Sterling Vermin Anthology v1 5e
Sterling Vermin Anthology v1 5e
Chapter 1: Races 7
Beastfolk..........................................................................8
Beastfolk Traits.................................................................8
Dhampir...........................................................................10
Dhampir Traits...............................................................10
Pactborn..........................................................................12
Pactborn Traits...............................................................13
Saurian.............................................................................15
Saurian Traits.................................................................16
Chapter 2: Classes 20
Magus................................................................................21
The Arcane Order..........................................................24
The Knights Stygian......................................................25
The Primordial Seal.....................................................26
The Shadow Court........................................................26
The Sylvan Circle...........................................................27
Magus Spell Lists...........................................................28
Magus & Multiclassing..................................................28
Pugilist............................................................................29
Arena Royale...................................................................33
Bloodhound Bruisers....................................................33
Salt & Vinegar.................................................................34
the Squared Circle........................................................34
the Sweet Science.........................................................35
Pugilist & Multiclassing................................................35
Chapter 4: Spells 45
Magus Spell Lists........................................................45
The Arcane Order...........................................................45
The Knights Stygian......................................................45
The Primordial Seal.....................................................45
The Shadow Court........................................................46
The Sylvan Circle...........................................................46
New Spells.......................................................................46
Chapter 5: Equipment & Magic
Items 51
Benjamin Huffman
March 2017
Introduction
5
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Chapter 1: Races Cover
Chapter 1 | Races
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Chapter 1: Races
resented in this chapter are new races
for your Dungeons & Dragons campaign.
The races included here abide by all the rules
and presentation structure used in the
Player’s Handbook. While the Beastfolk,
Dhampir, and Saurian add to the options in
the Player’s Handbook, speak to your
Dungeon Master before selecting a Pactborn to discuss
their unique approach to tieflings and aasimar.
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Some rare beastfolk eventually grow accustomed to
their new shape and abandon or even reject attempts to
return to their old form.
Breed True
All beastfolk have a physical resemblance to a
particular animal. Amongst their own kind they call this
resemblance their breed. Beastfolk derive many benefits
Beastfolk from their breed, from natural aptitudes with certain
abilities and skills to the ability to fly, breathe water, or
Whether born or cursed to the form, beastfolk are a
collection of humanoid races that each bear strong even use echolocation.
resemblance to an animal. Due to the dizzying variety
of animals in the world, and beastfolk that take after
them, as a whole beastfolk have few common bonds. Beastfolk Traits
They may form small communities, particularly if they All beastfolk share the following features.
all resemble the same animal, but often times they live Ability Score Increase. Increase one ability score
on the edges of civilization and only interact with those of your choice by 2 and a different ability score of your
with the insight to see beastfolk are at least as much choice by 1.
human as they are animal. Age. Beastfolk age as humans do.
Alignment. Beastfolk are true to their own hearts
more than any law or code of ethics making them more
Born & Raised often than not chaotic. They tend towards neutral more
The largest segment of beastfolk are born that way. In than evil or good.
most beastfolk families all members resemble the same Size. Beastfolk come in sizes great and small. You can
species of animal and these are the beastfolk most likely choose to be Medium or Small.
to form communities with others. These beastfolk grow Speed. Your basic walking speed is 30 feet.
up outside of settlements with other humanoids and Wild and Free. You have advantage on saving throws
typically have little if any contact with other races before against being charmed.
they begin their life of adventuring. Born and raised All Creatures Under the Sun. Gain 2 breed traits of
beastfolk tend to strike out adventuring when their your choice.
communities are threatened, destroyed, or are forced Languages. You begin with Common and
into contact with the wider world. Beastspeech. Beastspeech can only be learned by
Beastfolk and, when speaking it, they can communicate
with animals as if under the effect of the spell, speak
Cursed & Broken with animals.
Fewer than the naturalborn beastfolk are the
unfortunate souls who were cursed to the shape. Breed Traits
Whether they transgressed against the gods, crossed All beastfolk have two of the following traits. Each trait
a foul-tempered spellcaster, or provoked a curse from can only be selected once.
a sorcerous relic, these beastfolk began their life as Adept Climber. Gain proficiency in your choice
something else. Beastfolk who are cursed to the form of Athletics or Acrobatics. You have a climb speed
may have been adventurers before they took on their equivalent to your walking speed.
bestial appearance. Regardless of when or how, many Beast of Burden. You are considered one size larger
beastfolk’s adventuring career consists of looking for a than you are for the purposes of determining carrying
way to reverse the curse and return to their old selves. capacity and the amount you can push, drag, or lift.
Chapter 1 | Races
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Burrowing. While you have two free hands you have a Natural Weapon. You have a natural weapon that you
burrowing speed of 25 feet. are proficient in. This could be a bite, claw, quill, club
Darkvision. Accustomed to life underground or the tail, or other bestial feature. You can choose to add your
night sky, you have superior vision in dark and dim strength or dexterity modifier to the attack roll and
conditions. You can see in dim light within 60 feet of deal 1d4 + strength or dexterity modifier damage. The
you as if it were bright light, and in darkness as if it damage type should be selected when you take this trait;
were dim light. You can’t discern color in darkness, only bludgeoning, piercing, poison, or slashing damage.
shades of gray. Scalekin. You have a swim speed equivalent to your
Echolocation. As a bonus action on your turn you can walking speed and can breathe in air and water.
emit a shriek inaudible to creatures without this trait.
Until the end of your next turn you have blindsight up to
30 feet away while you are not deafened.
High Flyer. You have a fly speed equivalent to your
base walking speed. You cannot fly while you are
carrying more than half of your maximum carrying
capacity. While flying you make attack rolls and ability
checks at disadvantage, cannot maintain concentration
on spells, and cannot cast spells.
Jumper. Gain proficiency in your choice of Athletics or
Acrobatics. Your jump distance is doubled.
Keen Senses. Gain proficiency in the Perception
skill and choose one sense. You gain advantage on
Perception rolls that utilize that sense.
Kin to Beasts. Gain proficiency in Animal Handling.
Your proficiency bonus is doubled when you make
Animal Handling checks.
Longstrider. Your base walking speed increases to 35
feet.
Natural Armor. When you aren’t wearing armor, your
AC equals 11 + your Constitution or Dexterity modifier.
Natural Talent. Beasts of the earth, sky, and sea have
talents as varied as their shapes. You gain proficiency in
a skill of your choice.
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By Bloodline Broken
When vampires pass down their blood to a dhampir
child they pass along the curse that runs through their
veins as well. Although more obscure curses exist, the
three most common curses that afflict vampires are the
Curse of Nobility, the Curse of the Feral, and the Curse
of Dread. Amongst the dhampir these translate to the
Dreadblood, Feralblood, and Nobleblood. Dreadblood
dhampir inspire terror and creeping melancholy in
those around them and so tend to take up lives of study
Dhampir where they can hide away from others. Feralblood
dhampir are most connected to the bestial side of
Born from the union of mortal and vampire, the dhampir
vampirism and feel most alive when hunting another or
come into the world infused with undead power but
taking a life. Nobleblood dhampir possess an unnatural
alive. Dhampir typically cannot sire or bear children
charisma and hypnotic presence that they employ to
themselves although there are rare exceptions to this,
build small communities or cults to their name and live
typically aided by powerful magic. While the dhampir
off the hard work of others.
share many traits as a whole, they also differ from one
another based on the cursed nature of their vampiric
parent. Dhampir Traits
All dhampir share the following features.
One Foot in the Grave Ability Score Increase. Your Constitution score
increases by 2.
Dhampir straddle the line between life and death. Their
Age. Dhampir mature at the same rate as humans but
mystical relation to undeath gives them resilience
live to be into their 300s.
against poison and necromantic energies but they feel
Alignment. Dhampir are given to dark appetites by
the blush of life as keenly as any other mortal race.
their nature pushing many dhampir towards evil or
Dhampir tend to be fascinated with mortality. In some
neutral alignments. Dhampir are as likely to be lawful as
cases this compels a dhampir to take up the life of an
they are chaotic.
adventurer, risking her life on a nightly basis just for
Size. Dhampir stand between 5 and 6 feet tall and
the thrill. In other cases it causes a dhampir to cloister
weigh on average 140 pounds. Your size is Medium.
himself away from the world, studiously working to
Speed. Your basic walking speed is 30.
conquer his own mortality.
Darkvision. Given their aversion to sunlight and
comfort with the darkness, it is lucky for the dhampir
The Life Nocturnal they are blessed with natural darkvision. You can see in
dim light within 60 feet as if it were bright light and in
While the sun does not harm a dhampir as it does their darkness as if it were dim light. You can’t discern color
vampiric parent, the dhampir nevertheless prefer the in darkness, only shades of gray.
dim light and darkness of night to the harsh sunlight. Hard to Kill. You have advantage on death saving
Their aversion to sunlight might cause the highly throws.
superstitious or untrusting to assume that a dhampir is Sunlight Sensitivity. You have disadvantage on attack
a vampire. This aversion to sunlight, and consequently rolls and on Wisdom (Perception) checks that rely on
the daytime, leads many dhampir to acquaint sight when you, the target of your attack, or whatever
themselves with the nightlife and criminal organizations you are trying to perceive is in direct sunlight.
that operate largely in the evenings and wee hours of Unnatural Resilience. You gain advantage on poison
the morning. saving throws and have resistance against necrotic
damage.
Chapter 1 | Races
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Daywalker. You can use a bonus action and expend a Feralblood Traits
Hit Die to ignore your Sunlight Sensitivity feature for 10 Your vampiric parent was a creature red in tooth and
minutes. claw.
Languages. You begin with Common and one other Ability Score Increase. Your Strength score increases
language. by 1.
Subraces. Choose a subrace based on the bloodline Claws of the Beast. As a bonus action you can spend
of your vampiric parent. a Hit Die to transform your hands into powerful claws
for the next minute. Use the same type of die as the one
Dreadblood Traits expended to activate this ability for the claws’ slashing
Your vampiric parent was a mad monster who inspired damage. The claws count as unarmed strikes, have the
mortals to unholy terror. finesse property, and are considered magical for the
Ability Score Increase. Your Intelligence score purposes of overcoming damage resistances.
increases by 1. Primal Nature. You gain proficiency in your choice
Disquieting Presence. When a creature you can see of one of the following: Animal Handling, Athletics, or
makes a saving throw against an illusion or frightened Survival
effect you can use your reaction to spend and roll a Hit
Die, adding the result to the DC of that saving throw.
You can do this after the creature makes its saving
throw but before the DM declares whether or not it was
successful.
Friend to Fear. You gain proficiency in your choice
of one of the following: Intimidation, Perception, or
Stealth
Nobleblood Traits
Your vampiric parent was a predator who hunted
amongst socialites and nobles.
Ability Score Increase. Your Charisma score
increases by 1.
Mesmerizing Presence. When a creature you can
see makes a saving throw against an illusion or charm
effect you can use your reaction to spend and roll a Hit
Die, adding the result to the DC of that saving throw.
You can do this after the creature makes its saving
throw but before the DM declares whether or not it was
successful.
Natural Grace. You gain proficiency in your choice of
one of the following: Deception, Insight, or Persuasion.
Chapter 1 | Races
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Pactborn
When warlocks dare to test their luck by forging pacts
with powerful creatures outside the material realm they
risk not only their own souls but the souls of their kin
as well. Pactborn are the children of warlocks whose
binding relationship to otherworldly patrons left a telling
imprint on their spawn. Pactborn children are almost
always shunned by society and usually just as likely to
be rejected by their parents. In the eyes of their parents,
pactborn are a cruel reminder of the price they paid for
power. In everyday society, pactborn are unfairly and
incorrectly seen as innately evil or nefarious.
