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RillaTaj

Saruthan

Aurelian Downcast Monk 3

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AC: 16

HP: 22

Initiative: +3

Speed: 40 ft

Passive Perception: 15| Passive Insight: 15

Languages: Celestial, Lower Burach, Sylvan

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

Carrying Capacity: 150 lbs

Push, Drag, Lift: 300 lbs

 

Feats:

Blood Hound-

-While conscious, whenever a creature that is small or larger moves, within 10 ft of you, you immediately become aware of its presence.

-Your attack rolls do not have disadvantage against invisible creatures that you are aware of.

-You have advantage on Survival and Wisdom checks that rely on sound or smell.

 

Talent- Gut Feeling- Whenever you make an Insight check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die (1d4) to the roll.

 

Weapons:

Quarterstaff, 1d20+5 attack, 1d6+3 Bludgeoning dmg, 1d8+3 versatile

Unarmed Strike, 1d20+5, 1d4+3, 10ft reach w/force damage when using Subtle Hand

 

Equipment:

A worn blanket (3 lbs), a set of ragged clothing (3 lbs), a sack (.5 lb), and 10 copper pieces.

A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Explorer’s Pack(59 lbs). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Quarterstaff (4 lbs)

10 darts (2.5 lbs)

Horn of Silent Alarm- This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Flute (2 gp, lb), Lantern (hooded) (5 gp, 1 lb), Healer's Kit (5 gp, 3 lbs), 3 bags of Caltrops (20) (3 gp, 6 lbs total), Playing Card Set (5 sp) mirror, steel (5 gp,.5 lb), 5 flasks of Oil (5 sp, 5 lbs total), bag of ball bearings (1000, 1 gp, 2 lbs), 3 Vials of Anti-toxin (150 gp total), 3 Flasks of Alchemist's Fire (150 gp, 3 lbs), 7 Vials of Acid (175 gp, 7 lbs)

Money: 3 gp, 10 cp

 

Spells: 3 ki available at lvl 3, WIS casting ability

Thaumaturgy (Downcast)

Cantrip, 1 Action, 30 ft, V, 1 Minute, Transmutation

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    Your voice booms up to three times as loud as normal for 1 minute.
    You cause flames to flicker, brighten, dim, or change color for 1 minute.
    You cause harmless tremors in the ground for 1 minute.
    You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    You instantaneously cause an unlocked door or window to fly open or slam shut.
    You alter the appearance of your eyes for 1 minute.


If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cure Wounds (Aurelian, 1/long rest)


1st lvl, 1 Action, Touch, V, S, Instantaneous, Evocation
 

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

 

Detect Evil and Good (1 ki)

1st lvl,1 Action, Self (30 ft ), V, S, Concentration 10 Minutes, Divination

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Protection From Evil and Good (1 ki)

1st lvl,1 Action, Touch, V, S, M *, Concentration 10 Minutes, Abjuration
 

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
* - material component not required when casting from ki

Hold Person (2 ki)

2nd lvl, 1 Action, 60 ft, V, S, M *, Concentration 1 Minute, Enchantment, WIS Save

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
* - material component not required when casting from ki


Levitate (2 ki)

2nd lvl,1 Action, 60 ft, V, S, M *, Concentration 10 Minutes, Transmutation, CON Save
 

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

* - material component not required when casting from ki

Shatter (2 ki)

2nd lvl, 1 Action, 60 ft (10 ft ), V, S, M *, Instantaneous, Evocation, CON Save

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

* - material component not required when casting from ki

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other (Sylvan)

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set (playing cards). 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument (flute)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple weapon (quarterstaff)
  • an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus (+2)+ your Wisdom modifier (+3)

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (+3) + your monk level (3).

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

RillaTaj

RillaTaj

Saruthan

Aurelian Downcast Monk 3

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AC: 16

HP: 22

Initiative: +3

Speed: 40 ft

Passive Perception: 15| Passive Insight: 15

Languages: Celestial, Lower Burach, Sylvan

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

Carrying Capacity: 150 lbs

Push, Drag, Lift: 300 lbs

 

Feats:

Blood Hound-

-While conscious, whenever a creature that is small or larger moves, within 10 ft of you, you immediately become aware of its presence.

-Your attack rolls do not have disadvantage against invisible creatures that you are aware of.

-You have advantage on Survival and Wisdom checks that rely on sound or smell.

