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Jeremy Forbing - Eberron Archetypes - Heroes of The Five Nations v13

The document discusses various character transformations and abilities in a role-playing game context, particularly focusing on primal rage and the appearance of characters when they rage. It includes examples of possible transformations, spells available to different classes, and character quotes that reflect their motivations and philosophies. Additionally, it outlines the mechanics of certain abilities, such as Lunar Blessings and spellcasting details for various character classes.

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StephenTaylor
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100% found this document useful (1 vote)
474 views98 pages

Jeremy Forbing - Eberron Archetypes - Heroes of The Five Nations v13

The document discusses various character transformations and abilities in a role-playing game context, particularly focusing on primal rage and the appearance of characters when they rage. It includes examples of possible transformations, spells available to different classes, and character quotes that reflect their motivations and philosophies. Additionally, it outlines the mechanics of certain abilities, such as Lunar Blessings and spellcasting details for various character classes.

Uploaded by

StephenTaylor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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“You wouldn't like me when I'm angry.


―Unknown



If you choose this primal path, it is up to you and your
DM to determine the appearance of the larger form you
can take on when you rage. Remember that this form
grants benefits like those of an enlarge/reduce spell’s
increase in size (including doubling of your physical
dimensions, an even greater increase in weight,
advantage on Strength checks and saves, and enlarged
weapons), and so the description of the form should
account for these things. A warforged would probably
shift and transform to become a larger and deadlier
construct, while beings of flesh and blood are more
likely to grow into some kind of biological horror. Your
weapons may appear to become part of you or
transform to resemble natural weapons such as horns,
fangs, or claws. The details of your new form give you
no additional abilities except for the existing alterations
granted by the Transforming Rage feature. Some
possible ideas include:
• A massive warforged plated in thick armor and
bristling with blades.
• A many-armed titan with over-sized metallic claws on
each hand.
• A batrachian aquatic hybrid with scales and
amphibious features.
• A mummified undead colossus, wrapped in strips of
ancient cloth that seem to move of their own accord.
• A berserk green-skinned goliath grown too muscular
for the clothing that hangs from his frame in rags.
• A horned fiend with goat-like hooves and fiery red
skin.
• A bulging, hunchbacked, flesh golem-like construct.
• A massively muscular, hirsute form that mixes your
features with those of a large animal, like the hybrid
form of a werebear or other lycanthrope.
• A Large-sized version of a frost giant or other giant
subtype.
• A roughly-hewn statue of gray stone that makes a
scraping sound when it moves its heavy limbs.
• A cyclopean, tentacled horror straight from the mad
depths of Xoriat.
“If we treat each other as enemies only
when our backs are turned, can we truly
call this a time of peace?”
―Pynchon d’Deneith,
Sentinel Marshal of Sharn
“Freedom has its price. I’d rather it be paid in
angry words and lost years than in martyr’s
blood, but if the cause requires it, I shall give
my own life.”
―Thothar,
Revolutionary Orator of Fairhaven




“Filthy demon, I abjure you! Leave this place
and never return!”
―Davienne of Sigilstar,
Halfling Exorcist of the Silver Flame

Level Spells
1st protection from evil and good, shield of faith
3rd bastion of clarity*, branding smite
5th abolish shadows*, magic circle
7th banishment, Mordenkainen’s private
sanctum
9th dispel evil and good, modify memory


Cleric Level Banishes Creatures of CR...


5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
“I walk the secret paths of the woodlands, I
read the future in the night sky, and I bind
the magic of my people into my very form.”
―Baella Swiftstep, Beasthide Shifter
and Moonspeaker of the Eldeen Reaches

Eclipse Druid Quirks


d10 Race
1-2 You express affection with an unending shower of

gifts—sometimes including fresh kills or the fruits
of foraging.
3-4 When angry, you howl and roar like an enraged
beast.
5-6 Discovering a new food or drink you enjoy leads
you to seek out more, overindulging in it to the
point of near-sickness.
7-8 It’s hard to resist basking in bright sunshine,
which is usually followed by a satisfied nap. •
9-10 You are driven to find the perfect mate and have
as many children with them as possible.
Talenta halfling druids often join this circle. When
they do, they refer to their various options for the
Shifting Action feature, based on the dinosaur
species of their homeland, as follows: Charging
• Threehorn, Glidewing Leap, Harrying Clawfoot,
Sinews of the Hammertail, and Great Carver’s
Pounce.


