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The 'Tome of Endless Wonders' is a preview of a new creative project by Knight Vision Creative, featuring a rich setting called Zephyr's Veil, a city that survived a catastrophic event known as the Cataclysm. The document outlines various factions, classes, spells, and game mechanics that will be included in the final product, emphasizing community involvement in shaping its content. It invites readers to participate in a Kickstarter campaign for early access and exclusive content, while also highlighting the importance of feedback in the development process.

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100% found this document useful (1 vote)
1K views110 pages

Free?

The 'Tome of Endless Wonders' is a preview of a new creative project by Knight Vision Creative, featuring a rich setting called Zephyr's Veil, a city that survived a catastrophic event known as the Cataclysm. The document outlines various factions, classes, spells, and game mechanics that will be included in the final product, emphasizing community involvement in shaping its content. It invites readers to participate in a Kickstarter campaign for early access and exclusive content, while also highlighting the importance of feedback in the development process.

Uploaded by

coydog2000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 110

TOME OF ENDLESS WONDERS

PREVIEW OF KNIGHT VISION CREATIVE

By Brendan Jonesrebandt

©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED


1
Contents Credits
Author: Brendan Jonesrebandt
Welcome to the Vault 3
Creative Director: Brendan Jonesrebandt
What’s Inside This Preview?.................................................. 3 Artists: ajipsko, Amelia Osment, Azid Faizi, Bob
Zephyr’s Veil Setting 5 Greyvenstein, Brendan Jonesrebandt, CREADFECTUS,
Elle Solace, Eve, Linggar Bramanty, Nate Artuz, Noman
The Day the World Shattered............................................. 6 Afzal, Surya Feby, Teguh Suwanda
The Rise of Zephyr’s Veil........................................................ 7 Editing, Development, and Sensitivity Consultant:
Factions.................................................................................. 10
Eytan Bernstein
Criminal Underbelly.......................................................... 10
Editing: Ashley Michaela “Navigator” Lawson
Etherean Psionic Enclave.................................................. 11
Writers: Ahri Marmell, Brendan Jonesrebandt, Brian
Political Elite...................................................................... 11
Preservers of the Great Cycle........................................... 12 Currin, Chris Lites, Chris Sims, Seth Burdette
Sapphire Order.................................................................. 12 Graphic Design: Brendan Jonesrebandt, Noman Afzal
Summoners........................................................................ 12 Layout: Brendan Jonesrebandt, Ella Miranda
Veilbreakers....................................................................... 13 Mechanics, Artwork, and Lore Refinement: Knight
Integrating Your Character.............................................. 14 Vision Creative Community
Classes & Subclasses 19
The Emergence of Psionics................................................... 19
Psion Class............................................................................. 22
Amplifications.................................................................... 28
Dreadweave Subclass......................................................... 31
The Emergence of Summoning............................................. 32
Summoner Class.................................................................... 34
Force Augments................................................................. 41
Constructor Subclass......................................................... 44
Convergence Table............................................................ 46
Mental Formulation Summons........................................ 50
Additional Subclasses........................................................... 53
Cleric: Hope Domain......................................................... 53
Paladin: Oath of Destiny................................................... 55
Ranger: Provocateur......................................................... 57
Rogue: Nightshade............................................................ 59
Sorcerer: Astral Sorcery.................................................... 60
Spells 65

Feats 81
Pursuit of Perfection........................................................... 81
Feat Paths.............................................................................. 82
Equipment 85
Creed’s Codex, Knight Vision Creative, and their associated logos are trademarks of Knight Vision
Creative LLC. ©2025 Knight Vision Creative LLC. All rights reserved. <www.knightvisioncreative.com>
Magic Items 89
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards
Enchanted Arsenal............................................................... 89 of the Coast LLC and available at <https://dnd.wizards.com/resources/systems-reference-document>.
The SRD 5.1 is licensed under the Creative
Body Modifications............................................................ 100 Commons Attribution 4.0 International License
available at <https://creativecommons.org/
Create Body Modifications............................................. 105 licenses/by/4.0/legalcode>.

On the Horizon 108 All content which is not included in the


Systems Reference Document version 5.1 is
specifically designated as product identity:
More Than Stat Blocks..................................................... 108 all trademarks, proper names (including the
names of characters, place names, monsters,
Become an Insider 109 organizations, new spells, new abilities, etc.),
dialogue, plots, story elements, locations,
characters, artwork, graphics, sidebars, and
Follow the Kickstarter.................................................... 109 trade dress. If you want to use any product
Subscribe to YouTube......................................................... 109 identity content, please contact brendan@
knightvisioncreative.com.
Join Discord......................................................................... 109
Some brushes used from Brusheezy.com.
Exclusive Rewards
CreedsCodex.com 110 InDesign template created by Nathanaël Roux.
Supported by Hanna, Lux, and Zev.

©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED


2
Welcome to the Tome Why Follow the Upcoming
Campaign?
of Endless Wonders Those who delve deeper will unlock:
I have found a vault—a place of wonder, a stockpile of
• Exclusive Offers – Get the best deals ever, plus
knowledge so powerful it was deemed worthy of preservation. unique content available only through the campaign.
Its contents stretch beyond what I can catalog in a lifetime, but • Early Access – No wait. Get your content as soon as
I have gathered this glimpse into forbidden techniques, ancient the campaign closes.
spells, and legendary creatures.
Though this is but a peek into the full vault, it holds enough
power to change the course of your adventures forever. Wield Unlocking the Vault
this knowledge well. The full extent of the vault remains The Vault of Aeonian Wisdom Kickstarter will feature
sealed...for now. brand-new content—shaped by community feedback
Creed, Shadow Stalker on what you’d love to see most. Your input will help
create a book that’s truly unique, built with your
adventures in mind.
What is the Creed’s Codex:
Follow the Kickstarter Now!
Vault of Aeonian Wisdom
Kickstarter?

I
’m creating a brand-new book, and I need
your help to shape it! While I have many
ideas about what I’d like to build, the final
direction will be chosen based on your
feedback. This is your chance to tell me
exactly what you’d love to see in the
vault—and as a thank-you for completing the survey,
you’ll receive a 19 page bonus PDF packed with even
more content!

Take the Survey and Make the Book Your Own!

What You’ll Get in This


Premium Collection

T
his isn’t just a preview—it’s a
complete book with unbelievable
value. I believe you’ll be so blown
away by this product, that you’ll be
inexorably drawn to explore the rest of
my collection. Designed to enhance
your game immediately, this collection delivers:
• Psion class
• Summoner class
• 7 subclasses
• 26 spells
• 14 feats
• 4 new types of gear
• 44 magic items
• 3 stat blocks
• Lore
• GM tools
• Countless awe-inspiring, human-made illustrations

©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED


3
The Journey Continues

A
s the pages unfold before you, I am filled with a profound sense of gratitude and excitement. The
overwhelmingly positive reception of my first book, “Creed’s Codex: Arcane Secrets of the Summoners”,
was truly heartwarming, and it inspired every word written in the sequel, “Creed’s Codex: Legends of the
Psions”. We’re now many adventures in, and the excitement is still alive and well! These book are not just
my creation—it is a testament to the incredible community that has gathered around these stories. Your
imagination, feedback, and enthusiasm have transformed a solitary endeavor into a shared journey of
discovery.
To those who have contributed ideas, shared thoughts, or offered support in any way—thank you. Your voices
have shaped these projects, bringing them to life in ways I could never have imagined. If you find joy and wonder in
these pages, I invite you to share your experience. Your advocacy—through reviews, conversations, and community
involvement—ensures that these stories continue to grow.
I always welcome your thoughts and stories. Your engagement is the lifeblood of this adventure. If you’d like to connect,
share feedback, or simply talk about the worlds we’ve built, you can always reach me!
-Brendan Jonesrebandt
• Kickstarter
• Discord
• YouTube
• CreedsCodex.com
• brendan@knightvisioncreative.com

Welcome to my table!
©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED
4
Zephyr’s Veil Setting The Vault is Vast
The world shattered in fire, war, and madness, leaving The vault is more than just a collection of artifacts
only fragments of what once was. Of all the strongholds and forgotten lore. It contains entire histories, cities
that sought to withstand the Cataclysm, only one
swallowed by time, and whispers of civilizations that
endured—a city raised by psionic hands, guarded by
once stood on the edge of greatness. One such place
unseen forces, and filled with the whispers of ancient
artifacts. This is Zephyr’s Veil, a towering refuge where remains—a city that defied destruction, yet teeters on
the last remnants of civilization struggle against the the brink of collapse.
weight of their past and the uncertainty of their future. Zephyr’s Veil, the last bastion of civilization after
It is a city of ambition and despair, innovation and the world was shattered by catastrophe, is a place of
oppression, secrets and rebellion.
towering ambition and dire consequence. A place where
The people of Zephyr’s Veil stand at a precipice. The
psionic secrets, ancient artifacts, and unseen powers
elite hoard power in skybound towers, while the destitute
vanish into the depths below. Factions plot, rebels rise, shape the fate of its people.
and the influence of ancient artifacts seeps through A city divided—the privileged in their skybound
the city’s foundations. The air is thick with tension, towers, the desperate in their underground slums, and
the streets alive with whispered conspiracies, and the the restless in the streets between. The Cataclysm
shadows stretched long by unseen hands. In a city where
reshaped the world, but in Zephyr’s Veil, the
knowledge is power, and power is the key to survival,
every choice carries weight. Will you rise above, forge struggle never ended.
your own path, or fall beneath the crushing tide of fate? - Creed, Shadow Stalker

©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED


5
Disasters Struck in Tandem
Welcome to Zephyr’s Veil, the last bastion of
civilization in a world fractured by disaster. Towering above The Cataclysm was a cascade of disasters that triggered
an endless desert, this megacity is both sanctuary and snare—a on the same day—the Day of Revelation—each tragedy
place of wonder, danger, and intrigue. The Cataclysm, a time devastating enough to alter the course of history by
itself. Together they annihilated most of humanity. The
of unprecedented calamity, has left the people clinging to
disasters consisted of:
survival amid a labyrinth of towering spires, ancient psionic
mysteries, and hidden dangers. You’ll navigate a city steeped in • Wars: Nations tore themselves apart from
inequality, suffused with magic and technology, and teetering within and attacked their neighbors, each faction
on the edge of rebellion. Will you rise from the shadows to manipulated by whispers from the infiltrators.
change the city’s fate—or succumb to the forces that seek to • Aberration Incursions: Twisted monsters from the
control it? We all must make a choice or have it made for us. edges of reality rampaged across the land.
Creed, Shadow Stalker • Environmental Collapse: Earthquakes, floods, and
infernos reshaped the landscape.
• Famine and Plague: Entire populations starved or
The Day the World succumbed to diseases that spread unnaturally fast.
• Targeted Destruction: Centers of learning; resource
Shattered rich locations; and strategic positions, people, and
things were wiped off the map or taken by the

T
heories position three enigmatic
artifacts—Cerberus, Ibetori, and artifacts.
Kolossys—as the driving force behind
the Cataclysm. The precision of the Obsidian Veil Lifts
catastrophic disasters was too surgical
to be happenstance. Rumors suggest The celestials known as chronosentinels watched the
the artifacts created multitude of timelines for events which they deemed
legions of infiltrators, should be altered. 1,000 years ago, they observed
superhumanoids a strange phenomenon they named the “Obsidian
designed to undermine Veil,” a mysterious point in time beyond which the
and manipulate society. chronosentinels could see no future. The closer this
These infiltrators have moment loomed, the less the chronosentinels could see,
insinuated themselves until all timelines vanished into shadow. The Cataclysm
into positions of power was so destructive and happened in such a short period
to carry out the artifacts’ of time, that the magnitude of change was too great for
objectives and plant the chronosentinels to see. Too many possible chaotic
the seeds of humanity’s timelines obscured all visions. When the veil finally lifted,
destruction. Video Trailer the damage was already done.

©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED


6
The Day of Revelation—skies burned, earth shattered, and the echoes of the Cataclysm are still felt

The Vertical Divide


Zephyr’s Veil is a city of stark contrasts, its towering
sandstone spires and subterranean depths reflecting the
inequalities that define its society. The city’s structure is as
much a testament to humanity’s ingenuity as it is a symbol
of its divisions. The verticality of Zephyr’s Veil divides its
populace, wealth, and power into three distinct layers: the
Heavens, the Core, and the Bowels.
The Aftermath • The Heavens: The pinnacle of Zephyr’s Veil,
Within hours, half of civilization had been destroyed. the Heavens is the neighborhood where the city’s
Within days, only Zephyr’s Veil and a few rumored elite reside. Towering far above the desert, this
faction strongholds remained. The Cataclysm had shimmering enclave is home to opulent estates,
annihilated everything that wasn’t directly under the floating gardens, and crystalline walkways that glitter
control of the artifacts. The powerful hoarded resources, in the sun. The Heavens is pristine, its air purified
and the infiltrators spread discord and fear. Squalid by magic and its streets patrolled by a series of
conditions and endless devastating news from outside the surveillance constructs known as divination sentinels.
city caused hope to dwindle. The elite flaunt their wealth and status here, making
the gap between privilege and poverty as stark as the
height of the towers above the Core.
T R Z
he ise of ephyr s eil ’ V • The Lifeblood: At the center of this gilded layer

I
n the wake of the destruction, humanity lies the Lifeblood, the last known druid grove. The
fled to the one place practically untouched towering trees, vibrant flora, and tranquil streams are
by the chaos, Zephyr’s Veil, a psionic enclave an oasis within an otherwise devoid desert, a magical
built to safeguard the most powerful minds. wonder requiring a circle of druids to maintain.
Over the subsequent 50 years, through the For the elite, the grove is a source of luxury and
help of magic, psionics, and grit, this refuge relaxation. For the druids, it is a sacred refuge where
grew into a towering megacity to accommodate the influx they can study and preserve nature. They hope to
of displaced people and maintain its defensive capabilities. reclaim the barren world and maintain their magic,
Today, Zephyr’s Veil stands as both a triumph of and they need the grove to achieve that. For everyone
survival and a microcosm of humanity’s flaws, including else, it is the key to survival, the source of sustenance
economic inequality, plotting and intrigue, exploitation of for the entire city.
workers, and erosion of privacy. • The Core: At the city’s heart lies the Core, where
the majority struggles to survive. This bustling
Structure of Zephyr’s Veil layer is a patchwork of markets, workshops, and
residential blocks. The Core is built on ingenuity and
One thousand years ago, psions built Zephyr’s Veil desperation. It is the heart of Zephyr’s Veil, though
as a haven for psions to study, train, and live. The every year a smaller percentage of the population calls
initial layout— a stronghold 1 mile in diameter with a this layer home, as more are pushed into the Bowels,
100-foot-high wall—remains, but in the 50 years since out of work, and forgotten.
the Cataclysm, the rush of refugees has swollen the • The Bowels: Beneath the city’s surface lies the
population from 10,000 to 100,000. The city has grown Bowels, a sprawling network of tunnels, sewers,
both up and down, with the elite occupying towering and old mines. This “neighborhood” is a shadowy
spires while the impoverished descended into shadowy labyrinth where crime, poverty, and secrecy reign.
depths. The population surge has brought with it rapid Here, the air is thick with smoke and the scent of
innovation but also amplified tensions as resources decay, and the only light comes from flickering flames
dwindled and inequality deepened. and the occasional grimy magical torch.
©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED
7
A Symbol of Division Layers of Labor
The vertical divide in Zephyr’s Veil is more than physical; Most of the skilled craftspeople of Zephyr’s Veil operate
it’s a social and economic chasm that defines life in the in the Core, plying their services for one of the powerful
city. Those in the Heavens look down on the people in the factions or attempting to eke out a modest but hopefully
Core and Bowels as tools or problems to be solved, while unnoticed living on their own. The rich and powerful in
the people of the Bowels view the denizens of the Heavens the Heavens exploit the seemingly unending supply of
as unreachable tyrants. In the Core, the divide is both a desperate laborers in the Bowels.
burden and a motivation, the citizens dreaming of better
lives but succumbing to the weight of inequality instead.

Life in Zephyr’s Veil


Zephyr’s Veil’s streets are crowded, its markets vibrant,
and its people diverse, with refugees from across the
Material Plane bringing a mix of cultures, trades, and
traditions. Life in the city is marked by sharp contrasts:
wealth and power are concentrated in a few, while
the majority struggles with soaring costs of living and
limited opportunities. In Zephyr’s Veil, survival demands
ingenuity and adaptability.

Zephyr’s Veil’s divide is etched in stone—ornate artistry in the Heavens gives way to utilitarian
facades in the Core, before crumbling into rough-cut sandstone in the Bowels.
©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED
8
Always Watching The Struggle for Resources
Surveillance pervades every aspect of life in Zephyr’s Zephyr’s Veil’s isolation means there are no caravans of
Veil. Divination sentinels, arcane constructs created to goods, no external allies, and no hope of resupply. The
protect the populace from the artifacts, patrol the city druids, laborers, and craftspeople must grow, mine, and
with unerring precision. The sentinels watch public produce everything consumed within the city. The druid
spaces and monitor conversations, and even the thoughts grove provides food for the masses, but its yields are
of the citizens are not safe from observation. The city’s insufficient for the growing population.
leaders built the system to ensure safety and stability, This scarcity fosters black markets, theft, and riots.
but increasingly, it targets the people within, rather than In the Bowels, survival often means joining a gang or
watching for the threats from without. striking dangerous deals. In the Core, residents must
Those in the Heavens use this network to maintain play the system, hoping to claw their way upward. And
control, while those below live under its oppressive gaze. in the Heavens, the elite work to keep everyone else in
Few, if any, have true privacy, and those who question the their place.
system too loudly disappear.
Psionics and Technology
Zephyr’s Veil survives on the fusion of magic, psionics,
and primitive technology. Constructs perform basic tasks,
patrolling streets and assisting with city maintenance, but
they also enforce order. Body modifications have flooded
onto the scene, becoming commonplace. The elite, more
often than not, have their bodies modified for cosmetic
reasons. Everyone else undergoes modifications to gain a
leg up over the competition or to replaced lost limbs from
extremely dangerous working conditions.

A Powder Keg of Rebellion


Discontent simmers. The wealth divide grows more
apparent with every passing day, and rumors of a coming
uprising spread like wildfire. In the Bowels, graffiti
scrawls warn of “a reckoning,” and whispers of rebellion
echo in the dimly lit tunnels.
In the Core, protests are met with swift and brutal
crackdowns, and the divination sentinels are always one
step ahead of the dissenters, who have named themselves
the Veilbreakers. The Heavens, meanwhile, remains aloof,
its residents believing their wealth and power will shield
them from any threat.

Hope in the Shadows


Amid the oppression and scarcity, pockets of hope
remain. The Veilbreakers organize covert resistance
groups, smuggling resources to the Bowels and spreading
information about the true nature of the artifacts. Others
work tirelessly in the Core, using their ingenuity to create
tools and devices that could one day level the playing field.
Even in the Heavens, a few disillusioned elites secretly
aid the rebellion, their motives ranging from genuine
empathy to calculated self-preservation.

©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED


9
Life Outside Zephyr’s Veil Hope for Something Better
For those daring to leave Zephyr’s Veil, the Wasteland is
For most people, daily life in Zephyr’s Veil is a fight for not just a place of desolation—it is a realm of tantalizing
survival and their eyes and hopes often turn towards the possibilities and unconfirmed myths.
outside world. In the first few weeks after the calamities
occurred, groups of refugees poured into the city bringing • The Wandering Nomads: Bands of desert-dwelling
news of the devastation. Some came by foot, others survivors are said to roam the sands, scavenging
by magic. Within a month, the groups arrived less what they can and evading the aberrations. Some
frequently, and within a few years, they ceased arriving claim these nomads possess ancient maps leading to
altogether. People keep hoping for verifiable news of untouched ruins filled with treasure and knowledge.
another place of safety, but as the years turned to decades, Others warn that they are raiders who prey on the
the hope continues to dim. weak.
• The Oasis of Promise: Tales abound of a hidden
The Wasteland oasis where the air is cool, the water flows freely,
The Wasteland is an unforgiving expanse of scorching and verdant life flourishes. The promise of safety and
desert and jagged terrain. Though not much different than abundance drives the search for it.
the area before the Cataclysm, the environmental hazards • The Phantom Caravan: Travelers speak of a
and creatures that roam the landscape have amplified spectral caravan appearing in the dead of night, laden
the danger tremendously. The Sands of Eternity stretch with impossible riches. Those who follow it are said
endlessly, the grains concealing remnants of shattered to sometimes vanish, leaving only their footprints in
civilizations and secrets that whisper to the desperate and the sand.
the daring. Those who venture beyond Zephyr’s Veil face • Overrun Strongholds: The Temple of Lost Souls is
hostile terrain, scarcity of resources, and the constant not the only bastion to have fallen to the Wasteland’s
threat of convergent aberrations—twisted monstrosities dangers. Crumbling ruins of other cities and factional
that have risen dramatically in number. outposts are scattered across the desert, filled with
danger and potential riches.
Temple of Lost Souls • A Better Tomorrow: For those who have lost
Once a sanctuary of summoner knowledge, this temple everything, the Wasteland offers a canvas for hope—a
is now a ruin of despair. The convergent aberrations chance to escape Zephyr’s Veil and build something
overwhelmed the summoners, scholars, and families new. Yet most never return, and the cycle of despair
living there. Today, the temple is a charnel house of terror continues.
and corruption. Its once-pristine halls are riddled with
corruption, which spreads a little further from the temple
every day. The air is thick with the stench of decay. The Factions
temple contains vaults filled with ancient summoning The Cataclysm shattered the world, but it did not
formulae, powerful relics, and knowledge that rivals destroy the ambitions of those who remained. Factions
Zephyr’s Veil’s archives, but none who have ventured persist, each shaping the fragile remnants of civilization
into the temple have returned. Some say the aberrations as they determine the best route forward with the new
guard something—or someone—of immense importance superpower on the scene, the artifacts.
within the depths. Others whisper that the temple itself,
or perhaps its forgotten inhabitants, have been corrupted
beyond recognition. Criminal Underbelly
Where there is discontent and vast wealth inequality,
Exochron Outpost criminal activity finds a welcome home. Zephyr’s Veil’s
A rare beacon of hope amid the desolation, the Exochron criminal enterprises are robust and ever growing.
Outpost is a rumored haven for those who refuse the
constraints of Zephyr’s Veil. The outpost is described Goal
as thriving, its inhabitants living in a harmony born of To amass power and wealth through control of
shared purpose and ingenuity. Stories tell of floating illicit activities while maintaining enough order to
pillars, beautiful trees, and an inspiring cityscape avoid destruction from the political elite, artifacts, or
blending nature and architecture. The Exochrons are other factions.
said to welcome only those who prove themselves
capable, people who can contribute to their goals of self- Current Role
sustainability and resistance against the artifacts. No one Operating primarily in the Bowels but with some
knows for sure where the outpost lies or if it even exists. influence in the Core, the syndicate engages in smuggling
Its very mention is enough to inspire hope or stir heated operations, black markets, protection rackets, and
arguments among the desperate masses of Zephyr’s Veil. espionage. It exploits the city’s desperate lower classes,

©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED


10
offering opportunities for survival at a steep cost. Despite Political Elite
its criminal nature, the syndicate provides some stability
where other powers have failed. The city’s ruling class is located in the Heavens. It clings
to power and control, and is often blamed for the
Impact on Daily Life city’s inequities.
For those in the Bowels, the criminal underworld can
be both lifeline and oppressor. Smuggled goods, illegal Goal
medicine, and body modifications often flow through To hoard power and resources.
their hands. Many citizens pay for protection, work as
informants, or toil in dangerous jobs. Even in the Core, Current Role
the syndicate is a constant presence, with bribes and The political elite focus on
blackmail touching merchants, officials, and workers. maintaining their dominance and
securing their own futures rather
Rumors than addressing the needs of the
As a mysterious and illicit organization, rumors about the broader population.
syndicate are extensive and sometimes outlandish.
Impact on Daily Life
• The syndicate’s influence reaches even into the The political elite dictate the flow of
Heavens, where a secretive council of elites directs resources within the city, controlling
the city’s most lucrative criminal ventures. access to food, water, and energy.
• The syndicate is rumored to have infiltrated the Their laws favor the wealthy and
rebellion, harnessing its chaos to consolidate their enforce rigid hierarchies, keeping
control over the Bowels. the populace in the Core and
• Some believe the criminal underworld has struck Bowels under tight control. Those
secret deals with the artifacts, ensuring its survival living outside the Heavens rarely
when the final assault begins. see or interact with the elite, except
through enforcers or bureaucrats
tasked with collecting taxes or
Etherean Psionic Enclave maintaining order. Their decisions
The Etherean Psionic Enclave is focused on protecting have fostered a growing sense of
and improving the lives of psions. resentment among the lower classes,
sparking unrest and rebellion.
Goal
To elevate psions while shielding them from Rumors
external threats.
• Among the disillusioned,
Current Role whispers circulate that the elite
The Ethereans maintain a delicate balance between aiding have been infiltrated by artifact
psions and navigating the political landscape of Zephyr’s agents, steering Zephyr’s Veil
Veil. They are staunch opponents of the Sapphire Order toward collapse for their own gain.
and are rumored to collaborate with the Veilbreakers • Others claim the elite have begun
to secure psion-friendly reforms. Aliana, their home constructing a secret escape route to
headquarters in the Deep Ethereal, has been sealed off abandon the city altogether when the
since the Cataclysm. artifacts inevitably attack.

Impact on Daily Life


Citizens view the Enclave as a haven for psions, but
others see it as aloof and unwilling to share its knowledge.
Its influence is more tangible in the Wasteland, where it
offers sanctuary to those fleeing persecution.
Jewelry in Zephyr’s Veil
often signifies faction
Rumors allegiance, designed to be
It’s said that the Enclave secretly funds expeditions to
uncover psionic relics, hoping to gain an advantage in the easily revealed or concealed
coming conflict. for privilege and survival.

©KNIGHT VISION CREATIVE LLC. ALL RIGHTS RESERVED


11
Preservers of the Great Cycle Sapphire Order
Shepherds of humanity’s rise and fall, the Preservers The Sapphire Order is a formidable military faction of
ensure the mistakes of the past do not destroy the future, battle mages. It is renowned for its ruthless training,
even if it means sacrificing the present. devastating magic, and relentless pursuit of power, as well
as its very public disparagement of psions.
Goal
To help civilization rebuild after each inevitable collapse Goal
and work to rebuild the next society in a way that avoids To establish itself as the premier force of magical might.
the mistakes of the past.
Current Role
Current Role The Sapphire Order is recognized as an elite organization
The Preservers operate behind the scenes, preparing to of battle mages dedicated to maintaining order and
retreat to their fortified Vaults of Aeonian Wisdom as the combating external threats. The order has built its
artifacts systematically destroy or subjugate the remaining reputation on magical prowess, discipline, and the
humanoid populations. development of potent arcane creations that benefit those
who can afford them.
Impact on Daily Life
Most people know the Preservers exist, but they do not Impact on Daily Life
know any members. While their actions are mostly The Sapphire Order has no known presence in Zephyr’s
indirect, the Preserver’s focused spending, resource Veil. Due to their very public disparagement of psions
distribution, and knowledge sharing have an outsized over the years, their members were not permitted entry.
impact on the long-term trajectory of civilization. Those that despise the current leadership and state of
Zephyr’s Veil look to the Sapphire Order as a possible
Rumors route of salvation from their current desperation.
Some whisper that the Preservers could have prevented
the Cataclysm but chose not to, sacrificing millions to Rumors
ensure humanity would survive. Others believe the As the only faction rumored to retain most of its
Preservers have been infiltrated by artifacts, working capabilities from before the Cataclysm, the Sapphire
against humanity from within. Any rumor of a secret Order is a natural source of rumors, though few have
archive, a sudden change in leadership, or a miraculous concrete details about it.
recovery of lost technology might point to their influence.
• Suspicion lingers that infiltrators have risen to
positions of power within the order, steering its
The World They Knew Is Gone actions toward humanity’s destruction. Some say this
Survival isn’t just about strength or cunning— is the only reason the order still has strength.
• Allegations abound that the order is involved in
it’s about knowing which game you’re playing. The
secretive dealings with the artifacts, exchanging their
elite think they hold the board, but the criminal assistance for power.
underbelly rewrites the rules when it suits them. The • A secret organization within the order, the Obsidian
Veilbreakers dream of freedom, yet their own divisions Razor, has been rumored to exist for years with a
may break them before the city does. The Preservers single goal of destroying the psions. This would have
play the long game, deciding which parts of history
an enormous impact on the people within Zephyr’s
Veil, who rely on the psion stronghold for their
are worth saving, while the Sapphire Order clings
continued existence, as miserable as it might be.
to the past, convinced they can win a war that was • Some believe the Sapphire Order is the only route to
already lost. The Etherean Enclave shelters psions, salvation, seeing it as the one faction strong enough
but their fear of open war keeps them from taking to take the artifacts head on.
real power. The summoners struggle to reclaim their
place in a world that refuses to forget their past Summoners
mistakes. And then there are the artifacts—the real
Summoners have banded together since being ostracized
power behind it all, playing a game none of us fully
several hundred years ago for a prior Cataclysm of
understand, waiting for us to make the next mistake. their making.
Every faction claims they’re building the future, but
they are just trying to survive the present. Goal
-Creed, Shadow Stalker To rebuild their shattered reputation and scattered ranks
while continually pursuing mastery of their craft.

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12
Current Role Impact on Daily Life
After their Temple of Lost Souls sanctuary was overrun For those in the Core and Bowels, the Veilbreakers
by the convergent aberrations, the summoners who are both saviors and a source of tension. They provide
remained were scattered without strong leadership. Some food, medicine, and hope to the desperate, but their
sought refuge in Zephyr’s Veil, while others pursued actions often provoke crackdowns from the divination
sanctuary with the Preservers or Ethereans, or attempted sentinels and private enforcers, making life even more
to go it alone. dangerous. For the elite in the Heavens, the rebellion is a
growing threat, whispered about over lavish banquets and
Impact on Daily Life monitored closely by spies.
With their vastly diminished numbers, summoners are
rarely encountered and have little power as a group. Rumors
They are often mistrusted for their association with the As one of the factions with the most direct contact
disasters of the past and blamed for the artifacts and with the citizens of Zephyr’s Veil, rumors about the
everyday mishaps. Veilbreakers run rampant.

Rumors • Some claim the Veilbreakers are being manipulated


Stories persist of a secret council of summoners by infiltrators, their rebellion secretly advancing the
attempting to unite their kind, while others claim artifacts’ plans.
that rogue summoners are summoning monsters for • Whispers circulate of disillusioned elites funding or
profit or revenge. leading the rebellion from the shadows.

Veilbreakers
The Veilbreakers are a
fractured network of rebels
that straddles the line between
dismantling the oppressive
power structures of Zephyr’s
Veil and protecting the
stronghold from destruction
by the artifacts or the
other factions.

Goal
To overthrow the oppressive
power structures within
Zephyr’s Veil and build a
society where resources,
freedom, and opportunities are
shared by all.

Current Role
Veilbreaker cells operate
throughout the Core and
Bowels of Zephyr’s Veil.
They organize protests,
sabotage elite operations,
smuggle resources
to the downtrodden,
and spread subversive
propaganda. While unified
in opposition to the
elite, disagreements over
whether to rely on peaceful
demonstration or violent
insurrection have led to In Zephyr’s Veil, every deal has a price—and
discord within their ranks.
someone willing to name it.
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13
Integrating Your Character Faction Affiliation

Z
ephyr’s Veil provides you with a Every faction in Zephyr’s Veil offers ripe opportunities
playground to create characters woven into for unique character ties:
the fabric of its vibrant, complex world.
Whether you draw inspiration from its Criminal Underbelly
layered society, powerful factions, or the
• You are a vigilante striking against the elite to protect
aftermath of the Cataclysm, this guide can
the oppressed.
help you connect your backstory and goals to the unique
• You are a merchant relying on the syndicate’s
setting of the city. Leverage the material on these pages
smuggling network to stay afloat, despite growing
to immerse your character in the intrigue, conflict, and
debts and demands.
opportunities found in Zephyr’s Veil.

