Foundry Sheet
Belethor The Largest
Paladin 12 • Level 12 • Goliath
Overview
| Armor Class | 21 |
| Hit Points | 163/163 |
| Temp HP | 0 |
| Initiative | +1 |
| Proficiency Bonus | +4 |
| Speed | 50 ft |
| Passive Perception | 2 |
| Passive Investigation | 9 |
| Passive Insight | 7 |
| Senses | — |
Abilities
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| 20 | 12 | 20 | 8 | 5 | 18 |
| +5 | +1 | +5 | -1 | -3 | +4 |
Saving Throws
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| +10 | +6 | +10 | +3 | +1 | +12 |
Skills
| Acrobatics | Animal Handling | Anticipation | Arcana |
|---|---|---|---|
| +1 | +1 | -1 | -1 |
| Athletics | Deception | Depicting | Endurance |
|---|---|---|---|
| +9 | +9 | -1 | +5 |
| History | Insight | Intimidation | Investigation |
|---|---|---|---|
| -1 | -3 | +10 | -1 |
| Medicine | Nature | Perception | Performance |
|---|---|---|---|
| -3 | +3 | -3 | +4 |
| Persuasion | Planning | Religion | Riding |
|---|---|---|---|
| +1 | -1 | +3 | +1 |
| Sleight of Hand | Stealth | Streetwise | Survival |
|---|---|---|---|
| +1 | +2 | +4 | -3 |
Languages
Celestial, Common, Giant, Sign
Currency
| EP | PP | GP | SP | CP |
|---|---|---|---|---|
| 0 | 0 | 0 | 0 | 0 |
| KAXQ3PVBGJJ7H5CB | ||||
|---|---|---|---|---|
| 0 |
Inventory
Weapons
Divinium Longsword +1 (White), The Perfect Weapon ×1 Rare
Description:
Through meticulous divine channeling and prayer to Arzen, this weapon has been enhanced to bring more bloodshed by the bearer.
Attack and damage rolls made with this weapon have a +1 bonus.
Endoxi Empire. At the end of each long rest you may pick the mode of your longsword, choosing between blue and white.
Glorious Future (Blue). You cannot attack the same target more than once per turn. Your Extra Attack feature grants you two additional attacks. Whenever you take damage during your turn from another creature's reaction, you gain 10ft extra walking speed.
Glorious Past (White). Whenever you use Inspiring Smite, roll a d10. On a 5 or higher you regain a use of Inspiring Smite. Whenever an allied creature that you can see, drops to 0 or lower hit points, you regain a use of Inspiring Smite.
You can speak and understand Celestial.
Brutality Effect: When you score a critical hit with this weapon and at least one of the damage dice is 8 or higher the target has its walking speed reduced to 50% and you do not provoke opportunity attacks from it. If two dice are 7 or higher the target's walking speed becomes 0 and the next successful attack against it, knocks it prone. All effects last until the start of your next turn.
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 spend any number of Ensacti charges to heal another creature within 5ft of you or yourself for half the value. If damage would reduce you to 0 or less hp, all Ensacti charges are expended and you gain half as much Temporary HP before your hp goes to 0 (you don't go unconscious if there are still temp left).
Javelin of Lightning ×1 Uncommon • Uses 1/1
Description:
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Spellcasting Focus (Emblem) ×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.
Emblems can be engraved on shields or armor.
Brutality Effects.
Low effect: You gain temporary hit points equal to 1 + the spellslot level used.
High effect: Until the start of your next turn, your channel Divinity requires a Bonus Action instead.
Unarmed Strike ×1
Description:
Unarmed Strike Rules
Urglom, the Fire-Peasant Battleaxe ×1 Equipped
Description:
It deals -1 damage to other Fire-Peasants and regular damage to everyone else.
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 suffers a penalty to attack rolls equal to your proficiency bonus, until the start of your next turn
High effect (3 charges): The penalty increases by an amount equal to your Strength modifier, up to a maximum of 10.