Other Origins
Thicker Than Blood While the default origin of the Pactborn is that they are
Not all children of warlocks are pactborn and it is the children of warlocks pledged to otherworldly powers
unclear what factors differentiate warlocks who there is no reason you couldn’t adapt the race for a
pass along their inhuman nature to their kin from different background in your own campaign. Consider
those that do not. Increasing their isolation from the the following alternative origins for the Pactborn.
world, Pactborn are not able to sire or bear children Foreign Born. Mortals rarely obtain the ability to travel
themselves so even the embrace of a family of their the myriad planes of existence and, rarer still, have the
own is beyond their grasp. Though they might wish mixed fortune of giving birth there. Even in instances
otherwise, the pactborn’s unnatural lineage is betrayed where both parents share the same race, a child
by their outward appearances, their physical features conceived, carried, or born on distant planes may show
a symbol of the union between their parent and their signs of its influence. These children are known as the
parent’s otherworldly patron. Due to the incredible Planetouched and while even rarer than the Pactborn,
strain the pactborn have in starting and keeping they suffer from far less stigma.
relationships they tend to be steadfast and loyal to those Interplanar Incursion. Decades, centuries, or millenia
who show them true kindness and respect. ago powerful beings from one or more planes invaded
the world. Whether or not those powers are still around
today, they have left a profound and ongoing mark on the
Otherworldly Kin world in the form of the Nephilim. Unlike the Pactborn
who tend to rarely if ever see others that look like them
All pactborn have an unnatural charisma that stems
the Nephilim form communities to support one another
from their parents and their parent’s patron’s raw and
and buffer themselves against the prejudice of the other
overwhelming presence. Warlocks promised to the
races.
Archfey can sire or birth siofra, a pactborn known for
Living Vessel. The Pactborn are rare but a Vessel is
their duplicity and tricky nature. Warlocks in the service
a singular being who will almost certainly live its entire
of a Fiend can have tiefling children, whose appearance
existence without meeting another being even remotely
matches their infernal temperament. Warlocks bound to
similar to it. Using an obscure and unreliable arcane
the Great Old Ones sometimes spawn the methuselah,
ritual powerful creatures from distant planes reincarnate
pactborn who exude the alien weirdness of their
into a humanoid form on the material plane. This
parent’s patrons and whose madness is only matched by
method robs the creature of all of its memories and
their insight.
power as their soul inhabits a newly conceived child and
Other stranger and rarer pactborn are the result of
in the material world. Often a Vessel spends most of
less common warlock patrons. Among these pactborn,
his childhood and early adulthood piecing together the
the aasimar are born to warlocks who have forged their
broken memories of his past life before coming to the
pacts with powerful beings of light and order and the
unsettling or empowering (depending on the Vessel)
lemures are the spawn of warlocks pledged to ancient
realization that they are not of this world.
undead beings suffused with necromantic power.
Chapter 1 | Races
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Pactborn Traits Tiefling
Tieflings often bare a certain characteristic demeanor
All pactborn share the following features. of their infernal heritage though to a lesser degree than
Ability Score Increase. Your Charisma score they are often accused of. Tieflings are prone to have a
increases by 2. particular vice that then struggle with or indulge in most
Age. Pactborn mature at the same rate as humans but of their lives. For some tieflings this means a life time of
live a few years longer. late nights and large tabs at taverns while others’ habits
Alignment. Pactborn may not have an innate tendency run more violent or esoteric.
toward evil, but many of them end up there after a The appearance of tieflings is quite diverse. Most
lifetime of desperation and social isolation. Influenced tieflings have a red complexion although for some
by the mystic imprint of a warlock’s pact, pactborn are this is quite light and for others it is stark. Common
prone towards a lawful alignment. physical qualities of tieflings include horns, tails, fangs,
Size. Pactborn are about the same size and build as forked tongues, and upturned noses. Despite these
humans. Your size is medium. qualities being common they are not ubiquitous and
Speed. Your basic walking speed is 30. most tieflings only have some of these traits rather than
Subrace. Five subraces of pactborn are found among all of them. Tieflings sometimes smell like burnt wood,
the worlds of D&D: siofra, tiefling, methuselah, aasimar, cinnamon, or sulfur.
and lemures. Choose one of these subraces. Ability Score Increase. Your Intelligence score
increases by 1.
Siofra Darkvision. Thanks to your infernal heritage, you
Siofra are said to be capricious and mercurial. The have superior vision in dark and dim conditions. You can
parent of a siofra child must always be vigilant as the see in dim light within 60 feet of you as it if were bright
child is prone to putting itself in harm’s way to satisfy its light, and in darkness as it if were dim light. You can’t
curiosity. When the child finally grows out of that phase discern color in darkness, only shades of gray.
they are likely to torment their parents with no end with Hellish Resistance. You have resistance to fire
practical jokes and gags meant to amuse no one but the damage.
child themself. While most siofra outgrow these habits Infernal Legacy. You know the thaumaturgy cantrip.
they do tend to have overactive senses of humor, quickly Once you reach 3rd level, you can cast the hellish
change their minds, and display a certain degree of lack rebuke spell once with this trait as a 2nd-level spell,
of empathy or consideration for others. and you regain the ability to do so when you finish a
Physically the siofra are lithe, beautiful, and often long rest. Once you reach 5th level, you can cast the
have splashes of shocking color in their hair, eyes, or darkness spell once with this trait, and you regain the
skin. Some siofra smell of sweets or flowers or other ability to do so when you finish a long rest. Charisma is
pleasant things. It is unheard of for a siofra to be plain. your spellcasting ability for these spells.
Whether they are beautiful or otherwise, they are always Languages. You can speak, read, and write Common
striking in appearance. and Infernal.
Ability Score Increase. Your Dexterity score increases
by 1 Methuselah
Chimeric Legacy. You know the minor illusion cantrip. Methuselah frequently spend much of their childhood
Once you reach 3rd level, you can cast the charm person without uttering a word and seemingly oblivious to
spell once with this trait as a 2nd-level spell, and you others around them. As they grow older, methuselah
regain the ability to do so when you finish a long rest. engaged a bit more with others but are always
Once you reach 5th level, you can cast the misty step noticeably distracted by internal thoughts or stimuli.
spell once with this trait, and you regain the ability to While madness is relatively common in methuselah
do so when you finish a long rest. Charisma is your it is not guaranteed. Most methuselah have very
spellcasting ability for these spells. idiosyncratic ideas about themselves and the world and
Fey Ancestry. You have advantage on saving throws are prone to being conspiratorial and paranoid.
against being charmed, and magic can’t put you to sleep. Although the appearance of methuselah varies
Untrue. You have proficiency in the Deception skill. greatly they are all distressing on some level to others.
Languages. You can speak, read, and write Common Methuselah have been known to exhibit translucent
and Sylvan. skin, bulbous lumps about their bodies, vestigial limbs,
bulging veins, and odd patches of hair or hairlessness.
The voices of methuselah are also often noted as having
an unnerving quality of some kind. This quality might
be an unnatural or quavering pitch, words that echo
themselves, or unintended guttural growls or groans.
Ability Score Increase. Your Constitution score
increases by 1.
Ineffable Legacy. You know the prestidigitation
cantrip. Once you reach 3rd level, you can cast the sleep
spell once with this trait as a 2nd-level spell, and you
regain the ability to do so when you finish a long rest.
Once you reach 5th level, you can cast the crown of
madness spell once with this trait, and you regain the
ability to do so when you finish a long rest. Charisma is
your spellcasting ability for these spells.
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Inscrutable Madness Insight. When you complete a Lemures
long rest roll a d20 and record the number rolled. You Perhaps unsurprisingly, lemures have a fascination with
can replace any attack roll, saving throw, or ability check death and dead things. Despite this fascination, lemures
made by you or a creature that you can see with this roll. are rarely violent but instead prefer to observe the
You must choose to do so before the roll and, when you machinations of death and decay where they are already
do, you lose this foretold roll. When you take a long rest occurring. While this is an unsettling interest in children
you lose this foretold roll. it is even more prone to unsettle others once the
Languages. You can speak, read, and write Common lemures reaches adulthood. Lemures are typically quiet,
and Deep Speech. reserved, and prone to sullen and withdrawn moods.
Lemures often look older and more weary than they
Aasimar are though they age and exhaust no faster than other
Despite their appearance and supernatural inheritances, Pactborn. Their frequently frail and malnourished
the aasimar are not the beings of unflinching virtue appearance also masks their inherent strength.
some assume they must be. Instead, aasimar struggle Lemures are prone to having ashy or dry skin with black
with the strong convictions fueled by their supernatural or gray eyes and black, gray, or white hair. Lemures
connection to order and all the shortcomings that make sometimes smell of freshly turned earth, smoke, or rot.
them mortal. In coping with this struggle, some aasimar Ability Score Increase. Your Strength score increases
begin to believe that they are morally superior in due by 1.
to their heritage and become philosophically bullish Stygian Legacy. You know the spare the dying
insisting that their own moral compass is flawless cantrip. Once you reach 3rd level, you can cast the ray
regardless of where it leads them. For other aasimar, of sickness spell once with this trait as a 2nd-level spell,
the better side of both of their natures prevail and they and you regain the ability to do so when you finish a
truly are the beings of goodness, compassion, and long rest. Once you reach 5th level, you can cast the
justice others hope they are. speak with the dead spell once with this trait, and you
Aasimar have a radiant or magnetic presence. While regain the ability to do so when you finish a long rest.
they may not be beautiful by traditional standards, Charisma is your spellcasting ability for these spells.
something about their appearance signified authority Unnatural Innervation. As an action you can roll and
or goodness. They may have tinges of gold in their eyes, expend a hit dice to gain the result + your Constitution
hair, or skin and they are almost always without physical modifier in temporary hit points.
blemish. Very rarely an aasimar is born with wings Languages. You can speak, read, and write Common.
but these limbs are always useless for flying or gliding, Additionally, you can speak to and understand the
though they do make clothing and armor more difficult speech of any undead creature that knows a language.
and expensive to come by.
Ability Score Increase. Your Wisdom score increases
by 1.
Darkvision. Thanks to your celestial heritage, you
have superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as it if were bright
light, and in darkness as it if were dim light. You can’t
discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic
damage and radiant damage.
Celestial Legacy. You know the light cantrip. Once
you reach 3rd level, you can cast the lesser restoration
spell once with this trait, and you regain the ability to do
so when you finish a long rest. Once you reach 5th level,
you can cast the daylight spell once with this trait as a
3rd-level spell, and you regain the ability to do so when
you finish a long rest. Charisma is your spellcasting
ability for these spells.
Languages. You can speak, read, and write Common
and Celestial.
Chapter 1 | Races
14
Kin to Behemoths
Saurian tower above other humanoid races. The size
of the Saurian race is proof, they say, of their inherent
capacity for rulership over the younger races and their
connection to the primordial origins of the world. When
their foot falls shake the earth and echo off the hills even
the skeptical are inclined to give it consideration.
Saurian Their appearance is further proof of their ancient and
“Did not learned men, too, hold, till within the titanic origins. All Saurian resemble the behemoths
last twenty-five years, that a flying dragon was an commonly believed by scholars to have ruled the
impossible monster? And do we not now know that world in prehistoric times. Different Saurian subraces
there are hundreds of them found fossil up and down resemble different species of behemoths but all are
the world? People call them Pterodactyles: but that covered with a scaled or feathered hide, possess large
is only because they are ashamed to call them flying black eyes, and have a tail.
dragons, after denying so long that flying dragons could
exist.”
