The Campaign

  • Due to many reasons, the basis and foundation of this campaign and world is debt. It is lack, it is hard choices. As such, thematically, it's verdant desert, is a key center piece. Interaction with overpowering native races, handling
desperately short sources of food and vitamins, managing little or no labor, and gauging the hunger of your neighbors. A dire struggle in a place that looks like paradise but is as unwelcoming as glass sandwich. This is not the game setting for a series of new or inexperienced DnD players. A lot of the rules are completely off book, even to the point where back in 3.5e I created my own source book for a couple aspects.(This has yet to be converted to 5ed, don't hold your breath right now).
  • That being said, it is pretty good at being a canvas for some truly creative players. The permanent mark of my last sets of players still rests in the story line, and will be a key component of what the new ones have to contend with,
live with, or struggle against. The story is writing itself, as the game is recorded. So be very ready for some of the commonly accepted standards to be either gone, re-written, changed, or inapplicable here.

  • House Rules

Still working on the massive conversion to 5.0, from 3.5. This area of the wiki will definitely expand here in the short future.There are huge changes from the players handbook, common lanes of growth and character creation that just simply can not be used at all or effectively.


  • Few things are absolute in my games, but here is one. A 20 is always good, and a 1 is always bad. Any way you work around it, for matters of just about anything, rolling one of those has results. Period. This continues with the 5.0 rules, as a roll of a 20 adds a +10 to the roll, and a 1 equals a -10. It is still completely possible that rolling a 20 may still not cover the DC of the event. Such as say a first level warrior striking an ancient dragon in the foot, even with a 20 rolled, there would be little to no damage. That's not entirely the feel that I enjoy. The players are playing heroic characters, no matter their level. A 20 and a 1 will still have dramatic impacts on the event or the story line itself. Some of the greatest bonding and humorous happenings are generated at those times.
  • We also use two separate unique rolls. Insanity and Luck rolls. Luck rolls are simply that, rolled on a d20. Highs and lows do something, where as middle ground is just frustrating. This roll is usually used where the character might just get 'lucky', but really has no reason for using a skill. I.E. stumbling over something in an old tar pit or something along those lines. Luck rolls are also used sometimes for long journeys, as more often than not, things happen during those times.

Fate Points
Source Books

  • Fate Points

  • Possible Fate Point uses: (Can not be traded or otherwise given away between the PCs)
  • Skip meaningless enemy encounter-Automatically acquire Exp and random damage up too 20% of total.
  • Influence a Luck roll (Usable only up to 3 points per any roll)
  • Change a random roll (Say for random items or actions) up or down any 1 point. (Only usable in 1 point increments, second result is kept.)
  • Undue any specific use of a Fate Point (5:1 ratio).
  • Force DM to make a decision on an outcome of an issue (instead of randomly rolling on a self-made chart)
  • Add a +10 (for 1 turn) to any non trained skill check. Not good for crafting or anything that takes more than 1 turn.(The Mcgyver Effect)
  • Maximum Damage on a successful Melee strike (just 1, Declare before attack, points are lost if attack fails, Ace in Hole effect.)
  • Redo any Undone Fate Point uses. (See the 5 category. Example: Varian uses a fate point to adjust his random roll down one notch. Varian gets crushed by giant hammer. Use 5 Fate Points to undo the adjustment. Varian gets blown up with dynamite, killing everyone in the room. Use 10 Fate Points to undo the adjustment, and then only Varian dies.)
  • Add a +1 to any weapon or armor (Includes possible power) Takes approx 2 hours.
  • Spend for chance of weird (but almost always beneficial) moderate action, event, or effect.
  • Add a + 8 Luck bonus to any combat rolls for 1 turn.
  • Negate a disease or attribute loss (negative energy for example) before the roll is made. Can not be used on a disease or attribute loss that has already taken hold.
  • Add a +20 on a tumble check for reducing falling damage (Trained or untrained)
  • Add a +1 to any non armor/weapon item that takes such increments (Ring of Protection +1, Belt of Strength +3, etc. May not exceed the maximum)
  • Add 10 skill points to next level. (Can be used any time, but only applies to the next time the PC levels)
  • Gain a follower that is at 75% of the PC's current level.
  • Spend for chance of weird (but almost always beneficial) powerful action, event, or effect.
  • Permanently Transform into a specific creature, retaining all levels(Within a certain CL limit).
  • Gain 5 attribute points, spreadable upon desire.
  • ?
  • Gain a level with max Hit points.

  • Fate Points are gained when a PC either A) Creates a new page of descent size. B) Adds a reasonable amount to any page of information. C) Writes up a summary of the last game. D) Is very active with editing and upkeep. E) Submits any personally worked piece, (Fiction Writings, Maps, Color or Character story, Picture or Drawing, Architecture).
  • Remember folks, you have the power to make new pages and link them how you chose. See Wikitext for help on how to organize your pages.

  • Current Player Fate Points:

Former Players Fate Points

(Shekelhorn Meisier)Locked

  • Source Books


  • 5ed Players Handbook
  • 5ed Game Masters Manual
  • 5ed Monster Manual
  • 5ed Adventure books additional


  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7


  • Currently, none of the Indigenous Races are Playable Characters. They only open up after a good amount of play time and a good death of PC.
  • Races:

    • Dwarves

    • - No current dwarf alive remembers the time in which they were free, without a yoke or expectation of citizenship. When they were their own task masters, overlords, hord keepers. But your fathers and grandfathers did. They spoke highly of a time before the coming of the younger races, and the failing of dwarven might. Now, the dragon queen has shown a place that dwarven kind can live free. Reshape the stone city of unusual proportions into something that dwarven pride can blossom upon seeing. It is not welcomed of the Queen to leave these new volcanic homelands.
      • But she has laid down no laws in her house that forbid the wandering stone heart from traveling.

  • * The long memory and long grudges of the PH still stands, but the clans and kingdom is really replaced with simply 'Dwarven Kind'. Their ultimate devotion to their kind is seconded only by the being of power that gave them this second chance, the Queen of the Dwarves.
  • * The Slow to Trust Sidebar should be ignored. It'd be rare that current generation of dwarves would have anything but a very wary hatred of Ansalonian peoples.
  • * Traits change: No significant change.
  • * Sub-race Change: Removed. A character may make a choice to use one or the other stat lines if wanted, as to due to genetic linage, but gain no cultural differences due to the enforced cultural refugee status.

    • Elves

    • - If one could point to another person, another living and thinking being, and say they were cursed; the elves are them. Their hubris, arrogance of age and wisdom, did little but delay the fall of their silver and ivory kingdoms. Their intrinsic pride kept them from banding together to strike down the greedy grasping younger races. Their delight in life blinded them to how gleefully those lesser than them threw off their yoke of meddling and thoughtless interference. No amount of the ranks of the immortal moon haired warriors were able to keep aside the thrusting grasps of the races the elves had once toyed with as but baubles. Iron collars, silk ties, craftsman wire and jewelers screws, these are the legacy that the Elven people leave behind.
      • But in Yathewah, they are but a dying, bitter people. Those few druids are but the happiest.

  • * Timeless Perspective still applies to a great deal, though as a defeated people, it is definitely with a 'this too shall pass' tone. The elven people, though conquered, know human kind very well. Allowing themselves to suffer for but a pittance token of their years seems not all that bad of a payment to be forgotten as a threat.
  • * Hidden Woodland Realms on Yathewah may stand for the few select druid groves near the human lands, of which are primarily the purview of the last of the elves.
  • * Haughty but Gracious, doesn't apply too much. Generally, before the time of famine, elves would be very politely (not self depreciating) subservient. Now though... Most bets are off.
  • * Alignment Change: A large amount of years as a servant, bonded employee, freed slave, or even a current slave; will skew the alignment; allowing a full range to be represented by a player.
  • * Sub-race Change: High Elves have tended to gravitate towards governance, serving those in power, or swearing into the Tower (joining military service). Wood Elves have long been the caretakers of the land, which dovetailed easily into land barons, and those which have large wilderness landscapes. These huntsmen and rangers, have been long since well asked for and much looked for among the gentry. The Dark Elves, having never split completely from the Elven Kingdoms before their fall, are still revered for their sciences and poetry. Unfortunately they are not distinctly different than either of the other two side breeds of Elves, and gain no advanced specifics. (Players may choose outwards general appearance, but no different attributes. There weren't centuries of isolated breeding and magical meddling by the god Lloth which never came to exist here)

    • Halflings

    • - No Significant Change.

    • Humans

    • - No Significant Change.

    • Dragonborn

    • - The Few, the brave, the far between. Experienced warriors and accepted citizens, the small handful of dragonborn left on Yathewah must obey their inner natures. They may come from diverse bloodlines, but will they join together while the last few of them stand? Or will they fracture, and spend the next few hundred years in search of something they can not find?
      • Yathewah will give them no surcease, but perhaps they will find peace. One way or another.
  • None of the written dialogues on the mindsets of the dragonborn hold as current. They would have been, were the Gate still open and able to reconnect with their broods or clans. But now that they are trapped like the rest, it is not yet determined how they will react, as a few member race.
  • Alignment still easily follows the parent color or metallic.

    • Gnomes

    • - No Significant Change (Second Class Citizens, well liked publicly. Not generally hindered.)

    • Half-Elf

    • - No Significant Change (Sons and Daughters of slavery, charming and delightful in their form and graces. Few noble lines and Senators would admit to having elven blood in their history, though plenty do. For obvious reasons.)

    • Half Orc

    • - NO ORCS ALLOWED (No budging! No orcs. This is a completely unheard of race. All of orc kind. They never arose on Ansalon in any way. There's a deeper story reason behind this.)

    • Tieflings

    • - No Significant Change. One of those few races that share a deep shunning, and quiet blind acceptance. Unusually, the Tieflings on Yathewah have always had trouble connecting with the planes beyond the material. Needless to say, they are not connected back through the Gate with any of their previous infernal bloodlines.

  • Classes

    • Classes are the largest divergence from the normal of 5.0. (Or 3.5 previously) The characters exist in a post collapse, a type of medieval armageddon type event. Cut off from their history, their support, easy supplies of carbs and vitamins, chased by starvation and deadly natural situations; and also they are physically one of the weakest races on the plane at the time. Top this with the more than likely most true masters of any craft that had super specialized (artisans, crafters, ect) that relied totally on the sale of their craft and credit to support themselves and their families, are generally the first to die. (Mostly due to malnutrition, age, susceptibility to disease, weakened immune systems from dealing with toxic substances for their entire live [Leads, dyes, coal fumes, ect]). Standing this too the side, classes themselves are very thin on the ground affairs right now. Dedicated masters of magic or skills are going to be necessarily secretive and difficult to find, much less cogently learn from. It can be done, however.

    • We will be drawing from several sources, for flavored classes tailored too my specifications, and that fit with the tone of the world and story as it is moving forward. These sources are, but not limited too:
    • Middle Finger of Vecna's Class Productions (They do some amazing work, as seen below)
    • Class Pack 1.PDF
    • Class Pack 2.PDF
    • Lovecraft Update.PDF

    • Also, limited Homebrew references from and

    • I will make good attempt to reference where I found any of the items I use, but in case it is improperly credited, please feel free to email me.

    • Barbarian

Notes: Handfuls of traditional tribesmen survive in the withered human settlements. Culturally distinct from the common Ansalonian, they continue to impart their traditions and skills on to the newest generation. Many of the older ones still remember their former homes in Ansalon, and the tribes that were once there.


Path of the Cannibal

Waste not, want not. ~Proverb
While not evil per se, your acts of consumption would be shunned by most. To adventure as a Cannibal, you have learned to hide your customs from commoners, but partake openly in front of enemies and trusted allies.
All Consuming Rage
Starting at 3rd level, during rage, when you reduce a hostile opponent to 0 hit points, you gain temporary hit points equal your Constitution modifier + your barbarian level (minimum of 1).
Biting Rebuke
At 6th level, while in rage you can make a bite attack as a reaction when struck in melee by an opponent. This attack deals 1d4 + Strength modifier damage, and on a hit the opponent must succeed on a wisdom save DC 16 or be frightened, they may retest at the beginning of their next turn to overcome the frightened condition.
Heart of Enemies
Beginning at 10th level, by consuming a heart of a humanoid you have participated in slaying within the past hour, you regain your full hit points as if finishing a long rest. You must finish a long rest to regain use of this feature.
Spirit of the Slain
At 14th level, by channeling the spirits of those you have eaten, you have advantage on your next attack. You can only do this a number of times each day equal to your proficiency bonus, and only once per turn.

Path of the Rage Mage

Few things are more terrifying than being in the path of a rage mage. Those who follow this path unlock something deep within them, a well of arcane power fueled from the depths of their fury. When a rage mage unleashes his rage,
he channels his brute strength into primal eldritch might and uses it to devastate his foes in a hail of fire, blades, and blood.
Spell Rage
Beginning at third level, you can cast spells while in a rage, as long as the spell’s casting time is no more than 1 action, the spell does not require concentration, and you are wearing no armor. Your rage damage applies only to
damage from spells cast in a rage. If a spell cast damages more than one target, you may only apply extra rage damage to one of the targets. In addition, casting spells during rage counts as attacking for the purposes of ending
rage. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must be in a rage and expend a slot of the spell’s level or higher.
You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher.
You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and necromancy spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows
when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the
saving throw DC for a wizard spell you cast and when making an attack roll with one.
  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier.
Spell Fury
Beginning at 6th level, weapons and magic are equally an extension of your rage. When you attack recklessly, you can choose not to take advantage on your attack and attack only once with your attack action to cast a spell as a bonus
action. This spell must use a spell slot of the lowest level you have available.
Arcane Intuition
By 10th level, you have become intuitively aware of all magic auras. After you have been in the presence of a magic aura for 1 minute, you can sense its presence, though you cannot discern its origin or the school of magic to which it belongs.
Eldritch Storm
You can expel the might of your rage all at once to unleash a devastating storm of eldritch magic. Beginning at fourteenth level, when you can end your rage early as an action, all creatures within 15 feet of you must make a Dexterity
saving throw. On a failed save, a creature takes 1d6 force damage for each round you've spent in rage, or half as much on a successful one. After you use this ability, you cannot use it again until you complete a short or long rest.
((Class Pack 1))

Path of the Colossus

The Colossus, known to most as a War Hulk, is a creature of the front-lines, swinging massive weapons and sweeping away smaller combatants in their fury. To a War Hulk, strength is the only attribute that matters: Cunning is for the
weak. Faith is for the weak. Speed is for the weak. Victory and conquest is for the strong alone. This Path is a favorite of Goliaths, Half-Giants and other strength dominant peoples, who step easily into crushing smaller opponents.
No Time to Think
When you select this path at 3rd level, strength comes above all else. You religiously improve upon the sheer explosive power of your body and it's performance. At 3rd, 6th, 10th, and 14th level, your Strength score increases by 2.
Your maximum for this score is 28. At 20th level, you Strength score and its maximum becomes 34. However, your great physical might comes at the expense of mental fortitude. As such you suffer disadvantage on Intelligence, Wisdom,
and Charisma saving throws.
Great Swing
At 6th level, you may attack up to three creatures which are adjacent to each other and adjacent to you when you make an attack action on your turn. Make a single attack roll, and compare that roll against each creature's armor class. If you
choose to Great Swing, you may not use Extra Attack for this attack action.
Rock Throwing
At 10th level, you are proficient in throwing large rocks(barrels, ore, tree limbs, any appropriately heavy landscape object). The large rocks are a heavy thrown weapon which does 2d8 damage and targets one creature with a range of 30/60 feet. This rock must be around 30 pounds.
Massive Swing
By 14th level, you may attack as many creatures as are adjacent to you with a single attack action. Make a single attack roll, and compare that roll against each creature's armor class. You may only use Extra Attack against one of
these targets. (Much like the age old whirlwind)
((Class Pack 2))

Path of the Totem Warrior: As all of the original totems do not exist here, and no Ansalonian animals survive; the totem spirits must be reinvented. Until that happens, and generations of such tradition lay the groundwork for the magical investation of faith, new totem warriors would be bereft of ability.

