Classes
Classes
Volkhv
Volkhvs are a connection between the
common folk of Nejavina and the mysterious
world of spirits.
The role of most Volkhvs is acting as the
master of ceremony during local festivities,
and adding an extra layer of entertainment
to the mundane feasts. Most notably, Dedy,
the family celebration of the dead, which
takes place on the first full moon after the
autumn equinox. Dedy is the celebration
when Volkhvs shine brightest and their powers
manifest the strongest. With the right
preparations, they can even get a glimpse
into the future by reaching Nejavina’s
guiders of destiny.
It is said that Volkhvs most favored by the
spirits can make them speak, by using a skull-
-shaped wooden mask, called kraboška, to allow
the dead to communicate with the living.
BONUS CANTRIP
When you choose this circle at 2nd level,
you gain the minor illusion cantrip if you don't
already know it. This cantrip doesn't count
against the number of druid cantrips you know.
COMMAND OF SHADOWS
Starting at 2nd level, you can take control
over a creature using its shadow. You make
it move like a puppet master, as long as the
shadow is visible. As an action you choose
one creature that is up to Medium in size and
within 30 ft. of you. The target must make a
Wisdom saving throw against your druid spell
save DC. If it fails, it is controlled by its shadow.
On subsequent turns you use your bonus
action to command the shadow to use a Dash
or Help action. A target can use their action
to make a Strength (Athletics) check against
your druid spell save DC. On a success it
VOLKHV
24 CHAPTER TITLE
breaks free. The size of the creature that can
be affected that way changes to Large when
you reach 6th level, Huge when you reach
10th level and Gargantuan when you reach
14th level.
You can use this ability as many times as
your Wisdom modifier and regain all uses
when you finish the long rest.
GREET THE DEAD
At 6th level, your connection to the spirits
of the dead grows closer. When at the grave or
body of a dead person, you can cast speak with
the dead spell as a ritual that lasts for 1 hour.
The material component of the spell changes
to an offering of food or drink and you need
to put the kraboška mask on the grave or body
to channel the speech of the deceased. When
you do so, you ignore the requirement for a
body to have a mouth.
GLIMPSE OF FATE
When you reach 10th level the entities that
guard fate take notice of you. You can use a
reflective object to read strings of fate. When
you do so, in the reflection behind you 3 figures
appear. You can ask one question to each
of the figures. Each question must be about
a person, and that person may be you. After
each answer you must succeed a DC 15
Intelligence saving throw or you become
blinded until you finish a long rest.
Furthermore you learn a contact other plane
spell. You always have it prepared, and it
doesn't count against the number of spells
you can prepare each day.
FOREFATHERS' REVENGE
By 14th level restless spirits recognize you
as their last hope to lay at rest and will come
to your aid when you need it. When you are
reduced to 0 hit points, you can choose which
type of undead comes to your help. You can
choose between: 10 shadows, 4 specters, 3
will-o’-wisps or 2 ghosts. The creatures appear
within 20 feet of you. If they receive no
commands from you, they protect you from
harm and attack your foes. The creatures stay
for 1 hour or until you dismiss them (no action
required).
Once you use this feature, you can't use it
again until you finish a long rest.
Warlock, The Murrain Maiden
LEGEND HAS IT THAT
the visage of the goddess
Kogha often appears to
Zamanori when they are
about to perish from a
degenerative illness, or the fumes of a
poisonous mushroom. In their time of need,
she offers them a choice: perish, or become
her advocate. Those who submit receive
her pestilent grace, along with the ability
to infect and envenom living beings. These
plague-bearers often form covenants outside
of civilized lands, preferring the embrace of
swamps where their patron’s creations thrive.
Kogha’s creed is not one of wanton
destruction. Her devout believe that
disease is but a trial; one that determines
which souls are bound for the domain
of Belegorn, her father, and which still
belong to the world of the living. They see
this as a necessary process of selection,
like separating the wheat from the chaff,
allowing the strong to survive and the weak
to pass on.
Expanded Spell List
1st-level Murrain Maiden feature
At 1st level, the Murrain Maiden 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.