• Blessing of Barrakas. The moon said to be tied to
the plane of Lamannia, the Twilight Forest,
grants you resistance to poison damage.
• Blessing of Dravago. The moon described as the
giver of long life grants you advantage on death
saving throws and saving throws against necrotic
damage.
• Blessing of Lharvion. The moon thought to stand
watch over eternity grants you resistance to
necrotic damage.
• Blessing of Nymm. The largest moon in the night
sky, said to watch over planar pathways, allows
you to teleport up to 5 feet as a bonus action
immediately before or after you cast a spell of 1st
level or higher.
• Blessing of Olarune. The moon said to watch over
shapechangers allows you to use Wild Shape on
your turn as a bonus action, rather than as an
action.
• Blessing of Rhaan. The moon said to be tied to
the plane of Thelanis, the Faerie Court, grants
you resistance to psychic damage.
• Blessing of Sypheros. Immediately before or after
you cast a spell of 1st level or higher, the moon
said to bestow protective power allows you to
use a bonus action to move up to 10 feet without
provoking opportunity attacks.
• Blessing of Therendor. When you cast a spell with
a duration of 1 minute or longer, the moon said
to govern the passage of time allows you to
expend an additional druid spell slot to double
that spell’s duration, to a maximum duration of
24 hours.
• Blessing of Vult. After you cast a spell of 1st level
or higher, the moon said to watch over combat
allows you to inflict an extra 1d4 radiant damage
the next time you hit with a melee attack before
the end of your next turn.
• Blessing of Zaranyr. Immediately after you cast a
spell of 1st level or higher, the moon said to have
close ties to silver allows you to use a bonus
action to gain resistance to bludgeoning,
The Lunar Blessings available for your feature of piercing, and slashing damage that is not silver
the same name are listed here in alphabetical for 1 hour.
order.
• Blessing of Aryth. Immediately before or after you
cast a spell of 1st level or higher that has a
casting time of 1 bonus action, the moon said to
be the patron of change allows you to use your
Shifting Action feature as part of the same bonus
action.

• •



“If you want to judge me by my height, do so
by my height in the saddle.”
—―Havil

Lath of the Greenback Clawfoots tribe



Clawfoot Raptor Fastieth
Medium beast, unaligned Medium beast, unaligned
Armor Class: 14 (natural armor) Armor Class: 14 (natural armor)
Hit Points: 16 (3d8+3) Hit Points: 13 (2d8+4)
Speed: 50 ft. Speed: 60 ft.
STR DEX CON INT WIS CON STR DEX CON INT WIS CHA
17 (+3) 17(+3) 13 (+1) 2(-4) 12 (+1) 10 (+0) 15 (+2) 13 (+1) 12 (+1) 2(-4) 11 (+0) 4 (-3)
Skills Athletics +5, Perception +5, Stealth +5 Skills Athletics +4, Perception +2
Senses passive Perception 15 Senses passive Perception 12
Langauges — Langauges —
Challenge 1/2 (100 XP) Challenge 1/4 (50 XP)
Pounce. If the clawfoot moves at least 30 feet Burst of Speed (x3, Recharges on a short rest).
straight toward a creature and then hits it with a When the fastieth moves at least 20 feet during
claw attack on the same turn, that target must any turn, it can double its speed until the end of
succeed on a DC 13 Strength saving throw or be that turn.
knocked prone. If the target is prone, the Skittish Retreat. When a fastieth takes the
clawfoot can one make one bite attack against it Disengage action during its turn, it can Dash as a
as a bonus action. bonus action.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 10 (2d6+3) slashing damage one target. Hit: 4 (1d4+2) piercing damage
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4+3) piercing damage
"Don't bother carrying a wand around unless
you know how to use it-- and don't bother
pulling one out unless you plan to."
―Chantal Thiel
Aundairian Wandwright

Spell save DC = 8 + your proficiency bonus + your


spellcasting ability modifier.
Spell attack modifier = Your proficiency bonus + your
spellcasting ability modifier.