Equipment
+1 Plate Armor ×1 Equipped • Rare
Description:
You have a +1 bonus to AC while wearing this armor.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Boots of Displacement ×1 Equipped • Rare
Description:
Boots made of the skin of Displacer Beasts, have carried over some of their magic properties.
If you move at least 10 feet towards a creature and land a melee attack on it, you can pass through it, on the opposite side, dealing extra force damage equal to your proficiency.
Attacks of Opportunity against you have disadvantage.
Your speed increases by 5 feet.
Climber's Kit ×1
Description:
A Climber’s Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action.
Ironwall ×1 Equipped • Very Rare
Description:
requires attunement by a goliath, orc, bugbear, hobgoblin, lizardfolk or shifter
Full helmet (Heavy armor)
This large iron helmet was created to offer maximum protection. It's visor has multiple nets to protect from arrows, the iron used is padded with elastic rubber to protect against bludgeoning hits and it's been tempered to withstand any slashing.
While wearing the helmet, you gain 10 Absorption in Bludgeoning, Slashing and Piercing damage from weapon attacks.
Headbutt. As a bonus action you can make an unarmed strike using your head while wearing the Helmet. The attack deals 1d10 + Strength modifier bludgeoning damage and inflicts Staggered on the creature.
Fresh Air. As a bonus action you can open the visor, allowing air to be filtered by the magical nets. This air invigorates you, allowing you to regain a 1st level Spell slot or a Hit Die. You can use this feature an amount of times equal to your proficiency per Long Rest.
Protected Ears. You have resistance to Thunder damage, but disadvantage on Perception checks related to hearing.
Iron Juggernaut. You damage with melee weapons increases by 2.
Ring of Survival (Belethor) ×1 Equipped • Uncommon
Description:
This golden band is socketed with a chunk of iridescent amethyst, cut and detailed with the silhouette of a man riding their trusty steed through a field of oats. An inscription on the inner band of the ring reads, in Common:
"May you sow a path to glory that others might one day follow."
Rings of Sky Fire ×1 Equipped • Very Rare • Uses 0/1
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.
Shield ×1 Equipped
Description:
You gain the Armor Class benefit of a Shield only if you have training with it.
Consumables
Chalice of the Damned ×1 Artifact • Uses 2/5
Description:
requires attunement
This Chalice belonged to a demon lord that was known as "The Agony of Arda". The demon lord was banished back to the Abyss, but some of his possessions remained still in the world. This chalice was once was a holy artifact of Luthien that was corrupted by the demon lord's touch. A large inscription on it reads "LIVE to the fullest"
The Chalice has 5 charges.
Using an action, each creature that you can see within 10 feet, is must succeed on a Charisma saving throw DC: 18 or take 1d10 + your Charisma modifier necrotic damage. Each subsequent charge used, increases the amount by 1d10, up to a maximum of 5d10.
When the chalice has 2 or fewer charges, creatures damaged by this effect have vulnerability to necrotic damage until the end of your next turn or until they take necrotic damage.
When the Chalice is has no charges left, it becomes cursed, extending one of the demonlord's curses to you. Satisfying the curse's requirements restores all charges to the Chalice and removes the curse.
A Remove Curse spell cast on you while attuned, has 50% chance to trigger one of the demonlord's curses on the caster.
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.
Healer's Kit ×1 Uses 10/10
Description:
A Healer’s Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.
Oil (flask) ×1 Uses 1/1
Description:
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Potion of Healing ×7 Qty 7 • Common • Uses 1/1
Description:
The potion's red liquid glimmers when agitated.
You regain 2d4+2 hit points when you drink this potion.
Rations ×102 Qty 102 • Uses 1/1
Description:
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Rope ×1 Uses 1/1
Description:
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.
You can bind an unwilling creature with the Rope only if the creature has the &Reference[Grappled], &Reference[Incapacitated], or &Reference[Restrained] condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
Spell Scroll: Prayer of Healing ×1 Uncommon • Uses 1/1
Description:
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
Prayer of Healing (Level 2)
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a &Reference[shortrest] and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
Scroll Details
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make a DC 12 ability check using your spellcasting ability to determine whether you cast it successfully. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.
