Chapter Six: Player Resources in Dromaria | World Anvil

Chapter Six: Player Resources


Chapter 6:
Player Resources

Creating a Character
• Races
• Backgrounds
• Classes
‎ ‎ ‎ ‎ Bondsman
• Subclasses
‎ ‎ ‎ ‎ Cleric
‎ ‎ ‎ ‎ Monk
‎ ‎ ‎ ‎ Paladin
‎ ‎ ‎ ‎ Warlock
‎ ‎ ‎ ‎ Wizard

“There is always a catalyst. A mentor or nemesis who inspires a quest. A relic to reclaim or a monster to slay. If it is an adventure you seek, all you need to do is open your eyes and take a look around. What I encourage you to focus on, instead of that catalyst, is what is within yourself and what the journey says about you.”  
~ Temilian Sunrun
 

Creating a Character


Dromaria is home to many races, locations, religions, and cultures, each one vital to the region it is a part of. Understanding these nuances as you create will help you and your character connect with the world.   This chapter offers a look into character creation for Dromaria, accompanying the information found in the fifth edition core rules. Whether you are a veteran player looking to try new content, or a less experienced player getting a feel for the game, there are some things you will need to know about Dromaria before setting out to create your character.   We will cover all of the necessary information required for any player to begin their adventure. Everything from a new class, backgrounds, and races, to the subclasses specific to Dromaria. Here you will find tips and suggestions on what to consider as you create your character following the Player’s Handbook character creation process.  
  • Choose a race. Included here are the full details on 14 races, including 2 completely new races: Ember and Malkari.
  • Dromarian people have unique cultures and histories that are different from other worlds, even those that seem familiar.
  • Choose a background. Provided here are 27 new backgrounds specific to Dromaria.
  • Choose a class. Play as the Bondsman, a new class only found on Dromaria or one of the 5 new subclasses.
  • Choose a guild. The Guilds of Tor rule much of the adventuring world. See the guilds in Chapter Four: Factions & Guilds for more details. Not every game will include guilds, so speak to your GM first.
 
Place of Origin
Every land has different laws and customs, providing valuable insight into who you are and where you came from. There are several background options based on locations around Dromaria, providing new abilities and information about your potential homeland. Before a game begins, ask your GM where you will be starting. Are you from a far-off land, traveling the world? Do you know the local’s lifestyle and traditions? Where you are from and what you know about the world will help create a sense of belonging and roots as you explore Dromaria.   Religions
Religion is the foundation of civilization in Dromaria. While many places pay tribute to individual deities, the most common practices center around specific religions. Information on the religions and their place in the world can be found in Chapter Three: Religions. Characters who follow specific gods or faiths are likely to be influenced by lofty ideals, doctrines, or divine mandates. How your character interacts with the religious side of Dromaria will inspire their community, creed, and potentially their power.   Magic
Magic is global, but not everyone is as accepting of it as others, and not all magic is permitted by every society. Understand what is considered punishable spellcasting and where they punish these infractions. This book includes several unique Dromarian spells found in Chapter Eight: Spells & Treasure. For example, Shared Knowledge is an extremely common cantrip among the many spellcasting communities.   Dragons
Dragons are everywhere, so it is important to understand your stance on The Covenant. Where you are and how the region treats dragons will impact the level of threat or aid these magnificent creatures will present. Speak with your GM before the game to understand the role dragons may play in your adventures. Who are your local dragons? What are their motives, hoards, and purpose? Knowing the nature of a dragon can be the difference between life and death.
A Sample of Adventure
  Bella Donna is looking to create a 3rd level character. The campaign she is playing in will be taking part in the Tritos Dominion near the capital city of Ania. Taking this into consideration she has chosen to play a character who doesn’t rely too heavily on magic as there is a stigma against it.   First, she decides to play a human as they are the most populous in the area and it gives her a wide choice of options. Next, she takes the Citizen of the Tritos Dominion - Background background, which includes Animal Handling and Athletics, as well as the Service to the Crown feature, because she has served in the military. Finally, she chooses Paladin as her class, taking the Oath of Inquisition, and serving in the Lothoren faith, the region's most celebrated religion. Now that Bella knows her origin and has everything written down on her character sheet she is armed and ready to set off into Dromaria and adventure!
 

Races


Dromaria is home to many races spread across the globe. The cultures, history, and other foundations of the races vary from what is common in other worlds. Many of the races present in the Player’s Handbook can be found here as well as additional information on those unique to Dromaria. The race statistics found here are the same as those in the Player’s Handbook unless otherwise stated.   This section presents the following playable races:
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Dragonborn
Children of the mighty dragons, dragonborn are diplomats, arcane wielders, and powerful symbols of the Covenant.

Racial Traits+2 Strength, +1 Charisma, Draconic Ancestry, Breath Weapon, Damage Resistance
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Dwarf
Dwarves are stout humanoids who have a legacy tied to the Callings of Forn. Miners, crafters, and warriors who believe in tradition.

Racial Traits+2 Constitution, Darkvision, Dwarven Resilience, Dwarven Combat Training, Stonecunning
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Elf
Regal and beautiful, the Eshanan elves are near immortals who live among the forests and tame the elements.

Racial Traits+2 Dexterity, Darkvision, Keen Senses, Fey Ancestry, Trance
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Elvenari
Elvenari are a varied people who identify separately from the elves, but share many similarities. It is said that nature bends to their will.

Racial TraitsVary
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Ember
Ember are small lizardfolk who can manipulate the elements and live in small communes, ready to aid whenever needed.

Racial Traits+2 Wisdom, Darkvision, and additional abilities through Elemental Affinity
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Gnome
Otherwyld folk who have found their way across Dromaria, gnomes are small individuals who possess cunning minds.

Racial Traits+2 Intelligence, Darkvision, Gnome Cunning
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Goblin
Short and ferocious, goblins often exist on the fringes of society looking in. Goblins live short lives fueled by constant hunger.

Racial Traits+2 Dexterity, +1 Constitution, Darkvision, Fury of the Small, Nimble Escape
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Halfling
Dromaria's smallest and bravest people are loved for their affable nature, indomitable spirits, and innate wanderlust that drive them across the world.

Racial Traits+2 Dexterity, Lucky, Brave, Halfling Nimbleness
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Human
Found in every corner of the world, humans are known for their brashness and intelligence, earning them a reputation for unpredictability.

Racial Traits+1 to All Ability Scores, Extra Language
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Malkari
A resilient people who are often found in deserts, Malkari have four arms and a rich history of physical training, Seeking enlightenment and self-mastery.

Racial Traits+2 Strength, +1 Wisdom, Multi-Armed, Martial Discipline, Malkari Meditation, Warm Weather
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Orc
Powerful, intelligent, and proud, orcs are ferocious combatants and clever inventors, mixing physical prowess with advanced technology to protect their homes and neighbors.

Racial Traits+2 Strength, +1 Constitution, Darkvision, Cybernetic Enhancements, Powerful Build, Techie
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Tiefling
Cursed by an ancient demon, destined to live their last life. Filled with power, doomed to stand outside of societies boundaries, tieflings embody finality and risk.

Racial Traits+2 Charisma, +1 Intelligence, Darkvision, Hellish Rebuke, Infernal Legacy
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Triton
Tritons are people of the sea, born under the guidance of Narwel. They are strong, hearty people who balance lives between two realms.

Racial Traits+2 Strength, +1 Charisma, Amphibious, Darkvision, Narwel's Protection, Oracle's Gift, Tidal Combatant, Waterborne Weaponry
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Upiryrial
Celestials of the first god Tus'Alim and custiodians of law, Upiryials are revered for their beauty and judgment.

Racial Traits+2 Charisma, +1 Wisdom, The Mark of Tus'Alim, Blessed Sight, Upiryrial Resistance, Flight, Discern Truth

Backgrounds


Backgrounds form a foundation beyond your character’s class and race, before you set off for a life of adventure. Whether you are still connected to that part of your life or not is up to you. Either way, your background will help inspire and direct who you are and where you go. In addition to the backgrounds in the Player’s Handbook, provided here are 27 unique backgrounds related to Dromaria, including new abilities, traits, bonds, ideals, and flaws to help flesh out your character.  

Name

Feature

Proficiencies

Categories


Mountain Survivalist
The Touch of Forn
Intimidation, Survival

As an Ander Clan dwarf, you hail from a toilsome lineage famed for its martial prowess and unyielding independence. Your kin find solace in the icy expanses of Mortéglace, choosing to live in seclusion far removed from the rule of others. Under the guidance of King Ander, your clan dedicates itself to constructing a sanctuary that reflects the purest embodiment of Forn's ideals of freedom and safety.   The Ander Clan's primary mission is to forge such a secure and prosperous refuge that it entices other dwarves to rejoin their devoted path of Forn. However, their protective nature combined with their remote and treacherous habitat makes forming connections with the Ander dwarves a considerable challenge.
Skill Proficiencies: Intimidation, Survival
Tool Proficiencies: A Melee Weapon of your choice of one type of Artisan's Tools
Equipment: A melee weapon or a set of artisan's tools of your choice, a set of common clothes, a shovel, and an iron pot

Special Attribute: The Touch of Forn
The Touch of Forn is a divine boon bestowed upon you due to your clan's deep connection with Forn. This gift enables you to create items of extraordinary quality that resist the tests of time and usage, proving more durable than most. Anything you successfully craft is incredibly resilient, boasting double the hit points of its normal equivilent. Moreover, the exquisite craftsmanship and beauty of your creations make them highly sought-after treasures, valued 25% more than typical items.
Feature: Mountain Survivalist
As an Ander dwarf, you traverse the perilous terrains of the mountains with an ease that is almost supernatural. Your keen awareness of the terrain's dangers, from falling rocks to unstable cliffs and treacherous slopes, enables you to navigate these hazards and chart a safe path. Your comprehensive knowledge of mountain flora and fauna further enhances your survival skills, making you proficient in foraging for food and identifying medicinal plants in the wild expanse of Mortéglace.
Suggested Characteristics
Dwarves of the Ander Clan are products of the harsh land they were raised in. Their lives of cold climates, being surrounded by enemies, and having to protect those who can't protect themselves define who they are. It is not unheard of for the Anders to have flaws related to their stubborn nature.

For a full list of suggested characteristics go here: Ander Clan - Background



 
BFF
Medicine, Persuasion

People naturally gravitate towards you, treating you as their best friend, and with good reason. Halflings share a kindred connection with the god of travel Temilian, and are celebrated for their loyal companionship, lightning-fast movements, and cheerful demeanor. In a world dominated by towering giants, halflings stand as brave and fortunate allies sought after by the most superstitious adventurers. You offer companionship to those deserving of a best friend's trust.
Skill Proficiencies: Medicine, Persuasion
Tool Proficiencies: Cook's Utensils
Languages: One of your choice
Equipment: Cook's utensils, a map of the region you are in, a two-person tent, a set of traveler's clothes, and a pouch of pebbles from your homeland
Feature: BFF (Best Friends Forever)
As a companion, your innate helpfulness and unwavering loyalty make you an invaluable ally, boosting your friend's abilities with your expert assistance, ensuring their success. Whenever you use the Help action, you can add your proficiency bonus, providing valuable assistance to your allies.
Suggested Characteristics
Being someone's best friend is a devotion and responsibility, and many of your traits reflect that. Turning those traits up to eleven leads to the majority of your flaws.   For a full list of suggested characteristics go here: Best Friend - Background



 
Aquatic Couriers
Coral Manipulation
Athletics, Perception

Your culture is based in your aquatic nature, your divine connection with Narwel, and the years of isolation you endured. These factors have shaped traditions that may seem peculiar to outsiders but are integral to maintaining the prosperity of the sea and upholding the favor of your goddess.   As a member of the triton community residing in the submersible city of Flotsodom, you have emerged from a long exile to bring service to the people of the land. However, your presence in the world above has sparked wariness and uncertainty among surface dwellers, who remain unfamiliar with the motives and history of the tritons.   Flotsodom has settled at a significant location known as the Eye of Narwel within the country of @Frij. This emergence has caused tension with the neighboring Tritos Dominion, a nation already embroiled in conflicts with Frijring. As a citizen of Flotsodom, you find yourself navigating the delicate political landscape, seeking to balance your commitment to aiding the land-dwellers while managing the strained relations between your submersible city and the Tritos Dominion. It is a challenging act, striving for understanding while upholding the values and guidance of your underwater heritage.
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's Tools, Vehicles (water)
Equipment: A small knife, 50 feet of hempen rope, a piece of living coral, a vial of water from your home, and a set of traveler's clothes
Feature: Aquatic Couriers
You possess the ability to communicate with aquatic creatures and enlist their help in delivering messages to contacts within the city. This unique skill allows you to maintain communication with fellow tritons, share vital information, and coordinate actions from a distance. However, the effectiveness of this feature depends on the availability and cooperation of aquatic creatures in the surrounding area.
Suggested Characteristics
Being an underwater being has imbued you with an automatic connection to the sea, something that impacts pretty much every aspect of your life, from your personality to your ideals and bonds. Many flaws likely come from the divide of cultures on the surface, something every water-dweller is forced to navigate.   For a full list of suggested characteristics go here: Citizen of Flotsodom - Background



 
Gnome's Trust
Investigation, Sleight of Hand

Your life has been devoted to the invention and creation of peculiar and wonderful contraptions. The citizens of Gnome's Landing display fervor for their Calling, dedicating their lives to the study of machines. Their inventions have shaped modern society, most heavily felt in the Tritos Dominion. You are one of a great collective, each spinning their own gears to help the others turn.   Gnomes living in Gnome's Landing, have distanced themselves from the influence of the goddess Dipthi and the game of Dukkerin, heeding instead the mechanical call of Dona. Liberated from the burdens of the Otherwyld, you and your fellow citizens enjoy complete autonomy from the goddess.
Skill Proficiencies: Investigation, Sleight of Hand
Tool Proficiencies: One type of Artisan's Tools and your choice of Air, Land, or Water Vehicles
Languages: One of your choice
Equipment: A set of artisan's tools of your choice, an ink pen, a small knife, and a book of research notes
Feature: Gnome's Trust
Being a citizen of Gnome's Landing grants you privileged access to a diverse of crafting materials within the city boundaries. You also have a benefactor who is ready to offer financial and material backing for your ventures, given that they serve the community's well-being.
Suggested Characteristics
As a citizen of Gnome's Landing you have been raised with ideals and bonds centered around invention and evolution. It is possible your flaws center around technology and its uses.   For a full list of suggested characteristics go here: Citizen of Gnome's Landing - Background



