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Elementara Playtest: Races & Subclasses

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0% found this document useful (0 votes)
32 views16 pages

Elementara Playtest: Races & Subclasses

Uploaded by

Scrindlemorp
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

1

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HAVE QUESTIONS?
Come chat on Discord: [Link]/discord
or email hello@[Link]

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Author: Zac Hussein


Illustrations: Ozan Pulat, Cold Castle Studios
Copyright @ 2023 Plus Three Press
HEL L O A G A I N !
Here's Elementara's 2nd playtest document—Races &
Subclasses! This PDF contains seven new races and seven
new subclasses, one of each for each element.

Some sections of this playtest will refer to the previous one,


so be sure to use it in conjunction with this. However, these
options have been crafted to work in other settings and
different contexts, so feel free to use them with or without
Elementara's magic system, and in whatever way best fits
your games.

I'm looking forward to hearing what everyone thinks! If you


test this material and have some feedback, be sure to head
over to [Link]/elementarafeedback2

Thank you once again so much for supporting Elementara.


Have fun!

Cheers,
Zac | Plus Three Press

CONTENTS
New Conditions...................................................... 4
Elementally Infused Races.................................... 5 Elemental Subclasses........................................... 10
Dendroa................................................................ 6 Warlock: The Ancient Beast............................... 10
Windbound........................................................... 7 Rogue: Sky Wanderer......................................... 12
Shade.................................................................... 7 Ranger: Shadowcaller......................................... 12
Infernai................................................................ 8 Paladin: Oath of the Holy Flame........................ 13
Ferroforged........................................................... 8 Monk: Way of Dancing Blades............................ 14
Terrator................................................................ 9 Barbarian: Path of the Unbreakable................... 15
Drowned............................................................... 9 Fighter: Sea Captain........................................... 16
NEW CoNDITIoNS
Burning
• A burning creature takes an amount of fire damage
Shocked
• A shocked creature’s speed is halved.
at the start of each of its turns, noted in the effect • The creature can’t take reactions.
that caused the condition. If the creature begins • On the creature’s turn, it can either use an action
burning from another source, increase the damage or a bonus action, not both. Also, if the creature
they take each turn by the amount noted, instead. can make multiple attacks as a part of an action, it
• A burning creature has disadvantage on ability makes one less than it normally would.
checks and Constitution saving throws. • Creatures immune to lightning damage or the
• The condition ends if the burning creature uses the paralyzed condition are also immune to being
Dash or Dodge action, or if another creature within shocked.
5 feet of it uses an action to douse the flames.
• The condition also ends if the burning creature Soaked
becomes soaked or starts freezing, or if some other • A soaked creature’s speed is reduced by 10 feet.
effect douses the flames (such as being submerged • When a soaked creature takes fire damage, it is
in water or being affected by a water spell). reduced by an amount equal to its proficiency bonus.
• Creatures immune to fire damage are also immune When a soaked creature takes cold or lightning
to burning. damage from a creature, it takes extra damage equal
to the proficiency bonus of the creature that dealt
that damage.
Burning From Natural Sources • The condition ends after 1 minute. It also ends after
If a creature is ignited by a natural source, it begins the creature takes fire, cold, or lightning damage,
burning for 1d6 for 1 minute. You can increase the number if it starts burning, or some other effect evaporates
of d6s if the character is ignited by a stronger source. or removes the water (such as being affected by a
fire spell).

Chilled
• A chilled creature’s speed is reduced by 10 feet. Underwater Combat and Soaked
• The creature has disadvantage on attack rolls and While a creature is fully submerged in water, it is
ability checks, as well as on Strength and Dexterity always considered soaked, and the condition cannot
saving throws. end for them until they leave the water.
• The condition ends after the creature takes fire
damage, if it starts burning, or if some other effect
significantly warms the creature (such as being Dazed
affected by a fire spell). • A dazed creature has disadvantage on ability checks
• Creatures immune to cold damage or closely and on Intelligence, Wisdom, and Charisma saving
connected to fire (such as fire elementals) are also throws.
immune to being chilled. • Attack rolls against the creature have advantage.

4
ELEMENTALLY
INFUSED RACES
Long ago, the Ezara was plunged into chaos when the
seven great elemental anomalies erupted throughout
the continent. A massive volcano spewed forth flames
Basic Shared Traits
Elementally infused share these basic traits.
and ash, while a colossal cyclone tore through the land.
Earthquakes shook the ground, lightning bolts struck Elementally Attuned
without warning, and the very fabric of reality seemed If you are using Elementara's magic system and choose
to unravel. one of these races, you must then awaken the element
From the midst of this turmoil emerged a new race associated with the race.
of beings, elementally-infused, born of the elements If you aren't using Elementara's magic system, you
themselves. Each member of this race embodied one instead learn the minor elemancy cantrip associated
of the seven elements that had caused the cataclysm: with the race's element (such as minor hydromancy or
nature, air, spirit, fire, metal, earth, and water. They minor geomancy) when you choose one of the following
were creatures of power and mystery, their physical races. Constitution is your spellcasting ability for it.
forms infused with the very essence of the natural See the Spell Descriptions section of Playtest 1 for the
world. Some believe that those who died amidst the spell descriptions.
chaos of the anomalies turned into these new beings,
and others believe they were new beings born during Creature Types
the event. Regardless, they came into being with no All elementally-infused are considered humanoids.
memory, and no place in the world. They are also considered elementals for any prerequisite
In the aftermath of the Elemental Cataclysm, these or effect that requires them to be an elemental.
new races found themselves struggling to survive in a
world that did not understand or accept them. Some Life Span
saw them as dangerous, unpredictable creatures to be Elementally-infused generally mature at the same rate
feared and avoided, while others saw them as magical as humans, but live a few years less.
beings with deep insight into the workings of the world.
Despite the challenges, these elementally-infused Height and Weight
persevered. They become a part of communities and The height and weight vary drastically between each
societies as they reformed, and forged their own ways type of elementally infused, and more so even within
of life that blended seamlessly with the natural world those types. For example, Terrator are often extremely
around them. They learned to control their powers tall and heavy, but some are much shorter. Windbound
and hone their abilities, discovering that they could are almost always very light, and also come in a variety
sacrifice a small part of themselves, expelling the pure of heights. Use your best judgment when determining
elemental magic within them, to conjure powerful your elementally-infused characters height and weight,
effects. These powers allowed them to become masters while keeping your chosen size category in mind.
of the elements they embodied.
Today, elementally-infused remain a mysterious
and fascinating group of beings. Some say they still
possess untold power, waiting to be unleashed upon
the world once again. Others see them as guardians
of the natural world, protectors of the very elements
that gave them life.