Save DC: 13
Attack Bonus: +5.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll: Sanctified Charge ×1 Uncommon • Uses 1/1
Description:
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
Sanctified Charge (Level 2)
Fueled by a burst of divine strength, you move up to 20 feet in a straight line in a swift burst of movement, ending your charge early if you collide with a creature. A creature you collide with must make a Strength saving throw. On failure, they take 2d6 radiant damage and are knocked prone, or half as much damage on a successful save.
Scroll Details
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make a DC 12 ability check using your spellcasting ability to determine whether you cast it successfully. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.
Save DC: 13
Attack Bonus: +5.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Torch ×3 Qty 3 • Uses 1/1
Description:
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Waterskin ×1 Uses 4/4
Description:
A waterskin can hold up to 4 pints of liquid.
Tools
Carpenter's Tools ×1
Description:
These special tools include the items needed to pursue a craft or trade in carpentry.
Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Loot
Crowbar ×1
Description:
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Lock ×1
Description:
A Lock comes with a key. Without the key, a creature can use Thieves’ Tools to pick this Lock with a successful [[/tool thief dex 15]] check.
Mess Kit ×1
Description:
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Prayer Book ×1
Description:
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook|phb.
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.
Containers
Features
Ancestry
Goliath
Description:
Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths’ gigantic kin.
Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors.
Goliath Traits
Creature Type: Humanoid
Size: Medium (about 7–8 feet tall)
Speed: 35 feet
As a Goliath, you have these special traits.
Giant Ancestry. You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the &Reference[Prone] condition.
Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Large Form. Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
Powerful Build. You have Advantage on any saving throw you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
Background
Farmer
Description:
Ability Scores: Strength, Constitution, Wisdom
Feat: Tough
Skill Proficiencies: Animal Handling and Nature
Tool Proficiency: Carpenter’s Tools
Equipment: Choose A or B: (A) Sickle, Carpenter’s Tools, Healer’s Kit, Iron Pot, Shovel, Traveler's Clothes, 30 GP; or (B) 50 GP
You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature’s bounty alongside a healthy respect for nature’s wrath.
Classes
Paladin
Description:
A Devout Warrior of Sacred Oaths
Core Paladin Traits
Primary Ability | Strength and Charisma |
|---|---|
Hit Point Die | D10 per Paladin level |
Saving Throw Proficiencies | Wisdom and Charisma |
Skill Proficiencies | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light, Medium, and Heavy armor and Shields |
Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP |
Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.
Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a Paladin …
As a Level 1 Character
- Gain all the traits in the Core Paladin Traits table.
- Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass Character
- Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Breaking Your Oath
A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.
A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.
If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.
Subclasses
Oath of Glory
Description:
Strive for the Heights of Heroism
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they’re all ready when destiny calls.
These paladins share the following tenets:
- Endeavor to be known by your deeds.
- Face hardships with courage.
- Inspire others to strive for glory.
Feats
A new religion
Description:
You obtain clothing and a symbol of your faith, recognizable only by others of the same faith.
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.
Abjure Foes
Description:
As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the &Reference[Frightened] condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Foundry Note
This feature includes an Active Effect which applies the Frightened condition.
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.
Aura of Alacrity
Description:
Your Speed increases by 10 feet.
In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally’s Speed increases by 10 feet until the end of their next turn.
Foundry Note
This feature includes an Active Effect which increases your Speed by 10 feet. It does not automatically apply to creatures within your aura.
Aura of Courage
Description:
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
Foundry Note
This feature includes an Active Effect for tracking who is within your aura but it is not automatically added/removed nor does it remove the Frightened condition.
Aura of Protection
Description:
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the &Reference[Incapacitated apply=false] condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1, currently [[lookup @abilities.cha.mod]]).
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
Foundry Note
This feature includes an Active Effect which automatically improves your Saving Throws but it should not be used for other impacted characters because it will add their Charisma modifier and not the Paladin's. They should add your modifier manually.