 
Cultured
Two of your choice

Tao, the largest city in the world, is a sprawling metropolis and a true melting pot of races and cultures. Here, everyone and everything visits or resides, serving as the major trade hub, attracting merchants and adventurers alike. The buildings are closely packed, creating a labyrinthine maze. Guides are always in high demand to assist visitors in navigating the city.   You have grown up in this cosmopolitan environment, exposed to diverse cultures and traditions. Your knowledge of the city's layout, the intricacies of its districts, and the bustling marketplace has allowed you to forge connections with its inhabitants. Tao embraces a diverse range of cultures, with visitors often remarking on the wild blends of traditions, languages, and customs they encounter. These cultural influences create an environment of acceptance and celebration of differences, making the city an extraordinary place to call home.
Skill Proficiencies: Two of your choice
Tool Proficiencies: Choose one Gaming Set
Languages: Two of your choice
Equipment: One gaming set, a set of common clothes, a backpack, and a belt pouch containing 10 gp
Feature: Cultured
Your exposure to diverse cultures has granted you keen insights into clothing, accents, and other subtle cues. You can discern a person's place of origin, leveraging this knowledge to your advantage. This ability opens doors, facilitates connections, and grants you an edge in navigating the complexities of foreign lands. Your capacity to seamlessly blend into urban environments is unparalleled, thanks to your understanding of clothing, dialects, and cultural nuances from various foreign places.
Suggested Characteristics
Being from such a massive city can define who a person is, from ideals and bonds, to their personality as a whole. Aspects of culture, understanding, or being overwhelmed likely impact your choices. Many flaws come from the same places, but amplified to extremes.   For a full list of suggested characteristics go here: Citizen of Tao - Background



 
Service to the Crown
Animal Handling, Athletics

Your upbringing was immersed in the teachings of the Illumination faith, spreading the word of the gods Lothor, Asir, and Daruun. Raised in a military-minded culture, you have dedicated yourself to serving the crown of Ania and received training in combat and weaponry. Despite what has become normal use of magic in day-to-day life, there is an inherent mistrust of it within your society.   With a long history spanning over 2,500 years, you belong to a nation led by eleven esteemed houses. Under the strong-minded rule of King Ender Ramus, the Tritos Dominion's primary focus lies in reclaiming separated territories and fortifying the strength of your beloved nation. You have served your time in the Civil Legion and the freedom to do as you so choose.
Skill Proficiencies: Animal Handling, Athletics
Tool Proficiencies: One Weapon of your choice, Vehicles (land)
Equipment: One weapon of your choice, a pony, a pack saddle, a statement of citizenship, an iron pot, and a pouch containing 10 gp
Feature: Service to the Crown
Upon reaching the age of sixteen in the Tritos Dominion, you serve the crown for a year, undergoing rigorous training in weapons, tactics, and civil service duties. Through this service, you earn the esteemed rank of citizen and enjoy the backing of the country. As a citizen, you have access to various benefits and resources. You may call upon the Dominion for loans, receive support from members of the Civil Legion for arms and assistance, and enjoy complimentary stays at military bases.   Suggested Characteristics
Being a citizen of the Tritos Dominion means you have been raised under the Illumination faiths, likely Lothoren or Summertide. Even if you do not believe in the core teachings, their influences will likely reflect in your ideals, bonds, and flaws.   For a full list of suggested characteristics go here: Citizen of the Tritos Dominion - Background



 
Enchanted Education
Arcana, History

As a citizen of Thorn, you hail from a nation known for its relentless progress. New Blarek, the illustrious capital, embodies the pursuit of magical knowledge and the seamless integration of arcane power into everyday life. Thorn has faced formidable adversity with the recent demonic invasions, yet its resilient spirit endures.   The citizens recognize magic as the key to solving life's complexities, embracing the arcane arts from an early age. In recent times, the influence of the Lothoren religion has become intertwined with Thorn's customs and traditions, creating an intriguing blend of cultures.   The country's commitment to education, faith, and the application of arcane knowledge drives everything. Whether defending the nation against formidable foes or contributing to New Blarek's ascent as a global superpower, Thorn's pursuit of magical excellence continues.
Skill Proficiencies: Arcana, History
Tool Proficiency: Calligrapher's Supplies or a Musical Instrument
Languages: One of your choice
Equipment: Calligrapher's supplies or a musical instrument of your choice, a book of research notes, and a belt pouch containing 20 gp
Feature: Enchanted Education
Your edcuation in Thorn and exposure to the magical wonders of New Blarek have honed your arcane abilities. You gain the Prestidigitation and Shared Knowledge cantrips and can choose one additional cantrip from the following options: Light, Mage Hand, Mending, Message, Minor Illusion, or Thaumaturgy.   Furthermore, your familiarity with the arcane grants you advantage on ability checks made to identify or recognize magical items or decipher magical writings.
Suggested Characteristics
People from Thorn are educated from a young age to understand the arcane, but also the importance of the nation. It is likely your personality and ideals will form around how you were raised. Your flaws may come from seeking too much power or not understanding outside points of view.   For a full list of suggested characteristics go here: Citizen of Thorn - Background



 
Born Leader
Insight, Intimidation

You are among a group of dragonborn individuals who are either born or raised on the continent of Erimata, revered as a blessing from the dragons. As a Covenant Born, you hold a special status within your communities and are seen as natural leaders due to the honor bestowed upon your dragon heritage. People look to you for guidance, and your commands carry significant weight. Additionally, dragons actively seek to offer you guidance and assistance, recognizing your connection to their kind.
Skill Proficiencies: Insight, Intimidation
Tool Proficiencies: Calligrapher's Supplies
Languages: One of your choice
Equipment: A bottle of colored ink, an ink pen, a set of fine clothes, a pouch containing 30 gp
Feature: Born Leader
You harbor a natural talent for inspiring others to follow your lead. Whether through charisma, determination, or sheer force of will, you can rally people to work together toward a common goal. In situations where leadership is sought, people instinctively turn to you for guidance. Your commands carry significant weight and you can sway others to your point of view. Additionally, dragons, recognizing your connection to their kind, are inclined to offer you guidance or assistance when needed.
Suggested Characeristics
Covenant Born are influenced heavily by the dragons who surround them. Their life of politics, servitude, and faith affects how they act and their ideals. Their flaws often reflect their upbringing away from other societies.   For a full list of suggested characteristics go here: Covenant Born - Background



 
Ingenious Improviser
Arcana, History, Insight, Investigation, Perception, Religion

You are driven by an unbridled passion to unravel the mysteries of the world and create technological marvels. Dona's teachings have ignited a spark within you, propelling you to harness the power of science and technology, even in the face of adversity. Devotees dedicate their life to The Calling, the belief that the universe's desires can be realized through your creation. By pushing the boundaries of what is possible, you stand for progress and the betterment of Dromaria.   Whether you hail from Ugarth, living among the orcs, or you call Gnome's Landing home, the worship of Dona is prevalent in many places. However, there is one location you do not belong, Erimata. As a worshipper of Dona, you do not benefit from the protections offered by The Covenant, and you are unwelcome on the continent. Displaying your holy symbol or openly using technological devices around dragons poses a grave risk to your life.
Skill Proficiencies: Choose two from Arcana, History, Insight, Investigation, Perception, and Religion
Tool Proficiencies: One type of Artisan's Tools and your choice of Air, Land, or Water Vehicles
Languages: One of your choice
Equipment: Choose a set of artisan's tools of your choice, an ink pen, a small knife, and a small device you have been working on
Feature: Ingenious Improviser
You have a knack in finding creative solutions, even with limited resources at hand. Using whatever mundane materials are available, you can craft non-magical items worth 5 gold pieces or less.   Your ingenuity and efficiency extend to the point where you can create a temporary bomb given the proper supplies, with no cost incurred. The lifespan of the bomb is limited, lasting only as long as it takes to create it before it explodes.   The duration of your improvisation and the specific items you can create are always subject to your GM's discretion.
Suggested Characteristics
People who follow Dona are prone to traits surrounding knowledge and information. Their bonds often come from what they have learned or what they are trying to achieve. Likely flaws surround obsession or desire.   For a full list of suggested characteristics go here: Dona Devotee - Background



 
Draconic Instinct
Athletics, Survival

You exist separate from the dragonborn's traditional social structure, born to dragons living outside The Covenant. This divergence from tradition may attract scorn or admiration, branding your choices as unorthodox. Whether your dragon chose to voluntarily leave or was driven out due to unavoidable circumstances, you've embraced the existence of a wanderer upon leaving that life behind. Life outside The Covenant is laden with challenges and demands adaptability, with new cultures, laws, and customs presenting as a strange and confusing labyrinth.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Herbalism Kit, one type of Musical Instrument
Equipment: A backpack, a musical instrument (one of your choice), traveler's clothes, and a keepsake from your dragon heritage
Feature: Driftscale Instinct
You have a heightened awareness of dragon activity in your surroundings. This uncanny ability enables you to anticipate and prepare for potential encounters. As a Driftscale, dragons, particularly those bound by The Covenant, recognize you and are likely to react with apprehension. Consequently, encounters with dragons in the wild are likely to commence cautiously, providing you with a unique advantage in both diplomatic and combat situations.   For a full list of suggested characteristics go here: Driftscale - Background



 
Farmer's Prowess
Nature, Survival

As a dust farmer, you belong to the kinderdales of Malkari, a resilient race hailing from the arid expanse known as The Hush within The Esh Republic. Following the teachings of the Malkari gods, Bako and Daruun, you have learned to not only survive but thrive in the unforgiving environment. Bako's Calling strengthens dust farmers physically and spiritually, while Daruun's Calling grants you the knowledge to find and cultivate sustenance in seemingly impossible landscapes. Dust farmers take pride in their resilience and possess a strong warrior tradition shaped by the harsh lands they call home.
Skill Proficiencies: Nature, Survival
Tool Proficiency: Cook's Utensils
Languages: Draconic
Equipment: Cook's Utensils, a packet of seeds, an Agronomus, a shovel, a blanket, and a letter from an elder posing a philosophical question
Feature: Farmer's Prowess
Your exceptional survival skills enable you to thrive in harsh terrains. You possess a remarkable ability to locate food and water even in the most barren environments, and you have the knowledge and expertise to plant and cultivate crops in any available ground. Your understanding of the land and its resources allows you to sustain life where others might struggle.
Suggested Characteristics
Dust farmers aren't accustomed to leaving their environments, so those who sometimes find themselves rooted in their old ways. Many focus on teaching their techiniques, while others find application works much better. Your flaws are likely related to misunderstanding or personal problems.   For a full list of suggested characteristics go here: Dust Farmer - Background



 
Uncoventional Purpose
Deception, Intimidation, Persuasion, Sleight of Hand, Stealth, Survival
Neo-Natix, Volgul

Born of extraordinary, unconventional methods, your existence is a testament to the miracles of science, magic, or perhaps a blend of both. Whether forged as a Neo-Natix machine by the legendary One-Eyed King, or hatched as a winged volgul from an alchemical egg, your genesis strays far from the traditional. To people, you are a curiosity at best and a disconcerting mystery at worst. Your life has followed a challenging path toward acceptance and inclusion.   Your distinctive origins tell a compelling narrative that shapes your role within society. Often met with a blend of awe, suspicion, and sometimes fear, you must navigate your relationships with a careful blend of diplomacy and determination.   Every engineered is crafted with a purpose in mind. Whether you retain memory of this purpose or are yet to uncover it, is a question for you and your GM to explore.
Skill Proficiencies: Choose two from Deception, Intimidation, Persuasion, Sleight of Hand, Stealth, or Survival
Tool Proficiencies: One type Artisan's Tool
Equipment: One type of artisan's tool of your choice, a staff, a set of traveler's clothes, a trinket of special significance
Feature: Unconventional Purpose
Your very existence defies traditional norms, and the thoughts or intentions of your creator may manifest in your consciousness through dreams, visions, or other inexplicable experiences. These messages can provide insights akin to augury or divine intervention, guiding you on your path and urging you to fulfill your purpose. Collaborate with your GM to determine the specifics of these messages.
Suggested Characteristics
Engineered deal with non-traditional personality traits and ideals, often rooted in their creation. It is likely your flaws are also part of your strange perspective on how the world works.   For a full list of suggested characteristics go here: Engineered - Background



 
Nature's Guidance
Nature, Stealth

As a forest soul of the elvenari, you were raised among the elven people residing in Leng's Great Forest. Your people possess a deep affinity for nature and the elements. While sharing many traits with high-elves, such as magical abilities and heightened senses, elvenari stand out with their taller stature, elongated ears, and distinct hair, skin, and eye colors. While some Great Forest elvenari coexist with other elves in a diverse community within Leng, historical complications have led to a divide between them and the Eshana elves, resulting in most elvenari choosing to live isolated lives amidst the untamed wilderness.   Skill Proficiencies: Nature, Stealth
Tool Proficiency: Your choice of Herbalism Kit or Poisoner's Kit
Languages: You possess the ability to understand the language of animals, although they may not understand you in return.
Equipment: An herbalism kit or poisoner's kit (based on your choice), a small knife, a pet bird companion, and a set of camouflaged traveler's clothes
Feature: Nature's Guidance
Your intimate connection with nature grants you an innate sense of direction and heightened awareness of your surroundings. These natural instincts make navigation and survival in the wilderness significantly easier for you. When within the woods, you possess an the knowledge of the cardinal directions, always knowing which way is north even in the most challenging terrain. Additionally, your attunement to the environment enables you to effortlessly locate nearby sources of water.
Suggested Characteristics
Elvenari from the forest often live in small communities or in isolation and the way they view life reflects that. An affinity to the natural world, along with a desire to live within it is key to their ideals. As with many who live outside of larger civilization, their flaws reflect their isolation.   For a full list of suggested characteristics go here: Forest Soul - Background