    • Bard

Notes: Limited tutors, holding to old ways, still might still pluck dusty strings in empty taverns. Those rare few having come in with Kerensky's influence, will eventually begin recirculating skill sets and education.


College of the Mad God

In the middle of the night, you hear the music. Every time, it begins the same way, rising from a low drone into a deafening cacophony. The noise is maddening. In your waking hours, your fingers learn to imitate this melody and
bring others to your level of psychosis. Some attribute the dreadful nightmares to a curse or stress, but you know better. You and others like you are called nightly by the beating of vile drums and the thin monotonous whine of
accursed flutes, the sounds of a Mad God who echoes the pandemonium of the universe, and summons you to do something. You know not what.
Bonus Proficiencies
When you join the College of the Mad God at 3rd level, you gain proficiency in one skill, which is selected for you by the DM. Each night when you take a long rest, your DM
can change this selection.
Frenzied Strings
At 3rd level, you can play an insane tune that anguishes creatures that hear it. As an action, choose a creature within 30 feet that you can see. That creature must make a Wisdom saving throw, taking 2d6 psychic damage on a
failed save. You can expend a number of Bardic Inspiration dice to increase this damage by the amount rolled. A deafened creature is immune to this effect. The number of creatures affected by this ability
increases to two at 5th level, three at 11th level, and four at 17th level.
Mad Melody
At 6th level, you can expend a bardic inspiration die as an action to decrease all saving throws rolled by creatures within 60 feet of you by the amount rolled until the beginning of your next turn.
Starting at 14th level, as an action, you can create a droning, deafening noise with your instrument. If a creature is concentrating within 30 feet of you, the creature must make a successful Constitution saving throw against your
spell save DC or lose concentration. Additionally, all creatures within 10 feet of you take 5d6 thunder damage. After you use this ability, you must complete a short or a long rest before using it again.

College of Lore has fallen to the way side, finding any surviving member of this adventurous but scholarly field would be a difficult challenge. 1d100, 30% chance to successfully use this archetype.

    • Cleric

Notes: Clerics have been severely hampered by the lack of deities since the beginning of the colony on Yathewah. Belief in Domains or Ideals can alleviate somewhat, the lack of guiding power. As such, no cleric class has any of their own domain bonus spells. This, has been alleviated some what, by the rising of several new gods. They are not sure yet as to the extent or reach (or even effect) of their power, but they do unwittingly fuel their associated domains. Eventually, they will begin to gather clerics of their own.
For the moment, the only domains that get their bonus spells are Light, War, Entropy, Death.


Entropy Domain

Entropy, the end of all things, the return to chaos. Those who follow deities of this domain - such as Tharizdun, Chaos, and The Shadow - are rarely anything other than evil and want all things to return to the chaos in which all things originated.

Cleric Level Spells
  • 1st bane, witch bolt
  • 3rd blur, gentle repose
  • 5th bestow curse, haste
  • 7th fabricate, Otiluke’s resilient sphere
  • 9th cloudkill, wall of force
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in martial weapons.
Entropic Touch
At 2nd level, your touch can increase entropy and wither the life from living things. Make a melee spell attack against a creature within your reach. On a hit, that creature takes 1d6 force damage. If one of these dice rolls a 6, roll
an additional d6, rolling again if this die rolls a 6, and so on, to a maximum of 4d6 damage for the entire attack. This attack's damage increases by 1d6 and its maximum damage increases 2d6 when you reach 5th level (2d6 / 6d6), 11th
level (3d6 / 8d6), and 17th level (4d6 / 10d6).
Channel Divinity
Distortion Field
At 2nd level, you can use your Channel Divinity to increase or accelerate or decelerate entropy in a region of space. As an action, choose a 10-foot radius sphere that you can see within 30 feet. For 1d6 rounds, while you concentrate on
this effect, when a creature enters the affected area for the first time on a turn or starts its turn there, the creature takes 2d6 necrotic damage. Alternatively, you can instead heal each creature in this region 2d6 hit points once at the time
of casting.
Channel Divinity
Return to Entropy
At 6th level, you learn to use your Channel Divinity to repair or destroy objects. As an action, you may repair or damage one unattended non-magical object which has an area in cubic feet less than five times your Cleric level.
Objects heal or take 8d8 force damage from this effect.
Divine Strike
By 8th level, you gain the ability to infuse your strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 force damage. At 14th level this
increases to 2d8.
Sphere of Annihilation
By 17th level, you can create a pocket of pure entropy so energetic that it forms a hole in the multiverse, a sphere of annihilation. This sphere is less stable than a normal sphere of annihilation and as such behaves differently. Your
sphere is a 2-foot diameter black sphere that appears in your square and vanishes after one minute. Non-magical items that are wholly engulfed by the sphere are obliterated. Anything over than a magic item that touches the sphere
but isn't wholly engulfed by it takes 4d10 force damage. You may move the sphere 15 feet in any direction as a bonus action. If the sphere enters a space a creature occupies, the creature must make a Dexterity saving throw
or be touched by it, taking 4d10 force damage. If a creature is killed by this damage, its body is disintegrated, its soul is consumed, and may only be restored to life with a wish
((Class Pack 2))

As stated above, though virtually any of the 'Domains' may be chosen for a cleric to be beholden too, there are few deities. In fact a character may not know of any what so ever, depending on their alignment or history. Without a specific diety, the 'Bonus Spells' do not effectively manifest except in those few domains. Though it is pretty much a given that the sheer turbulence of the faith metaphysical and changes in the vast After Life plane, would indicate that the footsteps of weighty beings are being felt, even at a distance. It may be that a cleric or holy nomad may convert, once he finds evidence or even meeting of true divinity.

    • Druid

Notes: The power of nature and all natural magic is brutally strong here. The unbelievably powerful strength behind this young growing world is beyond measure; in all the planes that Ansalon gated it's peoples too. All numerical parts of druid/ranger magics are doubled. If the range is 300, it is 600. If the radius is 20, it is 40. If the healing is 4d6, it is 8d6. Even tapping the smallest spells is as akin to touching the face of god for a druid as most will ever come. Some just disappear into their wildshape, never to be seen again, lost in the addiction of power.



    • Fighter

Notes: Primarily, the widest representation of Ansalonian survivors.



The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice. Combat Superiority At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
Superiority Dice
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level.
Using Superiority Dice
You can expend superiority dice to gain a number of different benefits:
• When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
• When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
• If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
Natural Explorer
At 3rd level, you gain the ranger class feature of the same name, with the following alteration: You choose additional favored terrain types at 7th and 15th level. Improved Combat Superiority At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Monster Hunter

As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of aberrant, paragons, undead, lycanthropes, and other creatures of horror.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.
Combat Superiority
When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
Superiority Dice
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Using Superiority Dice
You can expend superiority dice to gain a number of different benefits: • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
• When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
• When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
• When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
Hunter’s Mysticism
At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal. (On Yathewah, this will be a different set ofc)
Monster Slayer
At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

The Ancient Legionary''For the Senate, and the Emperor.'
The Ancient Legionary is a sword-n-board fighter with a supernatural twist. They are fighters who are empowered by the very spirits of the Legions - ancient armies that once ruled the battlefields. The relics of their success are timeless, and even centuries after the last Legion, there are fighters who follow their footsteps. Over time, these fighters unlock the secret behind the success of the Legions.
Ancient Legionary is an archetype which focuses to versatility, toughness and team play. They unlock special fighting methods called stances, which provide them with passive or active benefits. As they progress through their training, they learn the ability to call aid from the lost legions themselves, meaning that a legionary never fights alone.

Legionary Training
"That's not a bloody cleaver you are holding Legionnaire! Use your weapon properly."
At level 3, your spiritual connection to the Legions grant you access to their fighting methods.
You gain access to stances, which are specialized fighting methods. You can enter a stance with a bonus action and gain its benefits. You can use a bonus action to switch from one stance to another, or to dismiss your current stance. You can maintain a stance as long as you are not incapacitated. All stances grant you an extra benefit for the turn you enter them in addition to their passive benefits.

You start your career with the knowledge of 3 stances. You learn two additional stances at levels 7 and 10. You can also switch one stance you know with a different one at these levels.
Some stances might require a DC. The DC for stances are DC: 8 + Your proficiency bonus + Strength or dexterity modifier.

The Eagle
At level 7, you learn the ability to tap into the source of power behind the legions success. You tap into this power through the golden eagle of your legion, which manifests in one of three ways.
As an action, you can choose between one of the following effects. You can use this feature twice per short rest.
1-) Diana's Companion: Diana sends you a golden eagle spirit to act as a scout and a companion. The eagle spirit produces light in a 30ft/30ft area, which you can order it to dim out with a bonus action of your own. As long as you are within 100ft of your eagle, you can communicate with it telepathically. Lasts 30 min or until you dismiss it with an action.
2-) Vulcan's Forge: God Vulcan himself touches one of your weapons, reforging it temporarily. As an action, choose a weapon that you are carrying. The damage type of weapon changes to one of the following for one hour: Fire, cold or lightning. The weapon is also considered magical. This bonus is lost if anyone but you tries to use the weapon.
When under the effects of this feature, you can see a golden eagle (an aquila) inscribed or attached to somewhere on the weapon.
3-) Juno's Gift: Juno senses the despair of you and your allies and sends you a gift. A ball of light in the shape of an eagle appears over your head and explodes in a bright flash of light. Enemies within 15ft of you must make a constitution saving throw or be blinded for one round. You and allies within 30ft of you are receive 1d6 temporary hit points.

Oath of Perseverance
At level 10, the legacy of the Legions sustain you during battle. When you enter a stance during combat, you regain hit points equal to your constitution modifier.

Gift of Hercules
At level 15, you are offered a gift from Hercules the Demigod. True to his half-blood nature, he offers a gift of man or a gift of divine blood.
You gain access to a special stance according to your decision. You can enter your special stance twice per short rest.

Son of Jupiter:
Fulminata: During this stance, your weapons and armor crackles with lightning. At the end of your each turn you deal 2d6 lightning damage to all targets around you. A successful dexterity save halves this damage.
On the turn you enter this stance, when you attack with a melee weapon you shoot bolts of lightning from your weapon instead. When you make a melee attack, roll your attack roll and damage roll normally. All targets on a 15ft line take the 1d8+your damage roll in lightning damage. A successful dexterity save against DC equal to your attack roll halves this damage.

Son of Rome:
Combat Rhythm: You fight with the strength and speed of the countless legionaries before you. During this stance, you can take a free 5ft step each time you land an attack.
On the turn you enter this stance, you deliver the ultimate strike, a devastating blow that will fell all but your mightiest foes. Your first weapon attack when you enter this stance is considered an automatic hit which ignores immunities and resistances, and deals an additional 60 physical damage.

Wrath of Legion
At level 18, you mastery in battle makes you a Legion on your own. As an action, you can summon two phantasmal legionaries to your aid. These legionaries appear at adjacent squares to you. Phantom Legionaries are more of an extension of you than separate entities - due to this, the following rules apply.

You can use this feature once per long rest.

  1. Phantom Legionaries share your hit points, abilities, equipment and class features.
  2. Phantom Legionaries can take a single move action and make a single melee attack.
  3. Phantom Legionaries start out in the same stance you were when you summoned them. However they cannot use the special stances.
  4. If an effect deals damage to the Phantom Legionaries , you take the same damage - anything that happens to the legionaries happens to you, and vice versa.
  5. In contrast with the rule above, if an ability effects multiple Phantom Legionaries, or you and the Legionaries together, treat it as only effecting you.
  6. After 3 rounds, the legionaries vanish.

Ancient Legionary by PEACH

Aditional Stances for the Legionary Archetype:

  • 1- Testudo:
You raise your shield up to defend yourself against missiles - you can almost feel others raising their shields above you when you do so.
During this stance, you gain the benefits of half cover.
On the turn you enter this stance, you can also extend this benefit to an adjacent ally. If that ally is carrying a shield, you both benefit from three quarters cover instead. You must have a shield equipped to benefit from this stance.

  • 2- Charge (Oppugnare in latin):
You and your man brace as you rush through the enemy ranks!
During this stance, you ignore difficult terrain and if you move at least 10ft immediately before hitting a creature with a melee attack, you deal an additional 1d6 damage.
On the turn you enter this stance, you can take a free single attack with a throwing weapon (If already equipped).

  • 3- Dimachaerus Stance:
You remember a Dimachaerus - the group gladiators who fight with two weapons, sacrificing defense for offense
During this stance, you have a penalty of -2 AC, however attackers who hit you provoke opportunity attacks.
On the turn you enter this stance, your attacks deal an additional 1d6 damage.

  • 4- Iron Leader:
When the Celts attack your flank, you are sure that this is a rout - until your centurion starts shouting a string orders, and goes into the fray himself!
During this stance, you have advantage on all mental saving throws (Intelligence, Wisdom and Charisma saves) .
On the turn you enter this stance, all allies who can hear you have share this benefit.

  • 5- Adapting Defence:
You watch the spearman carefully. Looks like he favors his left! You can easily see where his next attack is coming.
During this stance, you receive a +1 bonus to your AC for every foe adjacent to you, up to a +3 bonus AC.
On the turn you enter this stance, you can make a melee attack to shield bash a target. If you hit, you deal 1d4 blunt damage and stagger, granting advantage to the next attack roll against the target.

