Homebrew Archetype: School of Curses

The School of Curses is a forbidden sect of magic that focuses on bringing doom and discord down on your enemies. Those who support this school are often seen as criminals or rogue mages, and often have paladins or rangers sent after them for elimination. Those who practice it, however, say that it is no less evil or destructive than any other school. You, as a practitioner of this school, understand that the power of a curse is a magic like any other, and that it has its good and bad effects.

While there are many types of curses, Voodoo is the most prevalent, and allows for the most efficient use of curse magic. Those who practice it do so in secret, performing rituals and casting spells on dolls and shrines meant to represent their victims.

Curse Savant

Starting at 2nd level, when you see the following spells, you may add them to your spellbook in half the time: hex, bane, bestow curse, witch bolt, blight, contagion, cloud kill, eyebite, feeblemind, and power word: kill.

Voodoo Creation

At 2nd level, you have learned how to curse others through shrines and icons that represent them. As a ritual, you may create an icon that represents a target creature. This icon must be created out of 50gp worth of materials, including a piece of the creature in question, and takes eight hours to complete.

Once the icon is created, you may spend spell slots to damage the icon with one of the effects on the Voodoo Curse table. Additionally, you may cast spells directly on the icon. Targets who are cursed by this icon must make a Constitution saving throw equal to your spellcasting difficulty or else they take half damage in addition to any effects the spell in question induces.

An icon may only sustain one curse on the Voodoo Curse table, or three spells before it is destroyed and rendered useless. Voodoo curses can only be removed through the remove curse, lesser restoration, heal, or wish spells. If an idol is cursed, you may not cast any spells on it. You may only have one idol created at a time.

Treacherous Spells

Starting at the 6th level, creatures targeted by your spells have disadvantage on saving throws versus them.

Improved Voodoo Creation

Upon reaching the 10th level, you have learned to create more effective icons. The time taken to create one is halved, they may sustain two curses on the Voodoo Curse table, and suffer six spells before destroyed. Additionally, non-spell attacks can be made on the icon, dealing the minimum damage of the weapon attack in question. Two of these attacks can be made before the icon is destroyed.

Everlasting Curse

Starting at the 14th level, you have mastered the art of curses. By expending your maximum number of spell slots for level i nquestion, you gain access to the Damnation Curse table when casting on your Voodoo. These curses can only be removed by remove curse or wish spell.

Voodoo Curse Table (1d10 days=curse length)

1-20 Roll 1d8 and pick an ability. Any ability checks or saves related to that ability lose the amount rolled.
21-40 Target has disadvantage on all attack throws.
41-60 Target can no longer regenerate heal points through any method.
61-80 Target suffers 1d6 necrotic damage every time they take damage.
81-100 Target is blinded, deafened, or silenced.

Damnation Curse Table

5th Level Target loses all skill proficiencies.
6th Level Pick two ability scores. Target has disadvantage on all checks related to those abilities.
7th Level Target rolls on the Indefinite Madness table.
8th Level Target suffers extreme apathy, suffering disadvantage on all attack rolls and skill checks.
9th Level Target is vulnerable to all types of damage.

Homebrew Archetype: Weapon Specialist

Fighter: Weapon Specialist

The archetypal Weapon Specialist is a warrior that fights with but a single weapon, no matter the trial. They are warriors who have the ability to attain the full potential of a weapon, creating the myths of warriors that can cut through boulders with a sword or shoot the wings off a fly with ease. The path to becoming a Weapon Specialist is difficult, however, and only the most creative are able to go down this path.

Stacked Odds

At the 3rd level, you have discovered your favored weapon. Opponents have disadvantage to disarm you. Additionally, you gain a second fighting style while wielding this weapon.

False Strike

At the 7th level, you have learned how to make the most out of your weapon strikes. Upon rolling a 1 on the damage die, you can choose to do max damage instead for the entire round. This can be done once per short or long rest, increasing to two times at level 10 and to three times at level 18.

Improved Critical

At the 15th level, you have learned how to better wound your opponents. Your critical hit range is now 19-20.

Weapon Saint

At the 18th level, you have completely mastered your weapon. Once per long rest, choose a target within thirty feet. As long as they are within thirty feet, you can use your action to deal your maximum possible weapon damage with any weapons currently drawn and wielded.