Fighter Level Damage Increase


3rd 2d4
11th 2d6
20th 2d8
“Two weapons? I see only my sword in my left
• hand, and a bit of my own cloak grasped in my
right. This cloak is highly fashionable, and a
memento of a homeland lost, but surely ‘tis
no threat to a hulking warrior such as you?”
―Malister d’Cannix,
Cyran Avenger



“We walk in the light, but when faced with
only darkness we must carry that light within
ourselves.”
―Talarasha, Kalashtar Monk
and Shadow Watcher of Sharn
"I've got a job to do. The Citadel needs to
learn about Lord Merrix's little side projects
and how to handle the Tarkanans. And I need
a shot of dreamlily and a few stiff drinks.”
―Nyrielle Tam, code-name “Thorn,”
Half-elf agent of the King’s Citadel

The powers granted by the Oath of the Citadel can


help portray characters in other organizations
devoted to law enforcement or espionage, such as
House Deneith’s elite order of Sentinel Marshals,
the Royal Eyes of Aundair, the Dark Cabinet
serving King Kaius of Karrnath, or the Cairdal
Blades of Aerenal. It can even be adapted to fit
members of a secret society with a larger patriotic
cause, such as the Swords of Liberty.
Any paladin who swears this oath treats such
service as a life-defining sacred duty, not as mere
employment—less dedicated agents are better
portrayed with the rogue class.

Paladin Level Spells


3rd disguise self, hunter’s mark
5th detect thoughts, mind spike**
9th aegis of ensnarement*, hold person
13th hallucinatory terrain, locate creature
17th legend lore, hold monster





“We shall emerge triumphant from this
dreadful war or be reduced to dust. We
defend Karrnath with our spilled blood, our
last breath, our very bones.”
— Madox Kaminarr,
Bone Knight of Karrnath

Paladin Level Spells •


3rd bane, find familiar
5th find steed, gentle repose
9th animate dead, bestow curse
13th blight, find greater steed**
17th danse macabre**, enervation


• •




"Battling me is as futile as trying to strike the
wind. And if you try, you’ll look just as
foolish.”
―Captain Lazrea d'Lyrandar •



" This was done with a blade. This cut is
spotless. The others are too. Blades that
sharp don't wander around by themselves.”
Ranger Level Spells
―Kandler, 3rd cause fear**
Justicar of the town of Mardakine 5th detect thoughts
9th clarity of mind*
13th locate creature
17th legend lore








“Success! I have gained possession of the
Blindenstone! Furthermore, I have managed
this remarkable feat spilling neither blood
nor an excess of House Sivis coin. How, you
ask? Thereby hangs a tale …”
―Fell Severins
Dragonmarked Gnome of House Sivis


“There’s six of you, and just one of me, so
you’re probably thinking that gives you the
upper hand. But I’ve got two wands in my
belt―and when I tell you that evens the odds,
you’d be wise to take me at my word.”
―Creek Whisperthorn of Adder Valley,
Shifter Mercenary and Wandslinger

Spell save DC = 8 + your proficiency bonus + your


spellcasting ability modifier.
Spell attack modifier = Your proficiency bonus + your
spellcasting ability modifier.


"There's magic in all things. It just takes a
little work to tease it out."
―Baron Merrix d'Cannith,




Potion Rarity Sorcery Point Cost
Common 1

Uncommon 2
Rare 3
Very Rare 5
You have taken something from the
Daughters of Sora Kell, silent singer. I will
have the book, and your secrets with it.
―Xorchylic, Illithid Lord of Graywall,
Lieutenant of the Daughters of Sora Kell
Spell Level Spells
1st absorb elements**, prophesied strike*
2nd augury, sudden transposition*
3rd clairvoyance, protection from energy
4th phantasmal killer, premonitory vision*
5th legend lore, mislead


We were lost before our god’s incarnation.
That is why we had to build him.
―Bracebridge of the Godforged,
Architect of the Becoming God


Spell Level Spells
1st command, detect thoughts
2nd calm emotions, heat metal
3rd magnetism*, tiny servant**
4th compulsion, fabricate
5th animate objects, modify memory



The Great Old One or the Hexblade. A void of
solid black, occasionally glinting with violet
starlight, that distorts the reflections of those who
stare into it.
The Celestial or the Undying. Golden or silver in
color, this eye has no iris, but is instead marked by
a simple black shape symbolizing the patron (an
hourglass, a hand, a skull, etc.).
The Transcendant Machine. The eye appears as a
small device made of metal and glass, moving in
unnatural stops and starts and making barely
audible mechanical noises.