 
Living My Best Existence
Sleight of Hand, Survival

As a free-ranged goblin, your existence extends beyond the boundaries of Tempus Nova and the influence of the goddess Dipthi. You might hail from a nomadic group or a small town embedded within the harsh landscapes of the badlands or deserts, where scrapping together a living is the only way to survive.   A tumultuous past and an unquenchable hunger have perpetually threatened your kind, but recent years have seen significant changes. Guided by the teachings of the goddess Thurknot, who epitomizes the essence of doing what must be done, your people have refrained from treating all things as food. They've made concerted efforts towards peaceful coexistence with neighboring towns and villages, subsisting solely on what they can grow or hunt themselves. Despite the residual societal prejudice, free-ranged goblins are steadfast in their endeavor to reshape the world's perceptions about them.
Skill Proficiencies: Sleight of Hand, Survival
Tool Proficiencies: Disguise Kit
Languages: One of your choice
Equipment: Disguise kit, a small knife, a pet iguana, a hunting trap, and a bedroll
Feature: Living My Best Existence
You have adapted to the harsh realities of the badlands and deserts, where resources are scarce and survival is an ongoing struggle. Consequently, you have developed an impressive endurance to withstand deprivation, enabling you to survive extended periods without sleep, food, or drink. You automatically succeed on your first exhaustion roll resulting from lack of sleep, and you can endure twice as long without food or drink before experiencing adverse effects.
Suggested Characteristics
Goblins who choose to live outside the rest of their kind have a strange view of the world, often focusing on survival and food more than friendship. Your flaws are likely to revolve around other people and social situations.   For a full list of suggested characteristics go here: Free-Ranged Goblin - Background



 
Shelter of the Faithful
Variant: Artistic Savant
Performance, Religion

The Kamihikari Clan is one of the three prominent elven clans responsible for protecting the territories of the Leng Empire. Your people are known for providing spiritual guidance, maintaining law, and ensuring political strength. Additionally, you have access to a repository of knowledge on various religions from across Dromaria, including those unfamiliar to the general populace. The art and tradition of the Kamihikari are deeply rooted in the idea of honoring the sacrifices of the elven gods and embodying the values of The Covenant and The Calling.   Skill Proficiencies: Performance, Religion
Tool Proficiency: One type of Musical Instrument
Languages: One of your choice
Equipment: A musical instrument of your choice, a prayer book, a holy symbol, 3 candles, vestments, and a pouch containing 20 gp
Feature: Shelter of the Faithful
As an member of the Kamihikari Clan, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.   You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.   While it is likely you follow in the traditions of Serithell or Sithir as the most common elven gods, you are also aware of and may feel drawn toward other members of the pantheon.

Variant Kamihikari Clan: Called


Some elves devote themselves so deeply to their Calling that it consumes them. If you take after this trait, it is likely you have dedicated much of your life to a specific talent. While art, song, and the blade are the most traditional, almost anything can speak through you.   Variant Proficiency: Replace your choice of language with your choice of Artisan's Tool
Variant Equipment: Add a set of the chosen tools in your starting equipment
Variant Feature: Artistic Savant
You have always had a natural gift for the arts, music, and other creative endeavors. Whenever you create something, whether it's a painting, sculpture, or musical composition, you have a knack for making it stand out and catching the attention of others. When you practice your talents in public, it draws a crowd, and you can use your artistic talents to earn a simple living, either through busking, commissions, or selling your work.   Additionally, you can use your artistic skills to charm and entertain others. When you perform for a crowd, you can make a Charisma (Performance) check. If you succeed, you can earn money equal to 1d6 times your character level in gold pieces, as people toss coins at your feet and clamor for more.
Suggested Characteristics
Elves from the Kamihikari Clan are raised with religion in mind and it often influences how they view life. Flaws tend to stem from zealotry or thinking that their way is the correct way, without willingness to seek other perspectives.   For a full list of suggested characteristics go here: Kamihikari Clan - Background



 
Arcane Savvy
Arcana, Performance

You are a member of the Kotodama Clan, a group of scholars and magus in the Leng Empire, ruling over the Kuran Territory. The clan places great emphasis on the arcane arts and the pursuit of knowledge. Those who lack the aptitude for magic are trained in martial, craft, or service skills instead. The ruling members of the clan are all arcane spellcasters, and their mission is to wield magic within their limits. The Kotodama Clan is highly esteemed and respected due to their ancestral connection to the eldest living person, Seinaru Kotodama, and their history of producing renowned warriors and mages.   Skill Proficiencies: Arcana, Performance
Tool Proficiency: One type of Musical Instrument
Equipment: A musical instrument of your choice, a fine set of clothes, a signet ring, a small magical bauble, and a purse containing 20 gp
Feature: Arcane Savvy
Your exposure to the arcane has granted you a keen insight into its workings, allowing you to better understand and analyze magical phenomena. Given sufficient time with an object or location that possesses arcane properties, you can determine the schools of magic involved and potentially identify any enchantments or spells cast upon it. Additionally, your familiarity with magical creatures enables you to communicate with them more effectively. You have advantage when interacting with magically summoned creatures due to your understanding of their motives and psychology.
Suggested Characteristics
Members of the Kotodama Clan find themselves raised with specific teachings about arcane magic that heavily influeces their views on themselves and others. Their flaws tend to stem from overuse of magic or believing they are the ones who should control it.   For a full list of suggested characteristics go here: Kotodama Clan - Background



 
Blind Justice
Deception, Intimidation, Persuasion, Religion

As a Lothoren devotee, you are an integral part of a community dedicated to upholding the core tenets of Illumination, placing great importance on the power of unity and sacrifice for the greater good. You are taught to value resource conservation and the strength that comes from working alongside others, understanding that collective efforts can accomplish extraordinary feats.   Driven by a firm belief in the rebirth of Lothor, the promised savior, you strive for purity of soul and hold the holiness of the Church and community in the highest regard. Through disciplined body and spirit, which may include fasting and engaging in civil services, you pay homage to the revered prophet. Displaying the Zonne holy symbol, you proudly worship Lothor, drawing followers from all corners of Dromaria who are united by his heroic deeds.   Lothoren's involvement in politics is dedicated to promoting justice in governance. During times of crisis, whether on the battlefield or in the face of natural disasters, the Church of Lothor is prepared to provide aid and support. They play a crucial role in mediating disputes and advocating for inclusivity, ensuring that everyone has a voice and is represented at the decision-making table. Through their influence, they effectively engage with political leaders, actively participating in shaping policies that align with their mission of creating a society in line with the teachings of Lothoren.
Skill Proficiencies: Religion, plus choose one from among Deception, Intimidation, and Persuasion
Tool Proficiencies: Choose one from Carpenter's Tools, Cobbler's Tools, and Leatherworker's Tools
Languages: One of your choice
Equipment: Choose artisan's tools of your choice, a holy symbol featuring the Zonne, a copy of the Civil Gospels, vestments, and a pouch containing 5 gold pieces
Feature: Blind Justice
Your reputation for kindness and unwavering commitment precedes you. When you find yourself in trouble, those who are part of or familiar with the teachings of Lothoren are more inclined to overlook your transgressions or show you leniency, allowing you to avoid some consequences.
Suggested Characteristics
Fighting for Lothor means instilling in yourself traits of working with and fighting for others. How you view the world likely reflects faith and devotion. Your flaws are likely linked to that devotion, whether how you display it or the depths of your belief.   For a full list of suggested characteristics go here: Lothoren Devotee - Background



 
Extrasensory Training
Acrobatics, Athletics, History, Insight, Stealth

As a member of the Masuta Clan, you serve as a part of the Leng Empire's militia, tasked with defending against external threats. Despite being viewed as traditionalists, the clan upholds the training of samurai and ninja in the Laon Territory, where strict codes of honor govern daily life. The Masuta Clan's primary objective is to safeguard the way of the blade and uphold the noble art of combat, prioritizing tradition and preserving the martial nobility of Leng.
Skill Proficiency: Choose two from Acrobatics, Athletics, History, Insight, or Stealth
Tool Proficiency: One type of Gaming Set, Vehicles (land)
Equipment: A uniform representing your military unit, an insignia denoting your rank, a gaming set of your choice, and a pouch containing 10 gp
Feature: Extrasensory Training
Your experience in the Masuta Clan has sharpened your instincts, particularly in perceiving danger. You possess a heightened sixth sense for detecting hostile intentions, sometimes enabling you to detect the presence of individuals with ill intent as they approach or when they are within your vicinity. This heightened awareness may grant you an edge in spotting ambushes, identifying traps, and navigating treacherous situations.
Suggested Characteristics
Members of the Masuta Clan are resilient and trained to fight. This impacts how they see themselves and others, always seeking an edge. Their flaws often come from being too focused or rigid.   For a full list of suggested characteristics go here: Masuta Clan - Background



 
Court Functionary
Variant: Judge and Jury
Performance, Stealth

As an ombudsman, you serve as a steward of justice and uphold the ancient Upiryrial traditions established by the goddess of law, Sorona. Whether you are a member of a court, observing and preserving the old customs, or seeking to bring murderers to justice, you hold an oathbound and sacred position. Your primary objective is to maintain the safety and civility of societal laws, eradicating corruption to foster faith in the legal system. During times of chaos, civilians look to you as pillars of trust and truth, while those who seek to undermine society tremble in the face of your authority.
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: Calligrapher's Supplies
Languages: Two of your choice
Equipment: Calligrapher's supplies, a writ from a judge expressing your status, ceremonial vestments, and a pouch containing 5 gp
Feature: Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Variant Ombudsman: Peacekeeper

As a peacekeeper you are an ombudsman who has rejected the old traditions and court functions. You have taken the law into your own hands, and walk the land seeking those who would do it harm. Folks may not know that you work alongside the law instead of with it, but you do and that is what matters.   Variant Skill Proficiencies: Deception, Investigation
Variant Tool Proficiencies: Forgery Kit
Variant Equipment: Forgery Kit, a crowbar, manacles, traveler's clothes, and a pouch containing 10 gp
Variant Feature: Judge and Jury
Roaming from town to town as a peacekeeper, you uphold your personal interpretations of Sorona's law to the best of your abilities. Your experience in dealing with lawbreakers has given you an understanding of local laws and criminals. You can easily identify the local outpost of the watch or a similar organization, as well as discern the dens of criminal activity within a community. However, you are more likely to be welcomed in the former locations rather than the latter.
Suggested Characteristics
Whether you are an ombudsman or a peacekeeper your sense of justice has been ingrained in you as part of your personality. The methods to which you enact that justice likely defines your ideals, bonds, and flaws.   For a full list of suggested characteristics go here: Ombudsman - Background



 
Otherwyld Memories
Performance, Stealth

As an Otherwylder, your origins hail from the mystical region of Tempus Nova, nestled in southwestern Pathriam. This bewildering land, filled with fey creatures and Otherwyld oddities, is as captivating as it is treacherous. While goblins and gnomes commonly carry the title, the term Otherwylder applies to anyone who participates in the divine game of Dukkerin, a ritual decreed by the goddess Dipthi. Many who bear this moniker dedicate their lives to playing the game and exploring the boundless intricacies of the Otherwyld. Otherwylders linked with Dipthi share a unique bond that transcends lifetimes, enabling them to recall past experiences from their ancestors and predecessors.
Skill Proficiencies: Performance, Stealth
Tool Proficiencies: One Musical Instrument
Languages: Sylvan
Equipment: A musical instrument of your choice, a costume, and a mysterious seed from the Otherwyld
Feature: Otherwyld Memories
As an Otherwylder bound to the goddess Dipthi, you share a unique bond with others who have participated in her divine game of Dukkerin. This extraordinary connection allows you to tap into the memories of past and present lives, harnessing knowledge and expertise from a chosen skill. Once during a short rest, you may gain proficiency in a skill by accessing these memories. You can only have one skill proficiency in this manner at any given time.
Suggested Characteristics
Otherwylders are slightly different than other people and this is reflected in the way they view the world. There is a bit of mystery and awe in their bonds and ideals. Many times their flaws reflect their lack of understanding, especially in social situations.   For a full list of suggested characteristics go here: Otherwylder - Background



 
Elemental Insight
Elemental Intrigue
Insight, Nature

You are a primordian, a being born of the world itself, embodying the essence of the elements you grew up in. Whether you are a dragon, an ember, or something entirely unique, you possess the innate ability to manipulate the elements, seamlessly integrating them into your being.   Your role as a primordian imbues you with a deep sense of responsibility to maintain the balance of nature and the elements. Because you have a connection to the forces that shape the world, your actions reflect your dedication to ensuring the safety of both Dromaria and the god of balance, Groman.   Skill Proficiencies: Insight, Nature
Tool Proficiencies: Choose one from Glassblower's Tools, Painter's Supplies, or Weaver's Tools
Equipment: Select one set of tools or supplies, a container holding a sample of your associated element, a set of common clothes, and a trophy from a kill
Feature: Elemental Insight
As a primordian, your connection to the elements grants you an innate understanding of their presence and behavior. With your Elemental Insight, you possess the ability to tap into this understanding and offer assistance to others. Your insight encompasses recalling pertinent knowledge about element-related subjects, detecting the presence of nearby elemental phenomena or disturbances, and occasionally predicting natural disasters before they occur.   Feature: Elemental Intrigue
Your presence captures the attention of those around you, drawing curious glances wherever you go. Your distinct aura, infused with the essence of the elements, sets you apart as an intriguing figure. This attention can be both a nuisance and an opportunity, as it opens doors to unique encounters and advantageous connections.   People are naturally fascinated by your elemental connection, and they are eager to learn more about your origins and the powers you possess. Scholars, noble lords, and influential individuals, as well as everyday folk, are intrigued by your presence and eager to hear stories of your heritage.   You can leverage this interest to your advantage, gaining access to people and places that might otherwise be closed off. Your reputation as a primordian grants you a certain level of prestige and intrigue, allowing you and your traveling companions to forge connections with notable figures in society. Whether seeking advice, requesting assistance, or simply sharing tales of your affinity, you have the ability to captivate and engage those around you.
Suggested Characteristics
As a primordian you are born of the world and possess elemental connections that change your identity. Who you are and how you act is likely linked to the elements you are connected to. Many times flaws come from a bit too much of a good thing, and for those connected to raw power it is doubly so.   For a full list of suggested characteristics go here: Primordian - Background