Homebrew Archetype: The Vestige Pact

Your patron is a powerful soul of darkness that lives in Shadowfell, whose desire is likely to spread madness, death, or darkness across the land. Such beings are not always inherietly evil, however; the Vestige, as they are called, often simply wishes to co-exist with the light of the world, and thus often they make pacts to further their power and influence. They can also be fallen angels or gods who seek to reclaim their divinity. Example Vestiges are Nihilith the Endless End, Esphia the Hellguard, Lucifer the Fallen Angel, or Zagan the Duke of Disappointment.

Expanded Spell List

The Vestige allows you to choose from an expanded list of spells when you learn a new Warlock spell. The following spells are added to the Warlock list for you:

1st Level Bane, Inflict Wounds
2nd Level Blindness/Deafness, Pass without Trace
3rd Level Nondetection, Speak with Dead
4th Level Greater Invisibility, Freedom of Movement
5th Level Seeming, Raise Dead

Glimpse the Abyss

Starting at the 1st level, your patron allows the power of Shadowfell to bleed through your spells. As a bonus action, the next spell or cantrip you casts forces the target to make a Wisdom saving throw against your spellcasting difficulty. On a fail, they must roll on the Shadowfell Despair table in the Dungeon Master’s guide. The only way to break the effects is for the creature to take a long rest, reach 0 hit points, have the curse removed, have calm emotions cast on them, or to make a Wisdom Saving Throw equal to your spellcasting difficulty+spell level (minimum 1).

You can do this once per half your Warlock level (minimum 1) before a short or long rest is taken to recharge.

Black Insanity

At the 6th level, your patron lashes out against those who wish to harm you. Upon taking damage, you may roll on the Short-Term Insanity table in the Dungeon Master’s Guide. Whatever creature that harmed you has this insanity until your next turn.

Once this feature is used, it cannot be used again until a short or long rest.

Boxing with Shadows

Upon reaching the 10th level, your patron will protect you from harm. While in magical or nonmagical darkness, dim light, or shade, you can choose to take the Dodge action as a bonus action on your turn. You passively gain +2 to your Armor Class while inside of magical or nonmagical darkness, dim light, or shade. This effect is nullified when within ten feet of any light source.

Life is Suffering

Starting at the 14th level, you gain the ability to infuse the power of Shadowfell into other creatures. As an action, pick a creature within sixty feet of you. That creature’s eyes go black as they witness all the atrocities and events the souls of Shadowfell have suffered. As a result, their bodies and minds begin to rot. The target creature takes 5d10 necrotic damage, and must roll on the Short-Term, Long-Term, and Indefinite Insanity Tables. On a Will save equal to your spellcasting DC, no rolls are made and only the damage is taken.

These sanity effects last until the creature has remove curse cast upon it. Once used, this feature cannot be used again until a long rest is finished.

Homebrew Archetype: The Spellplagued

Throughout the world, there are those who are born because of events beyond their control. When a magical cataclysm strikes a land, a crazed wizard experiments on a babe, or a runaway spell curses an innocent, the magical power can leave lasting scars. These individuals are known as the Spellplagued—beings who have gained magical ability due to suffered trauma from outside magic. Those that survive into adulthood often gain a measure of control over their powers, but if they fail the consequences can be tremendous.

Spellplagued can be invaluable assets to an armed force, using their powers to overwhelm enemies. Others go on to try and study and cure their power, or look for ways to better help those that suffer. Others go crazy from the powers that curse them, and often become ticking time bombs or threats to the realm.

Magnetic Soul

Those who are Spellplagued find themselves attracted to other magical items or beings. When within twenty feet of a casted spell, a magical item, or any spellcasting class, you have some kind of biological or magical effect that reacts to this, alerting you of nearby presence. For example, your eyes can go black, or energy can begin to slowly rise from your body. If desired, this ability can be visually muted, though you will not be able to detect magic around as a consequence.

Overloaded Spell

At the 1st level, you can tap into your sickness, allowing it to devour your body in order to increase its power. When you cast a spell, you can choose to roll an amount of hit die equal to the level of that spell (minimum one). The amount you roll is the amount of Hit Points you sacrifice. As a result, the spell that you are Overloading has it’s damage increased by the amount rolled. This ability cannot be used with any Metamagic Feats.

Fearsome Visage

At 6th level, your unwieldy magic responds to your emotions, and visually manifests when you are angry. When you make an Intimidation check, you gain both proficiency and advantage.

