Patron 2 2 1 1st – 2nd +2 Spirit Gifts 2 3 2 1st 2 3rd +2 Spiritual Path 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 2 5th +3 – 3 6 2 3rd 3 6th +3 Spiritual Path feature 3 7 2 3rd 3 7th +3 – 3 8 2 4th 4 8th +3 Ability Score Improvement 3 9 2 4th 4 9th +4 – 3 10 2 5th 5 10th +4 Spiritual Path feature 4 10 2 5th 5 11th +4 Patron’s Gift (6th level) 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 6 13th +5 Patron’s Gift (7th level) 4 12 3 5th 6 14th +5 Spiritual Path feature 4 12 3 5th 6 15th +5 Patron’s Gift (8th level) 5 13 3 5th 7 16th +5 Ability Score Improvement 5 13 3 5th 7 17th +6 Patron’s Gift (9th level) 5 14 4 5th 7 18th +6 – 5 14 4 5th 8 19th +6 Ability Score Improvement 5 15 4 5th 8 20th +6 Extended Patronage 5 15 4 5th 8

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Souls and Spirits On Arcanis, souls and spirits are very distinct from one another. A soul is the essence of a living, mortal sentient creature, that some conjecture to be the fount of passion, creativity and empathy. The soul’s appearance can reflect the choices made throughout a being’s life, with dark blotches or black tumors representing particularly traumatic experiences or actions, while love and other positive events make it shine brightly. When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures. Spirits on the other hand, are the essence of non-sentient living or non-living things or places, such as rocks, trees, rivers, and mountains. Spirits can also be the manifestation of thoughts or ideals that numerous peoples have invested belief in over time to give it form. Examples of this can be the spirit of the warrior, the caregiver, or other abstract concepts. For centuries, Yhing hir shamans have venerated the spirits of the plains, large rivers, mountain peaks, and even animals. Scholars conjecture that these manifestations are the result of people believing in these spirits over so many years, that they somehow willed them into existence. Shamans scoff at this idea, saying that the spirits have existed long before mankind arrived upon the shores of the Known Lands and will be here long after the last human has taken his final breath. Events can also leave a spiritual imprint if it was traumatic or eventful. Examples of this can be a battlefield where thousands of lives were lost, a blood drenched altar where many were sacrificed over the years, or a memorial where a person is venerated or remembered. In the latter case, while the spirit may manifest to look and sound like the person remembered, the actual soul is long gone and presumably in the Cauldron. The spirit that appears reflects the expectations presumed by those imbuing it with the power to manifest. Beltinian priests believe that the land of spirits or the Spirit Realm lies like a shroud upon the Mortal Realm, with most of the denizens of either unaware of each other’s presence. There are a few, such as shamans and certain priests, who can pull back the caul and peer into the other side. The Beltinians believe that all souls must pass through the Spirit Realm before reaching the Cauldron. In fact, there are some apocryphal texts that call the surrounding area leading to the entrance to the Cauldron the Grey Wastes and places them adjacent and connected to the Spirit Realm. Souls that are lost and endlessly wander the Grey Wastes eventually lose their sense of self becoming mindless echoes of what they were. Could an accumulation of these spirits over time eventually become what the barbaric shamans know as lesser spirits? The Spirit Realm is a vast and unknown region whose secrets have yet to be plumbed. Pact Magic
Your pacts with spirits have bestowed upon you the ability to cast spells. Cantrips You know any two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table. Spell Slots The Spell Slots column of the Shaman table shows how many spell slots you have. The Slot Level column of the same table shows what the caster level of those slots is; all of your spell slots are the same level. To cast one of your shaman spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd- level spell slots. To cast the 1st-level spell unseen servant, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the shaman spell list. The Spells Known column of The Shaman Table shows when you learn more shaman spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new shaman spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is the spellcasting ability for your shaman spells. You use your Charisma whenever a spell refers to your spellcasting ability. Also, you use your Charisma modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

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Spellcasting Focus You can use a primal focus as a spellcasting focus for your shaman spells. Geas & Taboos When you start your spiritual journey, you gain the patronage of a powerful spirit. Later, you also gain the favor of many lesser spirits. Spirits always demand something from you as their power always comes at a price. Spirit patrons are the most demanding, imposing a taboo, which requires strict adherence. Not doing so, or showing disrespect to your patron, may cause your spirit patron or lesser spirits to punish or abandon you, usually at a very inconvenient time. Angering your spirit patron may result in either losing spell slots or your shaman class features depending on the severity of the infraction. Lesser spirits who grant boons may also impose a geas that requires strict adherence. Betraying a lesser spirit’s geas denies you their boon, or in extreme cases the loss of their talisman. Regaining the attention and good will of your patron or a lesser spirit can commonly be completed by praying during a long rest. Severe infractions or repeated infractions with apparent disregard for the spirit’s demands, will require more effort. Atonement for a broken taboo requires a sacrifice of goods (fine wine, food, livestock, etc…) in the amount of 10 gp per shaman level plus prayers, purification and fasting over a period of two days per shaman level. Atonement for a broken geas requires a sacrifice of goods in the amount of 5 gp per shaman level plus prayers, purification, and fasting lasting five days. Spiritual Patron
At 1st level, you forge a bond with a powerful spiritual patron. The nature of your relationship with your patron is up to you. Your spiritual patron may be a demanding or jealous spirit constantly requiring small tokens of respect, it may act as an advisor, teacher, and ally in the spiritual world. Your patron’s characteristics are as unique as you are, sometimes manifesting as an animal or particular element. Each spirit patron grants you a gift and offers to teach you specific spells, which are added to your known spells. Your patron also negotiates with lesser spirits on your behalf, but these gifts come with a cost. Each patron also possesses a taboo that you must respect. Each spirit patron is represented by a sigil, totem, or similar device that you must always carry with you. This symbol is your link to your spirit patron and acts as a primal focus.