 
Neighborly Love
The Touch of Forn
History, Persuasion

As a Rakankrak dwarf, your heart brims with an exuberant and sociable spirit, echoed by your people's deep connection to the earth. The celebrated miners and crafters of your clan call the kingdom of Rakankrak's Den, nestled in the picturesque landscapes of Bohdan. Blessed with an innate knack for mining and crafting, you have mastered the art of extracting and molding the earth's bounty. This talent has earned your clan a reputation as some of Dromaria's finest artisans. Through showcasing and trading your extraordinary creations, you have forged alliances with neighboring communities.   Skill Proficiencies: History, Persuasion
Tool Proficiencies: Vehicles (land)
Languages: Orcish
Equipment: A set of artisan's tools of your choice, a miner's pick, a pouch containing 20 gp, a set of traveler's clothes, and a keepsake from your homeland

Special Attribute: The Touch of Forn
The Touch of Forn is a divine boon bestowed upon you due to your clan's deep connection with Forn. This gift enables you to create items of extraordinary quality that resist the tests of time and usage, proving more durable than most. Anything you successfully craft is incredibly resilient, boasting double the hit points of its normal equivilent. Moreover, the exquisite craftsmanship and beauty of your creations make them highly sought-after treasures, valued 25% more than typical items.
Feature: Neighborly Love
Your commitment to your work extends beyond the task at hand. No matter the job, you always strive to give more than expected. Upon completing a job or receiving payment, you have the option to donate a small payment to a cause of your choice, paid on your behalf by the employer. This generous spirit has garnered the respect and admiration of your fellow Rakankrak dwarves, who appreciate and recognize your selfless contributions.
Suggested Characteristics
Dwarves from the Rakankrak Clan have long memories and an even longer history. Their desire to reclaim their land, along with wanting to maintain close ties to their neighbors leads to a strange sense of indentifaction. This sometimes means their flaws are rooted in misunderstandings.   For a full list of suggested characteristics go here: Rakankrak Clan - Background



 
Ruin Tracker
Arcana, History, Investigation, Perception, Religion, Survival

As a relic hunter, you are among Malkari that search for ancestral ruins and relics from your people's history. It is likely you started your journey in the Stein, scouring the ancient desert. History has taught that many of the world's modern problems can be solved by looking into the past, and you have spent your life examining how these civilizations functioned. Being a relic hunter means becoming an unrelenting archeologist and fearless adventurer who isn't afraid to rediscover items and locations thought lost to time.
Skill Proficiences: Your choice of two among Arcana, History, Investigation, Perception, Religion, and Survival
Tool Proficiences: One of your choice
Languages: One of your choice
Equipment: A map to a ruin or dungeon, a lantern, a shovel, a miner's pick, a personal journal, an ink pen, and a trinket related to an ancient culture
Feature: Ruin Tracker
You are especially adept at investigating crypts, tombs, and other places of historical significance. Relic Hunters can sense the presence of past life near old civilization sites, and can identify specific signatures associated with those who once lived there. When entering such places you are easily able to remember the path you traveled, finding it impossible to get lost.
Suggested Characteristics
Relic hunters are dedicated to their discoveries, putting the find first. Tenacity and determination define many of their personality traits, ideals, and bonds. Those same traits can also turn into flaws, as they can easily be taken too far.   For a full list of suggested characteristics go here: Relic Hunter - Background



 
Stonesport Celebrity
Acrobatics, Athletics, Intimidation, Performance

As a rockjock, your life revolves around the pursuit of physical prowess, fueled by the thrill of intense athletic challenges. Countless hours of dedication have sculpted your body and granted you mastery over various sports, making you a true embodiment of athleticism. In the world of stonesport, competitors from diverse backgrounds showcase their unique skills, and together, you embark on a thrilling spectacle of agility and elemental ability.   While thre are many games in stonesports, it is Rockfall that has taken the world by storm, establishing leagues in major countries. As a rockjock, you are intimately familiar with the sport and have most likely participated in matches.   Skill Proficiencies: Acrobatics or Athletics (choose one), Intimidation or Performance (choose one)
Tool Proficiencies: Disguise Kit
Languages: One of your choice
Equipment: Disguise kit, a trophy of your greatest accomplishment, a costume or uniform representing your sport, an ink pen, and a pouch containing 20 gp
Feature: Stonesport Celebrity
Due to your skills and accomplishments in the arena, you are treated like royalty among the stonesport community. People from all walks of life recognize your name and achievements, and their adoration grants you certain privileges and benefits. As a stonesport celebrity, you may receive perks such as free meals, drinks, or stays at inns, tickets to elite events, or access to exclusive locations where others aren't allowed to go.
Suggested Characteristics
Stonesport originated with ember communities and has expanded far beyond. Where you come from will greatly impact who you are and how you view the world. Within the sports world, competition, personal glory, and skill often form ideals, bonds, and flaws.   For a full list of suggested characteristics go here: Rockjock - Background



 
Faithful Haven
Animal Handling, Nature, Persuasion, Religion

The elvenari of Belwin who follow the Summertide faith hold deep reverence for the laws and teachings of Sorona, the goddess of wisdom, and her disciple Asir, goddess of life. As taught and prophesied, the creation Groman has been sent to save Dromaria.   As a Summertide devotee, you embrace a nature-focused religion that emphasizes respect for the land and all living beings. Your beliefs include recognizing the sacrifices made by the dragons in ending the Age of Horror, adhering to The Covenant to maintain balance, and remembering the malevolent acts of the evil forces of Ignatius, Ishkul, and the Shades of Soth.
Skill Proficiencies: Religion and one of your choice among Animal Handling, Nature, or Persuasion
Languages: Two of your choice
Equipment: A holy symbol, a bag of animal treats, a pen, a set of fine clothes, and a pouch containing 20 gp
Feature: Faithful Haven
Your unwavering dedication to the Summertide faith has earned you the respect and trust of its followers. When you seeking respite within a temple or a place of Summertide worship, you are welcomed and provided with everything you need for rest and recuperation. The followers of Summertide ask for nothing in return except a promise to uphold the teachings of Summertide and maintain the delicate balance of the natural world. If you take downtime during this time any costs incurred that are less than 25 gp are covered by the church, and you are spared from complications that might arise.   Suggested Characteristics
Those who have devoted their lives to the Summertide faith follow in the footsteps of gods such as Asir and Groman. Many of their ideals come from a belief in religion and its fundamental bearing on the world. Many of the flaws associated with Summertide reflect the same.   For a full list of suggested characteristics go here: Summertide Devotee - Background



 
Tattooed Standing
The Touch of Forn
Nature, Religion

As a dwarf of the Undain Clan, you hail from the Crystalcap Mountains in Erindor. Your clan's long history is steeped in the intricate art of stone carving, a tradition that holds a place of reverence within your community. Undain society operates on a caste system where tattoos reflect your standing. At the ages of 25, 100, and 150 you receive tattoos based on your social standing and deeds. The more tattoos you bear, the higher your status.   The Stone Oaths of the Undain and the ancient Calling of Forn are taken earnestly, with many dedicating their lives to the mastery of the craft. Your clan values mentorship, guiding others to excel in this ancestral skill. Though you strive to welcome all and share the rich lineage of the dwarves, past conflicts have complicated this vision. The Undain maintain a strong alliance with the country of Thorn but remain wary of the Tritos Dominion.
Skill Proficiencies: Nature, Religion
Tool Proficiencies: Jeweler's Tools, Mason's Tools
Equipment: Jeweler's tools, mason's tools, a set of fine clothes, and a purse containing 20 gold
Special Attribute: The Touch of Forn
The Touch of Forn is a divine boon bestowed upon you due to your clan's deep connection with Forn. This gift enables you to create items of extraordinary quality that resist the tests of time and usage, proving more durable than most. Anything you successfully craft is incredibly resilient, boasting double the hit points of its normal equivilent. Moreover, the exquisite craftsmanship and beauty of your creations make them highly sought-after treasures, valued 25% more than typical items.
Feature: Tattooed Standing
As an Undain dwarf, your social standing is symbolized by the tattoos you bear, and with each caste comes distinct privileges. You also benefit from the advantages of the tiers below you.   Thane: If you belong to the upper echelon, you are bestowed with an attendant from a lower caste to aid you in your daily routines. The honor also comes with the responsibility of fostering your attendant's spiritual growth.   Warbrand: As part of the middle caste, you enjoy a degree of diplomatic immunity that affords you some protection from potential repercussions from allied nations' authorities.   Irongguard: Those in the lower caste who venture out as representatives of the Undain clan are entitled to reimbursement for expenses incurred during their adventures, provided they can substantiate their claims adequately.
Suggested Characteristics
Dwarves of the Undain Clan find themselves stuck between major world powers, leading them to feel strong bonds about their nation of Erindor. This also means their flaws are often associated with grudges and prickly personalities.   For a full list of suggested characteristics go here: Undain Clan - Background



 
Not Ready to Go
Arcana, Investigation, Religion, Survival

Every soul blossoms anew in the garden of Polurn. For many, this growth is adorned with countless rebirths, each time a new beginning. However, you stand apart. As a child, you were confronted with a disquieting reality: this life is your last in the cycle of reincarnation. Growing up people treated you with a mix of melancholy and reserve, their interactions tinged with a touch of sadness, their gaze marked by a hesitant distance.   Whether marked by a tiefling's curse or shaped by some other power, you bear the weight of knowing your time on Dromaria is over. This awareness, though burdensome, can bestow upon you a sense of freedom, igniting a drive to savor every drop of life, whether bitter or sweet.   You forge connections with those who carry similar burdens or can peer into fragments of your past lives. Despite the self-doubt and existential dread that occasionally cast shadows on your thoughts, you have come to embrace your destiny. Driven by a determination to infuse each moment with purpose, you strive to make your mark on the annals of time, ensuring that you're remembered long after your story ends.
Skill Proficiencies: Your choice of two from Arcana, Investigation, Religion, or Survival
Languages: Your choice of two, one of which must be Abyssal, Celestial, or Sylvan
Equipment: A small knife, a steel mirror, a winter blanket, a set of common clothes, and a pouch containing 10 gp
Feature: Not Ready to Go
Your will to survive as a Winter Child can defy even the natural cycle of life and death. Once in your character's lifetime, when facing a death saving throw that could end your life, you can draw upon your inner resilience and automatically score a natural 20.
Suggested Characteristics
Learning of your fate at a young age likely shaped parts of your personality in ways that you didn't even realize. The way people have treated you and how you handled those situations could lead to many of your personality traits, ideals, and flaws.   For a full list of suggested characteristics go here: Winter Child



Classes


Each of the classes available in the fifth edition core rules are found in Dromaria. In addition in this book, you will find a new class called the Bondsman. The Bondsman is available to play in any Dromarian campaign. The class follows the rules in this chapter, as well as the base rules found in the Player’s Handbook for class progression.  

Bondsman


Temporary Image of a Bondsman
Behind any extraordinary king is a faithful guardian, ensuring their protection. Every champion has their constant companion, fighting fearlessly side by side regardless of the odds, unity enough to turn the tide of any battle. Important diplomats have their arcane advisors, and their families protected from the shadows by unseen eyes. This is the role of a bondsman. Trained in the arcane arts to serve, bondsmen are mystical defenders tasked with protecting a charge. This duty is sacred to these coveted warriors and their skills are highly valued. Taught in only four locations on Dromaria, to work alongside a bondsman is rare, but to share a bond is an honor that provides undeniable peace of mind.  

Magical Bodyguards


A bondsman's might derives from intense physical exercise and the magical bond they can share with others. Through tactical choices and training each individual learns an array of unique abilities. Bondsmen regularly share the damage of another, lessening the burden and taking it upon themselves. They shape this power into spells and tactics, strengthening the bondsman and their charge.   The protection a bondman offers varies and depends on the region they were taught. Those educated at the School of Ania are hired as martial forces against supernatural threats. Bondsmen of Lumai are heralded for their healing and support capabilities, the ultimate companions on the war front, battling illness and disease. A bondsman trained under the dragons of Sower is a potent spellcaster, bolstering the potency of others, and potentially serving as council. The School of Bannitallis teaches students to work from the shadows, eliminating potential threats before they become serious concerns, or helping to escort clients across dangerous borders without drawing attention.   To be a bondsman is to never be alone. It is the connections and comradery that make a bondsman’s journey special. Once you have completed your education, continuing a relationship with your school is up to you to decide. Many bondsmen maintain contact as they travel, and benefit from the backing of their institution. Others take their knowledge and are free to pursue employment at their leisure, bonding only with those they choose, and defending them as they deem best. Bondsmen have something for every taste. Inspired by the likes of Groot (Marvel), Riza Hawkeye (Full Metal Alchemist), and Samwise Gamgee (Lord of the Rings), these characters rise above by helping others. If you enjoy the seemingly otherworldly protectors and guardian angels, or the blades in the dark keeping the party safe, you will enjoy the many options provided in this class.  