Narrative Hooks Etherean Psionic Enclave


Here are a few ideas to inspire you as you think about • A psionic mentor trained you to use your latent
your character’s place in the world: abilities, fostering a sense of belonging.
• You are driven by a vision of psionic unity, striving
Heavens (Elite) to bring together scattered talents to protect the city
from external threats.
• You grew up in the Heavens, surrounded by opulence
but disillusioned with the waste while others starved.
• As a bored heir, you left your privileged life to seek Political Elite.
meaning in the world below—or to rebel against your • As an idealist among the elite, you hope to reform the
family’s oppressive traditions. city’s leadership—or secretly undermine it.
• Determined to resist the artifacts’ influence, you were • You’ve embraced the elite’s games of power, scheming
trained by private tutors in combat or magic. to amass power and influence to ensure your vision
of the city’s future comes to fruition.
Core (Working Class Populace)
• You are a craftsperson or merchant who uses Preservers of the Great Cycle
ingenuity to survive in the bustling markets of the • A shadowy benefactor recruited you to help prevent
Core. the mistakes of the past from being repeated.
• Born into a family striving to climb the social ladder, • You seek to uncover hidden vaults of ancient wisdom,
your ambition drives you to challenge the city’s believing they hold the key to humanity’s survival.
power structures.
• Once a member of an underground rebellion, your
Veilbreakers
covert actions continue to shape your path.
• You joined the rebellion to fight for a better future,
though the risks to your own life grow with every
Bowels (Underground, Poor, and Criminal
battle.
Element) • You serve as a messenger or saboteur, striking blows
• Growing up among gangs in the Bowels, you’ve where the rebellion is most needed.
honed your skills as a thief or enforcer.
• After escaping a life of crime, you seek redemption or Sapphire Order
revenge against those who wronged you.
• Haunted by the squalor of the Bowels, you fight to • You are secretly investigating the order’s true
bring justice and hope to its inhabitants. motives, seeking evidence to reveal their darkest
secrets.
Living Through the Cataclysm • You are determined to prove yourself as a superior
Fifty years isn’t long enough to erase the scars of the battle mage, gaining power to join the top ranks.
Cataclysm—many in Zephyr’s Veil still remember the
world before. Your character, a parent, or a mentor likely
lived through the chaos, shaping their outlook on survival, Summoners
power, or revenge. Were they a refugee who fled to the
• You are working to restore the summoners’ legacy by
city, a soldier who fought in the last desperate battles, or
a researcher who learned about the artifacts awakening?
teaching lost techniques to a new generation.
The past isn’t just history in Zephyr’s Veil—it’s a wound • You unlock forbidden summoning techniques to
still healing, and your character carries the echoes of it. protect others and carve out a place for summoners in
the world once more.
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14
Setting Subclasses
The following were designed to reflect the
unique themes, challenges, and
opportunities of Zephyr’s Veil,
though they are fully compatible
with any setting. Each offers
rich storytelling potential and
mechanical depth to bring your
character to life in bold new ways.
• Barbarian: Path of the
Reborn – Augment your
rage with magical body
modifications.
• Bard: College of Folklore –
Use stories to inspire and unite
communities.
• Cleric: Hope Domain – Serve
as a beacon of resilience in a
world of despair.
• Druid: Circle of Towers –
Adapt nature’s wisdom to thrive
in urban environments.
• Fighter: Conjureblade –
Summon supernatural allies to
dominate the battlefield.
• Monk: Way of the Unbending
Will – Combine psionics and
monastic discipline for martial
prowess.
• Paladin: Oath of Destiny –
Protect the natural order from
those who twist fate.
• Psion: Dreadweave – Harness
fear as a weapon to manipulate
enemies.
• Ranger: Urban Sentinel –
Investigate and track threats in the
labyrinth of city streets.
• Rogue: Wraith – Become a paragon
of stealth and disruption in the urban
jungle.
• Sorcerer: Temporal Essence –
Wield time magic to outmaneuver your
foes.
• Summoner: Constructor –
Engineer advanced constructs for
battlefield control.
• Warlock: The Artifact – Forge
a pact with a sentient artifact for
physical and arcane power.
• Wizard: Cogniturgy – Blend
psionics with arcane intellect for
amplified magic.

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15
Setting Species Halflings
In Zephyr’s Veil, halflings have formed supportive

I
n Zephyr’s Veil, every species finds unique
networks in the Core, running small businesses or
challenges and opportunities within the city’s
working as skilled artisans. Many halflings in the
towering spires and labyrinthine depths. The
Bowels act as mediators or smuggle essential supplies to
Cataclysm and subsequent rise of the Veil
those in need.
have left indelible marks on the denizens of
the city, influencing cultures, adaptations,
Half-Elves
and survival strategies. This section outlines general
Half-elves bridge the gap between humans and elves,
themes for existing species and introduces a new species
often acting as mediators in Zephyr’s Veil’s fragmented
that reflects the setting’s themes.
society. Their charm and adaptability have helped them
navigate roles across all levels of the city, from Core
New Species—Psi Born merchants to undercover agents in the rebellion.
Once a member of a different species, psi born underwent
an infusion of psionic or arcane energy. They are known Half-Orcs
for their ability to assimilate certain types of damage to Half-orcs are valued for their physical prowess, frequently
gain new abilities. serving as enforcers for factions in the Bowels or as
laborers in the Core. Some half-orcs, yearning to be
seen as more than muscle, take up leadership roles in
Existing Species the rebellion or seek to prove their worth among the
Zephyr’s Veil has always been a melting pot where psionic city’s elite.
ability was emphasized, rather than any particular species.
The wide variety of species is even more pronounced as Humans
the last main bastion of power against the artifacts. Adaptability has allowed humans to fill roles across the
city’s social strata, from the wealthy elite of the Heavens to
Dragonborn the desperate laborers in the Bowels.
Dragonborn have channeled their innate strength and
resilience into survival amidst the city’s harsh inequalities. Tieflings
In the Bowels, they often act as enforcers or protectors, Tieflings in Zephyr’s Veil often find themselves
while in the Core, they tend to excel in roles requiring marginalized, their infernal heritage leading to mistrust.
raw power or an intimidating presence. Yet they are resilient, carving a place for themselves
among the Core, in the rebellion, or criminal underworld.
Dwarves
The dwarves’ resilience and craft have made them
invaluable in the Core’s bustling workshops. However,
Setting Spells

T
many dwarves struggle with the transition from their he spellcasters of Zephyr’s Veil gain
traditional mountain homes to the city’s vertical sprawl access to a collection of new spells that
and find themselves gravitating toward the mines reflect the unique challenges and ingenuity
in the Bowels. of the setting. These spells span a variety
of schools and offer opportunities to
Elves reshape the battlefield, empower allies,
Elves have adapted to the city’s sprawling layers by and channel the environment’s chaotic energy.
embracing its complexity. Many work as emissaries
between factions. Their long lifespans can help 1st Level
position them as patient strategists in both the political
machinations of the elite and the covert operations of • Frightful Glimpse (Cleric, Paladin, Wizard): Inflict
the rebellion. psychic damage and impose disadvantage with a
terrifying vision.
Gnomes • Temporal Step (Bard, Sorcerer, Wizard): Teleport
Many gnomes thrive in Zephyr’s Veil as inventors across the battlefield before returning to your starting
and tinkerers, their creativity fueling the city’s body point.
modification industry and magical advancements. While
most find their niche in the Core, some gnomes navigate
the criminal underworld or rise to prominence in 2nd Level
the Heavens.
• Absolute Enhancement (Bard, Cleric, Druid,
Sorcerer): Replace an ability score modifier with your
spellcasting ability for checks and saves.
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16
• Heighten Emotions (Bard, Cleric, Warlock): • Evolutionary Apex: Swap between abilities focused
Manipulate emotions to charm or to incite hostility. on power, skills, or resilience.
• Second Sight (Bard, Sorcerer, Wizard): Reroll a
failed roll with a bonus.
Urban Explorer
The Urban Explorer feat path enhances your character’s
3rd Level ability to navigate, influence, and uncover city secrets.
• Corpse-Ward (Cleric, Warlock, Wizard): Protect a • Parkour: Achieve unmatched agility and climbing
corpse against desecration. speed.
• Faction Diplomacy: Seamlessly integrate into urban
factions.
4th Level • Streetwise: Hide with ease and leverage urban
connections.
• Mass Violence (Bard, Sorcerer, Warlock, Wizard): • Secret Finder: Discover secrets and unravel
Charm creatures to attack targets of your choice. mysteries.
• Lord of the City: Command influence, initiative,
5th Level and powerful allies.

• Endless Doorways (Druid, Ranger): Teleport


through open doorways. Explore the World of
• Voice of the City (Druid, Ranger): Gain knowledge
about a city’s terrain, leaders, and threats.
Zephyr’s Veil

T
hese setting details come from Creed’s
Codex: Echoes of the Shattered Age, a
7th Level standalone campaign setting that blends
high fantasy with cyberpunk elements,
• Oracular Interception (Bard, Wizard): Spy on and body modifications, and megacity intrigue.
take control of divination spells. Within its pages you’ll uncover:
• 14 thematic subclasses
Setting Feats •

New psi-born species
14 subjugating creatures

T
en additional feats are available as parts • Body modification system with 70 options
of feat paths. Feat paths are feats linked • GM tools such as generating body modifications and
together to deepen your character’s loot on the fly
customization, adding new dimensions to • Megacity Zephyr’s Veil history, factions, and power
their abilities and roleplaying potential. struggles
Each path offers five feats, which build • The wasteland beyond the city
upon one another to create a unique archetype. By • A detailed species-ending Cataclysm
selecting these feats, you can further enhance your • 10 adaptive spells
character concept and align your character’s growth with • 10 heroic feats
the unique challenges of your adventure. • No AI illustrations

Forced Evolution Creed is continually uncovering new tomes and


expanding your D&D options. Creed’s Codex: Vault of
The Forced Evolution feat path focuses on controlling Aeonian Wisdom continues this evolution, bringing
body modifications to push the boundaries of physical and new player options, GM tools, and setting expansions
tactical performance. shaped by community feedback. Those who follow the
• Arcane Integration: Unlock basic body project will have the opportunity to help determine what
modifications and boost mobility. is developed.
• Harmonic Synergy: Gain versatility with your body
modifications through attunement. Follow the Kickstarter now—exclusive content, discounts,
• Adaptive Expertise: Dynamically adjust your body and stretch goals are only available during the campaign.
modifications. Once the campaign ends, these offers are gone.
• Kinetic Surge: Move swiftly without provoking
attacks. Want to start playing in Zephyr’s Veil today? Get Creed’s
Codex: Echoes of the Shattered Age today.
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17
Psion manifesting psionic weapons
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18
Classes & Subclasses
The vault is filled with knowledge—some recorded by Ancient Artifact
wise scholars, others inscribed in blood by those who dared to
push the boundaries of magic and mastery. These pages contain Scholars have speculated that the emergence of psionics
what I have uncovered: disciplines honed over generations, is linked to an ancient, enigmatic artifact of unknown
techniques once thought lost, and paths that few have walked origin, the Mindforged Matrix. This artifact, believed
to have the power to unlock dormant psionic potential,
and even fewer have recorded.
remains a profound mystery, buried in the depths of
Among these are the arts of the psion and the summoner.
almost forgotten legends. Scholars, treasure hunters, and
Their methods differ—one shaping the mind into a weapon, the
those seeking powerful relics are always on the hunt for
other manifesting creatures to follow their instructions.
the matrix.
And they are not alone. The vault holds secrets of warriors
who call forth spectral blades, of warlocks who forge pacts
with ancient artifacts, and of druids who find wisdom not in Great Old One
the wilds but in the towering spires of the city. These are only A third alternate, though not mutually exclusive, theory
glimpses into what awaits those who seek mastery. traces the origin of psionics back to an unexpected
Study them well. The path of power is not taken lightly, but event involving a Great Old One and a warlock. Driven
for those with the will to walk it, the rewards are limitless. by an insatiable desire for more power, the warlock,
Creed, Shadow Stalker perhaps unwittingly, caused the entity to release a surge
of immense energy. This overwhelming force, too vast
for any single being to harness, dispersed across the
The Emergence of Psionics multiverse, embedding latent psionic potential in the
minds of various beings, or even all beings. Intriguingly,

T
he oldest known documented
some ancient texts refer to a specific artifact and ritual
references of psionic abilities occurred
necessary to unlock this hidden power bestowed by the
just over 1,500 years ago, but the true
Great Old one to safeguard the unchecked expansion of
genesis could well be older, lost in the
magical power. It is unknown at this time, but there could
mists of time. While there is widespread
be varying shades of truth within all three theories.
debate and countless hypotheses for the
emergence of psionics, three prominent theories have
become the primary focus of investigation by scholars and A Crystal-Clear Divide
others pursuing the burning question of where, or how,

S
ome people think psionic abilities are a
psionics came to be. different way to cast magic. Some people
are wrong. Those who delve deeper into
Cosmic Counterbalance the psionic archives notice a stark contrast
between magic and psionics. It’s not just
The theory of psionics as a cosmic counterbalance offers
a matter of different methodologies; they
a compelling perspective on the duality of power in the
are fundamentally divergent forces. It’s a silent, pervasive
multiverse, a reminder that every force, no matter how
energy that contrasts sharply with magic, which often,
dominant, has its counterpoint. This theory suggests that
though not always, draws from external sources like
psionics did not arise from a singular event or individual
deities, nature, or patrons, and utilizes spells, components,
but as a cosmic counterbalance to the unchecked and
formulas, rituals, prayer, and other similar forms of
burgeoning powers of arcane magic.
control to harness this power.
The theory posits that ancient entities—possibly
deities or beings of immeasurable power and foresight—
perceived a looming cataclysmic imbalance caused by the
unbridled expansion of magic. These entities, concerned
about the potential unraveling of the multiverse’s fabric,
initiated a grand design. They planned to infuse select
avatars across the planes with a new kind of power that
would not pull against the same sources of energy as
existing magic. The intention was to establish psionics as
a check against the overwhelming dominance of magic in
the multiverse.

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19
Usage, Mechanics, and Interactions Psionic Capabilities
Psionics covers a wide spectrum of mental abilities,
This divide is further clarified with differences between with practitioners often referred to as psions. Psions can
the usage, mechanics, and interaction of these forces. manifest psionic abilities which fall into one of these
Psions, even when compared to spellcasters such as categories:
warlocks and sorcerers, have a very limited pool of Clairsentience. Gaining knowledge about events in
abilities from which to pull. The trade off is their abilities distant locations or in the future.
don’t require components and most magical tools for Metacreativity. The creation of tangible objects
detecting, countering, and interacting with magic prove or constructs.
ineffective against psionics. Spells like counterspell, detect Psychometabolism. Controlling one’s own body to heal
magic, dispel magic, and anti-magic fields are designed to or change form.
target or sever connections to external arcane structures. Psychoportation. Teleportation and travel through
In contrast, psionics, emanating from within, remain different dimensions.
untouched by these spells. By the same token, psions Telekinesis. The ability to move objects using
have limited means to effectively counter magic, as their mental force.
abilities are usually applied directly against an individual Telepathy. The communication and manipulation
or the environment, rather than the magical energy being of thoughts.
manipulated. Each of these areas has its limitations and places
mental strain on the psion. In general, psionic abilities
have substantially reduced range, duration, and range
of capabilities when compared to magic usage because
of the limitation to internal reserves rather than being
able to manipulate
external energy.

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20
Training and Mastery Cultural Perception
Psionic mastery is a deeply personal journey. It’s centered Psionics and magic permeate society in distinctly
on self-discovery, intense mental discipline, and unlocking contrasting manners. Despite existing for over 1,500
inner potential. Each psion embarks on a unique path, years, psionics arose in a world already under the
exploring the depths and complexities of their mind to sway of magic.
harness their abilities. This internal journey makes psionic Apprehension to psionics is fueled by factions within
study profoundly introspective and individualized. Help the magical community, who inaccurately depict psions as
on this journey can be found in Zephyr’s Veil, the secret a dangerous and uncontrolled force. The Sapphire Order,
orders, or even fabled experts living in remote areas of a formidable organization committed to training and
the world. Evangeline Patet Cogitatio’s training hall, deploying battle mages in conflicts, purposefully distorts
located at the top of the Steelwind Crags, has garnered the image of psions and their abilities. This deliberate
a reputation among the privileged as an exclusive misrepresentation serves to distance the Sapphire Order
retreat. Among psions, her facility is renowned for the from its own potentially hazardous actions while unfairly
care she takes with building rapport and establishing a tarnishing the reputation of psions and fueling hostility.
personalized training methodology for each pupil. In particular, the Sapphire Order compares psions and
Training and mastery of magic varies widely between their abilities to the destructive magic of convergence
spellcasters, but frequently involves the acquisition of practiced by summoners, a completely unrelated power
knowledge from external sources. While psions can rely known to have caused calamities in the past.
on external structure to help with their introspective Magic enjoys greater visibility and integration within
journeys, the development of magical capabilities and the many societal frameworks. Widely acknowledged and
dramatically increased number of capabilities available, presumed to be well understood within lands where the
may require external knowledge whether memorizing Sapphire Order has a strong foothold, magic is deeply
new spells, communing with a deity, or collecting ingrained in those locations’ cultural traditions and
new components. educational systems. Magic is celebrated and woven into
everyday life by opportunistic spell casters, with dedicated
Ethical and Moral Considerations institutions for its study and application. However, this
acceptance also allows magic practitioners, particularly
In the realm of psionics, ethical and moral considerations those opposed to psions such as the Sapphire Order, to
are centered on the direct manipulation of minds and continue to shape public opinion and influence societal
wills. Psions are often faced with moral dilemmas, perspectives. This influence has created an extremely
especially concerning the autonomy of free will and the strained relationship between Zephyr’s Veil, and the
ethics of mental intervention. The potentially invasive surrounding areas which are all within the Sapphire
nature of psionic abilities demands a robust ethical Order’s influence, often obscuring the true essence
framework and a commitment to responsible usage. This and potential of psionic abilities while exaggerating
internal conflict often leads to a quest for self-mastery and associated risks.
understanding.
Zephyr’s Veil couples all of its training with codes
of conduct that emphasize ethical usage. The psion Contemporary Dynamics

I
masters believe they have little choice when dealing n this modern era, psions have intricately
with exceptionally destructive psions except to submit woven themselves into the societal fabric—
contracts with groups or individuals that can retrieve, or albeit from the shadows—driven by their
in extreme cases, eliminate the psion. The masters must need for self-preservation. Psions pursue
weigh the fragile reputation of psions against the free a harmonious blend of ancient traditions
agency of the individual. and modern adaptations in the constantly
Because magic has the benefit of mainstream evolving world.
acceptance, magic users are often given more protections
within society and discounted as bad apples rather than Technological Synergy
ostracizing the entire group. Too much of society runs
on magic to risk eliminating it entirely, well those in Rapid progress in technology has opened new frontiers
authority often see psions as nonessential. Even though for psionic invention. Innovators like Dewellin Hightown
magic often has the same challenges with building have pioneered the fusion of psionic energy with
and enforcing standards and ethical use, an individual technology. This union has led to advancements—such as
breaking these guidelines doesn’t usually have as dramatic crystal amplification for psionic abilities—and has enabled
an influence on the magic community as a whole. even non-psions to harness psionic powers.

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21
Cross-Disciplinary Growth Embarking on a journey of self-mastery and
enlightenment, the psion delves into the uncharted depths
In today’s world, psions increasingly embrace a of their mind. As a psion, you are called to harness the
multidisciplinary approach, supplementing their abilities boundless potential of your psyche. You might use your
with magic, technology, and natural sciences. This has power to safeguard, explore, and shape the world in ways
enriched their understanding and manipulation of their only you can envision.
powers, contributing to a greater comprehension of the
multiverse and its forces.
The Power of the Mind
Amon and Evangeline Psions harness an inner reservoir of mental energy,
known as psi, to produce effects that defy conventional
Figures like Amon Uth’mandrake and Evangeline Patet limitations. By focusing their minds, psions can perform
Cogitatio have been celebrated for their work in shaping feats of telekinesis, teleportation, mental manipulation,
the destiny of psions. and even temporal adjustments. Their mastery of psi
Amon Uth’mandrake, a psion leader, was known for allows them to push their physical and mental capabilities
his extraordinary empathic abilities. He transcended beyond their normal limits, influencing the world and
the usual mistrust associated with psions to become a those around them in profound ways.
revered figure. His leadership was marked by profound
empathy and wisdom, earning him widespread respect
and adoration. The period of mourning following his
Discipline and Insight
demise a few years back is still strongly felt today and is Psion training often begins with intense mental discipline
a testament to his impact, a rare occurrence for a known and self-discovery. For many psions, their abilities
psion, signaling a shift in societal attitudes. manifest during moments of crisis or deep introspection,
Evangeline Patet Cogitatio, on the other hand, is leading them to seek training and understanding of their
celebrated for her strategic approach to psion integration. newfound powers. Psion monasteries, secretive schools,
She founded a training hall renowned for its educational or self-taught hermits may offer sanctuary and knowledge
excellence, stunning location, and exemplary hospitality. to those seeking to harness their inner potential.
Exclusive and remote, the psion training hall became For psions, unlike most characters, the journey is
one of the most prestigious destinations for the elite. inward. They strive to unlock the mysteries of the mind
Its popularity among the wealthy and powerful served and explore the furthest reaches of their mental potential.
to elevate the status of psions as a byproduct, as well as This path is as varied as the individuals who walk it, each
developing Evangeline’s connections with powerful allies. psion shaping their abilities in ways that reflect their
She doesn’t often leave her hall anymore, but has little personal experiences and philosophies.
need with the constant clientele coming to see her.
Creating a Psion
Psion Class Reflect on the path you walked that led to becoming a

A
lone traveler, attuned to the whispers warrior who fights not only with their body but with
of the future, senses an ambush lying their mind. What started you down this road? What
in wait. With a premonition guiding purpose do you think your powers serve? How do you
her steps, she deftly sidesteps an unseen handle conflict?
tripwire, darting past the astounded How do you use your psychic abilities and for what
bandits. Her mind shifts from protection to purposes? Your unique approach to your abilities will
offense, telekinetically hurling rocks and branches at her define your role in your party and your strategy for
would-be assailants with pinpoint accuracy. overcoming obstacles.
In the heart of ancient temple ruins, a cloaked figure Psions often gravitate toward discipline, intuition, and
confronts a partially collapsed bridge. Channeling her flexibility. Your character’s alignment and background
psionic energy, she conjures a series of stepping stones will mirror your personal odyssey and the formative
to seamlessly bridge the gaps, the stones vanishing experiences that have refined your psionic abilities.
in her wake.
During a charged negotiation, a warlord’s smirk morphs
Quick Build
into a venomous insult aimed at the king. In that split • Make Intelligence your highest ability score
second, a psion peacemaker springs into action, subtly • Make Dexterity your second-highest score
altering memories and summoning a starkly naked • Choose the chronosentinel apprentice background
version of himself from the future. This unexpected • Select Force Move and Psionic Equipment or Mind
version of “himself” delivers a timely warning of an Blast as your psychic powers
imminent attack by a common foe, before vanishing back
into the tides of time.
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23
Psion

Level Proficiency
Bonus Psi Points Psychic Powers Amplifications Features

1st +2 1 2 - Psi, Psychic Powers, Unarmored Defense


2nd +2 2 2 2 Fighting Style, Amplifications
3rd +2 3 2 2 Psion Discipline
4th +2 4 2 2 Ability Score Improvement
5th +3 5 2 3 Extra Attack
6th +3 6 2 3 Psion Discipline Feature
7th +3 7 3 4 -
8th +3 8 3 4 Ability Score Improvement
9th +4 9 3 5 Shared Experience
10th +4 10 3 5 -
11th +4 11 3 6 Psion Discipline Feature
12th +4 12 3 6 Ability Score Improvement
13th +5 13 4 6 -
14th +5 14 4 7 Eidetic Memory
15th +5 15 4 7 Psion Discipline Feature
16th +5 16 4 7 Ability Score Improvement
17th +6 17 5 8 -
18th +6 18 5 8 Renewal
19th +6 19 5 8 Ability Score Improvement
20th +6 20 5 9 Inner Focus

Class Features Psi


As a psion, you gain the following class features. 1st-level Psion feature
You have tapped into powerful mental energies from the
Hit Points deepest recesses of your mind. Your access to this energy
Hit Dice: 1d10 per psion level is represented by a number of psi points, which you use
Hit Points at 1st Level: 10 + your Constitution modifier to power your abilities. You gain 1 psi point per level,
Hit Points at Higher Levels: 1d10 (or 6) + your starting at level 1. You can never store more psi points
Constitution modifier per psion level after 1st than listed for your psion level. You regain all psi points
when you finish a short or long rest.
Proficiencies Saving Throws. Some of your abilities may require your
target to make a saving throw to resist the effects. The
Armor: Light armor, medium armor, shields saving throw DC is calculated as follows:
Weapons: Simple weapons, martial weapons Saving Throw DC = 8 + your proficiency bonus + your
Tools: None Intelligence modifier
Saving Throws: Intelligence, Constitution
Skills: Choose two from Athletics, Acrobatics, History,
Insight, Investigation, and Survival Multiclassing as a Psion
Psion abilities can lend themselves to synergistic
combinations with other classes.
Equipment Prerequisites. To qualify for multiclassing into the
You start with the following equipment, in addition to the psion class, or to take a level in another class if you are
already a psion, you must have an Intelligence score of
equipment granted by your background:
at least 13.
• (a) a greataxe or (b) any martial melee weapon Proficiencies. You gain proficiencies in light armor,
• (a) two handaxes or (b) any simple weapon medium armor, shields, and simple and martial weapons.
• An explorer’s pack and four javelins
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24
Psychic Powers Energy Transmutation
When a creature that you can see within 30 feet of you
1st-level Psion feature takes 10 or more damage from a damage roll, you can use
You learn two psychic powers of your choice. You learn your reaction to reduce the damage by 1d4.
an additional psychic power of your choice at 7th, 13th, Augment I. You can reduce an additional 1d4 damage.
and 17th level. Each time you learn a new psychic power, Augment V. You can transmute this damage to restore a
you can also replace one psychic power you know with a number of hit points equal to half your level. Divide these
different one. hit points among one or more creatures of your choice
When you manifest a psychic power, choose how many within 30 feet.
psi points you want to use to augment it, if any, before Augment X. You deal damage of the type you reduced to
you resolve the effects. If a psychic power requires a a creature within 30 feet equal to half your level.
creature to make a saving throw, augments of the power Saunders picked up his notebook and reread his last entry.
will only affect a creature who fails. Each psychic power “Unleashing the full potential of your psionic abilities goes
offers three stacking augment options: beyond mere manipulation and destruction. As you delve
Augment I. For each psi point spent, you gain one deeper into the intricate tapestry of energy surrounding you,
instance of Augment I. you unlock the true essence of power. By harnessing your
Augment V. For every 5 psi points spent, you gain one mind’s power, you can tap into the very fabric of existence,
instance of Augment V. siphoning the force from an incoming assault and transmuting
Augment X. For every 10 psi points spent, you gain one it into revitalizing energy. Drawing the fiery essence from a
instance of Augment X. blazing inferno and channeling it into a comrade’s weary form,
For example, if you spend 12 psi points on Emotional invigorating their wounds and catalyzing their innate healing
Manipulation, it includes twelve instances of Augment prowess—this is the epitome of true power.”
I, two instances of Augment V, and one instance of
Augment X. This would allow you to target 13 creatures, Psionic Equipment
increase the range to 60 feet, and either deal 1d4 psychic As a bonus action, you can create a psionic shield or
damage or provide 1d4 temporary hit points to each psionic weapon in one or both of your empty hands.
creature that failed its save.
• A psionic shield increases your AC by 2.
Emotional Manipulation • A psionic weapon is a melee weapon and has the light
As an action, you attempt to manipulate the emotions property. It uses your Intelligence modifier instead
of a creature you can see within 30 feet. If the creature is of your Strength or Dexterity modifier for attack and
willing, make a DC 10 Intelligence check. If the creature damage rolls, and it deals 2d4 bludgeoning, piercing,
is unwilling, instead it must succeed on a Wisdom or slashing damage based on its form.
saving throw. Until the beginning of your next turn, an Psionic Equipment lasts until it leaves your grasp, you
affected creature is subject to your choice of one of the dismiss it (no action required), you use this feature again,
following options: you regain psi points, you are incapacitated, or you die.
• You suppress the charmed or frightened condition on Augment I. You gain 2d4 temporary hit points.
the creature. Augment V. A psionic weapon’s reach increases by 5 feet
• Choose a point within 30 feet. Moving 1 foot closer and a psionic shield reduces damage you take by 1.
to the point costs the creature 2 feet of speed. Augment X. A psionic weapon’s damage increases by
2d4 and a psi shield provides +2 bonus to saving throws.
Augment I. You can target one additional creature.
The manifestation of your Psionic Equipment can play
You can choose the same or a different option for
a role in defining the unique characteristics of your psion.
each creature.
Whether it’s crafting a small shimmering force blade at the
Augment V. The power’s range increases by 15 feet.
tip of your arm, commanding your own shadow to leap into
Augment X. For each affected creature, choose one: You
action wielding equipment of darkest obsidian against your
deal 1d4 psychic damage to the creature, or you grant it
adversaries, or donning an imposing mech-suit, the aesthetics
1d4 temporary hit points.
do not alter the functionality of the ability but enrich the depth
You can describe your use of the ability in many ways to fit and presence of your psionic persona.
your character concept. Perhaps you target the creature’s drive
to accomplish tasks, create illusions that encourage certain
behaviors, or magnify their greed, avarice, kindness, disgust or
other emotion to encourage the behavior that you want.

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25
Force Move Force Move Size Modifier Table
As an action, you attempt to move a creature of your
Size Size Modifier
choice you can see within 60 feet. If the creature is willing,
you must succeed on a DC 10 - Size Modifier Intelligence Tiny +10
check to move them. If the creature is unwilling, instead Small +5
it must succeed on a Strength saving throw against your Medium +0
Save DC + Size Modifier or be affected. The Size Modifier
Large -5
is defined in the Force Move Size Modifier Table. You
move the affected creature a distance up to 5 feet x your Huge -10
Intelligence modifier horizontally. This movement isn’t Gargantuan -15
forceful enough to cause damage directly, but it can result
in damage indirectly, by moving the creature into or
through a hazard, such as over a ledge or into a trap. Force Move Modifiers
Augment I. You can target one additional creature. You Force Move has been simplified to utilize the target’s size
can choose the destination of each creature independently. as a quick means of determining the difficulty. This might
be further modified at the GM’s discretion depending on
Augment V. You can move the creature up to 10 feet
additional circumstances.
vertically, in addition to the horizontal movement. A creature chained to the wall, a creature that grabs
Augment X. You can move the creature horizontally up onto something, or dragging a creature across grease are
to an additional 5 feet x your Intelligence modifier. a few examples that could modify the difficulty.
Dremnor’s determination surged as he leaped into the chasm.
He used his psionic power in a bid to propel himself the final
feet to safety on the opposing ledge. Alas, his effort fell short, Unarmored Defense
and the ground rushed up to meet him. A moment of clarity 1st-level Psion feature
gripped him as he realized he could have attempted to draw his
adversary into the chasm instead. While you are not wearing any armor, your Armor Class
equals 10 + your Intelligence modifier + your Dexterity
Mind Blast modifier. You can use a shield and still gain this benefit.
As an action, you emit a blast of force in a 30-foot radius Expertly analyzing your opponent to anticipate their actions,
centered on yourself. Each creature other than you in inscribing arcane glyphs directly into your flesh, or a summon
range must make a Constitution saving throw. Roll a that protects you could all be forms of unarmored defense.
number of d4s equal to half your psion level plus one; on a
failure, each creature takes that much psychic damage.
Augment I. You roll an additional 1d4.
Fighting Style
Augment V. The creature closest to you takes an 2nd-level Psion feature
additional 1d20 force damage. If two or more creatures You adopt a particular style of fighting as your specialty.
are tied for distance, you choose which one to target. If Choose one of the following options. You can’t take a
this damage reduces the creature to 0 hit points, the next Fighting Style option more than once, even if you later
closest creature takes 1d12 force damage. If this damage get to choose again.
reduces the creature to 0 hit points, the next closest Dueling. When you are wielding a melee weapon in
creature takes 1d10 force damage. This pattern continues one hand and no other weapons, you gain a +2 bonus to
until you’ve run out of creatures that have failed their damage rolls with that weapon.
saves to target or until you roll 1d4. Mental Propulsion. While you have at least one psi
Augment X. The power’s range increases by 30 feet. point, your movement speed and jump distance is
Mind Blast could be described as a blurred wave of dust that increased by 5 feet.
rushes away from you or perhaps you build a device, such as a Mind Games. When you roll initiative, you can cause
wrist-mounted storm bolter, that launches projectiles at foes. one creature you can see to hesitate, giving it disadvantage
on its initiative check (no action required).
Psyche Dominator. When a creature rolls a 1 on a saving
throw against one of your psychic powers, you can choose
for it to have one of these conditions until the end of your
next turn: Blinded, Deafened, Frightened, or Poisoned.
Two-Weapon Fighting. When you engage in two-
weapon fighting, you can add your ability modifier to the
damage of the second attack.