Murrain Maiden Expanded Spells
Spell Level Spells
1st bane, detect poison and disease
2nd blindness/deafness, hold person
3rd gaseous form, protection from energy
4th blight, freedom of movement
5th cloudkill, insect plague
Bonus Cantrip
1st-level Murrain Maiden feature
At 1st level, you learn the poison spray cantrip.
It counts as a warlock cantrip for you, but it
doesn’t count against your number of cantrips
known.
Intoxication
1st-level Murrain Maiden feature
Also at 1st level, you relish in the blight wrought
by your patron. Whenever you deal poison
damage to a creature within 10 feet of you, or
whenever you start your turn within 5 feet of
a creature that is poisoned, you can use your
reaction to become toxified for the next minute.
While you are toxified, you gain the following
benefits:
• You gain 1d8 temporary hit points at the
start of your turn.
• You are immune to the charmed and
frightened conditions.
You can use this feature a number of times equal
to your proficiency bonus, and you regain all
expended uses of it when you finish a long rest.
Noxious Flower
6th-level Murrain Maiden feature
Starting at 6th level, you can spring a venomous
rose in the palm of your hand, which emanates a fog of nauseating fumes that devastates your
enemies. As an action, you create a 10-foot
radius sphere of toxic vapors centered on a point
within 30 feet of you. The sphere also spreads
around corners. When a creature enters the
effect’s area for the first time on a turn or starts
its turn there, it must make a Constitution
saving throw. On a failure, the creature is
poisoned and remains so until it ends its turn
outside the affected area. During each of your
turns, you can use your bonus action to move
the cloud up to 15 feet. The cloud persists for 1
minute or until a wind of moderate or greater
speed (at least 10 miles per hour) disperses it.
You can use this feature a number of times equal
to your proficiency bonus, and you regain all
expended uses of it when you finish a long rest.
Mudwalk
10th-level Murrain Maiden feature
Starting at 10th level, you can evoke your
patron’s putrid form with each step that you
tread. At the end of each of your turns and
while you are standing on soft ground, you
may choose to turn the area within a 5-foot
radius around you into a swamp for the next
minute. The area becomes difficult terrain for
all creatures other than you. As a bonus action
while standing over a swamp area created by
you, you can teleport to any swamp square
created by you.
You can teleport in this way for a number of
times equal to your proficiency bonus, and you
regain all expended uses of it when you finish a
long rest.
Blightbringer
14th-level Murrain Maiden feature
Beginning at 14th level, you can bring forth
pestilence and disease. As an action, you may
force all creatures of your choice within the area
of your Toxic Miasma to make a Constitution
saving throw. On a failure, they are affected by a
random disease as per the contagion spell.
Once you use this feature, you can’t do so again
until you finish a long rest, unless you expend a
spell slot of 5th-level or higher to use it again.
Bard Guslar
WRITTEN RECORDS ARE
SCARCE in Zamanora, most
information traveling by word of
mouth. Alas, in the fleeting nature
of words and memories, many
things are changed, twisted, or forgotten. Guslari
bards take it upon themselves to preserve those
tales worth telling, the stories of stalwart heroes,
kind pilgrims, terrible beasts and cunning spirits.
These intrepid souls travel the land, collecting
yarns by sight or hearing, and recounting what
they have heard before. Most Guslari choose to
formulate these narrations into poems, the verse
and rhyme making it easier for folk to remember
and repeat, ensuring that the story lives on for
another generation.
EpiC Repertoire
3rd-level Guslar feature
At 3rd level, heroic deeds inspire you to compose
epic poems that impart magical benefits to those
who listen to them. As part of a long rest after
a day during which you were witness to such a
deed, you can compose a poem according to the
deed’s theme. At the end of each
of your long rests, you can
choose a number of
Bard
Guslar
composed poems up to your proficiency bonus
and prepare them for the day.
As an action, you may expend a Bardic
Inspiration to begin reciting a prepared poem
and inspire your allies. Depending on the
heroic deed recounted in the poem, you and a
number of allies up to your Charisma modifier
(minimum of 1) within 30 feet of you that can
hear you gain the poem’s corresponding benefits.
The benefits last for 10 minutes, as long as you
concentrate on the recital as if concentrating
on a spell. Consult the Epic Repertoire table to
determine the
benefits yielded
by each poem’s
theme.
Epic Repertoire
Poem Theme Benefit
A vicious monster falls
before a brave warrior.