5 5
DENDROA
The Dendroa, also known as Nature-Infused, are a
Voice of Nature. You have the ability to communicate
in a limited manner with beasts and plants. They can
understand the meaning of your words, though you
chaotic and enigmatic race born from the element of have no special ability to understand them in return.
nature. Their bodies are heavily mutated by nature You have advantage on all Charisma checks you make
and wood, with twisted branches, thorny vines, and to influence them.
blooming flowers sprouting from their skin. They are Chaotic Downroot. When you start your turn, you
slow and ponderous, their movements dictated by the can consume one of your hit dice to plant yourself
whims of the natural world around them. into the ground, absorbing power from the world
When Dendroa experience strong emotions, their around you for 1 minute (no action required). Your
bodies transform, with this transformation unique transformation grants you the following benefits for
to each Dendroa. Some sprout flowers when they are the duration:
happy, and others grow thorns when they are angry. • You can’t be knocked prone or forcefully moved, but
Some see Dendora as peaceful guardians of the natural your speed becomes 0.
world, while others view them as corrupted beings who • You have advantage on Constitution saving throws.
have lost touch with their true selves. • The area within 10 feet of you is difficult terrain for
creatures of your choice.
Dendroa Traits • When you transform, and at the start of each of
Your dendroa character has the following traits. your turns thereafter, a chaotic seedling shoots out
ASI. Your Constitution score increases by 1, and at a random target within 30 feet. If it is one of
your choice of either your Strength or Wisdom score your allies, they gain temporary hit points for the
increases by 2. duration. If it is an enemy, they take bludgeoning
Size. You are Medium or Small (your choice). damage. The amount in either case is equal to 1d4
Speed. Your walking speed is 30 feet. + your level.
Dendrous Form. Your wooden form grants you Once you use this trait, you can't use it again until you
resistance to necrotic damage. In addition, while you finish a long rest.
aren't wearing armor, your AC is 12 + your Dexterity Languages. You can speak, read, and write Common
modifier. You can wield a shield and still gain this benefit. and one other language of your choice.
WIldborne. You have proficiency in the Nature and
Survival skills.
WINDBOUND

The Windbound, also known as the Air-Infused, are


SHADES
The Shades are a mysterious race of beings, who are
a curious race of beings made entirely of solidified also known as Spirit-Infused or Half-Ghosts. While
wind. Small and wispy, they exude a constant stream they closely resemble other humanoids, Shades are
of cloudy smoke from their bodies. Though lacking in partly spectral in nature, with parts of them appearing
much physical substance, the Windbound possess the see-through and ghostlike. This spectral form has been
innate power of aeromancy, granting them the ability said to place Shades in-between this plane and the
to fly short distances. Ethereal, and it allows them to partly phase through
Windbound are often peaceful wanderers. But when solid objects.
roused by excitement or anger, they emit small sparks The Shades' spiritual abilities can take a toll on
of electricity that dance along their ephemeral forms. their mental well-being, as they struggle to reconcile
Windbound that can harness these sparks to their with their own existence, being both half dead and
advantage come to be some of the best aeromancers half alive. The answer to this question—their origin—is
on the continent. shrouded in mystery, with many scholars believing that
they emerged from the massive ethereal portal in the
Windbound Traits center of Ethera, when it first burst its way into this
Your windbound character has the following traits. world.
ASI. Your Dexterity score increases by 1, and your
choice of either your Charisma or Wisdom score Shade Traits
increases by 2. Your shade character has the following traits.
Size. You are Medium or Small (your choice). ASI. Your Wisdom score increases by 1, and your
Speed. Your walking speed is 20 feet. choice of either your Dexterity or Charisma score
Limited Flight. You have a flying speed of 30 feet. increases by 2.
You must land at the end of your turn, or you fall. Size. You are Medium or Small (your choice).
Living Gale. Because of your airy form, you do not Speed. Your walking speed is 30 feet.
need to breathe, but you cannot wear armor. Darkvision. You can see in dim light within 60 feet
Tempest Armor. Surrounded by powerful winds, of you as if it were bright light, and in darkness as if
your base AC is 12 + your Dexterity modifier. You can it were dim light. You can't discern color in darkness,
wield a shield and still gain this benefit. only shades of gray.
Windlike Body. Your form bends and contorts. You Phantasmal Skin. You have resistance to force
can enter a creature’s space and stop there, and you damage. In addition, you can attempt to hide even
can move through a space as narrow as 1 inch wide when you are only lightly obscured by foliage, heavy
without squeezing, but you must drop your belongings rain, falling snow, mist, and other natural phenomena.
that don't fit. Phase. As an action, you can turn your body partly
Zephyr Fall. When you fall, you can use your reaction incorporeal for the next minute. For the duration, you
to surround yourself with swirling winds, slowing your can move up to half your body through creatures and
fall speed to 60 feet per round until you land. When objects as if they were difficult terrain. At the end of the
you land, you take no falling damage. duration, any part of you that is still within a creature
Storm Surge. When you start your turn, you can or object is forcefully ejected out. Once you use this
consume one of your hit dice to unleash a powerful trait, you can’t use it again until you finish a short or
spark of lightning within you for the next minute (no long rest.
action required). Once on each of your turns for the Ghostwalk. You can consume one of your hit dice
duration, when you damage a creature, you can deal to cast one of the following spells: pass without trace,
extra lightning damage to the creature. The extra misty step, or invisibility (self only). Once you use this
damage equals your level. In addition, for the duration, trait, you can't use it again until you finish a long rest.
your movement speed can’t be reduced, and you are Constitution is your spellcasting ability for these spells.
immune to being grappled, restrained, or knocked Languages. You can speak, read, and write Common
prone. Once you use this trait, you can't use it again and one other language of your choice.
until you finish a long rest.
Languages. You can speak, read, and write Common
and one other language of your choice.

