1. Characters

Alban Longchamp

Priest of Arzen, Spider Punching Sad Boi
Alban Longchamp header image

Overview/Backstory

Alban has always been a slave on the Crystalcreek Estate, located in a remote area of Aldion. He was born in the month of Mellinor on the last day of the month in 1332. As he grew up on the estates, his sour attitude attracted the attention of Grisk, an older dragonborn who was also enslaved on The Estates. Although Alban loved Grisk like his father, his negative attitude was hard to extinguish; he was miserable being a slave and hated Tey Longchamp. As Grisk taught Alban more about the way of the monk, he encouraged Alban to stay true to how he feels, because that will empower him.

When Alban was around 15, Master Malik was born and Alban was assigned as his personal slave. Alban completed all the duties Malik’s father would have had as Malik grew up, forming a bond between the two of them. On his 5th birthday, Malik began his studies, being taught many things by Grisk, an older dragonborn monk that had been enslaved by the Crystalcreek Estate since before Alban was born. Since Alban was responsible for Master Malik, he attended every class and learned along with him. As Malik got older, he began to join Alban and Grisk in their monk training. In their time spent together, Alban, Grisk, and Malik all spoke about the injustices of slavery and over the years concocted a plan to all escape the Crystalcreek Estate; Malik wanting to leave because he was afraid of what would happen to him once his father learned how adamant he was in ending the family business. 

Alban was 30 when the opportunity to escape arose: the Crystalcreek Estate was raided by bandits, causing enough chaos for the trio to escape. In the three years it has been since they ran away, the three monks never stayed in one place for too long. Even this level of suspicion and safety wasn't enough to keep them from being found by mercenaries from The Estates. As they tried to escape, Grisk sacrificed himself so Alban and Malik could live. As he watched his master sacrifice himself, Alban felt a wave of guilt wash over him. Remembering what Grisk taught him when he was a child, Alban used those emotions to keep himself and Malik alive.

A year  later, Alban and Malik were found again, hiding out in an abandoned farmhouse in a remote part of Aldion. The mercenaries from Crystalcreek Estate beat Alban as he tried to protect Malik, and only stopped once Malik agreed to go back with them. Alban was so bloody and beaten, he couldn't muster any energy to beg Malik not to leave. He lost consciousness as Malik was taken away.

When he awoke, he was still in the abandoned farmhouse and his guilt had overwhelmed him. He was barely able to drag himself into Unified Caldar before the sadness overwhelmed him. He couldn't do anything but sob with guilt as guards helped him to a doctor. After a few days, he was able to heal and he left Caldar to head back to the abandoned farmhouse. For months, he spent time here, his mind spiraling out of control from the guilt, fear, and anger. After months of solitude and meditation, Alban resolved himself to return to Crystalcreek Estates, to either free Malik and other slaves or die trying.

Before he made his final journey to Crystalcreek Estates, he stopped in Owlreach to try to distract his mind before his journey. Little did he know, his detour would lead to an adventure bigger than him...

Events

Survived the 300-year sleep

Defeated Ravensbane, the Stage 2 spider


Status

Living in a spider infested world, dealing with survivor's guilt, and trying to learn how to live as a free man instead of a slave


Entry Date

As of 08.25.2023

Personality

Background
-former slave
-current spider puncher
-squirrel dad
-Eratus captain

Attitude
-Emotional and dark
-Self-deprecating, but supportive of others
-

Mannerisms
--
-Observant
-Nervous around authority figures

Goals
-Reunite with his brother
-Be a good squad captain
-Be an example of Arzen's good will and love
-Don't get killed by spiders

Flaws
-Spurred to violent actions easily
-Faking his confidence 90% of the time
-Doesn't eat much

Fears
-Becoming enslaved again
-Finding his brother dead
-Getting killed or turned into a spider

Foundry Sheet

Foundry Sheet

Alban Longchamp

Monk 10 / Cleric 2 • Level 12 • Human

Overview

Armor Class 19
Hit Points 102/102
Temp HP 0
Initiative +5
Proficiency Bonus +4
Speed 60 ft
Passive Perception 18
Passive Investigation 9
Passive Insight 18
Senses Tremorsense 60 ft

Abilities

StrengthDexterityConstitutionIntelligenceWisdomCharisma
420149188
-3+5+2-1+4-1

Saving Throws

StrengthDexterityConstitutionIntelligenceWisdomCharisma
+2+10+3+0+5+0

Skills

AcrobaticsAnimal HandlingAnticipationArcana
+5+4-1+3
AthleticsDeceptionDepictingEndurance
-3+4+0+2
HistoryInsightIntimidationInvestigation
+0+8+1-1
MedicineNaturePerceptionPerformance
+8-1+8+3
PersuasionPlanningReligionRiding
+0+3+7+5
Sleight of HandStealthStreetwiseSurvival
+5+10+3+8

Languages

Common, Draconic, Undercommon

Currency

EPPPGPSPCP
0100360
KAXQ3PVBGJJ7H5CB
0

Inventory

Weapons

Astral Unarmed Strike (Monk) ×1 Equipped • Common

Description:

A simple metallic addition to someone's fist. The pain caused is heavily influenced by the user's fist, rather than its construction.

Brutality Effect. Whenever you score a critical hit with this weapon, if at least one of the damage dice has rolled maximum the target is Condition: Daze until the start of your next turn. If both damage dice are maxed, the target is also Condition: Stagger, Deafened and Blinded. All effects last until the start of your next turn.

 

Divinium Knuckles +1 (LvL 1) ×1 Equipped • Rare

Description:

Empowered by Arzen's justice, your fists can now deliver divine judgement.

Unarmed strikes made with this weapon have +1 bonus to attack and damage.

You gain the Arzen's Fists feature.

Brutality Effect. Whenever you score a critical hit with this weapon, if at least one of the damage dice has rolled maximum the target is Condition: Daze until the start of your next turn. If both damage dice are maxed, the target is also Condition: Stagger, Deafened and Blinded. All effects last until the start of your next turn.

 

Faith Bow (Revealed) ×1 Rare

Description:

requires attunement

Radiates warmth and cold at the same time. This bow is an ingenuity of magical craftmanship and while its blueprint is known, there can never be two exactly identical ones.

Keeping my trade secret. Whenever magic is used to identify this item, it creates fake result unless the user has a passive arcana of 30 or higher. Attuning to the item reveals the true properties.