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26
Amplifications assault. A cloaked figure, materializing as if from thin air,
struck with devastating force. Thandelheim crumpled, and
2nd-level Psion feature the attacker’s second strike hurled him against a building. As
As you become more proficient with your psionic he looked up, he caught sight of a pulsing blood-red hammer
potential, you achieve greater control over your extending from the attacker’s left arm. The assailant suddenly
mental faculties. froze, then flickered away like a broken shadow, disappearing
At 2nd level, you gain two amplifications of your and reappearing four times before vanishing into the night.
choice. When you gain certain psion levels, you gain When Thandelheim was reliving the memory, he noticed a
additional amplifications of your choice, as shown in the psimera cloaked in the shadows he hadn’t fully processed the
Amplifications Known column of the Psion Table. A level first time. He suddenly felt Aradia’s hand tense as she must have
prerequisite refers to your level in this class. seen it to. The vision faded to black with the distant sound of
Additionally, when you gain a level in this class, you approaching footsteps and a guard’s whistle. He saw Aradia’s
can choose one of the amplifications you know and clothes shimmer as a suit of elaborate psionic armor began to
replace it with another amplification that you could learn flow over her form, while glowing blue twin axes, sharp as
at that level. razors, appeared in each of her hands. Now he was certain she
had seen it. A psimera in Aliana. This could only mean one
thing—the Obsidian Razor had breached their stronghold.
Psion Discipline
3rd-level Psion feature Eidetic Memory
You pursue a psion discipline detailed at the end of the 14th-level Psion feature
class description. Your discipline grants you features at
3rd level, and again at 6th, 11th, and 15th level. As long as you have at least 1 psi point remaining, you can
recall any piece of information you’ve ever seen or heard.
Ability Score Improvement As Esper walked down the bustling street, a familiar face
approached. The combination of the most jovial of smiles,
4th-level Psion feature hearty laughter, and eyes as dead as a skeleton’s was a sight not
When you reach 4th level, and again at 8th, 12th, 16th, often seen. Her mind raced at lightning speed, providing all the
and 19th level, you can increase one ability score of information she knew about Nariel Pinebrook Calad in a well-
your choice by 2, or you can increase two ability scores organized format.
of your choice by 1. You can’t increase an ability score She didn’t expect him to know that she knew he was a
above 20 using this feature. Using the optional feats rule, member of the Obsidian Razor, but the feeling of the psionic
you can forgo taking this feature to take a feat of your dagger forming in her hand, hidden under her cloak, was
choice instead. reassuring all the same.

Extra Attack Renewal


5th-level Psion feature 18th-level Psion feature
Beginning at 5th level, you can attack twice, instead of You are immune to the poisoned condition. In addition,
once, whenever you take the Attack action on your turn. while you have half or more of your psi points remaining,
your body ceases to age, and you can’t be aged magically.
Shared Experience
9th-level Psion feature
Inner Focus
20th-level Psion feature
You can touch a willing creature and spend 1 psi point to
share up to an hour of your memories with that creature When you roll for initiative, you can choose to regain up
over the course of 1 minute. You must maintain contact to 10 psi points.
the entire duration. Alex lived by a simple rule: every day, they’d freely share
“I couldn’t see who attacked me. They were cloaked in a portion of their mental reserves with those in need. Anyone
darkness,” Thandelheim gasped, clutching his side where deep who asked, provided it was for a noble cause, would receive
bruises flared with each painful breath. their aid without hesitation. However, the remainder was kept
“Show me,” the Overseer said, her voice calm but firm. in reserve for unforeseen dangers lurking in the shadows.
She knelt beside Thandelheim, her hand gently touching his When adrenaline surged and danger loomed, Alex could
forehead, slick with the sheen of sweat. swiftly replenish their strength, ready to face any challenge that
Thandelheim’s focus sharpened as he manifested his abilities. came their way.
They were both suddenly experiencing the memory of the

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27
Amplifications Strategic Strike
Prerequisite: 5th level, Mind Blast
During your training you learn to innovate and customize
your capabilities to match your personal vision. When you use Mind Blast, if you spend 1 or more psi
points, you deal half damage against any creature that
Adaptive Offense succeeds on its save.
Prerequisite: 5th level, Psionic Equipment
Transvection
As a bonus action, you can change the damage type of Prerequisite: 14th level
your Psionic Equipment. Choose from acid, cold, fire,
lightning, poison, or psychic. This change lasts until While you are not wearing armor, you have a flying speed
you dismiss it or change it as a bonus action, or you take and swimming speed equal to your base movement speed.
a long rest.

Cutting Wit
Unlock the Full Power of
Prerequisite: 11th level, Psionic Equipment the Mind

T
When you hit a creature with a psionic weapon, the he psion clas comes from Creed’s Codex:
creature takes extra psychic damage equal to your Legends of the Psions, a standalone player
Intelligence modifier (minimum 1). and GM book filled with countless
additional choices:
Elemental Blast
Once per turn, when you deal damage to a creature, you
can choose to deal an extra 1d4 acid, cold, fire, lightning,
• The expanded psion class with 5 more psion
or thunder damage to it.
subclasses
Get Over Here • 34 psion amplifications
Prerequisite: 5th level, Force Move • 10 psion build guides
• A new species, the exochron, with additional class
When you take the attack action, you can replace up to options
one of your attacks with a use of Force Move. • A new background that gets glimpses of the future
• 42 class modifications
Helping Hand • 50 fresh feats
When you use a Psychic Power and need to make an • 12 psionic themed spells
Intelligence check, you can add your proficiency bonus • 10 upgradeable magic items
to the check. • 18 captivating creatures
• 5 psion legends
Mental Health
• 4 powerful factions
Prerequisite: Energy Transmutation
• Rich lore
Every time you spend one or more psi points on Energy • No AI Illustrations
Transmutation, you regain hit points equal to 1d4 + twice
Creed is continually uncovering new tomes and
the number of psi points spent.
expanding your D&D options. Creed’s Codex: Vault of
Mindmeld Aeonian Wisdom continues this evolution, bringing
You can speak telepathically to any creature you can see new player options, GM tools, and setting expansions
within 30 feet of you. The creature must understand at shaped by community feedback. Those who follow the
least one language, but it doesn’t need to be one you share project will have the opportunity to help determine what
in order to understand you. is developed.

Psychometry Follow the Kickstarter now—exclusive content, discounts,


You have advantage on Intelligence (History) checks and stretch goals are only available during the campaign.
related to an object you are touching. Once the campaign ends, these offers are gone.

Sharp Mind Want to add the full psionic suite to your game? Get
Prerequisite: 7th level, Psionic Equipment Creed’s Codex: Legends of the Psions today.
Your psi weapons gain a +1 bonus to attack and damage
rolls. Your psi shield gains a +1 bonus to AC.

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28
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Dreadweave Subclass Pervasive Dread
6th-level Dreadweave feature
In a world haunted by countless fears and hidden terrors,
Dreadweavers have learned to focus these dark emotions
Your power over fear deepens. You become immune to
and turn them into powerful tools. Unlike others who
the frightened condition, and your powers can instill fear
succumb to dread, Dreadweavers weave fear into potent
even in creatures typically immune to it. Any psychic
psionic energy, shaping the battlefield and manipulating
power or effect you use that causes the frightened
even the most resilient foes. Their deep understanding of
condition bypasses immunity to the frightened condition
terror allows them to influence creatures' minds, instilling
dread where none should take hold and rendering the in your target.
bravest vulnerable. While some use their power to
Aura of Dread
protect and strike down oppressors, others embrace a
11th-level Dreadweave feature
path that sows chaos and panic, reveling in the power that
fear commands. You emanate an aura of palpable dread within 10 feet of
you. Enemies within this range have disadvantage on
Instill Fear saving throws against being frightened and take psychic
3rd-level Dreadweave feature damage equal to your Intelligence modifier at the start of
You gain an additional psychic power, Instill Fear. As an their turn if they are frightened.
action, you unleash a wave of concentrated fear directed
Dread Echoes
at a creature within 10 feet of you. The target must make
15th-level Dreadweave feature
a Wisdom saving throw. On a failed save, the target
becomes frightened of you until the end of their next turn. Your power over fear allows you to harness the terror
Augment I. You can target one additional creature. sparked by death and destruction. When you score a
Augment V. The power’s maximum range critical hit or a creature you can see within 10 feet of you
increases by 20 feet. is reduced to 0 hit points, you can choose to use a reaction
Augment X. While the target is frightened by you, it has to immediately use Instill Fear.
disadvantage on saving throws and takes an additional
1d4 psychic damage each time it misses with an attack, Dreadweave Amplifications
fails an ability check, or fails a saving throw.
These amplifications are only available to
Dreadweave psions.

Bringer of Nightmares
Prerequisites: 5th level, Dreadweave subclass
You have advantage on Charisma (Intimidation) checks.
If you succeed on a Charisma (Intimidation) check against
a creature, it has disadvantage on Wisdom (Perception)
checks while you are in its sight.

Paralyzing Fear
Prerequisites: 20th level, Dreadweave subclass
When a creature fails its saving throw against Instill Fear
by 5 or more, it is paralyzed until the start of its next turn.

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31
The Emergence of Summoning world. However, a theory suppressed by the summoner
leadership, but bearing closer resemblance to reality,

A
faction of conjuration wizards became suggests that summoners’ formulae shape creatures by
convinced that more powerful summoning drawing energy from another plane. According to this
capabilities awaited discovery. Through theory, the Power of Convergence extends the duration
relentless arcane experimentation, they of this gateway slightly, enhancing the summoner’s
forged the first summoning formula. power. However, this entails the risk of inadvertently
Although the initial creature summoned allowing something, or someone, to unintended slip
was wispy and of minimal power, it proved that formulae through. The summoner leadership recognized the
could indeed bring forth summons, shattering the potential political ramifications of this theory and took
doctrine that all summoning magic had to be performed extensive measures to suppress it.
using spells. Abandoning conventional spellcasting, this The unique ability to tap into this power became
group delved deeper into their newly discovered formula’s one of the summoners’ greatest strengths, and a
capabilities. Officially naming themselves summoners, power that was almost exclusively theirs. However, this
they embarked on countless experiments to replicate power did not come without its costs, as every usage
and improve their methods. This process spanned carried side effects. Some of these effects were neutral
generations, but eventually, the summoners mastered or even desirable, such as increasing the summoner’s
their most foundational axiom—the mental formulation. power or sensing the location of a legendary treasure.
This complex summoning formula not only manifested However, many led to disastrous outcomes. The
powerful creatures but also scaled in power along with hubris of the summoners led them to falsely believe
the summoner as their capabilities expanded. By this they had complete control over this power. As the
point, summoners had diverged so far from their previous potential for disaster became more apparent,
school that they had lost the ability to cast all but the most summoners were forced to address the messes
rudimentary spells. In exchange, their ability to summon left behind by the reckless use of this power. It
was unmatched. became more and more difficult to hide
evidence of this destruction until it
Summoning Formulae proved impossible.
While some summoners found contentment with their
mental formulation, perceiving little need to invest
further resources or risk life and limb in pursuit of
additional formulae, others, driven by an insatiable thirst
for power or curiosity, embarked on a quest to craft new
formulae capable of conjuring creatures encountered in
their travels. Whether through observation, combat, or
research, summoners who dedicated themselves to this
endeavor were able to develop formulae for summoning a
myriad of creatures encountered during their journeys.

Summoners in Society
Summoners were once as prevalent as sorcerers, valued
for their formidable mental prowess. They found
acceptance across various domains, from scholarly
pursuits in remote regions to feudal roles involving
intricate logistical analysis. However, this changed
dramatically as the populace became aware of the actual
repercussions associated with harnessing the Power of
Convergence.

Power of Convergence
An unexpected outcome of their summoning formulae
was the emergence of a new power source, which
the summoners named the Power of Convergence.
Initially, it was portrayed as a well-understood concept,
described as the perfect alignment between the mind
and the swirling magical energies ubiquitous in the
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32
Temple of Lost Souls

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33
Convergence Cataclysm Forbidden Knowledge
Inevitably, the Power of Convergence triggered a In the aftermath of the cataclysm, access to the Power
cataclysm too immense to conceal. Several hundred of Convergence was strictly forbidden. The convergent
years ago, a multitude of summoners simultaneously field of study, focused on the Power of Convergence as a
lost control of the Power of Convergence, resulting in foundational tool for all summoning, was also no longer
a massive seismic shift that rent the land asunder and supported. The Temple of Lost Souls no longer allows
opened a handful of portals to an unknown plane. These access to any detailed information on these subjects,
portals sealed shut as soon as the last summoner involved having locked it away within secret vaults inside the
in this simultaneous convergence disaster perished, archives. Any summoner caught using the Power of
cutting off the conduit through which this power had Convergence is immediately and unquestionably exiled
ravaged the land. While most summoners were instantly from the Temple of Lost Souls. The summoners’ influence
killed by environmental hazards from the cataclysm, a few is greatly limited beyond their walls; however, any
managed to survive for a couple of hours as they battled summoners discovered elsewhere, whether utilizing the
nightmarish creatures pouring through the portals. Power of Convergence or not, will likely face persecution
Eventually, the last portal collapsed, and the summoners or worse. Their hope is that if summoners as a whole
swiftly moved to eradicate the alien invaders from the refrain from using the Power of Convergence, over time,
Material Plane. However, the damage to their reputation their situation will be compared to rogue spellcasters
was swift and severe. Cities had crumbled, landscapes causing chaos rather than spellcasters as a whole
were torn apart, and countless lives were lost in the being the issue.
ensuing chaos. Blamed for the cataclysms, summoners
became hunted and persecuted, forced to flee into hiding Sapphire Order
or seek refuge in the Temple of Lost Souls.
The Sapphire Order is a faction within the magical
community focused on recruiting, training, and deploying
Temple of Lost Souls battle mages to advance their ambitions and raise
Once the most powerful, and now the sole remaining, funds for the organization. This group has specifically
bastion of summoner knowledge, the Temple of Lost capitalized on the misfortune that befell the summoners,
Souls stands as a fragile relic amidst the desert’s expanse. stepping in to fill the power vacuum left behind when
At its peak, the temple was home to 10,000 individuals, they were expelled en masse. Moreover, the Order has
but over the centuries, its population has dwindled utilized the fear instilled by the Power of Convergence as
dramatically. Presently, merely 800 call it home. Despite a propaganda tool to discredit competing organizations,
its decline, the temple has embarked on a slow journey of highlighting the risks they take or the abilities they’ve
renovation, seeking to mend its crumbling structure as its developed in comparison to those associated with tapping
population gradually increases. into the Power of Convergence.
Despite its dilapidated state, the temple endures as a
sanctuary and repository of summoner wisdom. Here,
summoners convene to exchange secrets and build
Summoner Class

S
a community shielded from the persecution of the eeing the door start to buckle from
outside world. the battering ram’s incessant pounding,
a resolute dragonborn closes his eyes and
takes a deep breath. As he exhales, pure
Summoners Rebuilding force magic coalesces into a hulking ogre
Enough time has passed that few are still alive who who reinforces the door with his body.
experienced the convergence cataclysms firsthand, but Trying to buy time for the priests feverishly chanting
the mistrust and fear of summoners have been deeply their spell, he hopes it is enough.
ingrained. Despite summoners’ best efforts to declare Surveying the well-defended cultist camp below,
the Power of Convergence forbidden for all, places the travel-worn half-elf sees their bound companions
where summoners are tolerated outside of the Temple being led onto a blood-soaked altar. Snapping their
of Lost Souls are extremely rare. The summoners have fingers, three dire wolves appear and sprint down the
all but given up on improving their relations with others hillside towards the chanting cultist who wields a knife
outside their stronghold, instead focusing their energy on black as night.
strengthening and training promising new summoners. A Feeling the building power of force magic attempting
key aspect of their training curriculum is ensuring that the to use her body as a conduit, the halfling can’t hold it back
Power of Convergence remains off-limits. any longer. She lets the energy pour forth, summoning a
clay golem wreathed in a fiery aura.

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34
to utilize their abilities through the organized chaos of
Reflections on the Cataclysm war councils, thieves’ guilds, or universities. Their keen
As I reflect on the Convergence Cataclysm, its impact intellect and problem-solving skills are always in high
remains palpable in our world today. Though the demand wherever they are found.
If a summoner is not being challenged, they feel the
catastrophe occurred before my lifetime, its echoes
brightness of life diminish. Always working to overcome
persist, serving as a stark reminder of the dangers
obstacles, sometimes at the cost of friends, family, and
associated with wielding the Power of Convergence. moral barriers, summoners push against any boundaries
The most damaging aspect of the cataclysm was the they feel holding them back. Nothing thrills a summoner
shattered trust once held by summoners. Despite more than the high stakes of a deadly trial. A summoner
the passage of time, the scars left by the cataclysm truly feels most alive when adrenaline is pumping
through their veins as they attempt to outmaneuver
continue to influence the perception of summoners
their opponent.
and their role in society. Yet, amidst this lingering
mistrust,I’ve come to appreciate the resilience and Summoning is the Action
determination of summoners, who strive to rebuild
Adventures of all ilk search for companions on their
their reputation and safeguard against the misuse
journeys. The impetus for this pursuit can be wide-
of their formidable abilities. The Temple of Lost ranging, including friendship, strategic battlefield
Souls is but a shadow of its former glory, yet the strength, or a hunt for lost knowledge. Just like the
summoners are enhancing the stronghold day by day. variation driving this pursuit, how individuals interact
with their allies can be diverse. Rangers explore the
Summoners have devoted their keen intellect world and battlefield together with their beast. Warlocks
to controlling pure magical energy with extreme can bring forth unwilling demons to help them in their
precision. Through intense study, years of practice, and conflicts. Summoners single-mindedly seek to empower
the development of complex summoning formulae, a being more potent than themselves. Focusing at their
summoners can utilize their in-depth understanding core on summoning, summoners spend their actions
of force magical energy to summon creatures to do controlling and empowering these beings of immense
their bidding. strength. Rather than trying to share the limelight with
their summon like the ranger, they let their powerful
Power of the Mind creature handle the heavy lifting. Because they spend
their actions purposely maintaining precise control of
From an early age, summoners have found their their creation through complex, arcane formulae, they
mind to be their greatest strength and, when wielded are not at risk of losing control like a warlock or their
appropriately, their most potent weapon. Whether creature winking out of existence like a wizard losing
applying themselves at formal institutions, partnering concentration. Summoners’ acumen is second to none
with an adventuring party for real-world research, or on when it comes to summoning.
a mission to reclaim lost knowledge, a summoner’s power
to control pure magical energy reflects their memory and Creating a Summoner
reasoning skills.
Tapping directly into force magic, summoners can use Think about why your character chose to pursue the
their cerebral acuity to enhance their physical capabilities, training of their mind as their top priority rather
summon allies, create tools, and perform other complex than that of their body or traditional forms of magic.
computations to overcome anything in their path. For example, did you find yourself in a monastery
Though they focus on the strength of their mind, pursuing a route of mindful meditation when you had
summoners see value in having a capable body as the two an epiphany allowing you to manipulate force magical
are part of the same whole. As a result, summoners are energy? Or perhaps intense scholarly study led you to
proficient with light armor, simple weapons, and shields, discover complex calculations you could use to manifest
using their body as a foundation for additional mental summoned creatures? On the other hand, maybe it was
enhancements. a life of crime attempting to problem-solve your way in
or out of the world’s most protected places that gave you
Conqueror of Obstacles the control you needed to push further and utilize the
energy around you.
Some summoners can be found exploring the wilds, Summoners pursue constant improvement of their
looking for new and powerful forms to summon, running capable minds, everything else being secondary. A
experiments to improve their abilities, or researching summoner values their intellect and ability to apply their
ancient lore filled with lost arcane secrets. Others prefer acumen with precision.

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Summoner
Proficiency Summoner Cantrips Augments
Level Bonus Features
Points Known Known
1st +2 1 2 - Focused Power, Spellcasting
2nd +2 2 2 2 Force Augments, Enhance Summon
3rd +2 3 2 2 Point of Convergence, Field of Study
4th +2 4 2 2 Ability Score Improvement
5th +3 5 3 3 Enlist Logic
6th +3 6 3 4 Field of Study
7th +3 7 3 4 Cognitive Overload
8th +3 8 3 4 Ability Score Improvement
9th +4 9 3 5 —
10th +4 10 3 5 Field of Study
11th +4 11 4 5 Mind Barrier
12th +4 12 4 5 Ability Score Improvement
13th +5 13 4 6 —
14th +5 14 4 6 Organized Memory
15th +5 15 4 7 —
16th +5 16 4 7 Ability Score Improvement
17th +6 17 5 7 Field of Study
18th +6 18 5 8 —
19th +6 19 5 8 Ability Score Improvement
20th +6 20 5 8 Resourceful Mind

Class Features Focused Power


As a summoner, you gain the following class features. 1st-level Summoner feature
You have trained your mind to manipulate the energy
Hit Points around you and shape it to fit your immediate needs.
Hit Dice: 1d8 per summoner level This mental manipulation of force magic is represented
Hit Points at 1st Level: 8 + your Constitution modifier by summoner points which can be used for various
Hit Points at Higher Levels: 1d8 (or 5) + your class features.
Constitution modifier per summoner level after 1st Saving Throws. Some of your focused power abilities
may require your target to make a saving throw to resist
Proficiencies the effects. The saving throw DC is calculated as follows:
Saving Throw DC = 8 + your proficiency bonus + your
Armor: Light armor, shields Intelligence modifier
Weapons: Simple weapons
Tools: None Summoner Points
Saving Throws: Intelligence, Constitution You gain 1 summoner point per level, starting at level 1.
Skills: Choose two from Arcana, History, Investigation, You can never store more summoner points than listed
Nature, and Religion for your summoner level. You regain all summoner points
when you finish a short or long rest.
Equipment
Multiclassing as a Summoner
You start with the following equipment, in addition to the Whether you’re looking for a companion, additional
equipment granted by your background: abilities that refresh on a short rest, or trying to fill an
• Light crossbow and 20 bolts archetype you have envisioned, the summoner has a lot of
• (a) a component pouch or (b) an arcane focus potential synergies with other classes.
Prerequisites. To qualify for multiclassing into the
• (a) dungeoneer's pack or (b) a scholar’s pack
summoner class, or to take a level in another class if you
• Leather armor, any simple weapon, and a shield are already a summoner, you must have an Intelligence
score of at least 13.
Proficiencies. You gain proficiencies in light armor,
shields, and simple weapons.

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Summon Creature Summons Known
You can use your bonus action to spend one or more Initially, summoners can only bring forth creatures from
summoner points to summon a maximum of two the mental formulation table found in the section Mental
creatures to unoccupied spaces you can see within Formulations Table on page 50. Throughout their
60ft. If you have two creatures created by the summon travels, they will learn additional summoning formulae,
creature feature under your control, you cannot summon which will increase their available choices.
additional creatures using this feature.
In combat, summoned creatures share your initiative Variant Summons Known
If you have a specific creature in mind for your summoner,
count but take their turn immediately after yours. They
have a conversation with your GM to see about learning
can move and use their reaction and bonus actions on
that creature. This could come in the form of a quest to
their own, but the only action they take on their turn is the homeland of these creatures. Perhaps you start with
the Dodge action. Once per turn as an Action, you can enough knowledge to research worgs and goblins from
mentally command any creature you have summoned when they ransacked your village and kidnapped your
to instead take an action in its stat block or some other brother. Maybe you’ve found an ancient text about azer
action (if you control multiple summons, you can and just need help translating the last piece.
command any or all of them at the same time). The Alternatively, you could work with the Game Master to
summons must be within 100 feet of you for you to build a list of summons known based on your background,
command them. skill proficiencies, or character traits.
Depending on the resources you use at your table, the
A summon costs twice as many points as its CR.
style of the campaign, or similar considerations, there may
Creatures less than 1/2 CR still cost 1 summoner point. be specific creatures the game master will not allow.
The summon disappears when:
• The summon drops to 0 hit points Learning Additional Summons
• You drop to 0 hit points Once summoners have mastered their basic summoning
• You fall unconscious skills, they are often interested in pursuing different, more
• You die varied creatures. Some summoners build out their prized
• You take a short or long rest notebook full of notations, sketches, and mathematical
• You dismiss your summons with a bonus action proofs. Others commit their summon formulae to
Summon Cost Per CR memory, fearing their knowledge falling into the wrong
Summoner Point Cost Summon CR hands. Regardless of how they store their precious
1 1/2 or less summon formulae, summoners have three routes to
2 1 learn new forms.
4 2 Combat. While engaged in combat, you may attempt to
6 3 create a summoning formula immediately by analyzing
8 4 the direct demonstration of the creature’s abilities,
10 5 characteristics, and physiology. As a bonus action, you
12 6 may attempt an Investigation check (DC 15 + CR of
14 7 the creature, rounded down). On a successful check,
16 8 you’ve put together a workable formula to summon
18 9
the creature. If you fail, you are unable to make a check
20 10
against the same type of creature until you finish a long
Due to the limitations and highly complex calculations rest. However, you have enough information to utilize the
required with summoning creatures, there are restrictions research method.
to what you can do with your summons: Observation. When not in combat with a creature,
you may attempt to learn the intricacies of a creature
• If the creature has spellcasting, legendary actions, or through direct observation. This requires 1 minute of
lair actions, you can’t use them. concentrated examination of a creature within 30 feet of
• You can’t cast spells of 1st level or higher nor you. You may then make an Investigation check (DC 15
concentrate on a spell while you control a summon. + CR of the creature, rounded down). On a successful
• If a summon is already capable of using a type of check, you’ve determined a workable formula to summon
equipment, you can choose to equip them with the creature. If you fail, you are unable to make a check
similar equipment requiring the same proficiency. against the same type of creature until you finish a long
For example, you could equip a hobgoblin with a +1 rest. However, you have enough information to utilize
shield or plate following the donning and doffing the research method. Depending on the circumstances,
rules. However, you would not be able to equip a spy attempting to observe a creature uninterrupted for
with plate or a greataxe. 1 minute may result in negative consequences at the
• Summons can’t attune to magic items. GM’s discretion.
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38
Research. Using research materials such as books, Spellcasting
mentors, and your own experience in combat or
observation, you can solve a summoning formula for a 1st-level Summoner feature
creature identified in this material. This process takes 2 As a keen manipulator of magical energy, you have
hours per CR (minimum of 2 hours). developed the ability to cast rudimentary spells.
Controlling Your Summon Cantrips
To provide a unique feel for your summoner, you can At 1st level, you know two cantrips of your choice from
describe how you use your action to command your
the summoner spell list. You learn additional summoner
summon. For example, perhaps you have tattooed your
summoning formulae onto your body. By tracing the
cantrips of your choice at higher levels, as shown in the
correct symbols in the proper order, they begin to glow, Cantrips Known column of the summoner table.
diverting a stream of energy into the summon. Maybe you
have a series of limericks you’ve developed that hides a Spellcasting Ability
hidden application of magic in the tempo and enunciation. Intelligence is your spellcasting ability for your summoner
Alternatively, you could be a conduit where the force cantrips since you learn your spells by applying formulae
magical energy flows through your body, shaping this and complex algorithms. In addition, you use your
rushing river of power into precise artistry that you Intelligence modifier when setting the saving throw
channel into your summons. DC for a summoner cantrip and when making an attack
Adding details to describe how you use your power roll with one.
doesn’t modify or limit how the feature works, but it can
Spell save DC = 8 + your proficiency bonus + your
provide a level of immersion that adds to the experience.
Intelligence modifier

Spell attack modifier = your proficiency bonus + your


Preparing Summons Intelligence modifier
You always have the mental formulation summons
prepared. In addition, you may prepare a list of
summoning formulae that you have learned. To do Spellcasting Focus
so, choose a number of summoning formulae equal to You can use an arcane focus as a spellcasting focus for
your Intelligence modifier + half your summoner level your summoner cantrips.
(minimum of one summon).
Summoner Cantrip List
You can change your list of prepared summon formulae
Here are the cantrips available to the summoner. If the
when you finish a long rest. Preparing a new list of
spell is followed by an * it has been added as part of Creed’s
summoned creatures requires time reviewing your
Codex: Arcane Secrets of the Summoners.
summoning proofs, calculations, and theorems: at least 1
minute per CR level for each creature on your list. Cantrips
Acid Splash
Snap Decision
Aegis*
You can spend 1 summoner point to take the disengage or
Extended Reach*
dodge action as a bonus action on your turn.
Mage Hand
Minor Illusion
Phoenix Wings*
Combat Formulas Poison Spray
Summoners can have a contentious relationship with Prestidigitation
other magic users, eschewing more traditional uses of Reaper’s Fist*
Spike*
magic for their summoning capabilities. However, after
Spook*
seeing a few of them in combat, it became clear that
what the summoners refer to as “combat formulae”
are nothing more than cantrips. It appears they have
developed a few of their own, but they can clearly
tap into more common magic used for a wide range of
activities on and off the field of battle.