 

Talent- Gut Feeling- Whenever you make an Insight check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die (1d4) to the roll.

 

Weapons:

Quarterstaff, 1d20+5 attack, 1d6+3 Bludgeoning dmg, 1d8+3 versatile

Unarmed Strike, 1d20+5, 1d4+3, 10ft reach w/force damage when using Subtle Hand

 

Equipment:

A worn blanket (3 lbs), a set of ragged clothing (3 lbs), a sack (.5 lb), and 10 copper pieces.

A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Explorer’s Pack(59 lbs). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Quarterstaff (4 lbs)

10 darts (2.5 lbs)

Horn of Silent Alarm- This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Flute (2 gp, lb), Lantern (hooded) (5 gp, 1 lb), Healer's Kit (5 gp, 3 lbs), 3 bags of Caltrops (20) (3 gp, 6 lbs total), Playing Card Set (5 sp) mirror, steel (5 gp,.5 lb), 5 flasks of Oil (5 sp, 5 lbs total), bag of ball bearings (1000, 1 gp, 2 lbs), 3 Vials of Anti-toxin (150 gp total), 3 Flasks of Alchemist's Fire (150 gp, 3 lbs), 7 Vials of Acid (175 gp, 7 lbs)

Money: 3 gp, 10 cp

 

Spells: 3 ki available at lvl 3, WIS casting ability

Thaumaturgy (Downcast)

Cantrip, 1 Action, 30 ft, V, 1 Minute, Transmutation

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    Your voice booms up to three times as loud as normal for 1 minute.
    You cause flames to flicker, brighten, dim, or change color for 1 minute.
    You cause harmless tremors in the ground for 1 minute.
    You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    You instantaneously cause an unlocked door or window to fly open or slam shut.
    You alter the appearance of your eyes for 1 minute.


If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cure Wounds (Aurelian, 1/long rest)


1st lvl, 1 Action, Touch, V, S, Instantaneous, Evocation
 

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

 

Detect Evil and Good (1 ki)

1st lvl,1 Action, Self (30 ft ), V, S, Concentration 10 Minutes, Divination

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Protection From Evil and Good (1 ki)

1st lvl,1 Action, Touch, V, S, M *, Concentration 10 Minutes, Abjuration
 

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
* - material component not required when casting from ki

Hold Person (2 ki)

2nd lvl, 1 Action, 60 ft, V, S, M *, Concentration 1 Minute, Enchantment, WIS Save

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
* - material component not required when casting from ki


Levitate (2 ki)

2nd lvl,1 Action, 60 ft, V, S, M *, Concentration 10 Minutes, Transmutation, CON Save
 

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

* - material component not required when casting from ki

Shatter (2 ki)

2nd lvl, 1 Action, 60 ft (10 ft ), V, S, M *, Instantaneous, Evocation, CON Save

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

* - material component not required when casting from ki

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other (Sylvan)

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set (playing cards). 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument (flute)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple weapon (quarterstaff)
  • an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus (+2)+ your Wisdom modifier (+3)

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (+3) + your monk level (3).

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

RillaTaj

RillaTaj

Saruthan

Aurelian Downcast Monk 3

AC: 16

HP: 22

Initiative: +3

Speed: 40 ft

Passive Perception: 15| Passive Insight: 15

Languages: Celestial, Lower Burach, Sylvan

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

Carrying Capacity: 150 lbs

Push, Drag, Lift: 300 lbs

 

Feats:

Blood Hound-

-While conscious, whenever a creature that is small or larger moves, within 10 ft of you, you immediately become aware of its presence.

-Your attack rolls do not have disadvantage against invisible creatures that you are aware of.

-You have advantage on Survival and Wisdom checks that rely on sound or smell.

 

Talent- Gut Feeling- Whenever you make an Insight check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die (1d4) to the roll.

 

Weapons:

Quarterstaff, 1d20+5 attack, 1d6+3 Bludgeoning dmg, 1d8+3 versatile

Unarmed Strike, 1d20+5, 1d4+3, 10ft reach w/force damage when using Subtle Hand

 

Equipment:

A worn blanket (3 lbs), a set of ragged clothing (3 lbs), a sack (.5 lb), and 10 copper pieces.