When you make an attack roll with advantage, you add your proficiency bonus to
your damage rolls.
A noble sacrifice to save
one’s companions.
When you start your turn within 5 feet of an ally, you gain a bonus to your AC
equal to half your proficiency bonus (rounded down).
A hero, arisen from the brink
of death.
When you succeed on a Death saving throw, you regain 1 Hit Point.
A friend or lover avenged On each of your turns, the first attack you make against a creature that has dealt
damage to one of your allies is made with advantage
A leader’s inspiring speech,
during times of great peril.
When you succeed on an ability check, you gain Inspiration.
A valiant stand against
overwhelming odds.
At the end of your turn while in a combat encounter of hard or deadly difficulty,
you gain a number of temporary hit points equal to your character level.
teller of tales
3rd-level Guslar feature
Also, at 3rd level, you have learned to entertain the
masses with a captivating performance. You gain
proficiency in the Performance skill and the gusle
musical instrument.
Additionally, you may take an hour to perform
for a willing audience that can hear you, reciting
poems accompanied by the melody of your gusle.
Roll a Charisma (Performance) check against a
DC set by the DM, adding a roll of your Bardic
Inspiration die to the total (this does not expend
the die). On a success, your Bardic Inspiration die
therefore counts as 1 category higher (for example,
a d6 becomes a d8, a d8 becomes a d10, etc.) until
you finish a long rest. You may use this feature
once before finishing a long rest.
Ancestral Heritage
6th-level Guslar feature
At 6th level, as you regale heroic deeds of yore,
friends and foes alike recognize you for the trove
of folkloric knowledge that you are. Every time
you expend a use of your Bardic Inspiration to
start recounting one of your poems, creatures that
canhear and understand you treat you as if you
were under the effects of sanctuary for the next
minute or until you lose concentration on your
Epic Repertoire feature’s effects. Creatures immune
to the charmed condition ignore this feature’s
effects.
Maker of Legends
14th-level Guslar feature
Upon reaching 14th level, when you expend
a Bardic Inspiration die while maintaining
concentration on your Epic Repertoire feature’s
effects, you weave the target ally’s current actions
into your ongoing tale through improvised lyrics
and inspire them to strive for heroism. Instead of
gaining a Bardic Inspiration die as they normally
would, the ally gains the following benefits until
the end of their next turn:
• Immunity to the frightened and charmed
condition.
• An amount of temporary hit points equal to a
roll of your Bardic Inspiration.
• Each time your ally rolls a 10 or lower on the
d20, they add a roll of your Bardic Inspiration
die to the result.
• Each time your ally deals damage, they deal
bonus damage equal to a roll of your Bardic
Inspiration.
Fighter Bogatyr
WHEN ORDINARY
men and women rise
above their station to
take matters into their
own hands, the greatest
of poems are composed. The Bogatyri
are mighty and dauntless warriors who
emerge from the ranks of the common
folk in times of great need, to shield their
societies from otherworldly menaces
and disperse the encroaching darkness
that threatens to engulf them. A true
folk hero, the Bogatyr courageously pits
their wit and brawn against the most
formidable of foes, not for the promise of
wealth or glory, but merely to answer the
call of necessity.
Protector of the People
3rd-level Bogatyr feature
When you choose this archetype at 3rd
level, you become fearless in the face of peril
and inspire others to follow your example.
Whenever you use your Second Wind feature,
you and a number of allies (according to the
spell’s level) within 30 feet of you also gain the
effects of heroism for the next minute. You use
your Strength modifier as the spellcasting ability
modifier for this spell, and its spell level is
always equal to your proficiency bonus.
At 18th level, the effects of this feature provide
twice the amount of hit points to each creature
they affect.
Working Class Hero
3rd-level Bogatyr feature
At 3rd level, you gain proficiency with one type
of artisan’s tools of your choice. If you choose
a type of artisan’s tools with which you already
have proficiency, you gain expertise with those
tools, which means your proficiency bonus is
doubled for any ability check you make with
them.
Slayer of Horrors
7th-level Bogatyr feature
Starting at 7th level, you grow adept in
vanquishing the enemies of mortalkind. The
first successful attack you make through the
additional action granted by your Action Surge
feature against a creature that is not humanoid
or beast, is automatically treated as a critical hit.