When the false eye gained from the Pact of the Eye
is revealed, it is clearly not the eye of any normal
mortal creature. Its appearance depends on your
pact patron.
The Archfey or the Daughters of Sora Kell. The
eye appears jewel-like and colorful, resembling a
real eye covered in a glossy varnish. It looks very
much like the magic item called a hag eye, as
created by a coven of hags.
The Fiend. A demonic eye, slitted like that of a
reptile, limned in red or green flame.
“This power I command is the key to Sharn’s
greatness. Without such extraplanar
energies, the city’s ponderously high towers
would crumble, its transportation systems
would collapse, and the Skyway would
plummet to the Cogs.”
―Packard Toll,
Skymage of Sharn


“True mastery of magic comes from
the precise replication of complex
hand gestures, the exacting
measurement and combination of often
distasteful ingredients, and the fluent
incantation of unfamiliar tongues.
Wizardry is the greatest of all mortal
paths to power, yet it also a path paved
with boring repetition, tearful
frustration, and lonely study.”
―Margana Corleis
Professor of Divination at Arcanix

When making a character with this arcane


tradition, decide where you obtained your
education. The Five Nations boast several sources
of higher learning, magical and otherwise. These
universities wield significant clout through their
scattered alumni, their enormous endowments,
and their knowledgeable faculties and
administrators. Teleportation circles are also
located on each campus, connecting them to each
other as well as to other distant locations of
interest. Among adventurers, the colleges are
known to be eager recipients of information, relics,
or dusty old artifacts. The universities regularly
finance expeditions for research, exploration, or the
recovery of relics, particularly to mysterious
Xen'drik. These institutions include:
• The Tower of the Twelve, the dragonmarked
houses’ college of magic, floats above the lightly
wooded Wolvern Park in Korth, the capital of
Karrnath. The wizards of the Arcane Congress
consider this institution their greatest rival. Only
those affiliated with a dragonmarked house are
permitted to enter and study here, a privilege the
houses usually reserve for their best and
brightest. The tower has thirteen floors: twelve
filled with research facilities, plus an empty one
in memory of the lost Mark of Death.
• The Library of Korranberg in Zilargo, with its
eight colleges, is famous as the largest repository
of knowledge in Khorvaire.. Nobles from both
royal and dragonmarked families consider it a
sign of prestige to study here.
• Aundair’s own University of Wynarn, in the
capital city of Fairhaven, boasts a reputation for
the teaching of magic so formidable that even
Arcanix does not completely overshadow it.
• Sharn’s Morgrave University is known for an
outstanding collection of ancient treasures and
relics, and for funding many expeditions to grow
that collection in Xen’drik and elsewhere. It is
less prestigious than the other major universities,
and some consider it shady due to the general
criminality that is widespread in Sharn. Still, its
scholars and professors are learned and ardent,
and the university makes a good resource for
lower-level adventurers, who often need a place
to sell the relics they recover and might not be
able to catch the attention of the other
universities.
Yet for magical instruction, none are held in the
same popular estreem as the floating towers of
Arcanix. They consist of four castles, each floating
on a rocky island above the village of Arcanix. The
castles Glarehold and Amberwall are set aside for
the school, while the other two, Nocturnas and
Skyreach contain residences, libraries, and •
laboratories, many for the private use of member of
the Arcane Congress. Constructed over a period of
800 years, all four castles present a visual
cacophany of different architectural styles, each
more outlandish than the last. Periodic flashes of
light illuminate the windows, and every so often a
gout of flame or eldritch energy bursts forth from a
door or chimney.


"I have trained myself to transcend
extraneous thought and counterproductive
emotion, that I might attain true powers of
deductive reasoning and observation. This
question of my 'coldness' hardly seems
relevant to the task at hand."
―Taldor d'Medani
Leader of the Basilisk’s Gaze








“I make my friends. Let’s call it a hobby.”
―Geartooth
Warforged Artificer of the Cogs