A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Explorer’s Pack(59 lbs). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Quarterstaff (4 lbs)

10 darts (2.5 lbs)

Horn of Silent Alarm- This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Flute (2 gp, lb), Lantern (hooded) (5 gp, 1 lb), Healer's Kit (5 gp, 3 lbs), 3 bags of Caltrops (20) (3 gp, 6 lbs total), Playing Card Set (5 sp) mirror, steel (5 gp,.5 lb), 5 flasks of Oil (5 sp, 5 lbs total), bag of ball bearings (1000, 1 gp, 2 lbs), 3 Vials of Anti-toxin (150 gp total), 3 Flasks of Alchemist's Fire (150 gp, 3 lbs), 7 Vials of Acid (175 gp, 7 lbs)

Money: 3 gp, 10 cp

 

Spells: 3 ki available at lvl 3, WIS casting ability

Thaumaturgy (Downcast)

Cantrip, 1 Action, 30 ft, V, 1 Minute, Transmutation

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    Your voice booms up to three times as loud as normal for 1 minute.
    You cause flames to flicker, brighten, dim, or change color for 1 minute.
    You cause harmless tremors in the ground for 1 minute.
    You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    You instantaneously cause an unlocked door or window to fly open or slam shut.
    You alter the appearance of your eyes for 1 minute.


If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cure Wounds (Aurelian, 1/long rest)


1st lvl, 1 Action, Touch, V, S, Instantaneous, Evocation
 

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

 

Detect Evil and Good (1 ki)

1st lvl,1 Action, Self (30 ft ), V, S, Concentration 10 Minutes, Divination

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Protection From Evil and Good (1 ki)

1st lvl,1 Action, Touch, V, S, M *, Concentration 10 Minutes, Abjuration
 

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
* - material component not required when casting from ki

Hold Person (2 ki)

2nd lvl, 1 Action, 60 ft, V, S, M *, Concentration 1 Minute, Enchantment, WIS Save

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
* - material component not required when casting from ki


Levitate (2 ki)

2nd lvl,1 Action, 60 ft, V, S, M *, Concentration 10 Minutes, Transmutation, CON Save
 

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

* - material component not required when casting from ki

Shatter (2 ki)

2nd lvl, 1 Action, 60 ft (10 ft ), V, S, M *, Instantaneous, Evocation, CON Save

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

* - material component not required when casting from ki

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other (Sylvan)

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set (playing cards). 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument (flute)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple weapon (quarterstaff)
  • an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus (+2)+ your Wisdom modifier (+3)

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (+3) + your monk level (3).

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

RillaTaj

RillaTaj

Saruthan

Aurelian Downcast Monk 3

AC: 16

HP: 22

Initiative: +3

Speed: 40 ft

Passive Perception: 15| Passive Insight: 15

Languages: Celestial, Lower Burach, Sylvan

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

Carrying Capacity: 150 lbs

Push, Drag, Lift: 300 lbs

 

Feats:

Blood Hound-

-While conscious, whenever a creature that is small or larger moves, within 10 ft of you, you immediately become aware of its presence.

-Your attack rolls do not have disadvantage against invisible creatures that you are aware of.

-You have advantage on Survival and Wisdom checks that rely on sound or smell.

 

Talent- Gut Feeling- Whenever you make an Insight check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die (1d4) to the roll.

 

Weapons:

Quarterstaff, 1d20+5 attack, 1d6+3 Bludgeoning dmg, 1d8+3 versatile

Unarmed Strike, 1d20+5, 1d4+3, 10ft reach w/force damage when using Subtle Hand

 

Equipment:

A worn blanket (3 lbs), a set of ragged clothing (3 lbs), a sack (.5 lb), and 10 copper pieces.

A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Explorer’s Pack(59 lbs). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Quarterstaff (4 lbs)

10 darts (2.5 lbs)

 

Spells: 3 ki available at lvl 3, WIS casting ability

Thaumaturgy (Downcast)

Cantrip, 1 Action, 30 ft, V, 1 Minute, Transmutation

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    Your voice booms up to three times as loud as normal for 1 minute.
    You cause flames to flicker, brighten, dim, or change color for 1 minute.
    You cause harmless tremors in the ground for 1 minute.
    You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    You instantaneously cause an unlocked door or window to fly open or slam shut.
    You alter the appearance of your eyes for 1 minute.


