Luxus Guide To Kitsardia
Luxus Guide To Kitsardia
Luxus Guide To Kitsardia
Stages of Life
A Kits’adria starts its life as a pup: a small fox that is only
discernible from a normal fox through its puffy tail, haunches, and
small tufts of fur at the joints on its legs, most noticeably
appearing like fluffy cuffs above their paws. The pup grows into
something physically resembling a fox (with the same attributes)
over the course of roughly a year. They remain in this form for
about a decade, living as a fox with a heightened sense of
awareness and comprehension, until puberty begins at around
ages 11-14. During this time, the Kits’adria begins to develop
arcane markings on their fur - appearing as if painted in - known
as kitscratch runes. The Kits’adria then begins to experience
dreams and wandering thoughts about a mortal form, which
eventually become clearer as their humanoid forms are imagined
into existence.
The parents and elders surrounding the Kits’adria aid them
during this period, helping them to hone their developing
shapeshifting abilities, imagine an ideal self, and reach out to
seize their new identity. Once they achieve the ability to
Kits’adria shapeshift they reach sexual maturity and create a body
equivalent to a 14-17-year-old human in age, taking a humanoid
Wanderers who tend to pop up in the most unexpected places, form with Elven beauty inherited from their divine originator.
the Kits’adria are natives of the continent of Cu Chullis, born as There are defining features that distinguish the Kits’adria in their
foxes who become shapeshifting humanoids with fox features in humanoid form, such as a huge fox tail, long fox ears in place of
adulthood. They are mischievous by nature and are proficient at regular ones, sharpened nails, and the presence of the kitscratch
sneaking, skulking about, and disguising themselves. Their markings they developed in puberty. Though difficult to
natural shapeshifting abilities allow them to turn into foxes or alter comprehend when going through it, this humanoid form - now
their features to resemble other humanoids. their true form - is something a Kits’adria can craft, their
imagination shaping their personal reality and constructing their
Culture future self.
Kits’adrian culture varies depending on where they are born. Once they take humanoid form they can use shapeshifting
Those born to proper Kits’adrian tribes in Cu Chullis are often magic to hide certain features, appear like other humanoids, and
raised with a respect for nature and life, learning not to take their even return to their fox form (with or without their markings). Over
mischief far enough that they hurt someone beyond repair or, god the next 5-8 years their body develops at the same rate as a
forbid, kill someone without reason. These Kits’adria are human. Aging then slows to a crawl, maintaining the appearance
connected to a loose social community that occasionally is called of a 17-23 year-old. For the remainder of their lives the Kits’adria
together by their matrons for gatherings, coming-of-age retain their youthfulness, partially through genetically slow aging
ceremonies, warnings of anything that their extended tribe should and partially through the subconscious application of
know about, and otherwise educate younger Kits’adria of the shapeshifting magic to retain their luster.
extended society they belong to. Though they rarely see one Kits’adria posses a natural vanity about youth that causes them
another , they have a capacity for remembering members of their to cherish it. Even in old age they have a sense of youth and
tribe and treat their own kind with respect, sometimes leading to dignity, though certain signs of weariness creep in during their
situations where it seems as though all Kits’adria know one final years. The oldest Kits’adria have one tell-tale trait: their
another across large expanses of territory. kitscratch runes fade and become silver. When a Kits’adria finally
Those born outside these circumstances - such as those who succumbs to death, their kitscratch vanishes as the light leaves
have lost their families or were taken away from them at a young their eyes.
These Kits’adria are used to living in forests and jungles. Their increases, your Wisdom score increases by 1 (maximum of 20).
Rundown. Once on your turn, you can choose to sprint
most common hair colorations are red, orange, or black and gray.
These Kits’adria might be considered the most common. suddenly as a burst of adrenaline spurs you forward. Your
Ability Score Increase. If you are using racial ability score
movement speed doubles until the end of your turn. You can use
increases, your Constitution score increases by 1 (to a maximum this feature a number of times equal to your proficiency bonus,
regaining spent uses when you complete a long rest.
of 20).
Shadow Dweller. If you are in dim light or darkness you can
Pursuit. When a creature provokes an opportunity attack from
you, you may use your reaction to chase them down a distance take the Hide action as a bonus action, and do not require cover
up to your movement speed. When you do, each time they move to hide as long as you are in darkness. If you make an attack
while hidden that misses, you may use your reaction to remain
a space you may move to stay in a space adjacent to them that
you can reach using your remaining movement. If at any time the hidden.