Magnetic Talon. When you hit with a ranged
weapon attack or an attack with your Clockwork
Weapon feature, you can spend 1 invention point to
inflict an extra 2d6 lightning damage against the
target, and the target must make a Strength saving
throw. On a failed save, it drops an object you
choose. If the object weighs less than 25 pounds,
you can move it up to 10 feet closer to you before it
lands harmlessly on the ground. If you are within
10 feet, you can choose to have the object fall at
your feet.
Mechanized Tentacles. When you make an attack
using a natural weapon, an unarmed strike, or your
Clockwork Weapons feature, you can spend 1
invention point to extend your reach for that attack
to 20 feet. If the attack hits, it inflicts an additional
1d6 bludgeoning damage, and may pull the target
up to 15 feet closer to you.
Ranged Clockwork. When you use your
Clockwork Weapons feature to make an attack
All the inventive enhancement options you can during your turn, you can spend 1 or 2 invention
choose for your archetype features are listed below. points to make your Clockwork Weapons attack
Booming Cudgel. When you hit with a ranged into a ranged attack instead of a melee attack until
weapon attack or an attack with your Clockwork the end of the turn. If you spend 1 invention point,
Weapon feature, you can spend 1 invention point to the range is 30 feet; if you spend 2 invention
inflict an extra 2d6 thunder damage against the points, the range is 120 feet. This inventive
target and force it to make a Strength saving throw. enhancement does not count against any limitation
On a failed saving throw, you can either knock it on the number of inventive enhancements you can
prone or push it up to 15 feet away from you. use per turn.
Clockwork Stinger. When you hit with a ranged Shrapnel Swarm. When you hit with a ranged
weapon attack or an attack with your Clockwork weapon attack or an attack with your Clockwork
Weapon feature, you can spend 1 invention point to Weapon feature, you can spend 1 invention point to
inflict an extra 2d6 poison damage against the inflict an extra 2d6 piercing damage against the
target. If the target takes at least 1 point of this target and all creatures within 5 feet of it.
poison damage, the next attack roll made against Tinker’s Clockworks. You can spend 1 invention
the target has advantage if the attack is made point to make a single use of the rock gnome’s
before the start of your next turn. Tinker racial ability, spending 1 hour and 10 gp of
Firebreather When you hit with a ranged weapon materials to create one Tiny clockwork device. You
attack or an attack with your Clockwork Weapon may add your Intelligence modifier to the
feature, you can spend 1 invention point to inflict clockwork device’s base Armor Class of 5. You can
an extra 1d6 fire damage against the target, only have three clockwork devices at once, which
inflicting the same amount of fire damage against all work as per the Tinker ability description. If you
all creatures within 5 feet of the target. Any already possess the Tinker ability (such as from
creature that takes this damage must roll a being a rock gnome), you gain an additional bonus:
Strength saving throw. On a failure, you can push you may add your artificer level to the clockwork
each creature up to 10 feet away from you. device’s base 1 hp.
Freezing Breath. When you hit with a ranged Wondrous Automaton. If you are 5th level or
weapon attack or an attack with your Clockwork higher, you can spend 3 invention points to cast
Weapon feature, you can spend 1 invention point to tiny servant**, as an artificer spell, without using a
inflict an extra 2d6 cold damage against the target, spell slot.
and the target’s speed is reduced by half until the
end of its next turn.


• •

Total
Character
Level Ability Increase (or Feat) Gained
o 1st None
2nd None
3rd None
4th +1 to one ability score, or gain a feat
5th None
6th +1 to one ability score, unless you gained a
feat at 4th level besides this one
7th None
8th +1 to one ability score, or gain a feat
9th None
10th +1 to one ability score, unless you gained a
feat at 8th level besides this one
11th None
12th +1 to one ability score, or gain a feat
13th None
• 14th +1 to one ability score, unless you gained a
feat at 12th level besides this one
15th None
• 16th +1 to one ability score, or gain a feat
17th None
• 18th +1 to one ability score, unless you gained a
feat at 16th level besides this one
• 19th +2 to one ability score, or +1 each to two
ability scores, or gain a feat
20th None





• •

Some spells that do not normally have the ritual


tag are described in the Magewright section of the
Wayfinder’s Guide to Eberron (in Chapter 2) as
being usable as rituals by magewrights, specifying
ritual casting times and costs in gold. Treat all such
• spells as having the ritual tag for purposes of the
Magewright Talent feat.