  • 6- Line Tactics:
''First step, bash the guy in front of you. Second step, kill the guy to the right of him. Repeat it for every legionary in the line, and win the day.''' -Your centurion
During this stance if you have at least one ally adjacent to you, you and any allies adjacent to you receive half your proficiency bonus (rounded down) to their attack rolls and damage. This effect does not stack on itself, meaning that two legionaries with line tactics activated only benefit from one of them.
On the turn you enter this stance, you harass all squares you and your adjacent allies threaten, which makes them difficult terrain to opponents, and they provoke an opportunity attack if they try to enter them.

In so far as using this class archetype on Yathewah, these would be only available to Legionaries who have incidentally traveled through time in magical suspension, aboard Kerensky's demiplane. Their loyalty to him and the United Empire is unwavering, and their faith in the rightness of their course affects the After Life in ways that manifest in their skills. Notably, the effects of their learned abilities were once hugely more powerful on Ansalon. Legendary even.
Also, the names of the gods are the origional creators, I would like to change them to more thematic titles, but haven't invested in time recreating a dead pantheon from Ansalon.


    • Monk

Notes: Limited houses still exist, small groups of students in comparison to the once proud monasteries, to pass on some select education of the Monk ways. It is not an impossibility to find a head master traveling with one or another handful of supplicants. There were a few notable examples of human or Ansalonian monks that chose to offer themselves on the altar of war during the Dominance Struggles passed.


Monastic Tradition: Vigilante

Bonus Proficiencies
You are proficient with light armor and shields.
Unseeing Eyes
You may choose to lose your sight as part of your training, and gain blindsight within 60 feet of you. If you choose this
feature, you are blind outside the radius of your blindsight. You do not benefit from your blindsight if you are deafened.
Trained for Vengeance
Beginning at 3rd level, you gain one of the following fighting styles:
  • Archery - You gain a +2 to attack rolls you make with ranged weapons.
  • Brawler - You gain a +2 to damage with your unarmed strikes.
  • Dueling - When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 to damage rolls with that weapon.
  • Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Judge, Jury, and Executioner
Beginning at 6th level, you gain the ability to cast hunter's mark and shield for 2 ki points, and pass without trace for 3 ki points. In addition, you know the cantrip shillelagh, if you don't already know it.
Thirst For Justice
Beginning at 11th level, your ferocity can wear down even you most potent foes. You may target one foe that you can see, and any time that you deal damage to this foe, it takes additiona1 damage according to your Martial Arts die. This effect
lasts for 1 minute. You may spend 2 ki points to extend the duration by 1 minute, and an additional 2 ki points for every minute beyond that, to a maximum of 5 minutes. You may target one creature with this ability once per short or long rest.
Blind Justice
Beginning at 17th level, your senses are more attuned to the environment than anyone else's, allowing you to perfectly sense illusions and invisible creatures, you gain truesight within 30 feet of you.
(( from Vigilante-Monastic-Tradition-PEACH ))


    • Paladin



Oath of the Ancients

As with Druids and Rangers, these specialized combatants draw their power and devotion from nature itself. Or the faith in nature, the quantifiable life force within the world itself. Thus, on Yathewah, their power is singularly unrivaled. All spell and spell like abilities are maximized (If a magical ability) or given a +50% boost (To spells and spell effects).
Though, most notably, with no Fey or Fiends to effect, some of their abilities are lost to use.

Oath of Heresy

You have seen the truth. The great prophets of history are false, and their clerics have been deceived; the gods are not what we thought they were. Your great revelation was a crystallizing moment, fulfilled by your oath. You will
spread the truth with your voice to whoever has ears to listen, and where that does not dispel the lies, your sword might dispense its own truth.
Tenets of Heresy
Heretics are forged in fire and live by different creeds, but they universally share the following beliefs.
  • The gods are a lie. Your revelation has shown you this that the gods as people know them do not exist, and you may never again accept a religion founded upon them.
  • Their prophets are false. Prophets of false gods, including their clerics, paladins, and priests, shall be shown the truth. If they continue to spread their lies, they shall be put to death and their temples destroyed.
  • Steal from the gods. You can siphon off the power of the gods, using it to cast your own 'divine' magic, weakening the gods in the process.
  • Reveal the Truth. Your message will never accepted easily, for people hold strongly to their beliefs. You must make them see the truth.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
  • 3rd command, hex
  • 5th enthrall, hold person
  • 9th fear, vampiric touch
  • 13th compulsion, dominate beast
  • 17th dominate person, hold monster
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Blaspheme. You speak words of heresy, profound statements which shake the room. Each unfriendly creature within 30 feet must make a Charisma saving throw. On a failed save, the creature is unable to magically regain hit points for 24 hours.
  • Burn Effigy. You can immolate your foes as an effigy of the gods. Choose a humanoid that you can see within 30 feet. The target must succeed on a Wisdom saving throw or be paralyzed while you maintain concentration on this
effect, to a duration of 1 minute, and take 2d6 fire damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends for the target. On a failure, the creature takes an additional 1d6 fire
Aura of Unbelief
At 7th level, your iconoclasm disempowers the servants of the gods. You and all friendly creatures within 10 feet of you have advantage on saves against divine spells, those cast by clerics, paladins, druids, rangers, and other sources
the DM deems appropriate. At 18th level, the range of this aura increases to 30 feet.
Ur Strike
Beginning at 15th level, you not only steal divine power from the gods, you can leech it from mere mortals as well. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra
1d6 necrotic damage to the target and you regain hit points equal to the amount of necrotic damage dealt.
At 20th level, fully divorced from the will of the gods, you can assume a form empowered by the influence of your blasphemy, a minor apotheosis. You can transform into a figure composed of dark, whirling energy as an action,
which lasts for 1 minute. While you are transformed, you gain the following effects:
  • • You are immune to all divine spells and effects.
  • • When you make an attack, the creature you target gains no bonus to armor class from its armor.
  • • Your Ur Strikes are empowered. Your Ur Strike deals 4d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
((Class Pack 2))

Oath of the Elder Sign

Keepers encounter the Elder Sign in a multitude of ways. Some find it in the derelict pages of an antediluvian tome, yet others see its shape in their very dreams. All who gaze upon it know its authority, as instinctively as animals know
to fear fire; it is an icon of power originating from beyond the veil of reality, one that no men were meant to know. You have sworn to hold the sign as its Keeper, and vowed to protect the mortal realm from the forces beyond, or
vowed to tear reality asunder, and let the Elder Evils henceforth seep through.
Tenets of the Elder Sign
The principles held by the Keepers of the Elder sign are as esoteric as their ancient order. Dedicated to the secrets of the universe and the keeping them mercifully hidden from the world, the Keepers are a clandestine and influential
  • Keep the Sign. The Elder Sign is a tool of immense power, and must be kept safe. You can scarcely understand the source of power contained in this mere piece of geometry, but you know it can never be allowed to fall into
  • the wrong hands.
  • Seek Knowledge. Whenever possible, you should seek out and acquire hidden, esoteric knowledge. You are drawn to such secrets, like the Elder Sign, and perhaps can turn them against your foes.
  • Go Unseen. It is imperative the struggles you face are kept secret. The forces are work here are barely comprehensible, and their reveal can drive men to the brink of madness.
  • Defend the Gates. It is your job to stand vanguard at the gates that form where our world intersects the Far Realm. You may be protecting it from those who would seek to close it, or you may wish to stem the tide of creatures coming through.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
  • 3rd arms of Hadar, protection from evil and good
  • 5th detect thoughts, zone of truth
  • 9th major image, speak with dead
  • 13th greater invisibility, locate creature
  • 17th mislead, scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Invoke Elder Sign.
As an action, you can fleetingly create the form of the Elder Sign, a powerful symbol which can strengthen or wear thin the walls of reality. Choose a space adjacent to you, which is where the sign burns
brightly for 1 minute in a 20-foot radius sphere. No darkness, magical or otherwise, can obscure this area. Each creature friendly to you in this area gains a +1 bonus on attack and damage rolls and gains a +1 bonus to armor
class. No outsider, an aberration, celestial, elemental, fey, or fiend, can enter or teleport within this area or use portals, such as those created by the gate spell, to enter the area. Those that are already in this area are shunted to the nearest
space available. As such, Elder Signs are often placed in front of gates to the Far Realm, to close leaks into that reality.
Alternatively, when you use this ability, you can choose to Invert the Elder Sign. Doing so casts hunger of hadar for one minute centered on the sign. You take no damage from this spell on the round it is cast.
Glimpse the Unspeakable. As an action, choose one creature you can see within 30 feet. This creature must make a Wisdom saving throw. On a failed save, the creature sees a glimpse of the Far Realm, and is stunned with horror until
the beginning of your next turn.
Aura of Mental Fortitude
Beginning at 7th level, you and allies within 10 feet of you have immunity to psychic damage. At 18th level, the range of this aura increases to 30 feet.
Word of Revelation
By 15th level, your research in musty, forbidden tomes has proven fruitful. As an action, you can utter a word used in the creation of the universe. All magic effects within 15 feet of you are targeted by dispel magic. After using this
ability, you cannot use it again until you complete a long rest.

((Needs a lvl 20 ability to be comparable. Perhaps will make it up along the road))
((Lovecraft Update))

None, though there are some changes as too what and how some of the classes can affect due to localized Yathewah influences. (Or lack there of)

    • Ranger

As with Druids and Rangers, these specialized combatants draw their power and devotion from nature itself. Or the faith in nature, the quantifiable life force within the world itself. Thus, on Yathewah, their power is singularly unrivaled. All spell and spell like abilities are maximized (If a magical ability) or given a +50% boost (To spells and spell effects).




Ranger Archetype
Some rangers form a lasting bond with a falcon, hawk, or other bird of prey which allows them to better hunt their quarry. The two operate less as a team and more as a single formidable entity, their actions perfectly complimenting one another to bring about the destruction of their foes. Such rangers can often take down enemies that would be far too difficult for either of them individually.
Raptor Companion
Beginning when you select this archetype at 3rd level you gain a hawk (falcon), owl, vulture, raven, or eagle. ((On Yathewah, there are a few avian predator analogues which might be amenable too this archetype's needs. Though some experimentation would be needed.)) Your companion gains a bonus to its saving throws and skills it is proficient in equal to your Wisdom modifier. It’s hit point total equals its normal maximum or four times your ranger level, whichever is higher.
Your companion acts independently of you, but always obeys your commands. It takes its turn on your initiative and acts immediately before you do. It cannot attack unless you use your reaction on its turn to command it to do so, but it can take other actions as normal. Your companion can occupy an enemy’s space without provoking attacks of opportunity, but suffers attacks of opportunities normally if it leaves a threatened space.
If your companion dies, you can acquire another one by spending 8 hours magically bonding with another bird of prey that isn’t hostile to you, either the same type as the previous raptor or a different one.
Distracting Presence
At 3rd level, your raptor helps distract your enemies, allowing you to exploit the enemy’s vulnerabilities. Whenever you hit an enemy who shares a space with your raptor with a weapon attack, the creature takes an additional 1d6 damage. This damage increases to 2d8 at 7th level and 3d10 at 15th level. You can deal this extra damage only once per turn. at 10th level, that amount of times that this damage can be applied is one half your wisdom modifier. At 18th level, it is the character's full wisdom modifier.
When you reach 7th level, your raptor helps prevent an opponent from taking advantage of lapses in your defenses. You may spend a bonus action to command your raptor to engage the enemy. Until the beginning of your next turn, an enemy who shares a space with your raptor cannot use reactions to make attacks of opportunity.
At 11th level, whenever your raptor would be the target of an attack you may use your reaction to make an attack against the creature who is attacking it. ((If the attack connects, the origional is spoiled and lost.))
At 15th level, you may use a bonus action to command your raptor to distract a single opponent in its space. You and your allies have advantage on attack rolls against that target until the beginning of your next turn.

By Seamus (Link)

((This class has been minorly modified for a slightly better fit))


  • Rogue

Notes: Again, one of the mainstays of the human common jobs or classes.



As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, you use the total of your check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill augmented by your Expertise feature, add double your proficiency bonus.
Eye for Detail
Starting at 3rd level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Perception) check to spot a hidden creature or object, to make an Intelligence (Investigation) check to uncover and decipher clues, or to use Insightful Fighting (see below).
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target. This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target.
Steady Eye
At 9th level, you gain advantage on any Wisdom (Perception) check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn.
Unerring Eye
At 13th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6.
((And again, this will be a Kerensky loyal player, as some of his most influential and promising sleuth men would have unwittingly ridden along with him into his Demiplane, and also be there upon his awakening.))

None. Oddly enough, the 'Thief' archetype is perhaps the most rare. In a world of cutthroats and cannibal covens, predators of indomitable strength, the need of burglars over reavers is perhaps thin.

    • Sorcerer

Notes: True wild magic sorcery, long suppressed by death and culling on Ansalon (Depending on the historical era), runs true here on Yathewah. Seemingly, the very lack of laws and absolutes; generations of theory and mental structure, have given rise to some extraordinarily powerful instinctual magical manipulators. The mix of blood lines and histories of the immigrants into Yathewah provide an ample breeding ground.


Aberrant Bloodline

You are descendant from a foul creature, and its blood wreaks havoc in your family tree. Those in your House are rarely and seemingly at random born hideous, and with terrifying powers, and as such, generation after generation
has committed infanticide on the abominations. You are one such monster, cursed at birth yet spared the knife by your mother, free to live out your miserable span of existence a freak divorced from society. Yet your power
grows, as fearsome as your aspect and as dreadful as your glare.
Aberration Blood
Beginning when you select this origin at 1st level, your skin is thicker, scalier, or furrier than normal. When you aren’t wearing armor, your armor class equals 13 + your Dexterity modifier. Finally, you gain darkvision, the ability
to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, your range increases by 30 feet.
Hideous Appearance
At 1st level, your appearance is hideous to behold. You may add double your proficiency bonus to Intimidation checks, but you have disadvantage on Persuasion checks. Unless you wear a large cloak to conceal these deformities,
you are disturbing to behold.
Inhuman Reach
At 6th level, your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways. Your reach increases by 5 feet. Your elongated arms also gives you advantage on Strength
(Athletics) checks made to climb.
At 6th level, you can grow long, whipping tendrils that sprout grotesquely from your form as a bonus action expending 2 sorcery points which last for 1 round. These tendrils automatically attack hostile creatures adjacent to
you, dealing 3d6 bludgeoning damage at the end of your turn. You can maintain this effect by expending 2 sorcery points at the beginning of your turn.
Warped Mind
At 14th level, your tainted form has altered the nature of your brain, making you resistant to psychic attacks, and more capable of inflicting them upon others. You gain resistance to psychic damage and have advantage on save
against being charmed. Additionally, you can emit a mind blast in a 60-foot cone as an action. Choose a number of sorcery points to expend, to a maximum of 6. Each creature in the cone must succeed on an Intelligence saving
throw or take psychic damage equal to 1d8 for each sorcery point expended plus your Intelligence modifier.
Monstrous Transformation
At 18th level, as a bonus action expending 3 sorcery points, you can unleash your monstrous heritage from within your body and transform into a terrible creature. Until you choose to end this effect or lose concentration on it, you
have resistance to piercing, slashing, and bludgeoning damage from nonmagical weapons. Each round you begin in this form you expend 3 additional sorcery points. In addition, creatures who look upon this form become
frozen in horror. Each creature within 30 feet, except for allies which know not to look at you, must make a Wisdom saving throw. On a failed save, the creature is paralyzed while you are transformed. At the end of each of its turns,
affected creatures can make another Wisdom saving throw. On a success, the effect ends for that creature. The only spells you may cast in this form are cantrips. After your use this ability, you must complete a long rest before using it
((Lovecraft Update))

Dragonic BloodLine. Dragons beaten into near extinction and hiding over the Eras of the Emperors of the United Kingdom, now provide a very thin bloodline. 1d100, 30% chance that the Archetype can be used.