Spiritual Patrons Jeggal Sag
Racial Restriction: Ss’ressen shamans may only choose Jeggal Sag as their patron. Jeggal Sag has no interest in taking on shamans from other races. Typical Appearance: A ghostly representation of an immense copper scaled dragon Though Jeggal Sag appears to his followers as a spirit in the form of an immense copper dragon in both dreams and visions, Jeggal Sag has a physical form buried beneath an ancient mound in the territory claimed by the Ssethregoran Empire. Jeggal Sag is believed to be the offspring of Kassegore and Yig, the once great gods of the reptilian ssethrics. Jeggal Sag was mortally wounded during the Dragon War, but before he could be killed by the angelic Valinor, the beasts of the world interposed themselves to protect the fallen dragon. Eventually, the Disciples of Jeggal Sag, as his followers are called, built an earthen mound to protect his slumbering body. The mound eventually became a holy site to all of his disciples and they are expected to travel to there at least once in their lifetime. Talisman of Jeggal Sag: You possess a talisman unqiue to the Disciples of Jeggal Sag. A flat disc with the stylized representation of five talons arranged in a semi-circle. Many see it more of a holy symbol than a talisman or fetish used by other shamans, this talisman acts as a primal spellcasting focus. Protect the Beasts (Taboo): You protect beasts from harm, be it a from a natural disaster or indiscriminate hunters who hunt for sport. Hunting for food is permissible, as this is the natural order of the world. This taboo does not mean you cannot defend yourself against beasts, but you will attempt to avoid combat and attack only if the beast attacks first. Additional Spells Jeggal Sag offers to teach you the following spells. These spells are added to your spells known as you advance in level. Jeggal Sag spells Shaman Level Spells 1st animal friendship 3rd primal senses* 5th conjure animals 7th dominate beast 9th dragon’s fury* Tongue of beasts
You gain the ability to speak with animals, at will, as if you were under the effect of the spell.

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The Nurturer Spirit The Nurturer is common to many cultures that venerate primal spirits. She is venerated as the protector of women, prayed to during childbirth, and turned to when grief or pain is too overwhelming. In the Hinterlands, Sushka, the Bearer is seen as the Nurturer spirit of the Yhing hir appearing as a visibly pregnant woman. For the undir, Mima Aneis, (mima is Unden for mother) is their Nurturer spirit. Mima Aneis commonly manifests as a kindly and matronly undir woman of a sad mien. Undir legend explains that this is due to the loss of her son, King Crow. Do No Harm unto Others (Taboo): You respect all life, you will not instigate combat or any action that would lead to the harm of others. Causing emotional or psychological harm also falls under this taboo. Exceptions to this taboo includes hunting and acting in self-defense. Even when forced to fight you will attempt to use the least force necessary to subdue or render a foe unable to attack you or your allies. Torture or executions of the helpless is strictly forbidden. This taboo does not extend to unnatural creatures, such as elementals, undead, constructs, and infernals. Additional Spells The Nurturer spirit offers to teach you the following spells. These spells are added to your spells known as you advance in level. The Nurturer spells Shaman Level Spells 1st healing word 3rd lesser restoration 5th mass healing word 7th death ward 9th greater restoration Nurturer’s Touch You can heal wounds with a touch. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your shaman level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.

The Prince of Night The Prince of Night is unique to the undir spiritual pantheon. He is the wizened, old man that has paid for his vast knowledge and wisdom with his youth and vitality. Sometimes called Terrible Grandfather, the Prince of Night is a powerful patron that can guide those who seek to uncover hidden truths and lost knowledge. Often equated to an amalgam of the human deities Althares and Cadic, the Prince of Night is neither, though he shares the God of Knowledge’s unquenchable thirst for information, his province is the blackest night, not the shadows, like the patron deity of assassins. Some believe that the “darkness” is a metaphor for ignorance, but some of the gifts granted by this spirit seem to suggest that it is more than a euphemism. Like their patron, Dacoi of this spirit are voracious in the hunger for knowledge, but miserly in sharing it with others. Dacoi with this patron are often sought out by the undir who crave for the Prince’s wisdom, but know that whatever nuggets they can wrest from the Dacoi, it is never the whole story. These shamans firmly believe that their hard-won knowledge is on a need-to-know basis. Racial Restriction: the Prince of Night is only available to undir, and the Prince of Night has no interest in taking on shamans from other races. Whispers and Secrets (Taboo): You must keep whatever secret is entrusted to you. When told something in confidence, you must not break it, even in the direst of situations. Secrets uncovered and known are your currency, meant to be used to garner favors or to destroy your enemies. You must sell this knowledge dearly, even to your friends and allies. Additional Spells The Prince of Night offers to teach you the following spells. These spells are added to your list of possible spells to learn as you advance in level. The Prince of Night spells Shaman Level Spells 1st comprehend languages 3rd detect thoughts 5th nondetection 7th divination 9th modify memory Grandfather’s Insight You can add double your proficiency bonus to all Wisdom (Insight) and Intelligence (Investigation) checks.

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Ulumai Pantheon Even before the arrival of the kio, the undir had a robust civilization that, while composed of various tribes scattered across a large swath of land, was nevertheless vibrant and consistent in its customs. Their religious practices center around venerating a pantheon of spirits they call the ulumai or the Family. This pantheon consists of the following spirits: Dida Govet The Provider, Protector of Sailors, father figure, and Spirit of the Ocean. Mima Aneis Fertility spirit, Guardian of Lovers, mother figure, and Spirit of Rivers and Lakes. The Prince of Night Keeper of Secrets, the Wise Man, Spirit of the Darkness. Chaldur The Tempest, wrathful spirit, and Spirit of the Winds. Melkie Guardian of the Dead, He Who Intercedes, Whisper from the Barrow Sai The Trickster Spirit, Spirit of Cunning, She Who Pokes the Bear, The Diviner The ulumai were once led by a powerful spirit known as the Crow King, but he appears to have fallen from favor, as the modern undir no longer include him in their prayers. The ulumai are opposed by the “ghede”, a group of evil spirits that Mother Church priests believe represent infernals that invaded the undir lands during the Time of Terror, but the undir shamans shake their heads at these more learned clerics. The shamans of the undir are known as Dacoi and can be either male or female. Dacoi enjoy a high social status within the clan and are the only ones who may contradict the clan leader without fear of reprisal. Most Dacoi are seen as benevolent figures within the undir community, fashioning good luck charms, love potions, wards against evil spirits, and general advice on life. Some Dacoi turn to the power offered by the ghede to harm or work against the general welfare of the undir people, but these are far and few between and are quickly ostracized or hunted down for their malevolent acts. As is their wont, when they first encountered the undir, the Coryani equated the primitive people’s spiritual pantheon to the deities of the Pantheon of Man, seeing the Prince of Night as Cadic, Dida Govet as a Illiir, Sai as Larissa and so on. Wisely, the dacoi chose not to contradict the powerful Coryani and allow them to believe what they wished. Ironically the average undir and Coryani citizen have much in common. Both worship a pantheon of deities, and while they may have a favored or patron deity or spirit, they venerate and ask for blessings from the entirety, depending on their situation. When embarking on an ocean voyage, both ask for protection from the deity that governs the waters, or when going into battle, they may ask for the blessings of their warrior spirits. Nevertheless, even the undir recognize that the Coryani are favored by Gods and that those Gods are far more powerful than their own pantheon of spirits. While this is enticed some of the newer generations of undir to turn their back on the old ways and emulate the Coryani customs and religious practices, the majority who live in rural communities still venerate the ulumai and offer sacrifices and prayers in their name. The Trickster
The Trickster is a cunning and intelligent spirit, who values cleverness and the intellect over brute strength. It is always challenging the status quo, never content to leave things well enough alone. Mischievous, but not evil or malicious, the Trickster finds humor in even the grimmest of situations, albeit a dark one. Oddly, the Trickster is also seen as a teacher, striving to bestow wisdom through lessons that only the most fortunate survive. In the Hinterlands, Chok’ti represents the Trickster spirit and appears as a large wolf lizard, a large quadruped reptile resembling an iguana which hunts in packs like wolves. They are admired by the Yhing hir as cunning and clever beasts. For the undir, Sai is their Trickster spirit, appearing as a young, waifish maiden with a mischievous grin, or at times, a seductive smile. Undir shamans chosen by Sai are often seduced by the spirit, with the dacoi often seeing the spirit as a demanding lover that must be appeased by both word and deed. Sai may grant her dacoi with visions of the past and the near future, making these shamans welcome at the side of any undir chieftain. Curiosity & Chaos (Taboo): You must always strive to uncover the truth in any situation, or uncover those things