Superior Darkvision. Your darkvision extends out to 120 feet.
target is more than 10 feet away from you and you are unable to
move adjacent to them you must stop giving chase.
Wild Life. You have proficiency in Wisdom (Perception)
Half-Breed
checks. If already have proficiency in Wisdom (Perception) Kits’adria who breed with other humanoid species may produce a
checks through any other means, you add your proficiency bonus half-breed, just as a Half-Orc or Half-Elf might. Half-breed
to your Wisdom (Perception) checks a second time (unless you Kits’adria lose some of the core qualities their full-blooded
were already doing so, such as through a feature like expertise). brethren possess but make up for through the qualities of the
bloodline they inherit.
Devilscratch Ability Score Increase. If you are using racial ability score
A fiendish planetouched Kits’adria who is similar in nature to increases, one Ability score of your choice increases by 1 (to a
Tieflings and Fey’ri in that they have devils somewhere in their maximum of 20).
Bloodline. You gain one racial trait from either of the races you
ancestry or suffer from some kind of fiendish curse. Their
features can appear somewhat demonic with their predatory were directly sired from. This can include regaining your
eyes, pronounced nails, and a more aggressive fox form. Their Kits’adrian shapeshifting or any racial trait from the other race.
kitscratch includes infernal writings and bloody tones of red or You cannot choose an ability score increase trait or any trait that
lets you take a feat.
toxic green.
Ability Score Increase. If you are using racial ability score
You may use either race’s age, alignment, size, or languages
increases, your Charisma score increases by 1 (to a maximum of traits during character creation.
Half-Breed Adjustment. You lose the Kits’adrian shapeshifting
20).
feature from this race but may take one feat of your choice that
Fiendish Heritage. In addition to a humanoid Kits’adria, your
creature type is also considered a fiend (devil), and you are you meet the requirements for. This feat is considered a racial
resistant to fire damage. feature for you, and so it can be taken again even if it normally
Flaming Fur. You can cast hellish rebuke a number of times
couldn’t. If the feature has an effect that might stack with itself
(such as sharpshooter or great weapon master), you can only
per long rest equal to your proficiency bonus, using Charisma as
your spellcasting ability, requiring no spell slots or material ever benefit from one instance of the feat’s effects at a time.
Versatility. You gain proficiency in two skills of your choice.
components.
Hellfox. Your fox form is more sinister, featuring pronounced
You can wield any one-handed melee weapon in your mouth increases, your choice of your Intelligence, Wisdom, or Charisma
that you are capable of wielding even if it doesn’t have the score increases by 1 (to a maximum of 20).
light property. Natural Arcana. Choose one class that is capable of
Your base movement speed is increased by 10 feet. spellcasting (not including through their subclasses), then choose
You can perform the verbal components of spells in Kitzish. one 1st-level and one 2nd-level spell that class is capable of
You have a bite attack that is considered a melee weapon and casting. Starting at 1st-level, you can cast the 1st-level spell a
can benefit from features like extra attack. It is considered to number of times equal to your proficiency bonus without a spell
have the finesse property and deals 1d6 piercing damage on slot or material components, regaining spent uses when you
a hit, plus Xd4 fire damage, where X is half your proficiency complete a long rest. When you reach 3rd-level you can cast the
bonus (rounded down). 2nd-level spell once per short or long rest. Your spellcasting
You can use your bonus action to make a claw attack that ability for these spells is the same one the class you picked
functions as your bite attack, except it deals slashing damage would use.
instead of piercing. When you choose spells for this feature you may also choose
spells that are part of the Skulker’s Grimoire spell group instead
Dustmoon of choosing a class, using Charisma as your spellcasting ability
Dustmoon Kits’adria are used to living in planes and fields and for those spells. You may otherwise cast these spells using spell
are expert night hunters. Their eyes have adapted to the night, slots of the appropriate level.
granting them a distinctly cat-like pupil that looks highly predatory Warding Kitscratch. When you are targeted by a spell or
compared to other Kits’adria, and their genes almost always magical effect that targets only you, you may roll the saving throw
leave them with yellow or golden eyes. Their fur is generally a with advantage or impose disadvantage on a spell attack
dark shade, most commonly black or dark brown. targeting you. You may do this a number of times equal to half
your proficiency bonus (rounded down) per short or long rest.
you already do, you gain proficiency in one other skill of your
choice.