You have a +2 bonus to attacks and damage rolls with this weapon.

Piercing shot. Arrows fired from this bow hit all creatures in a straight line, up to 40 feet behind the first target.

High Ground. Attacks made from a higher point (30 or more feet) deal an extra d6 damage.

Spellcasting Focus (Reliquary) ×1 Equipped • Common

Description:

Whenever you cast a spell in combat, you have a chance to feed the spell with such precise magic that it generates extra effects based on the spellcasting focus type.

Reliquaries must be wielded by hand.

Brutality Effects.

  • Low effect: You regain a use of your Channel Divinity.

  • High effect: At the end of your turn, Sanctuary is cast on you, as if you had cast it yourself. If you already had Sanctuary, then Spiritual Weapon is cast at level 2.

Unarmed Strike ×1
Unarmed Strike ×1 Equipped
Whip +1 ×1 Equipped • Uncommon

Description:

Brutality Effect. Whenever you score a critical hit with this weapon, you spend Brutality Charges to active the corresponding effect. Activating the high effects gives you also the low effect.

Low effect (1 charge): The target is Grappled by your whip until the start of your next turn.

High effect (3 charges): The attack deals additional damage equal to your highest class level. If the target is no more than 1 size larger than you, they are also pulled up to 10 feet toward you and is knocked Prone..

dmgWeapon12or300 caption=false

Equipment

Arzen's Cup ×1 Very Rare • Uses 2/100

Description:

One of the blessed cups used in holy ceremonies in the names of Arzen. The cup holds the power of faith imbuing the wielder with the collective power of the devout.

requires attunement by an Arzen follower

When you attune to the cup, it start with 1 charge. Whenever you convert someone to become an Arzen follower, the cup gains 1 charge. If the people you converted die or change their fath again, the cup loses the charge it got from them.

For every charge the cup has, your max hp increase by 1.

For every 5 charges the cup has, your attack rolls increase by 1.

For every 20 charges the cup has, your AC increases by 1.

Badge of Battle +2 ×1 Equipped • Rare

Description:

Wondrous Item, Rare

This bronze badge depicts a specific type of fearsome creature (a dragon, a wolf, an owlbear, and so forth) leaping into combat against a horde of enemies. While wearing the badge, you gain a +2 bonus to attack and damage rolls you make with unarmed strikes and natural weapons.

Charged Gauntlets ×1 Equipped • Very Rare • Uses 0/10

Description:

(Requires Attunement By a Monk)

These light gauntlets are made from cloth woven from the hair of a fiend and reinforced with the scales of a dragon. The gauntlets are washed with an alchemical formula made from elemental fluid and undead dust. They are then powered with a rare animus collected from an aberration.

Each time you hit with an Unarmed Strike|XPHB while attuned to these magic gauntlets they gain one charge. The gauntlets can have up to 10 charges. Any unexpended charges disappear when you take a Long Rest|XPHB or roll Initiative|XPHB.

While the gauntlets have at least one charge, your Unarmed Strike|XPHB|Unarmed Strikes deal Lightning damage instead of its normal damage type.

While the gauntlets have 5 or more charges, your Unarmed Strike|XPHB|Unarmed Strikes deal an additional 2d6 damage and push the target 10 feet away from you on a hit.

You can expend 2 charges from the gauntlets to cast the Shield|XPHB spell.

You can expend 10 charges from the gauntlets to cast Destructive Wave|XPHB or Wall of Force|XPHB, using your monk's focus saving throw DC.

Crafting. Creating Charged Gauntlets requires a Very Rare Workshop and the following Very Rare Components:

  • [Animus] Aberrant Animus

  • [Dust] Undead Dust

  • [Fluid] Elemental Fluid

  • [Hair] Hair from a Fiend

  • [Hide] Scales from a Blue or Bronze Dragon

Historian's Hat ×1 Equipped • Common

Description:

Often those who travelled and wander the wilds discovered knowledge, learn of new places and new creatures. However, not all of them return alive. These hats were made to capture some of that knowledge and transfer it to their new owners.

While wearing the hat, you receive the following benefits:

  • History (Intelligence) and Depicting (Intelligence) checks receive a +1 bonus.

  • You have advantage on Intelligence checks to decipher, translate or interpret information.

Rift Converter ×1 Equipped • Very Rare

Description:

Magic conversion from one type to another is usually a very strenuous and damaging purpose to the user. A device of high complexity replicating the efforts of hundreds of mages has been finally been invented after 200 years of trial and error, studying the Devourer's creatures.

requires attunement

After a successfully closing a rift, the Rift Converter attempts to create a manifestation of magic that can boost your capabilities. (10 minutes). [Foundry note: run the separate macro for Spider Rift results]

While attuned to this item, you gain an extra attunement slot.

Ring of Survival (Alban) ×0 Equipped • Uncommon

Description:

This golden band is socketed with a chunk of iridescent amethyst, cut and detailed with the image of two brothers once separated, clasping hands for a fateful reunion . An inscription on the inner band of the ring reads, in Common:

"May your bonds of friendship shape the future."

Rings of Sky Fire ×1 Equipped • Very Rare • Uses 1/1

Description:

requires attunement by an Arzen follower

These rings are given as rewards to legionnaires performing above and beyond their duties. They are manufactured for the Light Legion and are blessed and magically imbued by someone famous from the legion. When you attune to this ring, you receive a mental recording of its person's history.

Rain of Fire. As an action, while wearing the ring, you summon molten rocks in the sky that start falling and materialize when they are about 20 feet above the target area. The rocks fall down, impacting a 15-feet radius around you. Each creature other than you in the area, must succeed on a DC 15 Dexterity saving throw or take 7d6 fire and 7d6 radiant damage (half damage on success). A creature that fails by 5 or more is also knocked Prone.

Once you use this feature, you cannot use it again until it is recharged through a prayer ceremony in an Arzen's cathedral.

Robes of Discipline ×1 Equipped • Very Rare • Uses 2/2

Description:

requires attunement by a monk

These robes radiate a sense of purity and discipline. They always feel slightly cool to the touch and they are bloodproof. Legend has it that such robes were woven by monks in the Golden Sands to withstand the intense heat and lack of cleaning water.

Supreme focus. You can expend Foci points to enhance your mental saving throws, at a 2:1 rate.

Motion in Stillness. If you have not moved since your last turn, at the end of your turn you can take the Dodge action for free, expending all your movement while remaining in the same spot. if your speed is 0, this feature does not work.

