# 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.