Bodyguard
Description:
Prerequisite: Shield Artist
Increase your Strength score by 1, up to a maximum of 20.
When a creature that you can see becomes the target of an attack, you may use your Reaction to move up to half your movement to interpose your shield in between them and the attack, becoming the target of that attack instead.
As part of the same reaction, If you do not have a shield equipped, you can spend 2 Hit Die to equip one you are carrying.
Protecting a creature in this way grants it temporary HP equal to your highest-class level, until you use this feature again.
created by Andrew
Brutality Charges Uses 3/3
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 3/3
Description:
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or dese- crated, as with the Hallow spell.
Foundry Note
The uses of your Channel Divinity increase automatically as you level up. It automatically regains the correct uses after Short and Long Rests.
The Divine Sense activity includes an Active Effect but it does not automatically reveal the given creatures.
Dash
Description:
When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.
If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it.
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.
Disengage
Description:
If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.
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.
Extra Attack
Description:
You can attack twice instead of once whenever you take the Attack action on your turn.
Faithful Steed
Description:
You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
Foundry Note
The Find Steed spell is added to your spell list as always prepared and with a free use per Long Rest when you reach this level.
Fighting Style
Description:
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
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Giant Ancestry
Description:
You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Gift of the Gem Dragon Uses 4/4
Description:
You've manifested some of the power of gem dragons, granting you the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heavy Armor Master
Description:
You gain the following benefits.
Ability Score Increase.Increase your Constitution or Strength score by 1, to a maximum of 20.
Damage Reduction. When you’re hit by an attack while you’re wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.
Foundry Note
This feature includes an Active Effect which automatically reduces those damage types by your Proficiency Bonus. Disable it when you are not wearing Heavy Armor.
Help
Description:
When you take the Help action, you do one of the following.
Assist an Ability Check. Choose one of your skill or tool proficiencies that you proficient in and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn’t use it before the start of your next turn. The DM has final say on whether your assistance is possible.
Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.
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 (Knight)
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 Knight.
You can talk freely while in this form and you know Celestial. You cannot cast spells.
Your stats ability scores change to 22, 18, X, 18, 18, 18. X is your previous Constitution. Your AC becomes 20 if less than 20.
You retain the Extra Attack feature if you had it.
You gain 200 temporary hp.
Your equipment meld into your new form except one weapon of your choice. You gain no benefits from any equipment other than that weapon. That weapon's damage is increased by 4d6 radiant damage.
You gain fly speed equal to your walking speed.
You gain resistance to physical damage and immunity to radiant damage.
You gain Truesight of 60 feet.
Influence
Description:
With the Influence action, you urge a monster to do something. Describe or roleplay how you’re communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.
Willing. If your urging aligns with the monster’s desires, no ability check is necessary; the monster fulfills your request in a way it prefers.
Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn’t comply.
Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster’s attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you’re interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster’s Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.
Influence Checks
Ability CheckInteractionCharisma (Deception)Deceiving a monster that understands youCharisma (Intimidation)Intimidating a monsterCharisma (Performance)Amusing a monsterCharisma (Persuasion)Persuading a monster that understands youWisdom (Animal Handling)Gently coaxing a Beast or MonstrosityInspiring Smite
Description:
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.
Large Form Uses 1/1
Description:
Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
Foundry Note
This feature includes an Active Effect which automatically increases your walking Speed but does not automate the Advantage.
Lay on Hands Uses 60/60
Description:
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
Foundry Note
The Heal activity allows you to select the number of Hit Points you would like to restore and reduces your Lay on Hands pool by that amount.
The Remove Poison activity reduces your pool by 5 but does not automatically remove the Poisoned condition.
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.
Legionnaire of Body
Description:
You gain +1 to Strength, Dexterity, and Constitution saving throws.
