Citites of Clappin
Citites of Clappin
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In a realm where the very essence of life and
magic intertwines, What we call magic exists as
a mystical force known as the manaflow. This
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intricate network spans the entire globe, aligned
in patterns reminiscent of a magnetic field.
Curiously, many Thalon communities have long
held beliefs in a similar phenomenon, though
they lack the ability to comprehend or measure
its true nature. This enigmatic system, as
ancient and unpredictable as the cosmos itself,
can undergo shifts and realignments in response
to celestial events.
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Aeons ago, the earliest ancestors inhabited
a time when the manaflow network formed
a single, precise orbital ring encircling the
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planet. This perfect alignment allowed for the
existence of only one manaflow attunement to
which the flora and fauna of the planet were
born innately attuned. The consequential powers
were magnificent in their strength. However, the
world was not destined to remain this way.
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Settlers spreading across a globe
resemble particles diffusing, each
moving towards equilibrium,
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environment, much like materials adapting
to pressure, refining traits for seamless
survival.
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pl Over the course of history, the planet experienced
a series of transformative occurrences; a solar
storm, a meteorite collision, and significant
geological shifts. These events forever altered the
landscape and, with it, the once pristine manaflow
network. The ley lines that once formed a seamless
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ring became a tangled web of energy, giving rise to
a multitude of magical attunements.
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hereby identified as Product Identity, as
defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content:
All trademarks, registered trademarks, proper
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name (characters, deities, etc.), dialogue, plots,
storylines, locations, characters, illustrations,
and trade dress. (Elements that have previously
been designated as Open Game Content or are
in the public domain are not included in this
declaration.)
Credits
Lead Design: Daniel Catchpole
Spell Casting 6
Chapter 1 Character Creation 7
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Ancestries and Upbringing 8
Elementalist 11
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Activator 15
Shaper 19
Keeper 24
Reborn
Unaligned
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35
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Chapter 2 The World of Senthar 40
Chapter 3 Lochmere City of testament 63
Chapter 4 Building a Sentharan Adventure 69
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5
Spell Casting
Spellcasting on Senthar is much more akin to
ability use as energy drains from you to achieve
the effects, therefore no verbal components
are needed for any spell. There are no arcane
focuses.
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Magic is the shown in the classes level table.
projection of Spells and some actions will spend or restore
natural energies this mana.
to produce
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needed effects. You can choose to spend one or more hit die
during a short rest to restore mana, this can be
done as well as spending one or more die for
health.
When you do so, roll the die spent, and restore
the corresponding amount of mana.
e total mana.
The Cities of Senthar book offers a new take on Ancestries and Upbringing, A mana based
spellcasting system and new classes. These combined give a unique take on building a
character for 5e.
Senthar offers 6 new classes for your RPG games with a new take on magic and martial classes
alike.
They are not meant to be balanced with non-Senthar characters so please check with your
Game master before running them.
Elementalist
Activator
Shaper
Keeper
Reborn
Unaligned
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Ancestries and Upbringing Ancestry: Islandwalkers
Islandwalkers is a description of those with
In this section you will find optional Race + ancestry in the 1000 Isles. They are adept
Background rules for making a Sentharan swimmers, accustomed to navigating the
character. waterways around their island homes. They also
possess a natural resistance to overheating.
All Sentharan characters gain: They gain the following traits:
- proficiency in one skill Trait: Aquatic Dampening
- boost your stat scores by one of the following Your swimming speed is equal to your walking
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options. speed, reflecting your exceptional ability to
a) +2 to a chosen stat and +1 to a different stat move through water with ease.
b) +1 to Three chosen different stats Additionally due to oily skin you are resistant to
all fire damage.
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Additionally you have the option to choose either
a single ancestry or a mixed ancestry. Ancestry: Domanish
Domanish individuals are typically shorter and
Single ancestry. Choose an ancestry option stouter compared to other ancestries, known
below. Your character will gain the associated for their incredible endurance and ability to
required trait and two Upbringing traits. withstand fatigue. They possess the following
trait:
Mixed ancestry. Choose two ancestry options Trait: Tireless
below. Your character will acquire the required Your hardy nature grants you the capacity to
trait.