7
INFERNAI
The Infernai are a fiery race, also known as Fire-
FERROFORGED
The Ferroforged, also known as metal-infused, are a
Infused, whose bodies are made almost entirely race corrupted and transformed by the power of metal.
of pure flame. Their forms are held together by Their bodies have become twisted and distorted, with
solidified pieces of magma, giving them a disjointed their faces transformed into knightly masks, and their
appearance that reflects their volatile nature. limbs constantly changing form and function.
One of the most striking features of the Infernai Their appearance was once much more twisted,
is their hair, which is made of blazing flames though it was not shunned or feared. Instead, the
that dance and flicker with every movement. people of Titanium City recognized their potential and
The Infernai are often short-tempered, prone began to build them up as powerful warriors, using
to sudden outbursts of anger that are expressed their metallolamancy. Over time, the Ferroforged
through the intensity of their flames. When enraged, learned to meld armor to their bodies and further
their bodies can become a raging inferno, capable of utilize their inherit metallomancy powers, becoming
consuming anything in their path. However, Infernai formiddable foes. Today, they are respected for their
are not invincible. Water can partly extinguish their strength, intelligence and loyalty.
flames, but this often only increases their rage.
Ferroforged Traits
Infernai Traits Your ferroforged character has the following traits.
Your infernai character has the following traits. ASI. Your Intelligence score increases by 1, and
ASI. Your Dexterity score increases by 1, and your your choice of either your Strength or Dexterity score
choice of either your Strength or Intelligence score increases by 2.
increases by 2. Size. You are Medium or Small (your choice).
Size. You are Medium or Small (your choice). Speed. Your walking speed is 30 feet.
Speed. Your walking speed is 30 feet. Metallic Resistance. You have advantage on saving
Igneous Skin. You have resistance to fire damage. throws against poison, and you have resistance against
You are also adapted to hot climates, allowing you to poison damage.
tolerate extreme heat. Tool Adept. Naturally accustomed to a variety of
Blazing Infusion. When you deal fire damage to tools, you gain one tool proficiency of your choice.
a creature, you can consume one of your hit dice to Transform Arms. You can transform your arms into
expel intense flames from your body, causing the metal weapons, or simple tools made of metal, such
target to start burning for a number of d4s equal to as lockpicks or shears, that you have seen before. You
your proficiency bonus for the next minute. Once you can do so at will (no action required). If you create
use this trait, you can't use it again until you finish a a weapon, you become proficient in it if you aren’t
long rest. already, and you can use it as a spellcasting focus for
Fiery Skin. Your skin burns with intense heat. When your spells. A weapon with the two-handed property
a creature within 5 feet of you touches you or hits you must be formed with both of your arms.
with a melee attack, you can use your reaction to deal Ironskin. You cannot wear armor as normal. Instead,
fire damage to the creature equal to your level. Once you can use your action to meld your body into armor
you use this trait, you can't use it again within the next made of metal you are proficient in, gaining its benefits
minute. until you expel it, which you can do as an action. For
Illumination. You shed bright light in a 20-foot armor you use this way, you ignore any disadvantage
radius and dim light for an additional 20 feet. You can on stealth checks it may impose, and it has no Strength
dismiss or reactivate your light as a bonus action. requirement for you. You can also use this feature to
Evaporating Rage. Your form is susceptible to meld raw pieces of metal to your body instead of armor.
water. When you become fully submerged in water, This provides you AC equal to 14 + your Dexterity
take damage from a water spell, or become soaked, you modifier (max 2), and you can do so regardless of your
take cold damage equal to your level. Once you take armor proficiency.
this damage, you can’t take it again until you finish Suit Up. When you begin your first turn in combat,
a long rest. After you take this damage, you become you can consume one of your hit dice to alter your form
infused with intense anger for the next hour. The first to fit the current battle (no action required) Choose
time you make an ability check within that time that one of the following benefits: 1) you have advantage on
your rage could aid you with, you have advantage on the first two attack rolls you make for the next minute,
the roll. 2) you gain +5 AC until the start of your next turn, or
Languages. You can speak, read, and write Common 3) your movement speed increases by 20 feet for the
and one other language of your choice. next minute. Once you use this trait, you can't use it
again until you finish a long rest.
Languages. You can speak, read, and write Common
and one other language of your choice.
8
TERRATOR
The Terrator, also known as Earth-Infused, are a race
DROWNED
The Drowned, also known as Water-Infused, are an
born from the earth, with bodies of solid rock. They aquatic race which has various portions of their body
tower over most other beings, their massive forms a made of water. The Drowned use their Hydromancy
testament to their immense strength and durability. to move these parts, the water becoming one with
However, their movements can be slow and deliberate, them. Many believe that those of this race descended
befitting of their ponderous nature. from the civilization sunk by the Eternal maelstrom,
One of the most unique aspects of the Terrator is with the whirlpool's magic reviving them with a new,
their tendency for carving intricate engravings into aquatic form.
their rocky skin. These engravings are almost like Their bodies are partly aquatic-looking and they
tattoos, telling the story of the Terrator's life and typically only breathe water. To breathe, they maintain
experiences. Some Terrator spend years carving these a constant bubble of water around their heads or have
intricate designs, which can depict everything from flowing water into their mouths, like a mask. Despite
great battles to personal achievements. their unusual appearance, they are highly respected
Despite their fearsome appearance, the Terrator are for their wisdom and knowledge.
a peaceful people, content to live in harmony with
that which created them. They are fiercely protective Drowned Traits
of their homes and loved ones, and will not hesitate Your drowned character has the following traits.
to use their incredible strength to defend what they ASI. Your Wisdom score increases by 1, and your
hold dear. choice of either your Intelligence or Charisma score
increases by 2.
Terrator Traits Size. You are Medium or Small (your choice).
Your terrator character has the following traits. Watery Bubble. You can breathe water. A bubble
ASI. Your Constitution score increases by 1, and of water surrounds your head, allowing you to also
your choice of either your Strength or Charisma score breathe in air. It is, however, difficult for you to breathe
increases by 2. in hot scenarios. While in extreme heat, you have
Size. You are Medium. disadvantage on Constitution saving throws.
Speed. Your walking speed is 25 feet. Aquatic. You have a swimming speed of 30 feet.
Stonecarver. You are adept at working with stone, Amorphous. Your form bends and contorts. You
using your skills to carve intricate marks and designs can enter a creature’s space and stop there, and you
into your own body. You have proficiency in the can move through a space as narrow as 1 inch wide
Athletics skill, mason’s tools, and one other artisan’s without squeezing, but you must drop your belongings
tools of your choice. that don't fit. Whenever you do either, it counts as
Earthen Toughness. Your hit point maximum difficult terrain for you.
increases by 1, and it increases by 1 every time you Watery Escape. You can take the Disengage action
gain a level. as a bonus action on each of your turns.
Roaming Rock. You ignore non-magical difficult Healing Surge. When you take a bonus action, you
terrain. In addition, you have a climbing speed of 20 can consume one of your hit dice to cause your body
feet. to surge with restorative energy and allow you to move
Boulderlike. Your immense form causes you to count up to 20 feet as a part of the same action. Creatures
as one size larger when determining your carrying of your choice that you pass through regain hit points
capacity and the weight you can push, drag, or lift. In equal to one roll of the consumed hit dice + your level.
addition, you are immune to being petrified. Once you use this trait, you can't use it again until you
Titanform. When you start your turn, you can finish a long rest.
consume one of your hit dice to grow your form to an Languages. You can speak, read, and write Common
immense size for the next minute (no action required). and one other language of your choice.
Your transformation grants you the following benefits:
• Your size becomes Large, along with anything you
are wearing, provided there is enough room.
• You have advantage on Strength checks and Strength
saving throws.
• You gain temporary hit points equal to twice your
level, which last for the duration.
Once you use this trait, you can't use it again until you
finish a long rest.
Languages. You can speak, read, and write Common
and one other language of your choice.