Meteor Kick. As an action and using 15 feet of movement, you jump 15 feet vertically, hovering for a dramatic moment, only to burst into energy and launch yourself at a creature on the ground within 15feet of you. Make an unarmed strike against the creature. On a hit the creature takes 4d10 + 10 Bludgeoning damage is and pushed 5 feet away from you and knocked prone, while you land on its location. On a miss, you land on a free space adjacent to the creature. You can use this feature 5 times per Long Rest.

Helix Kick. As an action, you stand on your hands and spin your legs around in a helical pattern. Creatures within 5 feet of you are subjected to the effect of your choice. Choose Leg Sweeper or Face Slapper.

  • Leg Sweeper: Dexterity saving throw. 2d10+dex bludgeoning damage and prone. Half damage on success.

  • Face Slapper: Strength saving throw. 3d10+dex bludgeoning damage and push back 5 feet. Half damage on success.

You can use this feature twice per Short Rest.

Sigil of Arda (Nature Domain) ×1 Rare

Description:

You gain proficiency with the Pike, Trident, Whip, Longbow and Greatbow.

Domain Spells.
When you reach the levels listed, replace one of your default Domain Spells with both spells listed below.

  • 1st. Ensnaring Strike, Absorb Elements

  • 3rd. Earthen Grasp, Summon Beast

  • 5th. Lightning Bold, Thunder Step

  • 7th. Guardian of Nature, Elemental Bane

  • 9th. Wrath of Nature, Cone of Cold

You may replace your default channel divinity with this one:

Channel Divinity: Invoke Natural Restrain. As an action, you present your holy symbol and invoke the name of your deity. Each non-beast or non-plant creature of your choice that can see you within 45 feet (and up to 15 feet in the air) of you must succeed on a Strength saving throw or become restrained by rapidly growing roots and vines for 1 minute. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. Beast and Plant creatures have +4 damage to their attacks against targets restrained by this feature.
This feature has no effect if the ground is artificial.

Dampen Elements. You can use Absorb Elements at level one without expending a spell slot. When using it this way, you can target a creature other than you, within 30 feet. The melee attack damage increases by an amount equal to your cleric level.

Master of Nature. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 60 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 hour or until it takes damage by you or your allies. When it gets charmed by you in this way, it also considered to be under the spell Suggestion if it was cast by you. When the effects end, the creature knows it has been under those effects.

You regain the use of this feature after a long rest.

Warm clothing ×1
Wayfarer's Boots ×1 Equipped • Rare

Description:

This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.

Invoking the Runes.

As a bonus action, you can invoke the boots' runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can't be invoked again until the next dawn.

Consumables

Arrow ×10 Qty 10 • Common

Description:

Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.

Chuk Arrow ×27 Qty 27 • Very Rare

Description:

Arrows coated with faint traces of a yellow liquid. This substance is popular amongst the Kenku and Aarakocra tribes of the Savage Lands, as a poison that was particularly effective against their Caldarian enemies.

Aasimar, human, dwarf, tiefling and gnome creature hit by this arrow must succeed on a Constitution saving throw DC 19, or be poisoned for 1 minute. While poisoned in this way, the damage they inflict to others is reduced by half. (all sources).

Elixir of Effectiveness ×1 Common • Uses 1/1

Description:

A shimmering elixir that sharpens body and mind alike. Upon drinking, the imbiber gains enhanced combat effectiveness for 1 minute.

Increases by 1 your AC, attacks, spell DC.

Increases by 5 your walking speed.

Fey Wine ×2 Qty 2

Description:

A rich and velvety rose wine. When you drink it, you start to understand a bit of Sylvan.

Magic Shots ×0 Very Rare

Description:

Magical energy shortage was a basic problem spell casters faces since the beginning of times. Before magical blacksmithing was developed, attempts to create substances that can boost your magic were made. While some proved successful, the sudden influx of magic into one's body often caused side effects or addiction. These substances were later outlawed in most nations.

Using an action to inject yourself, you replenish a level 1 spell slot. Using more than one at a time, can restore higher level spell slots, but has an increasing chance to cause Magic Overdose.

Magic Overdose. You are Dazed and vulnerable to psychic damage for an hour. Greater restoration can remove this effect, but has also a chance to fail equal to the overdose's chance.

Potion of Healing (Greater) ×1 Uncommon • Uses 1/1

Description:

Potion, Uncommon

You regain 4d4 + 4 Hit Points when you drink this potion.

Whatever its potency, the potion’s red liquid glimmers when agitated.

Potion of Metallic Chatter ×0

Description:

You can speak with metal for 3 minutes (use a timer).

Metal tends to have a pretty good knowledge of everything that has directly happened to it since it was forged, but not other things that happened near it. Weapons speak of their kills; locks speak of what

they guard. Cursed and trapped metal objects are liars. Metal is often gruff, monotone, pragmatic, and/or militaristic.

Looks like cloudy water. Smells like bad breath. A small sip makes all of your words come out as dings and clangs.

Rations ×0 Uses 1/1

Description:

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See &Reference[Malnutrition] in the rules glossary for the risks of not eating.

Waterskin ×1 Uses 4/4

Description:

A waterskin can hold up to 4 pints of liquid.

Wuk Arrow ×12 Qty 12 • Rare

Description:

Arrows coated with faint traces of a slimy, transparent material. Creatures hit by this arrow must succeed on a Constitution saving throw DC 16 or be poisoned for an hour. While poisoned by this effect, they have disadvantage on saving throws.

Loot

Alban's oath with Aurelia Brightstar ×1

Description:

By the name of Arzen, Sovereign of Light and Order, and by the lives of those I hold sacred— I, Alban, stand before you, Commander Aurelia Brightstar, to swear this unbreakable oath: Never again shall I draw upon the profane arts of Necromancy. Never again shall I consort with the whispers that crawl from the shadows. By my blood, by my soul, I vow to root out heresy wherever it festers, and to shield the Empire from its corrupting touch. Should I falter, let my name be forgotten, my body ash, and my soul cast into silence. But so long as breath remains in me, I shall walk the path of fire and truth— for Arzen, for the Empire, and for the future of mankind

Ink (1-ounce bottle) ×1

Description:

Ink (1-ounce bottle)

Paper (one sheet) ×10 Qty 10
Parchment (one sheet) ×10 Qty 10
Spider Valuable Parts ×1 Common

Description:

Harvested spider parts that can be used one way or another by various merchants around the world. Could be poisons, durable skin, exeskeleton coating, creepy eyes or pointy legs.