• •




prophesied strike (divination)*
protection from aerial attack (abjuration)*
thundering armor (abjuration)*
trapspringer (enchantment)*
2nd-level
backbiter (enchantment)*
balancing lorecall (transmutation)*
knight's move (conjuration)*
lifetap (necromancy)*
listening lorecall (transmutation)*
1st-level sudden transposition (conjuration)*
create poison (transmutation, ritual)* 3rd-level
dead man’s tell (divination, ritual)* four-winds bag (conjuration)*
know greatest enemy (divination)* quickening breeze (conjuration)*
nerveskitter (transmutation)* shroud of undeath (necromancy)*
shielding cube (abjuration)* tattoo projectiles (illusion)*
speed of thought (transmutation)* 4th-level
thundering armor (abjuration)* lesser water to poison (transmutation)*
trapspringer (enchantment)* premonitory vision (divination, ritual)*
weightless pursuit (enchantment)* watchware (abjuration, ritual)*
2nd-level 5th-level
arcane springboard (transmutation)* greater water to poison (transmutation)*
backbiter (enchantment)* unexpected clarity (enchantment)*
balancing lorecall (transmutation)* 5th-level
knight's move (conjuration)* opportune lacuna (illusion)*
lifetap (necromancy)* read object (divination, ritual)*
listening lorecall (transmutation)*
sudden transposition (conjuration)*
twisting throw (divination)* Cantrips
3rd-level amanuensis (transmutation)*
aegis of shielding (abjuration)* astral seal (evocation)*
four-winds bag (conjuration)* challenger’s mark (enchantment)*
guardian's shield (enchantment)* reaver’s touch (necromancy)*
magnetism (transmutation)* 1st-level
quickening breeze (conjuration)* deathwatch (necromancy, ritual)*
shroud of undeath (necromancy)* frightful strike (enchantment)*
tattoo projectiles (illusion)* prophesied strike (divination)*
threehorn charge (transmutation)* protection from aerial attack (abjuration)*
4th-level thundering armor (abjuration)*
lesser water to poison (transmutation)* 2nd-level
watchware (abjuration, ritual)* bastion of clarity (abjuration)*
knight's move (conjuration)*
lifetap (necromancy)*
Cantrips twisting throw (divination)*
amanuensis (transmutation)* 3rd-level
create item (conjuration)* predatory shards (transmutation)*
far hearing (divination)* quickening breeze (conjuration)*
project object (conjuration)* shroud of undeath (necromancy)*
1st-level 9th-level
create poison (transmutation, ritual)* awaken construct (necromancy)*
dread mercy (enchantment)*
enrage animals (enchantment)*
frightful strike (enchantment)* Cantrips
know greatest enemy (divination)* catfeet (abjuration)*
nerveskitter (transmutation)* create item (conjuration)*
detect aberrations (divination)* balancing lorecall (transmutation)*
far hearing (divination)* listening lorecall (transmutation)*
fire hawk (evocation)* twisting throw (divination)*
quickling step (transmutation)* 3rd-level
reaver’s touch (necromancy)* four-winds bag (conjuration)*
uncanny balance (transmutation)* guardian's shield (enchantment)*
1st-level tattoo projectiles (illusion)*
create poison (transmutation, ritual)* threehorn's charge (transmutation)*
dead man’s tell (divination, ritual)* 4th-level
enrage animals (enchantment)* lesser water to poison (transmutation)*
frightful strike (enchantment)* premonitory vision (divination, ritual)*
2nd-level 5th-level
balancing lorecall (transmutation)* greater water to poison (transmutation)*
lifetap (necromancy)* hornet shot (transmutation)*
listening lorecall (transmutation)* unexpected clarity (enchantment)*
3rd-level
four-winds bag (conjuration)*
guardian's shield (enchantment)* Cantrips
predatory shards (transmutation)* amanuensis (transmutation)*
tattoo projectiles (illusion)* challenger’s mark (enchantment)*
threehorn's charge (transmutation)* create item (conjuration)*
4th-level detect aberrations (divination)*
fang trap (abjuration)* far hearing (divination)*
lesser water to poison (transmutation)* project object (conjuration)*
premonitory vision (divination, ritual)* quickling step (transmutation)*
5th-level static shock (abjuration)*
dinosaur stampede (conjuration)* steal speed (necromancy)*
greater water to poison (transmutation)* 1st-level
hornet shot (transmutation)* frightful strike (enchantment)*
nerveskitter (transmutation)*
protection from aerial attack (abjuration)*
1st-level speed of thought (transmutation)*
dread mercy (enchantment)* weightless pursuit (enchantment)*
frightful strike (enchantment)* 2nd-level
know greatest enemy (divination)* backbiter (enchantment)*
protection from aerial attack (abjuration)* balancing lorecall (transmutation)*
thundering armor (abjuration)* bastion of clarity (abjuration)*
weightless pursuit (enchantment)* force hammer (evocation)*
2nd-level twisting throw (divination)*
bastion of clarity (abjuration)* 3rd-level
knight's move (conjuration)* abolish shadows (abjuration)*
twisting throw (divination)* aegis of ensnarement (abjuration)*
zeal (abjuration)* four-winds bag (conjuration)*
3rd-level predatory shards (transmutation)*
aegis of assault (abjuration)* shockwave (evocation)*
aegis of shielding (abjuration)* shroud of undeath (necromancy)*
5th-level tattoo projectiles (illusion)*
unexpected clarity (enchantment)* 4th-level
lesser water to poison (transmutation)*
premonitory vision (divination, ritual)*
1st-level 5th-level
create poison (transmutation, ritual)* greater water to poison (transmutation)*
dread mercy (enchantment)* unexpected clarity (enchantment)*
enrage animals (enchantment)* 6th-level
frightful strike (enchantment)* opportune lacuna (illusion)*
speed of thought (transmutation)* read object (divination)*
weightless pursuit (enchantment)* 9th-level
2nd-level awaken construct (necromancy)*
protection from aerial attack (abjuration)*
Cantrips shielding cube (abjuration)*
amanuensis (transmutation)* speed of thought (transmutation)*
challenger’s mark (enchantment)* thundering armor (abjuration)*
detect aberrations (divination)* trapspringer (enchantment)*
far hearing (divination)* weightless pursuit (enchantment)*
project object (conjuration)* 2nd-level
quickling step (transmutation)* balancing lorecall (transmutation)*
reaver’s touch (necromancy)* force hammer (evocation)*
steal speed (necromancy)* lifetap (necromancy)*
1st-level sudden transposition (conjuration)*
create poison (transmutation, ritual)* 3rd-level
dead man’s tell (divination, ritual)* abolish shadows (abjuration)*
enrage animals (enchantment)* aegis of assault (abjuration)*
frightful strike (enchantment)* aegis of ensnarement (abjuration)*
speed of thought (transmutation)* aegis of shielding (abjuration)*
thundering armor (abjuration)* magnetism (transmutation)*
trapspringer (enchantment)* predatory shards (transmutation)*
weightless pursuit (enchantment)* shockwave (evocation)*
your glorious sacrifice (necromancy)* shroud of undeath (necromancy)*
2nd-level tattoo projectiles (illusion)*
backbiter (enchantment)* 4th-level
balancing lorecall (transmutation)* fang trap (abjuration)*
lifetap (necromancy)* lesser water to poison (transmutation)*
3rd-level watchware (abjuration, ritual)*
abolish shadows (abjuration)* 5th-level
aegis of assault (abjuration)* greater water to poison (transmutation)*
four-winds bag (conjuration)* hornet shot (transmutation)*
predatory shards (transmutation)* unexpected clarity (enchantment)*
shroud of undeath (necromancy)* 6th-level
tattoo projectiles (illusion)* opportune lacuna (illusion)*
4th-level read object (divination, ritual)*
lesser water to poison (transmutation)* 9th-level
5th-level awaken construct (necromancy)*
greater water to poison (transmutation)*
hornet shot (transmutation)*
unexpected clarity (enchantment)*