--Charles Kingsley, The Water Babies Saurian Names
Every Saurian is given a personal name at birth. In
Like their behemoth kin the Saurian are relics of an adolescence the Saurian is taught the names of all of
ancient time and unknown to nearly all inhabitants of his parents ancestors and these form an extended name.
the worlds of D&D. Saurian struggle to uphold time When one Saurian is introduced to another for the
honored traditions while they maintain the ruins of their first time the traditional greeting involves each Saurian
once decadent city states. giving their personal name as well as the personal name
of each of their ancestors going back as long as they can
remember.
The End of an Era Ankylos Names: Bhatha, Bhima, Charma, Gada,
The reign of the Saurian was long but now so distant Gadadhar, Khethah, Laguda, Sainya
in the past that none but their own scholars even recall Deinony Names: Babila, Javana, Pathika, Rajaduta,
the details of it. In the modern age, Saurian remain Rewa, Turanya, Vanik, Yathu
in ancient gilded cities deep in the forgotten places of Plesios Names: Aayaata, Annapurna, Karshakka,
the world. Hidden away in these lands lost to time the Maalaakaara, Ogha, Puura, Riddhi, Samudra
Saurian remain committed to the culture and traditions Pteradas Names: Aakaash, Aksha, Daksha, Pataga,
of their ancestors. Even as their numbers grow fewer Silpa, Vihaga, Yantram, Yukti
with each passing decade, the Saurian still look to the Sarchos Names: Dawati, Hantaram, Makara, Nakra
past rather than embrace the future. Raja, Peck, Tanupa, Udadhi, Urmi
In that bygone age the Saurian ruled sprawling Triceras Names: Acharya, Agamya, Aparavid,
empires from capitols littered with gold and precious Chanaakya, Gyana, Itihaasa, Katha, Vidvat
gems, enlightened by the doctrine of their religious Tyrannos Names: Abhiraj, Adhip, Bhayan, Mahesh,
philosophy, and pioneered a great number of the Mahiipat, Rajaan, Upadravin, Virochan
mundane and mystical arts practiced today. At least,
that’s what the Saurian claim. With their numbers
shrinking since before recorded time some Saurian
embrace a fatalistic stance that their race was born
dying.
Chapter 1 | Races
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Saurian Traits Club Tail. Ankylos have a club tail they can use in
combat. Your unarmed attacks with your tail deal 1d6 +
Saurian society is divided into castes that fall largely
your strength modifier bludgeoning damage.
along the lines of their various subraces. Ankylos are
Heavy. You have advantage on saving throws against
expected to become a member of the military or city
being moved and knocked prone.
guards. Deinony serve their people as ambassadors
Natural Armor. Ankylos have a bone plated back they
and traveling merchants. Plesios are depended on as
can use to intercept attacks if they have no better shield
the farmers and explorers of saurian society. Pteradas
on hand. While you are not using a shield you gain a +1
are known for their creativity and expertise as artisans.
to your AC.
Sarchos are found almost exclusively in coastal cities
Slow. Your base movement speed decreases to 25 feet.
and often make up whatever naval forces a Saurian city-
state has. Triceras are encouraged to become scholars
and bureaucrats. Tyrannos are the leaders of Saurian Deinony
society, as likely to be feared as they are admired. With their prenatural speed and slightly less
Ability Score Increase. Your Strength score increases hulking frame, the Deinony serve Saurian society as
by 1. ambassadors, merchants, and rangers. In ancient eras
Age. Saurian mature slightly slower than humans do the Deinony would travel from one Saurian city-state
and can live up to a thousand years. to another delivering their ruler’s lists of demands,
Alignment. Saurian are creatures of habit and custom requests, or peace offerings. It has been decades or
and as such are almost always lawful. Saurian have millennia since two great Saurian city-states have been
an even temperament and a dislike for trouble making close enough for such a relationship and so Deinony
them disinclined to be good or evil. today serve as the primary face of Saurian society to the
Size. Saurian are between 6 to 8 feet tall and weigh outside world, if the outside world knows of the Saurian
between 350 and 450 lbs. Saurian size varies by at all.
subrace with Pteradas being the smallest and lightest, To the uneducated eye, a Deinony might look like a
Plesios being the tallest, and Ankylos being the heaviest. particularly feral lizardfolk. To those who are familiar
Your size is medium. with both races the Deinonys’ size, protruding nose,
Speed. Your basic walking speed is 30. and the dagger-sized talons on their feet make the two
Behemoth Kin. Your size counts as large for the impossible to confuse.
purposes of determining carrying capacity and Ability Score Increase. Your Dexterity and Charisma
grappling. scores increases by 1.
Intimidating Size. When you make an Intimidation Clawed Toe. Deinony have dagger like claws on
ability check against a creature your size or smaller you the end of their feet that they can use in battle. Your
gain advantage. unarmed attacks with your toe claw deal 1d4 + your
Long Memory. You have proficiency in the History strength modifier slashing damage.
skill. Clever. You have a natural talent for providing
Languages. You can speak, read, and write Common openings and advantages for others. On your turn, you
and Draconic. The Saurian dialect of Draconic is can use a bonus action to take the Help action. You can
obvious to other speakers of the language and unless use this feature again after you complete a short or long
you learn Draconic again from another source, your rest
speech in Draconic will always be notable for its Raptor Agility. Your reflexes and agility allow you to
Saurian idiosyncrasies. move with a burst of speed. When you move on your
Subrace. Saurian society is divided into castes that turn in combat, you can double your speed until the end
fall largely along the lines of their various subraces. of the turn. Once you use this trait, you can’t use it again
Ankylos are expected to become a member of the until you move 0 feet on one of your turns.
military or city guards. Plesios are depended on as the
farmers and explorers of saurian society. Pteradas are
known for their creativity and expertise as artisans.
Triceras are encouraged to become scholars and
bureaucrats. Tyrannos are the leaders of Saurian society,
as likely to be feared as they are admired.
Ankylos
By tradition, the Ankylos are the military caste of
Saurian society. Ankylos are introduced to fighting in
small groups as a competitive team combat for sport
and the entertainment of other Saurian. Ankylos age
into roles in the city guard, in militaries, or as hired
body guards.
These combat roles well suit the Ankylos as they are
the heaviest among Saurian kind and possess both
naturally weapons and a natural defense. Along their
back the Ankylos have contiguous bone plates that
create shell and their tail ends in a club formed from the
more of the same bone plates.
Ability Score Increase. Your Constitution score
increases by 1. Your Strength score increases by an
additional 1.
Chapter 1 | Races
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Plesios at sea.
Plesios form the bulk of the agricultural caste of Sarchos have long snouts, a thick scaled hide, short
Saurian society. Plesios are naturally gifted at tending but powerful legs, and long tails. While their gait on
the land and the sea and are taught horticulture and land could be called awkward they swim with ease
herbalism from a young age. Many Plesios become and grace moving as a serpent does and allowing their
farmers but some rare few serve their communities as tails to propel them forward. Sarchos are sometimes
druids or rangers instead. mistaken for freakinshly large crocodile by humanoids
Plesios are the tallest of the Saurian owing in no unfamiliar with the Saurian.
small part to their sizeable neck. Plesios stand nearly Ability Score Increase. Your Constitution score
8 feet tall on average and about 2 feet of that height is increases by 1. Your Strength score increases by an
their neck. Despite lacking any external gills Plesios are additional 1.
equally at home above and below water and their skin At Home in Water. Your base movement speed
produces a sheen when they remain out of water for decreases to 25 feet and you have a swimming speed of
extended periods of time. 30 feet.
Ability Score Increase. Your Wisdom score increases Hold Breath. You can hold your breath for up to your
by 1. Your Strength score increases by an additional 1. Constitution modifier in hours (minimum 1).
Aquatic. You have a swimming speed equivalent to your Powerful Jaws. Sarchos have powerful jaws they can
base walking speed and you can breathe air and water. use to grapple and control enemies with in combat.
Catch of the Day. When you are near a body of water When you make a grapple attempt you may use your
you can spend 10 minutes catching fish. You catch 10 mouth instead of a free hand. If you do, and you
fish which function identically to the berries created by successfully grapple a creature, that creature takes your
the spell, goodberry. You can use this feature again after strength modifier in damage.
you complete a long rest. Scaley Hide. Whenever you complete a short or a
Darkvision. Accustomed to darkened waters, you long rest you gain temporary hit points equal to your
have superior vision in dark and dim conditions. You Constitution modifier (minimum 1).
can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Pteradas
In Saurian society, Pteradas are seen as inherent
innovators and artists and thus make up the artisan
caste. In a culture that changes as slowly as Saurian
society does, Pteradas are given the a limited
freedom to innovate and experiment with
new forms of art and thinking. In practical
roles, Pteradas become artists, philosophers,
and inventors.
Physically the Pteradas are the smallest and
lightest of all Saurian. Their relatively spry stature
allows them to use their wings, a membrane between
the bottom of their palms and their top of their hips, to
fly. Their heads are notable for its shape which is quite
long due to their beaks.
Ability Score Increase. Your Dexterity score
increases by 2.
Flight. You have a fly speed of 30 feet. You cannot fly
using this feature when you are carrying more than half
of your encumbrance rating in weight. While flying in
this way you cannot make attack rolls, cast spells, or
maintain concentration on spells you had previously
cast.
Tool Proficiency. Choose and gain proficiency with
any one tool kit.
Sarchos
Sarchos occupy a precarious position in Saurian society.
It’s a commonly accepted fact that Sarchos were one
of the youngest of the Saurian races and their unique
gifts leave them ill suited for landlocked settlements.
While historically the Sarchos have made up the bulk
of Saurian city-state’s navies, today few such city-states
exist and those that do are hard pressed to muster
up enough officers to call it a navy. The Sarchos then
are largely forgotten by other Saurian or sometimes
even viewed as suspicious outsiders. In rare Saurian
city-states that have long and proud naval traditions the
Sarchos are still accepted as members of traditional
society and often take roles that put them and keep that
Chapter 1 | Races
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Triceras
Triceras are regarded as being exceptionally gifted
scribes and ritualists and make up the majority of the
scholar caste in Saurian society. As members of the
scholar caste, Triceras are called on to remember the
customs and traditions of the past as well as interpret
and mediate the application of historical laws. Triceras
fulfill their function as members of the scholar caste
by serving Saurian society as judges, priests, and
lorekeepers.
The most striking physical characteristic of the
Triceras is their forehead which forms a ridge separating
the front of their skull from the back. On the front facing
side of that ridge are three horns with one shorter horn
sitting directly above the Triceras’ beak and the two
longer horns above and to either side of central horn.
Ability Score Increase. Your Intelligence score
increases by 2. Your Strength score increases by an
additional 1.
Living Fossil. Your proficiency bonus is doubled when
you make Intelligence (History) ability checks.
Trihorn Headbutt. You have three horns on your head
that you can use to attack in a pinch. Your unarmed
attacks with your horns deal 1d4 + your strength
modifier piercing damage.
Ritualist. Choose any 1st-level spell with the ritual tag.
You can cast this spell as a ritual. Intelligence is your
spellcasting ability for this spell.
Tyrannos
With the blood of the mythical Tyrant King the Tyrannos
inherit the birthright of leadership and ruler caste of the
Saurian society. With Saurian society having long since
retreated from attempts at military expansion traditional
Tyrannos do little today but rule over the decaying
ruins of their once great society while enterprising
Tyrannos may attempt to start trade with the wider
world. Tyrannos are given a wide berth in terms of the
functional roles they play in society but most often act
as politicians, rulers, and merchants.
The Tyrannos are easily identified by their large heads,
which they claim is a result of their superior intellect
and political prowess, and their short arms, which
everyone else should be careful never to make note of.
Ability Score Increase. Your Charisma score
increases by 1. Your Strength score increases by an
additional 1.