Scorched Earth

At 6th level, the magic inside of you can be released in burst to corrupt and damage those around you. Upon receiving damage from a melee attack you may use your reaction to cause, creatures within melee range to make a Constitution saving throw equal to your current spellcasting ability difficulty. On a fail, the creature takes force damage equal to your Sorcerer level and is knocked prone. Likewise, any environmental hazards or difficult terrain within twenty feet is destroyed and reduced to ash. Additionally, you can spend a spell point, forcing the attacking creature to make a Constitution saving throw or else be poisoned for one minute. Once this feature is used, it cannot be used again until a short or long rest.

Arcane Epidemic

Upon reaching the 14th level, the magic inside of you struggles to spread. As a result, your charisma modifier is added to your Armor Class. Additionally, whenever a creature does damage to you with a melee attack, they must make a saving throw against your spellcasting DC. On a fail, that creature has disadvantage versus spell saving throws against you until the end of their next turn.

Virulent Magic

At the 18th level, you have mastered your magic and can spread your plague. As a full action, you may cast a spell, spend one spell point, and then touch the nearest creature or object. Upon making contact, you set a condition that, when triggered, activates the spell which will originate from the creature or object you have touched. An unwilling creature must make a Constitution saving throw against your spellcasting difficulty to resist.

Tieflings of Prometiia

It did not take long for the first settlers of Prometiia to discover what is now considered their greatest enemy. Hailing from the far south are the Tieflings, whose constant raids for blood sacrifices along the coast and in the swamps has led to an uncountable number of deaths. In modern times, they are hunted even in the Frontier—to see a Tiefling and not kill it on sight or report it to the authorities is a punishable crime in all three major territories. As a result, any hope for peace between the two cultures has been dashed time and time again.

Tiefling’s hail from the continent of Yaxchun. It is there they live in a massive empire that spans an entire continent, with only a handful of other races powerful enough to resist them. Their culture is one steeped in religion; they worship the ancient Fiends of myth, who they believe granted them life thousands of years ago. In reverence to these twisted gods, they perform blood sacrifice weekly, sometimes even daily depending on the faction in question. These sacrifices are performed at the top of holy pyramids and religious sites. This tradition has been copied by a growing cult of Tieflings that deviate from the worship of fiends. These people praise the Great Old Ones, who are said to sleep underneath the waves or rule from above the stars. The conflict between this younger religion and the dominant one has escalated tensions for nearly a hundred years now.

While there are many Tiefling settlements scattered throughout jungles and hidden amidst mountain peaks, the greatest are built on top of lakes and massive rivers. These floating metropolises are forged primarily out of gold and obsidian, and remain afloat by the magical powers that they are blessed with. It is here, in one of the ten great floating cities, that a sacrifice is performed monthly, so that the sun may raise and life as they know it may continue.

Tieflings have a powerful alliance with another race native to Yaxchun: the Couatl. These sentient, winged serpents hold incredible divine power, and though they are few in number, they are revered as angels by the common Tiefling. It is these serpents that chooses the next emperor, who is believed to be the physical and mortal avatar of the ancient Pitfiend Hunhau.

Below you will find information on the current emperor, his Couatl partner, and the leader of the most powerful Great Old One cult:

Uaxaclajuun Huracan

King Tiefling

The current Winged Emperor of Yaxchun, Huracan was born a nameless Tiefling in a corner of the empire nearly sixty years ago. During his life, he is said to have made a pact with Hunhau himself, and through a series of feats recorded in his biography, The Thirty-Fifth Jade God, he proved to the Couatl’s themselves that he was a man worthy of emperor. His reign so far has been problematic. Dealing with the constant threat of civil war and trying trying to please the Couatl is a process fraught with political obstacles. While the general population approves of Huracan’s power and ability to rule, the increase in sacrifice that began when he took the crown is odd, and others seek to replace him with an emperor chosen by the Great Old One’s themselves.

Qucumatz of a Thousand Colors


Qucumatz is one of the oldest of the Couatl. The colors of a Couatl’s wings represent both the power and wisdom of the serpents, and few can claim the same splendid brilliance as Qucumatz’s own. He is worshipped as a god of both wind and rain that helped shape the world through his powerful storm magic. He was also the Couatl who named Huracan emperor, and has stayed as his advisor ever since. When encountered, it is said that he is quiet and calm, but that when awakened and enraged he becomes more fearsome then the greatest storm.