9
ELEMENTAL
SUBCLASSES
This section introduces seven new subclass options,
one for each element. The subclasses are for the
following subclasses, in order of appearance: warlock,
rogue, ranger, paladin, monk, barbarian, and fighter.
Expanded Spell List
The Ancient Beast lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
If you are using Elementara's magic system, to choose SPELL LVL SPELLS
one of these subclasses you must have awakened the 1st lesser beast morph*, burning hands
element associated with the subclass, and you must 2nd enlarge/reduce, enhance ability
have the Martial Elemancy feature.
3rd greater beast morph*, fireball
If you aren't using Elementara's magic system, you
4th freedom of movement, dominate beast
also learn the minor elemancy cantrip associated with
the subclasses's element (such as minor hydromacy or 5th awaken, blazing comets*
minor geomancy) when you choose one of the following *a new Elementara spell, found in the spell descriptions
subclasses. Constitution is your spellcasting ability for section of Playtest 1.
it. See the Spell Descriptions section of Playtest 1 for
the spell descriptions. Beast's Boon
When you choose this patron at 1st level, you take on
Warlock: The Ancient Beast a minor aspect of its form. Choose one of the following
The warlocks who follow this subclass are granted benefits to gain:
power by legendary beasts of immense power and • A climbing speed of 30 feet.
strength. These patrons are beings of myth and legend, • A swimming speed of 30 feet and the ability to
renowned for their ferocity and size, and the warlocks breathe underwater.
who pledge themselves to their service gain the ability • Darkvision with a range of 60 feet.
to channel that primal energy. Through the use of • Proficiency in one skill which uses Strength,
naturomancy, these warlocks can transform themselves Dexterity, or Wisdom as its ability score.
into bestial forms, taking on the traits and features of When you reach 6th, 10th, and 14th level in this class,
their patrons. They might sprout fur or scales, grow you can choose an additional option from this list. You
claws or fangs, or gain the ability to see in the dark. can only choose the last option more than once.
There are many different types of legendary beasts
that these warlocks might serve; Griffons, Chimera, Primal Incarnate
Dragons, Leviathans, or Giant Turtles, all of which At 1st level, your patron's essence flows through you.
granting them unique abilities. Some warlocks may gain As a bonus action, you can transform for 10 minutes,
immense strength, others the ability to conjure flames taking on a corrupted appearance of your patron. For
akin to the breath of their patrons. Some may gain the duration, you gain the following benefits:
the ability to breathe underwater, and others the gift • While you are not wearing heavy armor or wielding
of flight. No matter which path they choose, warlocks a shield, you gain a +1 bonus to AC.
who follow this subclass are feared and respected by • Choose one skill which uses Strength, Dexterity, or
all who cross their path. They are creatures of great Wisdom as its ability score. You have advantage on
power, imbued with the spirit of their patrons, and checks made with that skill for the duration.
their mere presence is enough to strike fear into the • Whenever you make an attack roll with the eldritch
hearts of their enemies. blast cantrip or make a weapon attack, the attack
manifests as a beastial strike: its range becomes