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traits of both ancestries but only one Upbringing carry heavier loads and resist exhaustion. You
have double the normal carrying capacity, and
you may ignore the first exhaustion level you
would receive each day.
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Ancestry: Khanfolk
Distinctive for their darker skin and elongated
The Aetherwoven is the name for those whose Trait: Brave Beyond Reason.
descendants lived in the Taleswood for too You have advantage on saving throws against
long, but is also incorrectly attributed to those being frightened and cannot be intimidated.
who descend from inhabitants of The Fair Wood Additionally if you take a dash action that ends
as they share similar characteristics. Visually in melee range of a hostile creature, you may
they can be identified by excessive hair growth make a melee attack as part of that move.
or rounded faces. imbued with an inherent
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Beast Whisperer
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You grew up surrounded by animals,
developing a strong bond and understanding
of their nature.
Trait: You can communicate simple concepts
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to animals as a one sided understanding. If
used as part of an animal handling check,
gain advantage.
Born Entertainer
Your natural charisma and knack for
performance allowed you to captivate
audiences wherever you go.
Faith Unrelenting
You have always felt a strong connection to
the divine, and your faith is stronger than
the compusions of pain.
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found yourself in, you never seemed to environment, where the slowest went
escape a good old rough and tumble. As a without, you developed incredible speed and
consequence your fighting style is more agility.
street fighter than trained combatant. Trait: You gain 5 ft walking speed.
Trait: You gain advantage to attempt to
grapple others, you may also attempt to Gadgeteer
grapple targets that are two sizes larger You spent your time tinkering with gadgets
than you. and gizmos, developing a keen understanding
of mechanics and engineering.
Trait: You can spend 10 minutes to create
a simple mechanical device that lasts for 1
hour or until you create another device.
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Herbalist`s Apprentice Shadow Dancer
You studied under a skilled herbalist, You learned to move silently and strike from
learning the secrets of plants and their uses the shadows, blending into the darkness.
in potions and remedies. Trait: You can attempt to stealth even
Trait: You can identify potions and their without cover of darkness.
properties without the need for a check, and
you gain proficiency with alchemist's tools. Silver Tongue
Your way with words and natural charm
Trouble Circumventer made you adept at persuasion and
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You learned to navigate difficult and negotiation.
dangerous terrain with grace and ease. Trait: As an action, you can attempt to
Trait: You can move through the space of charm a humanoid within 30 feet that
any creature but must end your movement can hear you. The target must succeed
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on an empty space. on a Wisdom saving throw (DC 8 +
your proficiency bonus + your Charisma
Master of Disguise modifier) or be charmed for 1 minute. You
Your life required you to adopt various can use this trait once per short rest.
personas and appearances, honing your
skills in deception and disguise. Stonecunning
Trait: You can perfectly mimic the speech Growing up near mountains and caverns, you
patterns and accents of a creature you have have developed an instinctive understanding
heard speak.
Improviser
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Your dexterity and manual skills were honed
of stone and rock formations.
Trait: You can determine the age and
origin of a stone structure or object with
a successful Intelligence (History) check.
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by necessity or curiosity. Also if you activate a trap that has a stone
Trait: You can use your Dexterity modifier or rockbased component, gain advantage on
instead of your Strength modifier when any saves that you may be required to make
making attack rolls with improvised weapons for that trap.
and unarmed attacks..
Auspicious
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Sea Legs The stars, The gods, The deal with the
You grew up on the ocean, developing a devil. Your natural luck has been attributed
strong bond with the sea and its creatures. to many things over the years. All you know
Trait: You suffer no penalties for movement is it comes in very handy.
or attacks when on a moving or unstable Trait: Once per long rest, you can reroll any
surface, such as a ship. Additionally if you ability check, attack roll, or saving throw
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would fall or be pushed off a raised area you you just made, and you must use the new
instead automatically grab onto the ledge result.
and hang if possible.