that others want to be forgotten. You cannot turn away from undiscovered truths, especially if doing so upsets the status quo. Never pass up the opportunity to shake things up as stagnation is anathema to the Trickster. Additional Spells The Trickster offers to teach you the following spells. These spells are added to your list of possible spells known as you advance in level. The Trickster spells Shaman Level Spells 1st disguise self 3rd invisibility 5th blink 7th arcane eye 9th mislead Trickster’s Instincts You can add double your proficiency bonus to all Wisdom (Insight) and Intelligence (Investigation) checks.

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The Warrior
The Warrior spirit embodies strength and aggressiveness. Shamans who choose the Warrior as their spiritual patron tend to be belligerent and will only submit to the leadership of another who has proven to be or is demonstrably the greater warrior. In the Hinterlands, this spirit is known as the Stallion and manifests as a large and imposing black horse with fire erupting from its eyes and snout. When a Yhing hir fury goes berserk, he is said to be “riding the Stallion”, meaning that the ferocity of this spirit is raging within their breast. These shamans are always welcome at a Yhing hir warlord’s council. Race Restriction: The undir cannot choose this spiritual patron as one no longer exists in the ulumai. How the undir lost their warrior spirit The undir warrior spirit was once known as King Crow, who manifested as a powerful, bare chested warrior with the head of a crow. Centuries ago, when the undir fell under the protection of the kio and the elorii of Entaris, a great war was fought between these two elder people that resulted in the deaths of many thousands. This war was instigated due to the actions of a handful of undir tribes under the influence of King Crow. After peace was re-established, both the elorii and the kio demanded that the undir destroy all the effigies, fetishes and altars to this spirit. Those that could not be destroyed were buried away in long forgotten crypts and barrows and all the remaining dacoi that were touched by King Crow entombed with them.

Warrior’s Soul (Taboo): You must never pass up an opportunity for combat, though you may execute a tactical retreat only if attacking will result in obvious suicide. If this is not the situation, you will urge attacking as the most viable option to the situation. This does not mean rushing in headlong without a plan, as tactics are a warrior’s greatest weapon.

Additional Spells The Warrior offers to teach you the following spells. These spells are added to your list of possible spells to learn as you advance in level. The Warrior spells Shaman Level Spells 1st bless 3rd spiritual weapon 5th haste 7th stoneskin 9th retribution* Warrior Training The Warrior grants you the gift of training with combat equipment. You gain proficiency in shields and medium armor. A Warrior’s Talisman Beginning at 3rd level, you may make a single weapon your warrior’s talisman by performing a special ritual while holding it. The ritual is performed over the course of 1 hour, which can be done during a short rest. Once complete, as a bonus action you can ask your patron to store your talisman safely within the Spirit Realm. If you are not proficient with your chosen weapon, you become so. As an action, you can call forth your warrior’s talisman, making it appear in your hand. Your warrior’s talisman acts as a primal focus for you and while you wield it, and counts as a magical weapon for the purposes of overcoming resistance and immunity to non-magical attacks and damage. Finally, whenever you travel within the Spirit Realm, your warrior’s talisman manifests with you. In the land of the spirits, the Warrior’s chosen never goes unarmed. If you die, the weapon appears next to your body.

Boons As you grow in power, you start to gain the attention of spiritual allies who offer to guide you. Each spirit is attracted to you by a small talisman or charm that honors the spirit and grants you their boon. Should you ever lose or are denied access to a talisman or charm, you are denied access to that boon, but must still follow the geas associated with it. Each boon from the spirits has an associated geas that usually manifests as a required behavior pattern. Unless otherwise stated, the geas must be satisfied at least once per week, and if you should fail to do so, you lose the benefits of the spirit’s boon until you have atoned. Some of the geas imposed by spirits may conflict with others. For example, the Cat and Dog spirits demand contradictory behaviors. You may select two such boons, but because you cannot satisfy them both, you will always be atoning for one or the other. At 2nd level, you gain two boons of your choice. These boons are detailed at the end of the class description, with some boons possessing prerequisites that must be met to select it. As you advance in level, you gain additional boons, as shown in the boons column of the shaman table. Once a boon is selected, it may not be exchanged for another. Spirits are jealous things and do not give their boons easily. Spiritual Path At 3rd level, you must choose a Spiritual Path: the Dacoi, Ehtzara, Spirit Speaker, or Skin-Dancer, each of which is detailed at the end of the class description below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level. Path Restrictions: Male ss’ressen who become shamans can only select the Skin-Dancer archetype. While undir shaman may only choose the path of the Dacoi. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Patron’s Gift
At 11th level, your patron bestows upon the shaman powerful spells called Patron’s Gift. Choose one 6th-level spell from the shaman spell list as this patron’s gift. You can cast your patron’s gift spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more shaman spells of your choice that are cast in the same way: one 7th- level spell at 13th level, one 8th-level

spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your patron’s gift when you finish a long rest. Extended Patronage
At 20th level, you can call upon your spiritual patron to aid you. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you have regained spell slots with this feature, you may not use it again until you have completed a long rest.