Snowfield
Snowy climates arel often home to packs of Kits’adria who
wander the snowy tundras and fields searching for food and fun,
doning snow-white fur that functions as camouflage. They are
highly adapted to the freezing environments they call home,
including being able to avoid detriments like snow blindness.
Ability Score Increase. If you are using racial ability score
Personality Traits
d8 Personality Trait
1 I like to wander in great open areas, and the horizon always calls to me!
2 My natural curiosity often gets the better of me, and I love to ask questions that lead to more questions.
3 I make a game out of hiding that I’m a Kits’adria, purely for the fun of it.
4 I enjoy spending more time in my fox form than my humanoid form.
5 Varied groups are more enjoyable than ones filled with like-minded people, so I seek out such groups.
6 I like to collect bobbles and small items and make accessories out of them.
7 I purposefully play against the stereotypes people have of my kind.
8 I like practicing voices and mannerisms for my various disguises.
Ideals
d6 Ideal
1 The world is filled with too many points of view to consider any single one correct. (Chaotic)
2 The law is imposed by mortals, but when engaging with civilized folk one should respect their customs and way of life. (Lawful)
3 The wind has a will of its own. I don’t want to miss its call, as so many people do. (Neutral)
4 The world is filled with fun if you know where to look. Even during the bad times. Especially during the bad times. (Good)
5 People are easily fooled and tricked. It’s of no consequence if that’s convenient for me. (Evil)
6 Staying still isn’t for me. I want to see more of the world than anyone else. (Any)
Flaws
d6 Flaw
1 I have a terrible poker face and can’t keep a secret.
2 I’m a bit clumsy when I’m using my illusions, often forgetting where my tails and ears are. They frequently bump into things.
3 I don’t follow complex politics or regulations very well as I’m not used to them.
4 I have a tendency to assume people think the same way and I’m not always sensitive to local customs.
5 All too often I try to get the most out of a situation, sometimes to the point of it passing me by entirely.
6 I am very picky about the food I eat, and I’m just as vocal about it.
Quirks
d6 Quirk
1 I compulsively brush my tail when I’m nervous.
2 My ears are highly emotive, often giving away my disposition.
3 I like to be treated like a pet when in fox form, often looking for strokes and treats.
4 I have a tendency to blurt out the first thing that comes to mind.
5 I’m secretive about basically everything. Better to keep them guessing.
6 I like to adorn my ears and tail with accessories and take very delicate care of my nails and teeth.
Bonds
d6 Bond
1 I was born to a relatively large community of Kits’adria and know a great many of my kind.
2 My mother is the Tail-Mother of a community, and I’ve been raised to take her place someday.
3 I lost my parents or was abandoned as a child, and grew up with parents who didn’t know much about Kits’adria.
4 I have a best friend I met at a communal gathering. They stay in contact with me and we meet up frequently.
5 I’m secretly part of an influential family where I’m from, but no one there knows I’m a Kits’adria.
6 A criminal once discovered my secret identity and blackmailed me into working for them. Now they’re my partner in crime, like it or not.
T
his section contains options a player can select
when building their character, outside the core Kits’adria
features. These options, subclasses, weapons and armor
options are available to you as your GM deems
appropriate, and at their discretion you may also utilize options or
content from the sections listed in the Dungeon Master’s tools.
Subclasses. These subclass options can be taken at the levels
listed.
Spells. A collection of spells that players and NPCs make use,
T
he subclass options included can be used when a
creature reaches the appropriate level in the class listed.
Barbarian Monk
Slight Skirmisher. Abandoning the need for heavy weaponry, Way of Flowing Energy. These Monks redirect beneficial and
slight skirmishers find greater utility in light weaponry and swift harmful energy in the world around them.
strikes.
Way of the Slicing Nail. Warriors who slice through their enemies
Wild Wonder. Contrary to the savage image of a Barbarian, easily, deriving their teachings from ancient Kits’adrian tutors.
these fighters channel primal magic through their weapons.
Paladin
Bard Oath of Silence.Warriors who feel actions speak louder than
College of Adventure.Lovers of fantastic tales who seek the words and focus on results that require no minced words.
most adventurous epics to record and bare witness to.