Carnivorous Bite. You have rows on rows of sharp
teeth and you can use them to rend your foes. Your
unarmed attacks with your bite deal 2d4 + your strength
modifier slashing damage.
Small Arms. You cannot wield weapons with the
heavy property.
Tyrant King. You have proficiency in the Intimidation
skill.
Terrifying Roar. You can use your action to roar with
rage, shocking your inferiors into submission. When
you do, all creatures within 30 feet must pass a Wisdom
saving throw or be frightened until the end of your next
turn. The DC for this saving throw is equivalent to 8
+ your Charisma modifier + your proficiency modifier.
After you use your terrifying roar, you can’t use it again
until you complete a short or long rest.
Chapter 1 | Races
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Chapter 2 | Classes
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Chapter 2: Classes
resented in this chapter are new classes
for your Dungeons & Dragons campaign.
Each class published by the Sterling Vermin
has undergone months of public feedback
and playtesting and a series of revisions and
re-writes to ensure the class is as balanced
as it can be before being included on the
DM’s Guild.
The Magus class is a blend of martial prowess
and magical power. While several player options
in Dungeons & Dragons 5th edition hint at the
swordmages, arcane archers, seekers, wardens, and
more from previous editions the Magus class allows
players to play a hybrid warrior spellcaster from the
start. Along with unique class and archetype features,
the Magus also introduces several unique spells -
especially in the form of weapon attack cantrips. Each
of the Magus class’ Eldritch Societies provide unique
magical styles and story hooks.
The Pugilist class is for streetfighters with swagger to
spare. The Pugilist is not a remake or an interpretation
of a class available in previous editions of Dungeons
& Dragons but began as our attempt at creating a
variation on the Monk class that had less specifically
Eastern and mystical baggage. The Pugilist quickly grew
beyond that original goal and captured an archetype
untapped by Dungeons & Dragons up to this point
- the common man who gets by on sweat, blood, and
confidence. Each of the Pugilist class’ Fight Clubs
define the different avenues by which a hero might come
to pugilism.
Chapter 2 | Classes
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Magus
A human confronted by two orcs draws his rapier and,
as he does, violet runes illuminate in the air around the
weapon. He dodges one of the orc’s impatient attacks
and punishes it with a thrust of his own that causes
the air around the orc to burst into green flames and
sends the orc sprawling to the ground. The second orc
becomes noticeably less enthusiastic about the fight.
A dwarf looks down from the mountain peak she calls
home and sees the rampant destruction of the woods
she has sworn to protect. As she approaches the hunting
encampment responsible for the fire she calls woodland
creatures to be her allies and her skin hardens to bark.
Looking over the ancient heiroglyphs, a saurian
searches frantically for details of a ritual that will
uphold the mystic seal over his ancestral home. When
the impossibly heavy doors swing open behind him, he
turns to face the temple’s guardians as his sword erupts
into flames.
Magi are mystical warriors who blend martial
prowess with esoteric knowledge and spellcasting. Magi
balance the pursuit of personal goals and relationships
with their obligations to pursue the goals and ideals of
the eldritch societies that initiated them into the magical
arts. Although their backgrounds may sometimes set
them at odds against one another, magi are united by
their commitment to a cause greater than themselves
and a drive to master their magical abilities.
Martial Magicians
Every magus is a warrior. Magi train with arms and
armor to protect what they hold dear, fight for what they
believe in, and get themselves into or out of trouble. For
a magus, violence may not be the preferable answer but
it’s always a valid back up plan.
Every magus is a magician. Magi use their hard
earned skill with spellcasting to explore the multiverse,
empower their companions, and decimate their
enemies. For a magus, magic is a tool that expands their
horizons and their options.
Chapter 2 | Classes
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The Magus
__ Spell Slots per Spell Level __
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Eldritch Society, Esoteric Eye 2 __ __ __ __ __ __
2nd +2 Mystic Mark, Spellcasting 2 3 2 __ __ __ __
3rd +2 Eldritch Armament, Eldritch Society feature 2 3 3 __ __ __ __
4th +2 Ability Score Increase 3 4 3 __ __ __ __
5th +3 __ 3 5 4 2 __ __ __
6th +3 Mystic Meditation 3 5 4 2 __ __ __
7th +3 Eldritch Society feature, War Magic 3 6 4 3 __ __ __
8th +3 Ability Score improvement 3 7 4 3 __ __ __
9th +4 Aegis and Enspell improvements 3 8 4 3 2 __ __
10th +4 Spell Surge 4 8 4 3 2 __ __
11th +4 Improved War Magic 4 9 4 3 3 __ __
12th +4 Ability Score Improvement 4 10 4 3 3 __ __
13th +5 Aegis and Enspell improvements 4 11 4 3 3 1 __
14th +5 Eldritch Society feature 4 11 4 3 3 1 __
15th +5 Spell Ward 4 12 4 3 3 2 __
16th +5 Ability Score Improvement 4 13 4 3 3 2 __
17th +6 __ 4 14 4 3 3 3 1
18th +6 Greater Spell Surge 4 14 4 3 3 3 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 2
20th +6 Spell Surge and Greater Spell Surge improvements 4 16 4 3 3 3 2
Chapter 2 | Classes
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Eldritch Society For example, if you know the 1st-level spell find
familiar and have a 1st-level and a 2nd-level spell slot
At 1st level, you choose an Eldritch Society that trained
available, you can cast find familiar using either slot.
you in the ways of the magus: the Arcane Order, the
Spells Known of 1st-Level and Higher. You know
Knights Stygian, the Primordial Seal, the Shadow Court,
three 1st-level magus spells of your choice from
or the Sylvan Circle. Your choice grants you features
your Eldritch Society’s spell list. You learn additional
at 1st level and again at 3rd, 7th, and 14th level. Your
spells chosen from your Eldritch Society’s spell list as
choice also determines your spell list.
indicated in the spells known column of the magus table.
Additionally, when you gain a level in this class, you
Esoteric Eye can choose one of the spells from your Eldritch Society
spells you know and replace it with another spell from
At 1st level, you have the ability to detect the ability for your Eldritch Society’s spell list, which also must be of a
spellcasting in others. As an action, your eyes flash level for which you have spell slots.
with obvious magical energy as your senses wake to Spellcasting Ability. Your spellcasting ability is
the mystical energies of the multiverse. Until the end determined by your Eldritch Society. See the Initiate
of your next turn, you know if each creature you can feature of your Eldritch Society for your spellcasting
see within 60 feet of you has the Spellcasting or Innate ability.
Spellcasting feature or trait. Additionally, you learn each Ritual Casting. You can cast a magus spell as a ritual
of those creature’s spellcasting ability, if they have one. if that spell has the ritual tag and you know the spell.
You can use this feature a number of times equal to 1 Spellcasting Focus. Your spellcasting focus, if any, is
+ your magus spellcasting modifier. When you finish a determined by your Eldritch Society. See the Initiate
long rest, you regain all expended uses. feature of your Eldritch Society to see what, if any,
spellcasting focus you may use for your magus spells.
Mystic Mark
Starting at 2nd level, you learn to place a mystic mark Eldritch Armament
to enspell a weapon or to give a creature an aegis. You Starting at 3rd level, you learn to infuse your preferred
can use your mystic mark a number of times equal to weapon or shield with magical power. Choose one of the
your magus spellcasting ability modifier. You regain any following options.
expended uses when you finish a long rest.
Eldritch Archer
Aegis When you hit a creature with a ranged weapon under
You can use a bonus action to project your mystic mark the effect of your Enspell feature you can cause the
onto a creature you can see within 30 feet of you. For ammunition to explode with mystical energy dealing the
the next minute that creature is under your aegis and same damage type to all creatures nearby. When you do
receives a bonus to their armor class. This bonus so, spend a spell slot and the creature and each other
increases their AC by +1. If that creature is wearing creature within 10 feet must succeed on a Dexterity
magical armor use this bonus or the bonus provided by saving throw or take 2d4 + 1d4 damage for each spell
the armor, whichever is higher. The aegis ends if you or level higher than 1st, to a maximum of 6d4. On a
the creature end a turn more than 120 feet away from success, they take half damage.
one another. A creature can only benefit from one aegis
at a time.
Mystic Marauder
This bonus to AC increases to +2 when you reach 9th
When you hit a creature with a melee weapon attack
level and increases to +3 when you reach 13th level.
with a weapon you are wielding with two hands that is
under the effect of your Enspell feature, you can spend
Enspell one spell slot to deal additional damage to the target.
You can use a bonus action to surround a weapon The extra damage is 2d6 for a 1st-level spell slot, plus
in your hand with your mystic mark. This weapon is 1d6 for each spell level higher than 1st, to a maximum of
enspelled and counts as a spellcasting focus for you 6d6. The weapon must have the two-handed or versatile
for the next minute. While enspelled the weapon is property for you to use this feature.
considered magical and adds a +1 bonus to attack rolls
and damage rolls. If the weapon is already magical, use
Sorcerous Sentinel
the bonus provided by enspell or by the magic weapon,
While you are wielding a shield when a creature under
whichever is higher. The enspell ends if you lose
the effect of your Aegis feature is attacked you can use
possession of the weapon. A weapon can only benefit
your reaction and spend a spell slot to strengthen their
from one enspell at a time.
defenses. The creature gains a bonus to AC equivalent
These bonuses to hit and damage increase to +2 when
to the spell slot expended against the triggering attack.
you reach 9th level and +3 when you reach 13th.
Additionally, the creature gains temporary hit points
equal to your spellcasting modifier plus twice the level
Spellcasting of the spell slot expended.
Starting at 2nd level, you gain the ability to cast 1st
level spells and higher. See chapter 10 of the Player’s
Handbook for the general rules of spellcasting.
Spell Slots. The Magus table shows how many spell
slots you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the
spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
Chapter 2 | Classes
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Spell Sword Spell Ward
When you hit a creature with a one-handed melee
weapon under the effect of your Enspell feature you may At 15th level, the magical attacks of your enemies
spend a spell slot to deal additional damage and render unravel around you. You and friendly creatures within
the creature vulnerable to magical attacks. The extra 15 feet of you have advantage on saving throws against
damage is 1d4 for a 1st-level spell slot, plus 1d4 for spells.
each spell level higher than 1st, to a maximum of 5d4.
Additionally, the creature has disadvantage on saving Greater Spell Surge
throws against spells you cast until the end of your next
turn. At 18th level, choose one 6th-level spell from your
Eldritch Society’s spell list. You can cast this spell once
without expending a spell slot. You must finish a long
Ability Score Improvement rest before you can do so again.
When you reach 4th level, and again at 8th, 12th, 16th, At 20th level, you can use this feature twice before
and 19th level, you can increase one ability score of your regaining its use by completing a long rest.
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. Eldritch Society
Eldritch societies are organizations that train initiates
in unique styles of magic and institutions with ideals,
Mystic Meditation interests and goals. When a young magus pledges
themselves to an eldritch society they may be motivated
At 6th level, when you take a short rest you can choose
primarily by attraction to that society’s magical style,
to recover all expended uses of your Mystic Mark. You
ideals, or goals but must embrace all that the society
can use this feature again when you complete a long
stands for to be admitted and advance.
rest.
Bonus Proficiencies
At 1st level, you gain proficiency with the Arcana skill
and one type of artisan’s tools of your choice.