    • Warlock

Notes: Warlocks have a distinctly more difficult time on Yathewah. The mainstay of the beings that would normally be host or party to bargaining for such power, are either absent; innocent of such political need of pawns as of yet; or deathly dangerous. Indeed even things as simple as familiars may be completely off the table or extinct. New types would have to be investigated. Just as new patrons will have to be investigated. Even if one could be found, or heard of, there aren't countless legends and long histories of ways that these beings could be invoked or contacted. Stumbling in the blind would be a far long shot. More than likely, a character would be more than likely become a warlock not because of his or her wish to investigate such deep mysteries. Instead, rather the reverse; a Yathewah Warlock would be unavoidably touched, shaped by close proximity or direct interest of a power. What and who that power would be, would take some discussion between the DM and the player, as there are possibilities but all of them potentially sources of game changing information. (pun not intended)


The Undying Light

Your patron is not a specific entity, but the energy that radiates from the After Life itself. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy. Contact with the raw unformed After Life causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.
Roll on the following table of flaws associated with warlocks of the Undying Light.
Undying Light Flaws d6
  • 1 You are afraid of the dark, and must always have a light source at hand.
  • 2 You have a nervous compulsion to keep a bright light in even the barest shadow.
  • 3 You have a compulsion to enter and illuminate dark areas.
  • 4 You have an overwhelming hatred of undead creatures.
  • 5 You fidget and are irritable when you can’t see the sun.
  • 6 In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.
Expanded Spell List
The Undying Light 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.
  • 1st burning hands
  • 2nd flaming sphere
  • 3rd daylight
  • 4th fire shield
  • 5th flame strike
Radiant Soul
Starting at 1st level, your link to the After Life allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don’t count against your number of cantrips known.
Searing Vengeance
Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn. Once you use this feature, you can’t use it again until you finish a long rest. Radiant Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
Healing Light
At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total. You regain all expended dice from your pool when you finish a long rest.

All, until discussion between the Player and DM is complete. Needs special permission to proceed, and will supply more information on demand.

    • Wizard

Notes: Yea. There're around. Some of the more long term dangerous individuals, especially at greater levels. At least one master of each school still exists, either in hiding or out in the open. Even beyond that, some sort of school has been started somewhere, giving young Ansalonians a leg up into magic; those who are able, of course. Who runs it and who is behind it, is as of yet unclear.

Scar Caster.jpg
Scar Caster.jpg

Scar Caster

Fresh scars adorn your skin. Arcane in nature they are cut deep, through your flesh to your very soul. A Scar Caster is a Wizard who has chosen to infuse themselves with powerful Arcane runes in order to augment their spell-casting capabilities. Using magic in this way continually re-opens the scar.
Enduring Arcane Expert
Beginning at 2nd level, your proficiency bonus in Arcana is doubled. If you were not already proficient in Arcana, instead of being doubled you are now proficient. Due to the nature of Scar Casting you are proficient in Constitution saves.
Scar Casting
Starting at 2nd level, when you cast a Wizard spell that is not a cantrip, you may choose to cast it through your scars. Spells preformed in this way are cast as if one level higher (max 1 level), but reopen your wounds dealing you 2 unpreventable damage each use.
At 6th level, choose a number of 1st level spells equal to your Intelligence modifier (min 1), these spells are always memorized by you. Additionally these spells can be cast as 1st level spells without using a spell slot, but they reopen and bleed, dealing 2 unpreventable damage when used without a spell slot (or 4 if boosted to a level 2 spell).
Practiced with Pain
At 10th level, your experience with pain through Scar Casting allows you to be immune to the frightened and stunned conditions. You have also refined your scars to the point where they do you less harm, dealing only 1 unpreventable damage instead of 2.
Scar Shielding
Beginning at 14th level, add your Constitution modifier to all saves, and add half of your Constitution modifier (round up) to Armor Class.



  • Feats, Backgrounds, Skills, and Other Customization Options

(Some Compiled from Hack & Slash, theRPGsite, DnD Wiki)

  • Backgrounds: Removed or Edited

PC could only have been an acolyte on Ansalon before immigrating to Yathewah, far beyond their gods reach. Might have been a psychologically traumatic experience.
The Shelter of the Faithful Feature can not apply, and is defunct. (No temples or temple culture of Ansalonian dieties, on Yathewah). Maybe it could be replaced, but for the moment, no.
Virtually no change.
Virtually no change.
Virtually no change. Remove Gladiator Variant, see Gladiator Background below.
Folk Hero
Virtually no change.
Guild Artisan
All statements in guild artisans are past tense, other than Armorers, locksmiths, finesmiths, leatherworkers, skinners, tanners, smiths, metal-forgers, tinkers, pewterers, casters, woodcarvers, coopers, bowyers. All other artisan types are either lost, defunct for lack of population or interest, or struggling to get back on their feet. A PC can be a lingering custodian of knowledge that lacks a true guild to have it survive, just understand that some of the class features involving other people of their guild will not apply.
Virtually no change.
This background will work, as there are one or two ducal families that have survived the Time of Famine. Many more, were lost or are dead end bloodlines, if survivors could even be located or divined. (See Disowned Noble Background below)
Will have secret knowledge of plants and animals of Yathewah, due to experience. Secret only because no one else knows it, or no one has survived finding it out but him or her so far.
Pretty much only an immigrant from Ansalon, varying from those studying the differences in nature, reality, time, ect. Anything. A rare, rare few would have made it through these recent times of turmoil and destruction.
Remove Pirate Variant. No ocean based economy yet to pirate from. Remove Passage attribute, as there is as of yet no shipping over water. Not enough people. I would suggest taking a look at the Fisherman Background Below, if you like. A Sailor, such as this, would be an immigrant. Perhaps, actually, a pirate fleeing retribution by dissapearing into the gate system and ending up here. Would not help much, but story would be unique.
Some contextual changes, but no numerical issues.
Some contextual changes, but no numerical issues.
  • Backgrounds: Additional


You were sold into or perhaps raised in bondage. Did you escape from slavery or earn your freedom through charity or other methods? Your life has been one of hard labor and little joy but the bonds that claim your body never claimed your spirit . You are well acquainted with suffering and hardship so you are more than ready for whatever travails your new profession can bring.
Skill Proficiency: Wisdom (Insight), Wisdom (Survival)
Languages: Pick any 1
Tool Proficiencies: Artisan’s tool-set (Pick one that reflects your life as a slave.)
Equipment: Traveler’s clothes, Quarterstaff, backpack
Blend In: You are marked with a brand that denotes you are/were property. Hard labor does not worry you in the least. You bear any burden of hardship with silent stoicism. Other slaves will provide you reliable information on the nearby area and the locations of safe hiding places, sources of food and water and how to avoid the local authorities.

Suggested Characteristics
Former slaves tend to be uncomfortable around authority figures for fear that they will be dragged back to their former lives. Loyal to their friends without fail and more comfortable when unnoticed, slaves prefer to speak little of their former status and past unless pressed.
d8 Personality

  1. You don’t make eye-contact with anyone of higher social standing than you. You are shy.
  2. You are painfully naïve about many basic things in life. You are simple.
  3. You only speak when spoken to. You are submissive.
  4. I will make anyone of the race/people/family of my owner suffer whenever I can. You are vengeful.
  5. I was set free by my master for he saw greatness in me. I am aspirational.
  6. I have lost my family, my people and my purpose. I am burdened with grief.
  7. You are slow to trust and will die before you are ever put in bondage again.
  8. I seek power over others. I wish to be feared and respected.
d6 Ideal
  1. Freedom: I will live life to the fullest now after experiencing nothing but hunger and want. (Chaos)
  2. Wrath: I am without pity or empathy. I have been made numb to suffering. (Evil)
  3. Sympathetic: I cannot bear to witness the suffering of innocents. (Good)
  4. Jaded: The world is a hard, unfeeling place. Only the strong or the lucky survive. (Neutral)
  5. Justice: Slavery is a grievous injustice that I will not tolerate. (Lawful)
  6. Family: There is no bond greater than blood. (Any)
d6 Bond
  1. I have a family somewhere that is still enslaved.
  2. If I can only collect enough gold, I’ll be able to pay off my debts and be a free man (woman).
  3. I yearn for my homeland but can never return.
  4. I am forever indebted to the person that freed me and hope to repay that someday.
  5. I’ve lost my entire family and am just looking for a place I belong.
  6. My independence is the most important thing in my world.
d6 Flaw
  1. I am filled with hatred for the race/people that enslaved me, to a violent extreme.
  2. I’m hopelessly addicted to alcohol and seek it out on a daily basis.
  3. I tend to trust no one in authority.
  4. I am without empathy for others that are suffering.
  5. There are times when I forget what I’m supposed to be doing and will wander off.
  6. I’m selfish. After going without for so long, I want everything I can get


You brew beer, alcohol, or other spirits, because doing so is important. But there was an accident. Perhaps the beer ran out, or something contaminated a large batch. For whatever reason, you don't brew beer any more.

Skill Proficiency: Gain proficiency in Intelligence (History) and Wisdom (Insight)Tool Proficiency: Gain proficiency in brewers toolsLanguages: Gain one additional language.Equipment: Two mugs, a mini-keg, a bottle opener, a flask, a knife, one weapon of your choice, a suit of leather armor, and a sleeping bag.
Feature:You can tell the type and quality of a drink just by a small taste. Its ingredients, perhaps locations and seasons in which it was brewed. What wood or substance it was fermented in, or where the sugar for a particular spirit came from. You are also very familiar with bar culture, allowing you to gain advantage on any rolls made to find out information in taverns, bars, or any social situation that contains libations of more than one drink per person.
Suggested CharacteristicsBeer is important to the development of humanity and that's why you learned to brew it. People who drink beer are healthier and live longer, and they have more to live for. What are you like?

d6 Personality
  1. I'm tough enough to crush a can on my head. I'm tough enough for this.
  2. I don't know how I got involved in this. I just black-out and always show up in the strangest places.
  3. If I had to do something responsible with my life, it might as well be something enjoyable.
  4. I'm not a fan of drunks, but I like beer and I like crafting it.
  5. My best customers are humanoids, not humans!
  6. I'd still be doing it today if I didn't dislike politics so much.

d6 Ideal
  1. Hedonism: Everyone should be a little bit more concerned about their own happiness. (Chaotic)
  2. Isolation: I just want to be left alone to drink. (Neutral)
  3. Companionship: Nothing is better than the camaraderie of friends. (Good)
  4. Callousness: It's not my fault, I was drunk. (Evil).
  5. Chemist: The science and chemistry of brewing is magic! (Lawful)
  6. Inebriation: I don't drunk I'm think! (Chaoticsh Sloppy)
d6 Bond
  1. I lost my job, so now I need to find something else to do to support my family.
  2. My best customer is my best friend.
  3. I have a group of nearby non-human customers that need me to bring them beer, even if I don't brew it anymore
  4. I have a bunch of secret recipes that no one can ever have. They will make me rich someday.
  5. I have valuable brewing equipment that takes up a lot of space.
  6. I love going on adventures, but I have to come back pretty frequently to check on my brews.

d6 Flaw
  1. "No! an ale is not a lager!" The world is filled with idiots and I'll never teach them.
  2. I have to be a little drunk to cope with even small things.
  3. Alcoholism isn't just a river in egypt.
  4. I might like the fighting more than the drinking.
  5. Conservative teetotaling know-it-alls drive me crazy!
  6. The doctor says I have a bad liver, but I don't see what that has to do with drinking

Dishonored Noble

Why have you been Dishonored or Disowned? Are you allowed to return? Do you still have family that accepts you? What must you do to get back in the good graces of your family or the court? Is the journey that you are currently on something you enjoy or accept or is it torture and cruel punishment to make to find your own way amongst the savages? Or perhaps for the first time you are seeing the world with a new wonder and have taken to opportunity to grow and find out more about yourself? Perhaps you are just a 4th or 5th heir and you have been told to find your own fortunes?
Skill Proficiencies: Perception, Persuasion
Tool Proficiencies: Vehicle (Land)(or mount),One type Artisan's tools, or One type gaming set
Languages: One of your choice
Equipment: One simple or martial weapon, a set of fine clothes, one set of heritage style armor(armor frequntly worn in your home area), one Vehicle(land), Pouch of 50 salt, Bedroll, winter blanket, and some memento of home (mothers locket, father's ring or Dagger Ect.. cost between 100-400 salt)
Feature: Gone but not forgotten
Even though you have left home, home hasn't left you. You still have some connections there,and a great deal of memories. This can lead to all kinds of fun and mischief. The momento you have is one of the most precious items you own, and you will do whatever it takes to keep it safe.
Suggested Characteristics
Personality Trait
I talk to travelers frequently for any news about home
I tend to lose my temper when someone bad mouths my home.
I still follow the culture and practices of my old life.
If I must live this life I will truly LIVE
I am full of stories from my old life, and am eager to share them
I get very introspective at times as i wish for days gone by
I am Driven by a Wanderlust now that i have left home
I never pass up a friendly wager

Respect All people regardless of Station deserve to be treated with dignity (Good)
Responsibility It is my duty to respect the authority of the lands I travel (Lawful)
Independence I must prove that I can handle myself without the coddling of my family (Chaotic)
Power If I attain more power then I can return and prove to them one way or another that it is my home. (Evil)
Family Family are those that will always accept you even after an argument of epic proportions. they are not always Blood though. (Any)
Nobility Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth (Good)

I protect those that can not protect themselves
I will never betray those I call Friend
Those I have left behind will always be in my thoughts and prayers
I have sworn I will return someday to the arms of my love
I will never forget the people that I have met along the way
A mans Word is his bond, Thus be careful when you make promises

I secretly find the opposite sex a lesser part of the species
I seek comfort from my personal problems in self destructive ways
I fight and risk my life because the feeling of invincibility is a heady drug
I help people because i like the recognition and the feeling that i could help them when they needed it
My greatest Vice is Hedonistic pleasure
I hide a truly scandalous secret that could ruin my family forever.