Stick of Incense ×1
Tinderbox ×1

Description:

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

Features

Ancestry

Human

Description:

Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are commended, respected, and feared on many worlds.

Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common language was born. From there, humans could have spread to every part of the multiverse, bringing the City of Doors’ cosmopolitanism with them.

Human Traits

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Human, you have these special traits.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful. You gain proficiency in one skill of your choice.

Versatile. You gain an Origin feat of your choice (see chapter 5). Skilled is recommended.

Background

Slave

Description:

Ability Scores: Strength, Constitution, Wisdom

Feat: Tough or Ear for Coin

Skill Proficiencies: Performance, Streetwise

Tool Proficiencies: You have proficiency with any one tool entry with a value no greater than 15gp.

Equipment Choose A or B: (A)  One tool you are proficient with, or one simple melee weapon, a set of clothes appropriate to your master's status and your slave purpose, and a small  pouch containing 1gp., or (B) 20 gp

Classes

Cleric

Description:

A Miraculous Priest of Divine Power

Core Cleric Traits

Primary Ability

Wisdom

Hit Point Die

D8 per Cleric level

Saving Throw Proficiencies

Wisdom and Charisma

Skill Proficiencies

Choose 2: History, Insight, Medicine, Persuasion, or Religion

Weapon Proficiencies

Simple weapons

Armor Training

Light and Medium armor and Shields

Starting Equipment

Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and [[/award 7GP]]; or (B) [[/award 110GP]]

Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.

Because their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn't rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.

Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.

Becoming a Cleric …

As a Level 1 Character

  • Gain all the traits in the Core Cleric Traits table.
  • Gain the Cleric's level 1 features, which are listed in the Cleric Features table.

As a Multiclass Character

  • Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
  • Gain the Cleric's level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Monk

Description:

A Martial Artist of Supernatural Focus

Core Monk Traits

Primary Ability

Dexterity and Wisdom

Hit Point Die

D8 per Monk level

Saving Throw Proficiencies

Strength and Dexterity

Skill Proficiencies

Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth

Weapon Proficiencies

Simple weapons and Martial weapons that have the Light property

Tool Proficiencies

Choose one type of Artisan's Tools or Musical Instrument

Armor Training

None

Starting Equipment

Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and [[/award 11GP]]; or (B) [[/award 50GP]]

Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.

Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk's hands, even the most basic weapons can become sophisticated implements of combat mastery.

Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.

Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.

Becoming a Monk …

As a Level 1 Character

  • Gain all the traits in the Core Monk Traits table.
  • Gain the Monk's level 1 features, which are listed in the Monk Features table.

As a Multiclass Character

  • Gain the Hit Point Die trait from the Core Monk Traits table.
  • Gain the Monk's level 1 features, which are listed in the Monk Features table.

Feats

[Arzen] A new religion

Description:

You obtain clothing and a symbol of your faith, recognizable only by others of the same faith.

[Arzen] Legionnaire of Body

Description:

You gain +1 to Strength, Dexterity, and Constitution saving throws.

[Arzen] Legionnaire of Mind

Description:

You gain +1 to Intelligence, Wisdom, and Charisma saving throws.

[Arzen] The Perfect Weapon Uses 35/999

Description:

Choose a weapon.

Whenever you deal damage in combat with that weapon, you gain Ensacti charges for every 10 damage your attack dealt.

As a bonus action, you can expend any number of Ensacti charges to heal yourself or another creature within 5ft of you for half the value.

If damage would reduce you to 0 or less HP, you instead spend all your Ensacti charges and gain half as much temporary HP before your HP drops to 0. You don't go unconscious if you still have temp HP left.

You can change your chosen weapon every Pentomera or Decamera,

[Arzen] Unbreakable Mind

Description:

Your saving throw cantrips deal an extra 1d8 damage.


Node Bomb!

As you become more and more recognized and empowered by the powers of this religion, conflicting religions have an increasing chance to remove the power they have bestowed you, recognizing you as a traitor.

[Arzen] Unstoppable Muscles

Description:

Once per turn, when you Grapple or Shove a target, the target takes Bludgeoning damage equal to your Strength ([[lookup @abilities.str.mod]]) or Dexterity ([[lookup @abilities.dex.mod]]) modifier, whichever is higher.

[EE] Friend of Light Legion

Description:

You gain +1 bonus to Charisma checks to influence legionnaires from the Light Legion. You can purchase mundane armors at a discount.

[EE] Member of the Settlement

Description:

You have successfully become part of this community! Provided that you carry any identification required, other citizens cannot dispute whether you belong to the settlement. You have access to facilities and privileges that ordinary members have. From here on, you can establish yourself further in the community.

[EE] Recognized Citizen

Description:

Other citizens are more likely to help you in need or cooperate for a non-suspicious task, giving you Advantage on Persuasion checks for such cases.

[EE] Reputable Legionnaire

Description:

People start to consider you reputable and are willing to trust you, within reason. You have advantage on Persuasion checks against Eratus citizens. All mundane stores are willing to offer some discounts.

[Exp] Always pack food

Description:

You always have 2-weeks worth of rations and water accounted in your adventuring gear. They do not count towards your encumbrance limit, for you. Once you consume those, you automatically restock them at the next friendly settlement or your Bastion.

[Exp] I'm always carrying this

Description:

When leaving a settlement you always remember to obtain a map (if available), showing general locations that the local cartographer would know. You always carry a pocket sized world-map.

[Exp] Left the Town

Description:

You've finally touched grass! You have advantage on checks to locate or identify properties of plants.

A Smile works Wonders

Description:

Passing through the Smiling Lady's games, have opened your mind to a whole new world of deception and lies.


You gain a +5 bonus to Deception.

You gain a -3 penalty to Persuasion.

You gain a +1 bonus to Intimidation.

Feint. During combat, you can take the Feint action as a bonus action. Make a Deception check against a creature's passive Insight. On success you have advantage on your first attack roll against it during this turn. Subsequent uses of Feint on the same creature have disadvantage.