 Tiefling Priest

There are numerous cults and temples dedicated to the Old Ones, but none as powerful as the Cult of Yig, who is said to be the father of serpents. The great priest of this cult is Ufuk—a man whose beginnings are as humble as the emperor’s own. He began life as farmer’s child, and it is said that he was saved from drowning by a great black serpent. This serpent, he often preaches, went on to enlighten him of the power of the Old Ones and made a pact with the young Tiefling. Since then Ufuk has went on to become a great priest, using his powers to gain followers and political influence that matches some of the greatest Infernal Temples. While his exact motives are unknown, many whisper that he has his eyes set on the throne itself.

Drow of Prometiia

Drow in Prometiia

Underneath the new world lies the great caverns of the Underdark—a vast world that expands throughout the crust of the planet for thousands upon thousands of miles. It is here that the Drow rule with an iron fist, an empire of Dark Elves under the guidance of their Spider Goddess, Lloth.

The origins of the Drow are well-recorded, if not twisted by the manipulations of Lloth. Thousands of years ago, there was a tribe of Wood Elves that claimed what are now the swamps of Espellismo. It was there they fought against Tieflings of old, whose pacts with ancient Fiends gave them the edge in their hundred-year wars. Desperate to survive, a female wizard performed a ritual to bind one of the demon princes to herself. The result warped the very world around her, twisting her into a demonic shape and burning the souls of every living thing within hundreds upon hundreds of miles.

Though her efforts gave her the power to turn back the Tiefling’s advances, the Wood Elves that joined this woman were irrevocably changed. Their skin was burned black by the ritual, their eyes left burning shades of red and haunting tints of violet. Their hair, once lush and black, was bleached white. These were the first Drow.

The ritual cursed them in more ways than one. The sunlight became a curse upon them, stinging their eyes and sapping them of their strength. The land they had fought for was corrupted, turned from the vibrant forest it once was and left a decimated swampland. Unable to sustain life on the surface world, the female Drow—Lloth herself—fled into the Underdark, a twisted creature by all accounts but a goddess to her own people.

Since then Drow civilization has boomed and become a monstrous, multi-headed thing. It conquers without care the creatures that live with it, consuming gnomish races and spreading to the mountains of the far west. Their raids on the surface world—something Prometiia has luckily been spared so far—are always brutal affairs, leaving nothing but broken lives and cursed survivors behind.

But over time, the Drow have begun to change. New influences and new ideas introduced into the culture challenge Lloth’s rule. Revolution threatens to shatter the empire as Drow with a conscience become less uncanny with every generation.



Below is a number of noble Drow houses, as well as a number of famed Drow:


House Ayand’ur

One of the greatest of the noble Drow houses, House Ayand’ur has a tyrannical grip on the economy of the Drow Empire. Through hundreds of year’s manipulation, assassination, and dirty place, they have established control over every business and form of trade in the Underdark. They are ruled by Lady K’rupt, a powerful necromancer whose force includes even liches of the Underdark.

House Cucuthain

A warrior house through and through, the Cucuthains have produced the most prestigious military generals for thousands of years. With such a long, unbroken lineage, it is no wonder that many others fear them. While many cower from Ayand’ur’s assassins, the Cucuthain outright destroy anyone who dares to oppose them. Their current matron is Mistress Driznil, a woman famed across the entire empire for organizing a force of three thousand that not only stood against, but repelled a gnomish force of one hundred and fifty thousand.

House Ouer

While the Ayand’ur are masters of manipulation and the Cucuthain are gods of combat, House Ouer are something else entirely. They use neither magic nor martial prowess. Instead, they utilize the power of their minds, wielding a psychic ability that overpowers even the Mind Flayers of the Underdark. With this power, which stems from a source unknown even to Lloth, they have managed to create a slave army in the Underdark that almost rivals the combined force of every other House’s force put together. They are run not by one matron but by a cabal of powerful psychic Drow, untouchable by all outside threats.

House Fael-Trun

A strange house, House Fael-Trun are neither warriors, nor manipulators, nor psychics. While other houses fight for higher ranks, House Fael-Trun remains comfortable in its lofty position. This is because only the Fael-Trun hold Lloth’s eternal favor. Why is unknown—only their priestesses know why, and they share not with their kin. Their matron is a woman known simply as Rilwae, who as far as records show, has been alive since the creation of Drow society.