Oath of Glory Spells
Description:
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
| 3 | Guiding Bolt, Heroism |
| 5 | Enhance Ability, Magic Weapon |
| 9 | Haste, Protection from Energy |
| 13 | Compulsion, Freedom of Movement |
| 17 | Legend Lore, Yolande’s Regal Presence |
Foundry Note
The spells will be automatically granted as you level up.
Paladin's Smite
Description:
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Foundry Note
When you reach this level the Divine Smite spell is added to your spells as Always Prepared and with a free use.
Peerless Athlete
Description:
As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
Powerful Build
Description:
You have Advantage on any saving throw you make to end the &Reference[Grappled] condition. You also count as one size larger when determining your carrying capacity.
Foundry Note
This feature includes an Active Effect which automatically upgrades your size when determining carrying capacity.
Protection
Description:
(Prerequisite: Fighting Style Feature)
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Foundry Note
This feature includes an Active Effect for tracking the protected creature but it does not automate the Disadvantage.
Radiant Strikes
Description:
Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
Foundry Note
This feature includes an Active Effect which automatically adds the Radiant damage to all Damage Rolls made with your Melee Weapon Attacks and Unarmed Strikes.
Ready Non-Spell
Description:
You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the zombie steps next to me, I move away.”
When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.
When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.
Ready Spell
Description:
If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.
Search
Description:
When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action, depending on what you’re trying to detect.
Search
SkillThing to DetectInsightCreature’s state of mindMedicineCreature’s ailment or cause of deathPerceptionConcealed creature or objectSurvivalTracks or foodShadow-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.
Shield Master
Description:
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the &Reference[Prone] condition (your choice). You can use this benefit only once on each of your turns.
Interpose Shield. If you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.
Foundry Note
The Shield Bash activity includes the save and an Active Effect which can apply the Prone condition.
The Interpose Shield activity can be used if you're tracking Reaction usage.
Spellcasting
Description:
You have learned to cast spells through prayer and meditation. See the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list.
Spell Slots. The Paladin 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 two level 1 Paladin spells. Heroism and Searing Smite are recommended.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
If another Paladin 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 Paladin spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
Stone's Endurance Uses 4/4
Description:
When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Study
Description:
When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.
The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge.
Areas of Knowledge
SkillAreasArcanaSpells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)HistoryHistoric events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)InvestigationTraps, ciphers, riddles, and gadgetryNatureTerrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)ReligionDeities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)The Perfect Weapon Uses 0/999
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,
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.
Together as One
Description:
People of the Eratus have learned that together they can face anything. Under Arzen's banner the empire is able to face even the worst enemies. Whenever you make a saving throw to resist an effect that would make you frightened and you can see at least one more creature with the same background, you have a +2 bonus to those saving throws.
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.
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
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.
Utilize
Description:
You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
Weapon Mastery
Description:
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
Bastion Facilities
Bedroom
Description:
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Gaming Hall
Description:
Gaming Hall
Level 9 Bastion Facility
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Trade
A Gaming Hall offers recreational activities like chess and games of darts, cards, or dice.
Trade: Gambling Hall. When you issue the Trade order to this facility, the facility’s hirelings turn the Gaming Hall into a gambling den for 7 days. At the end of the seventh day, roll 1d100 and consult the following table to determine your portion of the house’s winnings.
dmgGamingHallWin caption=false rollable
Greenhouse
Description:
Level 9 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Harvest
A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.
Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren’t eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can’t be transplanted without killing it.
Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:
Harvest: Healing Herbs. You commission the facility’s hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money.
Harvest: Poison. You commission the facility’s hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See “Poison” in chapter 3 for each poison’s effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.
Kitchen
Description:
egGwpYfZ81d1AZps caption=false
Kitchen
Description:
egGwpYfZ81d1AZps caption=false
Theater
Description:
Level 9 Bastion Facility
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Empower
The Theater contains a stage, a backstage area where props and sets are kept, and a seating area for a small audience.
Empower: Theatrical Event. When you issue the Empower order to this facility, its hirelings begin work on a theatrical production or concert. Rehearsals and other preparations take 14 days, followed by at least 7 days of performances. The performances can continue indefinitely until a new production gets underway.