Wilderness Survivor
Keen Observer You learned to survive in harsh
Your upbringing taught you the importance environments by relying on your instincts
of awareness and attention to detail. and resourcefulness.
Trait: You can add your proficiency bonus to Trait: When you take a short rest, you can
initiative rolls. forage for food and water for up to six
creatures in natural environments. You
cannot forage if the area is barren or heavily
contaminated.
Making An Elementalist
Elementalist Hit Points
Elementalists are spellcasters who possess the
ability to manipulate temperature. They can Hit Dice: 1d6 per Elementalist level
unleash devastating attacks, create barriers of Hit Points at 1st Level: 6 + your
fire or ice, and wield their powers to reshape the Constitution modifier
battlefield to their advantage. Hit Points at Higher Levels: 1d6 (or
4) + your Constitution modifier per
Elementalist level after 1st
Outside of adventuring their powers come
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fundamental to society, providing warmth, power
using steam, and preserving perishables with Proficiencies
cold. Armour: Light armour
Weapons: Daggers, darts, slings,
Level Prof Features Mana
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quarterstaffs, light crossbows
Bonus Tools: None
Saving Throws: Intelligence,
1st 2 Spellcasting 5 Constitution
Temperature Adaptation Skills: Choose two from Arcana, History,
Insight, Investigation, Nature, and
2nd 2 Elemental Recovery 10 Perception
3rd 2 Subclass Choice 15
4th
5th
6th
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3
3
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Ability Score Improvement
-
Elemental Mastery
20
25
30
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7th 3 Elementalist Advanced Spell 35
List
8th 3 Ability Score Improvement 40
9th 4 - 45
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Spellcasting At 18th level, you reach the pinnacle of your
As an Elementalist, you have learned to harness elemental mastery. You can spend 20 mana as a
the power of temperature and control the action to enter an Ascended state for 1 minute.
elements of heat and cold. During this time, you gain the following benefits:
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Mana: The Elementalist table shows how much - You have resistance to all damage.
total mana you have to cast your spells based - Your fire and cold spells ignore resistance and
om your level. You regain all mana on a long treat immunity as resistance.
rest.
Spells Known: You know all spells from the Master of Elements
Elementalist Starter Spell List. At 20th level, you become a true master of
Spellcasting Ability: Intelligence temperature and the elements. You can cast any
You use your Intelligence whenever a spell spell from the Elementalist spell list without
refers to your spellcasting ability. In addition, spending mana. Once you use this feature, you
Temperature Adaptation
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you use your Intelligence modifier when setting may not use it again until you finish a short rest.
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At 1st level, you gain resistance to your choice
of fire or cold damage.
Elemental Recovery
Starting at 2nd level, whenever you spend your
Hit Dice during a short rest, to recover Mana
Recover twice the amount rolled.
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Elemental Mastery
At 6th level, you gain the ability to enhance your
matter), the system`s internal
elemental spells. When you cast a spell from energy changes in accordance with
the Elementalist spell list that deals fire or cold the law of conservation of energy.
damage, you can spend 2 additional mana to
increase the damage of the spell by 1d6.
Elemental Affinity
At 10th level, you gain Immunity to all non-
magical fire and cold damage, and you ignore
any penalties associated with extreme
temperatures, such as disadvantage on ability
checks or saving throws caused by extreme heat
or cold.
Subclass Options Pyroclasm
At 17th level, when you cast a spell that deals
Seer
fire damage, you can spend 6 additional mana
Seers are Elementalists who possess the
to maximise the damage of that spell instead of
ability to cause themselves or touched
rolling. Additionally, any creature damaged by
objects to experience a transformation into a
your fire spells must make a Constitution saving
heated version. They excel in metal crafting,
throw against your Spell Save DC or suffer from
destruction of buildings, recycling, cooking
the Burning condition, taking 1d4 fire damage
(when mastered), and glass blowing. Seers
at the start of each of their turns until they
are seemingly immune to being scorched with
succeed on the saving throw.