Chapter 2 | Classes
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Amethyst Mark
Starting at 3rd level, the effects of your mystic marks Spell save DC = 8 + your proficiency bonus +
are enhanced by the Arcane Order’s secret lessons. your Charisma modifier
When you place your enspell on an object or aegis on a
creature a faint purple crystalline aura surrounds it. Spell attack modifier = your proficiency bonus +
Arcane Enspell. When you deal damage with your your Charisma modifier
enspelled weapon you can choose to deal force damage
instead of the normal damage type. Bonus Proficiencies
When you deal damage to a creature with your At 1st level, you gain proficiency with the Intimidation
enspelled weapon you can choose to remove your skill and the embalmer’s tool kit.
enspell from the weapon. When you do, the creature
must succeed on a Strength saving throw against your Embalmer’s Tools
spell save DC or be pushed up to 15 feet away and Embalmer’s tools include all the instruments, chemicals,
knocked prone. and perfumes necessary to embalm the dead. Proficiency
Arcane Aegis. When a creature deals damage to with this kit lets you add your proficiency bonus to any
an ally under the effect of your aegis you can use your ability checks you make to embalm or preserve a body.
reaction to remove the aegis from your ally. When you Embalmer’s tools cost 10 gold pieces and weigh 4 lbs.
do, you teleport up to 30 feet and may make a weapon
attack against the creature. Obsidian Seal
Starting at 3rd level, the effects of your mystic marks
Occult Savant are enhanced by the fell magic of the Knights Stygian.
By 7th level, through diplomacy, espionage, or occult When you place your enspell on an object or aegis on
experimentation you have learned spells belonging to a creature it is surrounded by the pungent smell of
other Eldritch Societies. Choose two spells from any decay and motes of black ash float away in an aura
Eldritch Society, including this one. The spells you surrounding the creature or object.
choose must be of a level you can cast, as shown on the Stygian Enspell. When you deal damage with your
Magus table, or a cantrip. The chosen spells count as enspelled weapon you can choose to deal necrotic
Arcane Order magus spells for you and are not included damage instead of the normal damage type.
in the Spells Known column of the Magus table. When you hit with an attack with an enspelled
weapon you can choose to remove the enspell. When
Arcane Recovery you do, the creature must succeed on a Wisdom saving
Starting at 14th level, you have learned to regain some throw against your spell save DC or be frightened by you
of your magical energy by reflecting on esoteric truths until the end of their next turn.
and formulas. Once per day when you finish a short rest, Stygian Aegis. When a creature under the effect
you can choose expended spell slots to recover. The of your aegis takes damage from an attack you can
spell slots can have a combined level that is equal to or use your reaction to remove the aegis from that
less than half your magus level (rounded up), and none creature. When you do, the attacker must succeed on
of the slots can be 6th level or higher. a Constitution saving throw or take necrotic damage
equal to the damage dealt by the triggering attack.
Chapter 2 | Classes
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The Primordial Seal Tourmaline Mark
Starting at 3rd level, the effects of your mystic marks
The Primordial Seal is an ancient Eldritch Society are enhanced by the Primordial Seal’s elemental power.
that claims to be responsible for the ongoing safety of When you place your enspell on an object or aegis on a
the material realms. According to their own lore, long creature an intense aura of vacillating colors surround it.
ago the material realms were constantly besieged by Primordial Enspell. When you enspell your weapon it
the elemental realms until a seal was placed, forever roars with primordial strength and you may choose one
separating them from one another. Today magi in the of the following damage types: acid, cold, fire, lightning,
Primordial Seal travel the land to ensure the old magics or thunder. While your weapon remains enspelled it
hold up and to gather power for the dreaded day the deals that damage type instead of its normal damage
seal fails. type.
When you hit with an attack with this weapon you
Primordial Seal Initiate can choose to remove the enspell from the weapon.
When you choose this Eldritch Society at 1st level, you When you do, the creature you hit must succeed on a
augment your martial prowess with the ability to cast Constitution saving throw against your spell save DC or
cantrips. This initiation will later influence your magus it loses any resistance or immunity it had to the damage
spellcasting feature. type you had chosen. This effect persists until the end of
Cantrips. You learn two cantrips of your choice from your next turn.
the Primordial Seal’s spell list. You learn an additional Primordial Aegis. When a creature deals damage to
cantrip of your choice from the Primordial Seal’s spell an ally under your aegis you can use your reaction to
list at 4th level and again at 10th. These cantrips count remove the aegis. When you do, choose acid, cold, fire,
as magus spells for you. lightning, or thunder. That ally has resistance to that
Spellcasting Ability. Charisma is your spellcasting damage type for the next minute.
ability for your Primordial Seal spells, since you learn
your spells through raw connection to the natural Elemental Alignment
elements. You use your Charisma whenever a spell At 7th level, your intimate working of elemental magic
refers to your spellcasting ability. In addition, you use has imbued you with abilities related to one specific
your Charisma modifier when setting the saving throw element. You gain one of the following features of your
for a magus spell you cast and when making an attack choice.
roll with one. Air. Your base movement speed increases by 10 ft. and
you have advantage on initiative rolls.
Spell save DC = 8 + your proficiency bonus + Earth. You have 2 additional hit points per magus
your Charisma modifier level. Each time you gain a level in this class you gain an
Spell attack modifier = your proficiency bonus + additional 2 hit points.
your Charisma modifier Fire. You have darkvision out to a distance of 120 feet
and have proficiency with Dexterity saving throws.
Water. You can breathe air and water and have a swim
Bonus Proficiency & Language
speed equivalent to your walking speed. Additionally,
At 1st level, you gain proficiency with the Survival skill.
you have advantage on saving throws against being
Additionally, you can speak, read, and write Primordial.
restrained or grappled and ability checks made to resist
or escape a grapple.
Elemental Attunement
At 14th level, you learn to harmonize with the element
you chose when you took the Elemental Alignment
feature. You can cast a spell associated with your
chosen element and listed below without expending a
spell slot. You cannot lose concentration on the spell by
taking damage. You can use this feature again when you
complete a long rest.
Air. Investiture of Wind.
Earth. Investiture of Stone.
Fire. Investiture of Flame.
Water. Investiture of Ice.
Chapter 2 | Classes
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Shadow Court Initiate Jade Seal
When you choose this Eldritch Society at 1st level, you Starting at 3rd level, the effects of your mystic marks
augment your martial prowess with the ability to cast are enhanced by the Shadow Court’s deadly techniques.
cantrips. This initiation will later influence your magus When you place your enspell on an object or aegis on a
spellcasting feature. creature it is engulfed in an aura of faint smoke.
Cantrips. You learn 2 cantrips of your choice from Shadow Enspell. In addition to weapons you can
the Shadow Court’s spell list. You learn an additional also empower your unarmed strikes with your enspell.
cantrip of your choice from the Shadow Court’s spell list While your unarmed strikes are enspelled, you can use
at 4th level and again at 10th. These cantrips count as Dexterity instead of Strength for the attack and damage
magus spells for you. rolls of your unarmed strikes and you can roll a d6 in
Spellcasting Focus. You can use an arcane focus place of the normal damage of your unarmed strike.
(found in chapter 5) as a spellcasting focus for your When you hit with an attack with an enspelled
magus spells. weapon or unarmed strike you can choose to remove
Spellcasting Ability. Intelligence is your spellcasting the enspell. When you do, the creature must succeed on
ability for your Shadow Court spells, since you learn a Constitution saving throw against your spell save DC
your spells through rote study and memorization. or be blinded until the start of their next turn.
You use your Intelligence whenever a spell refers to Shadow Aegis. When a creature under the effect of
your spellcasting ability. In addition, you use your your aegis takes damage from an attack you can use
Intelligence modifier when setting the saving throw for your reaction to remove the aegis from that creature.
a magus spell you cast and when making an attack roll When you do, that creature becomes invisible until the
with one. end of its next turn or when it casts a spell or makes an
attack, whichever happens first.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier Clan Secret
At 7th level, your allegiance to one of the clans that
Spell attack modifier = your proficiency bonus +
makes up the Shadow Court imparts special abilities.
your Intelligence modifier
Choose a clan of your choice and gain its benefit.
Kraken. You gain a swim speed equivalent to your
Bonus Proficiencies base movement speed. When you take the Attack action
At 1st level, you gain proficiency with the Deception and you can spend a spell slot to make additional unarmed
Stealth skills. attacks. The number of additional unarmed attacks you
can make as part of that action equals the level of the
spell slot expended.
Raven. You can cast the spells feather fall and fly
without expending a spell slot. When you use this
feature to cast the spell fly you must complete a long
rest before you can use this feature to cast either spell
again.
Spider. You gain a climb speed equivalent to your base
movement speed. You can cast the spell web without
spending a spell slot. You can cast web in this way again
after you complete a short or a long rest.
Cheat Death
At 14th level, you gain the ability to defy death. When
an attack would reduce you to 0 hit points you can
choose to cheat death to remain at 1 hit point instead.
Additionally, you become invisible and cannot interact
with other creatures or objects for one minute. You
cannot use this feature again until you complete a long
rest.
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the Sylvan Circle’s spell list. You learn an additional Sylvan Aegis. When an ally under the effect of your
cantrip of your choice from the Sylvan Circle’s spell list aegis fails a saving throw you can use your reaction to
at 4th level and again at 10th. These cantrips count as remove your aegis from that ally. When you do the aegis
magus spells for you. transmutes to vital energy and washes over the ally. The
Spellcasting Focus. You can use an druidic focus ally may reroll the saving throw with advantage.
(found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells. Nature’s Mask
Spellcasting Ability. Wisdom is your spellcasting At 7th level, you can cast the spell polymorph targeting
ability for your Sylvan Circle spells, since you learn your yourself only without spending a spell slot. Once you use
spells through intuitive connection with the natural this feature, you must finish a long rest before you can
world. You use your Wisdom whenever a spell refers use it again.
to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw for a Font of Life
magus spell you cast and when making an attack roll At 14th level, you can use a bonus action and spend
with one. a spell slot to create an aura of regeneration. When
you do, you regain your magus level + 1d12 hit points
Spell save DC = 8 + your proficiency bonus + per level of spell slot you spent and each creature you
your Wisdom modifier choose within 30 feet of you regains half that amount.
You can use this feature again after you complete a short
Spell attack modifier = your proficiency bonus +
or long rest.
your Wisdom modifier
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Pugilist
Arrows rain down around her as she runs towards the
hobgoblins. Desperate to close the distance, the half-orc
fights through the sting of a dozen cuts to reach her foes.
The pain only makes her stronger. As she descends on
the hobgoblins she swings wildly, knocking hobgoblins
to their feet and sending the rest scattering before her.
He braces himself for the impact as the orc rushes
him. Then the orc makes a mistake, telegraphing its
next move, and that’s all the opening the human needs.
He ducks beneath the orc’s wide swing then raises both
hands high above his head and brings them down on the
orc’s back, throwing the brute to the ground.
The dwarf smiles broadly and chuckles as the petty
noble raises his hand to strike him for the impudent
remark. Quick as a flash the dwarf shatters the bottle in
his hand against the bar and puts it between himself and
the noble. The noble flinches, stumbles backward, and
runs away as the dwarf turns back to the bar to order
another round.
Wherever they come from, pugilists live a rough and
tumble life that leaves them full of determination and
reckless from overconfidence or desperation. In a fight
they can channel this strength of character to dig deep
and fight off foes in greater strength of numbers, arms,
and armor than anyone else would think possible.