Boons

If a boon has prerequisites, you must meet them to learn it. You can learn a boon at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Badger Prerequisites: 9th level, Warrior spirit patron When you hit a creature that is below its hit point maximum with your pact weapon, you deal additional damage equal to your Charisma modifier (minimum 1) of the same type as your pact weapon. Tenacity (Geas): The badger doesn’t always start fights but is always determined to end them. While engaging an enemy in combat, you will continue to attempt to do damage to that enemy every round over healing or casting beneficial spells on yourself or party members. Bear Any time you cast a spell of 1st level or higher that restores hit points to a creature, you restore additional hit points equal to your Charisma modifier. Spells that create items that restore hit points, such as goodberry, are not affected by this boon. Protector of the Weak (Geas): While bears can be ferocious, the spirit of Bear is benevolent. She is a healer and mother, and her lesson to the shaman is that all beings have a time when they need help or comfort. You may never strike a helpless creature. Additionally, you must always protect children and those unable to defend themselves. Butterfly You can cast disguise self at will, without expending a spell slot. Mistaken Identity (Geas): You may never reveal your identity. You always assume a false identity. If your true identity is discovered or revealed, this geas is broken. Chameleon Prerequisites: 7th level. You can cast polymorph, at a level equal to your pact magic spell slot, using a shaman spell slot. You cannot do so again until you finish a long rest. 157 Arcanis 5e • Chapter 2: Classes Mimic (Geas): The Chameleon will mimic the personalities of those around it. If the consensus of the group you are adventuring with is to take a particular action, you will not object to it. Cat Prerequisites: 3rd level. You gain proficiency in Acrobatics and Stealth. If you are already proficient, your proficiency bonus is doubled for ability checks that use these skills. Independent (Geas): Cat teaches that each creature must be independent, free from an oppressive overseer or superior. The shaman who accepts Cat’s gift also learns the lesson of independence, and thus may never be a member of a hierarchical organization that demands obedience. This geas includes a ban on belonging to a secret society. If you are already a member of such an organization when you choose this spirit gift, you must leave the organization. If leaving would endanger your life, such as leaving specific secret societies, you may remain a member but must give up any but the most basic level of membership. Afterwards, you no longer feel the need to accept jobs or report to the organization. This may lead to the organization kicking you out, of course, but such is life. Crow Prerequisites: 5th level; Prince of Night You can now cast any shaman spell with the ritual tag that you know as a ritual. Additionally, you may choose two 1st level spells that have the ritual tag from any spell list, which do not need to be part of the same spell list. You learn these spells as ritual spells; these spells not count against the number of spells you know. You can cast these spells only as rituals. On your adventures, you may learn new ritual spells you come across them, either by watching them being cast or finding them in some written form. Once witnessed or found, and as long as they are of a level equal to or lower then your slot level as found on the Shaman table, you may spend a short rest as you appeal to your spiritual patron, who then teaches you the ritual. After the short rest is complete, the ritual has been committed to your memory and can never be forgotten. You may know a maximum number of ritual spells equal to half your shaman level. Teacher (Geas): You must always seek to teach those around you something about the world or themselves. Merely giving a lecture to a group of people does not satisfy the geas. The knowledge given must have personal significance or serve a useful purpose. It could be as simple as educating a fellow traveler on the social customs of the Yhing hir, as practical as teaching someone who has never been in the wilderness how to build a campfire, or as profound as helping someone struggling with their faith to find the answer to a religious question. Dog Prerequisites: 3rd level. You gain proficiency in Perception. You gain a +5 to your passive Perception and can track by scent. If you are already proficient, your proficiency bonus is doubled for any ability checks you make with Perception. Loyalty and Obedience (Geas): The lesson Dog teaches the shaman is how to be a benefit to his companions and superiors. You must join a hierarchical organization, or become part of a band in which there is a definite designated leader. If you are already a member of such an organization, you must commit to the organization totally, trying to complete any mission assigned. You will always report back to your organization with extra information, even if not on a specific mission. Shaman with this gift rarely becomes a leader of any organization, instead they are content to serve as an advisor. Dolphin You have a swim speed of 30 feet, and as a bonus action, you may Dash while swimming. Additionally, you can hold your breath for a number of rounds equal to double your Constitution score. If you are an undir, you gain the ability to breathe in water. Playful (Geas): Dolphin is a playful spirit, always joyously ready to riddle or game with his friends and allies. You love games of all kinds, and you cannot pass up the opportunity to learn or play a new game. Doing so breaks this geas. Dragonfly Prerequisites: 5th level. You can cast haste, at a level equal to your pact magic spell slot once without expending a spell slot or material components. You cannot do so again until you finish a long rest. Spreader of Joy (Geas): As dragonfly brings joy to the wise, so too does the shaman bring joy to the people of the world. You must never wear drab or dark colors, and you must strive to bring art and music to people. You must either create a piece of art or give a musical performance in each city, town or village you visit. If you create a work of art, you must gift it to someone who lives in that location or left in a public place. If you give a performance, it must be seen or heard by at least one resident. Eagle You can cast heroism, at a level equal to your Pact Magic slot level, once without expending a spell slot or material components. You cannot do so again until you finish a long rest. Nobility (Geas): You must in all ways maintain a dignified demeanor. You must not do anything that would be considered foolish or frivolous. Arcanis 5e • Chapter 2: Classes 15 8 Fire You can cast burning hands, at a level equal to your Pact Magic slot level, once without expending a spell slot or material components. You cannot do so again until you finish a long rest. Passion (Geas): You must do all in you power to discover and encourage the passions and dreams of those whom you meet. Rousing passions and dreams is easily done among friends, and so you must look outside of your circle of friends and acquaintances to complete this geas. At least once per month, you must aid one individual in fulfilling a passion, which can take the form of offering money to help someone start a business, go to a school, or even just move. It could also mean spending time helping a farmer achieve a good harvest or a forlorn lover find a mate (or rekindle an old flame). Horse While wearing light or no armor, your base speed in increased by 10 feet. You can wield a shield and still benefit from this boon. Freedom (Geas): You long for wide-open spaces and must avoid confined spaces whenever possible. For instance, if you have an option of sleeping in an inn or outside, you will always choose to sleep outside. Lion You cannot be frightened. Leadership (Geas): You lead by actions, not words. Whether it’s taking the point position in a march, or being the first to introduce herself to others, you should always lead by example. You always present an exemplary and dignified demeanor. The Lion is not a buffoon, and neither should you be. Owl Prerequisites: Prince of Night You have advantage on all (Intelligence) History and (Intelligence) Nature checks. Introspection (Geas): You must spend an additional hour each day meditating upon your inner world, seeking to gain a better understanding of your motivations and being. Additionally, you should share some aspect of your internal life with one of your companions, usually by revealing some secret part of your soul or psyche. This secret could be as simple as confessing love for another, or as complex as explaining your motivations for taking part in a given mission. These confessions are meant to help others think about, or consider, their own inner worlds. Rabbit You can cast jump on yourself at will, without expending a spell slot or material components. Humility (Geas): Rabbit teaches you to accept that each person is valuable and that all are equal. To think of yourself as greater than others goes against Rabbit’s teachings. You may never boast about your exploits or be prideful of your abilities. Also, you must initially decline all visible awards or honors that are offered (such as medals, trophies, etc.). If the individual presenting the award/honor insists, or if it would give serious offense to refuse, then you may accept. This geas does not prevent you from becoming a leader of a group, but you will not boast about your leadership. Raccoon You can choose the ability to speak a language (you are not literate in this language, just possess the ability to understand and speak it, if you are capable) and one skill to be proficient with at the start of the day. You may change both the language and skill chosen after a long rest. Curiosity (Geas): The Raccoon is always curious of its environment. You will fidget with objects around you, touching things that perhaps you shouldn’t. Shadow Lion Prerequisites: 6th level, Warrior patron While wielding your warrior’s talisman, you can attack twice, instead of once, whenever you take the Attack action on your turn. Bravery (Geas): You must always participate in battle, never hiding from your duty to fight for friends and family. This geas does not prohibit you from using your magic during combat. You may not leave the field of battle until victorious or all of your companions have safely escaped (in other words, you must be the last one to flee; you can flee if that is obviously the right course of action). Spider Prerequisites: Trickster patron You gain the ability to look into the webs of fate and rewrite the future. After completing a long rest, roll a d20 and record the result. You may choose to use that result in place of any one attack roll, saving throw, or ability check you make with that result. You lose any unspent result after you complete a long rest. Additionally, if you do not have proficiency in an artisan tool, you gain proficiency in the artisan tool of your choice. Creative (Geas): Spider teaches that the act of creation brings us closer to the divine but also that creativity must be shared and fostered. As each person expresses their creativity, all people grow closer to the divine and less constrained by their own fears. Once per week, you must create an artistic item through a handicraft, such as knitting, sewing, weaving, carving, etc. This item must then be given away to an individual who can make use of it.