You or another character can contribute to a production in the following ways:
Composer/Writer. A character can compose music or write a script for a concert or production that hasn’t started rehearsals yet. This effort takes 14 days.
Conductor/Director. A character who remains in the Bastion for the entirety of the production can serve as the concert’s conductor or the production’s director.
Performer. A character who remains in the Bastion for the entirety of the rehearsal period can be a star performer in one or more of the performances; one of the Theater’s hirelings can serve as an understudy for additional performances.
At the end of a rehearsal period, each character who contributed to the concert or production can make a DC 15 Charisma (Performance) check. If more of these checks succeed than fail, you and any other character who contributed to the concert or production each gain a Theater die, a d6. This die changes to a d8 when you reach level 13 and a d10 when you reach level 17. At any point after the rehearsals end, a character can expend their Theater die to roll it and add the number rolled to one D20 Test they make, immediately after rolling the d20. If a character hasn’t expended their Theater die before gaining another, their first die is lost.
Training Area
Description:
Level 9 Bastion Facility
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Empower
A Bastion can have more than one Training Area. A Training Area might be an open courtyard, a gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility’s hirelings is an expert trainer; the others serve as training partners.
When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you can replace that trainer with another one from the table.
| Trainer Type | Empower Effect |
|---|---|
| Battle Expert | When you take damage from an attack made with an Unarmed Strike or a weapon, you can take a Reaction to reduce this damage by [[/healing 1d4]]{1d4}. |
| Skills Expert | You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, Sleight of Hand, or Stealth. |
| Unarmed Combat Expert | When you hit with your Unarmed Strike and deal damage, the attack deals an extra [[/damage 1d4 type=bludgeoning]] damage. |
| Weapon Expert | Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren’t proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you can use its mastery property. |
Empower: Training. When you issue the Empower order to this facility, the facility’s hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days.
Skill Trees
—
Spells
| Spellcasting Ability | Spell Save DC | Spell Attack Bonus |
|---|---|---|
| CHA | 17 | +9 |
| Pact | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| 0/0 | 4/4 | 3/3 | 3/3 |
| Level 4 | Level 5 | Level 6 | Level 7 |
|---|---|---|---|
| 0/0 | 0/0 | 0/0 | 0/0 |
| Level 8 | Level 9 | ||
|---|---|---|---|
| 0/0 | 0/0 |
Cantrips
Ethereal Counsel (Appraisal) 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.
Level 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.
Cause Fear Necromancy • Not Prepared • Action • 60 ft • 1 minute • V • Concentration
Spell Description:
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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.
Compelled Duel Enchantment • Not Prepared • Bonus Action • 30 ft • 1 minute • V • Concentration
Spell Description:
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.
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.
Divine Favor Transmutation • Not Prepared • Bonus Action • Self • 1 minute • V • S
Spell Description:
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
Divine Smite Evocation • Always Prepared • Bonus Action • Self • Instantaneous • V
Spell Description:
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Guiding Bolt Evocation • Always 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.
Heroism Enchantment • Always Prepared • Action • Touch • 1 minute • V • S • Concentration
Spell Description:
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
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.
Searing Smite Evocation • Not Prepared • Bonus Action • Self • 1 minute • V
Spell Description:
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a [[/save ability=con [email protected] format=long]]. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.
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.
Thunderous Smite Evocation • Prepared • Bonus Action • Self • Instantaneous • V
Spell Description:
Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the &Reference[prone] condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Wrathful Smite Necromancy • Prepared • Bonus Action • Self • 1 minute • V
Spell Description:
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the &Reference[frightened apply=false] condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Level 2
Aid Abjuration • Prepared • Action • 30 ft • 8 hours • V • S • M
Spell Description:
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Foundry Note
The default Heal activity is configured with multiple Active Effects representing the temporary maximum Hit Points provided by this spell.
Users should apply the appropriate Active Effect for the spell slot level used in the casting of this spell.
