5e Playtest pkg1
5e Playtest pkg1
Multiclassing as a Wilding
If you have another class with the
Spellcasting feature, you add three-
quarters your ranger level, instead of
half your ranger level, toward your level
on the Multiclass Spellcaster table.
3
The Wildling
4
Bovian
The proverb “A meal for a story is a trade you always Living in communal halls with plenty of space and easy
take“ probably describes best the bovian culture. access to the exterior, it is not uncommon for them
Peaceful people living in large communities, they to live the majority of their lives outside, only coming
value the art of craft, the beauty of nature, and the love indoors to shelter from the weather. Bovians share
shared around a fire. But peaceful and harmless are not a deep love of glassworking, and their artisans are
the same, and one would be wise to know the difference widely considered to be masters at the art of infusing
before angering a Bovian. magic into glass. It is not unusual to see their cunning
glasswork incorporated into their clothing, tools,
Bovians are strong in body and heart. Bearing a strong
and even architecture. Chief amongst such infusions
sense of community overall, they tend to be friendly to
are the remarkable stained glass windows which
outsiders as well as each other. Though mostly peaceful,
feature prominently in their buildings, casting light in
their history is not without darkness; while minotaurs’
wondrous new ways.
predisposition to violence gives a bad reputation to
bovians around the world, these assumptions do not The Great Conquest
reflect reality in the slightest. Bovians tend to make fast
friends and love nothing more than a good conversation A dark shadow stains the bovians’ otherwise peaceful
about the wonders of nature. history. They once lived in a single grand society;
a united community occupying one of the largest
If you want to play a character who is a gentle giant, loyal territories known to peaceful nations. None knows
to a fault, and a team player in a party of adventurers, why or even precisely when this nation of bovians
with a combination of strength and towering willpower, existed, only that a terrible blight followed quickly on
you should play a bovian. its hooves. Grass dying, rivers turning sour, even the
storms seemingly abandoning them... the bovians’
Physical Description land was becoming uninhabitable.
Bovians are tall and powerful, with thick builds and fur
The bovian leaders, family chiefs, and clan
of various natural shades and patterns. They usually
representatives argued endlessly over the best course of
sport small horns and hoofed feet. With the exception
action. Some favored trusting the druids and the clerics
of the much smaller Anoa, the shortest bovian tends to
to heal the land, while others advocated for asking help
be around 6 feet, with many growing to about 8 feet.
from outside societies. A few suspected the blight to
Their clothing tends to favor natural materials and
be the responsibility of an individual and suggested
incorporate their famed glasswork, in which they take
finding them. Asterion, leader of the Peacekeepers,
great pride.
eventually burst into a rage. Convinced that each of
Bovians reach physical maturity around the age of 15, these solutions would leave the bovians to extinction—
which is often accompanied by a massive celebration. if the unending negotiations themselves did not do the
Outsiders rarely observe any obvious difference in job first—he took action.
the lifestyle of a bovian after this milestone. A typical
Taking to the pastures, Asterion started an uprising
bovian lives to around 100 years old.
and convinced a few of the clans into a plan of mass
Society migration, taking the new territory by force if necessary.
A very short but bloody crusade followed. Asterion
The bovian people have a largely peaceful history, waged war against neighboring nations, trying to claim
never conquering or holding an empire and eschewing any piece of grassland he could find in the name of the
dreams of world conquest, albeit with one notable bovian people’s survival. He was eventually defeated,
exception (see The Great Conquest, below). Today executed, and his warriors exiled, their lineage cursed
bovians cling to the same qualities of peace and loyalty, for eternity. To this day, descendants of the bovians
with an added sense of community, and only rarely do who once lost their way are filled with visions of mazes
they wish harm upon each other. and labyrinths, leading many among them to fits of
rage and violence, unable to find peace. Over time,
outsiders have come to fear these individuals, known
now as minotaurs.