Oath of Passage. Paladins to protect those who wander and
Storytellers who gather knowledge about
College of Tradition. ensure none are trapped or held against their will.
traditions and communal practices and find the truth behind them.
Petal Knight
Cleric Foxglove. Predisposed to wandering, these fighters are adept at
Mischief Domain. Clerics who uphold the virtues of harmless dealing with poisons and the hazards of the wild world.
discord and stand against malicious harm and misfortune, and
those who abuse authority. Fox and Cub. This Petal Knight carries the sun’s light and can
conjure up various radiant energies and effects.
Druid
Circle of Pestering.These tricksters can seek, hunt, and bother Ranger
others with supernatural efficiency. They are deceptive and Gun-Dweller. A Ranger who has learned to use firearms to a
elusive by nature. masterful level of proficiency.
Circle of Souls.Druids of a circle that understands and can Pause Stalker. Trained in the magic and tactics of Kits’adria who
manipulate the nature of souls, both dead and alive. guard sacred temples, these warriors excel in forest
environments.
Fighter
Corrosion Knight. A student of alchemy who mixes various Rogue
poisons into their combat style, delivering them with their Foxfire Pack. Sorcerous to a degree, this Rogue can summon a
weapons. pack of fiery fox spirits to aid them.
Roamer. Hearty and strong, this Fighter has experience with Sorcerer
travel and survival that they can pass on to their allies. Foxblood. Carrying a spark of magic of Kits’adrian origin, this
subclass grants quick and deceptive qualities.
Swiftcut. Rapid Fighters who rely on quick weapons and light
armor like a rogue might. Sword Saint
Way of Kyuubi. Focusing on the basics, this Sword Saint focuses
Inscriptor on the originator of the sword saint class as a whole
Pictography. Rather than rely on words, these Inscriptors use
pictures, symbols, and other images to evoke their powers. Way of Tamamo no Mae. A warrior who mixes a wizard’s magic
into their combat style.
Kitsune’s Scribe. Explores and nature lovers, these journalists
archive the natural wonders of the world and use their records to Warlock
conjure magic. The First Fox. A contract forged with Kitsune, which manifests as
a spiritual fox companion that they shape through their
Magus connection and growth.
Cognition Magecraft. Using magecraft to alter their senses,
these magi alter their perception and the perception of others. The First to Skulk. A pact with a member of the first Kits’adria,
which grants fox-like qualities and powers. Includes extra
Toxicology Magecraft. Magi who focus on exploiting and invocations.
manipulating toxins and poison.
Wizard
Grassroots Alchemist.A mage who studies natural magic, and
produces alchemic concoctions from that research.
Slight Skirmisher
Most Barbarians rely on brute force and lose themselves in the
primal rage that drives them. Slight Skirmishers don’t shy away
from their brutality but have trained themselves to be proficient
with more precise weapons. They do not aim to undermine their
own rage. Rather, when in a frenzy they allow their training to
intuitively guide their actions and trust the two skill sets will work
in tandem.
Flow State
3rd-level Slight Skirmisher feature
While in a rage you can sharpen your instincts and let your
training guide you without thought. You gain advantage on
Dexterity checks, and your rage damage can be applied to all
thrown weapons and any melee weapon that uses your Dexterity.
These weapons can also gain advantage through your reckless
attack feature.
The first time you hit with a Dexterity-based weapon on each
turn, you may roll one of its weapon damage dice again and add
it to the damage roll.
Furious Quickdraw
14th-level Slight Skirmisher feature
If a creature you can see leaves the normal/short range of a
thrown weapon you have on your person, you may use your
reaction to draw that weapon with a free hand and make a thrown
weapon attack against that creature.
Heightened Senses
14th-level Slight Skirmisher feature
While you are raging you can take a second reaction each
round, but both cannot be in response to the same trigger.
3rd 3 2 - - - modifier
Spell attack modifier = your proficiency bonus + your Wisdom
4th 4 3 - - -
modifier
5th 4 3 - - -
6th 4 3 - - - Spellcasting Focus
7th 5 4 2 - - You do not require a spellcasting focus as long as you are
8th 5 4 2 - - wielding a weapon you are proficient with, which acts as your
9th 5 4 2 - - focus instead.
10th 6 4 3 - -
11th 6 4 3 - -
Spellcasting While Raging
12th 6 4 3 - - You can concentrate on and cast Druid spells while raging, and
13th 7 4 3 2 - your rage damage is added to any damage you deal with Druid
spells you cast.