If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cure Wounds (Aurelian, 1/long rest)


1st lvl, 1 Action, Touch, V, S, Instantaneous, Evocation
 

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

 

Detect Evil and Good (1 ki)

1st lvl,1 Action, Self (30 ft ), V, S, Concentration 10 Minutes, Divination

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Protection From Evil and Good (1 ki)

1st lvl,1 Action, Touch, V, S, M *, Concentration 10 Minutes, Abjuration
 

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
* - material component not required when casting from ki

Hold Person (2 ki)

2nd lvl, 1 Action, 60 ft, V, S, M *, Concentration 1 Minute, Enchantment, WIS Save

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
* - material component not required when casting from ki


Levitate (2 ki)

2nd lvl,1 Action, 60 ft, V, S, M *, Concentration 10 Minutes, Transmutation, CON Save
 

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

* - material component not required when casting from ki

Shatter (2 ki)

2nd lvl, 1 Action, 60 ft (10 ft ), V, S, M *, Instantaneous, Evocation, CON Save

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

* - material component not required when casting from ki

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other (Sylvan)

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set (playing cards). 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument (flute)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple weapon (quarterstaff)
  • an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus (+2)+ your Wisdom modifier (+3)

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (+3) + your monk level (3).

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

RillaTaj

RillaTaj

Saruthan

Aurelian Downcast Monk 3

AC: 16

HP: 22

Initiative: +3

Speed: 40 ft

Passive Perception: 15| Passive Insight: 15

Languages: Celestial, Lower Burach, Sylvan

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

 

Feats:

Blood Hound-

-While conscious, whenever a creature that is small or larger moves, within 10 ft of you, you immediately become aware of its presence.

-Your attack rolls do not have disadvantage against invisible creatures that you are aware of.

-You have advantage on Survival and Wisdom checks that rely on sound or smell.

 

Talent- Gut Feeling- Whenever you make an Insight check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die (1d4) to the roll.

 

Weapons:

Quarterstaff, 1d20+5 attack, 1d6+3 Bludgeoning dmg, 1d8+3 versatile

Unarmed Strike, 1d20+5, 1d4+3, 10ft reach w/force damage when using Subtle Hand

 

Equipment:

A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Explorer’s Pack(59 lbs). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Quarterstaff (4 lbs)

10 darts (2.5 lbs)

 

Spells: 3 ki available at lvl 3, WIS casting ability

Thaumaturgy (Downcast)

Cantrip, 1 Action, 30 ft, V, 1 Minute, Transmutation

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    Your voice booms up to three times as loud as normal for 1 minute.
    You cause flames to flicker, brighten, dim, or change color for 1 minute.
    You cause harmless tremors in the ground for 1 minute.
    You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    You instantaneously cause an unlocked door or window to fly open or slam shut.
    You alter the appearance of your eyes for 1 minute.


If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cure Wounds (Aurelian, 1/long rest)


1st lvl, 1 Action, Touch, V, S, Instantaneous, Evocation
 

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

 

Detect Evil and Good (1 ki)

1st lvl,1 Action, Self (30 ft ), V, S, Concentration 10 Minutes, Divination

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Protection From Evil and Good (1 ki)

1st lvl,1 Action, Touch, V, S, M *, Concentration 10 Minutes, Abjuration
 

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
* - material component not required when casting from ki

Hold Person (2 ki)

2nd lvl, 1 Action, 60 ft, V, S, M *, Concentration 1 Minute, Enchantment, WIS Save

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
* - material component not required when casting from ki


Levitate (2 ki)

2nd lvl,1 Action, 60 ft, V, S, M *, Concentration 10 Minutes, Transmutation, CON Save
 

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

* - material component not required when casting from ki

Shatter (2 ki)

2nd lvl, 1 Action, 60 ft (10 ft ), V, S, M *, Instantaneous, Evocation, CON Save

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

* - material component not required when casting from ki

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other (Sylvan)

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set (playing cards). 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument (flute)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple weapon (quarterstaff)
  • an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus (+2)+ your Wisdom modifier (+3)

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (+3) + your monk level (3).

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

RillaTaj

RillaTaj

Saruthan

Aurelian Downcast Monk 3

AC: 16

HP: 22

Speed: 40 ft

Passive Perception: 15| Passive Insight: 15

Languages: Celestial, Lower Burach, Sylvan

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

 

Feats:

 

Weapons:

 

Unarmed Strike, 1d20+5, 1d4+3, 10ft reach w/force damage when using Subtle Hand

Equipment:

A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Explorer’s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

10 darts

Spells: 3 ki available at lvl 3, WIS casting ability

Thaumaturgy (Downcast)

Cantrip, 1 Action, 30 ft, V, 1 Minute, Transmutation

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    Your voice booms up to three times as loud as normal for 1 minute.
    You cause flames to flicker, brighten, dim, or change color for 1 minute.
    You cause harmless tremors in the ground for 1 minute.
    You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    You instantaneously cause an unlocked door or window to fly open or slam shut.
    You alter the appearance of your eyes for 1 minute.