10
5 feet, it becomes a melee attack, its damage dice
becomes 2d8, and it deals bludgeoning, piercing or
slashing damage instead of its regular damage type
(your choice).
You can transform a number of times equal to your
proficiency bonus, and you regain all expended uses
when you finish a long rest.

Swiftness of the Beast


At 6th level, you can manifest more of your patron’s
form within yourself. As a bonus action, you can
increase your walking speed by 10 feet for the next
hour. While your speed is increased this way, if you
move at least 20 feet in a straight line before hitting
a melee attack, you can force the target to make a
Strength saving throw against your spell save DC. On
a failure, the target is knocked prone.
Alternatively, you can use this feature to manifest
massive wings as a bonus action, granting yourself a
flying speed of 40 feet for the next hour.
Once you use either option, you can't use this feature
again until you finish a short or long rest.

Resilience of the Ancients


At 10th level, your bestial form becomes resilient. While
transformed with your Primal Incarnate feature, you
have resistance to bludgeoning, piercing, and slashing
damage.

Aspect of Legends
Starting at 14th level, you can transform yourself into a
true aspect of your patron. When you transform using
your Primal Incarnate feature, you can grow yourself to
immense size—almost matching that of your patron.
For the duration of your transformation, you gain the
following benefits.
• If you are smaller than Huge, you become Huge,
along with anything you are wearing. If you lack the
room to become Large, your size doesn't change.
• You gain temporary hit points equal to five times
your Charisma modifier, which last for the duration.
• You have advantage on Strength checks and Strength
saving throws.
• Your beastial strikes made through your Primal
Incarnate feature have their damage dice increased
to 3d8. In addition, whenever you hit one, you
can hurl the target up to 15 feet in any direction,
provided it is of a smaller size than you.
Once you use this feature, you can't use it again until
you finish a long rest.

11
Rogue: Sky Wanderer Swift Gust
You have mastered the art of manipulating the wind, Starting at 13th level, you can use the winds to protect
allowing you to move swiftly and gracefully through the your allies. When you or another creature within your
air. Rogues of this archetype can run on the wind, jump aura of magical winds fails an ability check or saving
incredible distances, and even fly for short periods. throw that would cause it to be stunned, paralyzed,
They are resourceful fighters, utilizing whatever restrained, grappled, knocked prone, or forcefully
objects they find to defend themselves, manipulating moved, you can use your reaction to have it roll again
them with their aeromancy to be used as weapons. with advantage. If the new roll succeeds, the creature
These wanders of the sky are adventurers at heart, can then use its reaction to move up to half its speed
always seeking out new and exciting places to explore. without provoking opportunity attacks.
They use their aeromancy to traverse treacherous Once you use this feature, you can’t use it again for
landscapes and reach otherwise inaccessible areas. the next minute.
Their expertise in improvisation and their mastery of
the wind make them formidable allies and dangerous Rapidity
foes. At 17th level, your movements grow quicker and more
graceful. You can now take two bonus actions each
Move Like the Wind turn instead of one.
Starting at 3rd level, you use your aeromacy to move In addition, you add your proficiency bonus to your
with grace and finesse. Whenever you take a bonus initiative rolls.
action on your turn, you can fly up to 10 feet as a part
of the same action. You must land at the end of this Ranger: Shadowcaller
movement, or you fall. Also, after you use this feature, Rangers of this archetype have delved into the realm of
your jump distance is doubled until the end of the turn. undeath and spirits, forging a unique bond with them.
This bond allows them to call various specters to their
Wanderer's Tricks side, aiding them in and out of combat. These rangers
Also starting at 3rd level, you learn to use your are often solitary figures, preferring to operate alone
aeromancy to defend yourself with whatever you can. and relying on their own skills rather than relying on
While you are not wielding a shield or any weapons, others. They have a deep understanding of the world of
you gain the following benefits: spirits and are able to manipulate it to their advantage.
• You have proficiency in improved weapons, and This connection with the spirit world can come at
improvised weapons have the finesse and light a cost. These ranger are often viewed with suspicion
properties for you. and mistrust by others, and their powers can sometimes
• When you make a thrown weapon attack with an be seen as dark and dangerous. They are fiercely
improvised weapon, attacking at long range doesn't independent and value their individuality, often viewing
impose disadvantage on your attack roll. If the the opinions of others with cynicism and mistrust.
target is eligible for your Sneak Attack feature, the
attack also ignores half and three-quarters cover. Ghostly Familiar
• After you make a thrown weapon attack, hit or miss, At 3rd level, you learn to call on small spiritual familiar.
you can immediately return the object back to your You learn the find familiar spell. It counts as a ranger
hand as a part of the same action. spell for you, but it doesn't count against the number
of ranger spells you know.
Windwalking When you cast the spell, you can have the familiar
At 9th level, you can use your action to form an aura appear ghostly in form, granting it the undead creature
of magical winds around yourself for the next 8 hours. type and the ability to see 20 feet into the Ethereal
You and creatures of your choice within 30 feet of you Plane. In addition, it can deliver spells with any range,
gain the following benefits: not only touch. A familiar summoned this way is
• The creature's speed is increased by 5 feet. dismissed to its pocket dimension whenever you roll
• It can use its reaction to reduce any falling damage initiative, and remains there until you are no longer
it would take by five times your rogue level. engaged with hostile creatures.
• When traveling, it can move at a fast pace without
a penalty to its passive Wisdom (Perception) score. Invoke Spiritual Combatant
• It can add its proficiency bonus to Dexterity Also starting at 3rd level, you learn to call on spirits to
(Acrobatics) and Dexterity (Stealth) checks, provided aid you in combat. As a bonus action, you can invoke
it is not already proficient with the skill. one of the following spiritual combatants:
You can dismiss the aura at will (no action required). Warrior. A ghostly warrior adorned with a shield
comes to your side, protecting you from attacks. You
gain temporary hit points equal to 2d6 + your Wisdom
modifier for the next minute.