Stone You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. Stalwart (Geas): Stone teaches you that the stalwart companion is the greatest of all gifts. You must provide some form of aid to every companion you are traveling with when the opportunity presents itself. While this could be as simple as healing them or lending them money, you are encouraged to find something more meaningful to show that you are a stalwart companion. Turtle While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Conservation (Geas): The Turtle teaches you to conserve your energies. You will always seek the efficient way to achieve your goal. On long marches, you will insist on sitting in the back of a wagon, use your magic to light camp fires or warm your food or pay others to do the most menial of tasks. In combat you fight in the most efficient way possible, always seeking to end the battle quickly. Vulture Prerequisites: 7th level When you reduce a hostile creature to 0 hit points, as a reaction you can consume part of its spiritual essence, and gain temporary hit points equal to 5 + your Charisma modifier. These temporary hit points fade after 1 hour. Waste Not (Geas): Vulture does not waste any part of the kill. You must take a piece of those fallen foes from your battles if time permits. This could be an item or a piece of the creature; the vulture doesn’t differentiate between flesh and steel. Water You can cast riptide*, at a level equal to your Pact Magic slot level, once without expending a spell slot or material components. You cannot do so again until you finish a long rest. Fluidity (Geas): You may never permanently take a rigid stance on any topic. You must always be willing to hear all sides of an argument. You must also demonstrate your fluid nature occasionally, by changing your stance on a given topic or course of action. This change must be a true commitment, and not merely playing the devil’s advocate. Wolf Once per turn, you gain advantage on any one attack with a weapon attack or cantrip if that creature is within 5 feet of an ally that isn’t incapacitated. Tactician (Geas): Wolf teaches you the safety of the pack is always foremost, and to waste the pack on a meaningless fight is foolish. You must look for all possible ways to avoid a fight. You cannot hold back once a fight begins. You must be an active participant, seeking to put down the enemy and ensure the safety of your pack. You are not prohibited from healing companions during a fight, but you cannot hang back and wait for the situation to develop – you must engage the enemy and seek to win the day for your pack.

Spiritual Paths Shamans devote themselves to specific groups of spirits and ways of interacting with the spirit world. They refine and focus their efforts, always looking for a deeper connection with the spirits that give them power. Dacoi Most of the undir believe ardently in the protector spirits that watch over them, offering the spirits each their favored sacrifice of fruits, burnt offerings, and blood to please them. With the coming of the Coryani Empire to their shores, the Pantheon of Man was somehow merged with the spirits in the local undir religion. Dacoi are undir shamans who practice the Old Ways, and pay homage to this strange amalgam of spirits and Gods. Race Restrictions Only undir may choose this spiritual paths. Undir shaman are the only shaman which may follow this spiritual path. Geas and Taboo The Dacoi pay homage to the spirits in a unique way that draws on both their animistic heritage and the prayers and rituals of the Pantheon of Man. When you take this path at 3rd level, whenever you pass by a temple or shrine to the Pantheon of Man, you must leave an offering of some kind and spend a moment in prayer. Expanded Spell List As a dacoi, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you. Dacoi Expanded Spells Spell Level Spells 1st Sanctuary 2nd Augury 3rd Bestow curse 4th Divination 5th Commune

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Blessings and Curses At 3rd level, the spirits teach you how to bring both good fortune and misery. You learn the spells bane and bless. These spells are added to your list of spells known, and they are considered shaman spells when you cast them. Powerful Blessings and Curses At 6th level, you master the art of weal and woe. Whenever you cast bane or bless, the die that a creature rolls due to the spell is increased to a d6. Sanctification At 10th level, you learn a unique ritual, formed from the knowledge from your spiritual patron. You can cast hallow as a ritual. When cast in this way, you can expend an additional 500 gp of material components (incense, herbs, fruit, and grains) for one of the following options: • Increase the radius of the area affected by the spell to 120 feet • Bind a second extra effect into the area of the spell • Impose disadvantage on a creature’s Charisma saving throw to resist extra effects bound to the area of the spell • Impose disadvantage on the ability check a creature makes when they attempt to affect the spell with dispel magic. At 18th level, you can select two of these options by expending an additional 1,000 gp in material components. You cannot select the same option twice. Once you use this feature, you cannot use it again until you complete a long rest.