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The Pugilist
Proficiency Moxie
Level Bonus Fisticuffs Points Features
1st +2 1d6 __ Fisticuffs, Iron Chin
2nd +2 1d6 2 Moxie, Street Smart
3rd +2 1d6 2 Bloodied but Unbowed, Fight Club
4th +2 1d6 3 Ability Score Improvement, Dig Deep
5th +3 1d8 3 Extra Attack, Haymaker
6th +3 1d8 4 Fight Club improvement, Moxie-Fueled Fists
7th +3 1d8 4 Fancy Footwork, Shake it Off
8th +3 1d8 5 Ability Score Improvement
9th +4 1d8 5 Down but Not Out
10th +4 1d8 6 School of Hard Knocks
11th +4 1d10 6 Fight Club improvement
12th +4 1d10 7 Ability Score Improvement
13th +5 1d10 7 Rabble Rouser
14th +5 1d10 8 Unbreakable
15th +5 1d10 8 Herculean
16th +5 1d10 9 Ability Score Improvement
17th +6 1d12 9 Fight Club improvement
18th +6 1d12 10 Fighting Spirit
19th +6 1d12 10 Ability Score Improvement
20th +6 1d12 12 Peak Physical Condition
Quick Build
You can make a pugilist quickly by following these
suggestions. First, make Strength your highest ability
score, followed by Constitution. Second, choose the
criminal or urchin background.
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Fisticuffs Bloodied but Unbowed
At 1st level, your years of fighting in back alleys and Starting at 3rd level, when you are reduced to less than
taverns have given you mastery over combat styles that half of your maximum hit points you gain your pugilist
use unarmed strikes and pugilist weapons, which are level + your Constitution modifier in temporary hit
simple melee weapons without the two-handed property, points and regain all expended moxie points. You cannot
whips, and improvised weapons. You may not use the use this feature again until you complete a short or long
finesse property of a weapon while using it as a pugilist rest.
weapon.
You gain the following benefits while you are unarmed
or using only pugilist weapons and you are wearing light Fight Club
or no armor and not using a shield: Starting at 3rd level, your style is exemplified in a fight
• You can roll a d6 in place of the normal damage of club: Arena Royale, Bloodhound Bruiser, Salt & Vinegar,
your unarmed strike or pugilist weapon. This die the Squared Circle or the Sweet Science, all detailed at
changes as you gain pugilist levels, as shown in the the end of the class description. Your fight club grants
Fisticuffs column on the Pugilist table. you features at 3rd level and again at 6th, 11th, and 17th
• When you use the Attack action with an unarmed level.
strike or a pugilist weapon on your turn, you can make
one unarmed strike or grapple as a bonus action.
Ability Score Improvement
Iron Chin When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
Starting at 1st level, you can add your constitution choice by 2, or you can increase two ability scores of
modifier instead of your dexterity modifier to determine your choice by 1. As normal, you can’t increase an ability
your armor class when you are wearing light or no score above 20 using this feature.
armor and are not using a shield.
Dig Deep
Moxie
Starting at 4th level, you discover a strength inside
Starting at 2nd level, your experience laying the you that can’t be broken. As a bonus action you gain
beatdown on others has given you a moxie you resistance to bludgeoning, piercing, and slashing
can channel in the midst of battle. This swagger is damage for one minute. At the end of that minute you
represented by a number of moxie points. Your pugilist gain a level of exhaustion.
level determines the maximum number of points you
have, as shown in the Moxie Points column of the
Pugilist table. Extra Attack
You can spend these points to fuel various moxie Beginning at 5th level, you can attack twice, instead of
features. You start knowing three such features: brace once, whenever you take the Attack action on your turn.
up, the old one-two, and stick and move. You learn
more moxie features as you gain levels in this class. You
regain all expended moxie points when you complete a
short or long rest.
Brace Up
You can use a bonus action and spend 1 moxie point to
brace for attacks. Roll your fisticuffs die + your pugilist
level + your Constitution modifier and gain that many
temporary hit points.
Street Smart
Beginning at 2nd level, carousing, shadowboxing, and
sparring all count as light activity for the purposes of
resting for you. Additionally, once you have caroused in
a settlement for 8 hours or more, you know all public
locations in the city as if you were born and raised there
and you cannot be lost by non-magical means while
within the city.
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Haymaker Fighting Spirit
Starting at 5th level, before you make an attack roll with Starting at 18th level, when you have 4 levels of
an unarmed strike or pugilist melee weapon attack that exhaustion or fewer and are reduced to 0 hit points you
does not already have disadvantage you can declare you regain half of your maximum hit points, half of your
are swinging wild haymakers. You make all attack rolls maximum moxie points, and gain a level of exhaustion.
until the end of this turn with disadvantage and when You cannot use this feature again until you complete a
you deal damage you do not roll for damage but use the long rest.
maximum die result instead.
Rabble Rouser
Starting at 13th level, word of your exploits travels
quickly in cities and other settlements. Once you have
taken a long rest by carousing in a settlement you gain
advantage on all Charisma (Persuasion) and Charisma
(Intimidation) rolls made against the people who live
there.
Unbreakable
Starting at 14th level, you gain advantage on Strength,
Dexterity, and Constitution saving throws. Additionally,
whenever you make a saving throw and fail, you can
spend 1 moxie point to reroll it and take the second
result.
Herculean
At 15th level, your carrying capacity is doubled, your
jump height and distance are doubled, and when you
deal damage to an inanimate object that damage is
doubled.
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Arena Royale Bloodhound Bruisers
Pugilists in the Arena Royale fight club travel the world Pugilists in the Bloodhound Bruisers fight club are
as equal parts performers and gladiators. Whether notorious for looking for trouble and finding it every
performing in staged physical competitions or fighting time. Members of this fight club are highly observant of
it out in real brawls, pugilists in the Arena Royale care character traits and physical evidence and can form an
as much about the theatrics of a fight as they do its almost supernatural connection to the cities they live
outcome. Pugilists in this fight club also care deeply in. Most use these abilities to become urban defenders
about their reputation and work to build up local and of the downtrodden but others lend their talents to less
regional legends about their performing alternate savory organizations.
personas.
Detective Work
Persona Libre Starting at 3rd level, choose two from Insight,
Starting when you choose this Fight Club at 3rd level, Perception and Investigation. You gain proficiency in
you create an alternate persona that you can adopt or those skills.
discard as an action. When you create an alternate In addition, gain the following Moxie abilities.
persona you should give the persona a striking name Forensic Specialist. When you are examining a
as well as some physical signifier (such as a mask scene of violence, you can spend 1 Moxie point to gain
or colorful cape) or another prominent idiosyncratic advantage on any Intelligence (Investigation) ability
feature. check to find physical evidence and make deductions
When you adopt your alternate persona you may make based on evidence.
a Charisma (Disguise Kit) ability check with advantage. Keen Observer. When you make a Wisdom
Creatures whose passive Insight is lower than the result (Perception) ability check in a settlement, you can spend
of that roll will not recognize you as the same individual 1 Moxie point to gain advantage on that roll.
if you encounter them later, or have encountered them Living Lie Detector. When you make a Wisdom
earlier, while not in the persona. Additionally, while you (Insight) ability check to determine whether a creature
have adopted your alternate persona and you are not is lying, you can spend 1 Moxie point to gain advantage
wearing any armor or using a shield, your Armor Class on that roll.
equals 10 + your Dexterity modifier + your Constitution
modifier. Scrap Like a Sleuth
Starting at 6th level, you gain the following Moxie
Work the Crowd abilities.
At 6th level, while you have adopted your alternate In Their Head. As a bonus action you can watch an
persona you can use your action to inspire fear and opponent within 30 feet for openings and missteps.
adoration in those nearby. When you do, make a When you do, spend 1 moxie point and the creature
Charisma (Performance) ability check and decide makes a Wisdom saving throw contested by your
whether you are trying to inspire adoration or fear. All Intelligence (Investigation) check. If you succeed you
creatures within 30 feet who can see you must succeed have advantage on all weapon attacks against that
on a Wisdom saving throw with a difficulty of that ability creature until the start of your next turn.
check result or be charmed if you chose adoration or
frightened if you chose fear for the next minute. You can
use this feature again after you complete a long rest.
High Flyer
Starting at 11th level, while you have adopted your
alternate persona your base movement increases by 10
feet, your jump distance is tripled, and you can use your
bonus action to take the Dash action.
Signature Move
Starting at 17th level, you create a signature move that
you can use while you have adopted your alternate
persona. Give your signature move a name and a
description. You can replace one of your unarmed
attacks or attacks with a pugilist weapon on your turn
with this signature move.
When you use your signature move, you jump 15
feet, make an attack roll against a creature in range of
your attack and if you hit the attack is a critical and the
creature is stunned until the end of its next turn.
Unless you reduce a creature to 0 hit points with your
Signature Move, you must finish a long rest before you
can use it again.
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Read and React. When a creature hits you with an Salt & Vinegar save DC = 8 + your proficiency modifier +
attack, you can use your reaction and spend 1 moxie your Charisma modifier
point to try to read the opponent’s intent and twist out
of the way. The creature makes an Intelligence saving Piss & Vinegar
throw contested by your Wisdom (Insight) check. If you Starting at 6th level, you have a few tricks up your sleeve
succeed the attack misses you. to even the odds when the going gets rough. You gain
Size ‘Em Up. As a bonus action you can observe the following moxie abilities.
a creature you can see to discover its strengths and Blindsider. When you deal damage with an unarmed
weaknesses. When you do, spend 1 moxie point and the attack you can spend 1 moxie point to attempt to blind
creature makes a Charisma saving throw contested by the creature you hit. The creature must succeed on a
your Wisdom (Perception) check. If you succeed you Constitution saving throw or be blinded until the end of
can ask the DM three questions that can be answered your next turn.
with a yes or a no regarding the creature’s mannerisms, Heelstomper. When you deal damage with an
personality, or statistics. unarmed attack you can spend 1 moxie point to attempt
to slow the creature you hit. The creature must succeed
Heart of the City on a Dexterity saving throw or halve its movement
Starting at 11th level, when you take a long rest in a speed for one minute.
settlement you can attune to the settlement as if it were Low Blow. When you deal damage with an unarmed
a magical item. Until the attunement ends, you gain the attack you can spend 1 moxie point to hit them below
following benefits while in that settlement. the belt. The creature must succeed on a Strength
saving throw or be knocked prone.
• You cannot be surprised and you add your proficiency
bonus to your initiative Mean Old Cuss
• You have darkvision to a range of 120 feet Starting at 11th level, you do not need to spend a
• When you make an ability check using the Insight, moxie point to use the Salty Salute feature. In addition,
Investigation, or Perception skills and you are the saving throw DC of your Salt & Vinegar features
proficient in that skill, you add double your proficiency increases by 2.
modifier to the ability check
• You cannot be lost by any means The Uncouth Art
• When you are not in combat, you can travel between Starting at 17th level, your swears are so potent they
any two points in the settlement twice as fast as your can move men to madness. As a bonus action you can
speed would normally allow spend 3 moxie points and swear at one creature who
shares a language with you within 60 feet. That creature
When you reach 17th level, when you attune to a must pass a Wisdom saving throw or become enraged
settlement, you can choose to have it not count toward for one minute. Creatures who are immune to charm
your limit of attuned magic items. You can be attuned to and fear effects cannot be enraged. While enraged the
only one settlement in this manner at a time. creature cannot make attacks against creatures other
than you and the creature gains vulnerability to any
Eyes Wide Open damage dealt by you
Starting at 17th level, you can enter an alert and
watchful state in a single moment of reflection. When
you do, use a bonus action and spend 3 moxie points. the Squared Circle
For the next minute you can use all of the moxie Pugilists who fight in the Squared Circle know you
features granted to you by your Detective Work and don’t have to knock an opponent senseless to get them
Scrap Like a Sleuth features without spending moxie. to submit. Of course, members of the squared circle
do beat their opponents senseless, they just know they
Salt & Vinegar don’t have to.
Pugilists in the Salt & Vinegar fight club revel in their Groundwork
reputations as heels. Widely despised for their obscene Starting when you choose this fight club at 3rd level, if
curses and dirty tricks, these pugilists take pride in their you are proficient in Athletics your proficiency bonus is
ability to provoke and win at all costs. doubled when using Athletics to grapple, shove, or resist
either of those maneuvers.