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39
Force Augments Point of Convergence
2nd-level Summoner feature 3rd-level Summoner feature
The more time you spend manipulating force energy, the Your focus has become razor-sharp. Where others can
more accurate your calculations become. Finally, you have direct their mind to a task, you can push your intellect
reached a level of knowledge that allows you to amplify past your body’s limits for short bursts and make mental
your cognitive control in various fashions. Choose two connections others are incapable of. When you spend
force augments, detailed in the section “Force Augments” one or more summoner points, you can choose to gain
on page 40. As you gain summoner levels, you will one additional summoner point added to your total
unlock access to additional augments as shown in the being spent by tapping the Power of Convergence. You
Augments Known column of the summoner class table. must roll on the “Convergence Table” on page 46 and
Some force augments have a prerequisite to master the determine the outcome before the expenditure of your
augment. You must meet the prerequisites to use that points take effect. You regain the use of this ability once
augment. For example, if the prerequisite is a level, you you’ve completed a short or long rest.
must be of that summoner level or higher. For example, if you have 3 summoner points, you could
Any time you gain a level in summoner, you can choose choose to use the point of convergence feature and spend
to replace one of your known force augments with 4 summoner points to bring forth a CR 2 creature.
another with which you meet the prerequisites.
Field of Study
Enhance Summon 3rd-level Summoner feature
2nd-level Summoner feature
When you reach 3rd level, you choose a field of study for
You gain the ability to enhanced a summon. This is further specialization of your summoning ability. Your
sometimes referred to as an enhancement. When you choice grants you features at 3rd level and again at 6th,
summon a creature, or as a bonus action, you can spend 10th, and 17th level.
an additional summoner point to grant two different
options a +1 bonus from the list below: Ability Score Improvement
• AC 4th-level Summoner feature
• Attack Roll
• Damage When you reach 4th level, and again at 8th, 12th, 16th,
• Saving Throw DC and 19th level, you can increase one ability score of your
• Saving Throw Bonus choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
This can be done a number of times equal to your above 20 using this feature. Using the optional feats rule,
proficiency bonus per summon. Each point spent on you can forgo taking this feature to take a feat of your
enhancements is specific to a single creature. If you choice instead.
wanted to enhance two summons, they’d enhance based
on the additional points you spent per summon. This
lasts until you take a short or long rest or the summon
Enlist Logic
disappears. 5th-level Summoner feature
For example, if you enhanced your summon with two Often the best route to success is not through working
points, here are three options you could choose: harder but by working smarter.
• +2 to Attack Rolls and +2 to Saving Throw Bonus You can choose to give yourself an additional bonus
• +2 to AC, +1 to Attack Rolls, and +1 to Damage equal to your Intelligence modifier when you make
• +1 to Attack Rolls, +1 to Damage, +1 to Saving an ability check which does not already include your
Throw DC, and +1 to Saving Throw Bonus Intelligence modifier.
You can use this feature a number of times equal to your
Create Longevity Through Enhancements Intelligence modifier. You recover all expended uses when
The options listed are just three of many permutations you take a long rest.
you could choose to keep a low level summon relevant
for longer. If you’d like to use enhance summon to create
a summoner that focuses on a specific creature and are
Cognitive Overload
running into the enhance summon proficiency bonus limit, 7th-level Summoner feature
consider working with your GM to build a deadlier version
of the creature that is a few CRs stronger.
Controlling a summon takes an extreme amount of
mental acuity. On your turn, you can choose to amplify
the speed you process information and mentally command
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40
Summoner Bonus Actions an Intelligence ability check that relies on knowledge you
Unlike the ranger or summoning spells, the summoner acquired through reading, you do so with advantage.
must use their intellect to control the summon as an
action due to the increased strength of their summons. Resourceful Mind
Working through complex calculations, in-depth analysis
of the changing environment, and the difficulty of 20th-level Summoner feature
predicting swirls of arcane energy takes an extreme
When you roll for initiative, you can choose to regain up
amount of effort. Though not limited by losing their
summon due to a loss of concentration from a wayward
to 10 summoner points.
blow or magic missile, the summoner must still provide
constant instructions to the creature to maximize their
creation’s effectiveness. As a result, summoners have Force Augments
learned to improve their efficiency and have the following
bonus actions available to them sorted by level.
• Learning Additional Summons (Level 1 Class Feature) Aegis of the Elders
• Snap Decision (Level 1 Class Feature) The temporary hit points granted by the Aegis
• Summon Creature (Level 1 Class Feature) cantrip are now equal to twice your level plus your
• Enhance Summon (Level 2 Class Feature) Intelligence modifier.
• Elemental Fury (Augment)
• Enhanced Sense (Augment) Constant Companions
• Mind’s Eye (Augment) Your summoned creatures no longer must disappear
• Reality Imagined (Augment) when you take a short or long rest. Instead, any summons
• Dread Manifest (Augment, Horrifier created from the summon creature feature can regain
Subclass Prerequisite)
all lost hit points at the completion of a short or long
• Expanded Enhancement (Augment, Archon Subclass)
• Shadowy Summons (Shadow Level 3 Feature)
rest. However, you do not regain the summoner points
• Creature Displacement (Augment, Level required to sustain the creatures. If a point of convergence
6 Prerequisite) is required, you must immediately roll on the convergence
• Fluid Action (Archon, Level 6 Feature) table upon completion of the rest in order to maintain
• Harvest Remnants (Augment, Level 6 Prerequisite) the summon(s).
• Cognitive Overload (Level 7 Class Feature)
• Improved Living Nightmare (Horrifier Constructive Criticism
Level 10 Feature) When a creature fails an ability check, you can use a
• Aggressive (Evolutionist Adaptation Shared through reaction to tell them a better way to accomplish the task.
Symbiotic Bond) They gain advantage on their next ability check but may
• Shadow Stealth (Evolutionist Adaptation Shared
become hostile towards you at the GM’s discretion. A
through Symbiotic Bond)
• Shadowy Summons (Shadow Level 17 Class Feature)
creature must finish a long rest before it can be affected by
this feature again.
Additional options may be available depending on your
race, feat selection, or multi-classing. Creature Displacement
Prerequisite: 6th level
your summon with a bonus action. You gain one level of Choose a summon you can see. As a bonus action, you can
exhaustion each time you use this feature. If you can’t gain switch places with the summon. If the spaces you or the
exhaustion, you are unable to use this feature. summon are arriving in are occupied, you arrive in the
nearest unoccupied spaces.
Mind Barrier
Elemental Fury
11th-level Summoner feature As a bonus action, you can imbue your summons with
You have spent so much time applying logic to all elemental power. Choose an element from acid, cold,
circumstances that you have become immune to the fire, lightning, poison, or thunder. Your summons gain
charmed, frightened, and stunned conditions as you can resistance to the element, and your summons’ damage
reason out of them instantly. type changes to the chosen element. This lasts until
you dismiss it as a bonus action or you take a short
Organized Memory or long rest.

14th-level Summoner feature Far-flung Vision


Increase your summoning distance to 100 feet.
You have unlocked discreet access to your memory. You
can recall everything you have ever read. When you make

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41
Forceful Intellect Specialty Knowledge
You gain proficiency in History and Investigation. If you Choose a creature type: Aberration, Beast, Celestial,
engage in a game of skill, you have advantage on any Construct, Dragon, Elemental, Fey, Fiend, Giant,
checks you need to make. Humanoid, Monstrosity, Ooze, Plant, or Undead.
You understand the basic structure of these creatures
Harvest Remnants at a foundational level and can develop your arcane
Prerequisite: 6th level formulations exponentially faster. For creatures of your
chosen type, you make all rolls to learn a new summon
When you dismiss a summon as a bonus action, you can
formula with advantage, and the time to develop a
harvest the remaining force magic and form it into a
summon formula through research is halved.
shield. One target of your choice that you can see gains a
shield of temporary hit points equal to your Intelligence Spike of the Ancients
(Arcana) check as you attempt to save remnants of your The damage dealt by the Spike cantrip is now equal to
summon. The temporary hit points last until the target twice your level plus your Intelligence modifier.
completes a short or long rest.
You use your remaining summoner points to bring forth an
extremely enhanced black bear. It effectively blocks the fort’s
Summoning Secrets at Your
entrance, tearing through the horde of zombies attempting
to breach the door. Seeing the bear barely survive the last
Fingertips

T
he summoner class comes from Creed’s
hit, you decide to get off two final attacks before dismissing
Codex: Arcane Secrets of the Summoners, a
your summon. You use your arcane knowledge to transfer
standalone player and GM book filled with
the remaining energy into a swirling magical shield over the
countless additional choices:
damaged door.

Life Siphon
When you or a summon damages another creature, you • The full summoner class with 7 more summoner
can use your reaction to choose one creature of your subclasses
choice that you can see to be healed for an amount equal • 28 force augments
to your Intelligence modifier. You can do this a number of • 11 summoner build guides
times equal to your proficiency bonus, regaining all uses • The Spirit warlock subclass
when you finish a long rest. • 4 empowering eldritch invocations
• The Power of Convergence empowerment system
Long Hours • 15 Versatile Creatures
Prerequisite: Level 8 • Cooperative Summoning Rules
You gain expertise in Arcana, History, Investigation, • 12 Exotic Weapons and Armor
Nature, or Religion. If you do not have proficiency in • Exotic Weapon Crafting
the skill, you instead gain proficiency. You can take this • Symbiotic Equipment
amplification multiple times. Each time you must choose a • 18 intuitive feats
different skill. • 41 summoning-themed spells
• Ancient lore of the summoners
Mental Shout • No AI Illustrations
You increase the distance you can mentally command Creed is continually uncovering new tomes and
your summons to 500 feet. expanding your D&D options. Creed’s Codex: Vault of
Aeonian Wisdom continues this evolution, bringing
Razor Edge
new player options, GM tools, and setting expansions
Prerequisite: 6th Level
shaped by community feedback. Those who follow the
Your summons attacks count as magical for the purpose project will have the opportunity to help determine what
of overcoming resistance and immunity to nonmagical is developed.
attacks and damage.
Follow the Kickstarter now—exclusive content, discounts,
Reality Imagined and stretch goals are only available during the campaign.
You can spend 1 summoner point and a bonus action to Once the campaign ends, these offers are gone.
create a tool out of pure force magic. You are proficient
with this tool even if you do not usually have this Want to add the full summoning suite to your game? Get
proficiency. The tool lasts until you complete a short Creed’s Codex: Arcane Secrets of the Summoners today.
or long rest.

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43
Constructor Subclass
In the shadow of the artifact-fueled cataclysm, some
summoners turned to precision and ingenuity to oppose
devastation. Constructors combine their summoning Resonance Field
abilities with engineering prowess, creating advanced 3rd-level Constructor feature
constructs equipped with adaptive technologies. These Your summons emanate an energy field, activating
engineered allies manipulate the battlefield, shield their modules to manipulate and support those within the field.
creators, and guide allies to safety, blending invention The field extends 15 feet from your summons with the
with arcane summoning. A constructor’s summon is not following effects:
merely a creature—it’s a strategic force, shaped to protect, Gravitational Pull. When a creature ends its turn in the
assist, and amplify the summoner’s presence in the world. field, you can choose to pull it 5 feet closer to the summon
to an unoccupied space (no action required).
Mechanical Nature Magnetic Presence. Creatures in the field gain a +1d4
3rd-level Constructor feature bonus to Charisma checks and saving throws.
Any creature you summon takes on construct Pathfinder Protocol. The summon sheds dim light
characteristics like metal plating, articulated joints, or over the field, giving creatures in the field advantage
similar traits and is now the Construct creature type. on Intelligence (Investigation) checks to locate hidden
objects, treasures, or traps.

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Resonance Amplification Enhanced Resonance Field
6th-level Constructor feature 17th-level Constructor feature

Your resonance field is further enhanced: You’ve further upgraded the modules empowering your
Gravitational Pull. The distance the creature is pulled summon, increasing their effectiveness. The range of your
increases by 5 feet. Resonance Field increases by 15 feet. In addition:
Magnetic Presence. You can now choose to add or Gravitational Pull. Prone creatures must succeed on a
subtract 1d4 from a creature’s Charisma checks or Strength saving throw when attempting to stand up or
saving throws. remain prone.
Pathfinder Protocol. Your summon’s dim light becomes Magnetic Presence. The die becomes a d6.
bright light, and hidden creatures in the light must make a Pathfinder Protocol. Creatures have advantage on
new Stealth check with disadvantage. saving throws and checks against Illusion spells in the
summon’s light.
Core Implosion
10th-level Constructor feature Force Augment
Your summon’s core can be overloaded to unleash a Missile Attraction
devastating gravitational implosion. As an action, you Prerequisite: Constructor Subclass
force all creatures within 60 feet of your summon (not Your summons become magnets for projectiles. The
including you or your summon) to make a Strength Gravitational Pull feature causes ranged weapon attacks
saving throw. On a failed save, creatures are pulled 30 made against creatures within the Resonance Field to
feet toward the summon. Immediately after, all creatures instead target your summon.
within 15 feet of your summon must make a Dexterity
saving throw. On a failed save, they take 4d10 force Combined Summons
damage and are pushed 10 feet away. On a successful
save, creatures take half damage and are not pushed. Your When a constructor is the primary for a combined
summon automatically fails its saving throw, but is not summon, use the following modification:
pushed. You regain the use of this feature after a short Constructor. The Resonance Field feature applies to the
or long rest. combined summon and the range increases by 10 feet.
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45
Convergence Table Alternate Rules for the Convergence Table
The table of convergence is designed to be a tool for
The convergence table measures how well you align excitement and chaos while simultaneously providing
yourself to the task at hand. A stray thought, wandering opportunities for story arcs, side quests, and tactical
mind, or distraction at just the wrong moment could player decisions.
jeopardize your access to the Power of Convergence,
allowing too much magic through, or worse, losing The convergence table is designed to be:
control of the magic completely. • 25% mostly good
There are multiple ways to access the table, including • 25% maybe good
the summoner point of convergence feature, the • 25% maybe bad
• 25% mostly bad
convergent subclass that specializes in accessing this
• 50% combat
power, or one of the new feats: Arcane Convergence, • 50% roleplaying
Martial Convergence, or Touch of Convergence. • 100% awesome
In addition to the predefined methods for accessing
the Power of Convergence, the table could be used in Work with your Game Master if you’d like to change
multiple ways to highlight instability or provide additional the frequency of the table’s effects or change the effects
randomness and potential energy to a world. themselves.
The Power of Convergence could be part of a setting Here are a few ideas for modifying how often the table
triggering hourly rolls on the convergence table in a land gets rolled to fit your game and play style:
filled with chaotic energy. The table could be rolled as a • Everyone rolls on the table when they are hit with a
critical hit
lair action for a particularly unstable monster. The table
• Everyone rolls on the table when they roll a natural
could be rolled every time a creature is healed due to the 1 on the d20
nature of healing in a certain campaign. Access the table • When you use point of convergence or a similar feature
as often as desired! that requires a roll on the table of convergence, roll a
d20 and only roll on the convergence table if you rolled
a 10 or lower.
• Other classes could roll on the convergence table when
they use specific features
• Once you roll on the convergence table, you do not
need to roll again until you complete a long rest.
• When you hit or are hit with an attack with a d20
of 17 or higher, roll on the convergence table up to
once per round.

Convergence Table
d100 Effect
1 Roll twice and apply both effects. If this comes up again, nothing happens.
2 A missive suddenly appears in your hand. A powerful, wealthy, beautiful individual is imprisoned under a false identity.
Revealing their identity will have serious repercussions, and they are relying upon you to raise money and secure their
release. You will be handsomely rewarded and given access to magical secrets in a secret vault. The initial funds have
already been magicked off your person in an amount equal to all the money you were carrying. The following missive will
arrive as soon as you have accumulated enough funds with further instructions.
3 You gain 5 levels of exhaustion.
4 The ground you're standing on abruptly juts up into the air at an angle. A seismic shift is tearing your location apart as
rivulets of lava begin bubbling to the surface in a one-mile radius around you.
5 You cast Uncontrollable Undead at level 9, see page 79.
6 You automatically fail all ability checks until you finish a long rest.
7 The next time you take damage, you are knocked unconscious for 1d4 hours. You can only be awoken early by the Greater
Restoration spell. While unconscious, you glimpse a potential future where you have failed a vital task not yet laid upon
you.
8 A ghostly bagpipe quartet follows you around for 1d12 days, loudly playing the songs of their people.
9 For the next 1d12 days, you suddenly look incredibly shifty and are thoroughly questioned by all officials who see you. If
there are unresolved crimes in the area, you immediately become the prime suspect.
10 You lose any remaining hit dice.
11 You lose the ability to walk on the ground but gain a hover speed equal to your previous speed. A halo appears above your
head and can't be hidden by any means. A trumpeting fanfare accompanies you. Every humanoid feels obligated to ask for
your blessing while simultaneously feeling a burning hatred for you. These changes last until you take a long rest.
12 A hostile CR 1d10 creature appears in an unoccupied space 1d100 feet away from you. It lasts until it drops to 0 hit points.
13 Extended family you were only vaguely aware of are in desperate need of money and find you every time you take a long
rest until you've resolved their money woes.

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46
14 All of the party’s gold, precious stones, and other monetary objects are magically transported into a bag of holding
tangled in the antlers of a sacred giant elk that appears within sight of the party. The elk immediately takes off, sprinting
away from the party.
15 A sinkhole suddenly opens at your feet. You fall 1d100 feet, taking 1d6 bludgeoning damage for each 10 feet that you
plummet. At the bottom, you find an imprisoned creature.
16 Until you take a long rest, treat a natural 20 as a 1.
17 You become obsessed with an idea for a magical creation and spend the next week attempting to create a magical artifact.
You spend all your money, and attempt to borrow funds from others, on materials to create this artifact.
18 You are suddenly holding a box, which you are unable to put down, covered in 10 powerful glyphs of danger. A warning
glows across the top of the box that says, “Do not open.” Each round one of the glyphs stops glowing.
19 All your ability scores become 10 until you complete a long rest.
20 You believe your teeth are sentient and start talking to them until you take a long rest. You have disadvantage on all
Intelligence, Charisma, and Wisdom saving throws during this time.
21 An enormous ape appears out of nowhere and smashes you with a boulder dealing 1d8 per character level bludgeoning
damage before disappearing.
22 The three nearest allies fall into a magical sleep for 3 rounds unless they take damage or someone uses an action to shake
the sleeper awake. For each round they sleep, they may spend 1 hit dice. If they sleep all 3 rounds, they gain the benefits
of a short rest.
23 The prized possession of a powerful creature is transported to the closest town to your location. The creature is aware of
the general location of their possession.
24 A portal opens in the nearest unoccupied space next to you to a random location determined by the GM. You are unable
to close it.
25 You become oppressed by an evil spirit. The spirit lasts until you complete a long rest, though you do not gain the benefits
of the long rest as it torments you through the night. While oppressed, you are inflicted with the deafened and poisoned
conditions. If you successfully grapple a target while oppressed, the target must succeed on a Constitution saving throw
equal to your spell save DC, or the spirit leaves you and oppresses the grappled target instead.
26 You suddenly struggle to think. You are knocked prone and can't use bonus actions until you complete a long rest.
27 Your mind is overwhelmed. Until you take a long rest, you are unable to recall any words longer than 4 letters or cast
spells that have a verbal component.
28 You feel extreme lethargy overcoming your body. Every round, you must succeed on a Constitution saving throw at the
end of your turn or become stunned for 1d4 hours. The DC for the save starts at 1, incrementing by 1 every round until
you fail at which point you no longer need to save against the effect.
29 You can now only speak in limericks, riddles, or proverbs until you finish a long rest.
30 An antimagic field radiates from you in a 10ft radius. This effect lasts until you lose hit points. If you had a summon up,
this effect represses the summon.
31 The convergence needs more power and immediately uses the highest level spell slot of the closest creature to you with
remaining spell slots. You gain additional summoner points that can be spent on the enhance summon feature equal to
the spell slot. The creature who lost their spell slot immediately knows it was consumed by you and can unerringly track
you for the next 1d4 days.
32 A fey that only you can see appears in an adjacent space and badgers you for a debt you owe for a transgression against
the fey. It will continue badgering you until the debt is resolved.
33 A coconut falls from the sky directly onto your head, dealing 1d6 bludgeoning damage and knocking you prone.
34 Until you take a short or long rest, your Strength ability score increases to 24, and your Intelligence ability score
decreases to 6
35 Whenever you or a creature you can hear tells a lie, a small mouth appears on your body and screams, "They are lying!"
until you finish a long rest.
36 You are immediately the subject of the Maze spell for up to 10 minutes. If you succeed on your first check, you catch a
glimpse into the mind of someone key to a current or future quest and gain knowledge of one crucial detail.
37 A pillar of stone bursts from the ground in your space, raising you 30 feet into the air. If you collide with a solid object,
you take 1d6 damage for every 10 feet traveled and are restrained. The pillar has an AC of 5 and 30 hit points. When
reduced to 0 hit points, it collapses back into the earth.
38 A set of earthen spikes erupt from the ground creating a glowing sigil in every unoccupied space within 60 feet of you.
The spaces count as difficult terrain and deal 2d4 piercing damage whenever a creature enters the space. You do not
know what the sigil does or means. The spikes have an AC of 15 and 30 hit points. They last until destroyed.
39 The seventh stranger you encounter tells you an ancient secret before he perishes from a giant fist bursting through the
ground and pulling him into a molten pool of lava.
40 An explosion of force energy catapults your closest ally at the furthest enemy within 150ft. For each 10 feet traveled, the
ally deals 1d10 bludgeoning damage to the enemy upon impact. The ally takes 1d4 damage for every ten feet that were
traveled. If no enemies are in range, the ally is pushed into the ground up to their neck and restrained until freed by a
Strength (Athletics) check against your spell save DC.
41 You become immune to the frightened condition. The next time you lose hit points, you lose this immunity and
immediately become frightened until you finish a short or long rest.
42 You immediately disappear into the ground and are undetectable by non-magical means. You reappear in your current
space at the beginning of your next turn. If your space is now occupied, you remain underground but move 5 feet to the
south. At the beginning of your next turn, you attempt to reappear. If something is still in your space, you continue this
sequence until you can appear in an unoccupied space.

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47
43 Light radiates from you for 1 minute. Enemies within 5 feet have disadvantage on their attacks, and you have advantage
on attacks against them. Enemies further than 5 feet have advantage on attacks against you.
44 The ground shakes beneath your feet. Everyone within 20 feet of you, including you, must make a Strength saving throw
equal to your spell DC or fall prone. You have advantage on the saving throw. All creatures concentrating on a spell
affected by this effect must make a Concentration check.
45 A random object flies in a random direction determined by the GM.
46 You and a random enemy chosen by the GM swap locations.
47 Your mind is momentarily connected to an aberration of a CR equal to half your level. You gain knowledge of this
aberration. This gives you either the necessary knowledge to create a summoning formula for the Aberration if you have
a feature to summon it or a +1 bonus to a skill of your choice with which you are not proficient. You then take psychic
damage equal to your level.
48 You sprout an uncontrollable tentacle out of your back. It grapples the nearest creature within 10 feet. The creature, or
one within 5 feet of it, can spend an action to attempt to escape the grapple with a Strength (Athletics) check against
your spell DC. If it is not grappling something, it will attempt to grapple a target on each of your turns before you perform
any actions. The tentacle lasts for 1 minute.
49 Every creature within 30 feet of you is shoved 30 feet away from you and knocked prone. You are launched 30 feet
straight up and if a solid object, such as a ceiling, is encountered you suffer fall damage before falling back down and
suffering fall damage again. Any objects not attached to something, being carried, or worn are shoved 100 feet away from
you.
50 You recognize the clothing styles of the nearest creature and gain advantage on any history checks related to the area for
the next minute.
51 A mage hand pokes the two nearest creatures in the eye. They take 2 piercing damage each.
52 A tiny celestial and fiend appears on the opposite shoulders of a random creature within 30 feet of you. They suggest
opposing courses of action until the target follows a suggestion by one of them, at which point they swap opinions and
argue for another minute before disappearing.
53 You permanently have swirling eddies of light under your skin, providing dim light for 10 feet. Increase the distance by 10
feet if this effect comes up again.
54 Your next attack that hits does twice as much damage, but you also take half the total damage.
55 You determine you are the chosen one. Until you take damage, you deal an additional 1d10 damage each time you or your
summon damages an enemy. When you take damage, the effect ends, and you take an additional 2d10 damage.
56 Two objects in your possession suddenly break out in a heated argument in infernal. Any creature within 60 feet can
clearly hear the dispute.
57 All creatures reroll initiative. If not in combat, you gain advantage on your next initiative roll.
58 Until you finish a short or long rest, you swap places with a random creature within 60 feet of you at the start of your turn.
59 Until you finish a long rest, every action you do is followed by an exaggerated sound effect. It is said failures can elicit the
fabled horns of disappointment.
60 4d20 gems, value 10 gp each, shoot equally distributed at each creature within 60ft, including you. Each gem deals 1 point
of slashing damage.
61 The area around you in a 15-foot cube becomes difficult terrain that lasts for the next minute.
62 A splinter of force magic strikes every target you can see, dealing force damage equal to your proficiency bonus.
63 You and your summons gain 1d4 temporary hit points.
64 The thoughts of all creatures within 10 feet of you, including you, become audible until you take a short or long rest.
65 Ice falls from the sky in every square touching yours. All other creatures take your proficiency bonus bludgeoning damage
and are in difficult terrain.
66 You heal a number of hit points equal to 5 times your character level as small green mushrooms and leaves sprout along
your body. You are poisoned until you take a short or long rest as a dark yellowish cloud of mushroom spores permeates
the air within 5 feet of you. Any creature within 5 feet of you is also poisoned.
67 For a number of rounds equal to your Constitution modifier, all your movement speeds increase by 20 feet as time warps
around you. When the effect ends, all your movement speeds decrease by 20 feet for a number of rounds equal to your
Constitution modifier as time catches up.
68 You identify the next spell targeting you and gain advantage on avoiding it or cause the caster to have disadvantage on the
casting.
69 You accidentally seduce the next creature you lock eyes with.
70 When you make an ability check, if your total for the check is less than your ability score, you can use that score instead of
the total. This lasts until you take a long rest.
71 You feel inspired and gain inspiration.
72 A rainbow appears in the sky from your location to a spot directly north of you 1d100 miles away, where a pot of gold
worth 20d100 gold pieces is hidden. The rainbow lasts until you take a short or long rest.
73 The nearest friendly creature grows two sizes larger. This lasts until you take a long rest.
74 Every ally you can see gains 1 hit point. If that puts them over their max hit points, they gain 1 temporary hit point. If they
are unconscious, they wake up.
75 Your body is suddenly covered by intricate tattoos of stylized words in a language you can’t read, with an exquisitely
detailed building you don’t recognize depicted on your chest.
76 You gain the ability to smell gold within 10 feet. Increase the distance by 10 feet every time this effect comes up.
77 You have advantage on Intelligence based checks until you take a long rest.

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48
78 The next time you take your turn, you have an additional action.
79 You suddenly give off an air of authority. For the next 1d12 days, people will involve you in all manner of activities to get
your opinion and support.
80 A clone of you appears in every unoccupied space adjacent to you. The clones have 1 hit point, mimic your every
movement, and last until you take a short or long rest.
81 Your vision momentarily enhances, allowing you to catch a glimpse of a reflection, light, or similar visual phenomenon that
looks out of place. Your vision then reverts to its normal state.
82 The next time someone within earshot brags about an achievement, they immediately have explosive diarrhea.
83 You suddenly feel an increased weight on your person and discover an additional 10d100 gold pieces.
84 Leaves sprout all over your body, and you can only feel at ease in nature. You have advantage on Wisdom checks until you
take a long rest. Once every hour, a friendly beast brings you a gift. You are unable to take a long rest unless your body is
buried up to your neck in loose earth.
85 You summon a force warrior. See stats for tribal warrior and add force resistance. This creature has its own turn in
combat, is friendly to you and your allies, and remains until you take a long rest or it drops to 0 hit points.
86 You telepathically hear a message that you have been included in the will of a powerful wizard. To participate, you must be
in his tower at the solar eclipse, which occurs 21 days from now. You feel a pull in the direction of the tower.
87 You immediately spend 1 hit dice. If you are already at full health, you gain that many temporary hit points, otherwise heal
for the amount rolled.
88 A friendly CR 1d10 creature appears in an unoccupied space 1d100 spaces away from you. It lasts until it drops to 0 hit
points, or you take a long rest.
89 All your ability scores become 20 until you complete a long rest.
90 You fill your enemies with dread. Every enemy that can see you has their movement speed reduced by 50% for 1 minute.
91 The next shopkeeper you see gives you a treasure map and a magical compass to help you find the treasure.
92 You gain 5 temporary hit points for each hostile creature you can see, which creates a brightly glowing shield on you,
providing bright light in a 50 foot radius and dim light for an additional 50 feet. The light lasts as long as you have the
temporary hit points.
93 You gain a fly speed of 30 feet that lasts until you take a short or long rest
94 You are mistaken for a local hero that hasn't been seen in a few years.
You pay half prices while in the vicinity and have advantage on Persuasion checks.
95 The next time you fail an ability check, you instead succeed.
96 The next attack you or your summon makes that deals damage is a critical hit.
97 An image, sentence, or sense immediately comes to mind, providing critical insight
into something in the near future.
98 You suddenly feel a pull to the closest legendary item and can use this feeling to navigate towards it.
This lasts until you finish a long rest.
99 You are under the effects of the foresight spell until you take a long rest.
100 You may choose which effect you'd like to take place.

Hivemind following the pull to a recently deceased wizard’s tower


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49
Mental Formulation Summons Variant Beast Options
Often summoners, druids, and spellcasters wishing to
Summoners begin their training by drawing on the power use shape-changing magic run into a lack of knowledge
of force magic to create relatively simple summoned that impedes their effectiveness. For example, they may
creatures shaped by the summoner’s mind. Thus, have never heard of a giant ape, tyrannosaurus rex, or
summoners can conjure summons that take shape from mammoth. Some exceptionally skilled users can utilize
the summoner’s mental image by utilizing knowledge their existing knowledge to create a beast scaled closer
from books, folklore, and creatures that roam the land. to their level. These are often simpler in comparison
These creatures can take many forms. Covered with but provide raw power keenly sought. These casters can
use the Mental Formulation Summons for any magic
tentacles and giant maws of teeth, slim and agile, brutes
that requires knowledge of beasts, such as summoning,
with rippling muscles, the only limitation is what the
polymorph, and wild shape.
summoner can envision.
Mental Formulation Summons
CR PB AC HP Attack Bonus Damage Dex or Str Move Speed Reach Size
1/4 +2 12 25 (10d4) +2 2 (1d4) 10 20ft. 5ft. Tiny
1/2 +2 12 38 (11d6) +2 3 (1d6) 10 25ft. 5ft. Small
1 +2 12 52 (15d6) +3 6 (2d4+1) 12 25ft. 5ft. Small
2 +2 13 73 (21d6) +3 8 (2d6+1) 12 25ft. 5ft. Small
3 +2 13 90 (20d8) +4 11 (2d8+2) 14 30ft. 5ft. Medium
4 +2 14 103 (23d8) +5 14 (2d10+3) 16 30ft. 5ft. Medium
5 +3 15 121 (22d10) +6 17 (4d6+3) 16 35ft. 10ft. Large
6 +3 15 137 (25d10) +6 21 (4d8+3) 16 35ft. 10ft. Large
7 +3 15 148 (27d10) +6 25 (4d10+3) 16 35ft. 10ft. Large
8 +3 16 162 (25d12) +7 28 (7d6+4) 18 40ft. 15ft. Huge
9 +4 16 182 (28d12) +8 31 (6d8+4) 18 40ft. 15ft. Huge
10 +4 17 199 (19d20) +9 36 (3d20+5) 20 45ft. 20ft. Gargantuan
11 +4 18 210 (20d20) +9 40 (14d4+5) 20 45ft. 20ft. Gargantuan

• All mental formulation creatures have multiattack,


making two melee attacks with the attack bonus and Combined Summons
damage amounts shown per corresponding CR. Up to 4 summoners can link to summon something more
• Their creature type is beast. potent than they can individually handle. One summoner
• They do not have any languages. is designated as the primary, and the rest are support. The
• They do not have any special senses. highest-level summoner is automatically the primary,
• They use Strength or Dexterity for their attacks, or the summoners decide who will lead if there is a tie.
chosen when the summon is created. The summoners must determine how many points each
• All ability scores other than the one chosen for their contributes before they start.
attacks are 10. The primary can use their class and subclass features
• The armor class of the mental formulation summon on the summon. The primary summoner uses their
is equal to the AC column and is not modified by any bonus action to summon a creature up to a maximum
of the mental formulation’s ability scores due to the CR dictated by the number of points spent and the
arcane nature and rigidity of the summon formula. number of summoners participating. The primary
summoner can control the summon as usual using their
Mental Formulation Trait action, as described in the summon creature feature as
All mental formulation summons have the following trait. described on page 38.
Mental Formulation. When you summon the creature, Each linked summoner, including the primary, must
you determine its appearance by choosing whether the roll on the convergence table on page 46 when the
creature uses Strength or Dexterity for its attacks. The creature is summoned. The summoners choose one
summon deals bludgeoning, piercing, or slashing damage roll from the selection. If an option is rolled by more
depending on your envisioned form. For example, than one summoner, that automatically is the selected
attacks with a tail would do bludgeoning, teeth would do option. However, if a summoner is using the point of
piercing, and a claw would do slashing. The appearance convergence feature to supply the required summoner
does not have any other effects on the summons points, they must roll separately for that effect.
statistics, which are dictated by the Mental Formulation At the end of their turn, the primary controlling the
Summons table. summon must roll on the convergence table. If at least
one summoner used the help action, the primary can roll
twice and choose their preferred option.