There is someone else that is you. You are a clone of some person somewhere in the world. Perhaps you have only recently awoken and become alive or have you been in this world longer than that? Did you emerge from a vat or chamber that you were created in, or was there some other means that you were created by? Did you know the person that you were created from, or have the two of you never met? What purpose were you created for? Will you seek out your creator or are you happy to never know the person that shares your face?

Skill Proficiencies: Arcana and Medicine
Tool Proficiencies: Herbalism Kit
Languages: One of your choice
Equipment: Two trinkets from the trinket table that you took from the original you, a set of common clothes, and a small pouch with 15 salt.
Why were you created as a clone?
To serve as a body double in dangerous situations.
To replace the original person after a secret coup or assassination.
To carry on the legacy of the original.
For spare parts, in case the original was ever grievously injured.
To be part of a clone army.
To satisfy the desires or needs of someone that could never be with the original.
Feature: Mistaken Identity
Being a perfect copy of someone has its perks. Any NPCs that know the original version of you think you are them. They will treat you as the original and allow you access to all that your original would have access to. If you begin acting in a way unlike the original, the NPCs may take note and respond as they see fit. This mistaken identity may also work against you at times, as any enemies of your original will also believe you to be the original.
Suggested Characteristics
Personality Trait
I'm always paranoid that I'll see my own face in the crowd.
I am constantly asking questions of new people I meet. They might know more about me than I do!
I try to stay out of the spotlight, or else people might look too closely.
I frequently have odd feelings of déjà vu when engaging in new things or meeting new people.
I feel like those around me are hiding things they know about me.
I indulge in any new experience that is offered to me.
I am fascinated by birth and childhood, having never experienced it myself.
I frequently draw self portraits of myself or gaze into the mirror.

Make It Count: I need to make the most of this life I was given and make a positive mark on the world. (Good)
Stolen Identity: You say that this castle belongs to me-I mean, it's great to be back home! (Evil)
Purpose Fulfilled: I need to find my creator and carry out my purpose. It's what I was made for. (Lawful)
Co-Exist: All I want to do is make my own way in the world. I don't care how, I just want to live. (Neutral)
Experience: I never got a chance to do that before! I'll need to try it out. (Chaotic)
Only One: A face as nice as this one shouldn't be shared...I'll need to do something about that. (Evil)

I desperately want to meet the person I am a copy of.
I was never supposed to be alive. I need to make certain no more like me are ever created.
I have flashes of memories that don't belong to me and I use them to guide me in my actions.
I hold all the people who think I'm the original dear to my heart, even though I have no real connection to them.
I work harder than most people, as I feel I need to prove my right to exist.
There are people looking for me and I will do what I need to avoid them.

I enjoy acting in a way I know is in opposition to the original.
I secretly believe that I am the original and not the clone.
I lie that I am a twin whenever confronted with the reality of my existence as a clone.
I believe that I am far superior to the original.
I lose all focus on other tasks when information about my original is available.
I will go out of my way to get recognized, if I haven't been recognized in awhile. Just to keep things interesting.


Once you fought against other men and beasts for the entertainment of the people. No longer. Now you fight for a different cause.

Skill Proficiency: Strength (Athletics) OR Dexterity (Acrobatics); Charisma (Performance)
Languages: Pick any two.
Equipment: Any weapon, 1d100 coins, Traveler's outfit, Strips of cloth.

Specialty: Your background before becoming a gladiator varied:
  1. Captured slave
  2. Criminal
  3. Politician seeking warrior pedigree
  4. Ex-soldier
  5. Desperate man
  6. Thrill seeking upper-class patrician

As a gladiator, you were considered a hero and had many adoring fans. In any settlement of 500 people or more, there are 1d4 people who have heard of your accomplishments and fame per 500 people. In any settlement of 1,000 people or more, one of each of those is a very big fan and will accommodate whatever your wishes are. This can result in free services, housing, or other more esoteric requests depending on the fan.

Suggested Characteristics
No stranger to combat and death, you take such things very seriously. If you achieved any degree of fame, you have a talent for showmanship, but realize that being alive is more important than being impressive.
d8 Personality
  1. By Jupiter's low-hanging cock, I love to put a colorful fist full of words that fall from my mouth like shit from ass, into a knotted ear!
  2. I'm just a simple gladiator trying to make his way against the whim of the gods, the politicians, the miscreants. So often you can't tell one from the other.
  3. There is no greater thing than standing victorious in the arena.
  4. Death comes to us all. Press me again, and you shall find yours.
  5. There is always a choice.
  6. I am beset by misfortune, one again gods spread the cheeks to ram c&*k in f*#&ing ass!
  7. I was sprung from my mother with sword in hand. The ways of battle are second nature, passed down from father to son.
  8. You had me at whores!

d6 Ideal
  1. Freedom: Those who seek to place heel on the throat of Liberty will fall to the cry of Freedom. (Chaotic)
  2. Ceremony: The dead must be honored and this is why I must fight. (Lawful)
  3. Wealth: Show me the money! (Unaligned)
  4. Victory: Winning is the only thing that matters. (Evil)
  5. Equality: In the arena, none of us are slaves. (Good)
  6. Vengeance: Blood demands blood. (Evil)

d6 Bond
  1. I have an endorsement deal with a popular guild, and am bound by contract to certain terms.
  2. I gave my word, blood and honor, to return to my wife. The gods themselves will not keep me from returning.
  3. My gladiators are my brothers and I live for them. Either to increase their rights or to protect their lives.
  4. I still have a close relationship with the Ludis that trained me.With the owners, trainers, and gladiators -- I represent them publicly.
  5. You cannot stay long in one place, you are bound to wanderlust, traveling in whatever direction and desire wills your feet.
  6. Your trainer is the only person you wish to please.

d6 Flaw
  1. I was once a slave and for some reason, never managed to get that cleared up before I took off.
  2. I killed my patron and led a slave uprising, and now there are a group of people who want me dead for what they see as very good reasons.
  3. I have a wound that never healed correctly, that acts up at inopportune times.
  4. I am extremely popular with members of the opposite sex, and frequently run into problems caused by my sexual mystique.
  5. Freedom is not a stick of wood to be presented as a bone to obedient dog. It is a thing all men deserve. I will not tolerate slavery.
  6. For some reason, the odds never seem to favor you.


The sea is your mother, the sea is your life. You aren't a sailor. You're a fisherman. You have a deep, personal, intimate relationship with the sea
Skill Proficiency: Intelligence (Nature); Wisdom (Survival);
Tool Proficiency: Water Vehicle
Languages: Pick One
Equipment: Fishing line, Fishing pole, Net, Traveler's clothes, Dapper fishing hat, Tacklebox, Can of worms
Specialty: You can either select or roll for the type of fisherman you are, and the type of fish you catch
  1. Wild Drift Net fishing
  2. Subsistence fisherman
  3. Spear hunting

Anytime you are near a source of water, you have advantage on survival checks to find food. Also, you can generate 2d10 silver pieces a day in fish to sell. Your knowledge of fishing allows you to blend in and acquire information from fishermen in various different cities and places regardless of any negative biases the population may hold towards you.
Suggested Characteristics
Spending more time alone on the sea than with people has changed your nature. You are used to knowing that your survival is in your hands against a force much larger and more powerful then you could ever fathom.
d8 Personality
  1. I don't much like people.
  2. I know that I'm out of control of my life, which really allows me to enjoy dangerous situations.
  3. I like being outdoors, wearing fashionable hats, and being prepared. I'm a bit of an outdoorsman nut!
  4. I know how to provide for myself. I don't need any support from the crown.
  5. People are disturbed by how much I like fish. I like them. . . a lot. *Creepy Grin*
  6. I love the sea, it's the only place I feel content.
  7. I know the sea is ever active, so I seek to learn to sail in high winds.
  8. You can't tame the sea by just sitting and looking at it.

d6 Ideal
  1. Calm: I am content when I'm in the elements (Unaligned)
  2. Risk: I love the chaos of the sea. (Chaos)
  3. Greed: The sea holds many mysteries I wish to unlock. (Evil)
  4. Competence: I wish to master the sea, as a measure of my skill. (Lawful)
  5. Exploration: To see a new vista is the opportunity of the water. (Good)
  6. Balance: The sea is a measure of the balance of nature (Unaligned/Neutral)

d6 Bond
  1. Once, I saw a mermaid, and now I pine for her.
  2. I met a magic talking fish, who said I should seek him out again someday.
  3. I built my boat myself.
  4. My fishing rod was given to me by my father
  5. I learned to fish from my grandfather who is still quite young and spry.
  6. I have a partner I fish with.

d6 Flaw
  1. I don't much concern myself with the short term. The sea destroys all things in time.
  2. I made a bargain for immortality with evil fish people.
  3. I'm addicted to fishing and liable to avoid obligations to go.
  4. I often smell of dirt, worms, and fish.
  5. I have a pet fish. This is not as convenient as it sounds.
  6. I am secretly a cursed water creature, either a fish poloymorphed into a human or a mermaid given legs, or some other sea creature cursed to walk the land.


You were abandoned as a child, and raised by wild animals (More than likely family explorers, killed off by unexpected perils of Yathewah). You were a teenager before being exposed to your own kind. Even today you would have trouble existing in the civilized world.

Skill Proficiency: Strength (Athletics), Dexterity (Acrobatics); Wisdom (Animal Handling) Wisdom (Perception) Wisdom (Survival);
Tool Proficiency: None may be had - if your class gives you any, you lose them.
Languages: Can only have 1, and speak that poorly. You have the ability to emphatically communicate with the type of animal that raised you.
Equipment: Common clothes, torn; Pouch, Rope, Animal fetish. Bucket. You may not take starting money from your class.

Specialty: Select from the following list or determine which animal you were raised by randomly. (There will be an appropriate Yathewahian Analogue that fills a similar ecological niche created and assigned. None of these represent being raised by Paragon races)

  1. Bears
  2. Sharks
  3. Wolves
  4. Eagles
  5. Panthers
  6. Deer
  7. Meercats
  8. Giant insects
  9. Apes
  10. Unicorns

You can communicate with any animal of the type that raised you. This allows you to find out anything it knows. You also have the ability to call upon these animals for help or assistance, in addition to being able to treat the group of animals that raised you as trusted allies who will help you (though they will not throw their lives away needlessly).

Suggested Characteristics
You grew up in the wild. The wild you understand. You can't speak well. You feel anxious around groups of humanoids. You will never be a part of their world and you will never be able to go back. Where do you fit in?

d4 Personality
  1. I am very angry!
  2. I no like people. *glare*
  3. I am shy and do not trust.
  4. I am very much like family I come from. (Take on personality of animal)

d6 Ideal
  1. Freedom: I no want to be studied! (Chaos)
  2. Conservationist: I want to protect my family! (Unaligned)
  3. Violent: I like to hurt people to feel better. (Evil)
  4. Safety: I avoid civilization. (Lawful)
  5. Naturalist: I want to be a ambassador between my cultures. (Good)
  6. Hedonist: Hungry. Mating. Sleepy. (Unaligned)

d6 Bond
  1. I carry one of the young from my tribe.
  2. I carry the emblem of my animal people. It is their history. (a necklace/fetish/etc.)
  3. I have a mentor that cared for me and taught me everything I know about the civilized world.
  4. A beautiful lady found me and now I love her, even though I know I'm not right for her. . . (Me, tarzan, you Jane)
  5. I carry something given to me by my human mother.
  6. I am quite famous.

d6 Flaw
  1. I only know 18 words.
  2. I am mute and unable to speak
  3. My tribe family is being hunted to extinction, and I don't care about anything else.
  4. Someone has my tribe family held hostage and I must do what they say.
  5. I was maimed in some physical or debilitating way in my youth. (Work out the effects with your dungeon master. Examples are a limp that reduces speed by 5 feet, or blindness in one eye giving disadvantage on ranged attacks).
  6. I have odious personal habits that make me forever stand out in civilization and offend those I meet. (Defecating in public/covered in lice and parasites, etc.)

Rip Van Winkle

You once lived a life that is now gone. Through sorcery, magic, or chance everyone you once knew is dead and you live in a long distant time.

Skill Proficiency: Dexterity (Acrobatics); Intelligence (History);
Tool Proficiency: Select any two tools
Languages: Select any one old or ancient language
Equipment: Costume Clothes (any archaic people/uniform), Any weapon, Any light armor, Hunting trap. Torches, Steel mirror.
Specialty: There are lots of reasons you could be pulled out of time. Roll randomly, or choose one from the following list.

  1. You were turned into stone, and recently revivified with a stone to flesh spell.
  2. You're actually a dimensional traveler and are trapped here. This dimension is like yours but different.
  3. Sent through time by a chronomancer. It was for a reason, though when you arrived you had no recollection of what that was.
  4. You were abducted by aliens.
A group or person found you, and you recognize the spirit of your time in them. They are your friend and have provided you with support. You may travel with them or work for them. There is one person in particular who you trust, even if the people around them are suspect.
There is also a strong possibility you are not the only one to be out of time. Perhaps a companion or an old enemy who knows secrets long forgotten by those people in the modern age.