Cantrips
amanuensis (transmutation)*
challenger’s mark (enchantment)*
create item (conjuration)*
far hearing (divination)*
launch ammunition (transmutation)*
magecraft focus (divination)*
project object (conjuration)*
quickling step (transmutation)*
reaver’s touch (necromancy)*
static shock (abjuration)*
steal speed (necromancy)*
uncanny balance (transmutation)*
1st-level
create poison (transmutation, ritual)*
dead man’s tell (divination, ritual)*
frightful strike (enchantment)*
nerveskitter (transmutation)*

3rd-level abjuration

3rd-level enchantment

3rd-level conjuration


3rd-level abjuration

Transmutation cantrip
9th-level necromancy

2nd-level transmutation

Evocation cantrip

2nd-level enchantment
2nd-level abjuration

2nd-level transmutation
Conjuration cantrip

Abjuration cantrip

Enchantment cantrip

1st-level transmutation (ritual)


1st-level divination (ritual)



1st-level necromancy (ritual)

5th-level conjuration




Divination cantrip
2nd-level enchantment 1st-level enchantment
4th-level abjuration
2nd-level evocation

Divination cantrip

3rd-level conjuration

Evocation cantrip

1st-level enchantment
5th-level transmutation

3rd-level enchantment

5th-level transmutation
Transmutation cantrip

2nd-level conjuration

4th-level transmutation

1st-level divination
Divination cantrip

2nd-level necromancy

2nd-level transmutation
3rd-level transmutation

1st-level transmutation

6th-level illusion
3rd-level transmutation

Conjuration cantrip

4th-level divination (ritual)