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50
Combined Summons
4 Summoners 3 Summoners 2 Summoners
Max CR | Points Required Max CR | Points Required Max CR | Points Required | # of Enhancements
CR 5 | 12 Points CR 3 | 9 Points CR 2 | 6 Points
CR 6 | 16 Points CR 4 | 12 Points CR 3 | 8 Points
CR 8 | 20 Points CR 5 | 15 Points CR 4 | 10 Points
CR 9 | 24 Points CR 6 | 18 Points CR 4 | 12 Points | 1 Enhancement
CR 10 | 28 Points CR 7 | 21 Points CR 5 | 14 Points
CR 11 | 32 Points CR 8 | 24 Points CR 5 | 16 Points | 1 Enhancement
CR 13 | 36 Points CR 9 | 27 Points CR 6 | 18 Points
CR 14 | 40 Points CR 10 | 30 Points CR 7 | 20 Points
CR 15 | 44 Points CR 11 | 33 Points CR 7 | 22 Points | 1 Enhancement
CR 16 | 48 Points CR 12 | 36 Points CR 8 | 24 Points
CR 18 | 52 Points CR 13 | 39 Points CR 9 | 26 Points
CR 19 | 56 Points CR 14 | 42 Points CR 9 | 28 Points | 1 Enhancement
CR 20 | 60 Points CR 15 | 45 Points CR 10 | 30 Points
CR 21 | 64 Points CR 16 | 48 Points CR 10 | 32 Points | 1 Enhancement
CR 23 | 68 Points CR 17 | 51 Points CR 11 | 34 Points
CR 24 | 72 Points CR 18 | 54 Points CR 12 | 36 Points
CR 25 | 76 Points CR 19 | 57 Points CR 12 | 38 Points | 1 Enhancement
CR 26 | 80 Points CR 20 | 60 Points CR 13 | 40 Points

In addition, the following restrictions are in place: • Their damage gets cut in half once they have lost 50%
or more of their hit points.
• The primary summoner must know the formula for
the creature. This knowledge can be acquired through The easiest method to build a swarm is to take an
the learning additional summons feature on page existing creature of the CR you wish to modify, add the
38. swarm characteristics, and adjust the health, damage,
• A summoner may take the help action on their turn and AC appropriately. For an example of a higher level
to assist the primary summoner, or they must roll swarm, refer to the summon undead hordes level 9
on the convergence table at the end of their turn. If a spell on page 78.
supporting summoner dies, they must still roll on the
convergence table until the summon disappears.
• A summoner must be at least level 3 and within 60
feet of the primary to attempt a linked summoning. If
Rumors of Power From the Past
There are depictions of ancient summoners bringing
any summoners move further than 60 feet from the
forth armies of minions and mountainous creatures of
primary summoner, the summon disappears.
• The summon can’t benefit from the enhance summon legend. Whether these are exaggerations or factual
feature unless called out in the table or the primary recordings is hotly contested. Some believe the
is a convergent, in which case it gains a single knowledge to overcome current summoning limitations
enhancement. is out there. Perhaps an artifact, ancient texts, or
a reclusive summoner have the answers that many
Creating Swarms of Creatures seek. Some are willing to go to any lengths to get
If you want to control a horde, troop, or army of creatures this power.
as a summoner, you can create your own custom swarms. Another route I’ve heard muttered is summoners
These creatures can function as a single creature for banding together and combining their power to summon
ease of control while still providing the epic visual of ever-stronger creatures. One summoner becomes
controlling a sea of creatures. the primary, controlling the summon, and the other
Swarms have 4 primary characteristics:
summoners function almost like magical batteries
• Damage resistance to bludgeoning, piercing, and supplying enough force energy to keep the primary
slashing damage. running. This is evidently extremely dangerous and
• Condition immunities to charmed, frightened,
grappled, paralyzed, petrified, prone, restrained, and
utilizes thePower of Convergence in some way. From
stunned. what I understand, at least one of the cataclysms of
• The swarm trait allowing them to occupy other the past occurred due to this.
creature’s spaces and restricts their healing.

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52
Additional Subclasses Voice of Aspiration
1st-level Hope Domain feature

Cleric: Hope Domain You gain proficiency in the Performance and


Persuasion skills.
The weight of the rich and powerful crushes from above,
and the threat of danger rises from below. The common Channel Divinity: Hope Renewed
folk have nowhere to go, few ways to improve, and little 2nd-level Hope Domain feature
chance to thrive. A new age, an age of despair, appears
You can use your Channel Divinity to restore and
to have dawned. In an era such as this, what was once a
embolden the people around you.
widespread resource has become the rarest, most precious,
As an action, you present your holy symbol and release
most holy of things: not gold, not treasure, not magic, but
a surge of sacred energy. Choose a number of creatures
the last, flickering embers of hope.
equal to your Wisdom modifier within 30 feet who can
Whether standing fast in the name of old gods or
see or hear you. Those creatures can immediately make
building worship of the new, clerics of the Hope Domain
new saving throws against any ongoing effects. You
work hard to ensure those embers are not extinguished.
also grant a bonus to these saving throws equal to your
They still have the might and the protection of the divine,
Wisdom modifier.
and they bring that protection to the people who have
nothing else to sustain them. The world will get better. Channel Divinity: Unyielding Faith
They will make it so, and they will do all they can to help 6th-level Hope Domain feature
everyone else persevere until it does.
You can use your Channel Divinity to help others
Domain Spells accomplish even the most difficult of tasks.
1st-level Hope Domain feature When a creature you can see within 60 feet of you
fails an ability check or saving throw, you can use your
Your devotion to hope grants you access to particular
reaction to spend a use of Channel Divinity and add a
spells when you reach certain levels in this class, as shown
+10 bonus to that roll, potentially turning the failure
on the Hope Domain Spells table.
into a success.
Once you gain access to one of these spells, you always
have it prepared, and it doesn’t count against the number Potent Strike
of spells you can prepare each day. If you gain access to a 6th-level Hope Domain feature
spell that doesn’t appear on the cleric spell list, that spell is
nonetheless a cleric spell for you. Once on each of your turns, when you damage a creature
with a cantrip or a weapon attack, you can deal extra
Hope Domain Spells necrotic or radiant damage (your choice) to the target
equal to your Wisdom modifier.
Cleric Level Spells
1st Bless, Heroism Hope’s Light
3rd Enhance Ability, Lessor Restoration 17th-level Hope Domain feature
5th Beacon of Hope, Revivify You can use your action to activate an aura of hope that
7th Guardian of Faith, Death Ward lasts for 1 minute or until you dismiss it using another
action. You emit bright light in a 30-foot radius and dim
9th Greater Restoration, Raise Dead
light 30 feet beyond that. Creatures of your choice within
the bright light gain the following benefits:
Embers of Faith
• advantage on Wisdom and death saving throws
1st-level Hope Domain feature
• regain the maximum number of hit points possible
You are a nexus of hope for your companions. When an from any healing
ally within 30 feet of you that you can see makes an attack • add your Wisdom modifier to all attack rolls, saving
roll and misses, makes an ability check and fails, or makes throws, and ability checks
a saving throw and fails, you can use your reaction to
Once you use this feature, you can’t do so again until you
grant them another chance to succeed. The creature can
finish a long rest.
roll again with an additional bonus to the roll equal to the
number of allies, including yourself, who are within 30
feet of the target creature (to a maximum equal to your
Wisdom modifier). You can use this feature a number
of times equal to your proficiency bonus, and you regain
expended uses when you finish a long rest.

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Paladin: Oath of Destiny Aura of Fate
7th-level Oath of Destiny feature
Those who swear the Oath of Destiny serve as protectors
of fate itself, standing against entities that would disrupt You emanate an aura that guides creatures toward their
the natural order. These self-appointed guardians of destined path. Creature within 10 feet of you can’t have
destiny defend the world from those who seek to twist advantage or disadvantage on any roll.
fate for their own gain. At 18th level, the range of this aura increases to 30 feet.

Tenets of Destiny Hand of Providence


Paladins who take the Oath of Destiny stand as the 15th-level Oath of Destiny feature
guardians of fate against those who would see it falter. In moments of dire need, fate may place a legendary
Accept What Must Be. Focus on what can be changed item in your hand. As a bonus action, you can attempt
and do not be distracted by the past. to summon a fate-touched item. Roll a d100 and add the
Reject What Must Not. Stand against cosmic following bonuses, if applicable:
imbalance. If victory is beyond reach, pave the way for
those who will come after. • Add your proficiency bonus if you are prone,
Understand What You Cannot Know. Fate is yours grappled, or restrained.
to protect, not control. Defend it from those who would • Add your Charisma modifier if one or more allies are
twist it for personal gain. within your Aura of Fate.
• Add your paladin level if you are below half of your
Oath Spells maximum hit points.
3rd-level Oath of Destiny feature Fate-Touched Items
You gain oath spells at the paladin levels listed. d8 Legendary Item
Oath of Destiny Spells 1 Cubic Gate
Paladin Level Spells 2 Deck of Many Things
3rd Detect Magic, Frightful Glimpse* 3 Holy Avenger
5th Augury, Zone of Truth 4 Horn of Valhalla (Iron)
9th Dispel Magic, Remove Curse 5 Iron Flask
13th Divination, Phantasmal Killer 6 Potion of Giant Strength (Storm Giant)
17th Dispel Evil and Good, Hallow 7 Ring of Invisibility
8 Talisman of Ultimate Evil or Talisman of Pure
Channel Divinity Good (whichever aligns with your character)
3rd-level Oath of Destiny feature
On a total of 95 or higher, roll a d8 to determine the item
You gain the following two Channel Divinity options.
that appears in your hand. You know how to use the item
Abjure the Corruptors. As an action, you can present
and are attuned to it if required. While attuned, your
your holy symbol, forcing each Aberration, Celestial,
attunement limit increases by 1. After 1 minute, the item
Construct, or Fiend within 30 feet to make a Wisdom
vanishes, and if your attunement ends if applicable.
saving throw. On a failure, a creature is turned for 1
If you successfully summon an item, you can’t use this
minute or until it takes damage.
feature again for 7 days. Otherwise, you can use it again
A turned creature must spend its turns trying to move
after you finish a long rest.
as far away from you as it can, and it can’t willingly end
its move in a space within 30 feet of you. For its action, Hand of Destiny
it can take only the Dash action or try to escape from an 20th-level Oath of Destiny feature
effect that prevents it from moving. If there is nowhere to
move, the creature can take the Dodge action You have become a living manifestation of fate and gain
Eschew Influence. You can use your power to protect the following benefits:
yourself and your allies from the unholy influence of • You gain the effects of Detect Magic, which does not
others. As an action, choose a number of creatures you require concentration.
can see within 30 feet of you up to a number equal to your • When a creature you can see in your Aura of Fate
Charisma modifier (minimum 1). For the next minute, takes damage, you can use a reaction to give a
you and the chosen creatures are immune to charm effects different creature of your choice in your Aura of Fate
and have advantage on all Wisdom saving throws. temporary hit points equal to your paladin level or
the damage taken, whichever is less.

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Ranger: Provocateur Provocateur Magic
3rd-Level Provocateur Feature
The Provocateur ranger specializes in drawing enemy
attacks and manipulating the battlefield to their You learn an additional spell when you reach certain
advantage. They become a thorn in the side of their foes, levels in this class, as shown in the Provocateur Spells
punishing those who dare to attack their allies. table. Each spell counts as a ranger spell for you,
but it doesn’t count against the number of ranger
Interrupting Retort spells you know.
3rd-Level Provocateur Feature Provocateur Spells
When a creature you can see targets a creature other than Ranger Level Spell
you with an attack, as a reaction, you can draw a weapon 3rd silent image
if you choose, then immediately make an attack with one 5th blindness/deafness
weapon you are wielding against the attacking creature if
9th hypnotic pattern
it is within range. On a hit, this attack deals damage equal
to your proficiency bonus (instead of its usual damage) 13th confusion
and imposes disadvantage on the attacking creature’s 17th modify memory
attack roll.

Misdirection
3rd-Level Provocateur Feature Coordinated Maneuvering
7th-Level Provocateur Feature
When you cast a spell of 1st level or higher, a creature
of your choice that you can see within 30 feet can use its When you roll initiative, choose a number of creatures up
reaction to move up to 10 feet × the spell’s level. to your Wisdom modifier (minimum 1). During the first
round of combat, the chosen creatures’ movement doesn’t
provoke opportunity attacks.

Swagger
11th-Level Provocateur Feature
When you use Interrupting Retort, you gain a bonus to
the attack roll equal to your Wisdom modifier (minimum
1), and if your attack hits, you gain temporary hit points
equal to your Wisdom modifier (minimum 1).
Additionally, if a creature uses the reaction granted by
Misdirection, it gains temporary hit points equal to 5 ×
the spell’s level.

Punishing Retort
15th-Level Provocateur Feature
You gain a special reaction that you can take a number
of times per round equal to your Wisdom modifier
(minimum of 1). You can use this special reaction
only to use Interrupting Retort, and you
can’t use it on the same turn
that you take your
normal reaction.

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Rogue: Nightshade
Nightshades aren’t just at home in the darkness, they
embody it. Whispered secrets from their order contain
the keys to unlocking the true power of darkness. Using
shadows as tools, Nightshades dominate the darkness,
bending it to their will. Sometimes there is good reason to
be afraid of the dark.

Darkness Empowerment
3rd-Level Nightshade Feature
You gain darkvision with a range of 60 feet. If you already
have darkvision from another source, its range increases
by 30 feet. Additionally, when you start your turn in dim
light or darkness, your speed increases by 5 feet or 10
feet, respectively. While in darkness, you also manifest
shadowy tendrils, granting you a climbing speed equal to
your walking speed.

Consume Light
3rd-Level Nightshade Feature
As a bonus action, you can choose a point within 30 feet
of you that you can see. Nonmagical light sources within
a 5-foot radius of the point are immediately extinguished.
If at least one light source is extinguished, you gain
temporary hit points equal to your rogue level.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

Shadow Embrace
9th-Level Nightshade Feature
Your shadow obscures you, granting you the benefits
of dim light while in bright light and of darkness while
in dim light. In addition, when you deal Sneak Attack
damage to a creature that is in darkness, the creature
becomes frightened until the end of its next turn.

Dark Flight
13th-Level Nightshade Feature
While in darkness, you can manifest shadowy wings
(no action required) to gain a flying speed equal to your
walking speed and the ability to hover. In addition, you
can now use Consume Light as a reaction to a light source
being lit within 30 feet of you.

Summon Darkness
17th-Level Nightshade Feature
You can cast darkness without expending a spell slot and
requiring no material components. Charisma is your
spellcasting ability for this spell. You can see through the
darkness created by your casting of the spell.

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Sorcerer: Astral Sorcery
You manifest your powers from the Astral Plane. You may have
gained this power from time you, or an anscestor, spent on the
Astral Plane. Through this connection you can impose Astral Plane
characteristics onto your current location.

Astral Exposure
1st-Level Astral Sorcery Feature
You gain resistance to psychic damage. Additionally, when you cast a cantrip
that deals damage, you can change the damage type to psychic.

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Astral Jaunt
1st-Level Astral Sorcery Feature Balanced and Thematic
You can use a bonus action to push the consciousness Subclasses Awaiting
of two creatures through the Astral Plane, immediately

T
he Creed’s Codex: Vault of Aeonian Wisdom
before or after you cast a spell of 1st level or higher. If you Kickstarter will introduce even more
do so, you can teleport two creatures you can see within subclasses shaped by community feedback,
10 feet of you, swapping their positions. expanding your options beyond anything
seen before. Those who follow the
Astral Acclimation project will have the opportunity to help
6th-Level Astral Sorcery Feature determine what is developed.
You gain proficiency in Intelligence saving throws.
Follow the Kickstarter now—exclusive content, discounts,
Incorporeal Escape and stretch goals are only available during the campaign.
6th-Level Astral Sorcery Feature Once the campaign ends, these offers are gone.
When you take damage, you can use your reaction to
But if you’re ready to expand your character options
expend 1 or more sorcery points and move 10 feet plus 5
today, these books are already available:
feet per sorcery point spent. During this movement, you
are incorporeal and can pass through other creatures and
Get Creed’s Codex: Echoes of the Shattered Age to unlock
objects. You can’t end this movement within an object or
these 14 sublcasses:
the space of another creature. When you stop moving you
become corporeal again. • Barbarian: Path of the Reborn
• Bard: College of Folklore
Sequester Spell • Cleric: Hope Domain
14th-Level Astral Sorcery Feature • Druid: Circle of Towers
When a creature you can see within 60 feet of you casts • Fighter: Conjureblade
a spell on its turn, you can use your reaction to try to • Monk: Way of the Unbending Will
sequester that spell in a demiplane. Make a Charisma • Paladin: Oath of Destiny
check. The DC equals 10 + the spell’s level. On a successful • Psion: Dreadweave
check, the spell has no effect and is sequestered within • Ranger: Urban Sentinel
your demiplane until you finish the casting of it or you • Rogue: Wraith
finish a long rest. • Sorcerer: Temporal Essence
Once you use this reaction, you can’t use it again until • Summoner: Constructor
you finish a short or long rest. • Warlock: The Artifact
While you have a spell sequestered within your • Wizard: School of Cogniturgy
demiplane, you can complete the casting of the spell as Get Awakened Mind to unlock these 14 sublcasses:
an action by expending a number of sorcery points equal
to the level of the spell slot that was used to cast the spell. • Barbarian: Path of the Pyschic Tempest
The spell uses the slot level, spell save DC, spell attack • Bard: College of Muses
bonus, and spellcasting ability of the original caster, but • Cleric: Avatar Domain
is otherwise treated as if you cast the spell. You can only • Druid: Circle of the Primordium
have one spell sequestered in your demiplane at a time. • Fighter: Dragon Disciple
• Monk: Way of the Ki Guardian
Psychic Wind • Paladin: Oath of the Crusader
18th-Level Astral Sorcery Feature • Psion: Hemoknetic
• Ranger: Provocateur
As an action, you can open a portal to the Astral Plane in • Rogue: Nightshade
front of you and unleash a storm of forgotten memories • Sorcerer: Astral Sorcery
to batter the minds of each creature in a 60-foot cone. • Summoner: Specialist
Each creature caught in the psychic wind must make an • Warlock: The Eldermind
Intelligence saving throw. On a failed save, the creature • Wizard: Psion Hunter
takes 4d10 psychic damage and is sent to a random plane
of existence for 1d4 turns. On a successful save, the
creature takes half as much damage and is frightened until
the end of its next turn.
Once you use this feature, you can’t use it again until
you finish a long rest.
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62
Get Creed’s Codex: Arcane Secrets of the Summoners to
unlock these 8 subclasses:
• Summoner: Archon
• Summoner: Colossus
• Summoner: Convergent
• Summoner: Evolutionist
• Summoner: Hivemind
• Summoner: Horrifier
• Summoner: Shadow
• Warlock: The Spirit
Get Creed’s Codex: Legends of the Psions to 5 unlock
these sublcasses:
• Psion: Chronostride
• Psion: Ectocraft
• Psion: Ethershift
• Psion: Fatesight
• Psion: Psiforge
Get The Clippy (free) to unlock
• The warlock patron: The Clippy.

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Spells
Though summoners have limited traditional
spellcasting and psions are martial in nature, their archives
Unleash Arcane Power

M
contain a handful of spells imbued with summoning magic or agic is more than a tool—it is a force
psionic flair—alongside several arcane formulas I had never that shapes reality. The spells within
encountered before. I couldn’t determine whether they created this collection push beyond the limits of
these spells themselves or merely documented what they had traditional arcana, introducing new ways
to perceive the future, command unseen
stumbled upon, but their potential was undeniable.
energies, and wield the raw potential of
Some filled gaps I had always wondered about, particularly
the mind. Whether you seek to glimpse beyond the veil
in the school of divination. The irony of being able to glimpse
of time, summon otherworldly entities to your aid, or
the future yet having so few spells to actually do so never
tap into the deep well of mental might, these spells will
failed to amuse me. Then again, I’d advise against sharing
expand your arsenal and reshape the way you approach
this thought with a devoted diviner—some mysteries are best spellcasting.
left unspoken. And this is only the beginning. The Vault of Aeonian
Wisdom will unveil even more spells shaped by the
Creed, Shadow Stalker
discoveries of the community, offering fresh incantations
and esoteric powers for those bold enough to wield them.

Spells Table
Level Spell School Concentration Class
Cantrip Aegis Abjuration No Summoner
Cantrip Phoenix Wings Evocation No Druid, Sorcerer, Warlock, Summoner
Cantrip Shillelagh Transmutation No Druid
Cantrip Spike Conjuration No Summoner
1st Glyph of Eruption Abjuration No Bard, Cleric, Wizard
1st Magic Missile Evocation No Sorcerer, Wizard
1st Temporal Step Conjuration No Bard, Sorcerer, Wizard
1st Uncontrollable Undead Necromancy No Warlock, Wizard
2nd Absolute Enhancement Transmutation Yes Bard, Cleric, Druid, Sorcerer
2nd Chest Burst Necromancy Yes Warlock, Wizard
2nd Darkness Evocation Yes Sorcerer, Warlock, Wizard
2nd Monstrous Transformation Transmutation Yes Druid, Sorcerer, Warlock
3rd Hammers of Healing Evocation No Cleric, Paladin
3rd Life Bolt Necromancy No Bard, Cleric, Druid, Paladin
3rd Plant Growth Transmutation No Bard, Druid, Ranger
3rd Puppeteer's Crowd Conjuration Yes Bard, Wizard
4th Headbutt Transmutation No Druid, Ranger, Sorcerer, Wizard
4th Mass Violence Enchantment Yes Bard, Sorcerer, Warlock, Wizard
5th Heart's Burden Enchantment No Bard, Cleric, Paladin
6th Conjure Vehicle Conjuration No Bard, Wizard
6th Symbiotic Shelter Transmutation Yes Druid, Warlock
7th Astrological Alertness Divination No Bard, Cleric, Wizard
7th Bone Armor Necromancy No Warlock, Wizard
7th Oracular Interception Divination Yes Bard, Wizard
8th Aspect of the Demon Necromancy Yes Warlock, Wizard
9th Summon Undead Hordes Necromancy Yes Warlock, Wizard
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Absolute enhancement Aegis
2nd-level transmutation Abjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (a shard of a silver-backed Components: V, S
glass mirror) Duration: 1 round
Duration: Concentration, up to 1 hour Summon forth a being of magical force which envelopes
You empower one of your abilities through the a target of your choice that you can see within range,
channeling of magic. Choose one of your ability scores granting the target temporary hit points equal to your
other than your spellcasting ability for this spell. Until the level + your spellcasting ability modifier.
spell ends, you can use your spellcasting ability modifier in Whether you add a barrier of protection to the door the mob
place of the chosen ability modifier for all relevant attack is trying to break through, decide to protect your summon so
rolls, ability checks, and saving throws. it will last one more round, or just need to buy yourself a few
seconds for your allies to rescue you, this iconic summoner
protection spell is always welcome.

Aspect of the Demon


8th-level necromancy
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a pinch of sulfur and a vial
of your blood)
Duration: Concentration, up to 1 minute
By tapping into your extensive demonology, this spell
draws out the inherent order of life and mixes it with
the raw power of the Abyss. This spell increases your
size to large and modifies your statistics as defined in
the Aspect of the Demon stat block.
You assume the hit points and hit dice of the
new form. When you revert to your normal
form, you return to the number of hit points
you had before transforming. If you revert as
a result of dropping to 0 hit points, any excess
damage carries over to your normal form. As
long as the excess damage doesn’t reduce your
normal form to 0 hit points, you aren’t
knocked unconscious.
You retain the benefit of any
features from your class, race, or other
source and can use them, provided
that your new form is physically
capable of doing so.
Deemed by some to be unholy, rejecting, or
permanently scarring, the adoption of a demon
Werecreatures ambush unsuspecting travelers form can lead to power, salvation, madness,
or a combination of all three. Not many have
seen someone undergo this transformation, but the
sketches all capture two aspects: power and chaos.

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Aspect of the Demon
Large fiend (demon), chaotic evil

Armor Class 17 (natural armor)


Hit Points 157 (15d10+75)
Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3)

Saving Throws Str +9, Con +9, Wis +7, Cha +7 Sometimes Simple is Best
Damage Resistances cold, fire, lightning, bludgeoning, When a brawl breaks out, being the first to land a
piercing, and slashing from non-magical weapons punch can be the difference between finishing your
Damage Immunities poison
Condition Immunities poisoned drink and waking up bruised and penniless in the ally.
Senses truesight 120 ft., passive Perception 13 Never being surprised and having that edge to your
Languages Abyssal, Common and your comrades’ reaction speed can end a battle
Challenge 9 (5,000 XP)
before it has a chance to get going. The swift and the
Magic Resistance. The demon aspect has advantage on powerful are often one and the same.
saving against spells and other magical effects. What I’m trying to say is find someone who can cast
astrological alertness, and you have an excellent
Actions
chance of making it through the day.
Multiattack. The demon aspect can make four attacks:
two with its pincers and two with its fists.
Astrological Alertness
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage. If the 7th-level divination
target is a medium or smaller creature, it is grappled Casting Time: 10 minutes
(escape DC 15). The demon aspect has two pincers, each Range: 60 feet
of which can grapple only one target.
Components: V, S, M (a thread of Fateweaver spider silk)
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Duration: 8 hours
Hit: 7 (2d4 + 2) bludgeoning damage. Choose up to 12 creatures that you can see within range.
For the duration, the targets can’t be surprised and have a
Apocalypse. (Recharge 5-6). Self (30-foot radius) You +10 to their initiative.
cause demonic symbols to appear beneath the feet of
every creature you choose within range. Each creature Tired of getting ambushed in this godforsaken canyon,
must succeed on a Constitution saving throw or take 3d8 Ulrich completed the incantation with a roar, looking forward
fire damage and become stunned until the end of its next to the carnage. As their position was revealed, his companions
turn. A creature takes half damage and is not stunned on a let loose a series of escalating curses and infuriated looks.
successful save. Creatures gain no benefit from cover for Everyone seemed to feel okay about the decision a few minutes
this save. after the party felled their twentieth weretiger without a scratch.

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Bone Armor Chest Burst
7th-level necromancy 2nd-level necromancy
Casting Time: 1 reaction, which you take when you are Casting Time: 1 action
going to take damage Range: 90 feet
Range: Self Components: V, M (a ghoul tooth)
Components: V, M (a shard of bone) Duration: Concentration, up to 1 minute
Duration: 1 minute You target a creature within range that you can see and
For the duration, an exoskeleton of bone encases your force them to make a Constitution saving throw. On a
body and provides 50 temporary hit points, including success the spell ends, but on a failure the target takes
against the triggering attack. In addition, your strength 2d8 necrotic damage as you begin constructing a ghoul
increases by 8, your Dexterity decreases by 4, and your from their insides. The target makes another Constitution
size becomes Large. While the temporary hit points saving throw at the end of their turns, taking 2d8 necrotic
remain, you gain a bonus fist attack. As a bonus action, damage on a failure, or half on a success. Once the target
you may make a melee attack with which you are has failed three saving throws or died, a ghoul bursts from
proficient against a target within 10 feet of you. On its chest, dealing an additional 2d8 slashing damage to the
a hit, the target takes 2d12 + your Strength modifier target if it is still alive.
bludgeoning damage. The ghoul is an ally to you and your companions. In
The temporary hit points of this spell increase by 10 combat, the ghoul takes its turn immediately after it bursts
for each corpse of small or larger creatures within 60 feet free of the target. It obeys your verbal commands (no
of you as you rip the bones from their bodies to augment action required by you). If you don’t issue any, it attempts
your armor. Once a corpse has been used in this way, it to eat the nearest humanoid and will use its move to
provides no benefit to future castings of this spell. avoid danger.
This spell lasts until the duration expires or you run out The creature disappears when it drops to 0 hit points or
of temporary hit points. when the spell ends.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, increase the temporary hit slot of 3rd level or higher, increase the number of ghouls
points by 10 hit points per spell slot and increase the that spawn by 1 for each spell slot spent above level 2.
strength gain by 2 per spell slot. This does not change the damage dealt.
John was certain the answer was staring him right in the High-risk, high-reward spells are precisely what Nightshade
face. He surveyed the battlefield, thinking about the Sapphire was after. Something that could, when it worked, have a
Order’s directive to develop a spell to protect the masters. The dramatic impact. What more dramatic impact could you have
incursion of the Crimson Hordes had shown just how vulnerable than ghouls eating their way out of an enemy? He realized
the masters were to direct confrontation. He began mentally that the spell had a chance of fizzling out right from the onset,
cataloging all the resources at his disposal when in combat he could lose his concentration, or the spell could end before
and, ideally, when he most needed this power. He looked at the the creature succumbed to the damage being wrought to their
charred remains of one of the Sapphire Order, the empty eye insides, but when it worked, it worked. More than just the
sockets in the blackened skull staring back at him. damage it caused, a ghoul bursting out of your ally is about as
An idea sparked, what about somehow using creatures who demoralizing as it comes. Well, maybe two ghouls bursting out.
have already passed from this world? John quickly devised a
basic incantation, and a couple of bones from the surrounding Using Conjure Vehicle
corpses flew to his outstretched hand, creating an exoskeleton Some casters build a business transporting goods, people,
of sorts, similar to what he’d studied with insects. He spent or information. Others may use their vehicle when their
the next several months perfecting his spell before revealing it party needs to traverse large swathes of land, otherwise
to the other masters. At first, they scoffed at John’s work. His saving their spells for combat.
form was enormous when the bone-plating covered him, and However you use your vehicle, the distance the vehicle
he was actually easier to hit. When he brought his fist down on can travel in a day is determined by its type.
William’s desk, utterly destroying it, the room let out a shout of • Air vehicles travel 7 miles per hour, up to 168
surprise followed by applause. miles per day
• Land vehicles travel 4.5 miles per hour, up to 108
John also demonstrated a way to bypass the trigger. By
miles per day
attempting to slice his arm with his dagger, the armor instantly • Water vehicles travel 2.5 miles per hour, up to 60
formed. When he mentioned that the armor would become even miles per day
more robust when there were corpses about, the Sapphire Order
immediately voted to begin including the spell in the battle
mage’s arsenal. William was the only nay.

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Conjure Vehicle Air Vehicle. A dirigible, airship, or other air vehicle of
your design comes forth and has the statistics defined in
6th-level conjuration the Conjured Vehicle stat block, reverting to Air only
Casting Time: 10 minutes options where applicable.
Range: 60 feet Land Vehicle. Armored steam wagon, caravan, or
Components: V, S, M (a schematic of the vehicle) other land vehicle of your design comes forth and has
Duration: 24 hours the statistics defined in the Conjured Vehicle stat block,
You summon one of the vehicles described in an reverting to Land only options where applicable.
unoccupied space within range. The vehicle has the layout Water Vehicle. Warship, submarine, or other water
of the schematic used in the casting of the spell, though vehicle of your design comes forth and has the statistics
it can’t exceed 40 feet in any dimension. You decide the defined in the Conjured Vehicle stat block, reverting to
visual appearance of the vehicle. You are intimately Water only options where applicable.
familiar with your vehicle design and are considered In combat, the vehicle shares your initiative count, but
proficient with this vehicle and add double your it takes its turn immediately after yours. It obeys your
proficiency bonus to ability checks related to controlling verbal commands (no action required by you). The vehicle
the vehicle. While in the vehicle, you can make any spell can move up to its speed on its turn. The vehicle is unable
you cast that targets only you also target the vehicle. to dash or take any other actions.
If the vehicle drops to 0 hit points or you dismiss it with
an action, it vanishes, leaving behind no physical form. If
Conjured Vehicle you cast this spell again while the spell is still active, you
Gargantuan construct, unaligned can choose to refresh the duration of the spell with the
current vehicle.
Armor Class 15 At Higher Levels. When you choose to cast this spell
Hit Points 100 using a spell slot of 7th level or higher, select an effect
Speed fly 60 ft. (Air only); 40 ft. (Land only); swim 20 ft. from the options below per spell level higher than 6th.
(Water only) Advanced Propulsion. Your vehicle can either increase its
Capacity 1,000 lb. (Air only); 2,000 lb. (Land only); 6,000 current speed by 10 feet or gain an additional movement
lb. (Water only) type with a speed of 10 feet.
STR DEX CON INT WIS CHA Harpoon Gun. A giant harpoon gun is attached to the
20 (+5) 4 (-3) 20 (+5) 0 0 0 vehicle. As a bonus action, you can choose to fire the
Damage Immunities poison, psychic vehicle’s harpoon. Make a ranged spell attack against a
Condition Immunities blinded, charmed, deafened, target within range 120/480 ft. On a hit, the target takes
exhaustion, frightened, incapacitated, paralyzed, 2d10 piercing damage, has its speed halved, and it can’t
petrified, poisoned, prone, stunned, unconscious move farther away from the vehicle as it is attached by the
harpoon. If the target is huge or larger the vehicle’s speed
Magic Resistance. The conjured vehicle has advantage is also halved. If this option is taken more than once, each
on saving throws against spells and other magical effects.
additional spell slot creates an additional harpoon gun.
Evasion (Air only). When the Air Vehicle is subjected to All of them can be fired with the same bonus action at
an effect that allows it to make a Dexterity saving throw one or more targets. Once a target is hit, the harpoon gun
to take only half damage, it instead takes no damage if can’t fire another projectile until no longer attached to
it succeeds on the saving throw, and only half damage a creature.
if it fails. Reinforced. The vehicle’s current and max hit points are
increased by 25.
Iron Plating (Land only). Increase the Land
Vehicle’s AC by 4. Overtime. The vehicle’s duration increases by an
additional 24 hours.
Oceanic Fortitude (Water only). If damage reduces the Each vehicle is unique. Whether painstakingly drafted,
Water Vehicle to 0 hit points, you can make a Constitution
designed, and redesigned over the years, or purchased from an
saving throw using the vehicle’s Constitution, with a DC of
5 + the damage taken, unless the damage is fire damage. accomplished shipwright, tinkerer, or pirate, each caster brings
On a success, the vehicle drops to 1 hit point instead. their own unique flair to their vehicle. Perhaps it’s manned by
a ghostly crew that move about their duties ignoring all but
the vehicle’s owner, a series of ley lines run from the feet of the
caster through the vehicle shifting as the caster moves about, or
maybe the vehicle comes with its own spirit that manifests and
has spirited discussions with all aboard.