Suggested Characteristics
You don't understand a lot of unfamiliar things. Perhaps races, language, and customs are all strange. But you are no stranger to human nature. People are always the same. Being from the past doesn't make you stupid. You also carry the burden of everyone you ever knew being gone or drastically changed from when you knew them. It is very likely you may have amnesia of one kind or another.

d8 Personality

  1. I am this way because I volunteered. The reasons I did so are just as true today as they were then!
  2. I hate everything the way it is now. By leaving I've disgraced or lost everything that was important to me.
  3. Everything is so different here, you have no frame of reference for anything. Your home culture was radically different from what you experience.
  4. Everything in your day was golden and you love to tell people about it!
  5. I'm young enough that I'm loving being in the future.
  6. I'm just a normal guy thrust into an extraordinary experience.
  7. Why is this happening to me!
  8. I have no idea what the future or my life holds, but I will meet it with a level head.

d6 Ideal

  1. Duty: My goal has not changed. (Lawful)
  2. Honor: I struggle to do what is right, no matter the time. (Good)
  3. Loss: Everything is different, so it doesn't matter what I do! I'm truly free. (Chaos)
  4. Revenge: All that matters is making whoever did this to me pay. (Evil)
  5. Discovery: I will figure out how the three seashells work! (Unaligned)
  6. Escape: I just want to extract myself from whatever I've gotten into and live the rest of my life in peace. (Unaligned)
d6 Bond

  1. You just really want to get your old stuff back.
  2. You hung out with some marginalized group because you blended in. It wouldn't be right if anything happened to them.
  3. You have an enemy that you still seek to destroy. (Ex Meet Jack Deth . He's a Cop From The Future Trapped in the Present, and he's chasing a 23rd century menace in 1985.)
  4. You were experimented on by aliens. Either they, or a robot servant of theirs is your friend.
  5. Something that existed in the past exists now, and it is your focus. Either you must protect it or serve it. Perhaps it is a creature, a god, or just the symbol or earthly representation of such a thing.
  6. You founded an order and discover the current incarnation of such an order to have drifted so far from it's original purpose, that it nearly serves what it was founded to combat.

d6 Flaw

  1. What no one knows is that I traveled through time intentionally, because I was a screw-up where I was from.
  2. The future is so radically different that you are suffering from one or several mental illnesses (Anxiety, Depression, etc.)
  3. You frequently misunderstand what people say.
  4. Whatever happened to send you through time was a punishment. If anyone knew what you did, they would say you got off easy.
  5. You are overcome by apathy and don't have anything to care for in this new and strange world. (Note: This requires the DM to have some activity or force that drives you towards other characters that you go along with in spite of your apathy.)
  6. A different government is in power then when you left. You were a hero for the vanquished rulers.


You are the result of a twisted combination of experimentation and the manipulation of life. Your master manipulated you from his own hand to serve his curiousity and desire to push the godlike powers of trial and error to the limit. Perhaps you were created by your master, or perhaps you were kidnapped and "modified". You have since fled your confines, and found your place in the outside world, adapting to it or surviving in spite of it. You could have spent any number of years trapped with your creator. Did he do malicious tests on you while you were chained to a wall, or was he obsessive and caring about his pet? Were you caged or trapped in an atrium for the amusement of a jeering crowd? Was there just one magician or scientist behind you, or was it a team of curious voyeurs filled with the urge to find out the limits of our natural world? Did you escape or were you set free? Were there more of you?
Skill Proficiencies: Medicine and Athletics
Tool Proficiencies: Herbalism Kit, Poisoner's Kit, or Alchemist's Supplies
Languages: Draconic or Infernal or Primordial
Equipment: A backpack, a set of common or traveler's clothes, a sack, a lock, a lantern, two flasks of oil, a crowbar, robes, four vials, a waterskin, a bedroll, (incomplete?) lab notes on the experiment, and 10 feet of hempen rope.
Why were you created?
To wreak a terrible vengeance on my creator's enemies.
To be the replacement child my creator could not have or lost.
To satisfy the intellectual curiosity of my creator and then be forgotten.
As punishment for my or my family's misdeeds.
To be the first of a new race.
As a terrible mistake that should never been made.
Feature: Scars of Conception
You have some physical deformity that marks you out as a victim of arcane or physiological anatomization. This abnormality is the result of a signature operation that identifies the group or individual that worked on you. This can be recognized by other victims of your master; and by scientists, wizards, and students familiar with your master's work. Deformities might include a hunched back, digitigrade legs, cranial vivisection scars, protruding bone or metal, grafted animal parts, elemental veins visible through your skin, or any other dramatic, visibly distinctive dis-figuration.
In addition, you are familiar with the layout of laboratories in the most general sense, and know the function (if not the names) of laboratory equipment such as athanors, alembics, pressure chambers, electric baths, blood transfusion machines, or exotic arcane surgery tools.
Suggested Characteristics
Your tortured experience has left scars, both psychological and physical.
Personality Trait
I like bright lights.
There's a spot behind my ear I need to scratch and it's driving me crazy.
I can't speak to the opposite sex very well yet.
Communicating with me is difficult, until I feel comfortable with you.
Every so often I get urges to eat lots of food, it makes me very happy.
I find myself confused when people hug.
Sometimes I just like to relax and pop the blisters that rise up on my stomach.
I like to watch waves crash on beaches, they calm me.

The highest evil is the invasion of another person's life. (Good)
Killing is okay if it's the elimination of possible risks to yourself. (Chaotic)
You can accomplish anything without harm, somehow. (Any)
Freedom is unappreciated, and is one of the only things that deserves to be defended. (Chaotic)
I have endured so much pain, that anything I commit is justified, because it doesn't even compare to what I went through. (Evil)
My pain was necessary, and has made me only stronger. (Lawful)

My master was the only person I felt knew my potential, and truly respected me.
I abandoned my family when I left, they're still trapped back there.
My strongest bond is to myself, no one ever helped me as much as I helped myself.
I will kill my master. It is inevitable.
I would not have escaped if it weren't for the comrades that helped me.
I forget who I was before I was, "changed".

I hate it when people smile more than they should.
The sound of chains triggers painful memories.
I am filled with a ravenous desire to eat away at my flesh.
I rarely manage to sleep.
I get distracted easily.
Sometimes I weep uncontrollably. I can't explain it.


There's more than one way to skin a cat. You provide service for people who can afford to pay it. This may mean sexual favors, but as frequently means conversation, comfort, and company.
Skill Proficiency: Charisma (Deception), Charisma(Persuasion)
Languages: Pick any 2
Equipment: Nightclothes, Traveler's clothes, Fine Clothes, Leather bag with 200 salt. Necklace worth 50 salt. 3 small gems worth 10 salt each.
You have information about two people of importance. You can leverage this information in order to acquire lodging, information, or even money. You also may have the friendship of a madam, and if you are in the city she lives, you can earn 5d6 salt per day.

Suggested Characteristics
You enjoy people and you enjoy your work and you enjoy the money it brings. There's no shame in your profession and often it is highly regulated and regimented by guilds. It requires outgoing and adventurous personalities to be a success, and often these traits lead them to other adventures of a different sort.

d8 Personality
  1. There are so many different kinds of people and I like them and I want to meet them all.
  2. I enjoy being in control and manipulating people. It's important that they like me so they do what I say.
  3. I don't care about what people do or say, but I want all the pretty little gems.
  4. I'm not an airhead, though I don't open my mouth to prove people wrong. I let the discover it after I have what I want.
  5. I never thought this was the life for me, perhaps some brave woman (or man) will rescue me.
  6. People are often hurt and damaged. I try to heal them and leave them stronger than when I meet them.
  7. I'm better than more prim and proper men (and women) and I'm having more fun.
  8. I don't really care what happens, it's an easy way to get money for my habit.

d6 Ideal
  1. Freedom: I want to have the independence to enjoy life. (Chaos)
  2. Lust/Hedonism: I fill my urges when and where I wish. (Evil)
  3. Loving: Everyone needs attention and love. (Good)
  4. Maudlin: I seek only to fulfill my own needs. (Neutral)
  5. Hierodule: Prostitution is a holy duty. (Lawful)
  6. Malice: I love to toy with people, take advantage of them, and cause pain. (Evil)

d6 Bond
  1. I have a young ward who is my world.
  2. If I can only collect enough gold, I'll be able to pay off my debts and be a free man (woman).
  3. I seek a relationship with the most powerful people in the land, desiring to be the power behind the throne.
  4. I have a sick mother who I send all my money to.
  5. I've lost my entire family and am just looking for a place I belong.
  6. My independence is the most important thing in my world.

d6 Flaw
  1. I have an incurable venereal disease.
  2. I'm hopelessly addicted to a drug.
  3. I no longer practice my old profession, and I fear anyone discovering it.
  4. I just can't resist betraying people.
  5. Once I was a slave, and I still possess the mark and the brand. If found out my freedom is forfeit, for I am escaped and sought by my former master.
  6. I can't stand anyone who tries to be nice to me. They only want me to sleep with them.

Sole Survivor

You lived through a great tragedy, an event so traumatic that it now defines your entire life. Everything you once loved or valued is now gone forever. Who you were before the tragedy no longer matters, and returning to your old life seems impossible: that life is a distant memory, more akin to a dream than reality. The trauma you survived likely involved serious personal injury or the loss of a loved one (or both), but it could have also involved the loss of your livelihood, home, or reputation.
Skill Proficiencies: Perception, Survival
Tool Proficiencies: One type of artisan's tools (your choice)
Languages: One of your choice
Equipment: A set of artisan's tools (one of your choice), a memento from your past life (lock of hair, locket with a picture, or worn toy) a set of traveler’s clothes, and a belt pouch containing 15 salt
Feature: Safe House
Having barely escaped disaster once, you are overly prepared to avoid future calamity. You have one or more hidden caches where you stored a change of clothes, basic supplies, a few coins, and some food. This cache might be hidden in a crawl space with barely able to fit a single person, a shack hidden in the woods, or a small second home in the city.
Suggested Characteristics
Survivors have experienced a great deal of emotional trauma, which makes it difficult for them to form emotional attachments. They can be suspicious, possibly to the point of paranoia. Some survivors have difficulty thinking about the future, dwelling on the past and their regrets. Other survivors plan for any contingency, hoping to avoid future tragedies.
d8 Personality Trait
1 Despite my emotional problems, I maintain a facade of normality.
2 I am extremely pessimistic, always expecting the worse.
3 I try to be ready for anything to happen. Anything.
4 Humor is my preferred defense, and I take very little seriously.
5 I can be overly cautious, even in mundane situations.
6 I appear unemotional, being overly logical and withdrawn.
7 I have a plan for any situation, and a back-up plan for when that fails.
8 My happiness is fleeting, as I'm filled with a deep sorrow.

d6 Ideal
1 Aspiration. I must be better, I must try harder. (Any)
2 Power. Those in positions of power can prevent tragedies. (Evil)
3 Vengeance. I will have retribution for my pain. (Evil)
4 Protection. Someone has to defend the weak. (Good)
5 No More. I will not stand by and let others suffer. (Chaotic)
6 Community. Neighbors should look out for neighbors. (Lawful)

d6 Bond
1 My friends and companions keep me sane.
2 I'm determined to help others whenever possible.
3 Helping others keeps me grounded: as long as I'm active, I can't dwell on the past.
4 Someone helped me after my loss. I owe them a great debt.
5 The people of my home town are the closest thing to family I have left.
6 Revenge drives me forward.

d6 Flaw
1 I have strong feelings of guilt for surviving.
2 It is difficult for me to trust others.
3 I view strangers as expendable.
4 Nightmares prevent me from having a full night's sleep.
5 I'm self-destructive, taking unnecessary risks.
6 My mood changes wildly and without warning.


You had been tasked with the duty of carrying out death sentences, corporal punishments and possibly also torture. The methods may depend on your home area and its customs - whether axe, sword, noose, pyre or guillotine - but it is a dirty work that doesn't make you popular.
While the cliché is that of the hulking headsman with the great axe (and a cliché with some truth to it), the dingy reputation and the easy access to objectionable items like hands of murderers or mandragora have led to the birth of more than one rogue, arcane trickster or warlock coming from this background.

Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Poisoner's kit
Languages: any language of your choice

Equipment: hempen rope (50') already knotted to a noose, a sharpened 10' pole (to display heads on), a sack (chopped-off head optional), common clothes including a black hood and a butcher's frock, the farewell letter of an infamous criminal (or wrongly accused convict) and a belt pouch containing 8 Salt

Background Feature: Scharfrichter's Stare
Both commoners and criminals are afraid of your reputation. Neither will report if you overstep the legal lines a bit (such as by not paying your food, or bruising a captive), and both kinds will be more likely to spill the beans just to get rid of you (or in the case of criminals, to keep you from scraping the beans out of them with a red-hot hook).
Those who have some standing in the community will not be so easily impressed by some dingy executioner, but maybe their servants will speak freely to you if you block their way in the right dark alley...

1. When going gets weird and bloody, I remain calm and stoic.
2. I like to act tough and hardboiled when I feel that I've got the advantage, or that I need to secure it.
3. I do a lot of bad puns and quips in the face of death and the macabre.
4. I'm not a person of many words - I get by with a nod, a headshake or a single word as often as possible.
5. I am deferential to authority more than rulings - those chosen through merit, tradition, or birth understand the intent of the law even if the letter must be bent a bit.
6. Once a bad seed, always a bad seed - I am harshly judgmental of those who have erred even once.

1. Justice: Right or wrong, the law. (Lawful)
2. Redemption: No matter how wicked, anyone must be given a chance to repent before meeting their creator. (Good)
3. Community: My community cannot hold unless its people are kept safe from threats in their midst (Any)
4. Pragmatism: When some petty law get into the way of my job, it should wait out of sight in the antechamber while I take care of what needs to be done. (Chaotic)
5. Power: Life, Death, Dignity - I crave the moments when they step up the wooden stairs and all these things are at my fingertips. (Evil)
6. Truth: Before any justice can be meted out, it is important to draw out the truth no matter how. (Lawful)

1. I've been forced to put my one true love to the sword, and have been grieving for her ever since.
2. There is this one criminal who could jailbreak before meeting his conviction. I will find him and give him what is his due.
3. No one is above the law - no one but this smug rascal who could get off scotsfree with that letter of the Cardinal. I will find her and make sure there is no loophole this time.
4. I have put a man to the sword only to learn later that he has been innocent. I will make up to his family best as I can.
5. I've led some very vile scum to the gallows, despite their powerful friends. Now I am on the run from them and their assassins.
6. While making my rounds in the dungeons, I have run into a man in an iron mask who doesn't appear on any records. I will need to find out his secret, and bust him out if he is innocent.

1. I have taken a significant bribe, and a certain crimelord knows it and can prove it.
2. I obey any legitimate authority, even when they might be wrong.
3. The bottle is the only thing that keeps the spectres of my former victims at bay.
4. I have sold hands of murderers and similar items of my handiwork to evil magic-users, or possibly even the darker powers behind them.
5. I display my gallows humour even to the point where it makes others uncomfortable - and beyond.
6. I take a memento of everyone I execute, and display it proudly.


You could have been a simple laborer for a local priest in some backwater village in Barovia, or you could be an undertaker running his own business in a city in a more developed domain. No matter where you exactly come from, your business boils down to putting the death beneath the earth.
The labour of an undertaker becomes the background of many a class, whether a hardy fighter, a cleric of death or an arcane warlock dealing with the forces that seek out the dead. For some strange reason, there are quite a few rangers with vulture companions among morticians.

Skill Proficiencies: Intimidation, Religion
Tool Proficiencies: land vehicles, carpenter's tools

Equipment: a hearse (as cart) and a black mule, a shovel or spade (stats as a club), fine clothes including a black top hat, carpenter's tools, a roll of measuring tape, a holy symbol (or 5 wreaths of garlic), raw material for three coffins and a pouch of extracted gold teeth worth 5 Salt

Feature: Rest for the Wicked
Whether through academic study or sheer experience, you know enough about bodies to do basic examination to automatically find out how long they have been dead and the cause of their death.
You also know the traditional banes of the undead that need to be added at their burial to keep them from rising. Any knowledge of the undead beyond that is beyond you, unless you have the necessary skills.
In addition, you can make bodies presentable and preserve them, even without access to disguise kits/herbalism kits or proficiency in either.