Acolyte Uses 2/2

Description:


  • You gain proficiency in Religion.
  • Pick a deity. You acquire an amulet or emblem that proves your faith. Faithful of the same deity have no doubt you are one of them.
  • You can make a Religion check in place of any other d20 roll. You can use this ability a number of times equal to half your proficiency bonus (rounded down).
Acrobatic Movement

Description:

While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

Anticipating an Enemy's move

Description:

Using a Bonus Action, in combat you can make an Anticipation check DC: 10 or 2 * the target's CR/Level (whichever is higher) to prepare yourself against another creature's offensive. On a success you have advantage on saving throws against the target and the target has disadvantage on attacks against you, until the start of your next turn.

Arms of the Astral Self

Description:

3rd-level Way of the Astral Self feature

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are &Reference[condition=incapacitated] or die.

While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Arzen's Fists Uses 4/4

Description:

As a bonus action, your fists burst in divine flames until the end of your turn. When you do multiple attacks you must alternate colors.

Blue, right fist. Whenever you hit a creature with your right fist that is engulfed in blue light, the creature takes 5 extra force damage.

White, left fist. Whenever you hit a creature with your right fist that is engulfed in white light, you heal for half the damage dealt.

If all your attacks hit, you can do one extra unarmed strike with your astral arms.

You can use this feature an amount of times equal to your Wisdom modifier.

Attuned to Earth Uses 4/4

Description:


  • You gain tremorsense of 60 feet. (tremorsense doesn't not substitute sight for the purposes that require you to see a creature).
  • Walls Have Ears. Using your action, you touch your ear on an adjacent wall. You feel the vibration of each creature talking in a 150 feet radius that is within 10 feet of a wall. The walls must have a physical path connecting them. You can use this feature a number of times equal to your Proficiency bonus per long rest.

Brutality Charges Uses 6/6

Description:

Weapon Attacks: Whenever you score a crit, you can spend Brutality Charges for extra effects.

Spells: Whenever you get a 91 or higher on the d100, you can spend Brutality Charges for extra effects.

  • 1 charge: Low Effect

  • 3 charges: Low+High Effect.

Channel Divinity Uses 2/2

Description:

As an action, you present your holy symbol and invoke the name of your deity. Each non-beast or non-plant creature of your choice that can see you within 45 feet (and up to 15 feet in the air) of you must succeed on a Strength saving throw or become restrained by rapidly growing roots and vines for 1 minute. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. Beast and Plant creatures have +4 damage to their attacks against targets restrained by this feature. This feature has no effect if the ground is artificial.

You regain the use of this feature after a long rest.

Cultist of the Dragon Uses 1/1

Description:


You gain the following benefits.

Dragon's Tongue. You know Draconic.

Dragon's Terror. You can take a Magic|XPHB action to instill terror in a creature you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency|XPHB|Proficiency Bonus) or have the &Reference[condition=Frightened] condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours.

Inspired by Fear. When you cause a creature to have the &Reference[condition=Frightened] condition and you are the source of its fear, you can gain Heroic Inspiration|XPHB if you lack it. Once you use this benefit, you can't use it again until you finish a Short Rest|XPHB|Short or Long Rest|XPHB.

Danger Message

Description:

Danger Message: The mark can act as a distress beacon. When the bearer is near death (when a hit would reduce you to 0 or lower), it emits a signal that high ranked Mages can detect and track over long distances and other Legionnaires in the local areas can hear, resulting in sending back up forces to your location. You can shout a message of 6 words (that accompanies the signal) before you fall unconscious.

Legionnaires with passive Arcana of 18 or higher are able to track mark locations naturally within 10 miles.

Deflect Attacks

Description:

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Foundry Note

The Reduce activity can be used to heal yourself to reduce the total damage if it's not enough to reduce it to 0.

The Redirect activity can be used to roll damage and consume a use of your Focus Points if you can reduce it to 0. You can select the type of damage in the roll dialog. The dice increase automatically as you level up.

Desert Devastator (t.v)

Description:

You have travelled through the Furnace Fields time after time enduring the harsh climate and hostile creatures. You have figured out some paths that will make your life easier for some time.

While in the Furnace Fields, you gain the following benefits

  • You can reroll each complication result once, while travelling through the Furnace Fields.

  • You have +1 to your OLT rolls while travelling through the Furnace Fields.

  • Your chances to find Invasion Rifts in the Furnace Fields increases by 100%.

  • If any of your attacks roll less than average damage, they deal the average amount instead.

  • Your movement speed increases by 5.

Divine Order

Description:

You have dedicated yourself to one of the following sacred roles of your choice.

Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Foundry Note

During advancement you will be able to choose which option you prefer.

Divine Order: Thaumaturge

Description:

You have dedicated yourself to the following sacred role:

Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1, currently [[lookup @abilities.wis.mod]]).

Foundry Note

This feature includes an Active Effect which increases the number of cantrips you can know and grants the bonus to your Intelligence (Arcana or Religion) checks.

Emergency Healing

Description:

Using your action, you attempt to squeeze out any vitality you have left.

Make an Endurance check DC 10. On a success you can spend a hit die. You regain hit points equal to your hit die that you rolled + your Endurance bonus.

For every 5 above the DC, you can spend another hit die on the same action, but the Endurance bonus is added only once per Action.

Empowered Strikes

Description:

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Foundry Note

The Empowered Strike activity on this feature can allows you to choose between Force and Bludgeoning damage in the roll dialog. It will remember your choice going forward.

It uses your Martial Arts Die (currently [[lookup @scale.monk.die]] for damage and will automatically update as you level up.

Escaped the Dream Web Uses 1/1

Description:

Waking up from the dream reality has strengthen your resolve and hardened your mind. After taking the Dodge Action, you can spend a bonus action to increase your AC and Saving Throws. Roll a [[/r 1d4+1]] and add that to your AC and Saving Throws until your next turn.

You regain the use of this feature after a short or a long rest.

Evasion

Description:

When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

You don't benefit from this feature if you have the Incapacitated condition.

Extra Attack

Description:

You can attack twice instead of once whenever you take the Attack action on your turn.

Feat: Insect Stomper (Eratus Variant)

Description:

Fighting and surviving this hellish green world of monstrosities leaves you with talents. You've lost count of how many monstrous legs you've chopped and the cracking of exoskeleton is music to your ears.

Your Dexterity increases by 1, up to a maximum of 20.

You gain proficiency with Medicine. If you already had it, you gain expertise.

Your weapon attacks against spider-kin deal +1 damage .

Your spider harvesting attempts get a +2 bonus.

Forms of Your Astral Self

Description:

The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.

When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.

Heightened Focus

Description:

Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.

Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.

Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.

Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.

Foundry Note

The Flurry of Blows activity will expend 1 Focus Point and you can then make three Unarmed Strikes.

The Patient Defense activity will roll the Temporary Hit Points for you.

Hymns of the Fire Legion

Description:

Trusted Legionnaires are taught the hymns of their legion. These hymns draw power from the top brass of their respective Legion, manifesting extraordinary power for short terms. As excessive usage of those hymns can be dangerous for the source people, using these hymns is a double edged sword and a source of stigma in some legions.

Once a Hymn is used by a legionnaire it applies its effects to all legionnaires of the same squad and replaces all other Hymn effects.

Once a Hymn is used, it cannot be used again until the source person has recovered their power (The GM rolls randomly or decides when the source has been replenished).

For a Hymn to be used the squad must be strong in faith (group check Religion), then any of its members can initiate the Hymn.

As an action, a legionnaire can sing with a divinely epic voice one of the following Hymns:

  • Darelor's hymn of Flame Vanguard. Until the end of your next turn, you and your squad can cast Hellish Rebuke at 4th level without expending a spell slot. When the effect ends, you and your squad gain 25 temporary HP.

  • Darelor's hymn of Inferno. Until the end of your next turn, your weapons and foci burst into flames. All your damage becomes fire damage. This damage bypasses resistances and treats immunity as resistance. Treat all damage rolls as maximum.

  • Nefeli's hymn of Immolation. For 1 minute, you and your squad are engulfed in a flame mantle that burns enemies but not you. At the start of your turn, creatures of your choice within 5 feet of you, take 10 fire damage. A creature can take this damage twice per round. A creature that dies from that damage, burst into more flames dealing an extra 20 damage to its adjacent allies.

  • Alexa's hymn of Arzen's Grace. Until the end of your next turn, healing from spells, class features and feats is maximized and then doubled. Source must be a squad member but target can be anyone.

  • Dulahan's hymn of Arzen's Aegis. Until the end of your next turn, you and your squad gain resistance to all damage.

If your voice is impeded in some way (silence, underwater, gagged) the Hymns cannot be used.

Imperial Apotheosis (Hunter) Uses 1/1

Description:

Discovering one of Jerenya's artifacts has implications that go beyond a mere magic item. Her armor was directly touched by the fragments, withstood battles with them and was crafted per their instructions. Exposure to such relics of the cosmos, can transform creatures. Your connection to Arzen strengthens, forming a more direct link. Allowing part of Arzen's essence to inhabit your body, you manifest extrordinary divine powers.

As an action, you transform into a celestial creature with an angelic figure for 1 minute. The transformation follows the rules of a Polymorph spell with the following exceptions:

Instead of a beast creature you turn into a Divine Hunter.

You can talk freely while in this form and you know Celestial.

Your stats ability scores change to 18, 22, X, 18, 18, 18. X is your previous Constitution. Your AC becomes 20 if less than 20.

You gain 150 temporary hp.

You retain the Extra Attack feature if you had it.

Your equipment meld into your new form. You gain no benefits from any equipment other than that weapon. Your unarmed strikes use your Dexterity and deal 2d10 extra radiant damage or 5% of the target's maximum hp, whichever is higher (before applying effects).

You gain fly speed equal to double your walking speed.

You gain immunity radiant damage.

You gain Truesight of 60 feet.

You gain advantage on all attacks and saving throws.

Learning about the Emperor

Description:

Hearing Blasty's perspective on the story has given you more insight into the Eratus' situation.

You have +2 on Insight checks against Eratus people.

Legionnaire Defense

Description:

Legions have trained in group combat, maximizing their coordination in defense.

While in combat (and not surprised), for every two Legionnaires that you have adjacent to you, your AC increased by 1.

Martial Arts

Description:

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

  • Simple Melee weapons
  • Martial Melee weapons that have the Light property

You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.

Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

Current Martial Arts Die: [[lookup @scale.monk.die]]

Dexterous Attacks.You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Foundry Note

This feature includes activities for enchanting a weapon which adds a Monk Attack activity to it that integrates the changes mentioned above.

Monk's Focus Uses 10/10

Description:

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Foundry Note

The Flurry of Blows activity is a Bonus Action which expends a Focus Point and includes the Attack Roll and Damage for an Unarmored Strike using your Martial Arts Die which automatically scales as you level up.

The Patient Defense Bonus Action activity includes an Active Effect for tracking that you're Disengaged. The Patient Defense (Focus Point) activity expends a Focus Point and includes an Active Effect that adds the Dodging status.

The Step of the Wind Bonus Action activity expends 1 Focus Point and includes an Active Effect for tracking that you're Disengaged.

Remembering the Dream Web Uses 1/1

Description:

Waking up from the dream reality has sharpened your insticts and honed your senses. When you take the Search Action during combat to analyze a creature, roll a [[/r 1d4]]. In addition to the information you obtained (if any) from the Search, your next attack roll against the creature has a bonus equal to the amount rolled.

You regain the use of this feature after short or a long rest.

Resourceful

Description:

You gain Heroic Inspiration whenever you finish a Long Rest.

Self-Restoration

Description:

Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: &Reference[Charmed apply=false], &Reference[Frightened apply=false], or &Reference[Poisoned apply=false].

In addition, forgoing food and drink doesn't give you levels of &Reference[Exhaustion apply=false].

Shadow-Touched

Description:

General Feat (Prerequisite: Level 4+)

Your exposure to the Shadowfell’s magic grants you the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Shadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Foundry Note

The spells will have to be added to your sheet with those changes manually.

The Expend Chosen Spell's Use and Expend Invisibility Use can be used for tracking your free uses.

Skillful

Description:

You gain proficiency in one skill of your choice.

Foundry Note

You will be prompted for this choice when you select this Species.

Slow Fall

Description:

You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.

Foundry Note

This feature includes a Reduce activity which can be used to restore lost Hit Points equal to five times your Monk level.

Spellcasting

Description:

You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Spend Hit Dice

Description:

An easy way to spend and roll hit dice.

Stunning Strike

Description:

Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

Foundry Note

This feature includes the Saving Throw and a Stunned Active Effect which applies the Stunned status if they fail and a Slowed Active Effect for tracking that their Speed is halved and that the next attack roll made against them has Advantage if they succeed.