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69
Darkness
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (bat fur and a drop of pitch or
piece of coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within
range to fill a 15-foot-radius sphere for the duration.
The darkness spreads around corners. A creature
with darkvision can’t see through this darkness, and
nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding
or one that isn’t being worn or carried, the darkness
emanates from the object and moves with it. Completely
covering the source of the darkness with an opaque
object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light
created by a spell less than or equal to the level of the spell
slot used to cast darkness, the spell that created the light
is dispelled.
At Higher Levels. When you choose to cast this spell
using a spell slot of 3rd level or higher, select an effect
from the options below per spell level higher than 2nd.
Inky Tendrils. The radius of the spell can increase
or decrease by 5ft for each additional spell slot of 3rd
level or higher.
Lingering Gloom. Increase the duration by 1 hour.
Midnight Speed. Your speed increases by 10ft while in
the spell’s area of effect.
Monstrous Shadows. Creatures not in the darkness see
monstrous forms moving within the spell’s area. Any
creature that attempts to move into the darkness must
succeed on a Wisdom saving throw or become frightened
and unable to move into the spell’s area. The creature can
make a Wisdom saving throw at the end of their turn
ending the effect on a success.
Iku could distantly hear the footsteps approaching. He had
urged the rest of the party to continue without him, slowed as
they were with the wounded. If he failed, the village had to
be warned of the cultists looking for sacrifices for their dark
ritual. He was the only one who had a chance of delaying them
and didn’t want distractions to worry about. He was enough.
Iku stepped into the road when the cultists were only a
short distance away, darkness immediately spreading from
him, blocking out all light. His devilish eyes could clearly see
their wicked grins turn to apprehension and fear. With his
empowered speed, he quickly darted among the blinded cultists,
imitating their voices, blasting them with his eldritch magic,
and throwing the mob into complete disarray. Half the group
tried to move across the illusory bridge the wizard had left
behind, falling to their doom, while the other half scattered
back the way they had come. He sprouted a toothy grin as he
sauntered towards the village, a macabre scene in his wake.

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70
Glyph of Eruption Headbutt
1st-level abjuration 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Self
Components: V, S Components: S, V
Duration: 1 round Duration: Instantaneous
When you cast this spell, you inscribe a glowing glyph Giant ram horns appear on your head. You move up to
onto a surface you can see within range. At the beginning your movement speed straight toward a target and make
of your next turn, the surface under the glyph erupts, a melee spell attack against the target. On a hit, the target
spraying debris in a 20-foot radius sphere centered on the takes 1d6 damage for every 10 feet you traveled. If the
glyph. Each creature in the area must make a Dexterity target is a creature, it must succeed on a Strength saving
saving throw or take 2d4 slashing and 2d4 piercing throw or be pushed away the same distance you traveled.
damage on a fail, or half as much damage on a success. If the target fails its saving throw by 5 or more, it is
The area becomes difficult terrain. knocked prone. If the creature collides with a solid object
At Higher Levels. When you cast this spell using a such as a wall or similar feature, the creature takes 1d6
spell slot of 2nd level or higher, increase the spell’s damage for every 10 feet it traveled.
radius by 5 feet.
In theory, the caster’s speed could be enhanced further to
directly increase the damage the spell deals, not to mention the
Hammers of Healing distance that the target is pushed. The spell can often push the
3rd-level evocation target far enough away that it takes more than one turn for
it to return.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a hammer)
Heart’s Burden
Duration: Instantaneous 5th-level enchantment
You create 5 glowing hammers and throw them at targets
Casting Time: 1 action
within range. You can hurl them at one target or several.
Range: Self (30-foot radius)
Make a ranged spell attack for each hammer. On a hit,
Components: V, S, M (a heart-shaped locket containing a
the target takes 2d4 radiant damage, and you regain hit
fragment of a used handkerchief)
points equal to half the damage dealt.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell
Channeling the tumult of emotions swirling around
slot of 4th level or higher, you throw one additional
you, you transform the pain and anguish of others into a
hammer for each slot level above 3rd.
weapon. A surge of psychic energy emanates from you,
Constantine’s body was battered and wearied from the reaching into the hearts of those nearby. Each creature
relentless combat. The weight of the harrowing battle hung you choose within 30 feet of you must succeed on a
heavy in the air, their fallen comrades serving as somber Charisma saving throw or take 4d12 psychic damage and
reminders of the price they paid for their fateful curiosity. If suffer disadvantage on its next roll.
only Chad hadn’t opened the damned book. As he hoisted his You feed off the unleashed emotion and gain temporary
hammer high, a resolute determination ignited within him. In hit points equal to half of the total damage dealt
that pivotal moment, a surge of divine energy coursed through by the spell.
Constantine’s veins. A thunderous cry, laden with righteous At Higher Levels. When you cast this spell using a spell
fury, shattered the chaotic din, causing both allies and foes slot of 6th level or higher, increase the damage by 1d12
to cease their bloody exchange for a moment. A blinding for each spell slot level above 5th.
golden light enveloped him, a beacon of hope amidst the
“Heart’s Burden is a spell of deep empathy and twisted malice.
encroaching darkness.
It resonates with the empath who bears the weight of others’
As Constantine reached for motes of radiant energy with
pain. Equally, it calls to the darker hearts, those who revel
his outstretched hand, they coalesced into spectral hammers
in the torment of the vulnerable. Both the benevolent and the
that blazed with otherworldly brilliance. In quick succession
malevolent find a potent tool in Heart’s Burden, a spell that
he threw these at the demons that threatened to overwhelm
blurs the lines between alleviating suffering and exploiting it.”
Baelor’s position.
Rereading his last entry, Corneliolis Salatie rubbed his temples,
As the hammers collided with their unholy targets, a
still feeling the mental anguish that flooded his keen gnomish
symphony of searing radiance and divine retribution echoed
senses the last, and final, time he used the spell.
through the battlefield. Constantine’s wounds mended,
rejuvenated by the pulsating energies of restoration. Empowered
and renewed, he charged toward his comrade’s aid.

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71
Life Bolt Casters specializing in magic missile have unlocked its
true form and can modify the darts to meet the current
3rd-level necromancy environmental requirements. Whether increasing the number
Casting Time: 1 action of darts multiple times, dipping into increased lethality in
Range: Self (100-foot line) crowded spaces, or mitigating those pesky shields, the
Components: V, S, M (a drop of blood and a rod of options for overcoming obstacles for those with
crystal, glass, or bone) supreme knowledge of the spell are limitless.
Duration: Instantaneous
A beam of swirling light and darkness forming a line 100 Mass Violence
feet long and 5 feet wide blasts out from you in a direction
4th-level enchantment
you choose. Each creature of your choice in the line
must make a Dexterity saving throw, taking 4d6 necrotic Casting Time: 1 action
damage on a failed save, or half as much damage on a Range: 120 feet
successful one. Components: V, S
In addition, any creatures of your choice in the line, Duration: Concentration, up to 1 minute
including yourself, regain a number of hit points equal to You flood the minds of your targets
half the damage dealt. The healing has no effect on undead with bloody thoughts, driving them
or constructs. to violence. Choose up to six Beasts or
At Higher Levels. When you cast this spell using a spell Humanoids in a 40-foot cube within
slot of 4th level or higher, the damage increases by 1d6 for range. Each creature must succeed on a
each slot above 3rd. Wisdom saving throw or be charmed by you
Lining up lightning bolt can be challenging with allies about, for the duration. While a target is charmed in this way,
at least allies you care about. The geometry changes with life their eyes take on an unnatural crimson glow.
bolt. Now, you want to hit as many creatures as possible. Each charmed target must use its action before moving
on each of its turns to make a melee attack against a
creature other than itself that you mentally choose. A
Magic Missile target can act normally on its turn if you choose no
1st-level evocation creature or if none are within its reach.
On your subsequent turns, you must use your
Casting Time: 1 action
action to maintain control over the targets, or the
Range: 120 feet
spell ends. Also, a target can make a Wisdom saving
Components: V, S
throw at the end of each of its turns. On a success, the
Duration: Instantaneous
spell ends for that creature.
You create three glowing darts of magical force. Each
dart hits a creature of your choice that you can see within
range. A dart deals 1d4 + 1 force damage to its target. The Monstrous Transformation
darts all strike simultaneously, and you can direct them to 2nd-level transmutation
hit one creature or several.
At Higher Levels. When you choose to cast this spell Casting Time: 1 action
using a spell slot of 2nd level or higher, select an effect Range: Self
from the options below per spell level higher than 1st. Components: V, S, M (a feather of an owlbear)
Converged Power. All of the darts merge into a single Duration: Concentration, up to 1 hour
enormous dart dealing all of the darts damage at once. Your body transforms, taking on monstrous
If this kills the creature, the dart will target another characteristics that last until the spell ends. Choose
creature of your choice that you can see within range. one of the spell’s options.
The target must succeed on a Dexterity saving throw or Head. You grow a second head, an additional eye,
take the same damage. This continues until a creature or a different change of your choice which grants you
makes the save, doesn’t die from the dart, or there are no advantage on Wisdom (Perception) checks and saving
remaining targets. throws against being blinded, charmed, deafened,
Explosive Shards. Each dart explodes upon impact frightened, stunned, and knocked unconscious.
dealing 1 force damage to each creature within 5 feet of Left Arm. Your left arm transforms into a tentacle, claw,
the target, excluding the target. or a different natural weapon of your choice with which
Multiply. This spell creates one more dart for each slot you are proficient. You gain a reach of 10 feet, and your
level above 1st. This effect can be taken more than once. unarmed strike deals 1d12 + your spellcasting modifier
Permeable Force. Your darts are no longer deflected by bludgeoning, piercing, or slashing damage as appropriate
the Shield spell. to your transformation.

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72
Right Arm. Your right arm transforms into a
tentacle, claw, or a different natural weapon of
your choice with which you are proficient. You gain
a reach of 10 feet, and your unarmed strike deals
1d12 + your spellcasting modifier bludgeoning,
piercing, or slashing damage as appropriate to your
transformation.
Skin. Your skin grows scales, a thick hide, or a
different change of your choice, increasing your AC
and Constitution saving throws by +2.
Torso. You grow an additional liver, form a hump
on your back, or a different change of your choice,
increasing your hit point maximum and current hit
points by 10.
Back. Your body begins excreting a protective
mucus, you develop an autotomy, or a different
change of your choice that grants you temporary hit
points equal to your spellcasting ability modifier plus
your proficiency bonus at the start of each of your
turns. When the spell ends, you lose any remaining
temporary hit points.
Legs. You grow additional legs, gain increased
musculature, or a different change of your choice that
increases your movement speed by 15 feet.
Tail. You grow a tail or a different change of your
choice that provides advantage on Strength and
Dexterity saving throws.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, choose an additional
transformation. Each transformation can only be
selected once. You gain these additional cumulative
benefits as you transform more of your body:
• If both arms have undergone the transformation,
when you use the attack action with an unarmed
strike on your turn, you can make one unarmed
strike as a bonus action. They count as magic for
the purpose of overcoming resistance and have
a +1 bonus to the attack and damage rolls you
make using these transformed limbs.
• If you have 2 or more transformations, your hit
point maximum and current hit points increase
by 15.
• If you have 4 or more transformations, you gain
a +2 bonus to Constitution saving throws.
• If you have 6 or more transformations, you
sprout a pair of wings and gain a fly speed equal
to your movement speed.
• If you have 8 transformations, when you take the
attack action, you attack 4 times instead of once.

As he grew in power, he could feel the amplifications


of the spell coursing through his veins. It was more than
just the additional transformations. A small part of him
wondered about the psychological cost. Was this extra
power he couldn’t account for at the cost of his humanity?

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73
Oracular Interception creatures could see the magical effects, they’d directly equate
that to power. That’s how she sold her cleaning powder too.
7th-level divination It wasn’t even magical; it just made a fizzing noise when
Casting Time: 1 action combined with water. No magical properties, or even cleaning
Range: 60 feet properties for that matter, but people couldn’t get enough.
Components: V, S, M (a crystal or gemstone worth 200 Appearance is everything.
gp, which the spell consumes)
Duration: 24 hours Plant Growth
Choose a creature within range. It must make a Wisdom
saving throw. If you have a possession of the creature’s, it 3rd-level transmutation
has a -2 penalty to this save, and if you have a body part Casting Time: 1 action or 8 hours
(lock of hair, bit of fingernail, etc.), it has -5. Range: 150 feet
If the creature fails its save, you establish a divinatory Components: V, S
link with it, without its knowledge. This takes the form Duration: Instantaneous
of an invisible sensor that attaches itself to the target. A This spell channels vitality into plants within a specific
creature that can see invisible objects sees the sensor as a area. There are two possible uses for the spell, granting
spider-like shape clinging to the back of the target’s skull either immediate or long-term benefits.
(or closest equivalent if it doesn’t have a skull). If you cast this spell using 1 action, choose a point
Oracular Interception lasts until the target uses a within range. All normal plants in a 100-foot radius
divination spell of 1st through 7th level or the duration centered on that point become thick and overgrown. A
expires. If the target uses a divination spell, you gain the creature moving through the area must spend 4 feet of
benefits of the spell instead. You can choose to provide movement for every 1 foot it moves.
the creature the full benefit of the spell, or an inaccurate You can exclude one or more areas of any size within
version. For instance, if the target spies on an enemy the spell’s area from being affected.
with Clairvoyance, you would see what the sensor sees, If you cast this spell over 8 hours, you enrich the land.
but you could change the location, creatures present, All plants in a half-mile radius centered on a point within
speech heard, or some similar modification to mislead the range become enriched for 1 year. The plants yield twice
original caster. If it casts Detect Magic and examines an the normal amount of food when harvested.
item that radiates necromantic magic, you could instead At Higher Levels. When you choose to cast this spell
have the target believe it saw abjuration magic. using a spell slot of 4th level or higher, select an effect
At Higher Levels. If you cast this spell using a level 9 spell from the options below per spell level higher than 3rd.
slot, the spell’s duration becomes until dispelled. Abundant Growth. If cast as an action, the radius
increases by 50 feet. If cast over 8 hours, the radius
Placebo increases by a quarter mile.
Blossoming Bloom. If cast as an action, creatures that start
3rd-level enchantment their turn in the area, or enter the area for the first time,
Casting Time: 1 hour must make a Constitution saving throw or be poisoned
Range: Touch while in the area. A creature can repeat the
Components: V, S, M (a magical looking rock) saving throw at the end of each
Duration: 8 hours of its turns, ending the effect on
You create a glyph on a willing creature’s skin and instruct itself on a success. If a creature’s
them to hold a rock for the duration of the casting of saving throw is successful, the
the spell. The creature can see magical energies swirling creature is immune to the effect.
around them funneled through the glyph and into their If cast over 8 hours, consuming
body. Their skin glows faintly with swirling eddies fruits in the area provides
of light, and they feel extraordinarily powerful. The temporary hit points equal to your
target has advantage on attack rolls, ability checks, and spellcasting modifier.
saving throws. Bountiful Harvest. If cast as an action, 20 Goodberries
This lasts until the spell ends or they fail an attack roll, grow scattered throughout the area. If cast over 8 hours,
ability check, or saving throw. 20 Goodberries grow everyday in the area.
At Higher Levels. When you cast this spell using a spell Verdant Sanctuary. If cast as an action, creatures of your
slot of 4th level or higher, you can target one additional choice up to your spellcasting modifier find the plant life
creature for each spell slot above 3rd level. helping them, giving them advantage on melee attacks
within the area. If cast over 8 hours, Beasts within the
Feeling powerful is sometimes just as good as being powerful,
area are friendly to you and will not willingly attack you
especially if others can see the effects. Lux always amplified
or any of your companions.
the glowing effect of her placebo. If both the target and other

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74
Lilian found immense satisfaction in the process of cultivation—tending to her plants, watching them flourish, and reaping the
rewards of her efforts. The power she wielded, particularly after mastering Plant Growth, was truly remarkable. On one occasion,
she even utilized the accelerated version of the spell to thwart a group of would-be brigands, relishing in the sight of dense vegetation
ensnaring them. Surprisingly, the brigands didn’t seem to mind much, as they collected all the Goodberries. Between the berries and
the thick underbrush, they remained trapped for most of the day.

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75
Phoenix Wings Puppeteer’s Crowd
Evocation cantrip 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (5-foot radius) Range: 60 feet
Components: V, S Components: V, S, M (32 gold pieces, which the
Duration: Instantaneous spell consumes)
As fiery wings sprout from your back, all other creatures Duration: Concentration, up to 1 hour
within 5 feet of you must succeed on a Dexterity saving You summon a swarm of commoners in an unoccupied
throw or take 1d4 fire damage and have disadvantage space that you can see within range. Your verbal
on opportunity attacks against you during this turn. The component for the spell is a statement up to twenty-five
wings carry you up to 15 feet to an unoccupied space that words describing what the swarm is doing. The swarm
you can see. is friendly to you and your companions. Roll initiative
At Higher Levels. At 5th level, all other creatures for the swarm, which has its own turns. They obey any
within 5 feet of where you land must also succeed on a additional mental commands that you issue to them (no
Dexterity saving throw or take 1d4 fire damage and have action required by you). If you don’t issue any commands
disadvantage on opportunity attacks against you during to the swarm, it performs the Interact action in its stat
this turn. Both damage rolls increase by 1d4 at 11th level block. The swarm vanishes if reduced to 0 hit points.
(2d4 and 2d4) and 17th level (3d4 and 3d4). At Higher Levels. If you cast this spell using a spell slot
Used offensively, defensively, or for utility, you can find of 5th level or higher, you summon two swarms. If you
many ways to benefit from phoenix wings. Maybe there’s a use a spell slot of 7th level or higher, you summon three
group of enemies you’d like to hit with your wings twice by swarms. If you use a 9th level spell slot, you summon
jumping and landing in the same spot, an extremely aggressive four swarms.
fighter you want to get away from, or a gap you need to jump While others conjured the stereotypical “Angry Mob,”
that’s a little too wide. Jack Michaelson saw the true genius of the spell—backup
dancers. His performances had never been so popular. After a
particularly defeating day, he would seed the audience with
a swarm of commoners under his control to tip the reception
dramatically in his favor. He knew he was congratulating
himself, but somehow it still made him feel better. Didn’t hurt
that they could jump in if a brawl broke out either.

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76
Shillelagh
Swarm of Commoners Transmutation cantrip
Gargantuan Swarm of Medium Humanoids, No Alignment
Casting Time: 1 bonus action
Armor Class 10 Range: Touch
Hit Points 72 (16d8) Components: V, S, M (mistletoe, a shamrock leaf, and a
Speed 30 ft.
club or quarterstaff)
STR DEX CON INT WIS CHA Duration: 1 minute
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) The wood of a club or quarterstaff you are holding is
Condition Immunities charmed, frightened, grappled, imbued with nature’s power. For the duration, you
paralyzed, petrified, prone, restrained, stunned can use your spellcasting ability instead of Strength for
Senses passive Perception 10 the attack and damage rolls of melee attacks using that
Languages common weapon, and the weapon’s damage die becomes a d8. The
Proficiency Bonus +2 weapon also becomes magical, if it isn’t already. The spell
Challenge 2 (450 XP) ends if you cast it again or if you let go of the weapon.
The duration increases to 10 minutes at 5th level, 1
Blood Frenzy. The swarm has advantage on melee
hour at 11th level, and 8 hours at 17th level.
attack rolls against any creature that doesn’t have all its
hit points. Valeria was so tired of being ambushed just as her magic
faded from her quarterstaff. Those first few seconds often
Swarm. The swarm can occupy another creature’s decided the difference between continuing on your journey and
space and vice versa, and the swarm can move through
being dumped in a ditch. The ability to maintain the magic
any opening large enough for a Medium Humanoid. The
swarm can’t regain hit points or gain temporary hit points.
longer was a small but welcome improvement.

Actions Spike
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target Conjuration cantrip
in the swarm’s space. Hit: 40 (16d4) bludgeoning damage,
or 20 (8d4) bludgeoning damage if the swarm has half of Casting Time: 1 action
its hit points or fewer. Range: 120 feet
Components: V, S, M (a sliver of toenail from a devil)
Interact. The swarm spends its turn interacting with its
Duration: Instantaneous
environment in a limited, but believable fashion as defined
You conjure forth a small minion made of force that
in the verbal component of the spell or command.
attempts to attack a target within range. Make a ranged
spell attack against the target. If the attack hits, the
creature takes your level + your spellcasting ability
modifier force damage. Whether the attack hits or misses,
the minion vanishes after the attack.
Knowing the exact damage you will do if you hit can be
incredibly advantageous. While not able to split your attacks
or benefit from a critical hit like an eldritch blast, summoner’s
precision often provides greater insight into whom they
should target.

Class Spell List Adjustments


Depending on the class or subclass you’re playing, your
background, or the world your campaign is set in, there
may be spells that would be a superb fit that aren’t part of
your class list. This can be especially true if your subclass
has an expanded spell list.
Present your idea on the spell or spells you want to
include to your Game Master and get their feedback. This
could be immediately granted, require a quest, or perhaps
shape the crafting of a unique magic item. Some spells
are not available for certain classes because of design
considerations such as synergies with other spells, class-
specific themes, or general balance requirements. Not all
requests should be granted.

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77
Summon Undead Hordes
9th-level necromancy Swarm of Skeletons
Gargantuan swarm, lawful evil
Casting Time: 1 action
Range: 1 mile Armor Class 13 (armor scraps)
Components: V, S Hit Points 125 (10d20+20)
Duration: Concentration, up to 1 hour Speed 30 ft.
You call forth undead warriors to do your bidding. Choose STR DEX CON INT WIS CHA
five 20-foot cubes within range. A swarm of skeletons 20 (+5) 20 (+5) 15 (+2) 6 (-2) 8 (-2) 5 (-3)
crawls out of the earth in each of those spaces.
The swarms of skeletons are friendly to you and your Damage Vulnerabilities bludgeoning
Damage Resistances piercing, slashing
companions while you maintain concentration. In
Damage Immunities poison
combat, the creatures share your initiative count, but Condition Immunities exhaustion, poisoned
take their turns immediately after yours. They obey your Senses darkvision 60 ft., passive Perception 9
verbal commands (no action required by you). If you don’t Languages understands all languages it spoke in life but
issue any, they take the Dodge action and use their move can’t speak
to avoid danger. Challenge 5 (1,800 XP)
The swarms of skeletons disappear after 1 hour or if
they drop to 0 hit points prior to the hour being up. Swarm. The swarm can occupy another creature’s space
and vice versa, and the swam can move through an
If your concentration is broken, the swarms of skeletons
opening as narrow as 5 feet wide. The swarm can’t regain
don’t disappear. Instead, you lose control of the swarms, hit points or gain temporary hit points.
and they spend their turns pursuing and attacking the
nearest living creatures to the best of their abilities. Actions
Zev reviewed the battle plans once more to see if he was Shortswords. Melee Weapon Attack: +8 to hit, reach
missing anything. He was going to drop the skeletal hordes into 5 ft., one target. Hit: 42 (12d6) piercing damage, or
the enemy’s flank to the South. If he maintained concentration, 21 (6d6) piercing damage if the swarm has half its hit
he would have them work their way toward the center of the points or fewer.
horde of constructs where the magical orb resided. If he lost Shortbows. Ranged Weapon Attack: +8 to hit, range
concentration, they would ravage the horde of constructs. This 80/320 ft., one target. Hit: 42 (12d6) piercing damage,
was the most ironclad plan he’d ever developed. Yet, he was sure or 21 (6d6) piercing damage if the swarm has half its hit
it would not survive engagement with the enemy. points or fewer.

Symbiotic Shelter
hit points you had before you transformed in the closest
6th-level transmutation
unoccupied space of your choice. However, if you revert
Casting Time: 1 action as a result of the creature dropping to 0 hit points, you are
Range: Touch paralyzed until the end of your next turn.
Components: V, S, M (a small mirror, crystal, or other At Higher Levels. When you cast this spell using a
reflective surface) spell slot of 7th or 8th level, you can maintain your
Duration: Concentration, up to 1 hour concentration on the spell for up to 8 hours. When
You trace a rune on a willing creature. Your body you cast this spell using a spell slot of 9th level, you
immediately transmutes into shimmering energy and can maintain your concentration on the spell for up
is absorbed through the rune into the creature where to 24 hours.
you remain until the spell ends. While in this state, you Maruk of Many Faces trembled as she falteringly traced the
are incapacitated and receive total cover from attacks rune on Xaindar’s forearm. The bandage Maruk held against
and other effects. You perceive the world through the her side was stained a deep crimson, her hand wet with her
creature’s senses, including what it sees and hears, and blood as she strained to finish before the psimera rounded the
you gain the benefits of any special senses the creature corner. Xaindar’s breathing was slow and his mind deep in
possesses. You can communicate telepathically with meditation. As Maruk completed the rune, her body transmuted
the creature. into a burning, bright blue ember. The rune’s lines radiated
Whenever the creature makes a roll, you may make the with matching brilliance as they absorbed Maruk’s glowing
same roll using your own ability modifiers. The host can form, sending an intricate lattice of light weaving throughout
choose to use your result instead of its own. Xaindar’s body. Xaindar opened his eyes, which now glowed
You revert to your normal form when the spell ends with the same blue radiance. Xaindar felt strong, powerful, and
or when the creature drops to 0 hit points. When you connected. In his mind, he could sense Maruk, taking refuge
revert to your normal form, you return to the number of and pouring the intensity of her will throughout him.
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78
Temporal Step Uncontrollable Undead
Die Roll Undead Type
1st-level conjuration 1 Undead Bandit (CR 1/8)
2 Skeleton (CR 1/4)
Casting Time: 1 bonus action
3 Warhorse Skeleton (CR 1/2)
Range: Self
4 Ghoul (CR 1)
Components: V
5 Ogre Zombie (CR 2)
Duration: Instantaneous
6 Undead Veteran (CR 3)
You step outside the normal flow of time, causing you to 7 Undead Ettin (CR 4)
briefly appear elsewhere before reverting to your prior 8 Undead Gladiator (CR 5)
location. You teleport up to 30 feet to an unoccupied space 9 Undead Mammoth (CR 6)
you can see. At the end of your turn, you instantly return 10 Undead Stone Giant (CR 7)
to your starting point where you cast the spell. 11 Undead Frost Giant (CR 8)
At Higher Levels. When you cast this spell using a spell 12 Undead Fire Giant (CR 9)
slot of 2nd level or higher, you can teleport an additional
10 feet for each slot level above 1st. Regardless of how far The enemy of my enemy is my friend, but the enemy of my
you travel, however, you still revert to your starting space enemy is still my enemy when they finish eating your previous
when your current turn ends. enemy and your friend. Hopefully, they’ve been softened up by
the time they get through your enemy.
Uncontrollable Undead
1st-level necromancy
Playtested and Inspired Spells
Casting Time: 1 action Ready to Cast
Range: 60 feet

T
he Creed’s Codex: Vault of Aeonian Wisdom
Components: V, S, M (a pinch of ashes from a cremated Kickstarter will introduce even more spells
body and 25 gp of mercury, which the spell consumes) to give you the tools you need to create
Duration: Instantaneous the caster you want. Those who follow the
You quickly draw a rune on the ground made of mercury project will have the opportunity to help
and ashes. The mercury burns releasing an acrid smell and determine what is developed.
seeping into the ground. An Undead creature bursts out of
the ground at an unoccupied space of your choice you can Follow the Kickstarter now—exclusive content, discounts,
see within range. The Undead spends its turns pursuing and stretch goals are only available during the campaign.
and attacking the nearest creature that is not Undead to Once the campaign ends, these offers are gone.
the best of its ability until reduced to 0 hit points, at which
point it turns to ashes. If you’re ready to broaden your spell options today,
Once you’ve determined where you want the creature explore these titles already available:
to appear, roll a d4 and review the table below to
determine what you’ve called forth. An Undead version Get Creed’s Codex: Arcane Secrets of the
of a creature has the same stat block, except their type Summoners to unlock:
changes to Undead. 41 Summoning-Themed Spells. Call forth otherworldly
At Higher Levels. When you cast this spell using a allies and reshape the battlefield.
higher-level spell slot, you alternately increase the number
of dice bringing forth an additional creature for each Get Creed’s Codex: Legends of the Psions to unlock:
die and the dice size, increasing the chance of a stronger 12 Psionic-Themed Spells. Harness mental prowess and
creature. You must still choose the locations you want the bend reality to your will.
creatures to appear before you roll the dice.
For example, if you cast at 4th level and rolled a 1, 3, Get Creed’s Codex: Echoes of the Shattered Age to unlock:
and 6 for the 3d6 you would bring forth an undead bandit, 11 Urban-Themed Spells. Capture the raw energy, grit,
warhorse skeleton, and undead veteran. and magic of a fractured megacity.
• 2nd level – roll 2d4
• 3rd level – roll 2d6 Get Coldforged Gauntlet to unlock:
• 4th level – roll 3d6 11 Battlemage-Themed Spells. Merge martial prowess with
• 5th level – roll 3d8 explosive arcane firepower.
• 6th level – roll 4d8
• 7th level – roll 4d10 Get Prison Break to unlock:
• 8th level – roll 5d10 5 Demonic-Themed Spells. Channel infernal power to
• 9th level – roll 5d12 shatter boundaries and defy fate.
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79
Using temporal leap to avoid danger
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80
Feats
My time at Zephyr’s Veil highlighted that becoming a Death Defiant
psion is not the only path to achieving mental control. There
You refuse to pass quietly into the void and have
were many there that trained to add to their capabilities.
undergone a dark ritual.
Whether they had classical training from a magic academy as a
wizard or learned with trial by fire in the dangerous outlands, • You make death saving throws with advantage.
many saw the advantages of further honing an inherent ability • If you die from a cause other than old age, your
they had tucked away. shadow gains a semblance of your sentience and the
statistics of a shadow which you control on your
Creed, Shadow Stalker turn. It lasts until it drops to 0 hit points, it reduces
a hostile creature to 0 hit points, or 1 minute has
passed. If you reduce a hostile creature to 0 hit points
Pursuit of Perfection that is small or larger, the shadow acts as a conduit
siphoning the slain creature’s life force, returning

W
elcome to a curated selection of feats
specifically designed to add additional you to life with 1 hit point, and your shadow reverts
capabilities to your character. This to its previous state. You do not have any missing
collection is more than just a list of body parts restored. You are incapacitated until
abilities—it’s a gateway to expanding the beginning of your next turn. The shadow has
your character’s narrative and strategic additional hit points equal to twice your level, and its
depth. Each feat is crafted to seamlessly integrate into attack and damage rolls gain an additional modifier
any character concept, offering unique opportunities to equal to your proficiency bonus. Once you use this
explore the untapped potential of the mind. feature, you must finish 1d4 long rests before you can
Whether you’re looking to add a subtle mental edge to use it again.
your warrior or diversify your character’s skill set with
expanded capabilities, this section has something for
everyone. Dive into this collection, and discover how you
Dual Specialty
can harness the power to elevate your character to new Prerequisite: At least 3 levels in a class that gains access to 9th
heights of mental mastery. level spells and at least 3 levels in a class that does not.
You have split your focus, pursuing your martial prowess
Amplification Adept and spellcasting capabilities.
You learn one Amplification option of your choice from • When you take damage, you can use your reaction to
the psion class. Your ability for the Amplification is infuse your body with magic negating damage from
Intelligence, Wisdom, or Charisma (choose when you the triggering attack equal to your proficiency bonus.
select this feat). If the Amplification has a prerequisite of • When you make a damage roll, you can use your
any kind, you can select that Amplification only if you’re a reaction to combine your arcane skill with physical
psion who meets the prerequisite. capability to deal additional damage equal to your
Whenever you gain a level, you can replace the proficiency bonus.
Amplification with another one you are eligible for from
the psion class.
Exotic Equipment Proficiency
Augment Adept Prerequisite: Proficiency with armor or weapons
Working through the complex formulae, you learn one You have trained to master the use of exotic equipment.
force augment option of your choice from the summoner Your existing armor and weapon proficiencies now
class. If required, your spellcasting ability for the augment extend to exotic equipment of the same type.
is Intelligence, Wisdom, or Charisma (choose when
you select this feat). If the augment has a prerequisite Energy Siphon
of any kind, you can select that augment only if you’re a
summoner who meets the prerequisite. You’ve found a way to transmute energy from powerful
Whenever you gain a level, you can replace the attacks into the natural healing capabilities of your body.
augment with another one from the summoner class. When you score a critical hit, you can spend one Hit Die
to heal yourself. Roll the die, add half the damage dealt
from the critical hit, and regain a number of hit points
equal to the total.