Spirnet Oronth


A Drow hero respected by virtually every house, Spirnet Oronth is one of the shadiest, slimiest, and most manipulative people in all the empire. A master of poisons and archery, he made his name assassinating three Deep Gnome kings one after another in line of succession. Such a feat earned him one of the strongest blessings of Lloth after killing a single king; killing three has earned him power and life force beyond any other Drow. He himself stands as a noble house, carrying enough weight to sit in the inner circle of Drow politics.


Yuimlil Ssyl


Drow magic is something derived directly from the teachings of Lloth. It was Yuimlil Ssyl who learned how to control an untapped source of greater power—the planet itself. Drawn from the molten rock and the deep flames, Yuimlil has become a formidable man both politically and martially. In a society dominated by priestess, Yuimlil is a deviant and dangerous variable, with motives unknown to the inner cabals.


Xulldra Yauthlo

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Out of all the Spider Priestess of Lloth, it is Xulldra that serves as her chosen. Xulldra is the mouth of the Spider Goddess, who has been gifted the greatest magic, authority, and holdings in the Drow Empire. Much like Spirnet, she has lived for more than a thousand years, her immortality allowing her to master the almost never-ending arts of her Spider Goddess.


Ust Lonthran

The capital of the Drow Empire, Ust Lonthran rests in the center of the main Prometiia continent, dozens of miles below the surface. This massive cavern is where the greatest noble houses stay, collecting their forces, training their young, and increasing their holdings. At the center of Ust Lonthran is the Black Temple, where Xulldra Yauthlo and the greatest priestess of the empire come to study and learn directly from Lloth herself.

Homebrew Archetype: Bard – College of Tales

College of Tales

Bards of the College of Tales are uninterested in the daring battles or the politics of their cousins. Instead, they search the world for the tall tales, myths, and legends of cultures ‘round the world. Their travels often take them to unique places, and their penchant for stories gets them in bigger trouble then they usually bargain for. But a well-salted bard of this college can bring out a tale for any riddle they face in the world, and have more wisdom then they often let on.

Bonus Proficiencies

When you take join the College of Tales, you gain proficiency in Knowledge: History, Arcana, and Nature.

A Life of Fantasy

At the third level, you have begun to attract the mysteries of the world. As a result, whenever you cast a non-cantrip spell, make an ability or skill check, or make use of another Bard class feature, the DM may allow you roll on the Flight of Fancy table.

Modern-Day Fable

At the sixth level, you have learned how to better recreate the tales of the past, both on and off the battlefields. Once per short or long rest, the bard may make a performance check. On a successful check, they can choose to grant Legendary Resistance to a target for one use, or give two uses of Bardic Inspiration to up to four targets. On a failed check, they may only grant one use of Bardic Inspiration to four targets, one or target Legendary Resistance.

Song of Heroes

Upon reaching the 14th level, you have learned how to call forth the powers of stories long past. On your action, you can begin to sing a song or tell a tale of a hero that has long past, and then roll and spend one of your bardic inspiration die. Choose a number of allied creatures equal too or lower than what is rolled. Those creatures have advantage until the end of your next turn on all skill, ability, and attack rolls for a number of rounds equal to your Charisma modifier.

The Flight of Fancy Table

01-02: You pull out a small nonmagical, nonunique object from your pocket. Reroll. 31-40: Your size increases by two levels, along with your clothes, up to Colossal for 1d4 hours. Your damage dice all increase by one, but your speed is halved.
02-03: You discover a cave, hole, wardrobe, or mirror nearby that leads somewhere else. 41-50: All animals within your eyesight become awakened. They are charmed for one hour.
04-05: You cast the Charm Animal, or Charm Person, or the Charm Monster spell, at random, on something within 100 feet of you. 51-60: All weaponry and objects you wear become magical for one hour.
07-08: You begin to magically cry, laugh, or scream. All hostile creatures around you have the spell Dissonant Whispers casted on them at the highest spell-slot the Bard knows, without using a slot or spell components. 61-68: All creatures around you for six miles forget about you or ignore you for 1d4 hours, or until they take damage.
09-10: A small, awakened animal or a random NPC appears and gives you advantage on your next roll before disappearing. 69: You cast the Simulcrum spell on yourself.
11-15: You find a magical piece of fruit. When consumed, you fall asleep for 1d4 hours and healed of all wounds and maladies, exorcised of all curses, and lose all levels of exhaustion and madness. 70-90: The next 1d20 items that you see or touch become nonmagical.
16-21: Your hair grows to 100 feet in length, becomes immune to all non-magical damage, and can be controlled as a improvised reach weapon for 1d4 turns. 91-99: Someone or something comes to help you. It must have met you before, directly or indirectly, and will only remove you from your situation.
22-30: A number of creatures, party members, or NPCs, at your choice, fall down equal to your current hit dice. 100: You change the weather and season within six miles, but can neither control the weather, nor how extreme the season is.