12
Mage. A spectral spellcaster unleashes a phantasmal
blast. One creature of your choice within 30 feet Paladin: Oath of the Holy Flame
succeed on a Wisdom saving throw against your spell Paladins who swear the Oath of the Holy Flame are
save DC or take 2d6 force damage and become dazed driven by an unquenchable fire within them, a passion
until the end of your next turn. for spreading light and warmth wherever they go. They
Thief. A shadowy specter with a dagger in hand see themselves as agents of a divine inferno, burning
comes to your side, striking a creature of your choice away darkness and corruption with the power of their
within 10 feet of you. Make a melee spell attack against oath. In battle, they are fearsome opponents, wreathed
the target. On a hit, the target takes force damage equal in holy fire that sears their enemies and guides their
to 2d6 + your Wisdom modifier. Hit or miss, for the allies.
next minute the specter lingers, preventing the target
from making opportunity attacks against you for the Tenets of the Holy Flame
duration. Paladins of the Holy Flame share these tenets.
After you use this feature, you can’t use it again for Walk with Burning Passion. The Holy Flame
the next minute. demands unwavering conviction and passion. The path
of the paladin is not an easy one, but the fire in their
The Source of your Spectral Companions heart fuels their resolve.
Your ability to call forth spirits is a powerful tool, but Spread Your Light. The Holy Flame shines brightest
where do these spirits come from? Here are some in the darkest of places. Paladins must spread their
potential sources for your spectral companions: light and fight against the forces of darkness wherever
Fallen Allies. You could call upon the spirits of allies they may be found.
who have passed on, fighting alongside them once again. Kindle the Flame of Others. The Holy Flame is
Slain Enemies. You could also harness the energy not meant to be held by a select few. Paladins must
of those you have slain in battle, using their spirits to kindle the flames of faith and hope in others, helping
do your bidding. to bring light to the hearts of all.
Ancient Spirits. You may have connections to the
ancient spirits of legend, or ancient spirits from your Oath Spells
family heritage, which you call upon to aid you in battle. You gain oath spells at the paladin levels listed.
The source of your spectral companions is ultimately PALADIN LVL SPELLS
up to you and your GM to decide, but your choice should
3rd searing bolt*, hellish rebuke
reflect your character's history and motivations.
5th flaming sphere, flame phalanx*
9th burning steps*, beacon of hope
Phantasmal Duplication 13th aura of radiance*, flamejet flight*
Starting at 7th level, you learn to take the form of a spirit,
disguising yourself among them. When a creature you 17th phoenix ascent*, flame strike
can see makes an attack against you, you can cast the *a new Elementara spell, found in the spell descriptions
mirror image spell as a reaction, without expending a section of Playtest 1.
spell slot. You gain the spell's benefits for the triggering
attack. When you cast the spell this way, the duplicates Channel Divinity Options
take the form of ghostly apparitions, and you also take At 3rd level, you gain the following two Channel
that form for the duration of the spell. Divinity options.
Once you use this feature, you can't use it again until Beacon of Light. As an action, you can cast the
you finish a long rest. daylight spell without expending a spell slot. When
you cast the spell this way, it blazes with revealing
Convergence of Spirits light. Creatures of your choice within the light created
Starting at 11th level, you can more rapidly call on spirits. by the spell can’t be surprised. In addition, those
After you invoke a spiritual combatant, your ethereal creatures gain a bonus to Wisdom (Perception) checks
connection is increased for the next minute. For the and initiative rolls equal to your Charisma modifier (a
duration, you can invoke another spiritual combatant minimum of 1).
at the start of each of your turns (no action required). Enflame Ally. As a bonus action, you can ignite the
fighting spirit of a creature other than you that you
Spectral Strikes can see, which sparks forth as a blazing flame. For the
At 15th level, the spirits attack alongside you. Once per next minute, the creature gains a bonus to attack rolls
turn when you hit a creature with a weapon attack, you equal to your Charisma modifier (a minimum of 1). In
can cause an apparition to strike alongside you. If you addition, whenever the creature hits a spell or weapon
do, the attack deals an extra 1d6 force damage. attack during that time, you can use your Divine Smite
feature through them, as if you hit a melee weapon attack
against the target. You can only do so once per turn.