1st-level divination

Transmutation cantrip

1st-level abjuration

6th-level divination (ritual)

3rd-level conjuration
3rd-level evocation

Necromancy cantrip

1st-level abjuration

3rd-level necromancy
1st-level transmutation





2nd-level conjuration

Abjuration cantrip

3rd-level illusion

Necromancy cantrip

1st-level abjuration

3rd-level transmutation

1st-level enchantment



2nd-level divination

5th-level enchantment

4th-level abjuration (ritual)

Transmutation cantrip
1st-level necromancy

1st-level enchantment

2nd-level abjuration
2nd-level evocation
Name Cost Armor Class Strength Stealth Weight
Light Armor
Leafweave 750 gp +1 (special) - - 8 lb.
Scorpion Chitin 20 go 12 + Dex - - 11 lb.
Darkleaf Breastplate 2,500 gp 13 + Dex - - 10 lb.
Medium Armor
Scorpion Breastplate 300 gp 14 + Dex (max 2) - - 20 lb.
Darkleaf Splint 3,250 gp 15 + Dex (max 2) - - 35 lb.
Name Cost Damage Weight Properties
Martial Melee Weapons
Cutting Wheel 25 gp 1d6 piercing 1 lb. Finesse, light
Double-bladed Scimitar 100 gp 2d4 slashing 6 lb. Double, two-handed
Drow Long Knife 35 gp 1d6 slashing 2 lb. Finesse, light, thrown (range 20/60)
Talenta Sharrash 30 gp 1d8 slashing 10 lb. Reach, special
Talenta Tangat 20 gp 1d8 slashing 8 lb. Versatile (1d10), special
Ribbonweave 175 gp 1d8 slashing Special
Zulaat 75 gp 2d4 slashing 12 lb. Double, heavy, reach, two-handed
Martial Ranged Weapons
Talenta Boomerang 10 gp 1d4 bludgeon 1 lb. Boomerang, light, thrown (range 20/60), special
Xendrik Boomerang 25 gp 1d6 bludgeon 2 lb. Boomerang, thrown (range 20/60)
Wand, rare (requires attunement)

Weapon (any crossbow), uncommon (requires


attunement)
Wondrous item, common

Wondrous item, uncommon

Wondrous item, rare



Wand, very rare (requires attunement by a
spellcaster)

Armor (shield), rare (+1) or very rare (+2)


(requires attunement by a spellcaster)


Staff, rare (requires attunement)
Wand, uncommon (requires attunement by a
spellcaster)

Ring, rare (requires attunement)

Weapon (any one-handed melee weapon), rare


(+1), very rare (+2), or legendary (+3) (requires
attunement by a wielder proficient with the
weapon)
Wand, very rare (requires attunement by a
spellcaster)


To all those who have provided feedback via
playtesting or the product page; to Hiten Dave,
who helped workshop earlier versions of some of
these archetypes in other publications; to Scott
Bean, Heath Harris, and M.T. Black, who helped
revise some of the spells that previously
appeared in Elminster’s Guide to Magic; to all
those who offered feedback and input; and to my
• Page stains based on images created by
wife Celine Massuger and our sons Isaac and
Bryan Holmes. Used by permission.
Owen, for their patience.
• Some art comes via Sine Nomine Publishing,
who rendered a great service to small
publishers everywhere by releasing all the art This work contains material that is copyright Wizards
paid for by the kickstarters for their games of the Coast and/or other authors. Such material is
Godbound, Scarlet Heroes, Silent Legions, used with permission under the Community Content
Spears of the Dawn, and The House of Bone Agreement for Dungeon Masters Guild.
and Amber into the public domain as a free All other original material in this work is copyright
resource. If you appreciate publishers who 2017 by Jeremy Forbing. It is published under the
take the time to contribute to the industry as Community Content Agreement for Dungeon Masters
a whole, please check out their stuff! Guild.
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• Some artwork (Alchemical Savant Sorcerer, the dragon ampersand, Player’s Handbook, Monster Manual,
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Kaliva, used with permission. All rights are trademarks of Wizards of the Coast in the USA and other
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• All other art (including cover art by Wayne the copyright laws of the United States of America. Any
Reynolds and interior art by Joe Madureira, reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written
Frazier Irving, Tomm Coker, et al.) is provided permission of Wizards of the Coast.
by Wizards of the Coast for DM's Guild use ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA
with permission. 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
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