Symbol of the Empire (recruit)

Description:

Once the mark manifests on your body, you are part of the Legions and receive a fragment of Arzen's power. The mark channels this power to you and gives you the following bonuses:

+ Legionnaire Defense

+ Danger Message

Title: Shadow Vanquisher

Description:

Each character that survived the fight gains +1 to Stealth, +1 to Intimidation and the Shadow Touched feat!

Reduce all necrotic damage by an amount equal to your proficiency bonus.

Tough

Description:

Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.

Foundry Note

The Hit Point maximum increase is handled automatically when you get this feat and as you level up.

Tougher

Description:

prerequisite: Tough feat

Increase your Constitution score by 1, up to a maximum of 20.

You gain damage absorption against all damage types -excluding psychic, entropic, and temporal- equal to half your highest class level (rounded down).

Whenever you receive healing (magical or otherwise), you gain a number of Temporary Hit Points equal to your Proficiency Bonus, which lasts until depleted, or until your next Long Rest.

Created by Andrew

Twin Strike Assault

Description:

A common technique among warriors who have trained together for a long time, leaving the target with punctured organs and broken bones.

Whenever your chosen ally, hits a creature from a flanking position (compared to your position), you can use a Reaction to make two attacks with a -6 penalty to the attack rolls, against the same creature

Unarmored Defense

Description:

While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Foundry Note

This feature includes an Active Effect which updates your Armor Class.

Unarmored Movement

Description:

Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.

Current Increase: [[lookup @scale.monk.unarmored-movement]]

Foundry Note

This feature includes an Unarmored Movement Active Effect which adds 10 feet to your Movement. It can not automatically update as you level up though. You can edit the value to match your current increase.

Uncanny Metabolism Uses 1/1

Description:

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can't use it again until you finish a Long Rest.

Foundry Note

Using this feature will restore all expended Focus Points and offers a Healing roll for restoring your Hit Points. It includes a single free use per Long Rest.

Versatile

Description:

You gain an Origin feat of your choice. Skilled is recommended.

Foundry Note

You will be prompted for your choice when you select this Species.

Visage of the Astral Self

Description:

6th-level Way of the Astral Self feature

You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are &Reference[condition=incapacitated] or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.

Astral Sight[–]

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit[–]

You have advantage on Wisdom (&Reference[skill=Insight]) and Charisma (&Reference[skill=Intimidation]) checks.

Word of the Spirit[–]

When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Bastion Facilities

Barrack

Description:

Level 5 Bastion Facility

Prerequisite: None

Space: Roomy

Hirelings: 1

Order: Recruit

A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.

Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and assigned quarters in this Barrack. The recruitment costs no money. You can’t issue the Recruit order to this facility if it’s fully occupied.

Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.

Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five Bastion Defenders.

Bedroom

Description:

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Courtyard

Description:

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Garden

Description:

Level 5 Bastion Facility

Prerequisite: None

Space: Roomy

Hirelings: 1

Order: Harvest

A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table.

While in your Bastion, you can instruct the facility’s hireling to change the Garden from one type to another. This work takes 21 days, during which time no other activity can occur in this facility.

Harvest: Garden Growth. When you issue the Harvest order to this facility, you commission the facility’s hireling to collect items from the Garden as noted in the Garden Types table. The work takes 7 days and costs no money.

Enlarging the Facility. You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two Roomy Gardens and can include two of the same type of Garden or two different types. When you issue the Harvest order to a Vast Garden, each component garden produces its own harvest. A Vast Garden gains one additional hireling.

Foundry Note: Instead of enlarging the Garden facility in the normal way, add a second Garden facility to the Bastion and mark it as a 'Free Facility'.

Garden Types

Garden Type

Description

Harvest

Decorative

Aesthetically pleasing garden full of flowers and topiaries.

Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles

Food

Garden of delicious mushrooms or vegetables

100 days worth of Rations

Herb

Garden of rare herbs, some of which have medicinal uses

Herbs that are used to create either ten Healer’s Kits or one Potion of Healing

Poison

Garden stocked with plants and fungi from which poisons and antitoxin can be extracted

Plants that are used to create either two vials of Antitoxin or one vial of Basic Poison

Sacristy

Description:

Level 9 Bastion Facility

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Roomy

Hirelings: 1

Order: Craft

A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Holy Water. You commission the facility’s hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8.

Craft: Magic Item (Relic). You commission the facility’s hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See Crafting Magic Items for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

Spell Refreshment. Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can’t gain this benefit again until you finish a Long Rest.

Teleportation Circle

Description:

Level 9 Bastion Facility

Prerequisite: None

Space: Roomy

Hirelings: 1

Order: Recruit

Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.

Recruit: Spellcaster. Each time you issue the Recruit order to this facility, its hireling extends an invitation to a Friendly NPC spellcaster. Roll any die ([[/r 1d2]]). If the number rolled is odd, the invitee declines the invitation, and you gain no benefit from having issued the order. If the number rolled is even, the invitee accepts the invitation and arrives in your Bastion via your Teleportation Circle.

While you are in your Bastion, you can ask the spellcaster to cast one Wizard spell of level 4 or lower; if you are level 17+, the spell’s maximum level increases to 8. The spellcaster is assumed to have the spell prepared. If the spell has one or more Material components that cost money, you must pay for them before the spell can be cast.

The spellcaster stays for 14 days or until they cast a spell for you. The spellcaster won’t defend your Bastion and departs immediately if the Bastion is attacked (see Bastion Events).

Skill Trees

Spells

Spellcasting AbilitySpell Save DCSpell Attack Bonus
WIS17+9
PactLevel 1Level 2Level 3
0/03/30/00/0
Level 4Level 5Level 6Level 7
0/00/00/00/0
Level 8Level 9
0/00/0

Cantrips

Ethereal Counsel (Insight) Prepared • Reaction • Self • Instantaneous • V

Spell Description:

When you learn this spell, choose Appraisal, Investigation, Insight or History.

When you make a check using the chosen skill, you can use your reaction to recite a quick phrase to the spirits that once shared their knowledge with you. Roll a 1d4 and add it to your check. You can do so after you see your roll, but before the outcome is determined.

If you pass a check with the help of the Spirits, that you would have failed otherwise, your confidence is boosted, giving you advantage on the next skill check of the same type. The confidence lasts until you rest.