Bountiful Blessings At 14th level, blessing and cursing creatures have become second nature to you. A number of times equal to your Charisma modifier, you can cast either bane or bless without expending a spell slot. You regain all expended uses of this feature when you complete a long rest. The Ehtzara
The Ehtzara are the mystic sorcerers of the Hinterlands who gain power and learn spells from summoned spirits and gain innate knowledge of the natural landscape and its denizens. They are a mix of three ancient traditions: the original Yhing hir beliefs of ancestor worship before they were trapped in the Hinterlands, the pagan elemental practices of the indigenous Pengik tribe, and the amalgamations of southern magic, superstitions, and religious beliefs. The training and discipline for the Ehtzara is rigorous, and an initiate of this group must accept that they will no longer be treated as normal and often not even as natural. They are imbued with many useful and devastatingly effective capabilities, however, and they command respect and fear from all they encounter. Like most shamans in the Known Lands, the Ehtzara are no exception to the misconception that they deal with demons and devils to grant them power, and they are ascribed with every malicious act or freak occurrence around them for miles. The difference with the Ehtzara is that they embrace this superstition, use their frightful presence and ominous reputations to intimidate others and chase off would-be attackers or angry mobs. The sinister Ehtzara who lead the heretical Cult of the Jackal in the deserts of the Hinterlands

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have earned their malicious reputation. Not all Ehtzara are evil, though, and many live on the edge of communities, giving assistance or help in return for payment, food and shelter, as well as a blind eye to their unseemly trade. They tend to wayward shrines and forgotten cairns to learn ancient lore and appease their spirit patrons. Race Restrictions Ss’ressen and undir may not choose this archetype. Note: The Ehtzara Path first appeared in Forged in Magic: Reforged. The rules here replace that presentation of the Ehtzara. Geas and Taboos At 3rd level, you make a small personal traveling shrine or altar, inscribed with the names of your most powerful spirit patrons. You must spend time in meditative communion at dawn or dusk to appease your patrons. This communion involves sacrificing gifts such as honey, wine, rich foods, herbs, gems, or blood (depending on the spirits you wish to appease) on holy days, important events, and even before or after great undertakings. If the shrine is stolen, defiled, or damaged, you must craft a new one (requiring a week and 300 gp in materials and sacrifices). Until you replace your old shrine, you cannot recover spell slots and cast all cantrips as if you were 5 levels lower (minimum of 1st level). This reduction lasts until you make a new shrine. Additionally, you must tend to neglected altars, shrines, and icons that you come across, regardless of the religious beliefs of those who created the shrine. You must show them the proper respect, such as righting a fallen icon, dusting off or pulling weeds from a shrine, or simply bowing or leaving a tithe as you pass. Spiritual Etiquette At 3rd level, your time dealing with the spirits grants you advantage on all Wisdom (Insight) and Charisma (Persuasion) checks when dealing with them. Additionally, you may, at the GM’s discretion, roll an Intelligence check to recall the name and reputation of particularly powerful spirits. To use this feature, you must abide by this additional geas: You must bow and give the proper respect when in the presence of any spirits. This geas does not mean you cannot defend yourself against such creatures, but you will usually try to avoid combat and attack only if the creature in question attacks first. Expanded Spell List As an Ehtzara, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you.

Ehtzara Expanded Spells Spell Level Spells 1st Command 2nd Blindness/Deafness 3rd Speak with Dead 4th Banishment 5th Geas Spirit Robes Also at 3rd level, you create your first true fetish, your spirit robe. This robe is black with a tasseled hood or cowl with the hems adorned with the names of your spirit patron in silver thread. Once created, your spirit robe becomes permanently bound to you. When donned, it must never be taken off except at dusk or dawn while performing a special prayer. While you wear your robes and no other armor, you have an AC of 13 + your Dexterity modifier. You can wield a shield and still gain this benefit. Bind Spirit Fetish At 6th level, you learn how to create a unique kind of fetish, a spirit fetish, as a downtime activity. Spirit fetishes are the same as regular fetishes but require a personal bond, a special deal between you and the spirits. You cannot give a spirit fetish to someone else nor let anyone take it from you; if anyone else handles one, it crumbles to dust. You can craft a spirit fetish only if you adhere to your taboos and spiritual etiquette. Crafting a spirit fetish requires spending time and making sacrifices, as per the Create Spirit Fetish table. You must also meet a minimum level requirement, as shown in the same table. You may have up to two spirit fetishes at a time (your spirit robes do not count as one of these fetishes). If you want to create another spirit fetish while you already have two, you must choose one to destroy. Also, when you create regular fetishes, the creation cost is halved. See Appendix 2 for a selection of fetishes. You can also find a full listing of fetishes in Forged in Magic: Reforged Chapter 4: Fetishes. Create Spirit Fetish Fetish Rarity Creation Cost Creation Time Minimum Level Common 25 gp 12 hours 6th Uncommon 200 gp 1 day 7th Rare 2,500 gp 10 days 12th Very Rare 25,000 gp 20 days 18th

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Elemental Adept Starting at 10th level, your study of elemental traditions opens new avenues of knowledge. You may add any 2 spells from the eldritch sorcerer spell list to your spells known. These spells must be of a spell level for which you have slots and must deal either acid, cold, fire, lightning, or thunder damage. Enriched Aura Starting at 14th level, your understanding of spirits has opened your mind to new possibilities. While wearing a fetish with a limited number of uses, you can activate the fetish without expending one of its charges or uses. You can use this ability three times, regaining all expended uses after completing a long rest. Skin Dancer
Most commonly found in the Hinterlands, Skin Dancers venerate bestial spirits above all others. They honor the beasts they hunt by wearing their pelts and creating personalized talismans. These talismans allow the Skin Dancer to call upon the physical might of beasts and even take on their forms.