The Price of Adventure


Bondsmen train endlessly, seeking lasting relationships that unlock their true potential. They offer a wide array of styles, from stealthy assassins, or sage-like advisors, to ferocious hunters and steadfast shields. Known for heavy fees, the cost of a bondsman is equal to their skill. Urged to continue a legacy beyond the institution, bondsmen who pursue adventure seek peers who will complement their own special talents and push them beyond what they have learned.   While there is a lot of coin to be made for anyone who remains employed by their school, nothing compares to the excitement of an adventure. Whether it's escorting a nobleman, protecting a caravan, or backing up local law enforcement, bondsmen are exceptional at what they do and can easily find employment. Those craving a bit more action might hunt especially dangerous beasts and bounties, or create distractions for members of their group with stickier fingers. Whatever reason a bondsman decides to pick up the adventuring lifestyle, they all share the bond and the lessons from their training. As an ally, there are no more reliable companions to have on your side.  

Creating a Bondsman


A bondsman’s abilities to take damage for another, deploy their special tactics, and cast spells originate from the power of their bond, making Constitution their primary statistic. The school you choose will determine what style of play you embody. A bondsman from Ania has access to heavy armor but is also trained in arcana, able to pinpoint the danger of spells before they happen. Someone from the School of Bannitalis is more likely to practice stealth and precautionary setup, opting toward a more dexterous approach. Those who find mastering skills or spells to their liking will find a home in the School of Sower, choosing intelligence, wisdom, or charisma to balance their high constitution.   At 1st level the bondsman acquires their bond and selects their school of origin. While all bondsmen share abilities, each one employs unique strategies developed by their tactics. The schools provide your foundation, and as you progress you will develop these tactics and disciplines to fit your needs. Each part changes your playstyle, defining how you approach the challenges ahead.
Quick Build   You can make a bondsman quickly by following these suggestions. First, put your highest ability score into Constitution, followed by Strength or Dexterity depending on whether you seek to be a melee or ranged combatant. Second, take the sage background.
 

The Bondsman Table


Level Proficiency Bonus Class Features Tactics Known Spell Slots Per Level
1st2nd3rd4th5th
1st +2 School of Study, Bonded Caster -
2
-
-
-
-
2nd +2 Tactics 2
2
-
-
-
-
3rd +2 Discipline 2
3
-
-
-
-
4th +2 Ability Score Improvement 2
3
-
-
-
-
5th +3 - 3
4
2
-
-
-
6th +3 School Feature 3
4
2
-
-
-
7th +3 4
4
3
-
-
-
8th +3 Ability Score Improvement 4
4
3
-
-
-
9th +4 5
4
3
2
-
-
10th +4 School Feature 5
4
3
2
-
-
11th +4 5
4
3
3
-
-
12th +4 Ability Score Improvement 6
4
3
3
-
-
13th +5 6
4
3
3
1
-
14th +5 School Feature 6
4
3
3
1
-
15th +5 7
4
3
3
2
-
16th +5 Ability Score Improvement 7
4
3
3
2
-
17th +6 7
4
3
3
3
1
18th +6 8
4
3
3
3
1
19th +6 Ability Score Improvement 8
4
3
3
3
2
20th +6 Bonded Devotee 8
4
3
3
3
2
 

Multiclassing and the Bondsman


If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose bondsman as one of your classes.  
Temporary Bond Image
A Symbol of the Bond
Ability Score Minimum. As a multiclass character, you must have at least an Constitution score of 13 to take a level in this class, or to take a level in another class if you are already an bondsman.   Proficiencies Gained. If bondsman isn’t your initial class, here are the proficiencies you gain when you take your first level as an bondsman: light armor, medium armor, shields, simple weapons.   Spell Slots. Add half your levels (rounded up) in the bondsman class to the appropriate levels from other classes to determine your available spell slots.
 

Class Features


As an bondsman, you gain the following class features.  

Hit Points

Hit Dice: 1d8 per bondsman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per bondsman level after 1st  

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival  

Equipment

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

Temporary Image of the Bond Activating

Various Manifestations of the Bond

The Bond

A bondsman may choose one willing humanoid within 5 feet to apply their bond to each day at dawn. Forming the bond takes 10 minutes, appearing as an arcane mark. The bondsman chooses where and how the mark appears on themselves, being mirrored on their target. The bondsman can remove the bond as an action and cannot bond a new target until they complete a long rest. The bond ends if the bondsman or their bonded target drops to 0 hit points.   The bond cannot be dispelled, but is suppressed by the effects of an Antimagic Field or a similar ability. The bond appears as abjuration magic under the effects of Detect Magic or a similar ability.   When a bond is active you gain Bonded Fury and the target of your bond gains Bonded Resolve.  
  • Bonded Fury. Each time the bonded target takes damage, you take the same amount of damage. If a creature attacks your bonded target, you have advantage on attack rolls against them until the end of your next turn. If you are within 5 feet of your bonded target, attacks against them have disadvantage.
  • Bonded Resolve. While your bonded target is within 60 feet of you, they gain a +1 bonus to AC and saving throws, and have resistance to all damage.
  Maintaining a bond is tiring and requires fortitude. Each day beyond the first that you maintain a bond with the same individual you must make a Constitution saving throw, DC equal to 10 + twice the number of days you have been bonded. On a failure you gain a level of exhaustion. You can not remove exhaustion gained this way until you finish a long rest without having a bond.  

Bonded Caster

At 1st level you have learned to cast spells through dedicated training. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Bondsman spell list.   Spell Slots
The Bondsman table shows how many spell slots you have to cast your bondsman spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cure wounds using either slot.
What is the Bond?
  The bond is a physical and mental union between two people that is applied using a merger of trust and magic. Placed as an arcane mark on an individual, a bondsman can relay tactics, cast spells, and absorb harm. While the damage taken on behalf of a bond is very real, it is the bondsman's ability to endure this punishment that they train so vigorously for. Those who are under their protection can feel the energy coursing through them, becoming shielded and emboldened.   All bondsmen are taught a core philosophy: belief matters. The bond is empowered by believing in one another. It is a connection that allows for untold potential to become unlocked. A person’s willingness to connect with their bondsman is what allows the bond to occur. Without this faith the magic would be useless.   How the arcane mark manifests is dependent on the bondsman. Shape, color, and design are all up to the bondsman, and are most often house or school symbols, or marks of private design. While many bondsmen prefer to hide their presence as a tactical advantage, nobles have been seen proudly displaying bonded marks on their hands as a deterrent to those who would consider violence.
  Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the bondsman spell list.   The Spells Known column of the Bondsman table shows when you learn more bondsman spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bondsman spells you know and replace it with another spell from the bondsman spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability
Constitution is your spellcasting ability for your bondsman spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Constitution whenever a bondsman spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a bondsman spell you cast and when making an attack roll with one.  
  • Spell save DC = 8 + your proficiency bonus + your Constitution modifier
  • Spell attack modifier = your proficiency bonus + your Constitution modifier
  Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your bondsman spells.   Ritual Casting
You can cast a bondsman spell as a ritual if that spell has the ritual tag and you have the spell prepared.  
Bondsman Spell List
  1st Level
Alarm, Armor of Agathys, Command, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Jump, Longstrider, Protection from Evil and Good, Sanctuary, Shield, Thunderwave, Thunderous Smite   2nd Level
Arcanist's Magic Aura, Blindness/Deafness, Blur, Branding Smite, Calm Emotions, Cordon of Arrows, Detect Thoughts, Enhance Ability, Enthrall, Invisibility, Find Traps, Magic Weapon, Mirror Image, Rope Trick, See Invisibility, Silence, Spider Climb   3rd Level
Blinding Smite, Commanding Smite, Conjure Barrage, Counterspell, Create Food and Water, Detonation, Feign Death, Fly, Nondetection, Protection from Energy, Sending, Tiny Hut, Tongues, Water Breathing   4th Level
Death Ward, Dimension Door, Faithful Hound, Freedom of Movement, Greater Invisibility, Private Sanctum, Resilient Sphere, Sapping Smite, Stoneskin   5th Level
Banishing Smite, Conjure Volley, Far Step, Legend Lore, Mass Cure Wounds, Passwall, Seeming, Telekinesis, Wall of Stone
 

Schools of Study


Only four schools in Dromaria offer the knowledge and skills necessary to become a bondsman. Each school is named after the city it is located in and each one features unique powers and abilities prized within their respective region. Bondsman who come from the same schools share in their roots, but are just as likely to be rivals as allies in the years to come.   These schools form the foundations to becoming a bondsman, teaching the necessary skills and philosophies. Some bondsman are raised from birth, while others travel from far off lands to acquire the specialized training.  

The Four Schools of Bondsman

School of Ania


You have studied under the tutelage of a bondsman of Ania. Martial guardians located in the heart of the Tritos Dominion, bondsmen from the School of Ania are trained as specialists against those who wield supernatural abilities. Preferring to overpower their foes with numbers, strength, and intelligence, the bondsman of Ania use their expertise to strike at the most capable of arcane opposition. Working under the mantle of hit hard and often, Ania bondsmen are among the highest level of protection against magical threats.   Extra Proficiency
At 1st level, you acquire the training necessary to effectively arm yourself for battle against any foe. You gain proficiency in Arcana and Heavy Armor.
School of Ania Features
Bondsman
Level
Feature
1st Extra Proficiency, Anti-Arcane Strategy
6th Extra Attack
10th Targeted Disruption
14th Anti-Arcane Synergy
Anti-Arcane Strategy
When a creature you can see within 60 feet of you begins to cast a spell, you may roll an Intelligence (Arcana) check DC equal to 10 + the spell’s level. If you are successful you know the name and effects of the spell.   As a reaction, if your ability check was successful, you may use one of the following abilities:  
  • You and your bond gain resistance to an element of your choice until the start of your next turn.
  • You and your bond gain advantage on the next spell saving throw until the end of this turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Targeted Disruption
At 10th level, you excel at close range combat and spellcasting. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. In addition, when you cast a spell within 5 feet of another creature they have disadvantage on the saving throw.   Anti-Arcane Synergy
At 14th level when you use your Anti-Arcane Strategy you are able to respond with speed and force. When you use your Anti-Arcane Strategy reaction you may immediately move up to your speed toward the spell caster and make a melee attack roll against the target if able. If you hit, the creature must immediately make a Constitution saving throw, DC equal to the damage taken. On a failure, the spell fails and has no effect.  

School of Bannitallis


You have studied under the tutelage of a bondsman of Bannitallis. Located in the Belwin region of Pathriam, the school focuses on stealth and preemptive planning. Originating from a need to protect nobles from the ravages of the Otherwyld, many of the fey's own tactics and abilities are frequently deployed. While others pride themselves on their protective capabilities, those from the school of Bannitallis prefer their charges are never spotted at all, cloaking them in invisibility and shadows to guide them safely to their destination.   Cantrips
You learn three cantrips: Mage Hand, Minor Illusion, and Shared Knowledge.   Extra Proficiency
You gain proficiency in Stealth.
School of Bannitallis Features
Bondsman
Level
Feature
1st Cantrips, Extra Proficiency, Bonded Invisibility
6th Traceless Presence, Shrouded Strike
10th Enhanced Invisibility
14th Perfect Passage, Prelude to Battle
Bonded Invisibility
As a bonus action, you make yourself or your bond become invisible. The target may remain invisible for a number of rounds equal to your Constitution modifier. The effect ends when the target attacks, or casts a spell. Only one creature may be invisible with this ability at a time.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Traceless Presence
Starting at 6th you and your bond cannot be tracked by non-magical means.   Shrouded Strike
Starting at 6th level you may magically highlight the weak points of a creature. As a bonus action you choose a creature you can see. The first time the target is dealt damage by an unseen creature they are vulnerable to the damage. This effect lasts 1 minute or until the creature is damaged.   This feature may not be used again until you finish a long rest.   Enhanced Invisibility
Starting at 10th level you gain expertise in Stealth. In addition when you use your Bonded Invisibility, both you and your bond become invisible. The effect no longer ends when you attack or cast a spell.   Perfect Passage
Starting at 14th you and your bond cannot be tracked by magical means.   Prelude to Battle
Starting at 14th level, you have mastered the art of striking decisively before anyone else in combat. If you are not surprised, before the first round of combat begins, you can choose one creature within 30 feet of you as your target. You make a single melee or ranged weapon attack against that target.   Once you use this feature, you can't use it again until you finish a short or long rest.  

School of Lumai


You have studied under the tutelage of a bondsman of Lumai. Instructed in the nation of Yen Su Ma, bondsmen of Lumai are experts in preservation and restoration. The first school, the Lumai bondsman protects their bond through healing magic, sheltering them not just from injury, but illness and disease. Able to shape the bond into a nearly physical shield, a lumai bondsman can reduce incoming damage, and occasionally ignore it completely.   School of Lumai Expanded Spell List
You learn additional spells when you reach certain levels in this class, as shown in the School of Lumai Expanded Spells table. Each spell counts as a bondsman spell for you, but it doesn’t count against the number of bondsman spells you know.   Renewed Fortitude
Starting at 1st level, when you restore hit points to a creature with a spell, you can expend one spell slot to give any creatures healed this way temporary hit points. The temporary hit points are 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. If your bond would receive temporary hit points in this way, they add your Constitution modifier to the total. These temporary hit points last 1 hour.   Security Measures
Starting at 6th level, you are hyper-aware of threats to your bond and have emboldened them in advance.   You have +10 to your passive Wisdom (Insight) score when dealing with creatures that are hostile to you or your bond. In addition, your bond gains your Constitution modifier to their initiative and your Bonded Resolve increases to +2 AC and Saving Throws.
School of Lumai Features
Bondsman
Level
Feature
1st Extra Spells, Renewed Fortitude
6th Security Measures
10th Soften the Blow
14th Nullify Harm
 
School of Lumai Expanded Spells
Bondsman
Level
Spells
1st Healing Word, Bless
2nd Lesser Restoration, Prayer of Healing
3rd Aura of Vitality, Mass Healing Word
4th Aura of Life, Aura of Purity
5th Greater Restoration, Mass Cure Wounds
  Soften the Blow
Starting at 10th level, you gain the ability to strengthen your bond, lessening incoming damage before it impacts your bonded companion. Whenever your bond takes damage, reduce that damage by an amount equal to your Constitution modifier.   Nullify Harm
Starting at 14th level you have learned to prevent even the strongest of blows. As a reaction when another creature you can see takes damage, you cause them to take no damage instead. Once you use this feature, you can't use it again until you finish a long rest.  