5
Asterion’s fears proved valid, however, as the Strangely enough, it was this means of telling tales that
bovians who remained behind argued until the blight drew the attention of the dwarves; who, knowing good
took half their numbers. In desperation, they launched work when they saw it, sought to trade with the bovians.
an exodus from their cursed lands. Some clans took to Though negotiations were somewhat bumpy to begin
the mountains, others to the forest. Knowledge was with, dwarves and bovians alike found common ground
lost, families broken, wonders abandoned, and the on their shared love of crafting. This led to the trading
once united and prosperous bovian nation became a of secrets and friendships forged, with many a night
constellation of tribes scattered across the land. spent together sharing stories and drinks.
6
In the Mountains Bovian Traits
Bovians sometimes make their homes on the cold As a bovian, you have the following racial traits.
heights of mountains, where their thick fur protects
them from the worst of the cold. Many of these bovians Ability Score Increase. You increase one ability
have adapted to the colder climates with the shaggy score by 2 and another by 1. Wisdom is the most
bovian heritage, and their benevolent nature makes commonly chosen for bovians described here, but this
these thickly-furred bovians a welcome sight to lost might vary in other settings.
mountain climbers. Within the caverns and tunnels of Creature Type. You are a Humanoid with the bovian
those mountains, however, travelers are more likely tag.
to encounter the infamous Minotaurs. Exiled long
ago for following the infamous Asterion, the would-be Size. You are Medium.
conqueror that drove their people to civil war, these Speed. Your walking speed is 30 feet.
bovians have taken the cavernous and winding depths
of mountain, cavern, and crypt as their homes. In spite Sharp Horns and Hooves. With your horns and
of their grim reputation among surface-dwellers and hooves you always have weapons. You roll a d6 for
adventurers, they will happily trade with outsiders; an unarmed strike with your horns or hoof instead of
their access to the precious ores and minerals found the usual damage. An unarmed strike with your horns
underground puts them in an excellent economic deals piercing (not bludgeoning) damage. You can
position, a position fortified by their knowledge of how make attacks with your horns and hooves as if they
to work those materials to perfection. were weapons with the light trait (such as for two-
weapon fighting).
In the Cities Cultural Teachings. You picked up some useful
Bovians often find city life uncomfortable, as most knowledge from the culture you grew up in. Choose
buildings in metropolitan areas are built with one of the following:
smaller creatures in mind, and navigating streets and • Skill Proficiency. You gain proficiency in one
alleyways can be difficult, if not claustrophobic. The skill. The bovians described here traditionally
bovians’ large stature often has them ducking to enter teach Athletics, History, Nature, or Survival.
doorways, while furniture not built to accommodate Minotaurs often choose Intimidation.
them may be unusable due to their stature. This has led
many bovians to feel unwelcome in dense cities, further • Item Proficiencies. You have been trained in
reinforcing their love of nature—and their distrust of weapons or tools from a young age. If you were
anyone too attached to the trappings of cities. That’s raised by traditional bovians, you can choose to
not to say all bovians hate cities: many amongst the gain proficiency with the blowgun, horn slicer,
minotaur lineages love cities, which they consider a pusher pike, light hammer, and maul. Otherwise,
happy balance between the winding streets and the you can choose any two simple weapons or tools
sky above, and their natural instincts for traversing and any two martial weapons; you are proficient
tunnels and subterranean caverns translate well to with those items.
narrow alleyways and densely packed buildings. • Bovian Glassblowing. You were taught
supernatural glassblowing techniques utilizing
Alignment and Religion your magically gifted bovian lungs. You gain
Despite their imposing stature, bovians tend to be proficiency with glassblower’s tools and can create
a peaceful people, naturally happy and benevolent. glass versions of any metal or wood item weighing
They don’t like to be restricted or restrained too much, up to 3 pounds that functions just as well. Starting
whether the binds be literal, legal, or metaphoric. As at 5th level, you can cast the spell augury with this
such, many tend to be neutral good or chaotic good. trait. You must use a piece of glass as the material
component. Once you cast augury using this trait,
Religiously, bovians favor deities that venerate nature
you can’t do so again until you finish a long rest.
and the values of freedom and community. As such,
gods of nature tend to feature prominently. Their love Beast of Burden. Treat your size category as one
of artistry frequently inspires reverence for gods of larger for the purposes of your carrying capacity.
beauty and crafting.