14th 7 4 3 2 -
15th 7 4 3 2 - Skulker’s Grimoire
16th 8 4 3 3 -
If you are a Kits’adria or have a mentor who is a Kits’adrian
17th 8 4 3 3 - spellcaster/member of the First to Skulk, you may treat all spells
18th 8 4 3 3 - in the Skulker’s Grimoire as Druid spells and learn them as well.
19th 9 4 3 3 1
20th 9 4 3 3 1 Reckless Caster
6th-level Wild Wonder feature
Spell attacks you make as part of your Druid spells can benefit
from your reckless attack feature. When you cast a Druid spell
while raging, your rage does not end early on your next turn.
Spellcasting
3rd-level Wild Wonder feature Raging Spell
Your primal anger gives way to a connection to nature that 10th-level Wild Wonder feature
allows you to draw upon arcane forces and cast spells from You can cast a Druid spell without expending a spell slot by
natural sources even in your fury. expending one use of your rage instead. When you do so, the
spell you cast must be of a level equal to or less than your rage
Spell Slots
damage bonus, and is treated as if it were cast with a spell slot of
The Wild Wonder table shows how many spell slots you have to that level as well. You may do this a number of times equal to half
cast your Druid spells of 1st-level and higher. To cast one of your proficiency bonus (rounded down), then cannot do so again
these spells, you must expend a slot of the spell’s level or higher. until you complete a long rest.
You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and Primal Duplicity
have a 1st-level and a 2nd-level spell slot available, you may cast 14th-level Wild Wonder feature
charm person using either slot. When you take the Attack action, you can replace one of your
weapon attacks with casting a Druid spell that has a casting time
of 1 action.
W
hen you take your third level as a Bard, you can College of Tradition
choose one of the following Bardic Colleges, gaining its
features at the levels listed. Bards of this college gather information on stories and lessons
handed down within communities and try to discern their
College of Adventure meaning. They find the kernel of truth within them that is most
useful and play up the moral it is trying to pass on. By
Bards of the College of Adventure focus on the fantastic accumulating various anecdotes and stories like this they learn
setpieces and adventurous individuals who star in most legend how many people perform different tasks, see the world, live their
and heroic tales. They sing of the moments a hero crosses lives, and otherwise interact with one another. A Bard from the
blades with their greatest enemy and revel in the artistry of College of Tradition can be a helpful member of any operation as
combat. Their expertise on the matter leads them to proficiency in long as they know a bit about what they’re talking about since
martial combat, and they use their knowledge to join in the fray they are powerful improvisers that can quickly instruct and
as a martial combatant themselves. educate others on how to perform tasks they’re familiar with.
These bards will be found seeking hot-blooded adventure, and
sometimes will seem like they’re trying to star in their own epic
tale. Their songs share their love of a good fight, so their music College of Tradition Features
pushes their allies into a state of frenzied determination. These
bards are rarely found rooted in one place, and so will almost
Level Features
always be encountered on the road or in the company of 3rd Bonus Proficiencies, Expert Example
wandering adventurers. 6th Tale of Guidance
14th Moral of the Story
Expert Example
3rd-level College of Tradition feature
Bonus Proficiencies When a creature benefiting from your bardic inspiration makes
3rd-level College of Adventure feature an attack roll, saving throw, or skill check using a weapon, save
You gain proficiency with medium armor and melee weapons. or skill you are proficient with, they may add your proficiency
When wielding a melee weapon you are proficient with you can bonus to the result of the bardic inspiration die if they choose to
use it as a spellcasting focus for your bard spells. use it. If they are already adding their proficiency bonus to it a
second time by a feature such as expertise, they add half your
Leap of Faith proficiency bonus (rounded down) instead.