If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cure Wounds (Aurelian, 1/long rest)


1st lvl, 1 Action, Touch, V, S, Instantaneous, Evocation
 

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

 

Detect Evil and Good (1 ki)

1st lvl,1 Action, Self (30 ft ), V, S, Concentration 10 Minutes, Divination

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Protection From Evil and Good (1 ki)

1st lvl,1 Action, Touch, V, S, M *, Concentration 10 Minutes, Abjuration
 

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
* - material component not required when casting from ki

Hold Person (2 ki)

2nd lvl, 1 Action, 60 ft, V, S, M *, Concentration 1 Minute, Enchantment, WIS Save

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
* - material component not required when casting from ki


Levitate (2 ki)

2nd lvl,1 Action, 60 ft, V, S, M *, Concentration 10 Minutes, Transmutation, CON Save
 

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

* - material component not required when casting from ki

Shatter (2 ki)

2nd lvl, 1 Action, 60 ft (10 ft ), V, S, M *, Instantaneous, Evocation, CON Save

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

* - material component not required when casting from ki

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other (Sylvan)

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set (playing cards). 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument (flute)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus (+2)+ your Wisdom modifier (+3)

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (+3) + your monk level (3).

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

 

*Need a weapon, feat and a talent for background

RillaTaj

RillaTaj

Saruthan

Aurelian Downcast Monk 3

AC: 16

HP: 22

Speed: 40 ft

Passive Perception: 15| Passive Insight: 15

Languages: Celestial, Lower Burach, Sylvan

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

 

Feats:

 

Weapons:

 

Equipment:

A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Explorer’s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Spells: 3 ki available at lvl 3, WIS casting ability

Thaumaturgy (Downcast)

Cantrip, 1 Action, 30 ft, V, 1 Minute, Transmutation

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    Your voice booms up to three times as loud as normal for 1 minute.
    You cause flames to flicker, brighten, dim, or change color for 1 minute.
    You cause harmless tremors in the ground for 1 minute.
    You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    You instantaneously cause an unlocked door or window to fly open or slam shut.
    You alter the appearance of your eyes for 1 minute.


If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cure Wounds (Aurelian, 1/long rest)


1st lvl, 1 Action, Touch, V, S, Instantaneous, Evocation
 

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

 

Detect Evil and Good (1 ki)

1st lvl,1 Action, Self (30 ft ), V, S, Concentration 10 Minutes, Divination

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

Protection From Evil and Good (1 ki)

1st lvl,1 Action, Touch, V, S, M *, Concentration 10 Minutes, Abjuration
 

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
* - material component not required when casting from ki

Hold Person (2 ki)

2nd lvl, 1 Action, 60 ft, V, S, M *, Concentration 1 Minute, Enchantment, WIS Save

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
* - material component not required when casting from ki


Levitate (2 ki)

2nd lvl,1 Action, 60 ft, V, S, M *, Concentration 10 Minutes, Transmutation, CON Save
 

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

* - material component not required when casting from ki

Shatter (2 ki)

2nd lvl, 1 Action, 60 ft (10 ft ), V, S, M *, Instantaneous, Evocation, CON Save

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

* - material component not required when casting from ki

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other (Sylvan)

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set (playing cards). 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument (flute)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus (+2)+ your Wisdom modifier (+3)

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (+3) + your monk level (3).

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

 

*Need a feat and a talent for background

RillaTaj

RillaTaj

Saruthan

Aurelian Downcast Monk 3

AC: 16

HP: 22

Speed: 40 ft

Passive Perception: 15| Passive Insight: 15

Languages:

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

 

Feats:

 

Weapons:

 

Equipment:

 

Spells: 3 ki available at lvl 3

Thaumaturgy (Downcast)

Cure Wounds (Aurelian)

Detect Evil and Good (1 ki)

Protection From Evil and Good (1 ki)

Hold Person (2 ki)

Levitate (2 ki)

Shatter (2 ki)

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set. 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus (+2)+ your Wisdom modifier (+3)

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

 