7
Incredible Bellow. You add your proficiency You gain darkvision, allowing you to see in dim
bonus on Charisma (Intimidation) checks as long as light within 60 feet as if it were bright light and
you vocalize loudly as part of making the attempt, darkness as if it were dim light. Additionally, you
even if you aren’t proficient; if you are proficient in have advantage on Wisdom (Survival) checks to
Intimidation, you have expertise on those checks, navigate.
allowing you to add twice your proficiency bonus • Stormborn. You were born in a mighty storm—a
instead of your proficiency bonus. If you spend your sign of the gods’ blessing—and your steps echo
action to bellow, your words can be heard clearly up to with thunderous power. Your hoof unarmed strikes
500 feet away and the sound is audible up to 5 miles deal additional thunder damage equal to half your
away (if not obstructed). proficiency bonus. Starting at 5th level, your hoof
Languages. You can speak, read, and write Common unarmed strikes count as magical for the purpose
and one other language spoken in your game’s setting, of damage resistance and damage immunity, and
usually Bovian. if you roll a critical hit with a hoof unarmed strike,
you knock the target prone.
Heritage. You gain one other trait of your choice
from the following list to reflect your distinct bovian
heritage.
• Anoa. You have long, straight horns and a small
stature from your forest-dwelling ancestors. Your
size is Small instead of Medium, although you can
wield heavy weapons as if you were Medium. In
addition, your walking speed increases to 35 feet.
• Highlands. Your ancestors hail from the
highlands of the world where the air is thin and the
temperature is cold. Your fur tends to grow thick
and shaggy, the better to shelter you from
the weather. This grants you resistance to
cold damage. In addition, you never slip
on ice and areas that are difficult
terrain due to ice don’t cost you
extra movement.
• Meadow. You are descended
from meadow bovians with soft fur and
clear voices. You are proficient in a skill
of your choice (traditionally Persuasion). As an
action, you can use this trait to calm frightened
creatures within 15 feet of you. Attempt a Charisma
(Persuasion) check and compare the result to the
DC of each creature. The DC is 10 + the creature’s
Wisdom saving throw modifier. If you succeed at
the DC for a creature, the frightened condition
ends on them. Once you use this trait, you can’t use
it again until you finish a short or long rest.
• Minotaur. You carry on the legacy of Asterion the
Conqueror, who once tried to rally the bovians into
conquering new lands. The civil war that followed
saw Asterion and his lineage cursed and exiled to
the underground, weaving caverns of the world.
8
Bovian Feats
As a bovian, you gain access to the following feats.
9
Longhorn Stampeding Rush
Prerequisites: bovian Prerequisite: bovian
Your horns are longer and sharper than other bovians, Though bovians are not known for their aggression,
well-suited for sweeping your opponents aside in you all know the devastating effectiveness of a well-
combat, giving you the following benefits: timed charge. You gain the following benefits:
• You roll d10 for damage with your horn unarmed • You can Dash as a bonus action. For the rest of
strikes. your turn after you Dash, you can move straight
through the space of any creature that you moved
• The damage your horns deal counts as magical for
at least 10 feet directly toward if the creature is the
the purpose of overcoming damage resistance and
same size as you or smaller.
immunity.
• You can knock creatures over when you Dash
• When you deal piercing damage to a creature with
through their space or hit them with an attack
your horns after moving at least 20 feet in a straight
after moving at least 10 feet straight toward them.
line, you can move it 5 feet to an unoccupied space.