Veteran’s Wit
10th-level Bogatyr feature
At 10th level, your experience in lethal combat
allows you to assess every situation with
wisdom. While you have disadvantage on
attack rolls against every creature within your
reach, you can take the Dodge action as a bonus
action. In addition, when an enemy within your
reach misses you with an attack while you are
under the effects of the Dodge action, you can
use your reaction to make an opportunity attack
against them.
Unwavering Stand
15th-level Bogatyr feature
Starting at 15th level, you have become a
true testament to mortal resilience, as you
stubbornly refuse to fall to the ground in spite
of the wounds sustained. When you are reduced
to 0 hit points due to taking damage but not
killed outright, you can spend one or more of
your available Hit Dice and roll them without
spending an action. You may choose to spend
additional Hit Dice after the roll, adding their
results to the total. If the total is equal to or
higher than the amount of damage you took in
this single instance, you remain on 1 hit point
instead.
Cleric Hearth dOMAIN
FOSTERED AROUND THE
warmth of the hearth, community is
the heart of a thriving society. It is a
place where virtues like compassion,
cooperation, and resilience are
seeded and cultivated. The gods of this domain
inspire the nurturing of communal bonds and
protection of the vulnerable, often likening the
capacity for growth they offer to the hearth’s
firelight.
Clerics of the Hearth bless new homes,
mediate conflicts, and reinforce mutual
support, acting as stewards of unity.
They see every act of kindness
and shared meal as strengthening
the community as a whole.
Their magic heals and
protects, embodying
the enduring power
of unity.
Domain Spells
1st-level Hearth feature
You gain domain spells at the cleric levels listed
in the Hearth Domain Spells table. See the
Divine Domain class feature for how domain
spells work.
Hearth Domain Spells
Cleric Level Spells
1st alarm, sanctuary
3rd aid, calm emotions
5th beacon of hope, tiny hut
7th guardian of faith, private sanctum
9th hallow, telepathic bond
PBonus Proficiencies
1st-level Hearth feature
When you choose this domain at 1st level, you
gain proficiency with cook’s utensils. You also
gain proficiency in the Insight or Persuasion
skill (your choice).
Embrace and Exile
1st-level Hearth feature
Also at 1st level, your magic embodies the
warmth of your community or the coldness
towards those who reject or harm it. When you
cast a spell using a spell slot that targets a willing
creature, that creature also regains 1d6 hit
points. If you cast a similar spell that targets an
unwilling or hostile creature, and they are hit by
the spell or fail their saving throw, you may deal
1d6 psychic damage to them.
This die increases to a d8 at 5th level, a d10 at
10th level, and a d12 at 15th level.
Channel Divinity: Hearth’s Spark
2nd-level Hearth feature
Starting at 2nd level, you can use your Channel
Divinity to bolster the resolve and spirit of your
community.
As an action, you present your holy symbol
and choose a number of creatures within 30
feet of you, up to a maximum of your Wisdom
modifier (minimum of one). Each creature gains
temporary hit points equal to 2d6 + your Cleric
level. While these temporary hit points last, a
creature can take the Help action as a bonus
action.
United we Stand
6th-level Hearth feature
At 6th level, you inspire unity among your allies
even in dire circumstances. As a reaction, when
you and one or more allies within 30 feet are
required to make a saving throw, you can allow
your allies to use your saving throw result in
place of their own against the effect.
You can use this feature a number of times equal
to your Wisdom modifier (minimum of once),
and you regain all expended uses of it when you
finish a long rest.
Potent Spellcasting
8th-level Hearth feature
Starting at 8th level, you add your Wisdom
modifier to the damage you deal with any cleric
cantrip.
Kidred’s Hearth
17th-level Hearth feature
Starting at 17th level, you can infuse an area
with the radiant energy of unity and warmth
shared around the hearth, creating a sanctum
of protection. As an action, you can create a
stationary sphere with a 30-foot radius centered
on you that lasts for 1 hour. Whenever an ally
starts their turn in the aura, they gain temporary
hit points equal to 1d6 + your Wisdom modifier.
In addition, they gain a bonus to all attack rolls
and saving throws equal to the roll on the d6,
until the start of their next turn. You can use
this feature once before you finish a long rest.