13
Aura of Flaming Revelation Monk: Way of Dancing Blades
Beginning at 7th level, you emit a revealing aura while The Way of Dancing Blades is a noble and ancient
you are in bright light, aiding allies ability to dodge tradition that focuses on mastering the art of utilizing
threats. Whenever you or a friendly creature within 10 an array of small floating blades in combat. Monks who
feet of you is subjected to an effect that allows it to follow this tradition believe that true mastery can only
make a Dexterity throw to take half damage, it instead be achieved through intense training and dueling, and
takes no damage if it succeeds, and only half damage if focus on harnessing the full power of their specially
it fails. A creature must be in bright light and be able made blades by twirling them around themselves at
to see you to gain the benefit of this effect. incredible speeds.
At 18th level, the range of this aura increases to 30 The Way of Dancing Blades is not only about winning
feet. battles—it is also about honing one's discipline and
focus to achieve true mastery over their body and mind.
Blazing Smite To them, dueling is a way to push themselves to the
At 15th level, your smites burn with intense flames. limit and discover their true potential.
When you use your Divine Smite, you can cause it to
also unleash a blazing line of fire, 5-foot wide and Disciplined Duelist
30-foot long, in the direction directly towards the At 3rd level, you gain proficiency in the Persuasion,
target, originating behind it. All creatures in the line, Performance, or History skill (your choice).
excluding the target of the Divine Smite, must make
a Dexterity saving throw against your spell save DC. Animated Blades
On a failure, a creature takes fire damage equal to half When you choose this tradition at 3rd level, you gain
the damage rolled on the Divine Smite. an array of small, specially made metal blades which
You can use this feature three times. You regain all you can use in combat. While you are wearing no
expended uses when you finish a long rest. armor and not wielding a shield, you can wield all of
If you use this feature with your Channel Divinity: the blades together as a simple melee weapon with
Enflame Ally, the line of fire uses that ally’s position the reach property—with the blades floating in the
relative to the target to determine its direction. air around you.
The blades have a damage dice equal to your martial
Burning Crusade arts die, deal slashing damage, and are a monk weapon
Starting at 20th level, you become an incarnate of fire. for you. You can make an attack with the blades in place
As a bonus action, you can unleash intense fire from of an unarmed strike whenever you would make one,
your body, causing you to become wreathed in flames. and you don’t require a free hand to wield them.
For the duration, you gain the following benefits: If you lose your blades, you can create a new set with
• Any hostile creature that starts its turn within 5 precious, raw metals by conducting an 8-hour ritual.
feet of you takes 4d6 fire damage. No creature other than you can control the blades or
• All radiant damage you deal with paladin features use them to make an attack.
and spells is converted into fire damage.
• Once per turn when you deal fire damage, you can Blade Surge
deal 2d6 extra fire damage to one target. Also at 3rd level, you learn use a special combat
• Your paladin features and spells that deal fire maneuver called a blade surge. When you spend a
damage ignore any resistance and immunity to fire ki point, you can direct your blades to rapidly strike
damage their target may have. outwards towards your foes. The blades deal slashing
Once you use this feature, you can't use it again until damage equal to one roll of your Martial Arts die to
you finish a long rest, unless you expend a 5th-level creatures other than you in a certain area. The area
spell slot to use it again. is determined by what you spent the ki points on, as
detailed on the next page.
Flurry of Blows. Creatures in a 1-foot wide, 30-foot Barbarian: Path of the Unbreakable
long line directed at your first attack target, including Barbarians who follow the Path of the Unbreakable
the target. are focused entirely on protecting themselves
Patient Defense. Creatures within 10 feet of you. and their allies. These barbarians draw upon the
Step of the Wind. Creatures that you come within strength of the earth, adept at manipulating rocks
5 feet of until the end of the turn. and stones to their advantage. When they unleash
Deflect Missiles or Stunning Strike. Creatures their fury, the ground itself trembles and responds
within 5 feet of the target, including the target. to their power. Their unyielding willpower allows
Any Other Feature (Inc. a Technique). One them to stand firm even in the face of the most
creature of your choice within 60 feet. daunting foes, and they will stop at nothing to
Once you use this feature, you can’t use it again for ensure the safety of those they are sworn to protect.
the next minute. If you score a critical hit during that
time, you immediately regain the ability to use this Avenging Shards
feature. Starting at 3rd level, you can unleash a swirling storm
At 11th level, the damage of this feature increases of stones when you rage. While the stones are swirling
to two rolls of your Martial Arts die. around you, you have advantage on opportunity
attacks. In addition, they unleash against any creature
Flying Blades you hit with one, allowing you to move the target up
At 6th level, you learn to strike with your blades at a to 5 feet in any direction. You can also then knock it
distance with high precision. When you take the Attack prone, provided they are not Huge or larger.
action on your turn, you can spend 1 ki point to extend In addition, when a creature you can see attacks a
the reach of your blades to 60 feet for the next minute. target other than you that is within 5 feet of you, and
During that time, if you successfully stun a creature you are raging, you can use your reaction to unleash a
with your Stunning Strike after hitting it with your shard of stone against the attacking creature. It takes
blades, you can use your blades to move the creature bludgeoning damage equal to 1d6 + your Constitution
up to 15 feet in any direction, except upwards. If the modifier.
creature is larger than Huge, you can only move it up
to 5 feet. Grounded Defense
Starting at 6th level, you become one with the ground
Concentrated Discipline beneath you. You ignore non-magical difficult terrain,
Once you reach 11th level, your intense training has and you can move up, down, and across vertical
improved your concentration. When you miss an attack surfaces, provided they are made of rock or stone, while
roll, fail an ability check or fail a saving throw, you leaving your hands free.
can roll again with advantage and use the new result, In addition, your form becomes immovable; while
potentially changing the outcome. The roll must use raging, you can’t be forcefully moved, knocked prone,
your Dexterity, Wisdom, or Charisma modifier to be restrained, or grappled.
eligible for this feature.
You can use this feature a number of times equal Earthen Arena
to your Wisdom modifier (a minimum of once). You At 10th level, you can unleash a surge of stones towards
regain the expended uses after you finish a long rest. a point within 60 feet when you rage. If the ground
within 20 feet of that point is loose earth or stone,
Blade Master it becomes difficult terrain. Whether it is or isn’t,
At 17th level, you become a master at using animated you can also additionally form up to four magically
blades. You now regain the ability to use your Blade unbreakable pylons of earth, 10-foot tall and 5-foot
Surge every time you hit a weapon attack, instead of wide, in unoccupied spaces on the ground within the
only when you score a critical hit. area, provided there is enough room to do so.
In addition, whenever you score a critical hit, your Both effects from this feature dissipate when your
next Blade Surge within the next minute deals triple rage ends.
damage.
Unbreakable
Once you reach 14th level, you become extremely
tough to take down. Whenever you roll initiative, you
can cover your body in protective stones and minerals
for the next minute. This earthen covering provides you
temporary hit points equal to five times your Strength
modifier for the duration.