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natural fire and can heat things up with ease.
Heated Transformation
Starting at 3rd level, as an action, you can spend
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2 mana to cause yourself or a touched object to
undergo a heated transformation that lasts 10
turns. While transformed, you gain the following
benefits:
You can touch an object and heat it to the point
of melting or igniting flammable materials.
You can spend 1 mana as a bonus action to
emit intense heat in a 10-foot radius around
you. Creatures within this radius must make a
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Dexterity saving throw, taking 1d4 fire damage
on a failed save. This increases as you level up.
Level 05 - 2d4
Level 10 - 3d4
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Level 15 - 4d4
Level 20 - 5d4
Molten Manipulation:
At 5th level, you gain proficiency with smith`s
tools. Additionally, you spend an action to heat
a melee weapon or 10 ammunition, for the next
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Fiery Aura
At 14th level, you can surround yourself with an
aura of intense heat. As an action, you can spend
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Extreemes Frozen Fortitude
Extreemes are Elementalists who possess At 14th level, when you take damage from
the ability to control temperature extremes, a melee attack, you can spend 4 mana as a
including superheating and temperatures near reaction to unleash a burst of extreme cold. The
zero. This ability is incredibly powerful but attacker must make a Constitution saving throw
comes with a high depletion cost. against your Spell Save DC or suffer 1d6 cold
damage and have their speed reduced to 0 until
Extreme Manipulation the start of their next turn.
Starting at 3rd level, you gain the ability to
Elemental Fury
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control temperature extremes. As an action,
you can spend 2 mana to superheat or chill a At 17th level, you can unleash the fury of
touched object or creature. This effect lasts for extreme temperatures. When you cast a spell
1 minute. While superheated, any creature in that deals fire or cold damage, you can spend 6
additional mana to maximise the damage of that
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contact with the object takes 1d6 fire damage at
the start of each of its turns and all flammable spell. Additionally, any creature damaged by
objects catch alight. While chilled, any creature your fire or cold spells must make a Constitution
in contact with the object`s movement speed saving throw against your Spell Save DC. On a
is halved and it has disadvantage on Dexterity failed save, the creature is stunned until the end
saving throws. of its next turn due to the extreme temperature
shock.
Depletion Surge Cataclysmic Shift
At 5th level, you can channel the extreme At 20th level, you can channel the full potential
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energies within you to unleash a devastating
surge of temperature. Once per long rest, when
you cast a spell that deals fire or cold damage,
you can choose to expend all remaining mana to
of extreme temperatures. As an action, you can
spend 10 mana to unleash a cataclysmic burst
of elemental energy. Each creature within a
30-foot radius of you must make a Dexterity
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add an additional 1d4 damage die for each mana saving throw against your Spell Save DC, taking
point expended in this way. fire and cold damage on a failed save, or half
as much on a successful one. Additionally, the
area becomes difficult terrain and the ambient
temperature drastically changes, creating a heat
wave or near-freezing conditions, depending on
your choice.
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Activator
Level Prof Features Saek Points
Bonus
To every action there is
1st 2 Saek Points, Self Control, 0
equal and opposite reaction.
Repel/Attract
2nd 2 Force Negation, Momentum 4
3rd 2 Subclass Choice 4
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4th 2 Ability Score Improvement 4
5th 3 Extra Attack 4
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6th 3 Subclass Feature 8
7th 3 Overload 8
8th 3 Ability Score Improvement 8
9th 4 Kinetic Surge 8
10th 4 Extra Attack 8
11th
12th
13th
4
4
5
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Subclass Feature
Ability Score Improvement
Repulse
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12
12
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14th 5 Ability Score Improvement 12
15th 5 Twist, Turn, Push 12
16th 5 Ability Score Improvement 12
17th 6 Subclass Feature 20
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