The creature must attempt a Strength saving throw
• Your horns are long and strong enough to impale (DC 8 + your proficiency bonus + your Strength
your foes. When you score a critical hit that deals modifier). On a failed save, it takes damage equal
piercing damage to a creature with your horns, you to your Strength modifier and falls prone. You can’t
automatically grapple the target if it is no more force that creature to make a saving throw against
than one size larger than you. this feat again until the start of your next turn.
Patient Stride • When any creature falls prone, you can use your
reaction to attack it with your hoof.
Prerequisite: bovian
Training to strengthen your already naturally extreme
Stronger Together
endurance given you the following benefits: Prerequisite: bovian
• Your Strength or Constitution score increases by 1, A true member of the herd, you believe in strength in
to a maximum of 20. unity. As long as you are within 5 feet of an ally and
not incapacitated, you can protect yourself and allies
• When your group travels with mounts, animal- within 5 feet. Attack rolls targeting you or an ally within
pulled vehicles, or other ways to travel faster using 5 feet that would be made with advantage are instead
creatures, you can travel at twice a fast pace for 30 rolled normally.
additional minutes before you must slow down.
• You and any group you travel with can travel for Thunderous Bellow
an additional hour before they must begin a forced Prerequisite: bovian
march to continue. Your shouts not only strike fear, but are so loud it hurts
• You have advantage on saving throws to avoid to hear them. You gain the following benefits:
gaining one or more levels of exhaustion. • Your Constitution or Charisma score increases by
1, to a maximum of 20.
Resilient Fur
• Your massive lungs are very durable. You can
Prerequisites: 12th-level bovian, resistance to cold hold your breath for 5 minutes longer than usual
damage and you have advantage on saving throws against
Your fur grows even thicker and stronger than that inhaled effects (such as a poison cloud).
of your kin, allowing you to survive in the harshest of • As an action, you can make a Charisma
climates. You gain the following benefits: (Intimidation) check to frighten any number of
creatures within 60 feet that can hear you and
• Increase your Constitution score by 1, to a
that you can see or hear. Compare your check
maximum of 20.
result to the DC for each opponent, which equals
• You have immunity to cold damage and the effects 10 + the target’s Wisdom saving throw modifier.
of cold environments. Any of your opponents who can’t see you because
there is a wall in the way have their DC for this
• While you aren’t wearing armor, your AC equals 13
check reduced by 2. Each opponent you succeed
+ your Dexterity modifier.
against is frightened of you until the start of your
next turn and takes thunder damage equal to your
proficiency bonus.
10
Gnosite
Roaming the world in search of new experiences Testimonies of Gnosites who traveled to this elemental
and knowledge, Gnosites make for great traveling plane talk of feelings of discomfort and unease, as if
companions. Their many lifetimes of experience their connection to the material plane was pulling them
provide excellent stories, and Gnosites are always back—calling them home. Additionally, archaeological
happy to share. Despite their cultural tendency evidence shows the presence of Gnosites among the
toward pacifism—Gnosites prefer to resolve conflicts oldest empires known to the Material Realm, scholars
through understanding and compromise—their nigh- and Gnosites alike have mostly accepted their native
impenetrable skin and strong connection to elemental status. Any search for further details, however, leads
earth makes them dangerous adversaries and powerful the seeker into an ancient debate. Of the generally
allies. accepted theories, two stand out the most. The first,
born from simple deduction, pins Gnosites as divine
Gnosites are earthen beings living through a cycle of
creations (like most of the ancestries roaming the
reincarnation, roaming the world one lifetime after
Material Realm), possibly by a dead or lost deity.
another. They wander for millennia, discovering
However, what this theory offers in simplicity, it lacks
new societies and cultures through each incarnation.
in evidence. The second theory, highly contested by
Gnosites despise traveling alone, and so often seek
scholars but widely accepted among druids, claims the
to join adventuring groups or merchant caravans,
Gnosites to be a living manifestation of primal forces—
whom they delight with endless fireside stories. Their
siblings, perhaps, to the creatures known as leshies—or
natural empathy, bolstered by the wisdom of many
even an extension and necessary part of the Material
lifetimes, and their stoicism in the face of physical
Realm’s own magical ecosystem.
danger combine to make them valuable and beloved
companions of any group living on the road.