Enhance Ability Transmutation • Always Prepared • Action • Touch • 1 hour • V • S • M • Concentration
Spell Description:
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
Find Steed Conjuration • Always Prepared • Action • 30 ft • Instantaneous • V • S
Spell Description:
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a &Reference[controllingamount]{controlled mount} while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Gentle Repose Necromancy • Not Prepared • Action • Touch • 10 days • V • S • M • Ritual
Spell Description:
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
Invisibility Illusion • Prepared • Action • Touch • 1 hour • V • S • M • Concentration
Spell Description:
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Lesser Restoration Abjuration • Prepared • Bonus Action • Touch • Instantaneous • V • S
Spell Description:
You touch a creature and end one condition on it: &Reference[blinded], &Reference[deafened], &Reference[paralyzed], or &Reference[poisoned].
Locate Object Divination • Not Prepared • Action • Self • 10 minutes • V • S • M • Concentration
Spell Description:
Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Magic Weapon Transmutation • Always Prepared • Bonus Action • Touch • 1 hour • V • S
Spell Description:
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Prayer of Healing Abjuration • Not Prepared • 10 minutes • 30 ft • Instantaneous • V
Spell Description:
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a &Reference[shortrest] and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
Protection from Poison Abjuration • Not Prepared • Action • Touch • 1 hour • V • S
Spell Description:
You touch a creature and end the &Reference[poisoned] condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Sanctified Charge Transmutation • Prepared • Bonus Action • Self • Instantaneous • V • S
Spell Description:
Fueled by a burst of divine strength, you move up to 20 feet in a straight line in a swift burst of movement, ending your charge early if you collide with a creature. A creature you collide with must make a Strength saving throw. On failure, they take 2d6 damage and are knocked &Reference[condition=prone], or half as much damage on a successful save.
Warding Bond Abjuration • Not Prepared • Action • Touch • 1 hour • V • S • M
Spell Description:
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has &Reference[damageresistance]{Resistance} to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
Zone of Truth Enchantment • Not Prepared • Action • 60 ft • 10 minutes • V • S
Spell Description:
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
Level 3
Aura of Vitality Abjuration • Prepared • Action • Self • 1 minute • V • Concentration
Spell Description:
An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.
Blinding Smite Evocation • Prepared • Bonus Action • Self • 1 minute • V
Spell Description:
The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the &Reference[blinded apply=false] condition until the spell ends. At the end of each of its turns, the Blinded target makes a [[/save ability=con [email protected] format=long]], ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.
Create Food and Water Conjuration • Not Prepared • Action • 30 ft • Instantaneous • V • S
Spell Description:
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Crusader's Mantle Evocation • Not Prepared • Action • Self • 1 minute • V • Concentration
Spell Description:
You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.
Daylight Evocation • Prepared • Action • 60 ft • 1 hour • V • S
Spell Description:
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Dispel Magic Abjuration • Prepared • Action • 120 ft • Instantaneous • V • S
Spell Description:
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.
Elemental Weapon Not Prepared • Action • Touch • 1 hour • V • S • Concentration
Spell Description:
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.
Haste Transmutation • Always Prepared • Action • 30 ft • 1 minute • V • S • M • Concentration
Spell Description:
Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is &Reference[Incapacitated apply=false] and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Magic Circle Abjuration • Not Prepared • 1 minute • 10 ft • 1 hour • V • S • M
Spell Description:
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
- The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has Disadvantage on attack rolls against targets within the Cylinder.
- Targets within the Cylinder can’t be possessed by or gain the &Reference[charmed apply=false] or &reference[frightened apply=false] condition from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Protection from Energy Abjuration • Always Prepared • Action • Touch • 1 hour • V • S • Concentration
Spell Description:
For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Remove Curse Abjuration • Not Prepared • Action • Touch • Instantaneous • V • S
Spell Description:
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.
Revivify Necromancy • Not Prepared • Action • Touch • Instantaneous • V • S • M
Spell Description:
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
Last Synced: 09/04/2026, 11:36:44
World: Lands of Arda (Into the Spider's Web) Wednesday