Salty Salute Compression Lock. When a creature attempts to
Starting at 3rd level, you gain proficiency with the break a grapple with you and succeeds, you can use your
Intimidation skill. reaction and spend 1 moxie to force the creature to roll
In addition, you have mastered the art of the enraging again. The creature must use the second result.
insult. You can spend 1 moxie point and use a bonus Quick Pin. When a hostile creature’s movement
action on your turn to provoke a creature who can see or provokes an opportunity attack from you, you can
hear you within 60 feet. That creature has disadvantage use your reaction and spend 1 moxie point to make a
on any attack rolls it makes that do not include you as a grapple attempt instead of an opportunity attack.
target before the start of your next turn. That creature To the Mat. You can use a bonus action and spend 1
must also succeed on a Wisdom saving throw or take moxie point to make a grapple attack against a creature
your fisticuffs damage die + your proficiency modifier in adjacent to you. If successful you may make a shove
psychic damage. attack against the same creature as part of the same
The saving throw DC for all Salt & Vinegar Fight Club bonus action.
features is calculated as follows:
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Meat Shield Pugilist & Multiclassing
At 6th level, when you have an enemy creature grappled
you gain half cover against all attacks made against you Pugilists follow all the normal rules for multiclassing.
by a creature you are not grappling. When a weapon The following tables function as additions to those listed
attack made by a creature you are not grappling misses on page 163 and 164 of the Player’s Handbook.
you, you may use your reaction and spend 1 moxie point
to have that creature make the same attack with a new Multiclassing Prerequisites
roll against an enemy creature you are grappling. Class Ability Score Minimum
Pugilist Strength 13 and Constitution 13
Heavyweight
At 11th level, you count as one size larger than you are Multiclassing Proficiencies
for the purposes of grappling. In addition, you can move Class Proficiencies Gained
your full movement speed when you are dragging or Pugilist Light armor, improvised weapons
carrying a grappled creature your size or smaller.
Clean Finish
At 17th level, your mastery of grappling reaches its peak.
While you have a creature grappled you gain advantage
on all attacks against it. Additionally, when you make
an unarmed strike or pugilist weapon attack against a
creature you have grappled you score a critical hit on a
roll of 19 or 20.
Cross Counter
Starting when you choose this fight club at 3rd level, you
can block the brunt of an attack and launch one of your
own in the same fluid motion. You can use your reaction
and spend 2 moxie points to reduce the damage of a
melee weapon attack made against you by 1d10 + your
Strength modifier + your pugilist level.
If you reduce the damage to 0, you can make an
unarmed strike or pugilist weapon attack against a
creature within range as part of the same reaction.
Knock Out
At 17th level, when you hit with an unarmed strike or
pugilist weapon you can spend 1 or more moxie points
to try to knock out the opponent instead of dealing
damage. Roll 3d12 + 1d12 for every moxie point spent
after the first + your pugilist level; if the total is equal to
or greater than the creature’s remaining hit points, it is
unconscious for 10 minutes.
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Chapter 3 | Prestige Classes
36
Chapter 3: Prestige Classes
resented in this chapter are prestige
classes for your Dungeons & Dragons Proficiency Bonus and Proficiencies
campaign. Prestige classes is a concept that Your proficiency bonus is always based on your total
started with the 3rd edition of Dungeons & character level, not your level in a particular class. A
prestige class specifies whether it grants proficiencies
Dragons. The concept is a small class,
when you enter it.
maybe 3 to 10 levels, that is for advanced
characters who meet a specific criteria (often
a narrative criteria and a game mechanics criteria) and Prestige Class Features
which makes more sense as a supplemental set of rules You gain prestige class features just like normal class
for a character rather than as a full class. In the features. Sometimes, a prestige class can improve
Unearthed Arcana article released October 5th of 2015 features you have gained from other classes. If a
the Runic Scribe was presented as a test of the prestige class grants Channel Divinity, Extra Attack, or
popularity of the return of the prestige class but, for one Unarmored Defense, that feature is treated the same
reason or another, seems to have been abandoned at way as if you had gained it from multiple standard
this time. While we at Sterling Vermin Adventuring Co. classes.
certainly understand the hesitancy to re-introduce the
prestige class concept, as many critics say it Spellcasting
unnecessarily complicated the balanced of 3rd edition, Some prestige classes grant spellcasting. Each prestige
we feel there is merit to a small number of limited class provides details on how to determine your overall
prestige classes in the game. This chapter includes spellcasting ability, using the rules for spellcasting and
those prestige classes. multiclass characters.
If you wish to include prestige classes in your game,
use the following rules.
Prerequisites
Taking up a prestige class through multiclassing
involves meeting certain prerequisites, just as with
multiclassing into a standard class. You must meet the
ability score prerequisites for your current class and for
the prestige class in order to qualify for it.
A prestige class requires a minimum character level
and a minimum score in at least one ability, as well as
requiring that you complete a specific deed -- finding a
magic item, defeating a monster, surviving a particular
challenge, and so on -- before being able to take up that
class.
Experience Points
Just as with the standard rules for multiclassing, the
experience point cost to gain a level is always based on
your total character level, not your level in a particular
class.
By Blood, Embraced
Having forsaken mortality in pursuit of an everlasting
half-life, vampires do not naturally replenish their
health and vital reserves. Instead vampirism drives
those afflicted to feed off of the living, stealing what life
force they can from the mortals they once lived among
as peers. Within the body of a vampire this stolen life
force is transformed into a supernatural ichor that can
be expended to invigorate their physical forms or to
perform supernatural miracles dictated by their curse.
In a dark mirror of their need for mortal blood,
vampires must also prey upon one another to grow in
power. A vampire can only hope to be a lesser version
of the sire who transformed them on their own. Most
vampires, having come to accept themselves their role
as predators and viewing all else as their prey, have little
reservation then about hunting down and destroying
those vampires more aged and powerful than them.
This horrific act is called diablerie and, when it is
performed upon a vampire, that vampire’s very soul is
destroyed in the act.
By Curse, Transformed
The first vampires were cursed by the gods for their
transgressions against gods and man. These curses
echo down through the blood of those vampires they
have embraced. Even in the least vampires this curse
takes hold and directs the supernatural power of their
blood. There are three main curses afflicting vampiric
kind though other, more obscure, curses certainly exist.
Vampirism
You have the fledgling form of the vampiric curse. You
take disadvantage on all ability checks, attack rolls
and saving throws while in direct sunlight. In addition
your thirst for blood compels you to consume fresh
blood from a humanoid once a week or suffer a level of
exhaustion. You cannot recover this level of exhaustion
until you have consumed fresh blood.
To consume blood you must feast on a humanoid with
blood that has been dead less than one minute or make
an unarmed attack against a humanoid with less than
its maximum hit points to steal blood from the creature.
When you do so the creature loses one hit dice, if it has
any.
While you have vampirism you automatically stabilize
when you reach 0 hp unless you are exposed to sunlight.
You lose vampirism when you take a level in the Vampire
prestige class or someone casts Remove Curse on you.
Accursed Bloodline
At 2nd level, the curse that haunted the vampire who
turned you into an undead manifests in you too. Choose
the nature of that curse: the Curse of Nobility, the Curse
of the Feral, or the Curse of Dread, all detailed at the
end of the class description. Your accursed bloodline
grants you a feature at 2nd level as well as increase the
bloodborne powers available to you.
Supernatural Prowess
Starting at 4th level, the supernatural blood coursing
through your body heightens your mortal limitations
depending on your Curse.
The Curse of Nobility. Your Charisma ability score
maximum increases to 22 and your Charisma score
increases by 2.
The Curse of the Feral. Your Strength ability score
maximum increases to 22 and your Strength score
increases by 2.
The Curse of Dread. Your Intelligence ability score
maximum increases to 22 and your Intelligence score
increases by 2.
Endless Hunger
Starting at 5th level, the vampiric curse evolves, giving
you reason to continue hunting your undead kin
indefinitely. When you commit diablerie on a vampire
you may learn one bloodborne power they had even if
you do not meet the prerequisites for that bloodborne
power. You can only learn an additional 3 bloodborne
powers in this way but you can choose to forget a
bloodborne power when you commit diablerie to learn
a new one.
As a bonus action you can spend a Hit Die to enhance You can use a bonus action and spend one Hit Die to
your persuasiveness with humanoids and beasts for the gain monstrous might for one minute. While this power
next minute. While this power is active each time you is active each time you make a Constitution ability check
make an Animal Handling, Deception, or Persuasion or saving throw you roll and add the Hit Die you spent
ability check you roll and add the Hit Die you spent to activate this bloodborne power to the result of that
to activate this bloodborne power to the result of that check. Additionally, while this power is active you gain
check. Additionally, while you are under the effect of this resistance to nonmagical damage other than fire and
bloodborne power you can communicate telepathically your carrying capacity is doubled.
with humanoids and beasts you can see.
Potent Vitae
Horrifying Visage Prerequisite: 3rd level or higher in Vampire prestige
Prerequisite: the Curse of Dread class
As a bonus action you can spend a Hit Die to transform With age the necrotic power animating your body
your countenance into one of heartstopping terror enhances the potency of your stolen blood. The hit
for the next minute. While under the effect of this dice you gain from levels in the vampire prestige class
bloodborne power you can use an action and make a change to d6s. Your hit point maximum increases by an
ranged spell attack against a creature within 60 feet amount equal to your vampire level when you gain this
who can see you and is not immune to being frightened. bloodborne power.
On a hit, you roll that Hit Die and add your vampire level
and deal that much psychic damage to the creature. Stolen Scarlet Secrets
Prerequisite: 5th level in Vampire prestige class
Mesmerizing Presence
Prerequisite: the Curse of Nobility When you commit diablerie on a vampire who does
not share your curse you can choose to take this
When a creature you can see makes a saving throw Bloodborne Power in place of one of the Bloodborne
against an illusion or charm effect you can use your Powers that vampire had. If you do, you gain the 2nd
reaction to spend and roll a Hit Die, adding the result level feature of that vampire’s curse.
to the DC of that saving throw. You can do this after
the creature makes its saving throw but before the DM The Cursed Crown
declares whether or not it was successful. Prerequisite: 5th level in Vampire prestige class
Unnatural Vigor
As a bonus action you can spend one Hit Die to roll it
and regain hit points equal to the result of that die +
your Constitution modifier.