School of Sower


You have studied under the tutelage of a bondsman of Sower. One of the prolific Sunseer Academies, bondsmen of Sower are trained under Nath’sunseer’s ideal that a mortal armed with the knowledge and wisdom of the dragons could go on to do impossible things. Bondsman of Sower uses this expertise to become arcane savants, drawing on their bond to fuel powerful spellcasting with elemental influence. Many of the bondsman of Sower share abilities similar to those of dragons, believing them to be the world's best defenders.   School of Sower Expanded Spell List
You learn additional spells when you reach certain levels in this class, as shown in the School of Sower Expanded Spells table. Each spell counts as a bondsman spell for you, but it doesn’t count against the number of bondsman spells you know.   Cantrips
You learn two cantrips: Blade Ward and Spare the Dying.   Spell Partition
Starting at 1st level, when you cast a spell with a range of self, you can also target your bond with the spell if they are within 30 feet of you. However, if the spell allows you to make an attack, your bond does not gain that benefit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Dampened Potency
Starting at 6th level, when two or more creatures that you can see take damage from a spell or attack, you may use your reaction to reduce the damage by 2d6 plus your Constitution modifier. You can use this ability once, and you regain its use after a short rest.
School of Sower Features
Bondsman
Level
Feature
1st Extra Spells, Cantrips, Spell Partition
6th Dampened Potency
10th Frightening Resilience
14th Elemental Retribution
 
School of Sower Expanded Spells
Bondsman
Level
Spells
1st Absorb Elements, Chromatic Orb
2nd Alter Self, Misty Step
3rd Blink, Elemental Weapon
4th Fire Shield, Conjure Minor Elemental
5th Mislead, Flame Strike
  Frightening Resilience
Starting at 10th level, you and your bond become immune to the frightened condition. Additionally, when another creature attempts to frighten either of you, you can use your reaction to turn the tables and attempt to frighten that creature instead. The creature must make a Wisdom saving throw against your spell save DC, or it becomes frightened of you for 1 minute or until it takes any damage, whichever comes first. You can use this ability once, and you regain its use after a short or long rest.   Elemental Retribution
Starting at 14th level, when you take damage, you may store it and unleash a fury of retribution. On your next turn, the first time you hit with a melee attack, the target takes an equal amount of damage of the triggering type. You can use this ability once, and you regain its use after a long rest.  

Tactics


Through the rigors of training and practice, both with your bond and on your own, you have learned a variety of special tactics. These tactics can augment both you and your bond with uncanny skills and abilities.   At 2nd level, you gain two tactics of your choice. The tactics and their prerequisites are detailed below. When you gain certain Bondsman levels, you gain additional tactics of your choice, as shown in the Tactics column of the Bondsman table.   Additionally, when you gain a level in this class, you can choose one of the tactics you know and replace it with another tactic that you could learn at that level.   You must meet any required prerequisites before you can select a tactic. You can learn a tactic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You can only have one of each tactic at a time.   Adamant Vigilance
Prerequisite: 5th level, Discipline of the Hunt   You no longer need to sleep. Instead, you must meditate in the morning for 10 minutes uninterrupted.   Advanced Preparation
Prerequisite: Discipline of Mastery   When you perform an ability check you may add a d4 bonus.   In addition, you may attempt a skill you are not proficient in and add 1d8 instead of 1d4. You may not use this part of the feature again until you finish a short or long rest.   Arcane Intervention
Your bond gains this feature. As a reaction you may disrupt attackers. When you are hit with an attack you may force the creature to reroll and take the second result. Until the start of your next turn attack rolls targeting you or your bondsman have disadvantage. This feature may not be used again until you finish a short or long rest.   Bonded Beast
You can bond a beast that trusts you as an additional bond. The target must have an Intelligence of 3 or less and have a challenge rating of ¼ or lower. The beast counts as your bond for all abilities and features. The beast responds to commands as it normally would. You may only have a single beast bonded this way.   Bonded Blessing
You are capable of marking and summoning weapons with arcane runes.   You can use your action to mark a weapon or shield weighing no more than 10 pounds. You or your bond may summon an item marked this way as a bonus action. The item instantly appears in the recipient’s hand regardless of physical distance. Upon summoning, the mark fades. You may have a number of marks this way equal to your Constitution modifier.   Bonded Boon
Prerequisite: 7th level, Bonded Blessing Tactic   When a creature summons an item using bonded blessing, a concussive blast follows, clearing the area around them. Any large or smaller creatures of their choice within 5 feet of the summoner are pushed back 15 feet. Non-magical weapons summoned in this way are considered magical for 1 minute.   Collective Caster
Prerequisite: 9th level, School of Sower   As an action, you can cast a spell from your bond’s spell list. The spell must have a casting time of an action and be of a spell level you are capable of casting. The spell uses your spell slot.   In addition, as an action, you may expend a spell slot allowing your bond to recover an equal amount of expended spell slots. This feature may not be used again until you finish a short or long rest.   Combo Strike
When you take the Ready action and make an attack roll with your reaction at the same time as a friendly creature who is within 5 feet of you, both targeting the same creature, you both gain advantage on your attack rolls.   Coordinated Guidance
You and your bond may use the Help action on each other up to a distance of 30 feet.   Defensive Driving
You gain proficiency in land vehicles. When a creature attacks a mount or vehicle that you are riding on they do so with disadvantage.   Dissuading Riposte
As a bonus action, you can surround your bond with a protective shield of thorns. This shield grants them a +1 bonus to their Armor Class, and whenever a creature makes a successful melee attack against them, that creature takes damage equal to your proficiency bonus. This effect lasts for a number of rounds equal to your Constitution modifier. This feature may not be used again until you finish a short or long rest.   Elemental Boost
Prerequisite: School of Sower   Choose an element type from acid, cold, fire, lightning, and thunder. Once per round when you or your bond deals damage of that type you may add your Constitution modifier to the damage.   Enchanted Empowerment
Prerequisite: 7th level   When you cast a spell of 1st level or higher, you store a small portion of the power in the bond. The next time you or your bond would roll an ability check, attack roll, or saving throw add a d6 to the roll.   Every Eye on You
Prerequisite: 9th level   You create a distraction so compelling others can't help but look at you. Creatures that can see and hear you within 60 feet must make a Wisdom saving throw. On a failed save, the creatures become charmed for the duration. While this way, the creatures are incapacitated and have a speed of 0.   The effect ends after 1 minute, if a creature takes any damage, or someone uses an action to shake the creature. You may end the effect at any time. Any creatures warned of the distraction are immune to its effect.   You can use this feature once, and you regain its use after finishing a long rest.   Expanded Bond
Prerequisite: 15th level   You may have an additional bond, chosen at dawn as normal.   Fight in Tight Spaces
Prerequisite: 7th level   You can occupy the same space as another creature, regardless of their disposition towards you. While sharing a space with a creature, you may treat them as half cover against attacks from other creatures.   Additionally, if the creature you are sharing a space with is hostile towards you, they have disadvantage on attack rolls against any creature other than you, as long as you remain within their reach.   Fog of War
Prerequisite: 9th level   As an action, you summon a magical fog centered on a point you can see. The fog spreads 20 feet in all directions, spreads around corners, and its area is heavily obscured. When you or a friendly creature start their turn within the fog, gain 2d6 temporary hit points. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required). A creature with truesight can see through the fog.   This feature may not be used again until you finish a short or long rest.   Force of Personality
Prerequisite: 12th level, Discipline of Mastery   You and your bond have advantage on deception, intimidation, and persuasion ability checks.   Group Transport
Prerequisite: 15th level   You may cast Arcane Gate without expending a spell slot. You can’t do so again until you finish a long rest.   Heavy Training
Prerequisite: 5th level, Discipline of Mastery   Choose a fighting style from the following list:  
  • Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
  •  
  • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  •  
  • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  •  
  • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  Impact Reduction
Prerequisite: 7th level   As a reaction, when a creature within 30 feet of you takes damage, you can expend one spell slot to absorb some of it. Prevent 2d6 damage + your Constitution modifier for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.   Improved Bonded Beast
Prerequisite: 7th level, Bonded Beast Tactic   When a bonded beast takes damage you no longer receive any of it through the bond. The beast retains all the benefits of the bond. The challenge rating of beasts you can bond increases to 1/2 or lower.   Know Your Foe
Prerequisite: Discipline of the Hunt   You have studied your enemies closely but have kept yourself and your own tactics hidden. Once per round, if you have advantage on a weapon attack, you can deal an additional 1d6 damage. When you reach 10th level in this class, the damage increases to 2d6.   Locate Quarry
Prerequisite: 12th level, Discipline of the Hunt   Choose a creature and name it, gaining knowledge of its location on the same plane of existence, regardless of distance. Until you name a new creature, you continuously know the location of the named creature. If the named creature blocks divination magic or similar effects, you are only aware of whether it is on the same plane or not.   Additionally, when you first encounter the named creature, you have advantage on the first die roll you make against it.   Linguistics Mastery
At the start of each day you may choose a language you have interacted with in the last 24 hours. You can read, speak, write, and understand the chosen language until you choose another.   Magical Distraction
Prerequisite: 7th level, School of Bannitalis   You may cast Mage Hand and Minor Illusion as a bonus action.   As an action, after casting Mage Hand or Minor Illusion, you can make a Charisma (Deception) check against a creature you can see that isn’t incapacitated, contested by the target’s Wisdom (Perception) check. If you succeed, you can distract the target. The next time the target rolls an attack roll or saving throw they must roll a d6 and subtract the number rolled from the attack roll or saving throw.   Magical Facade
Prerequisite: 5th level   You may cast Arcanist's Magic Aura at will, without expending a spell slot or material components.   Mark Your Prey
You may cast Hunter's Mark at will, without expending a spell slot.   Meditative Rest
When you roll a Hit Die to regain hit points, you regain the maximum amount.   On Guard
You can't be surprised while you are conscious and have +1 to your initiative.   Peak Condition
Prerequisite: 5th level   You have advantage on saving throws against exhaustion. If your bond fails a saving throw to become exhausted you may choose to suffer from the level of exhaustion instead.   Phantom Stable
Prerequisite: 5th level, Discipline of Maneuverability   You gain the Phantom Steed spell. When you cast the spell, as long as you have a bond, you summon an additional steed. When you reach 9th level in this class your Phantom Steed duration is 8 hours.   Pinning Smite
Prerequisite: 5th level   Once per turn when you hit a creature with a melee weapon, you can expend a bondsman spell slot to deal an additional 1d6 force damage to the target, plus another 1d6 per level of the spell slot, and the target must make a Dexterity saving throw. If the creature fails, its speed is reduced to 0 until the end of its next turn.   Planned Path
Prerequisite: 12th level, Discipline of Maneuverability   For you and your bond, moving through difficult terrain costs no extra movement. When traveling at a fast pace you may still use stealth, imposing no negative penalties. You are aware of the presence of any creatures that are not invisible, within 120 feet of you at all times.   Practiced Speech
You gain proficiency in deception. Magic that determines lies and truth believes what you choose.   Precautionary Inoculation
Prerequisite: 7th level, School of Lumai   You and your bond are immune to disease and poison.   Preventative Medicine
Prerequisite: School of Lumai   You gain proficiency in alchemist's supplies. You can take 1 hour each day and prepare either a potion of healing or antitoxin without ready supplies.   Protective Surveillance
Prerequisite: 5th level   As an action you may summon a tiny air elemental to serve as a scout. The elemental is invisible and flies, surveying an area of up to 1,000 feet, returning after 1 minute before it disappears. During this time you mentally receive visual information from the elemental, which has normal vision and darkvision out to 60 feet.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Provide Cover
Prerequisite: 5th level   As an action, using anything at your disposal, you can create a measure of cover. You and any creatures within 5 feet of you gain half cover (+2 AC and +2 Dex). Given 1 minute of uninterrupted prep time you can create total cover. Any cover created this way lasts until you move.   Quick Exit
As a bonus action, you may teleport an unoccupied space that you can see within 30 feet. If your bond is within 30 feet of you when you teleport, they may accompany you. Your bond must be willing and capable of landing safely within 5 feet of you. This feature may not be used again until you finish a short or long rest.   Rapid Coverup
Prerequisite: School of Bannitallis   You gain proficiency in disguise kits and do not need a kit to create a believable disguise. If you have a disguise kit you may apply it as an action.   Raw Aggression
Prerequisite: 7th level   When you hit a creature with a melee or ranged weapon attack you can immediately make two additional attacks of the same type against the target. This feature may not be used again until you finish a short or long rest.   Sacrificial Play
Prerequisite: 5th level   As a reaction, if a spell or ability would deal damage to more than one target within 30 feet, you may have it only deal damage to you instead. After you use this ability, make a Constitution saving throw, with a DC equal to half of the damage you take. On a failure, you suffer from exhaustion. This feature may not be used again until you finish a long rest.   Safe Haven
Prerequisite: 15th level   You may cast Forbiddance without expending a spell slot or material components. You can’t do so again until you finish a long rest.   Secret Spells
Prerequisite: School of Ania   When you cast a spell you can do so without using somatic or verbal components. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Shared Focus
Prerequisite: 7th level, School of Sower   You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. When your bond is within 30 feet of you and is forced to roll a concentration saving throw as a result of taking damage, you roll as well. They may choose the better result.   Slow the Approach
When you hit with a ranged attack or ranged spell attack, the target's speed is reduced by 5 feet. If your bond is within 5 feet of you their ranged attacks and ranged spell attacks do the same.   Soothing Presence
Prerequisite: 5th level   You may cast Calm Emotions at will, without expending a spell slot.   Strategic Wayfarer
Prerequisite: 12th level, Discipline of the Hunt   Name a creature and know where they are on the same plane of existence. Until you name a new creature you know the location of this one. If a creature blocks divination magic all you get is the knowledge if they are on the plane or not. You gain advantage on the first die roll you have vs this creature.   Sudden Extraction
Prerequisite: 9th level   When a creature you are bonded with takes damage, you can use your reaction to force another creature of Large size or smaller within 30 feet to switch places with the bonded creature. The target creature must make a Constitution saving throw. On a failed save, the target switches places with the bonded creature and takes the damage instead.   You can use this feature once, and you regain its use after finishing a long rest.   Surprise Advance
Prerequisite: Discipline of Maneuverability   As a reaction, immediately after a creature within 5 feet of you moves, you may move up to half your speed. This movement does not provoke opportunity attacks.   Telepathic Link
You gain a telepathic link with your bond and limited telepathy. You and your bond can communicate telepathically whether or not you have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.   In addition, you can speak telepathically to a creature you can see within 30 feet of you. The creature understands you only if they share a language. Your communication doesn’t give the creature the ability to respond to you telepathically.   Truesight
Prerequisite: 15th level   You may cast True Seeing without expending a spell slot or material components. You can’t do so again until you finish a long rest.   Unerring Sentinel
Prerequisite: 15th level   You are immune to the blinded, deafened, and incapacitated conditions. You have advantage on saving throws against becoming paralyzed, restrained, or stunned you have advantage on the saving throw.   Unseen Passage
Prerequisite: 5th level   You may cast Pass without Trace without expending a spell slot. You can’t do so again until you finish a long rest.   Warded Wit
While you and your bond are within 60 feet of one another your surface thoughts reflect whatever you wish them to when targeted by Detect Thoughts or similar telepathic abilities. Intelligence (Investigation) ability checks targeting your or your bond meant to discern illusions or disguises are made with disadvantage.   Warning System
When you are stationary for more than 10 minutes the area becomes covered in the Alarm spell. You designate the creatures that won’t set off the alarm at that time.  