If you want to play a character who inspires respect
and is dedicated to protecting the lives of others, you
should play a Gnosite.
Physical Description
Despite being living rocks, not all Gnosites are
hulking, moving mountains. At the moment
of reincarnation, a Gnosite’s essence melds
with clay and stone to form a new body of
a shape and morphology best suited for
its mineral composition, allowing their
structure and appearance to vary widely.
They most frequently adopt the form of
average size humanoids to facilitate social
integration. Being mostly made of non-
organic material, Gnosites’ bodies do not age
in the conventional sense of the term, giving
little indication of the time that has passed since
their last incarnation; however, someone with
an eye for stonework would be able to estimate
the age of a Gnosite’s body as they would any
other structure.
Origins
While many assume Gnosites originated from
the Plane of Earth as kindred of earth
elementals, evidence suggests otherwise.
11
Lifecycle The name of the conqueror leading an opposing army
would be wholly foreign to them a mere week after
Gnosites exist in a state of endless reincarnation. the war, but they would remember the faces of every
When their physical body is destroyed, their essence soldier they exchanged blows with, even a millennium
returns to the earth, there to search for a new location later. This peculiar quirk of memory makes Gnosites
and mineral composition from which to progenerate. incredible bards, capable of remembering an infinity of
How the essence of a Gnosite chooses where, when, stories and legends, lived or heard; but atypical arcane
or what kind of body to rebuild is still a mystery, as users or engineers, crafting stories as mnemonic devices
the time between their incarnations is the only span around each rune or formula in order to remember it.
of which they possess no memory. The only apparent
pattern seems to be a distance, either in time or space, Limitless Empathy
between each incarnation; meaning that each new life
starts within a vastly different culture. Even so, stories Living through endless lifetimes, traveling with people
proliferate of Gnosites taking a new body mere days of all cultures and origins, Gnosites’ unique lifespan
and miles from their previous death, especially when can lead to deep and persistent empathy. Capable of
they leave unfinished business. This suggests Gnosites placing themselves in the position of almost anyone,
may have some kind of agency in their reincarnation, and of looking at situations from many different
as though the need for completion or sense of perspectives, they make excellent devil’s advocates—
responsibility can overtake their curiosity for new unfortunately, sometimes all too literally. Seeing value
experiences and prompt a faster, closer rebirth. Rare in almost any perspective, peacemaking Gnosites
legends tell the story of a Gnosite going so far as to sometimes clash with more violently righteous allies
reincarnate multiple times on the same battlefield, each as their understanding of their foes’ perspectives
time within seconds of its destruction, like an immortal increases, eventually seeking to make peace between
warrior of the earth itself. Although these legends have the two sides and find equitable solutions. In some
never been confirmed, no Gnosite questioned about cases this ends in redemption and peace, as contentious
this notion has ever expressed a reason to doubt them, issues are resolved without further bloodshed. In rare
thinking the phenomenon possible (if unusual) given instances, however—particularly where cunning and
the mysterious nature of their rebirth. wily evildoers can hide the grim results of their deeds
from the Gnosite—these peacemakers may be deceived
Eventually, a Gnosite will decide its essence has into taking the wrong side, keeping the peace and
experienced as much as there is to offer and will elect preaching tranquility as cover for their allies’ cruel
not to form a new body once destroyed, returning to oppression.
the earth and, for all intents and purposes, passing
on. As no undead Gnosite have ever been sighted, nor Society
the essence of a Gnosite ever seen in another plane
Gnosites being few and widely scattered, most never
of existence, it is largely accepted that a Gnosite who
encounter another one of their kind, even over their
stops reincarnating, rather than being drawn toward
many lifetimes. This solitude manifests itself in varied
any form of afterlife, simply melds with the spirit of the
ways among individual Gnosites. Some desperately
world or dissipates into the aether.