1. I am full of tales of funny deaths, people buried alive and similarly macabre anecdotes of my work that make others feel queasy.
2. I speak in few words and move quietly.
3. Whenever anyone announces very brave or very foolhardy plans that make them likely to become my next customer, I bust out my tape and get their measurements to work on my next coffin.
4. In the midst of blood, gore and similar reminders of mortality, I like to bust out my picnic cloth, have a meal and offer a bite to anyone else.
5. I am full of ghoulish glee and gallows humour even and especially in the face of doom and gloom.
6. I am horribly, horribly awkward in social situations.

1. Relief: My primary duty is to give the due rest to the death, and to alleviate the pain on those who have survived them. (Good)
2. Wealth: Whenever there are the dead to bury - and advantage to be taken of them - I will be there. (Evil)
3. Faith: I give the dead and the living what is due to them by the will of the divine powers. (Lawful)
4. Equality: I have buried beggars and lords alike and guess what? In death we are all the same. So, no reason for anyone to act high and mighty in life either. (Chaotic)
5. Hedonism: Seeing untimely dead all day leaves you with nothing but the desire to make the best of any day left to you. (Any)
6. Tradition: The ancient traditions about life, death and everything inbetween must be preserved and upheld. (Lawful)

1. One of my former customers has become a restless undead due to my insufficient precautions. I will need to track him down and grant him his much-desired rest.
2. I owe my life to the priest who took me for an undertaker when my parents died.
3. I will do anything to protect the church where I served.
4. I have sold hands of murderers and similar items of my handiwork to evil magic-users, or possibly even the darker powers behind them.
5. A corrupt noble once forced me to dress up the body of the victim of his crime such that the crime wouldn't be obvious. He may have gotten away with it, but I have not forgotten.
6. I've met the love of my life only when she was already dead and to be buried. The locket of her picture goes with me everywhere I go.

1. I need the bottle every evening to cope with my job.
2. I am terribly insensitive towards the feelings of others.
3. Having seen mortality every day, any promise of immortality - no matter how phony - will draw me in no matter what.
4. I am terribly superstitious.
5. I'm a pale, nocturnal creature that makes others around them uneasy.
6. I suffer from necrophilic urges, and try to keep them at bay.


Your background is unknown to you because you suffered some trauma that has inflicted you with amnesia. You woke one day, not knowing who you are or how you got here. Your origin and family are a mystery to you. You are not sure if you have allies or enemies from your past. If you have skills beyond what your class training details, you struggle to recall them.
Who looked after you while you recuperated? Were your class skills taught to you after your trauma, or are you slowly recalling them from your past? Do you have flashbacks or dreams hinting at your ordeal?
Proficiencies and Languages: Special. Whenever you attempt a skill, use a tool or try to comprehend a language you are not already proficient with, roll a d20. On a natural 20, you have recalled one of your pre-trauma talents and gain that proficiency; otherwise you must finish a long rest before you can make this check for the same proficiency again. Once you have recalled four proficiencies you no longer make this check.
Equipment: Just the shirt on your back.
When you woke as an amnesiac, you discovered one thing about yourself that could provide a clue as to what happened to you. Roll a d6.
A tattoo
You have an unusual tattoo on your arm, depicting a strange building, part of a map or gnostic symbols.
A curious wound
Running across your face and head is a long scar, only recently healed.
Something hidden on you
There was a key sewn under the skin of your belly.
A personalized piece of jewelry
Gripped in your hand was a locket, in which is a portrait of a young lady or man.
A punishment
Your little finger was severed and is missing.
You were found somewhere unusual
You woke shut in a sea trunk, washed up on the beach.
Feature: Gradual Recall
Each time you meet a new NPC or visit a new location, once per character level, you can decide that they feel familiar. This place or person is somehow related to your life leading up to the trauma that caused your amnesia. This will not divulge much information, but will provide some further clue. You should work with your DM to fit this new element into your background, aiming to give full disclosure by the middle of the third tier.
  • Level 1–4:
  • The NPC incidentally recognizes you but doesn't know you. They remember you performing some act, such as speaking to a mysterious figure (and overhearing a few words), buying an item from a store, or being involved in a fight.
  • Locations might be places you visited but once, or passed through on your way to somewhere else.
  • Level 5–8:
  • The NPC knows you only by a nom de guerre and a little about what happened to you, but is evasive in giving you information. If forced to speak, they give only one clue before circumstances end the interrogation (he simply escapes, or he's in a position of power, or a vicious storm rocks the boat...)
  • Locations might be taverns or dungeons that you frequented.
  • Level 9–12:
  • The NPC was directly involved with your trauma, and knows your real identity. Some conflict must be resolved before their relationship to you is fully understood: this could be a combat encounter or fulfilling a request made by them.
  • A location might be your family home, your place of work, your secret hideout, or some other place very personal to you that will reveal your identity through investigation.
This feature may drag you into involvement with secret societies, nobility, evil armies, hidden temples, and other intrigues. Once you have total recall about your life and your trauma, one of these story elements can be used to create a new background feature to replace Gradual Recall.
Suggested Characteristics
Whatever your personality, you are compelled to find out more about your past.
Personality Trait
I sometimes adopt a persona of child-like innocence, which comes through stronger when I try to remember my past.
When I rest I write copious notes on the events of the day, and keep them safe.
I am plagued by confusing nightmares which leave me feeling anxious all day.
I am aloof and dislike being with riff raff: I'm sure I have noble blood.
I am completely obsessed with keeping my belongings with me at all times.
Whenever I can't remember recent events it makes me nervous and distant.
I find myself staring into mirrors for long periods of time, wondering who I am.
I am sometimes overcome with fluctuating bouts of depression and euphoria.

Truth. I want to know what's real – not just about my past, but the world and people around me. (Any)
Revenge. I can't touch the demons of my past, so I take my frustration out on those who make even the slightest infractions against me. (Evil)
Heart. Although I woke as a blank slate, my first act was to rescue a trapped animal. There must be inherent kindness in people, even if hidden deeply. (Good)
Pretense. Personal identity is an illusion. We can adopt personae as we see fit. (Chaotic)
Destiny. What happened to me happened for a reason. I accept it and have no regrets. (Lawful)
Enlightenment. I'm glad I can't remember my past. It gives me more time to focus on my future. (Any)

I owe a debt to the family that found me, took me in, and nursed me back to health.
Somebody, somewhere, stole my life. I will find them and make them suffer.
I remember living in luxury – I must have a personal fortune or estate somewhere, and I'm going to find it!
The only thing I recall is that I was searching for someone I loved, someone who was in danger.
I remember a child and that the child was important, but I can't remember why or who they were.
I told someone of a great darkness before my trauma. I must find them and remember what I said.

I intermittently suffer short-term memory loss, and often forget why I went to a place or what I was talking about.
I'm overly suspicious of strangers – for all I know I might not a be stranger to them, and why would they keep quiet about that?
I hate secrets and cannot be trusted with them. Everything should be out in the open.
Everything is always my fault!
I get overindulged in knowledge and will do questionable things to obtain it.
I believe everyone is talking about me behind my back.

Adventurer's Whelp

  • One (or both) of your parents was an adventurer, and the call of it is in your blood. Maybe you grew up with stories of your parents' exploits, or maybe you desperately want to know what happened to your father oh-so-many years ago.
  • Skill Proficiencies: Insight, Knowledge (History)
  • Tool proficiency: cartographer's tools
  • Languages: one language.
  • Equipment: a set of fine clothes, your parents' diary or a faded map to a dungeon or foreign land, a vial of ink, a ten foot pole, a boot knife, 20 salt in a belt pouch.
  • Feature: allies. Either you can occasionally get some sort of support, magic, or information from your parents themselves, or allies/acquaintances of theirs will periodically offer their aid. This operates wholly at GM discretion.
  • Personality trait (d8)
  • 1. I often quote stories of my parents' exploits
  • 2. I try to collect stories of what actually happened in my parents' lives.
  • 3. I try to hide from my parents' reputation.
  • 4. My parents traveled far, so I live by the codes of a faraway land.
  • 5. My parents taught me their livelihood, but sometimes all I really want is a common life.
  • 6. I grew up watching wealth squandered outrageously, money means little to me.
  • 7. I inherited a casual roughness or shamelessness that can shock my companions at times, such as readily taking to graverobbing or changing my armour in public.
  • 8. My fathers/mothers profession is something I'm quite familiar with, I sometimes seem to think like one of them rather than what I was actually trained in. Perhaps I'll follow in their footsteps one day.
  • Ideal (d6)
  • 1. I must live up to my parent's legend (Good)
  • 2. I will finish what my parents left unfinished. (Lawful)
  • 3. I will find what became of a missing parent (or one of their companions).(Good)
  • 4. I will prove that I'm better/different person to my parents (Good/Evil)
  • 5. I'm all about the adventure and excitement (Chaotic)
  • 6. I must seek vengeance for my parents.
  • Bond (d6)
  • 1. I feel a kinship with other children of my parents' adventuring party.
  • 2. I serve the same lord my father served.
  • 3. I was raised to revere my parents' deity above all else.
  • 4. I was given a memento of my parents, yet lost it. It must be retrieved.
  • 5. My parents incurred debts that still have to be repaid.
  • 6. The gold is all that matters, I picked up that much.
  • Flaw (d6)
  • 1. I'm the child of a hero, dammit. Give me some respect.
  • 2. I'll never be as good as them
  • 3. My parents' enemies yet haunt me.
  • 4. I have been marked by magicks that afflicted my parents
  • 5. I believe I have an inevitable destiny, and too easily behave recklessly.
  • 6.My parents stories sometimes lead me to apply dungeoneering skills inappropriately, such as by mapping taverns I walk into or checking new suits of armour for traps.


Despised by most societies, yet perversely needed by many, you traffic in human(oid) flesh. Your status depends on your surroundings: In more despotic or cruel lands you operate openly, while in more enlightened polities you are reviled and relegated to the shadows. Either way, human(oid) nature being what it is, there is a place for you.
  • Interesting that you, who specializes in binding ordinary humanoids, ended up in the company of freedom-loving, extraordinary adventurers. Then again, they’d fetch a fine price at market, wouldn’t they…?
  • Given the unsavory nature of this Background, you might want to be an ex-slaver: possibly having turned against your guild or even joined an abolitionist movement.
  • Skill Proficiencies: Intimidation, Medicine
  • Tool Proficiencies: restraints*, vehicles (your choice of land or water)
  • Equipment: 2 sets of manacles, 50’ silk rope, whip, branding iron, healer’s kit, fine clothes, pouch with 15 salt
  • Feature: Slave Coffle
  • You skim the cream of the crop – or the worst of the worst, or the most docile of the docile – for your own use. You have 1d6 personal slaves (treat as commoners/unskilled hirelings) who obey your orders. Each slave’s upkeep is 5 cp/day. Thoroughly cowed and broken by you, they are treated as friendly, but each slave’s real feelings toward you are as follows (d6): 1: friendly; 2-3: indifferent; 4-6: hostile. The DM rolls this in secret; you are unaware, though you might suspect.
  • Slaves will likely not die or fight for you… though they might, depending on how much you have broken them… but they will do nearly anything else. Between adventures, should you be in a slaveowning area, you may replace the members of the coffle, but you must pay the standard market price for such slaves.
  • Regardless of their attitude toward you, it is almost inconceivable that your slaves would not make a break for freedom if the opportunity presented itself, and break you in the process….
  • Alternate Feature: Scum and Villainy
  • While loathed by most, you are also ubiquitous. You have had a diverse network of customers and contacts, possibly including crimelords, nobles, wealthy merchants, cultists… any who barter in flesh for work, pleasure, or sacrifice (or consumption). If you are in an area that openly or covertly harbors the slave trade, you can meet or make a contact, who might trade information or favors on a quid pro quo basis. Keep in mind, of course, that most who have no scruples about involving themselves in slavery would likewise have no scruples about betraying your trust.
  • * New Tool: restraints (includes manacles, ropes, chains, etc.)
  • When you restrain a prisoner with tools, add your proficiency bonus to the DC of an escape attempt.
    1. I'm callous, coldly indifferent to even the worst suffering.
    2. I'm wracked by moral qualms over what I do (or have done), convinced that an afterlife of damnation awaits me.
    3. I’m philosophical about my vocation, full of elaborate rationalizations about how some are natural slaves.
    4. I constantly appraise everyone I meet, predatorily scrutinizing them, looking at their teeth, and silently evaluating their probable worth on the auction block.
    5. I am an aficionado of the grotesque, specializing in exotic specimens to sell to discriminating clients and endlessly fascinated by physical and mental freakishness.
    6. Having seen no few emancipated slaves become slaveholders themselves, I am cynical to a fault. Civilization is just a big stinking slave pit; everyone would do as I do if they could get away with it, and I take pains to remind the pious of mankind’s venality and hypocrisy.
    7. I exhort my faith in the most proper and righteous deities, tithing extravagantly and showily, declaiming my profession as a necessary evil in pursuit of the larger good of civilizational advancement.
    8. If I have renounced my profession, I work tirelessly to turn others to the cause of freedom and enlightenment. After all, if I can be redeemed, anyone can.
    1. Master and Servant. Life is a great chain of dominance and submission. Equality is a lie. All must find their place in the hierarchy, serving or being served. Submit to your masters just as you expect submission from your slaves. (Lawful)
    2. Greed. You are an alchemist, turning flesh to gold. You care not a whit for your chattels’ suffering so long as the coin flows in. (Evil)
    3. Caprice. For you, the key to control is unpredictability. You are an earthly god, your coffle subject to your ever-changing moods. You might manumit a slave on a whim, at your expense, or brutalize another for equally trivial reasons. (Chaotic)
    4. Freedom. You once were blind, but now you see. You have renounced your profession and now believe that freedom is the right of all sentient beings. Perhaps you even use your knowledge and contacts in service to an abolitionist cause. (Good)
    5. Necessity. Slave trading is an ugly business, but the world is an ugly place. Those walls and pyramids have to get built somehow. Slavery is the grease that lubricates civilization, and you do what you must to keep it flowing. (Neutral)
    6. Karma. Nothing happens randomly; the wretches in your slave coffle must have done something for fortune to frown on them so. You are merely the agent of their purgatory. (Lawful)
  • BOND
    1. None has escaped my grasp. None ever shall.
    2. Only those deserving – criminals, debtors, and the like – are enslaved by my hand. In fact, I seek out and free the truly innocent, for I am pure in my impurity.
    3. I am a professional. I treat my slaves as well as can be managed, take pains to keep them healthy, and conduct myself with scrupulous honesty in dealings with customers.
    4. I see myself as patron or matron to my dear little bondlings, imparting wisdom, cultivating virtue and grace, and preparing them for lives of exalted service in the houses of the great.
    5. I take pains to enslave the savage humanoids – orcs, goblins, and the like. Far better that these heathens be taken into proper society, taught the ways of civilization, and perhaps find redemption through toil than simply be exterminated.
    6. I belong to a slavers’ guild. I am a careerist and climber, with all the politics and rivalries that entails. I will undertake the most dangerous missions to prove myself to my superiors.
  • FLAW
    1. An expert at scourging others, I like to be scourged myself. I seek out those who traffic in domination, submitting myself to their abuse and reveling in the pain they inflict on me.
    2. I drink or drug myself into a stupor to stomach what I am.
    3. A dangerous slave – a barbarian, gladiator, possibly even sentient monster – escaped my coffle and has sworn revenge against me.
    4. I sell slaves to entities beyond the pale of civilization – aberrations, undead, demonic cults, or the like. Should this be found out, even the most tyrannical humanoid governments would sentence me to death.
    5. Having become accustomed to my slaves performing tasks on my behalf, I am shockingly lazy, especially in the physical sense.
    6. I fell in love with and released one of my slaves. This person has bound my heart in chains as unbreakable as any of my own manacles. I would do anything for this one, and s/he knows it.