Disciplines


At 3rd level, your training has formed into a discipline that you practice regularly. You gain one of the following features of your choice.   Discipline of the Hunt
You gain proficiency in Dexterity saving throws and Thieves' Tools.   Discipline of Maneuverability
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.   Discipline of Mastery
You gain proficiency in 3 skills of your choice. In addition, gain expertise in one of the chosen skills.    

Bondsman Devotee

Starting at 20th level you no longer take damage from the Bond. As long as you are alive, your bond cannot be reduced to less than 1 hit point. [/container]
 

Subclasses


Listed here are subclass options designed to accompany the classes found in the Player’s Handbook. Each one is centered around Dromarian culture, featuring new and exciting abilities to use.  

Cleric


You believe in the divine teachings found in Dromaria, following one or more of the various religions or gods. When your cleric character chooses a divine domain at 1st level, consider which religions are best for them. Information on the religions of Dromaria can be found in Chapter Three: Religions. The Covenant Domain is a new option available in a Dromaria RPG campaign.  

Covenant Domain

Clerics of the Covenant domain are upholders of faith and their sacred doctrine. They are tasked with the protection of an ancient set of ancestral rules keeping peace between dragons and mortals. Whether it's bringing justice to offenders or traveling great distances in missionary service to the dragons, clerics of The Covenant are hailed as champions as well as lawful guides and protectors of common folk.   Those destined to maintain the Covenant are held to loftier standards than most, their faith expecting them to be an exemplary example of their righteous cause. This may cause strangers to look to you in times of distress and injustice, or help you gain audiences with important figures. In exchange for their service, clerics of the Covenant are taught true draconic, granting them tremendous power with a simple spoken word.   Domain Spells
You gain domain spells at the cleric levels listed in The Covenant Domain Spells table.   Draconic Teachings
At 1st level you learn Draconic. You also become proficient in Arcana.   Dragon’s Focus
Starting at 1st level, you are capable of using a portion of your power to place focus on a creature, reducing its defenses. As an action you can target a creature you can see and choose one ability. The target has disadvantage on saving throws made with the chosen ability. This effect lasts for 1 minute or until the creature is reduced to 0 hp. You can target only one creature at a time with this feature.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.   Channel Divinity: Draconic Edict
Starting at 2nd level, you can use your Channel Divinity to speak words of power as the dragons do.   As an action you can speak one of the following draconic words and present your holy symbol. Upon doing so you gain the following effects:  
  • “Jin-wa” - Mute. Choose a creature within 30 feet. The target must succeed on a Wisdom saving throw or be unable to speak. This effect lasts for 1 minute. A creature may repeat the saving throw at the end of each of its turns to end this effect.
  •  
  • “Locke’ish” - Exile. Choose a creature within 60 feet to teleport away. The target must succeed on a Constitution saving throw, or it is teleported to an unoccupied space of your choice that you can see within 120 feet. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
  •  
  • “Egrem-bow” - Shackle. Choose one creature you can see within 120 feet that is no larger than huge. Red chains of essence wrap around the creature. The target must succeed on a Strength saving throw, or its speed (if any) is reduced to 0 feet for the shackle’s duration. An airborne creature affected by this ability safely descends at 60 feet per round until it reaches the ground or the effect ends. This effect lasts for 1 minute. A creature may repeat the saving throw at the end of each of its turns to end this effect.
  •  
  • “Naush” - Forbidden. Choose a creature within 90 feet that is one of the following types: celestials, elementals, fey, fiends, or undead. The creature must make a Charisma saving throw. If the creature fails you create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on the creature. The circle affects a creature of the chosen type in the following ways:   The creature can’t willingly leave the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets outside the cylinder. Targets outside the cylinder can’t be charmed, frightened, or possessed by the creature.   A creature may repeat the saving throw at the end of each of its turns to end this effect. After 3 failures they become permanently trapped inside. The circle lasts until dispelled and may be done as a free action.
  Refined Focus
Starting at 6th level, creatures you have targeted with your dragon’s focus also have disadvantage on ability checks and attack rolls made with the chosen ability.   Divine Strike
At 8th level, you gain the ability to bolster your strikes with exceptional force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Flawless Focus
At 17th level when you use dragon’s focus you may choose an additional creature. Any creatures targeted this way cannot regain hit points until the effect ends or the dragon’s focus is removed.
Covenant Domain Features
 
Cleric
Level
Feature
1st Draconic Teachings, Dragon's Focus
2nd Channel Divinity: Draconic Edict
6th Refined Focus
8th Divine Strike
17th Flawless Focus

Covenant Domain Spells
 
Cleric Level Spells
1st Detect Magic, Protection from Evil and Good  
3rd Continual Flame, Zone of Truth  
5th Dispel Magic, Tongues  
7th Banishment, Private Sanctum  
9th Flame Strike, Geas  
Grivane Ward
"Champion of Matunas"
  High Priest Grivane was the longest-tenured leader of the Covenant religions in modern memory. His political acumen and relations with the dragons of Erimata served generations, enabling one of the longest periods of peace in Dromaria. Until his untimely death, Grivane became the global representative of the Covenant Domain, inspiring others and enabling the will of the dragons.   Regardless of resistance, misdirection, or deceit, Grivane was unrelenting in his quest to stop the Prophet Stroud. Serving as a mortal representative of the Covenant is a responsibility, one that Grivane took on with intensity and grit. He put everything on the line for his faith, and in turn, gave the ultimate sacrifice.   Playing a cleric who embodies this sacred agreement is to serve something much larger than yourself. Grivane was an example of one who has taken the Covenant Domain to its limits, serving its ideals to the extreme. Whether you wish to live up to these expectations or defy them is a decision you will have to make. Just as Grivane walked his path, forging new frontiers despite great resistance, you too will have to choose how you serve the world.
 

Monk


You have trained in the martial arts and become exceptional. Having your body and mind in sync has allowed you to become a master of self and a dangerous combatant. When your monk character reaches 3rd level and chooses a monastic tradition, the Way of Fornada is available when playing in Dromaria.  

Way of Fornada

A commander moves through a battlefield like the wind, reaping foes in their passing, the disciplined warrior knows exactly where to strike an opponent. Capable of pinpointing vulnerabilities for those around them, they strike together, pressing their enemy. Heroes who can turn an unassuming neighborhood against a fleeing mugger or stand against hordes of foes are among the monks who walk the Way of Fornada.   Fornada is the combination of the dwarven Stone Oaths and the martial mastery of Bakodo, uniting the ideals of teamwork and camaraderie, and elevating it to another level. Those who have mastered these techniques may choose to be part of a crowd or command a surging mob to devastating effect. Monks of the Way of Fornada are trained with this ability foremost in mind, all while making themselves and those around them more deadly in any fray.   Traditional Armory
Starting at 3rd level you gain proficiency in shields and war picks. The war pick counts as a monk weapon for you. When performing an unarmed strike you may do so with a shield that does your unarmed strike damage. You still benefit from your unarmored defense while wielding a shield.   Unified Position
Starting at 3rd level you have trained to hold a position against any odds. All friendly creatures within 5 feet of you are considered part of your unified position and may benefit from the following abilities:  
  • You can use your action and spend 1 ki point to grant yourself and friendly creatures within 5 feet of you blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. The blindsight effect ends for a creature if it moves more than 5 feet away from you or after 1 minute.
  • If you or a friendly creature within 5 feet would be knocked prone or moved against their will, any creature in your unified position may use their reaction to negate the effect.
  Unified Fastness
Starting at 6th level you have trained to further aid your allies in battle, enabling them to move and defend along with you. The following abilities work on those in your unified position.  
  • When you use your Patient Defense feature friendly creatures within your unified position may also take the Dodge action as a reaction.
  • When you use your Step of the Wind feature friendly creatures within your unified position may use their reaction to move up to their speed. At the end of their movement, they must be within 5 feet of you.
  • As an action on your turn you may spend 2 ki points to grant each friendly creature within your unified position advantage on their attacks until the start of your next turn as long as they remain within 5 feet of an ally.
  Bolstered Mobility
Starting at 11th level you can move through allies with grace. Movement you use while within 5 feet of an ally does not count toward your move total.   Unified Retaliation
Starting at 11th level when a creature enters the reach of you or an ally within your unified position, it provokes an opportunity attack. You may choose yourself or an ally to take the attack as long as the creature is within reach.   Stronghold Formation
Starting at 17th level you have become a beacon of Fornada, enabling everyone around you to their fullest potential.  
  • Friendly creatures within 10 feet of you gain the benefits of your unified position.
  • Creatures within your unified position gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • When you use your flurry of blows you may spend up to 1 ki point for each ally within your unified position and take an additional unarmed attack for the amount spent.
Way of Fornada Features
 
Monk
Level
Feature
3rd Traditional Armory, Unified Position
6th Unified Fastness
11th Bolstered Mobility, Unified Retaliation
17th Stronghold Formation

Daisy Pennyday
  Daisy Pennyday embodies the stoic, inward-focused teachings of Bako and the unity-driven message of the Stone Oaths. These conflicting ideals combine to form her drive and focus, bringing the world the Way of Fornada. This practice has long been associated with the dwarves and their culture, but even Daisy herself encourages everyone to help her revitalize the teachings.   The Calling and how it manifests within an individual is a personal experience that only they can understand. Daisy has traveled the world seeking others, showing them that Fornada is a shared Calling, a passion others can experience together. She inspires ingenuity, paves the road for others to succeed, and works for the greater whole.   The practice of Fornada has long been associated with dwarves, but is by no means restricted to them. Anyone who fights alongside their comrades will better themselves and therefore each other. Like Daisy you will have to choose how your Calling manifests and what it is you pursue. The Way of Fornada offers unity, but it also offers the chance to find oneself within the embrace of others.

Paladin


The foundations of your conviction define who you are, empowering you and those around you. As a warrior of faith you are capable of inspiring great change. When your paladin character chooses a sacred oath at 3rd level, the Oath of Inquisition is available to you while playing in Dromaria.  

Oath of Inquisition

Inquisitors are administrators of justice to those who would upset the peace. Capable of discarding lies with ease, they will find kernels of fact in every word. Granted the authority to punish misgivings, paladins who take the Oath of Inquisition commonly reside over various regions or branches of faith, ensuring religion and government remain clear of corruption and the people have a fair and equal justice system.   As a specialized order, each faith employs inquisitors for different purposes, positioning them outside the normal bounds of rule and law. Some religions have inquisitors who hunt their foes, while others may track down lost artifacts on the black market. Their purpose is to stop that which others can not. An inquisitor's oath empowers the paladin, making it dangerous and even harmful to lie to the devoted. There are no lies powerful enough or truths hidden deep enough to keep a motivated inquisitor at bay.  
Tenets of Inquisition

The tenets of the Oath of Inquisition depend on the faith they serve. All of the tenets center on standing above the normal rules and enforcing necessary actions without hesitation. Inquisitors serve their order by acting outside of it and doing what must be done for the greater whole.   Divine Purpose. Define your purpose, understand the needs of your faith, and serve them to the best of your abilities.   Embody Authority. Act with impunity and do not accept those who would deny you.   Seek Out Enemies. Quell traitors and dissenters.   Tenacious Perseverance. Accomplish your goal through whatever means necessary.
  Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Inquisition Spells table. See the Sacred Oath class feature for how oath spells work.   Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.   Channel Divinity: Interrogation
You can use your Channel Divinity to root out lies. You infuse a single target with a touch of truth for 1 minute. While under this effect, the targeted creature takes 1d6 psychic damage each time it speaks a deliberate lie. A creature cannot be reduced below 1 hit point in this way. The creature is aware of the consequences of lying and can still be evasive in its responses as long as it remains within the boundaries of the truth.   Channel Divinity: Blind Justice
You can use your Channel Divinity to plunge a creature into darkness. As an action you may choose one creature you can see within 30 feet. The target must make a Constitution saving throw or become blinded. The creature may repeat this saving throw at the end of their turn, ending the effect on a success. If the target fails 3 times the effect becomes permanent.   Aura of Inquisition
Starting at 7th level you constantly emanate an aura while you are not incapacitated. The aura extends 10 feet from you in every direction.   When you or a friendly creature within your aura successfully hit a target with a melee weapon attack the target can't regain hit points until the end of its next turn.   At 18th level, the range of this aura increases to 30 feet.   Final Judgment
At 15th level you can determine someone’s fate. When a creature you can see other than yourself misses or hits with an attack, you can choose to change the result.   Once you use this feature, you can’t use it again until you finish a short or long rest.   Upiryrial Retribution
At 20th level, you gain the ability to wield the magic of the celestials. As an action, you can magically become an avatar of inquisition, gaining the following benefits for 1 minute:  
  • You gain truesight out to 120 feet.
  • The first time on a turn you hit a creature with a melee attack you may choose to make it vulnerable to future damage. The next time an ally of yours hits the creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the effect ends.
Oath of Inquisition Features
 
Paladin
Level
Feature
3rd Channel Divinity: Interrogation, Channel Divinity: Blind Justice
7th Aura of Inqusistion
15th Final Judgment
20th Upiryrial Retribution

Oath of Inquisition Expanded Spells
 
Paladin Level Spells
1st Bane, Command  
3rd Hold Person, See Invisibility  
5th Bestow Curse, Glyph of Warding  
7th Guardian of Faith, Locate Creature  
9th Dominate Person, Legend Lore  

Osveta Kaznovati
"Anointed of Matunas"
  Osveta serves as an Inquisitor of Matunas, representing the dual role of her position. She has dedicated herself to rooting out traitors to the Covenant, reclaiming and securing stolen relics. While her focus is primarily on the reclamation of such artifacts, her duty as Inquisitor often places her as an arbiter of the people. She walks the line of one who watches those beyond the faith, as well as those within.   A paladin who chooses this path serves a greater purpose, a divine mandate. As an Inquisitor Osveta is always operating in two worlds. Her faith is paramount, but so is her task to uphold her tenets. To her, being an Inquisitor is to embody authority, never letting your defenses fall, forever seeking to serve. Others take a different approach, each religion seeking to guide and guard in their own ways.