crave connection with other peoples, trying to fill the
Overflowing Memories void left by the lack of kindred, while others develop
a certain detachment towards the world, as if they are
Those lucky enough to travel with a Gnosite might but an observer sent to collect and share knowledge.
develop the impression that they have a vast but Some even take great pride in this purpose. Though
muddled memory. Gnosites seem to blend eras and rare, history tells of a few Gnosites tragically twisted by
empires together, seeming so mixed up in their own solitude, unable to relate to living or dead alike. These
lives that they cannot provide reliable information traumatized Gnosites often become agents of chaos
about any age. This couldn’t be further from the truth. and destruction, their empathy having devoured itself
Gnosite memories are flawless, by and large; they in the silence.
simply store information in an unusual fashion. Most
Gnosites remember stories to perfection, but are terrible
with out-of-context information. A Gnosite could read
half a book filled with runes and not remember a single
one of them, but maintain a flawless image of the single
rune that caused a friend’s death centuries ago.
12
While it is impossible to tell how many lives a Gnosite
has lived, their self-perception, particularly as it
Gnosite Traits
relates to their own nature and mysterious origins, As a gnosite, you have the following racial traits.
often reveals their age in the roughest sense. Younger
Ability Score Increase. You increase one ability
Gnosites tend to express their curiosity the way
score by 2 and another by 1. Constitution and Wisdom
ancestries of shorter life span do; they rove out with
are the most commonly chosen for gnosites described
excitement and eagerness, neglecting to ponder upon
here, but this might vary in other settings.
their own existence or purpose in favor of the here
and now. Older Gnosites, however, often possess a Creature Type. You are a Humanoid with the gnosite
temperament familiar to elves and dwarves; they tag.
ponder existential questions or strike a curious balance
Size. You are Medium.
between conviction and uncertainty, one characteristic
of centuries-long lives. Speed. Your walking speed is 25 feet.
Being near-timeless and with no cultural Irretrievable Soul. Your soul travels to seek
or biological imperative, it is somewhat unusual reincarnation immediately after death. You can’t be
for a Gnosite to engage in conventional romantic raised from the dead by mortal means, nor can you
relationships. It is, however, quite frequent for them to become undead.
find a bonded companion without equal, resulting in a
Rocky Body. When you are not wearing armor,
deep and fulfilling platonic friendship.
you can calculate your base Armor Class as 16 + your
Alignment and Religion Dexterity modifier (maximum +2). You can’t wear light
armor, but shields and other bonuses still apply.
Gnosites aren’t known to favor any specific deity,
and when they do, they often worship in curious or Reincarnated Recollection. You retain some
atypical ways; many are older than the religions of the knowledge from your previous incarnations. Choose
present era, after all. However, the appropriate context one of the following:
and circumstances can lead a Gnosite to worship a • Lore Breadth. You gain proficiency in the History
particular deity or pantheon, or practice a specific skill as well as one skill of your choice from Arcana,
philosophy, over the course of a single lifetime. Their Nature, or Religion.
unusual empathy typically guides Gnosites to neutral
alignments, but otherwise they can be found anywhere • Rote Motions. You gain proficiency in any one skill
on the ethical and moral spectrum. that doesn’t use Intelligence. You automatically
succeed at ability checks using one skill with a DC
Gnosite Adventurers up to 10 + your proficiency bonus; choose the skill
when you choose this race.
Gnosites are born adventurers, always looking to
discover something, whether new or old, and often • Paleoglot. You know three additional languages
caring very little for treasures compared to their and you have advantage on ability checks to
companions. Nobody knows better than a Gnosite that understand writing.
you can’t take it with you. Stone Fist. You can roll a d6 in place of the normal
Gnosites’ connection with the earth makes them excel damage of your unarmed strike.
as druids and rangers, while their storied memories Weathered. You never gain levels of exhaustion from
often guide gnosites to become bards or to develop exposure to heat or cold.
sorcerous abilities. Some decide to commit a lifetime
to an otherworldly cause, becoming paladins or clerics. Languages. You can speak, read, and write Common
and one other language.