Training to become a Skin Dancer is a highly personal affair. Elders teach new Skin Dancers the basics of the hunt and how to properly honor their spirits but then send them out to learn the rest on their own. A Skin Dancer’s first encounter with beasts commonly leave them scarred, badges of honor they wear proudly. Ss’ressen who follow the path of the Skin Dancer are Disciples of Jeggal Sag and can only seek the skin of reptiles and amphibians, preferring to take on the shapes of alligators, crocodiles, frogs, and wolf lizards. Geas and Taboos Show respect for all beasts. Though you are master of the hunt, it is the beasts that provide the flesh you eat and the skin you wear. Thank the departing spirits for their gifts since they do not give them willingly. Remember that although you are the hunter, you may also become prey. Expanded Spell List As a Skin Dancer, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you.

Skin Dancer Expanded Spells Spell Level Spells 1st jump 2nd barkskin 3rd conjure animals 4th polymorph 5th antilife shell Beast Speak Starting at 3rd level, you gain the ability to cast speak with animals at will without expending a spell slot. If you already possess the ability to speak with animals, you instead gain advantage on all Charisma based skill checks when dealing with beasts. Honoring the Beast When you join this path at 3rd level, you learn a 1-hour ritual to honor the spirit of a beast you have slain and skinned. You must perform this ritual at sunrise, and once it is complete, you gain the ability to call upon the beast’s spirit and even take their form. Beasts that you have honored in this way can be used for your other class features from this path. Bestial Form When you join this path at 3rd level, you can use your bonus action to magically assume the shape of a beast that you have honored with your Honoring the Beast feature. The beast must have a challenge rating of 1 or lower and cannot have a flying or swimming speed. You can use this feature three times. You regain expended uses when you finish a long rest. You can stay in a beast shape for a number of hours equal to half your shaman level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. For details of your transformation see Shape Changing side on the previous page. Beast Spirit Blessings Starting at 6th level, you gain more power from the spirits you have honored. When you use your Bestial Form feature, you may now take on the form of beasts with flying or swimming speeds. Additionally, you may now take the form of a beast whose challenge rating is equal to half your shaman level (rounded down) or lower. You must still honor a

particular beast with your Honoring the Beasts feature before you can take on its form. Also, your attacks while in bestial form now count as magical attacks for the purposes of overcoming resistance and immunity to non-magical attacks. Power of the Beast Starting at 10th level, you can call upon the skills of the beasts you have honored. During a short or long rest, you may beseech the spirit of a beast you have honored with your Honoring the Beast feature. At the end of the rest, you may choose to either become proficient with a skill possessed by that beast or replace either your Strength, Dexterity, or Constitution score with that of the beast, as long as that score is higher than your own. If you choose to increase your Constitution, any additional hit points you gain are temporary hit points that fade away when this effect ends. You retain the skill or ability score of your chosen beast for a number of hours equal to half your shaman level (rounded down). You may end this effect early as a bonus action. Into the Beast At 16th level, you gain the ability to possess beasts and monstrosities for a short time. Choose one beast or monstrosity that you can see within 30 feet. The chosen creature must succeed on a Charisma saving throw (using your spell save DC) or become possessed by you. You leap into the creature’s body and disappear, becoming a spirit in control of the creature for 1 minute. The creature is incapacitated for the duration of this effect. You now control the creature’s body but don’t deprive it of its awareness. You cannot be targeted by any attack, spell, or another effect, except ones that affect spirits. You retain your Intelligence, Wisdom, Charisma, and any immunity to being charmed and frightened. For everything else, you use the statistics and abilities of the creature you are possessing, but you don’t gain access to the creature’s knowledge or proficiencies. Your possession of the creature ends when the duration ends, if the creature’s body drops to 0 hit points, if you end your possession as a bonus action, or if you are turned or forced out by an effect like the dispel evil and good spell. When your possession ends, you reappear in an unoccupied space within 5 feet of the creature’s body. The creature you possessed becomes immune to this ability for 24 hours after succeeding on the saving throw or after the possession ends. Once you use this feature to possess a creature successfully, you may not do so again until you complete a long rest.

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Spirit-Speaker
The Spirit-Speaker seeks to find greater understanding of the mortal realm by understanding the realm of the spirit. Spirits are drawn to shamans who follow this path due to their curiosity, and they willingly form bonds of service. Found almost anywhere, Spirit-Speakers are mostly self- taught. They build upon their natural spiritual rapport and instinctual aptitude with magic to form bonds with powerful spirit guardians who take on the form of beasts. Race Restrictions Ss’ressen and undir may not choose this archetype. Geas and Taboos You will go to extremes to not insult the spirits, calling to them by name and offering them additional offerings when able. If a spirit you are negotiating with demands a sacrifice, you will go above and beyond what was requested, commonly increasing the agreed-on price by 25%. Additionally, you must make a sacrifice to the spirits of 5 gp worth of spices, wine, and herbs once a week. If you fail to meet this obligation, you cannot recover spell slots, and cast all cantrips as if you were five (5) levels lower (minimum of 1st level). This reduction lasts until you make the required sacrifice. Expanded Spell List As a Spirit-Speaker, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you. Spirit Speaker Expanded Spells Spell Level Spells 1st command 2nd calm emotions 3rd speak with dead 4th guardian of faith 5th commune Instinctual Understanding Starting at 3rd level, you gain a deeper understanding of the
emotions and motivations of spirits. You have advantage on all Wisdom (Insight) checks when dealing with spirits.