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81
Quickdraw
Your psionic senses are so tuned that you process and
react faster than most. When you roll initiative, if you
aren’t surprised, you can immediately make one attack as a
reaction. If your initiative roll is higher than your target’s,
you gain a bonus to the damage roll equal to your initiative
bonus (minimum of +1).

Temporal Leap
You have learned how to briefly jump through time.
• Increase one ability score by 1, to a maximum of 20.
• When you are damaged by an attack, spell, or other
harmful effect, you can use a reaction to instantly
teleport out of the current timeline and avoid taking
the damage. You vanish, and reappear at the beginning
of your next turn in the same space, or the nearest
unoccupied space of your choice. Once you use this
feature, you can’t use it again until you finish a long rest.

Vitakinesis
You can accelerate a creature’s natural healing:
• You gain proficiency in medicine. If you already have
proficiency, you gain expertise instead.
• Whenever a creature within 5 feet of you spends a
Hit Die to heal themselves, you can use your reaction
to increase the number of hit points they regain by an
A Prestige Class of Sorts
I stumbled upon a way for individuals to specialize
amount equal to your proficiency bonus.
in powerful capabilities. It appears you can
walk different “paths”, which provide deeper or
Feat Paths compounding benefits to certain capabilities. For
example, each step you take along the apparition

F
eat paths utilize the feat mechanic to
provide a route for further specialization. assassin path increases the distance you can teleport,
The paths are not restricted to any class, but plus provides additional benefits for teleporting.
allow any character to begin specializing in
their chosen area.
Whether you seek to sharpen your martial might,
The feats can only be taken once and enhance your spellcasting, or delve into new areas of
require each feat to be taken in order. mastery, these paths open a realm of possibilities for
every individual.
Apparition Assassin -Creed, Shadow Stalker
The apparition assassin path weaves teleportation into the
act of attacking with martial or magical means. This path is
ideal for those who seek to combine the tactical advantages
of teleportation with their combat prowess.
Disorienting Entrance
Psychoportation Initiate Prerequisite: Psychoportation Initiate
You are able to begin to blend combat and teleportation to
seamlessly move across the battlefield: Your teleportation gives you the jump on your foes.
• Increase one ability score by 1, to a maximum of 20. • Increase one ability score by 1, to a maximum of 20.
• Once on each of your turns, when you attack a creature, • Psychoportation Initiate’s teleport distance increases
you may teleport to an unoccupied space within 5 feet of to 10 feet.
you that you can see. You may do this before or after the • You gain advantage on the first attack you make after
attack. This does not cost you any of your movement. teleporting.
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82
Lost in Motion Get Creed’s Codex: Legends of the Psions to unlock:
Prerequisite: Disorienting Entrance 50 Feats to Master the Mind. Expand upon all
three pillars, weaving psionic power into combat,
Your teleportation has become not only a means of
craftsmanship, and elemental mastery.
locomotion but also of concealment:
• Increase one ability score by 1, to a maximum of 20. Get Creed’s Codex: Arcane Secrets of the
• Psychoportation Initiate’s teleport distance increases Summoners to unlock:
to 15 feet. 18 Feats to Enhance Your Craft. Access the powers of
• You can use a bonus action to take the Hide action, the summoners, deepen your mastery over summoned
even if you are in plain sight, if you teleported this creatures, and expand your tactical options.
turn.
Get Creed’s Codex: Echoes of the Shattered Age to unlock:
Lingering Protection 10 Feats to Survive and Thrive in the Megacity. Enhance
Prerequisite: Lost in Motion your adaptability with body modifications that push the
limits of evolution, or master the art of navigating the
Your power to teleport leaves behind residual energy, treacherous streets and shifting power dynamics of an
giving you a defensive boost: urban sprawl.
• Increase one ability score by 1, to a maximum of 20.
• Psychoportation Initiate’s teleport distance increases Get Magic Items and Exotic Equipment to unlock:
to 20 feet. 3 Martial-Themed Feats. Empower your martial skills
• Psionic energy clings to you after you teleport, with specialized abilities.
granting you temporary hit points equal to your
proficiency bonus.

Opportune Strike
Prerequisite: Lingering Protection
Your expertise in teleportation lets you deliver
devastating blows:
• Increase one ability score by 1, to a maximum of 20.
• Psychoportation Initiate’s teleport distance increases
to 25 feet.
• Once per turn, when you score a critical hit against a
creature, you can choose to teleport up to 25 feet and
make an attack against a target within range.

Master New Feats and


Unlock Greater Potential

T
he Creed’s Codex: Vault of Aeonian Wisdom
Kickstarter will expand your feat options,
introducing new ways to enhance your
character. Offering deeper customization,
you can refine your strengths or branch
into new capabilities. Those who follow
the project will have the opportunity to help determine
what is developed.

Follow the Kickstarter now—exclusive content, discounts,


and stretch goals are only available during the campaign.
Once the campaign ends, these offers are gone.

If you’re ready to expand your character’s feat options


today, explore these titles already available:

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83
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84
Equipment Light Exotic Armor
Spider Silk. Keeping
Through my travels, I occasionally encountered a the basic framework
weapon I was unfamiliar with. It always seemed that an of leather armor,
opponent armed with something exotic was highly proficient, spider silk armor
while somehow, I ended up on caravan guard duty with has removed
Nunchuck Nincompoop. My back, his groin, and the side of the portions of the
caravan took more damage from that flailing thug than the softer, more flexible
hyenas that rushed us one night. Clearly, you need specialized materials and replaced them
training to handle it. I picked it up off his unconscious form, with Fateweaver webbing
having conveniently knocked himself out for the entire fight. that is infinitely lighter but
It took a minute or two to get a sense of the balance and speed, just as strong.
but once I started flowing through my forms, I rather liked it. It
doesn’t compare in power to some of the weapons the barbarians
Exotic Shields
Bulwark Shield.
of the Burning Summit were wielding, but the dexterous skill
Providing excellent
required…makes me concentrate in a way I haven’t since my
cover, bulwark
time at the monastery.
shields are extremely
I still haven’t mustered the will to try any of the Fateweaver
large and heavy.
silk armor. It’s definitely my lack of proficiency with the gear,
not my intense dislike of anything having to do with spiders.
The spider god story still wakes me in a cold sweat.
Creed, Shadow Stalker

Using Exotic Equipment

T
his section provides additional rules
for exotic equipment. All items require
the exotic equipment proficiency
feat in addition to the standard
proficiencies. For example, you would
need proficiency in shields and
exotic equipment to wield the bulwark shield.

Exotic Armor and Shield


Properties
All exotic armor and shields have special properties
related to their use, as shown in the Exotic Armor and
Shield table.
Cumbersome. This armor decreases the movement speed
of the wearer by 5 ft. Bulwark Shield
Exotic. This armor requires exotic equipment
proficiency in order to be able to utilize effectively.
Fateweaver. This armor weighs substantially less and
provides the wearer with a +2 to initiative.

Exotic Armor and Shields


Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Spider Silk 40 gp 11 + Dex modifier 3 lb. Exotic, Fateweaver
Bulwark Shield 75 gp +3 Str 15 Disadvantage 15 lb. Cumbersome, Exotic
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85
Exotic Weapons
Name Cost Damage Weight Properties
Bola 5 gp -- ½ lb. Exotic, finesse, special, thrown (20/60)
Nunchucks 10 gp 1d8 bludgeoning 2 lb. Disarm, exotic, finesse, ki

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86
Exotic Martial Weapon Properties
All exotic weapons have special properties in relation to
their use, as shown in the Exotic Weapons table.
Nunchucks
Disarm. You can attempt to disarm an opponent by
using the attack action to make a special melee attack,
disarm. If you’re able to make multiple attacks with
Master New Gear and
the attack action, this attack replaces one of them. The
attacker makes an attack roll contested by the target’s
Unlock Greater Potential

T
he Creed’s Codex: Vault of Aeonian
Strength (Athletics) or Dexterity (Acrobatics) check (the
Wisdom Kickstarter will expand your
target chooses the ability to use). If you succeed, the target
character options, introducing new ways
drops what it was holding. If you have a free hand and are
to outfit your character. Those who follow
capable of doing so, you can attempt to catch the object
the project will have the opportunity to
with a Dexterity (Sleight of Hand) check (DC set by the
help determine what is developed.
GM based on the object and context). The attacker has
disadvantage on their check if the target is holding the
Follow the Kickstarter now—exclusive content,
object with two hands or if the target is larger than the
discounts, and stretch goals are only available during
attacker. If the target is smaller than the attacker, then the
the campaign. Once the campaign ends, these
attacker has advantage.
offers are gone.
Exotic. This weapon requires exotic equipment
proficiency to be able to utilize effectively.
If you’re ready to expand your character’s equipment
Ki. If you have access to ki points, you are
options today, explore these titles already available:
automatically proficient with this weapon and ignore the
exotic property.
Get Creed’s Codex: Arcane Secrets of the
Summoners to unlock:
Special Weapons 12 Exotic Weapons, Armor, and Crafting.
Bola. A huge or smaller creature hit by a bola is Unlock proficiency in powerful gear ready
restrained until it is freed. A bola has no effect on to empower your character.
creatures that are formless or would not be impeded by Symbiotic Equipment. Clear details
the weapon. A creature can use its action to make a DC 10 for creating equipment that has a
Strength check, freeing itself or another creature within mind of its own and progressively
its reach on a success. Dealing 5 slashing damage to the increases in strength based on
bola (AC 10) also frees the creature without harming it, how you use it.
ending the effect, and destroying the bola. When you use
an action, bonus action, or reaction to attack with a bola, Get Magic Items
you can make only one attack regardless of the number and Exotic
of attacks you can normally make. Equipment to unlock:
29 Magic Items. Take
exotic equipment
further with
magical versions of
each option.

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87
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88
Magic Items Ancestral Nunchucks
The psions excelled at creating magic items that
sharpened focus and amplified the power of the mind in
anyone. In the hands of a psion, however, these items became Ancestral Shield
more potent. I’d be lying if I said I wasn’t tempted to try my
Shield, uncommon (requires attunement)
hand at wielding psionic might myself.
When you attune to this shield, you immediately feel the
Creed, Shadow Stalker comforting presence of your ancestors who watch over
you and your companions. While you have this shield
Enchanted Arsenal equipped, you can choose to use a reaction whenever
you see a creature damaged within 30 feet of you. You

T
his collection of mystical treasures
immediately spend a Hit Die and grant the creature
contains new options for all characters.
temporary hit points against the triggering damage equal
Many of the magic items also have a lore
to your roll plus your Constitution modifier.
section which can optionally be shared
Rare Variant. The shield grants a +1 bonus to AC. This
with the player for additional immersion
bonus is in addition to the shield’s normal bonus to AC.
opportunities.
Very Rare Variant. The shield grants a +2 bonus to
AC. This bonus is in addition to the shield’s normal
Ancestral Nunchucks bonus to AC.
Weapon (nunchucks), legendary (requires attunement) Legendary Variant. The shield grants a +3 bonus to AC.
This bonus is in addition to the shield’s normal bonus
While attuned to this magic weapon, you feel the power to AC. In addition, when you grant another creature
of ancient spirits flowing through your veins. temporary hit points, you gain temporary hit points equal
• You gain a +3 bonus to attack rolls made with this to your Constitution modifier.
magic weapon.
• When you hit with a melee attack, you deal additional Lore
bludgeoning damage equal to your proficiency bonus The Ancestral Shield traces its origins to a society
with this weapon and any unarmed strikes. renowned for their spiritual connections. Legend speaks
• When you hit with this weapon, you can use your of their greatest warrior, Eli Bonebreaker, who called
reaction to immediately attack the same target an upon his ancestors for aid. This shield was forged in
additional time. a sacred ritual, where the shield became a conduit to
• Whenever you spend one or more ki points, roll a summon help from the bearer’s ancestors. Since then,
d20. On a 10 or higher, you immediately gain 1 ki it has been passed down through generations and
point. exchanged many hands, a guardian of lineage and a
bastion against darkness.
Lore As Grimwolf hoisted the Ancestral Shield, a chorus of
The wielder of the ancestral nunchucks is said to feel the otherworldly voices filled the air,
spirits of their ancestors flowing through them, providing whispering tales of valor and
increased strength and skill in battle. The power of this sacrifice. The shield pulsed
weapon amplifies your body as well. You strike with with an ancient power,
extreme force when using this weapon, which also carries as his ancestors rallied
over to any unarmed strikes you make. Realigning monks to his defense and
with their surrounding environment, the nunchucks have offered protection.
a chance of harnessing ambient ki and returning that
to the monk.
Yamere had only seen the true power of the legendary
nunchucks once. When a drider attempted to abscond with
one of the students, Master Aerilei appeared at its side on
silent feet, and instantly unleashed five deadly strikes. Each
of her blows landed with bone-crunching force, audible across
the courtyard. The drider didn’t even get a chance to return a
blow. The students were exceptionally well-behaved for at least
the next month. Ancestral Shield

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89
Magic Item Pricing Table
Item Rarity Type Attunement Consumable Cost
Ancestral Nunchucks Legendary Weapon Yes No 55,000 gp
Ancestral Shield Uncommon Armor Yes No 450 gp
Ancestral Shield Rare Armor Yes No 3,800 gp
Ancestral Shield Very Rare Armor Yes No 17,000 gp
Ancestral Shield Legendary Armor Yes No 59,000 gp
Biographer's Journal Uncommon Wondrous Item Yes No 125 gp
Cloak of Darkness Legendary Wondrous Item Yes No 38,000 gp
Eyestalk Common Body Modification Yes No 30 gp
Eyestalk Uncommon Body Modification Yes No 150 gp
Eyestalk Rare Body Modification Yes No 1,800 gp
Eyestalk Very Rare Body Modification Yes No 18,000 gp
Eyestalk Legendary Body Modification Yes No 55,000 gp
Fire Elemental Heart Infusion Common Body Modification Yes No 35 gp
Fire Elemental Heart Infusion Uncommon Body Modification Yes No 200 gp
Fire Elemental Heart Infusion Rare Body Modification Yes No 2,000 gp
Fire Elemental Heart Infusion Very Rare Body Modification Yes No 12,000 gp
Fire Elemental Heart Infusion Legendary Body Modification Yes No 50,000 gp
Helm of Synaptic Acceleration Uncommon Wondrous Item Yes No 475 gp
Helm of Synaptic Acceleration Rare Wondrous Item Yes No 5,000 gp
Helm of Synaptic Acceleration Very Rare Wondrous Item Yes No 25,000 gp
Helm of Synaptic Acceleration Legendary Wondrous Item Yes No 75,000 gp
Illusory Cloak Uncommon Wondrous Item Yes No 425 gp
Illusory Cloak Rare Wondrous Item Yes No 1,000 gp
Illusory Cloak Very Rare Wondrous Item Yes No 10,000 gp
Illusory Cloak Legendary Wondrous Item Yes No 50,000 gp
Manual of Divination Sentinels Rare Wondrous Item No No 5,000 gp
Phantom Bola Rare Weapon Yes No 1,500 gp
Pouch of Primal Magic Rare Wondrous Item Yes No 4,250 gp
Pouch of Primal Magic Very Rare Wondrous Item Yes No 35,000 gp
Pouch of Primal Magic Legendary Wondrous Item Yes No 150,000 gp
Psi Bracers of Focus Uncommon Wondrous Item Yes No 750 gp
Psi Bracers of Focus Rare Wondrous Item Yes No 8,500 gp
Psi Bracers of Focus Very Rare Wondrous Item Yes No 40,000 gp
Psi Bracers of Focus Legendary Wondrous Item Yes No 95,000 gp
Ring of Trade Rare Ring No No 750 gp
Staff of Command Uncommon Weapon Yes No 500 gp
Staff of Command Rare Weapon Yes No 4,250 gp
Staff of Command Very Rare Weapon Yes No 13,750 gp
Staff of Command Legendary Weapon Yes No 85,000 gp
Staff of Outfitting Rare Weapon Yes No 3,250 gp
Staff of the Dinosaur Warden Uncommon Weapon Yes No 575 gp
Staff of the Dinosaur Warden Rare Weapon Yes No 3,500 gp
Staff of the Dinosaur Warden Very Rare Weapon Yes No 17,500 gp
Staff of the Dinosaur Warden Legendary Weapon Yes No 115,000 gp
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90
Magic Item Prices Biographer’s Journal
Why not give magic item pricing? No idea, here’s some
magic item pricing. Wondrous item, uncommon (requires attunement)
The pricing of magic items is a highly flexible aspect of The pages of this journal are automatically filled with the
any campaign, influenced by numerous factors including details of your adventures, interactions, and subconscious
campaign setting, character progression pace, and overall
thoughts. When referencing your journal, you are
power balance. This guide offers suggested base prices
for magic items, but adjustments may be necessary
proficient with any checks and have advantage.
to align with the specific dynamics and economy of
your campaign. Lore
Campaign Considerations. Magic item costs can The stories behind the invention of the biographer’s
vary significantly based on how quickly characters are journal are many, but all have a similar base. A student
acquiring gold in your campaign and your desired level studying in one of the great centers of knowledge
of magic item availability. A low magic item setting might decided that rather than attempting to take notes on
only have a handful of magic items split between the her experiences, she should let those be automatically
entire party, while the other end of the spectrum might captured. With this pursuit in mind, she developed
have multiple magic items per person and shops selling a magical journal that automatically recorded her
magical gear as a common occurrence.
experiences which she could quickly reference as needed.
Rarity and Progression Assumptions. Each player is
assumed to have access to one or more magic items of Amara knew they had met this man a few weeks ago, but she
this rarity by level: couldn’t recall his name for the life of her. She ran her finger
• Uncommon Item: Expected by Level 4 down the spine of her journal, mentally running through what
• Rare Item: Expected by Level 9 she could remember. When she reached the bottom, the journal
• Very Rare Item: Expected by Level 14 fell open to a passage describing Hans and their previous
• Legendary Item: Expected by Level 19
interaction. He was not to be trusted.
Wealth Accumulation Assumption. Each player is
assumed to have access to this much wealth by level:
• Approximately 1,000 gp by Level 4
• Approximately 6,000 gp by Level 9
• Approximately 25,000 gp by Level 14
• Approximately 75,000 gp by Level 19
Note: Gold values represent the total wealth, including
both money and item values. For example, acquiring plate
armor may not be feasible until Level 5 based on this
wealth progression.
Magic Item Availability. Magic items are not
commonly found. With an estimated 6 encounters per
level in a 4-character party, expect 1-2 magic items for
every 4 encounters.
Biographer’s Journal

Cloak of Darkness
Wondrous item, legendary (requires attunement)
This cloak appears infinitely light and made of an
extremely fine fiber gathered from slain shadows woven
together with hair from celestials.
As a bonus action, you can command the cloak to
spread magical darkness 15 feet in every direction from
Cloak of Darkness itself. The darkness spreads around corners. A creature
with darkvision can’t see through this darkness, and
nonmagical light can’t illuminate it. You can use the
command word again to cause the darkness to vanish.
The cloak provides immunity to radiant damage. In
addition, whenever a creature within 15 feet of you hits
you with an attack, the darkness lashes out at the target
dealing 2d8 necrotic damage and healing you for half the
amount dealt.

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Helm of Synaptic Acceleration Illusory Cloak
Wondrous item, uncommon (requires attunement) Wondrous item, uncommon (requires attunement)
This helm’s intricate network of crystals and arcane This shimmery cloak befuddles the mind with its
conductors aligns with the wearer’s neural pathways, constantly changing color and shifting reflections. While
accelerating their thought processes to superhuman wearing this magical cloak, you gain a +1 bonus to AC,
speeds. As soon as you attune to the helm, you spell attack rolls, and the saving throw DCs of your spells.
immediately feel your mind making connections with You can also use the cloak as a spellcasting focus for
lightning speed. While wearing this magical helm gain a your spells.
+1 bonus to ability checks, saving throws, and the saving Rare Variant. This cloak provides a +2 bonus.
throw DCs of your abilities. Very Rare Variant. This cloak provides a +3 bonus.
Rare Variant. This helm provides a +2 bonus. Legendary Variant. This cloak provides a +3 bonus. In
Very Rare Variant. This helm provides a +3 bonus. addition, when a creature within 30 feet interacts with
Legendary Variant. This helm provides a +3 bonus. In an illusion spell you have cast, you can use a reaction to
addition, you can use an action to gain the effect of the immediately cast Mass Suggestion. Once you use this
haste spell for 1 minute (no concentration required). feature, you can’t use it again until you finish a long rest.
Once you use this feature, you can’t use it again until you
finish a long rest. Lore
Crafted from the hair of a Fey being, the cloak first
Lore entered recorded history adorning the shoulders of
Originating from the labs of the Sapphire Order, the Elandra, the famed illusionist whose artistry was known
Helm of Synaptic Acceleration was initially envisioned worldwide. Elandra, renowned for her mesmerizing
as a countermeasure to psionic abilities. The project, performances, wore the cloak not just as a tool for her
shrouded in secrecy, aimed to enhance mental acuity and craft but as a symbol of her mastery over illusion and
strategic thinking in non-psion individuals, giving the deception. Her performances were said to be so lifelike
wearer enhanced protection against psion adversaries. that audiences often questioned their own senses as they
However, since the helm also works to enhance the were caught in a whirlwind of magic and wonder.
psionic abilities of an individual, it wasn’t long before Beyond the stage, the cloak served as Elandra’s ally in
psions were using the helms themselves to thwart this her less publicized endeavors. In the shadowy world of
advantage. The masters of Zephyr’s Veil are rumored to espionage and intrigue, it was her cloak that became her
have assembled a team of master artisan, magesmiths, and greatest asset. With its power to deceive and mislead,
other artisans to begin producing these helms en mass. Elandra navigated through the most perilous situations,
When Krisken donned the helm, their mind entered a state leaving nothing behind but a trail of baffled onlookers
of heightened awareness. Thoughts and strategies that once and the occasional glint of amusement in her eyes.
took minutes to formulate now The cloak’s true origins, much like Elandra’s
crystallized in mere moments. own past, remain shrouded in mystery. Some
The world around them seemed say it was a gift from a Fey admirer, enchanted
to slow, allowing them to perceive with the essence of the Feywild itself. Others
and react with uncanny precision. believe Elandra herself wove it, binding her
magic into its very threads. Whatever its
origins, the Illusory Cloak remains a coveted
artifact, sought after by illusionists, each
eager to wield its enigmatic power and
perhaps, to capture a fragment of Elandra’s
legendary prowess.
Each fold of the cloak, every shimmering
thread, becomes a conduit for your
imagination, amplifying your illusions.
The cloak does not just hide or deceive;
it invites those who witness its magic
to believe, to be a part of a narrative
Helm of Synaptic Acceleration skillfully woven by your hands.
Whether for stealth, subterfuge, or
spectacle, the Illusory Cloak elevates your
illusions from mere images to immersive
experiences, blurring the line between reality and fantasy.
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Manual of Divination Sentinels
d20 Divination Sentinel Time Cost
1-7 Witness 5 days 650
8-12 Runner 10 days 1,500
13-16 Ensnare 15 days 10,000 gp
17-19 Nullifier 20 days 35,000 gp
19-20 Slayer 30 days 65,000 gp

Creating a Divination Sentinel


To create a sentinel, you must spend the time shown on
the table, working without interruption with the manual
at hand and resting no more than 8 hours per day. You
must also pay the specified cost to purchase supplies and
magical components.
Once you finish constructing the sentinel, the book
is consumed in an ethereal blaze. The sentinel animates
when the ashes of the manual are infused into its
core. It is under your control and understands your
spoken commands.

Manual of Divination Sentinels

Illusory Cloak

Manual of Divination Sentinels Phantom Bola


Wondrous item, rare Weapon (Bola), rare (requires attunement)
This tome contains detailed blueprints and incantations You gain a +2 bonus to attack rolls made with this magical
necessary to construct a particular type of divination weapon. On a critical hit, it spawns two additional
sentinel. The GM chooses the type or determines it bolas that target the nearest hostile creatures of your
randomly. To decipher and use the manual, you must be a choice within 60 feet. After 1 minute, any additional
spellcaster with at least one 3rd-level spell slot. A creature bolas created from a critical hit vanish. These bolas
that can’t use a Manual of Divination Sentinels and attempts can’t be destroyed like the non-magical version, and the
to read it takes 4d6 psychic damage. escape DC is 15.
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Lore Lore
Legends tell of a bola critically striking a spectral creature, Some scholars believe that the formulas, components, and
somehow harnessing the etherealness and transforming rituals are merely a means to control the primal magic
into the phantom bola. These tails are dead wrong but available all around us. Rather than expanding upon
are still regularly attempted in haunted areas in an effort those tools, the Sapphire Order looked to augment their
to recreate this item. Unfortunately, when most people control by directly manipulating magic through a medium
find out how ineffective these weapons are against these more suited to the task than their minds. Through trial
formless creatures, they don’t live to make any more and error, the Order eventually created varying strengths
foolish decisions. of the Pouch of Primal Magic. Imitating a component
Most of his fellow rangers preferred the longbow. Increased pouch, this magical item was able to take over component
range, increased damage, and a nearly endless supply of arrows. portions of spellcasting to free the spellcaster from some
Not Koldreg, though. The bola was a tool of control. An ogre of the constraints normally placed upon them. The
with an arrow sticking out of it was just an extra pissed-off legendary version can even handle the costly materials
ogre. An ogre stumbling to the ground with his legs tied up often required for the most powerful of spells.
was not a problem for a moment. Especially if you happened to In an ironic twist, Brogan the Hidden found the ability to
ensnare two more. His critical strikes were way more impactful mask his spellcasting abilities, making them appear psionic
than a slightly harder-hitting arrow. in nature, allowed him easy access amongst the psions. Where
they were often hiding their abilities, in order to escape notice,
Brogan specifically used his abilities to appear as a psion.
This made his role infiltrating the Ethereans, while secretly a
member of the Obsidian Razor, substantially easier. It only took
a month of him openly using his “psion” abilities before he was
approached and eventually invited to join the Ethereans.

Psi Bracers of Focus


Wondrous item, uncommon (requires attunement)
While wearing these bracers, the crystals enable you to
channel your thoughts into manifested equipment. As a
bonus action, you can create a psionic shield or psionic
weapon in one or both of your empty hands.
Phantom Bola • A psionic shield increases your AC by 2.
• A psionic weapon is a melee weapon and has the light
property. It uses your Intelligence modifier, instead
of Strength or Dexterity, for the attack and damage
rolls and deals 2d4 bludgeoning, piercing, or slashing
damage based on its form.
Psionic Equipment lasts until it leaves your grasp, you
dismiss it (no action required), you use this feature again,
Pouch of Primal Magic you regain psi points, you are incapacitated, or you die.
If you roll a 1 on the d20 for the attack roll with a psi
Wondrous item, rare (requires attunement by a spellcaster) weapon or are critically hit while you have a psi shield
This small, leather pouch feels surprisingly heavy. If equipped, one of the crystals in the item shatters and
you peer inside, you see faint shimmers of energy, but requires 50 gp to replace it.
otherwise the pouch appears empty. Upon attunement, it If you can already create Psionic Equipment through
enables spellcasting without the need for a free hand, as the use of the psion psychic power, the bracers are
well as providing somatic and material components. For strengthened by your usage and become immune
spells requiring materials with a cost, you must have them to damage due to a critical hit or rolling a 1 on the
on your person, but the pouch automatically employs d20 for the attack roll. In addition, your abilities are
them without requiring your intervention. amplified further:
Very Rare Variant. You no longer need to provide • Psi weapons deal an additional 1d4 force damage.
verbal components. • Psi shields give advantage on Intelligence saving
Legendary Variant. You no longer need to provide any throws.
components, even if the components have a cost and
are consumed.
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94
Rare Variant. The psi weapons grant a +1 bonus to
attack and damage rolls. The psi shield grants a +1 bonus
to AC. This bonus is in addition to the shield’s normal
bonus to AC.
Very Rare Variant. The psi weapons grant a +2 bonus to
attack and damage rolls. The psi shield grants a +2 bonus
to AC. This bonus is in addition to the shield’s normal
bonus to AC.
Legendary Variant. The equipment no longer fails if you
roll a 1 on the d20 for the attack roll with a psi weapon
or are critically hit while you have a shield equipped.
The psi weapons grant a +3 bonus to attack and
damage rolls. The psi shield grants a +3 bonus to
AC. This bonus is in addition to the shield’s normal
bonus to AC. Psi Bracers of Focus
In addition, your movement speed increases
by 5 feet. If you have at least one level of
psion, the movement bonus is instead 10 feet.

Lore
Deep within the secretive stronghold of
the Etherean Psionic Enclave, the Forge
Master Dewellin Hightown, a visionary
artisan, conceived and crafted the Psi
Bracers of Focus. These exceptional
bracers are the culmination of
Hightown’s ambition
to democratize psionic
abilities. For those
without innate psionic
talents, these bracers give
you a taste of mental prowess
previously unattainable.
Yet, their true brilliance
shines in the hands of a
psion, amplifying their
inherent abilities.
These bracers have
become a coveted item.
They not only bridge the gap between the mundane
and the psionic realms but also represent a significant
source of revenue and influence for the Etherean Psionic
Enclave. The technology behind the Psi Bracers of Focus
are so advanced and intricate that they are notoriously
challenging to replicate. This rarity adds to their allure
and mystique.
Not only did the bracers provide a way for non psions to
manifest Psionic Equipment, but the magic item was one of
the few ways for psionics to amplify their psionic weapons
in a way that mirrored magical weapons. The masters of
Zephyr’s Veil had put in an order that would take over a year
to fulfill. Strangely enough, so did the Sapphire Order. They
went through multiple intermediaries, but Dewellin was able to Pouch of Primal Magic
trace the funds.