13
Moment of Rebirth. You gain one other trait of • Earthbound. Your many reincarnations have
your choice from the following list determined by the reinforced your connection to the earth. You the
unique physical and magical circumstances in which poison spray cantrip. Choose your spellcasting
you reincarnated. ability from Intelligence, Wisdom, or Charisma
when you choose this race. Starting at 5th level,
• Ancient. Your essence is ancient. You’ve decided
you can also cast spike growth using this trait.
this life is going to be your last one before returning
When you do, you can’t do so again until you finish
to the earth, perhaps due to a sense of fulfillment,
a long rest.
weariness, or a desire to live with the fervor of a
being with everything to lose. If damage would • Granite. Your current body is made from solidified
drop you to 0 hit points, you can use your reaction magma formed beneath the earth. You have
to drop to 1 hit point instead. Once you use this resistance to slashing damage from nonmagical
trait, you can’t use it again until you finish a long attacks.
rest.
• Schist. Glistening with micro-crystals along
• Caldera. Your latest reincarnation arose from densely layered bodies that gleam in a way a
volcanic rock or nearby to flowing magma, giving portrait simply cannot capture, schist gnosites are
you the look of a cooled lava flow. As a bonus spectacular marvels in person. When you attempt
action, you can focus on intense heat that forms a Charisma (Performance or Persuasion) check
the core of your body. Your exterior cracks to make to influence a creature within 30 feet who can
way for molten stone within, adding additional see you, you have advantage on the check if you
fire damage on your unarmed strikes equal to your haven’t attempted any previous Charisma check
proficiency bonus until the end of your next turn. against that creature in the past 24 hours.
Once you use this trait, you can’t use it again until
you finish a short or long rest.
14
Gnosite Feats
As a gnosite, you gain access to the following feats.
Tectonic Drift
Prerequisite: 12th-level gnosite
You meld into the stone as if you were a part of it,
allowing you to move through it. You gain the following
benefits:
• Increase your Strength, Dexterity, or Constitution
score by 1, to a maximum of 20.
• You have a burrowing speed of 20 feet to move
through sand, earth, and mud. You can also burrow
through stone as long as it is both nonmagical and
unworked, but you must hold your breath while
doing so. You leave behind a 2-foot-wide tunnel in
earth and firm mud. You leave no tunnel in sand,
wet mud, or stone.
16
New Spells
The spells are presented in alphabetical order.
Aesir Bonding
2nd-level conjuration (ritual; cleric, paladin, or warlock)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (50 gp in offerings to the aesir
per level of the spell, such as a silver squirrel statuette
Bonded Aesir
or gemstone raven’s egg, which the spell consumes) Medium celestial, chaotic neutral
Duration: Instantaneous Armor Class 13 + slot level (natural armor)
You form a special bond with a specific aesir, a for Conqueror or 14 + slot level (natural) for
chaotic celestial that embodies conflict either as an Guardian
angel of battle or a chosen warrior against the foes of Hit Points shared with you
the gods. Most aesir are humanoid in appearance with
Speed 30 ft.