*Need a feat and a talent for background

RillaTaj

RillaTaj

Saruthan

Aurelian Downcast Monk 3

AC:

HP:

Speed:

Passive Perception: 15| Passive Insight: 15

Languages:

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

 

Feats:

 

Weapons:

 

Equipment:

 

Spells:

Thaumaturgy (Downcast)

Cure Wounds (Aurelian)

Detect Evil and Good (1 ki)

Protection From Evil and Good (1 ki)

Hold Person (2 ki)

Levitate (2 ki)

Shatter (2 ki)

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set. 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus (2)+ your Wisdom modifier (3)

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

 

*Need a feat and a talent for background

RillaTaj

RillaTaj

Saruthan

Aurelian Downcast Monk 3

AC:

HP:

Speed:

Passive Perception: | Passive Insight:

Languages:

 

Abilities

Str: 10 (+0 mod, +2 save)

Athletics +0

Dex: 16 (+3 mod, +5 save)

Acrobatics +5 | Sleight of Hand +3 | Stealth +3

Con: 14 (+2 mod and save)

Int: 8 (-1 mod and save)

Arcana -1 | History | Investigation -1 | Nature -1 | Religion +1

Wis: 16 (+3 mod and save)

Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3

Cha: 14 (+2 mod and save)

Deception +2 | Intimidation +2 | Performance +2 | Persuasion +5

 

Feats:

 

Weapons:

 

Equipment:

 

Spells:

Thaumaturgy

Cure Wounds

 

Race Downcast

ASI: Wis +2

Size: Medium

Speed: 30 ft

Divine Learning: Proficiency in Religion and know Thaumaturgy cantrip.

Divine Sangromancy: The blood angels flows in your veins, and you can tap into that blood to boost the power of divine magic. Whenever an allied creature within 30 ft of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained.

Lingering Divinity: Resistance to necrotic damage

Languages: Celestial and one other

Subrace Aurelian

ASI: Cha +1

Hand of Aurelia: You may cast the Cure Wounds spell at 1st level with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Background Pauper

Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival (Perception). 

Languages: Choose one standard language. (Lower Burach)
Tool Proficiency: Choose one gaming set. 

Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Sub-background Beggar

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

Skill Proficiency: Persuasion
Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Feature: Friends in Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM’s discretion. 

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an ad- venturer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression

  • Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Class Monk

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Acrobatics and Insight)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Way of the Leaden Crown

Subtle Hand: Your martial arts are enhanced by a capacity for telekinetic strikes. On your turn, your reach is 10 ft when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals forces damage instead.

Psionic Prowess: Your psychic powers have manifested in the ability to cast certain spells. You gain the Mage Hand cantrip if you don't already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect Evil and Good or Protection From Evil and Good. You can also use an action and spend 2 ki points to cast Hold Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

Transformation Path: Fey

The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”

An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.

The fey are changeable beings of great power and even greater danger. No two fey are quite alike, but their tie to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely. 

Becoming Fey

Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become.

A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.

Transformation Features

A fey has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: You must have sworn fealty to one of the fey courts, been raised in the realms as a changeling, or have some other plausible reason to have become a fey. Discuss with your GM how you can achieve this in the game.

Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Transformation Save DC = 8 + your proficiency bonus (+2)+ your Charisma modifier (+2)

Level Milestones

The following are examples of possible level milestones for the Fey:

  • Striking a bargain with a greater fey
  • Performing a great deed in the name of one of the faerie queens
  • Establishing a new faerie ring or bridge to the fey realms
  • Defeating a powerful agent from your rival court
  • Earning a domain or title in the realm of faerie

Transformation Level 1

Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.

Boon: Fey Form

Your Charisma score increases by 2 and your Dexterity score increases by 1. You also become a fey in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you’re immune to effects that only affect a creature of your new type of a specific CR.

When you gain this ability, you must also choose which Fey court fuels your transformation. Choose one of the following:

  • The Summer Court. The summer court embodies the bounty and warmth of the growing season. The fey of summer tend towards joviality, fickleness, and vanity. Creatures of summer often hide their cruel intentions behind beautiful facades.

Boon: Twilight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you chose for your Fey Form ability.

  • Summer. Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can use the Twilight Step feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flaw: Planar Binding

Your body and soul are bound to one of the faerie realms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control.

If you are in the faerie realm responsible for your transformation, this flaw has no effect.

 

*Need a feat and a talent for background

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