Warlock


You are a practitioner of mysterious arcane arts, with power fueled by a dangerous entity. When your warlock character chooses an otherworldy patron at 1st level, The Polaris is available to them while playing in Dromaria.  

The Polaris

As a warlock selected by Polaris, you become an open conduit to the plane of ice, subjecting Dromaria to a hungering, endless winter. Powered by the sentient plane itself, a warlock of Polaris is granted forbidden knowledge and abilities thought lost to the ages. With this gifted power, Polaris warlocks forge a deep connection with the frost and cold, shaping it in ways others could only dream of.   Whether it's skating on waves of ice and snow, or freezing opposition with a flick of the wrist, those who have taken on Polaris as their patron are highly formidable, but at a cost. By harnessing these abilities you are tapping into powers considered taboo and forsaken by the vast majority of the civilized world. To be an open warlock of Polaris is to be shunned or hunted. Yet an individual with a strong enough will and connection to Polaris could bring Dromaria to its knees, or become the savior the world desperately requires.   Polaris Expanded Spells
The Polaris lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.   Bonus Cantrip
At 1st level, you learn the Ray of Frost cantrip.   Deep Frost
Starting at 1st level you can channel a heavily focused blast of freezing temperatures. When you deal cold damage with a spell, you can choose an affected target to freeze. The creature must make a Constitution saving throw. On a failed save, the creature magically begins to turn to ice and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is frozen for 1 minute. While frozen the creature has the petrified condition. You may not use this ability again until you finish a short or long rest.   Polar Touch
Starting at 6th level Polaris has opened a continuous conduit between you and the plane of ice. You have resistance to cold damage, and once during each of your turns, when you hit and deal cold damage to a creature with a spell attack, you can deal your Charisma bonus in cold damage to each creature of your choice within 5 feet of the target.   Avalanche Walker
Starting at 10th level you may create pathways of snow and ice, sliding around a battlefield with ease. As a bonus action, you may generate snow and ice beneath you up to a height of 15 feet. The ice and snow last until the end of your next turn before melting and is considered difficult terrain. Your speed while on snow or ice is doubled. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.   Glacial Sundering
Starting at 14th level you have mastered the cold, capable of summoning far more of Polaris’ power. You may use your Deep Frost ability up to 3 times per short or long rest.   If you freeze a creature with your Deep Frost, you may shatter it with a whisper. As an action choose a creature you have successfully frozen. The ice breaks and the creature must make a Constitution saving throw, taking 5d6 piercing and 5d6 cold damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the frozen creature must make a Dexterity saving throw or take 5d6 cold damage and 5d6 piercing damage on a failed save, or half as much damage on a successful one.
The Polaris Features
 
Warlock
Level
Feature
1st Bonus Cantrip, Deep Frost
6th Polar Touch
10th Avalanche Walker
14th Glacial Sundering

The Polaris Expanded Spells
 
Warlock Level Spells
1st Armor of Agathys, Create or Destroy Water  
3rd Blindness/Deafness, Shatter  
5th Bestow Curse, Sleet Storm  
7th Fire Shield, Ice Storm  
9th Cone of Cold, Planar Binding  
Ignatius the Cold
  The world’s most infamous warlock, Ignatius the Cold, was a man and monster of legend. A Upiryrial banished from his homeworld to the frozen wastes of Polaris, Ignatius struck a bargain with the very world he was exiled to. His power became great, and in the earliest days of the Ancestors, Ignatius plunged Dromaria into an age of eternal winter.   Ignatius has long represented the potential that comes from fully embracing becoming a warlock. His strength came from a source of power far beyond his own, and in turn, he was capable of far more than anyone before him. Polaris can make a character strong enough to shake the world, but in turn, can also draw the attention of those who would do you harm.   Now thousands of years later Ignatius is a cautionary tale and warning to those who would follow in his path. The world fears the presence of Polaris will be used for evil once again, and any who wield its magic draw parallels to the past, remnants of Ignatius the Cold that will forever linger.
 

Wizard


You are a studious individual who has studied how to wield the arcane with expert precision. When your wizard character reaches 2nd level and chooses an arcane tradition, they may choose the Odelian Order while playing in Dromaria.  

Odelian Order

Students of the Odelian Order are trained to intertwine the arcane into everyday matters. More than scholars or teachers, Odelian Order wizards encompass all facets of life in the nation of Thorn, from farming and construction to transportation and regional defenses. Magic is not merely a subject of study, but an improvement to quality of being, finding new and interesting ways to make living and working better for everyone in the territory. Because of this, those born in the region have at least some degree of arcane education and background. While not all choose to further these pursuits, others continue to become Educators, granting them a title of renown that may be called upon in times of need.   Odelian Order wizards who specialize in construction are adept at demolishing buildings and altering weights between objects with arcane runes to easier erect homes, while those who specialize in farming have a magical connection to nature as well as the ability to summon a magical guardian to maintain safety in fields and pastures. Regardless of the path an Odelian Order student decides to take, their years of unique training have made them adept at more than traditional spells.   Education Discipline
At 2nd level when you become a wizard of the Odelian Order you gain a benefit based on your choice of discipline. You begin your training by acquiring texts and resources on your field of study.   Construction
You have learned the art of demolition. When you cast a spell that has an area of effect that includes objects or structures, you may choose whether or not to include the objects and structures in the effect. Your spells deal double damage to objects and structures, if a spell already does double damage to objects or structures it deals four times as much damage instead.   Education
Those who follow this path can easily absorb information, ready to teach on any subject at a moment’s notice. Given 1 minute with a written text or other repository of information you may instantly transfer the most relevant portions to your memory, allowing you to recall it for 24 hours.   Farming
You have been taught to heighten the fundamentals of farming. You learn the Harvest Guard cantrip and learn the Speak with Animals spell.   Military
You can take 10 minutes of concentration and deploy an arcane surveyor to scout an area up to 1 mile. The surveyor reveals geographic features and structures up to 1 mile beneath the surface. You understand the details of the terrain but do not get information on creatures within it. You may not use this ability again until you finish a short or long rest.   Transportation
You can store and transport many objects easily. As an action, you may touch a storage container no larger than 3 feet by 2 feet by 2 feet and turn it into an extradimensional space for 24 hours. The container may store up to 10 cubic feet of materials. You may not use this ability again until you finish a long rest.   In addition, you gain proficiency in your choice of Air, Land, or Water Vehicles.   Advanced Disciplines
At 6th level, you gain a benefit based on the discipline of your choice. You can choose the same discipline you selected at 2nd level or a different one.
Odelian Order Features
 
Wizard
Level
Feature
2nd Education Discipline
6th Advanced Discipline
10th Educator Title
14th Master's Discipline

Lucas Vindex
"The Bloodhound"
  Not every member of the Odelian Order or citizen of Thorn shares the same point of view. Lucas Vindex, a former Educator once known as “The Bloodhound,” has become an outcast of his homeland. During his time in the Order, Lucas served as a leader and exceptionally skilled bounty hunter. As an ambassador he enacted change across Thorn, revitalizing the nation’s relationship with Graetis. Sadly, after the events of the Demon War, Lucas fled, fearing persecution due to his tiefling curse.   Playing a wizard of the Odelian Order does not mean you are forced into one specific set of ideals. As a character, Lucas is an example of someone who walks the line. He is a man who understands his convictions, willing to follow his country’s laws until they begin to affect others in negative ways. Trained in education Lucas has spent his life working to teach others, seeking to inspire future generations.   Since his self-imposed exile, Lucas has adopted a new way of life, taking in tiefling children who have been abandoned or lost post-war. Choosing whether or not to be an active participant in changing the realm for the better, or to quietly do his part, Lucas represents both aspects of this ideal. Making a small difference in someone’s life can be just as important as leading a nation.
Construction
You have learned to alter the mass and weight of materials. As an action, you can mark an inanimate object up to 5 feet in width and length with an arcane rune. While the object has the rune it weighs 5 lbs. You may have up to 3 objects marked and can remove a rune as a bonus action.   Education
You excel at teaching others skills, whether you are trained in them or not. Given 10 minutes you and another friendly creature gain proficiency in a skill or tool of your choice for 1 hour. If it is a tool or skill you are already proficient in the target gains expertise. You may not use this ability again until you finish a long rest.   Farming
You can provide exceptional food whenever needed. You learn the Create Food and Water spell and can cast it once per day without expending a spell slot. The first time each day anyone eats or drinks from your Create Food and Water spells they regain 2d8 hit points and are cleansed of any poison as well as the poisoned condition.   Military
You have learned deadly tactics to prepare for the battlefield. You gain your choice of the Elemental Adept, Spell Sniper, or War Caster feat.   Transportation
You have learned the limits of teleportation and how to exploit them. When you teleport any distance you may take an additional creature with you.   In addition, you gain proficiency in your choice of Air, Land, or Water Vehicles.   Educator Title
At 10th level, you have ascended to the esteemed ranks of the Odelian Order and earned the prestigious title of Educator. This title not only signifies your mastery of magical arts but also grants you a personalized name that embodies your persona. Collaborate with your Game Master to choose a fitting name that resonates with your character's identity.   As an Educator, you can harness the power of your title to impact others. You may use one of the following abilities once per long rest:  
  • You may cast a spell from your spellbook without expending a spell slot. The spell must have a cast time of an action.
  • As a bonus action, target a creature you can see that is concentrating on a spell. You may take the spell from them and begin concentrating yourself as if you had cast the spell. If you do not, the spell ends immediately.
  • As a reaction choose a number of creatures equal to your Intelligence modifier. Those creatures are immune to damage from spells until the start of your next turn.
 
Example Titles:   “The Masquerade” Dolle-Brassi Creed
“The Oracle of Dust” Asher Clag
“The Unholy Punisher” Morana Amna
  Master's Discipline
At 14th level, you gain a benefit based on the discipline of your choice. You can choose the same discipline you selected previously or a different one.   Construction
Building and moving objects is your specialty. You learn the Arcane Hand and Animate Objects spells and may cast them as rituals. If you cast them as a ritual they last for 1 hour.   Education
The mind and its workings are open to you. As a reaction, when you or a creature within 30 feet of you would make an Intelligence or Wisdom saving throw you may make the roll automatically succeed. You must choose to do so before the roll. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.   Farming
You can summon a large spectral scarecrow, known as a Conjured Keeper, in an unoccupied space within 30 feet that you can see. The keeper will follow you or roam within a designated distance of up to 1 mile.   The keeper is friendly to you and any creatures you designate and obeys your commands. See this creature’s game statistics in the Conjured Keeper stat block, which uses your proficiency bonus (PB) in several places. You can change the keeper’s command as an action. You may dismiss a keeper at will and it remains until you do so or it reaches 0 hp. You may only have one Conjured Keeper at a time and cannot summon a new one until 24 hours have passed since its dismissal.   In combat, the keeper shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is its most recent command. The only commands the keeper can follow are alarm, defend, and frighten. If you are incapacitated, the keeper follows its last command.  
  Conjured Keeper
Large Elemental
Armor Class 13 (Natural Armor)
Hit Points 5 + five times your wizard level
Speed Speed 30 ft., fly 30 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
14
(+2)
10
(-)
14
(+2)
13
(+1)
15
(+2)
11
(-)

Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12
Languages Understands common but can't speak
Proficiency Bonus Equal to yours

Command Actions   Defend. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target the keeper can see. Hit: 4d8 bludgeoning damage.   Frighten. Each creature that is not designated within 30 feet of the conjured keeper and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the conjured keeper’s frighten for the next 24 hours.   Alarm. The keeper warns against incoming danger. If left with this command and any creatures not designated by you enter into the keeper’s sight, it will emit an alarm. The alarm can be silent, known only to you, or it can be loud enough to be heard up to 120 feet away. Creatures who can hear the alarm must make a Constitution saving throw or be deafened.
   
Military
You have grown remarkably powerful on a battlefield. Spells that deal damage add +2 damage for each die rolled.
 
Transportation
You have learned to move without effort. Whenever you move, you may choose to teleport the distance you would have otherwise traveled.   In addition, you gain proficiency in your choice of Air, Land, or Water Vehicles.


Articles under Chapter Six: Player Resources


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