a commanding presence, adorned with weapons and
insignia of battle. The aesir uses the Bonded Aesir stat STR DEX CON INT WIS CHA
block. When you first bond with the aesir, you choose 15 (+2) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
for the aesier to be either a conquerer or a guardian,
which determines some of the aesir’s statistics. Saving Throws proficient in Strength, Dexterity,
The aesir acts on your turn immediately after you Charisma and either Constitution (Guardian
do. If you Dash, Disengage, Dodge, Help, Hide, Ready, Only) or Wisdom (Conqueror Only) saves
or Search, it can take any of those actions. You can Skills proficient in Religion and either Insight
choose any action for your aesir to take if you spend
(Guardian Only) or Intimidation (Conqueror
a bonus action to command it as well as while you are
incapacitated. You can also order your aesir to attack
Only)
in place of any number of your attacks. Damage Resistances radiant
Your life force anchors the aesir to this plane of Senses darkvision 60ft., passive Perception 12
existence, so damage to it also harms you and vice Languages the languages you know, telepathy
versa. It shares your hit points rather than having its 100 ft. with you
own separate points. Damage and healing to either
you or the aesir applies your hit points. If the same
Challenge —
effect would simultaneously damage or heal both of Proficiency Bonus equals yours
you, only the greater amount of damage or healing
applies. When you drop to 0 hit points or you and the A ctions
aesir are ever at least 100 feet apart, your bonded aesir Greataxe (Conqueror Only). Melee Weapon Attack: your
is dismissed temporarily. It vanishes into a pocket spell attack to hit, reach 5 ft., one target. Hit: 1d12 + 2
dimension where it awaits your summons. You can + slot level slashing damage. When the aesir rolls a 1
also temporarily dismiss it as an action. As an action or 2 on the damage die, it can reroll the die and must
while it is temporarily dismissed, you can cause it to use the new roll, even if the new roll is a 1 or a 2.
reappear in any unoccupied space within 10 feet of you.
Rapier (Guardian Only). Melee Weapon Attack: your
You can communicate with the aesir telepathically spell attack to hit, reach 5 ft., one target. Hit: 1d8 + 2 +
even while it is temporarily dismissed. Additionally, as slot level piercing damage.
an action, you can see through your aesir’s eyes and
hear what it hears until the start of your next turn,
gaining the benefits of any special senses that the aesir
has. During this time, you are deaf and blind with
regard to your own senses.
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You can’t have more than one conjured creature Earth Warp
bound to your life force at a time at a time. If you
cast this spell while you already have a bonded aesir, 7th-level transmutation (druid)
you instead cause it to adopt a new form, such as by Casting Time: 1 minute
changing from a guardian to a conqueror or vice versa. Range: 30 feet
If you cast this spell while you have a familiar or Components: V, S, M (clay)
other indefinitely conjured ally that can be temporarily Duration: 8 hours
dismissed, that ally is temporarily dismissed whenever
you summon your aesir; likewise, your aesir is You touch a natural stone surface connected to the
temporarily dismissed whenever you summon your earth, like the side of a mountain or the wall of an
familiar (or similar creature). You can dismiss your underground cavern. You and up to ten willing creatures
aesir forever as an action. you can see or touch within range and also touching
you or the surface melt into the stone. You all can travel
At Higher Levels. When you cast this spell using through the earth at breakneck speeds so long as you
a spell slot of 3rd level or higher, the aesir gains shining remain together. While in this melded form, the group
wings that give it a flying speed of 30 feet + 10 feet per has a burrowing speed of 500 feet, need not breathe,
slot level above 2nd. can communicate telepathically with each other, and
When you cast this spell using a spell slot of 4th has resistance to bludgeoning, piercing, and slashing
level or higher, the aesir also deals an extra 1d6 damage damage from nonmagical weapons. The creatures
when it hits with an opportunity attack. can’t speak and are blind, but have a general sense of
direction, knowing which way is magnetic north (if
When you cast this spell using a spell slot of 5th level applicable), which way is down, and how far away and
or higher, the aesir can also cast revivify as an innate in what direction the nearest surface is. You control the
spell once per day; its spellcasting ability is Charisma. group’s movement. The only actions another melded
creature can take is to revert to its normal form.
Reverting takes 1 minute, during which time a creature
is incapacitated and can’t move. Until the spell ends,
you and any number of other members of the original
group can enter the earth together again, which also
requires the 1-minute transformation.
If a creature is in melded into the earth when the effect
ends or it is separated from the group, the creature
ascends 100 feet per round for 1 minute toward the
nearest surface until it emerges. If it can’t emerge after
1 minute, the creature takes 10d6 force damage and is
ejected prone from the nearest surface.
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