15
Fighter: Sea Captain Slashing Current
Those of the Sea Captain archetype are swashbuckling Starting at 10th level, you can form a slashing current
leaders. They draw their power from hydromancy, when you use your Action Surge feature, surrounding
using their control over water to amplify their group's you and one other ally of your choice within 30 feet.
strength in battle. As skilled captains, these fighters The first time you and the affected creature hit a
are not only experts at leading a crew through the high weapon attack within the next minute, it deals an extra
seas, but they are experts and commanding and leading 2d6 slashing damage, and the attacking creature can
a party through any situation. Using a combination push the target up to 10 feet in any direction, except
of their martial abilities, inspiring words, and water upwards.
magic, fighters of this archetype ensure that their party
never sinks to their foes, and are often the ones to Captain’s Resolve
turn the tides of battle when things are looking the Starting at 10th level, you gain an additional use of
most bleak. your Second Wind and Indomitable features, regained
with your other use(s) of those features.
Master of the Seas
At 3rd level, you become an expert at navigating the Surging Slashes
open sea. You gain proficiency with navigator's tools Once you reach 18th level, the benefit of your Slashing
and water vehicles. Your proficiency bonus is doubled Current feature applies to each creature's next two
for any ability check you make with either of those weapon attacks, rather than just the first.
proficiencies.
In addition, you gain proficiency in the Persuasion
or Deception skill (your choice). Elemental Spellcasting Feats
Here are two feats related to elemental spells—one
Turn the Tides allowing non-spellcasters to get a taste of elemental
Starting at 3rd level, you can use your hydromancy magic, and one for spellcasters to hone their magic even
to unleash amplifying currents. When you use your further.
second wind, you can unleash a swirling current of
magical water within 30 feet of you. All creatures of Student of the Elements
your choice within range gain the following benefits: You study the elements, granting you the following
• For the next minute, if it makes an attack roll or benefits:
saving throw, you can use your reaction to grant it • Increase one ability score of your choice by 1, to a
advantage on the roll. maximum of 20.
• If it has less hit points than you, it regains hit points • Choose an element. You learn two 1st-level spells of
equal to your Charisma modifier. your choice from that element’s spell list. You can
• If it is afflicted by a detrimental effect that it can cast each of those spells once without expending a
end via a successful saving throw at the end of its spell slot, regaining the ability to do so for each spell
turn, it can roll that saving throw as soon as you after you finish a long rest. The spells' spellcasting
unleash the current, ending the effect on a success. ability is the same ability increased by this feat.

Inspiring Words Signature Spell


At 7th level, you gain the ability to exert your captaining Prerequisite: the Martial Elemancy feature
presence over your allies, inspiring them to be their
best selves. As an action, you can choose up to six You further study your magic, developing a signature
friendly creatures within 60 feet of you who can hear spell. You gain the following benefits:
you. You speak words of encouragement, or tell a story • Increase your Intelligence, Wisdom, or Charisma by
of a previous adventure, depending on the situation. 1, to a maximum of 20.
Make a Charisma (Persuasion) or Charisma (Deception) • Choose one 1st-level spell you are able to cast, It
check with advantage, contested by each creature's becomes your signature spell—allowing you to cast
Wisdom (Insight) check. Each creature whose result it without expending a spell slot a number of times
was lower than yours gains a bonus to the next ability equal to your proficiency bonus, after which you must
check or saving throw it makes within the next hour. finish a long rest to do so again. When you cast your
The bonus equals 1d4 + your Charisma modifier (a signature spell, through this feat or otherwise, it
minimum of 1). ignores resistance when dealing damage.
Once you use this feature, you must finish a short
or long rest before you can use it again.

16

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