Pejul (Companion Spirit) At 3rd level, you also attract the attention of a pejul, a companion spirit, that agrees to act as your ally and guardian. Your pejul takes the form of a Medium-sized beast. It has the game statistics shown in the sidebar Companion Spirit, and gains the benefits of this feature. You can summon or dismiss your pejul as an action. If your pejul is ever slain, you must complete a long rest before you can call upon your pejul again. Calling your pejul back after a long rest restores the spirit to full health. Your pejul has a mind of its own, and only wants to defend and protect you. It rolls for initiative like any other creature, but your pejul will always attempt to remain adjacent to you, only moving to attack anyone who attacks you. Your spirit guardian will not move more than 60 feet away from you. As a bonus action, you can call on your pejul to return to your side, ceasing its attacks on a creature. If you are incapacitated or unconscious, your spirit guardian tries to take you out of harm’s way or defend you to the best of it’s ability, even to death. Your pejul gains a variety of benefits while it is linked to you. • Your pejul adds your proficiency bonus to its Armor Class as well as to all attack rolls, damage rolls, and saving throws. • When you reach 4th level in the shaman class and every level after that, your pejul gains an additional hit die, which increases it’s hit point maximum by 5 + its Constitution modifier. Whenever you gain the Ability Score Improvement class feature, your pejul further improves. You may choose to either increase one of your pejul’s ability scores of your choice by 2, or increase two of its ability scores by 1 (to a maximum ability score above 20). Instead of increasing your pejul’s ability scores, you can improve your companion spirit in one of the following ways: • Your pejul can take the form of flying beasts, changing its speed to 10 ft., 40 ft. fly • Your pejul can take the form of Small and Large beasts as well as Medium ones. If your companion spirit takes a form of the appropriate size, you can ride it as a mount. • Your pejul’s attacks are considered magical for the purposes of bypassing resistances and immunities.

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Pejul are unique among spirit kind. They bond to a particular shaman and possess the ability to take on the form of any non-flying medium sized beast the shaman desires. These spirits share the same statistics regardless of their chosen form. When called, your pejul appears in an unoccupied space within 15 feet of you. The spirit looks like a normal animal but detects as magical and is revealed as a spirit via the shaman’s Between Worlds feature. Pejul (Companion Spirit) Medium spirit Armor Class: 12 (natural armor)
Hit Points: 12 (2d8 + 2)
Speed: 40 ft. (or Swim 40 ft., see below)

STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 14 (+2) 10 (+0) 13 (+1) 13 (+1)

Skills: Perception +3 Senses: Passive Perception 13 Languages: all languages you know
Challenge: ⅛ (25 XP)

Keen Hearing and Smell. Companion spirits have advantage on Wisdom (Perception) checks that rely on hearing or smell. Spirit of Many Forms: Companion spirits can change into any Medium aquatic or land beast as a bonus action. The spirit only takes on the physical shape of the creature, not any of its abilities or attacks. Actions Bite, hoof, or Claw (as appropriate to its form):
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing, bludgeoning, slashing damage
as appropriate to its form. Abolish Spirit Starting at 6th level, you gain the ability to channel divine energy as a cleric does. You have the following Channel Divinity option: Abolish Spirit: As an action, you present your primal focus and speak a prayer censuring spirits. One spirit of your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is banished to the Spirit Realm, as long as its challenge rating is at or below a certain threshold, as shown in the table below. A creature that is banished this way cannot return to this Mortal Realm until the next dawn.

A spirit that you do not banish with this feature is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Shaman Level CR affected 5th ½ or lower 8th 1 or lower 11th 2 or lower 14th 3 or lower 17th 4 or lower Once you use this feature, you cannot use it again until you complete a short rest. Voice of the Spirits At 10th level, you learn how to cast spirit journey* once, without expending a spell slot, regaining the ability to do so after completing a long rest. Whenever you cast spirit journey* you may offer a fate debt in place of the material component costs. This fate debt comes in the form of particularly bad luck. Anytime within the next 24 hours, your GM may have you reroll any successful saving throw or attack roll. You must abide by the new roll. If you roll a natural 20 on the reroll from your fate debt, the spirits are not only appeased but impressed. The next time you cast spirit journey*, the spirits praise you and are much more willing to assist you. The exact effects of the spirits’ heightened estimation of you are left to the GM. Perilous Journey At 16th level, you can force a creature into the Spirit Realm. As an action, you can touch a creature and force them to make a Charisma saving throw against your spell save DC. If they fail their save, the creature is physically expelled into the Spirit Realm. A creature expelled into The Spirit Realm is ripped asunder, suffering 10d10 force damage, and they reappear where they were on Mortal Realm, prone, at the end of their next turn. Constructs and spirits suffer no damage from being expelled into the Spirit Realm but are still physically removed from the Mortal Realm. Once you use this feature, you cannot use it again until you complete a long rest.

Sorcerer

War Mage

During its early expansion, the Coryani Empire found that it’s most devastating auxilia were those comprised of War Mages. Exceedingly rare, these men and women were able to tap into the most destructive mystic arts while at the same time close with the enemy and be just as deadly with a gladius. Over time, other militaries saw the wisdom in fielding such highly skilled and versatile soldiers; their only drawback being the difficulty in finding those with the temperament to serve as a War Mage. Military Training As you take levels in the eldritch sorcerer, you continue to train with both arms and armor and your magic. You gain the abilities below at the indicated levels in this class. Physical Training: Starting at 1st level, your hit point maximum increases by 3. In addition, any time you increase your level in this class, your hit point maximum increases by 1. Martial Training: At 1st level, you gain proficiency in light and medium armor as well as simple and martial weapons. Force of Will: Starting at 2nd level you can add your Charisma modifier to any Constitution saving throw you make to maintain your concentration on a spell which is currently affecting a friendly creature. Never Unarmed: At 3rd level you learn the spell call to arms*. Battlefield Magic When you cast a spell, you can siphon and reshape some of its arcane power, channeling into your allies. You may choose one of the following Metamagic options, learning an additional option at 4th level and 6th level. You can use a Metamagic option you gain from this feature even if you have already used a different Metamagic option during the casting of a spell. • Enhance Arms Spell: When you cast a spell, you can spend 2 arcane points to temporarily enchant any weapons held by friendly creatures you can see within 20 feet of you. For 1 minute, those weapons are considered magical for the purposes of bypassing immunities and resistances. • Fortifying Spell: When you cast a spell, you can spend 1 arcane point to grant 5 + your Charisma modifier temporary hit points to a friendly creature you can see within 10 feet. These temporary hit points remain for 1 hour. • Inspiring Spell: When you cast a spell, you can spend 1 arcane point to grant a friendly creature you can see within 10 feet immunity to fear for 1 minute. Battle Mage Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, any time you cast a spell that targets one or more friendly creatures, you can make a melee attack as a bonus action. War Magic Starting at 14th level, when you use your action to cast a spell, you can make a melee attack as a bonus action. Eldritch Strike Starting at 18th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature does not benefit from its resistances or immunities for the next spell you cast before the end of your next turn.