You descend from Well Renowned Heroes, or Villains. They could be your parents, uncle, aunt, grandparents, or many generations removed. You grew up in their shadow, and people always expected great, or terrible, things from you. Regardless of their attitudes you feel the pull of destiny, and the call of adventure.

Skill Proficiencies: History, Intimidation

Tool Proficiencies: One set Artisan’s tools, Vehicles (land)

Equipment: One Set Artisan’s tools (your choice), One Family Relic, A set of Traveler’s Clothes, A belt pouch containing 15 salt.

The Weight of Family:

Every Legacy bears the weight of their family name. Be it the weight of great Heroes who pressure you to champion the light, or vile cretins you seek to separate yourself from. In some circles your family name may open doors, or it might get them slammed in your face. Work with your DM to determine the fame or infamy of your ancestors. When in your hometown, everyone knows you, and their treatment of you will be colored by your family. Will you prove them right, or show them who you really are? You can work with your DM to inspire your family history, or you can roll from the table below:

D8 Weight of Family

1 My family is vile, and cruel. I will not be like them, will I?
2 My Ancestor saved the town, and we are now celebrated. A charmed life indeed.
3 My family is famous, but I just want to be me. I had to get away.
4 How can I prove everyone is wrong about me?
5 I’m the black sheep, and I’ll show them!
6 I am going to live up to my family name! You’ll see!
7 My Ancestor attacked the town, no one trusts me there.
8 My Family is perfect, and I don’t know if I can measure up, or if I want to.

Suggested Characteristics:
Some Legacies try to use their family name to open doors, or curate favor. Others deny their ties. As a result, some are brash and proud, well trained and eager to take up the cause. Others are driven, and silent. Some are full of shame and self-loathing, and strive to be better than those who came before.

D8 Personality trait
1 I proudly tell the tale of my family.
2 I live off my family’s name, but secretly fear to be myself.
3 I am confident that I will prove myself worthy.
4 I worry if I am up for the task.
5 My family has always overshadowed me, when can I shine?
6 My family is famous, but I want a simpler life.
7 I am tired of always doing what’s expected of me.
8 I keep my family name a secret. I will make it on my own, by my own hand.

D6 Ideal
1 Respect: Respect is due me because of my family name, and I will earn that respect through brave and selfless acts. (Good)
2 Independence: I will make my own name for myself, my way. (Chaotic)
3 Family: My family is my life, and I will Celebrate it. (Any)
4 Glory: I will make my family great again! (Any)
5 Shame: I am the black sheep. (Good)
6 Rebellion: My Family are fools! I will show them true power! (Evil)

D6 Bond
1 I will protect my Family’s honor.
2 I will spread my family’s influence throughout the land.
3 Family comes first.
4 I will choose my family, and protect it at all costs.
5 My name is all I have.
6 I have lost my family, I will find them again.

D6 Flaw
1 I am arrogant because of the fame of my Family.
2 I am so sure of my Destiny, it blinds me to consequences.
3 I am jealous of those who grew up in anonymity.
4 I hate my family, and myself because I am part of it.
5 I tell tales so others will think better of me.
6 I point out the flaws of others to make myself seem better.

Redeemed Cultist

Once, you were an obedient member of a religious cult. You may have been a follower of a dark god, demon prince, twisted fey, or just power-hungry religious fanatic - that is of little importance now. What matters now is that, somehow, you found it in you to free yourself from the blind servitude and saw the error of your ways. Many innocents died by your hand - sacrificed on an altar or slain in raids. Brainwashed, drugged, or simply confused and misled you have committed crimes so heinous you could hardly ever ask for forgiveness. Nevertheless, you have left the cult determined to seek a new life. Will it be a life of virtue in a pursuit of redemption or a lonesome journey of an embittered and broken individual trying to run away from their past? Why did you join the cult in the first place? What made you see through the veil of the cult indoctrination? How have you managed to escape?
Skill Proficiencies: Arcane and Deception
Tool Proficiencies: Disguise kit or Herbalism kit or Poisoner’s Kit
Languages: any one occult or extraplanar language of your choice
Equipment: a set of traveler's clothes, your cult’s identification mark (if any - see the table below), a dagger, a magic scroll describing a minor incantation or ritual (lvl 1 warlock spell of your choice, one use), a pack of candles, and a pouch containing 5 salt
Cult Members’ Identification
Markings (tattoos, scarification, branding…)
Self-Mutilation (fingers or ears cut off, missing eye(s), split tongue…)
Accessories (rings, medallions, bracelets, piercings…)
Clothing (distinct color or type of clothing…)
Language (password, phrase, cipher, non-verbal signs…)
Multiple layers of identification - roll twice on this table, reroll any 6s
Feature: The Black Sheep
Thanks to your long affiliation with a cult community, you can very easily identify anyone who is a member of a commune similar to your own. All cults are essentially the same and their members exhibit the same behavioral patterns. By extension, you can also easily recognize any drug addicts, compulsive liars and people with various behavioral disorders.
Additionally (this is up to you or your DM to decide), some of your former brothers and sisters in faith might not know you have defected and would be willing to provide you (and only you) with shelter and supplies. However, the question is whether you want to stay with them again.
Suggested Characteristics
Personality Trait
My past still haunts me in my dreams. I often wake up screaming or do not sleep at all.
I anger quickly and I am prone to violent tantrums when someone tries to control me or give me orders.
Being a pawn in someone else’s game left me with an inability to make choices of my own. I am indecisive.
I trance out and lose touch with reality. I am sometimes delusional or experience delirious states.
Boundaries were violated time and time again in the cult until I lost sense of which boundaries were appropriate. I often behave inappropriately or in a seemingly random manner.
Constant feelings of shame, helplessness and inferiority make me change my mood at a moment’s notice. I suffer from mood swings or sudden emotional breakdowns.
I feel immense guilt over my past actions and welcome suffering as my atonement. I have little or no regard for my personal health.
Every day I expect to get a knife in my gut and I see vengeful assassins in every shadow. I am paranoid or suspicious of others.

Protective. Dark cults trifle with powers that are beyond their understanding or control. Those fools must be stopped. (lawful)
Nihilist. What’s the point of anything? People are insignificant and their struggle is futile. (neutral)
Repentant. I cannot possibly undo the wrongs I have done, but I can still try and atone. (good)
Anarchist. Lives of men should not be ruled by anyone. No gods, no masters! (chaotic)
Denial. It wasn’t me. I wasn’t myself! (any)
Selfish. The world is doomed either way. Better make to most of it. (evil)

When I left the cult, I took one of its relics with me. For some strange reason, I cannot part with it.
They were supposed to be sacrificed, I have helped them escape. Now I feel responsible for them.
It breaks my heart to know that my close friend, lover or family member is still a loyal follower of the cult.
The cult leader made me kill my old friend during the initiation. I have not forgotten that and I want revenge.
I cannot stand by and watch as more children and youths get turned into mindless fanatics or are exploited for someone else's personal gain.
No one must ever know about my involvement with the cult.

Sometimes, I hear voices in my head that command me to do terrible things. And sometimes, I give in.
I am having second thoughts about my leaving the cult. I am afraid I could easily return to my old ways given the right circumstance.
I take great solace in flagellation. The road to salvation leads through blood and self-inflicted pain.
Before I left, I was given a task (by the dark lord or deity, or the cult leader) that I am yet to fulfill.
In the cult, they fed us drugs. I am still heavily addicted and I will do anything to get a dose.
I dread the idea of killing another sentient creature, I have already spilled enough blood.


  • Economy

  • In general, due to the particular make up of this young world, the fact that none of the local tribes have a sense of economy, and the excessive loss of live the new United Empire has suffered through; there is no traditional coinage that remains
recognized as any worth. A barter survivor economy has resulted in the mainstay of Salt, it by weight is generally accepted as currency. Be it either solid or crushed. More than anything, older currency still exists simply to be the judge weight by which salt is measured. Weights are thusly roughly convertible along the old gold Empire scale. (Some things such as certain gems, magical items, the ever increasingly rare fresh Ansalonian produce from secreted gardens, may be used as expensive items; and while not technically 'currency', can probably be traded easily. Seller beware)

1 Platinum = 10 Weight
  • 1 Gold = 1 Weight
    • 1 Silver = 1/2 Weight (Half)
      • 1 Copper = 1/4 Weight (Quarter)

So a short sword that costs 10 gold, would in turn probably cost 9-12 Salt (9-12 Weights of Salt)

  • Not only is salt a requirement for preservation of meat (primary diet), cooking, manufacturing of textiles, paper, and other domestic/industrial uses, but also it is vital for the body to retain fluids. Most fit humans require 3.75 or more grams of salt
per day. Without this, the body will quickly dehydrate even in the wettest of climates. Yathewah is traditionally found to be very salt poor because of one reason or another.

  • Equipment

  • 0b49393544adfb16a24877bd356850c2.jpgGenerally in consideration of purely human technologies and sciences at the fall of the original Ansalon empire due to plague and the destruction of the gate system; was considered the best. The ease at which pure and
inordinately valuable materials were able to be acquired here on Yathewah, meant that a vast majority of the mid to high skill crafters (Smiths of all types, casting forgers, smelters, jewel cutters, pre-industrial era mass workshops, ect), had moved too Yathewah, since it's discovery over a hundred years ago.
  • In consequence, the examples of armor craft, weapon craft, tool construction, and materials tech is of one of the highest orders. And surely the highest on the plane, giving that most of the indigenous Paragon races are not much above
hides and bone construction. (With a few dangerous exceptions.) Now in older 3 or 3.5 edition, it would be easy to suggest and say that all metalworks available to find/buy/acquire/steal would be of Masterwork quality. However 5ed does not have a
masterwork classification, other than to make a particular weapon a special or unique weapon. Where that would work for most campaigns, it won't here.
  • If it was simply just a matter of groups of masterwork weapons being used on masterwork armor, or humans fighting humans all the time; it would be simple to reduce the bonuses back to zero normal, as they
would not be vastly more effected vrs each other. But uniquely on Yathewah, the warryness of the human sciences are the only thing standing in the way of several complete slaughters. Highlighting this edge and the sheer importance of human technology over the barbarian horde, is crucial to the storyline.
  • As a result, I found a chart that will allow the PCs to give some extra attributes to their weapons and armor (randomly, depending on how they acquire them), that add some flavor and play structure without
breaking the game. Allowing for special and very uniquely hand crafted items to be exactly that. Specially created by techniques and masters that have thousands of years of blood letting and body protecting creation behind them. (And a good amount of process of elimination as well!)

For arms and armor, and metallic equipment, consider the cost cut in half. Understandably, due to production considerations, thousands upon tens of thousands of suits worth of heavy and medium armor exist on Yathewah. It is easier to find metal armor at the moment than it is leather, simply because of the surplus that was never sent back through the gate; or inventory stockpiled against a better future price,

  • Mwk Table
    Mwk Table

  • (These bonuses should only be placed on human made weapons. Human-Like weapons from another source would not have these additions)

    • Glass Longsword

>The typical longsword used by the Ansalonian military forces is as pictured:


>However, the swords made personally by the Liss are more along the lines of this:


((This art is Strictly concept. In no way is it to be used in any commercial aspect, or reproduction. All rights are owned by the creator of the file. (found in the file name). Also, concept art should not be taken as completely true. Aspects may vary, of the actual Game concept.))

  • Made of a specially prepared length of glass, usually harvested from one of many of the ancient nuclear craters that are found on their native continent, are then molded and blown into this sword shape. Once it has mildly cooled, the sword is then enchanted by the elementalists that the Liss are famous for. This is an old way of doing things, and has been with the Liss race for as long as they can remember. Only one of these specialized glass smiths survived the Kusk war, and has begun to take on a few apprentices, keeping the tradition alive.

  • The magical curing process is a definite secret of the Liss, and will not be revealed. Also, this process achieves this razor sharp sword to the rough strength of steel. This is the only item that is know to be made with this specific application. As with plate glass, the sharp edge most of the time will be around one molecule thin. Normally, glass blades are only good once or twice, due to the rapid chipping of such a fine edge. But the magical forging process makes it so that this sword does not chip or dull.

  • The swords themselves are not magical (No inherent bonus). Though, they do have an afterglow of magic, visible with detect magic or mage sight. They use the standard Katana (Or longsword, if the previous is not available) stat-plate at the next highest dice type(d6 to d8, ect). Though the critical strike is made one digit easier and the multiplier is increased one level. (x2 to x3, etc.)

  • This weapon requires an exotic feat to wield, unless it is for a Liss character. Then it is considered a racial weapon.

  • Insanity

2017: For the moment, we will be using Insanity as a cumulative value. 1 starting as the least amount of insanity, and 20 being the most. As with hits and saves, rolling under it during a sanity check will be cause for a failure. I.E. the more insanity points one collects, the easier it is to continue your slide into the gibbering darkness. Failures will individually increase the insanity points by 1, and give a small temporary quirk. Once past 10, temporary sanities apply on failures. Past 15, permanent sanity types are rolled on to apply.
Any benefits or class modifiers will be determined in play, as we move along, to further flavor the game.

  • Briefly, I spent a couple months creating a guide for Insanity in my campaign back in 2005. Here it is, but remember its not really fleshed out or complete.
  • * This needs to be updated, the source book that I created was 3.5, and needs to be revamped. I am unsure as to when that will be finished *