Homebrew Archetype: Circle of the Forgotten

Throughout the world there are forgotten things; magic, kingdoms, secrets of things incomprehensible to men. The Circle of the Forgotten finds these things and protects them, keeping them away from the hands of whatever might abuse them.

Secret Learner

At the 2nd level, the Druid can cast the Identify spell at will while in their Wild Shape form without components. This can be done a number of times equal to cantrips known per long rest.

Forgotten Power

At the 2nd level, the Druid is capable of utilizing the power of the forgotten things they have discovered. The druid can choose one class ability equal to or lower then their current Druid level. They can then use it once per short rest. This power or ability cannot be changed except during a long rest.

World Discovery

At the 6th level, the Druid is more capable of discovering secrets. While in Wild Shape, their Detect Magic spell now has one mile of range, and they gain advantage on all perception, insight, and investigation checks.

Guardian of Secrets

At the 10th level, the Druid has learned to wield their powers for the protection of all secrets they have discovered. The Druid has knowledge of every secret thing they have ever found, and can teleport to it at will once per short rest. When defending these secrets, the Druid gains advantage on all attack rolls, saving throws, and skill checks.

Master of the Lost

At the 14th level, the Druid has seen and interacted with more secrets then virtually any other being. They are capable of using any magical item, regardless of what it is, without the need for attunement as long as it has either been identified or the Druid has prior knowledge of what the item is.

Rogues of Prometiia

Try as Penrith might in the early days of Prometiia’s colonization, crime has become a very real part of each territory. Murders, thieves, and other unsavory types are caught, trailed, and killed every day. In Trabayo, they are made into slaves and forced to work alongside the Halflings and Dwaves and Wood Elves on the plantations. In Verdade, they are simply hung, regardless of the crime—a strong message to any who would dare follow in their footsteps. And in Espellismo, where mysteries abound, odder and stranger things happen to those who offend the powers at hand.

In a world where punishments are so extreme, the rogues of the world have had no choice but to band together. Thieves’ guilds first sprung up almost a hundred years ago, or to be accurate, the first one was discovered. As investigations were launched, an entire black market, overflowing with factions as varied as the wares they stole and sold, became known. Since then, there has been a constant war against crime, starting in Verdade and soon spilling over into Trabayo as well.

But despite the best efforts of detectives, authorities, and paladins alike, taking down one set of thieves just makes the next harder to catch. It is a losing battle with no end in sight.

Below is a number of Thieves Guilds famous even to the public:

The Brotherhood of St. Rosello

In Verdade, no group of thieves is as despised as the Brotherhood of St. Rosello. They were first discovered when their leader, a famed thief named Saint Rosello, was caught while in the midst of robbing one of the most famed and rich High Elf politicians at the time. With a dash of magic and a flash of cunning, Rosello not only escaped his capture, but finished off his heist, forcing the politician into bankruptcy. Though Rosello is long since dead, his brotherhood is not. Targeting only the richest, noblest, and most famous of men and women in Verdade, they pull off job after complex job, fattening their wallets and sniping out politicians one at a time. Their main base likes down the coast of Prometiia, in a small town known as Little Verdade, where they masquerade as politicians themselves. Their current leader is Saint Rosello the Fourth, a mysterious man who inherited the same famed name passed down throughout the years. Like most Thief Guild Masters, little and less is known about him.

We Who Free

Trabayo is a place filled with slaves and beggars, crushed under foot by the High Elves and Humans that run the territory. But escaped slaves are no strange thing, and in despite efforts to hunt them down, they often seem to disappear into the night. We Who Free is a known organization that strikes at plantation’s during the full moon, freeing slaves, slitting the throats of their masters, and then escaping into the dense forests and rolling hills to places unknown. Using a complex and hidden network of beggars and the impoverished, We Who Free has an air-tight information network that spans the entire territory, allowing their members to know which slaver is ripe for the picking. They are led by the Grand Coesre, the Chief of Beggars, a man whose writings on freedom and slavery provide the only window to know his true identity.