Fists of Fire Transmutation • Prepared • Action • Self • 10 minutes • V • S

Spell Description:

You cause your fists to erupt in flames. When you cast this spell, you can make a melee weapon attack with your fist as part of casting the spell. For the duration, your fists become a set of simple natural weapons that deal 1d6 fire damage. Your fists shed 10 feet of bright light, and an additional 10 feet of dim light. You are proficient in these weapons, and they have the Light property.

For the duration, any flammable object you attempt to hold catches fire. If you end your turn grappling another creature with your hands, it takes 1d4 fire damage. You can end the spell early (no action required).

Guidance Divination • Prepared • Action • Touch • 1 minute • V • S • Concentration

Spell Description:

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Resistance Abjuration • Prepared • Action • Touch • 1 minute • V • S • Concentration

Spell Description:

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

Spare the Dying Necromancy • Prepared • Action • 60 ft • Instantaneous • V • S

Spell Description:

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Toll the Dead Necromancy • Prepared • Action • 60 ft • Instantaneous • V • S

Spell Description:

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Level 1

Absorb Elements Abjuration • Always Prepared • Reaction • Self • 1 round • S • Concentration

Spell Description:

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Bane Enchantment • Not Prepared • Action • 30 ft • 1 minute • V • S • M • Concentration

Spell Description:

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Bless Enchantment • Prepared • Action • 30 ft • 1 minute • V • S • M • Concentration

Spell Description:

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Ceremony Abjuration • Not Prepared • 1 hour • Touch • Instantaneous • V • S • M • Ritual

Spell Description:

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement.

You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water.

You touch one vial|phb of water and cause it to become Holy Water (flask)|phb|holy water.

Coming of Age.

You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication.

You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite.

You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

Wedding.

You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Command Enchantment • Not Prepared • Action • 60 ft • Instantaneous • V

Spell Description:

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target has the Prone condition and then ends its turn.

Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Cure Wounds Abjuration • Prepared • Action • Touch • Instantaneous • V • S

Spell Description:

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Detect Evil and Good Divination • Not Prepared • Action • 30 ft • 10 minutes • V • S • Concentration

Spell Description:

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Magic Divination • Not Prepared • Action • Self • 10 minutes • V • S • Concentration • Ritual

Spell Description:

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Poison and Disease Divination • Not Prepared • Action • 30 ft • 10 minutes • V • S • M • Concentration • Ritual

Spell Description:

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Ensnaring Strike Conjuration • Not Prepared • Bonus Action • Self • 1 minute • V • Concentration

Spell Description:

As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the &Reference[restrained apply=false] condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.

While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a [[/check ability=str skill=ath [email protected]]] check against your spell save DC. On a success, the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

God's Willing Abjuration • Not Prepared • Reaction • 30 ft • Instantaneous • V • M

Spell Description:

The cleric raised her symbol and shouted to the skies: "Your death is not God's willing" and the enemy's greataxe lost its momentum. 

When another creature you can see within range is hit by an attack, you can use your reaction to give that creature resistance to the triggering damage. After the damage is dealt,  you also give that creature 1d6 temporary hp.

Guiding Bolt Evocation • Prepared • Action • 120 ft • 1 round • V • S

Spell Description:

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Using a Higher-Level Spell Slot.The damage increases by 1d6 for each spell slot level above 1.

Healing Word Abjuration • Prepared • Bonus Action • 60 ft • Instantaneous • V

Spell Description:

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Inflict Wounds Necromancy • Not Prepared • Action • Touch • Instantaneous • V • S

Spell Description:

Level 1 Necromancy (Cleric)

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Lance of Faith Enchantment • Not Prepared • Bonus Action • Self • 1 minute • V • M • Concentration

Spell Description:

Requirements: must be using either a spear, a sickle, a scythe, a pike, a staff, a quarterstaff or a lance.

You touch your weapon and pray to your God and channel your divine powers into your weapon, imbuing it with radiance. As your prayers are heard, your weapon gets coated in bright light forming a shiny spear head at the end.

When you cast this spell, you can make a melee attack with that weapon as part of the cast.

Make an Intelligence (Religion) Check.

  • 1-19: Attacks made by this effect have a +2 bonus on attack rolls and increased reach by 5 feet.
  • 20-24: Attacks made by this effect have a +2 bonus on attack rolls and increased reach by 5 feet. The amount of available uses doubles.
  • 25-29 : Attacks made by this effect have a +2 bonus on attack rolls and increased reach by 5 feet.The target has vulnerability against those attacks instead having extra uses.
  • 30+: You get all the above.

On a hit the attack deals the weapon's damage die + your Strength mod + your Intelligence mod + your Wisdom mod. On subsequent turns, as a bonus action, you can repeat this attack one more time. (total 2 times)

 

Casting Lance of Faith with higher spell slot above 1, increases the amount of times (the attack can be used) by 2 for each higher slot.


Classes: Cleric, Paladin, Celestial Warlock, Divine Sorcerer, Path of the Zealot Barbarian (1/day), Druid 

Protection from Evil and Good Abjuration • Not Prepared • Action • Touch • 10 minutes • V • S • M • Concentration

Spell Description:

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the &Reference[Charmed apply=false] or &Reference[Frightened apply=false] conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Purify Food and Drink Transmutation • Not Prepared • Action • 10 ft • Instantaneous • V • S • Ritual

Spell Description:

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Shield Abjuration • Not Prepared • Reaction • Self • 1 round

Spell Description:

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile|XPHB.

Shield of Faith Abjuration • Not Prepared • Bonus Action • 60 ft • 10 minutes • V • S • M • Concentration

Spell Description:

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Speak with Animals Divination • Not Prepared • Action • Self • 10 minutes • V • S • Ritual

Spell Description:

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.

Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Level 5

Destructive Wave Evocation • Not Prepared • Action • Self • Instantaneous

Spell Description:

Destructive energy ripples outward from you in a 30-foot Emanation [Area of Effect|XPHB|Emanation]. Each creature you choose in the Emanation [Area of Effect|XPHB|Emanation] makes a Constitution saving throw. On a failed save, a target takes 5d6 damage and 5d6 Radiant or Necrotic damage (your choice) and has the &Reference[condition=Prone] condition. On a successful save, a target takes half as much damage only.

Wall of Force Evocation • Not Prepared • Action • 120 ft • 10 minutes • Concentration

Spell Description:

An &Reference[condition=Invisible] wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic|XPHB. A Disintegrate|XPHB spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.

Last Synced: 09/04/2026, 11:36:41
World: Lands of Arda (Into the Spider's Web) Wednesday