2nd Level
Darkness
Hold Person
Levitate
Pass Without Trace
See Invisibility
Spider Climb
Chapter 4 | Spells
45
PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
3rd Level 5th Level The Sylvan Circle
Call Lightning Cone of Cold Cantrips (0 Level) 3rd Level
Erupting EarthEE Conjure Elemental Booming BladeSCAG Conjure Animals
Fireball Control WindsEE Druidcraft Daylight
Flame ArrowsEE ImmolationEE Fungal BloomSV Dispel Magic
Gaseous Form Transmute RockEE Give LifeSV Meld into Stone
Lightning Bolt Wall of Stone Light Plant Growth
Meld into Stone Magic StoneEE Protection from Energy
Sleet Storm 6th Level Resistance Revivify
TIdal WaveEE Chain Lightning Rime StrikeSV Speak with Plants
Wall of SandEE Flesh to Stone Spare the Dying Stinking Cloud
Wall of WaterEE Investiture of FlameEE Thornwhip Water Breathing
Water Walk Investiture of IceEE Warden’s RebukeSV Water Walk
Wind Wall Investiture of StoneEE
Investiture of WindEE 1st Level 4th Level
4th Level Move Earth Animal Friendship Blight
Conjure Minor Otiluke’s Freezing Create or Destroy Water Conjure Woodland
Elementals sphere Cure Wounds Beings
Control Water Wall of Ice Detect Poison and Death Ward
Elemental BaneEE Wind Walk Disease Dominate Beast
Fire Shield Ensnaring Strike Giant Insect
Ice Storm Entangle Grasping Vine
Stone Shape Fog Cloud Locate Creature
Storm SphereEE Goodberry Polymorph
Watery SphereEE Hail of Thorns Stone Shape
Wall of Fire Jump
The Shadow Court Longstrider 5th Level
Purify Food and Drink Awaken
Cantrips (0 Level) 3rd Level Speak with Animals Commune with Nature
Corrupted Ki KataSV Blink Spore CloudSV Contagion
Dancing Lights Clairvoyance
Greater Restoration
Death ShroudSV Dispel Magic
2nd Level Insect Plague
Mage Hand Fear
Alter Self Reincarnate
Message Feign Death
Animal Messenger Tree Stride
Minor Illusion Gaseous Form
Barkskin
Nerve Pinching KataSV Major Image
Beast Sense
Ten Thousand MasksSV Nondetection
Darkvision 6th Level
Sending
Enhance Ability Find the Path
1st Level Vampiric Touch
Gust of Wind Heal
Alarm Water Breathing
Lesser Restoration Heroes’ Feast
Disguise Self Locate Animals or Plants Sunbeam
Expeditious Retreat 4th Level Moonbeam Transport via Plants
Feather Fall Confusion Pass without Trace Wall of Thorns
Fog Cloud Dimension Door Protection from Poison
Grease Freedom of Movement SkywriteEE
Illusory Script Greater Invisibility Spike Growth
Jump Hallucinatory Terrain Warding WindEE
Longstrider Leomund’s Secret Chest
Silent Image Locate Creature New Spells
Sleep Phantasmal Killer
Unseen Servant Polymorph Arcing Arrow
Transmutation cantrip
2nd Level 5th Level
Blur Dominate Person Casting Time: 1 action
Darkness Dream Range: 60 feet
Darkvision Hold Monster Components: V, M (a weapon)
Find Traps Mislead Duration: Instantaneous
Hold Person Modify Memory Class: Magus (Arcane Order & Primordial Seal)
Invisibility Passwall
Knock Scrying As part of the action used to cast this spell, you must
Locate Object Seeming make a ranged attack with a weapon against one
Mirror Image creature within the spell’s range, otherwise the spell
Misty Step 6th Level fails. On a hit, the target suffers the attack’s normal
Pass Without Trace Eyebite effects. On a miss, choose a second creature within
Protection from Poison Find the Path range and make a ranged weapon attack with the same
Rope Trick Guards and Wards weapon against that creature. On a hit, the second
See Invisibility Programmed Illusion creature suffers the attack’s normal effects but the
Silence True Seeing attack deals lightning damage.
Wind Walk This spell’s damage increases when you reach higher
Chapter 4 | Spells
46
levels. At 5th level, the ranged attack deals an extra 1d8 to 8 hours. When you cast this spell using a spell slot of
lightning damage whether it hits the original target or 5th level or higher, the duration increases to 24 hours.
the second creature. This damage increases by 1d8
again at 11th level and 17th level. Corrupted Ki Kata
Transmutation cantrip
Aspir
1st-level evocation Casting Time: 1 action
Range: 5 feet
Casting Time: 1 action Components: S
Range: 60 feet Duration: Instantaneous
Components: V, S, M (a blue ribbon) Class: Magus (Shadow Court)
Duration: Instantaneous
Class: Magus (Knights Stygian), Warlock You make the hand sign of corruption and strike at a
creature within range. As part of the action used to cast
You drain the mystical energy of a spellcasting creature. this spell, you must make an unarmed strike attack
Choose one creature within range that you can see. That against one creature within the spell’s range, otherwise
creature must succeed at an Intelligence saving throw the spell fails. On a hit, the target suffers the attack’s
or lose a 1st-level spell slot if it has any. If the creature normal effects. If the creature is surprised, blinded, or
loses a 1st-level spell slot, you regain an expended 1st- incapacitated the creature is poisoned until the end of
level spell slot. your next turn.
At Higher Levels. When you cast this spell using a This spell’s damage increases when you reach higher
spell slot of 2nd level or higher, the creature loses its levels. At 5th level, the unarmed strike attack deals an
highest level spell slot it has up to the level of spell slot extra 1d12 poison damage. This damage increases by
you used to cast this spell and you regain an expended 1d12 again at 11th level and 17th level.
spell slot of the level that creature lost.
Death Shroud
Bloodletting Bite Necromancy cantrip
Necromancy cantrip
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 90 feet Components: V, S
Components: V, S, M (a weapon) Duration: Concentration, up to 1 minute
Duration: Instantaneous Class: Magus (Shadow Court)
Class: Magus (Knights Stygian)
You make the hand sign of endings and focus your will
As part of the action used to cast this spell, you must on a creature within range. That creature gains a death
make a weapon attack against one creature within the shroud. When you deal damage to that creature with an
spell’s range, otherwise the spell fails. On a hit, the attack you can discard all death shrouds you placed on
target suffers the attack’s normal effects, and if the the creature to deal an additional 2d4 damage per death
target has less than half of its maximum hit points shroud.
remaining it takes an additional 1d12 necrotic damage. At 5th level, the creature gains two death shrouds, at
This spell’s damage increases when you reach higher 11th level, the creature gains three death shrouds, and
levels. At 5th level, the additional damage dealt by this at 17th level, the creature gains four death shrouds.
attack becomes 2d12. This damage increases by 1d12
again at 11th level (3d12) and 17th level (4d12). Drain
1st-level necromancy
Corpse Mask
1st-level transmutation Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S, M (a red ribbon)
Range: Self Duration: Instantaneous
Components: V, S Class: Magus (Knights Stygian)
Duration: 1 hour
Class: Magus (Knights Stygian), Warlock, Wizard Stretching out your hand and pointing your finger at a
creature within range, a flash of negative energy briefly
Touching the corpse of a humanoid you transform your connects the two of you. The targeted creature must
physical appearance - including your clothing, armor, succeed on a Constitution saving throw or take 3d4
weapons, and other belongings on your person - to look necrotic damage. If the creature fails its saving throw,
like the corpse did in life minutes before its death. You you gain a number of temporary hit points equivalent to
retain all of your own ability scores, features, traits, and the damage the creature takes. You lose any temporary
other abilities. hit points granted by this spell after one minute.
While disguised as the dead you also instinctively At Higher Levels. When you cast this spell using a
mimic its mannerisms. Creatures familiar with the spell slot of 2nd level or higher, each level beyond the
deceased humanoid can attempt to ascertain if you are first adds 2d4 to the damage dealt by this spell.
in fact the deceased by usings its action to make an
Intelligence (Investigation) check against your spell save
DC.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the duration increases
Chapter 4 | Spells
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PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
Fungal Bloom Rime Strike
Conjuration cantrip Evocation cantrip
You send arrow towards an enemy in range and upon As part of the action used to cast this spell, you must
hitting its mark explodes into a shower of fungal make a ranged attack with a weapon against one
spores. As part of the action used to cast this spell, you creature within the spell’s range, otherwise the spell
must make a ranged attack with a weapon against one fails. On a hit, the target suffers the attack’s normal
creature within the spell’s range, otherwise the spell effects, and the creature’s movement speed is halved
fails. On a hit, the target suffers the attack’s normal until the end of its turn as the air around it turns frigid.
effects, and a fungal bloom appears in three unoccupied At 5th level the ranged attack deals an extra 1d8 cold
spaces of your choice adjacent to the creature. These damage. This damage increases by 1d8 again at 11th
fungal blooms remain until the end of your next turn. level and 17th level.
When a creature moves through a fungal bloom the
fungal bloom is destroyed and the creature takes 1d6 Ring of Fire
poison damage. 1st-level conjuration
This spell’s damage increases when you reach higher
levels. At 5th level, the ranged attack deals an extra 1d6 Casting Time: 1 action
poison damage to the target, and the fungal bloom deals Range: Self
an additional 1d6 poison damage when destroyed by Components: V, S, M (flint and tinder)
a creature who moves through it. Both damage rolls Duration: Concentration, up to 1 minute
increase by 1d6 at 11th level and 17th level. Class: Magus (Primordial Seal)
Chapter 4 | Spells
48
Spore Cloud Vortex Dart
1st-level transmutation Evocation cantrip
You exhale a faint cloud of spores towards a creature As part of the action used to cast this spell, you must
within range. As the spores land on the target make a ranged attack with a weapon against one
they bloom and blossom forming a fungal or floral creature within the spell’s range, otherwise the spell
parasite that weakens the creature to poison and fails. On a hit, the target suffers the attack’s normal
disease. Creatures targeted by this spell must make a effects, and each Large or smaller creature within 10
Constitution saving throw. If the creature fails and does feet of the target must succeed on a Strength saving
not have resistance or immunity to poison damage, throw or be pulled to the nearest unoccupied space
the creature gains vulnerability to poison damage and adjacent to the target.
disadvantage on saving throws against poison and At 5th level, the ranged attack deals an extra 1d6 force
disease until this spell ends. If the creature fails and damage to the target. This force damage increases by
has resistance or immunity to poison damage or the 1d6 again at 11th level and 17th level.
poisoned condition, the creature loses its resistance
or immunity to poison damage and immunity to the Warden’s Rebuke
poisoned condition until this spell ends. Evocation cantrip
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one Casting Time: 1 action
additional creature for each slot level above 1st. Range: 5 feet
Components: V, M (a weapon)
Stormy Step Duration: Instantaneous
1st-level evocation Class: Magus (Sylvan Circle)
Casting Time: 1 action As part of the action used to cast this spell, you must
Range: Self make a melee attack with a weapon against one
Components: V, S, M (a small metal rod) creature within the spell’s range, otherwise the spell
Duration: Instantaneous fails. On a hit, the target suffers the attack’s normal
Class: Magus (Primordial Seal) effects, and the earth moves threateningly beneath
its feet until the start of your next turn. If the target
You fly up to 30 feet as lightning flashes around you willingly attacks a creature other than you before then,
striking out at creatures as you pass them. Each it immediately takes 1d6 bludgeoning damage as the
creature you move adjacent to as part of this action earth rises up to rebuke it, and the spell ends.
must succeed on a Dexterity saving throw or take 1d8 This spell’s damage increases when you reach higher
lightning damage. On a success, creatures take half levels. At 5th level, the melee attack deals an extra 1d6
damage instead. If you do not land on a surface at the damage to the target, and the bludgeoning damage the
end of this spell you immediately fall. target takes for attacking another creature increases
At Higher Levels. When you cast this spell using a to 2d6. Both damage rolls increase by 1d6 at 11th level
spell slot of 2nd level or higher, the damage of this spell and 17th level.
increases by 1d8 for each slot level above 1st.
You make the hand sign of deception and focus your will
on your own being. You can make a disguise kit ability
check without having access to a disguise kit. If you do
not add your proficiency modifier to this ability check,
you add half your proficiency modifier.
Chapter 4 | Spells
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Chapter 5 | Equipment & Magic Items
50
Chapter 5: Equipment & Medallion of Mettle
Wondrous item, rare (requires attunement)
Magic Items This ostentatious medallion draws the eye of even
resented in this chapter are new types casual onlookers. Whenever you gain temporary hit
of equipment and new magic items that points you gain an additional 1d6 temporary hit points.
DM’s might consider including in their
campaigns.
Penitent Pummelers
Weapon (brass knuckles, cat’s claws, or katar), rare
(requires attunement)
Loaded Dice
Wondrous item, very rare (requires attunement)