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95
Ring of Trade Magic Shops Generated Daily
If you’re looking for additional ways to streamline the
Ring, rare
process of coming up with things for players to purchase
Once per day, this ring can be activated over the course of such as when using the Ring of Trade, you can integrate
a minute to summon a random merchant chosen Creed’s Codex Magic Shop – a free, dynamic, daily-
by the GM to an unoccupied space adjacent to refreshing marketplace for magical items designed to
make the shopping experience both extremely easy for
you. The merchant’s wares, tools, building (if they
GMs as well as possible to take place between sessions.
have one), and any other items they regularly use • The Magic Shop changes daily, featuring new
for business come with them. If there isn’t space magical items tailored to the shop’s rotating owner
for everything, they and their possessions will and inventory.
appear in the closest unoccupied space with which • Buy Gear: Players can exchange their gp for magical
everything fits. They stay for 1 hour, after which items at the shop’s set rates, providing instant rewards
they return to their prior location along tied directly to their efforts in battle without requiring
with their possessions. If you traded with the GM to determine prices.
the merchant, any items you purchased • Custom Shops: Each new shop owner brings their
own flavor, theme, and unique inventory, creating
or sold stay with the new owner. If
memorable interactions for your players.
either party attempts to steal, cheat,
or otherwise cause harm to the other Staff of Command
party, the ring immediately severs the
connection. The merchant and their Staff of Command
belongings are transported to their prior
location. The party acting in bad faith must Staff, weapon, uncommon (requires attunement
immediately roll on the convergence table. by a summoner)
The attuned staff can be used as a spellcasting focus
Lore while being held, providing a +1 bonus to attack rolls
The challenge facing many legendary crafters was
and the saving throw DCs of your cantrips.
distribution. They may have created a cache of highly
In addition, when a summoner is attuned to this
sought-after magic items, but connecting the buyer
staff, the limit to the number of creatures they can
to the seller was often a logistical nightmare. Unless
control is increased by the staff’s bonus.
specifically commissioned, magesmiths often ended up
Rare Variant. The staff provides a +2 bonus to attack
with a surplus of goods. The ring of trade was devised by
rolls and the saving throw DCs of your cantrips.
one such magesmith. Cragley liked his workshop. It was
Very Rare Variant. The staff provides a +3 bonus to
cold, dark, and quiet when he wasn’t blasting something
attack rolls and the saving throw DCs of your cantrips.
with his arcane forge. Since he didn’t want to leave to sell
Legendary Variant. The staff provides a +3 bonus to
his items, he built an item that would bring the merchants
attack rolls and the saving throw DCs of your cantrips.
to him. He never did get the magic right to choose, but
In addition, summons add the staff’s bonus to their
he could meet a new one every day. Some were definitely
damage rolls.
worse than others.
Seb got his hands on a ring of trade. His plan was simple; Lore
he would rob the merchant he summoned, who would then be Thought to be lost after the multitude of convergence
sent back to her prior location, unable to pursue him. His plan cataclysms rocked the continent, the staff of command
went flawlessly until he unsheathed his sword. The merchant’s is highly sought. Especially prized by the hiveminds,
eyes grew large before she suddenly vanished. Seb was the staff provided the head-space to control additional
caught off guard and did not see summoned creatures. The staff is said to be made
the coconut fall from the of ancient wood with a floating, glowing orb that
sky, which knocked him provides the assistance needed to maintain more
unconscious. When he summoning formulas. Adventuring parties often scour
awoke sometime later, the lands near the Weeping Mountains, a range of
he found a note tucked smoldering volcanoes rumored to be the last place the
into his undergarments, staff was seen.
“great meeting you!” Lux loved her itty-bitty kitty. What she loved even more
Unfortunately, he was having more kitties. Others didn’t share her enthusiasm for
seemed to be missing the saber-tooth tiger summons she kept by her side.
the rest of his possessions,
including his recently
Ring of Trade acquired coconut.

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Staff of Outfitting Staff of the
Staff, rare (requires attunement by a summoner) Dinosaur Staff of the Dinosaur Warden
The staff has 4 charges. As a bonus action, you can choose Warden
to expend one or more charges to summon equipment
Quarterstaff,
for your summons with which they are proficient. You
uncommon (requires attunement
choose what this equipment looks like,
by a druid or ranger)
which instantaneously equips to the
summon of your choice, providing While holding this magic
one option for each charge spent. quarterstaff, you gain a +1 bonus to
You can select the same option attack and damage rolls made with
more than once. it, and you gain a +1 bonus
to spell attack rolls and the
• Your summon gains a
saving throw DCs of your
fighting style
druid and ranger spells.
• Your summon gains
In addition, you can
proficiency and expertise in
use the quarterstaff as a
one skill of your choice
spellcasting focus for your
• When your summon has
druid and ranger spells.
advantage on an attack roll, it
Once per day you can cast
can reroll one of the dice once
the spell Retaliatory Strike,
• Your summon reduces the damage it
which recharges after you
takes from all sources by 1
complete a long rest.
• Your summon can read aloud 5 languages of
In addition, you can cast Speak
your choice
with Animals at will, but can only
• Your summon emits bright light in a 20-foot
converse with dinosaurs.
radius and dim light for an additional 20 feet
Rare Variant. This staff
• Your summon gains proficiency with two
provides a +2 bonus.
equipment types of your choice
Very Rare Variant. This staff
The staff regains 1d4 expended charges daily at provides a +3 bonus.
dawn. If you expend the last charge, roll a d20. Legendary Variant. This staff
On a 1, the staff immediately triggers the power provides a +3 bonus. In addition,
of convergence, requiring you to roll on the you gain a +3 bonus to AC and
convergence table. saving throws as your skin
turns to hardened scales.
Lore
Some summoners see summons as but the Lore
base upon which to build. The staff of outfitting Once wielded by Lyra, the
was created to provide additional power to their legendary Dinosaur Warden,
summoned creatures by summoning additional this staff was her companion in
equipment. The eccentric wizard who developed her lifelong quest to protect the
this magic item was experimenting with a more ancient creatures and their realms.
powerful version but vanished when his tower Gifted to her by a sentient tree from
sunk into the earth suddenly. Whether or not he the Golden Treetop druid grove,
finished the improved design is unknown, but the intricately carved focus is what
those staffs that remain have been passed down allows communication with the
through the ages among the summoners. Some majestic beasts.
claim that additional abilities can be unlocked,
Jenkins finally obtained the staff
though nothing has been confirmed.
he had been seeking. As he grasped
Focusing on the combat aspects of the staff was only it, the cacophony of dinosaur chatter
seeing a fraction of the item’s power. Sure, Aless could flooded his senses with a disorienting
summon a gladiator and give him a few fighting styles. rush: the airborne pterosaurs discussing
Instead, she could summon a pegasus, give it the ability their abodes, the towering sauropods
to read and have it radiate light to explore the forgotten foraging for the best leaves, and the
library. There were so many options opened up to ravenous predators drawing near to
overcome the hurdles ahead. his position.
Staff of Outfitting
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Body Modifications Magesmiths and Their Guild

B
ody modifications trace their origins Magesmiths are the brilliant minds behind both the
back over 500 years to Kyrianna, a divination sentinels and body modifications. These
legendary psion, and her disciples. When skilled artisans cater primarily to the elite of the Heavens,
Kyrianna and her followers vanished trading their expertise for wealth and influence. In the
overnight, their groundbreaking Bowels, however, magesmiths of questionable morals
knowledge was lost, and these magical operate outside the law, offering crude, experimental
enhancements faded into obscurity. Adventurers pursued modifications to desperate individuals willing to risk their
whispers of the “Nexus,” a fabled city where Kyrianna lives for power.
was said to have relocated—a city where she does indeed To maintain control over these advancements, the
reside, though shrouded in secrecy. Meanwhile, reckless Magesmith Guild, governed by the Heavens, was
experimentation on body modifications persisted in the established to oversee the creation and distribution of
shadows, eventually forced deep into the Bowels after body modifications. Publicly, the guild claims to ensure
the Zephyr’s Veil elite deemed them too dangerous and safety and quality, but its true purpose lies in preserving
imposed a ban. the Heavens’ dominance. The guild carefully regulates
Just before the Cataclysm was unleashed by the which modifications can be sold and to whom, keeping
artifacts, body modifications reemerged seemingly out the most powerful and sought-after enhancements out of
of nowhere—this time, with remarkable success. This reach for those in the Core and the Bowels.
was due to their reintroduction by Kyrianna herself. This tight control ensures that the elite remain at the
The citywide ban was quickly lifted, and soon, the elite forefront of body modification technology while the
of the Heavens began adorning themselves with these rest of society is left to contend with limited and inferior
enhancements. Over the years since, body modifications options. The Magesmith Guild serves as both a gatekeeper
have advanced dramatically, becoming safer and more and a stark reminder of the societal divide, reinforcing the
accessible. Those in power saw an opportunity to extend Heavens’ grip on power.
the productivity of their labor force while simultaneously
The Magesmith Guild stands as a testament to
profiting from it by selling body modifications and
the brilliance and ambition of the finest artisans.
earning even more revenue on the upkeep. They have Known for developing the divination sentinels
driven innovations to make these modifications both safer and body modifications, their creations blend
and easier to acquire. the organic with the arcane. Though they claim
Today, body modifications remain a symbol of power to safeguard innovation for the good of society,
and status, with the elite enjoying unfettered access to the whispers speak of a deeper agenda—one that keeps
most advanced enhancements, while those in the Core the most powerful advancements firmly in the
and Bowels must scrape by with meager alternatives. hands of the elite. If you’re seeking enhancements
to push beyond mortal limits or unlock hidden
Cultural Impact potential, the Magesmith Guild is the only
sanctioned place to start.
Body modifications have deeply divided society. Among
the wealthy and influential, they are a status symbol—
living proof of power and ambition. For the desperate Body Modification Details
and downtrodden, they are a means of survival, often
The pursuit of power, survival, and individuality has
obtained through dangerous dealings with black-market
driven humanoids to embrace body modifications—an
magesmiths. To some, body modifications symbolize hope
ever-evolving fusion of the organic and the arcane.
and progress; to others, they serve as a grim reminder of
From enhancements that bolster physical capabilities to
the cost of ambition and the perceived loss of the soul’s
aesthetic augmentations reflecting personal identity, these
purity. Society spans a spectrum of values: on one end,
modifications offer limitless possibilities.
purists cling to tradition, rejecting body modifications
entirely and preserving appearances that mirror their Rules for Body Modifications
ancestors from a thousand years ago; on the other, some Body modifications are a unique type of magic item
individuals push the boundaries of transformation, and follow all standard magic item rules unless
becoming more modification than original form. These specified otherwise:
extremes, along with the many perspectives in between, Requires Attunement. All body modifications
reflect the patchwork identity of Zephyr’s Veil, a city as require attunement and count toward a character’s
diverse and evolving as the people who inhabit it. attunement limit.

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100
Not Body Part Restricted. Modifications are not limited
by specific body parts. For example, a character could The Cycle of Exploitation
add multiple arms, an additional eye, or even replace a If you get hurt on the job, you can’t work. If you
limb entirely.
can’t work, you can’t eat. You have to take out a loan
Capability Recharging. Each modification requires a
spell slot to be expended weekly to recharge. If the slot for a body mod to get back to work. Now you’re in
is not spent, the character gains 1 level of exhaustion per debt, doing the same dangerous job that broke you
uncharged modification until it is recharged. Exhaustion in the first place, just to pay off the body mod you
from this cannot exceed 1 level per modification and is needed to keep working—plus you now have ongoing
removed once the required spell slot is expended. maintenance costs for the body mod. No wonder
Cumulative Benefits. Modifications retain the effects of
body mods are extremely safe. They can wear down
lower rarities when upgraded. For instance, a +1 bonus
to passive perception from a common tier combined with their workers, then sell them the fix, keeping them
a +2 bonus to passive perception at the uncommon tier on the hook for life plus extending the life of their
results in a total bonus of +3. workforce at the same time. I wouldn’t be surprised
Saving Throws. Some of your abilities may require your if they made the work even more dangerous—trapping
target to make a saving throw to resist the effects. The people in an endless cycle of dependency and profit
saving throw DC is calculated as follows:
maximization.
Saving Throw DC = 8 + your proficiency bonus + your
Constitution modifier -Creed, Shadow Stalker

Body Modification Tiers of Play


Body modifications align with the general tiers of play but Recharge Costs
can be introduced at any stage in a character’s progression: Recharging body modifications is an ongoing expense.
Players can find spellcasters available to recharge their
• Common: Levels 1-2 modifications—for a price. Alternatively, the required
• Uncommon: Levels 3-6 spell slot can be provided by the player or another
• Rare: Levels 7-11 member of their party. The rates for recharging are
• Very Rare: Levels 12-16 detailed in the Body Modification Recharging Table.
• Legendary: Levels 17-20 Recharge Subscriptions. Factions often promote
subscription-based recharge services to ensure long-term
Upgrading Body Modifications dependency on their resources. Discounts are available
As modifications include inherent rarity tiers, their power for upfront annual payments, as shown in the Yearly
can scale with the players. Consider one or more of the Subscription Price.
following upgrade methods:
Milestone. Automatically upgrade modifications when How to Calculate Price
players reach certain character levels or complete key When designing custom body modifications, consider the
story events. following factors to determine their price:
Requirement. Require players to seek rare materials, • Utility: How broadly applicable are the abilities? Do
rituals, or artisans to facilitate the upgrade. they enhance exploration, combat, or roleplay?
Cost. Allow players to pay the difference between their • Power: Does the modification grant a significant
current modification’s value and the cost of the desired advantage? How game-changing are the abilities for
upgraded tier. the tier?
• Scaling: Does the item’s utility grow with the
Body Modification Prices character, or is it static?
Body modifications are priced at approximately half the
• Synergy: How well does the modification
cost of a traditional magic item of the same rarity. They
complement existing mechanics, such as classes or
also come with an upkeep cost, reflecting the societal
other magic items?
dependence on factions that control their distribution
and maintenance. Each modification requires a weekly To assist GMs, we’ve priced the body modifications in
spell slot expenditure to recharge. If not recharged, this guide according to these principles.
the user suffers one level of exhaustion per uncharged
modification until the slot is spent.

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101
Pricing Tables for Body Modifications Players Selling Spell Slots
Below are the pricing tables for all body modifications Characters who wish to sell their spell slots for recharging
included in this guide. If you’re looking for robust search, services may encounter the following complications:
sort, and filter capabilities of the body modifications, plus • Guild Affiliation: Membership in a guild may
another 400+ magic items, visit CreedsCodex.com. be required, with a significant cut of earnings
taken as dues.
Body Modification Price Table • Criminal Syndicates: Syndicates might demand
protection money or impose harsh consequences for
Rarity Price Range
operating independently.
Common 25-50 gp • Forced Conscription: Authorities or factions may
Uncommon 51-250 gp conscript them to maintain heavily modified individuals.
• Bureaucracy: Extensive paperwork and delays may
Rare 251-2,500 gp hinder operations.
Very Rare 2,501-25,000 gp • Emotional Burden: Characters may be overwhelmed
by pleas for help and stories of desperation.
Legendary 25,001+ gp

The air hums with arcane energy and the


clinking of tools echoes off the tightly packed
buildings. Gleaming, illusory signs hang above
storefronts, showcasing glowing diagrams of
body modifications and their wondrous effects.
The scent of heated metal and arcane oils drifts
through the air.

A sharply dressed guild attendant approaches, their


robes catching the glow of enchantments displayed
in the shop windows. They smile, their expression
radiating polite superiority, and speak in a melodic,
rehearsed tone:

“Welcome to the Magesmith Guild, where we


elevate the mundane into the exceptional. Our
body modifications are designed to reveal your
inner perfection.

Whether you seek to amplify your strength, heighten


your senses, or command the arcane with elegance,
we have a modification to suit your aspirations—
assuming you can afford it. Crafted with unmatched
precision and tailored exclusively for you, our
enhancements blend the organic with the arcane in
ways lesser artisans could only dream of.

Step closer, adventurer. Transformation awaits—


don’t settle for mediocrity when greatness is
within purchase.”

Body Modification Recharging Table


Rarity Minimum Spell Slot Cost (per recharge) Yearly Subscription Price
Common Level 1 1 gp 40 gp
Uncommon Level 3 10 gp 400 gp
Rare Level 5 100 gp 4,000 gp
Very Rare Level 7 1,000 gp 40,000 gp
Legendary Level 9 10,000 gp 400,000 gp

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102
Fire Elemental Heart Infusion
Body modification (requires attunement)
The molten core of a fire elemental now fuels your very
being. This arcane heart infusion grants you searing
resilience and fiery might, pulsing with
energy that burns as fiercely as your will to
survive. You gain the benefits of the rarity
you attuned with, plus lower rarity benefits.

Common
A small ember of elemental fire pulses within
you, empowering your ability to ward off
cold and manifest flame:
• You have advantage on saving throws
due to cold environments.
• You can use an action to ignite or douse
a tiny flame on your fingertip, which
provides bright light in a 10-foot radius
and dim light for an additional 10 feet.

Uncommon
Your body has begun to harmonize
with the infusion, granting increased
control over heat:
You can heat and mold nonmagical objects
or terrain no larger than 5 cubic feet made
of metal, stone, or sand by touching it for 1 minute. This
allows you to shape it into simple forms, such as bending
bars, turning sand into glass, creating an opening in
Legendary
You embody the raw essence of fire, radiating heat and
stone, or similar effects. You can use this a number of
destruction with every step:
times equal to your Constitution modifier, with all uses
refreshing on a long rest. If you use this ability more than • You can cast Fireball at 9th level once per long rest
your Constitution modifier allows before a long rest, you without using a spell slot or material components.
immediately gain 1 level of exhaustion per additional use. When cast in this way, you can choose to have the
spell deal maximum damage, but you gain 1 level of
Rare exhaustion.
The elemental flame courses through your veins, • Once per long rest, as a bonus action, you can
enhancing your fiery passions and manifestation of fire: transform into a fire avatar for 1 hour and gain the
As a bonus action, you can teleport up to 30 feet to an avatar’s traits.
unoccupied space you can see. When you vanish, you
leave behind a burst of flame. Each creature within 5 feet Fire Avatar. Your form becomes wreathed in flame as
of the space you left must make a Dexterity saving throw you fully harness the power within.
or take 2d6 fire damage. You can do this a number of • You can move through a space as narrow as 1 inch
times equal to your Constitution modifier per long rest. without squeezing.
• When a creature touches you or hits you with a
Very Rare melee attack while within 5 feet, or you hit a creature
The molten core within you now surges with with a melee attack, it takes 1d6 fire damage.
unrestrained energy: • You gain a fly speed equal to your walking speed.
You gain immunity to fire damage. • You can use your action to create a line of fire 30
feet long and 5 feet wide extending from you in a
direction you choose. Each creature in the line must
make a Dexterity saving throw. A creature takes 4d8
fire damage on a failed save, or half as much damage
on a successful one.

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103
Eyestalk Rare
Your eyestalk grants you access to potent abilities:
Body modification You can use the Rare Eyestalk Bonus Actions.
(requires attunement)
Rare Eyestalk Bonus Actions
You graft an eyestalk from a d4 Option
beholder or similar creature onto
1 Blindness Ray. The creature must succeed on a
your body which gives you the ability to
Constitution saving throw, or be blinded until the
shoot random rays. You gain the benefits end of its next turn.
of the rarity you attuned with, plus
lower rarity benefits. 2 Restraining Ray. The creature must succeed on a
Strength saving throw or be moved up to 30 feet in
Eyestalk. As a bonus action,
any direction and be restrained until the end of its
roll a d4 and shoot one random
next turn.
ray at a target you can see
within range. The range begins 3 Mindbreak Ray. The creature must succeed on an
at 30 feet and increases in 30 Intelligence saving throw, or forget everything that
foot intervals to a maximum happened in the last minute.
of 150 feet at legendary. You can 4 Rot Ray. The target must make a Constitution
choose which table you’re rolling on after you’ve rolled. saving throw or take 13 (3d8) necrotic damage.

Common Very Rare


You have basic capabilities with your eyestalk: Your eyestalk becomes a formidable weapon:
You can use the Common Eyestalk Bonus Actions. You can use the Very Rare Eyestalk Bonus Actions.
Common Eyestalk Bonus Actions Very Rare Eyestalk Bonus Actions
d4 Option d4 Option
1 Brainfog Ray. The creature must succeed on a 1 Charm Ray. The creature must succeed on a
Wisdom saving throw, or it can’t take reactions Wisdom saving throw or be charmed by you until
until the end of its next turn. the end of its next turn.

2 Deafening Ray. The creature must succeed on a 2 Void Ray. The creature must succeed on a
Constitution saving throw or be deafened until the Charisma saving throw or be banished to a
end of its next turn. harmless demiplane until the end of its next turn,
reappearing in the space it left or the closest
3 Weakening Ray. The creature must succeed on a unoccupied space.
Strength saving throw or have its damage reduced
by 1 until the end of its next turn. 3 Paralysis Ray. The creature must succeed on a
Constitution saving throw or be paralyzed until the
4 Withering Ray. The target must make a end of its next turn.
Constitution saving throw or take 2 (1d4) necrotic
damage. 4 Death Ray. The target must make a Constitution
saving throw or take 22 (4d10) necrotic damage.

Uncommon Legendary
Your control over the eyestalk deepens: The eyestalk reaches the peak of its power:
You can use the Uncommon Eyestalk Bonus Actions. • When you use the Eyestalk bonus action, you can
Uncommon Eyestalk Bonus Actions now choose up to two specific rays from any of the
d4 Option tables. Both rays can target the same creature, or each
1 Poison Ray. The creature must succeed on a ray can target a different creature.
Constitution saving throw or be poisoned until the • Your rays deal double damage to objects and
end of its next turn. structures.
2 Fatigue Ray. The creature must succeed on a
Dexterity saving throw or it can take either an
action or a bonus action on its next turn, not both.
3 Slow Ray. The creature must succeed on a
Strength saving throw or have its speed reduced to
0 until the end of its next turn.
4 Decay Ray. The target must make a Constitution
saving throw or take 7 (2d6) necrotic damage.

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104
Pricing
Create Body Modifications The price range for each rarity is provided. The body
Body modifications allow for nearly limitless modification generator also generates a price if you want
customization, with over 4 million possible combinations to leverage that pricing for your own body modifications.
using the provided tables alone. These tables are designed
to streamline the creation process, letting GMs and Body Modification Price
players craft unique enhancements tailored to their game Rarity Price Range
and character. Common 25-50 gp
Uncommon 51-250 gp
Randomly Generate
To create your own, roll twice on the Common Body Rare 251-2,500 gp
Modification Traits table and once on each of the Very Rare 2,501-25,000 gp
successive tables. The GM determines the specifics if Legendary 25,001+ gp
required, such as which skill the bonus applies to or which
spell is learned. Common Body Modification Benefits
I’ve also put together a tool where which generates
d20 Benefit
them and gives you access to modify the options if desired,
which you can access here. 1 Gain a +1 bonus to a specific skill.
2 Gain a +1 bonus to initiative rolls.
Custom Design 3 Gain darkvision out to 10 feet or increase your
If desired, the body modifications can also be open to the existing darkvision by 10 feet
player to custom build their own, choosing the specific
benefit at each tier from the tables provided. Additional 4 Gain a cantrip of your choice. Constitution is
options can be added and existing ones can be removed or your spellcasting ability.
modified to better suit the setting. 5 You know when one creature type is within 120
feet of you.
Body Modification Structure 6 Gain a climbing speed equal to your walking
Body modifications are cumulative with each level of speed.
rarity including the lower rarity options as well. The
7 Gain 5 temporary hit points, which replenish
general structure is: at dawn.
• Common: 2 common traits 8 Mimic any noise you’ve heard within the last
• Uncommon: Add 1 uncommon trait hour.
• Rare: Add 1 rare trait 9 Gain immunity to the deafened condition.
• Very Rare: Add 1 very rare trait
• Legendary: Add 1 legendary trait 10 When you take the Dash action, your
movement increases by an additional 5 feet.
Body Modification Structure Guidelines 11 Emit dim light in a 10-foot radius, which you
This structure is a guideline, which can be modified to can toggle on or off as a bonus action.
better suit the specific body modification. For example,
you could have two traits added at legendary which are 12 When you take the Dodge action, you gain a +1
both slightly less powerful. bonus to AC until the start of your next turn.
Players are encouraged to work with the GM to create 13 When you take the Help action, the assisted
modifications that align with their character’s story and creature gains a +1 bonus to their roll.
the campaign setting. The provided benefits are examples
14 Your body grows 1 goodberry per day, which
and can be adjusted to fit narrative or thematic goals.
functions as if cast by the spell.
Keep in mind that if all the traits are stacking, power
creep at multiple rarities will make for an extremely 15 When you finish a short rest, regain hit points
powerful end item. equal to your Constitution modifier.
16 When you take the Disengage action, you gain
a +1 bonus to AC until the start of your next
Combining Benefits turn.
If you roll a benefit to the same feature twice, its effects 17 Gain proficiency in a tool or musical
stack unless otherwise stated. instrument.
18 Gain proficiency with a weapon.
19 You count as one size larger for carrying
capacity and lifting weight.
20 Learn a new language of your choice.
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105
Uncommon Body Modification Benefits Very Rare Body Modification Benefits
d20 Benefit d20 Benefit
1 Increase your reach by 5 feet. 1 You cannot have disadvantage on any rolls.
2 Increase your maximum hit points by 10. 2 Increase your maximum hit points by 40.
3 Gain darkvision out to 60 feet, or increase your 3 Gain blindsight out to 60 feet, or increase your
existing darkvision by 60 feet. existing blindsight by 60 feet.
4 Gain a 2nd-level spell and a single 2nd-level 4 Gain a 6th-level spell and a single 6th-level spell
spell slot. Constitution is your spellcasting slot. Constitution is your spellcasting ability.
ability. 5 Increase one ability score by 2.
5 Gain advantage on attack rolls against a 6 Gain a flying speed equal to your walking
specific creature type. speed.
6 Gain a +1 bonus to AC when not wearing heavy 7 Teleport up to 20 feet as a bonus action.
armor.
8 Gain telepathy with a range of 120 feet.
7 Automatically stabilize whenever you are dying
at the start of your turn. 9 Gain immunity to the stunned condition.

8 Gain advantage on a specific skill. 10 Increase your walking speed by 40 feet.

9 Gain immunity to the poisoned condition.


10 Increase your walking speed by 10 feet.
Legendary Body Modification Benefits
d20 Benefit
Rare Body Modification Benefits 1 Gain a +3 bonus to all saving throws.
d20 Benefit 2 Gain a +3 bonus to all ability checks.
1 Gain proficiency in one saving throw. 3 Gain truesight out to 60 feet, or increase your
existing truesight by 60 feet.
2 Increase your maximum hit points by 20.
4 Gain an 8th-level spell and a single 8th-level
3 Gain tremorsense out to 60 feet, or increase
spell slot. Constitution is your spellcasting
your existing tremorsense by 60 feet.
ability.
4 Gain a 4th-level spell and a single 4th-level spell
5 Gain a +3 bonus to all attack rolls.
slot. Constitution is your spellcasting ability.
6 Increase one ability score to 22.
5 Gain resistance to one damage type.
7 Regain 10 hit points at the start of each of your
6 Gain a burrow speed equal to your walking
turns, provided you have at least 1 hit point.
speed.
8 Gain an additional reaction per round.
7 Gain advantage on saving throws against spells.
9 Gain immunity to the charmed, restrained, and
8 Increase one ability score to 18.
paralyzed conditions.
9 Gain immunity to the blinded condition.
10 Increase your walking speed by 60 feet.
10 Increase your walking speed by 20 feet.

Limited or No Downtime
Unlike many rules for magic item creation, creating a
A Menu of Modifications
I sat across from a magsmith, flipping through a menu
body modification is not intended to have a substantial
reminiscent of that found in a tavern. “Aetherfused
down time requirement. The body modification uses
ongoing magic and the user’s body rather than relying on sinews will give you a burst of speed, but if you’re
substantial work to create a stand alone item. looking for raw power, I’d go with the titanbone
graft,” she said, tapping the page with a metal-tipped
finger. I wasn’t sure what disturbed me more—the
casual way she spoke about replacing parts of my
body or the fact that I was actually considering it. In
Zephyr’s Veil, the line between man and machine isn’t
just blurred—it’s up to you to redraw it.
-Creed, Shadow Stalker
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106
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107
Magical Loot to Elevate On the Horizon
Your Game The deeper I delve into ancient archives and forbidden
texts, the more I realize how much of our world remains unseen.

T
he Creed’s Codex: Vault of Aeonian Wisdom
Kickstarter will introduce even more Landscapes shift, empires rise and fall, but more often than
magic items to add wonder to the world not, it is the creatures that inhabit them that serve as the true
and provide unique and powerful tools catalysts for change. I’ve been piecing together scattered records,
for characters. Those who follow the unraveling myths, and cross-referencing conflicting accounts.
project will have the opportunity to help Some of these creatures have been lost to time, while others
determine what is developed. are deliberately hidden. From the mind-warping psimera to
the enigmatic chronosentinels, their stories paint a picture of
Follow the Kickstarter now—exclusive content, discounts, forgotten experiments, forbidden knowledge, and beings with
and stretch goals are only available during the campaign. motives beyond mortal comprehension.
Once the campaign ends, these offers are gone. I’m still compiling the details, but I can guarantee at least
fifteen of these creatures will make it into the next update—
If you’re ready to expand your magic item options today, creature statistics, lore, and the hidden truths behind them.
explore these titles already available: Some are monsters to be feared, others allies to be sought, and a
rare few walk the thin line between both.
Get Creed’s Codex: Echoes of the Shattered Age to unlock:
70 Powerful and Thematic Body Modifications. 14 Creed, Shadow Stalker
for each rarity from common to legendary with an
additional 4 million options available with the body
modification generator. More Than Stat Blocks

S
tat blocks are critical, but to
Get Magic Items and Exotic Equipment to unlock: effectively use creatures in your world,
55 Magic Items For All Types of Games. Magic items you need inspiration and tools to quickly
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everything you need to weave these
Get Creed’s Codex: Legends of the Psions to unlock: beings into your game—whether as formidable foes,
26 Psion Inspired Magic Items. Items ready to enhance powerful allies, or mysterious forces lurking in the
psionic capabilities and add innovative new options. shadows.

Get Martial & Spellcaster NPCs & Villains to unlock:


7 Enchanting Magical Items. Equip your allies—or
What to Expect
the players’ enemies—with dangerous and intriguing To make it easy to use these creatures, multiple aspects
magical gear. are covered:
• Rich Lore & History – The origins, motivations,
Get Coldforge Gauntlet to unlock:
and hidden truths behind each creature.
Ring of Stabilization and Manual of Minor Golems. Evade
• Unique Abilities & Traits – Mechanics that reflect
death and craft your own minor golems.
their nature and role.
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Get Creed’s Codex: Arcane Secrets of the
medium, hard, and deadly) complete with loot
Summoners to unlock:
suggestions.
Dagger of Spell Stealing. A deadly weapon against
• Adventure Hooks – Story-driven ideas for
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• Factions & Relationships – Insights into who they
Get Prison Break to unlock:
serve, who fears them, and the conflicts they shape.
Tome of Demonology. Keep the tome out of the Shadow
• Balanced Stat Blocks – Confidence that each
Followers’ hands, or attune to it yourself. Be wary of
creature’s CR matches its offensive and defensive
binding it to your soul—great power is within reach, as is
might.
great danger.
With at least 15 creatures making their way into the next
update, expect a variety of beings—from ancient guardians
and psionic horrors to creations of forgotten magic and
entities that defy mortal understanding. Stay tuned!

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108
Become an Insider Join Discord

B
Join me for access to unreleased work-in-progress ecome part of a vibrant community of
materials, provide guidance on what I should unearth next, and explorers and creators. By joining the
Discord, you’ll gain access to:
find other like minded individuals ready for adventure.
Creed, Shadow Stalker

Follow the Kickstarter • Direct Access to the Team – Ask questions, share
suggestions, and get insights from Brendan.

F
ollow the upcoming Kickstarter to
unlock exclusive content, early access, and • Exclusive Previews – Be the first to see new
the chance to shape the future of Creed’s content and drive the direction with your feedback.
Codex: Vault of Aeonian Wisdom. Don’t • Vote on Artwork – choose which concept pieces to
miss out—these rewards are only available move forward with and develop new creations.
during the campaign. • Ongoing D&D Game Open to All – Multiple GMs
in a living, growing world ready for adventure.
Follow the Kickstarter now! • Live Discussions – Chat with fellow adventurers,
share campaign stories, and brainstorm ideas.

Subscribe to YouTube Join Discord Now!

D
ive deeper into the world of Creed’s
Codex with exclusive video content
designed to inspire and empower your
campaigns. By subscribing, you’ll unlock:

• Mechanics Development – Learn how to build and


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a quality manuscript ready for printing.
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• Live Q&A Sessions – Get your questions answered
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109
• Growing Library - Access 1,700+ subclasses,
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Creed, Shadow Stalker
body modification generator with 4 million options,
and more. Most tools are built using google sheets
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A
s a player who has amassed a vast game.
collection of PDFs and hardcovers over the • Exclusive Content - Includes exclusive work-in-
years, I know how challenging it can be to progress content, letting you start using content
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feat can take valuable time away from your com isn’t just a static library. As Creed uncovers more
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