In the swamps of Espellismo, one must know magic to survive. In the past, Thieves Guilds without the protection of the arcane have simply disappeared into the night as the Wizards and Warlocks of the land devoured them in their rituals and experiments. It was ten years ago when Guillotine made its first move, a stroke of pure retaliation against the oppressive leaders of the territory. Unlike their brother guilds across Prometiia, the Guillotine did not steal much. Instead they assassinated an entire cabal of Wizards. There was no calling card left to say who had done it, but soon rumors began to spread of a syndicate of Sorcerer’s who were targeting the magically powerful in Espellismo. These rumors all point to an enigmatic figure known as Matador, or the Slayer in Penrith’s mother tongue. Whether such a figure exists or not is something not even the Wizards have divined.

Though the guilds are strong, there are still a few thieves who work with only themselves as companions. Below is a list of two rogues well-known in all three territories, and even the frontier:

Moondance Kid

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Originally known as Henry Boswell, he earned his name in the Frontier town of Moondance, where he was caught stealing a horse from the mayor himself. After escaping, he went on a spree of robberies across the frontier and quickly became public enemy number one, using both violence and magic to force caravans to a halt before robbing them blind. It didn’t take long for his confidence to push him into the actual colonies themselves. In Verdade he’s stolen from their Prime Senator more than a million gold pieces worth of possessions, striking him it seems almost monthly. In Trabayo he’s robbed no less than a dozen plantations. And in Espellismo, he’s even managed to steal priceless wands and magical artifacts four times in the last three years. No matter how many people are sent after him, the Moondance Kid somehow always manages to escape capture by a hair’s breath. He currently has a bounty of a hundred thousand platinum pieces in Verdade for whoever turns him in, dead or alive.

The Elf Butcher

Over the last forty years, High Elves have been found dead across the territories. Their bodies are always discovered mangled and dismembered, as if torn apart by some great beast. It wasn’t until five years ago, when the Boseman Syndacite was captured in Verdade that a link was provided for these murders. A man known only as the Elf Butcher has been an assassin for at least that long, taking contracts only to kill High Elves from Penrith. During the investigation, it was discovered that even in the motherland of Avalon such kills had been done for at least thirty years before the first in Prometiia. Suspected to be the same person, the Elf Butcher has went on to make, at a minimum, five kills a year, targeting the noble ruling race exclusively. Who he really is and how he does it is a complete unknown.

Homebrew Archtype: Way of the Calm River

Monks of the Way of the Calm River are those who believe in the flow of power from one point to another. By using their martial arts and ki to manipulate that flow, they redirect their opponent’s attacks away from themselves. Members often emulate the movements of animals or nature in their martial arts, replicating the balance of the world and using it to strike down enemies.

White Crane Spreads Wings

Starting when you choose this tradition, at 3rd Level you are able to take a Calm Stance. By spending a ki point, you can take the Dodge move as a bonus action and any non-spell melee attack that hits you can be redirected at the attacker, dealing full damage to them and half damage to yourself. For two ki points, the damage can instead be nullified. This must be decided before damage is rolled.

Fan through the Back

At the 6th level, the Monk has learned how to better respond to incoming attacks. When an incoming melee attack, or ranged attack in melee range, misses you, you may react with either the Flurry of Blows or normal Attack moves. This cannot be done while taking a Calm Stance.

Grasp the Sparrow’s Tail

Starting at the 11th level, you can begin to understand how your ki effects spells. By spending ki points equal to Spell Level+Monk level (minimum 11), you can redirect the entirety of a damage-dealing spell back on the caster. If the spell has a save, you must make that save a second time. On a success, the spell returns to its caster. On a fail, the spell is harmlessly avoided.

Bend Bow, Shoot Tiger

At the 17th level, you have mastered the art of redirecting energy. You may now choose to spend one ki point to take half damage and redirect the attack to another enemy. For 2 points, you take half damage and can add an unarmed strike to the attack when sending it back at the origin. For 2+Half of the monster’s Challenge Rating ki points (minimum 3), you can nullify the damage of an attack as well as send the full damage back to the origin. This must be decided before damaged is rolled.