3rd-level College of Adventure feature
When you or a creature within 60 feet of you makes any roll Tale of Guidance
that would normally be able to benefit from your bardic inspiration 6th-level College of Tradition feature
but they do not have any, you may choose to use your reaction to As an action, you can use your instrument to perform an
spend one use of your bardic inspiration to roll your bardic inspiring tale that benefits those around you, speaking
inspiration die and add it to the result of their roll. You must anecdotally of a similar situation and how to overcome it. You can
choose to do so before the roll is made. choose a number of creatures within 30 feet of you, and of a
number up to your proficiency bonus. The next time within 1
Encore Action minute that those creatures make an attack roll, saving throw, or
6th-level College of Adventure feature ability check, they do so with advantage. If you use this feature
When you cast a Bard spell on your turn using a spell slot, you again before they do, the effect ends for them immediately.
may either make one melee weapon attack against a creature
within range or move up to half your movement speed (rounded Moral of the Story
down) without provoking opportunity attacks. 14th-level College of Tradition feature
When a creature within 60 feet of you uses your bardic
Victory March inspiration on a roll and succeeds, you can use your reaction to
14th-level College of Adventure feature reinforce their inspiration and pass it along to others. Choose a
When you give a creature a bardic inspiration, they can choose number of creatures within 30 feet of them equal to half your
one of the following: ability checks, saving throws, or attack rolls. proficiency bonus (rounded down) - which can include you and
Until they choose to use your bardic inspiration they roll 1d4 and the initial creature - to gain this benefit. Every time those
add it to the result of each roll of the chosen type they make. creatures make the same type of roll within the next 10 minutes
When they do finally use the bardic inspiration, if the bardic (a specific save, specific skill, specific ability check, or any attack
inspiration die result is half its highest possible value or less, they rolls) they roll 1d6 and add it to the result, and continue to do so
may roll 1d4 and add it to the result as well. as long as they succeed. If they fail, however, the effect ends
early for them.
W
hen you take your first level as a Cleric, you can
choose one of the following Divine Domains, gaining its
features at the levels listed.
Mischief Domain
Clerics of the Mischief Domain follow after gods that revel in
causing harmless discord, including Somnus Domina’s Luxus.
They are less traditional than Clerics often tend to be, using their
abilities to humble those who use their control over others to
cause misfortune and unhappiness. They often act like
vagabonds and rogues, performing heroic deeds against those
they consider to be stuffy or arrogant, and trying to reintroduce
some zest into the lives of those around them.
Killer Critical
Bonus Proficiencies 6th-level Mischief Domain feature
1st-level Mischief Domain feature Whenever you score a critical hit against a creature you gain
You gain proficiency with all light or finesse weapons. two benefits: if you did so using a weapon, once that turn you
may roll two of the weapon’s highest damage dice again and add
Improved Critical (Swift) the result to your damage roll; you may use your bonus action to
1st-level Mischief Domain feature make two more weapon attacks using a light or finesse weapon
You score a critical hit on melee attacks using weapons with (you may stow a weapon and draw a new one as part of this
the light or finesse property on an attack roll result of 19 or 20. bonus action).
W
hen you take your second level as a Druid, you can
choose one of the following Druid Circles, gaining its
features at the levels listed. Circle of Pestering Features
Level Features
2nd Person of Interest, Rascal’s Whisper
Circle of Pestering
6th Hide and Seek
Proficient in seeking out particular individuals and tagging along 10th Puppetwood Clones
blissfully unaware of if they are needed (or wanted), Druids of the
14th Blurred Reflection
Circle of Pestering are slippery individuals who are difficult to
understand, pin down, or avoid. They have an uncanny sense of
direction when seeking out others, and seek to just as easily
vanish from sight when they don’t want to be caught.
Person of Interest
2nd-level Circle of Pestering feature
Each time you complete a long rest, you can attempt to
magically intuit the direction of a creature that you have met or
seen before. Unless that creature is shielded from divination
magic or is on a different plane, they must make a Wisdom
saving throw against your Druid spell DC, modified as though you
were casting the scrying spell and targeting them. If they fail, you
discern their direction. If they are within 1 mile of you then you
become aware of how far away from you they are. This feature
cannot track creatures that are dead, undead or a construct.
Rascal’s Whisper
2nd-level Circle of Pestering feature
You learn the message cantrip, which does not count against
your cantrips known. When you cast message you do not have to
point at your target and can choose a number of extra creatures
within the spell’s range equal to your proficiency bonus. Your
targets all hear the message you whisper, and each of them can
contribute a response that all the targets (and you) hear. When
you cast the spell you can choose any targets who you wish to
not be able to respond.
Puppetwood Clones
10th-level Circle of Pestering feature
Once per short or long rest as a bonus action on your turn, you
can channel illusory magic to create wooden puppets which are
made to look realistic and indistinguishable from you through
illusory magic. These puppets function identically to the mirror
clones created by the spell mirror image, but can still trick
creatures that do not rely on sight and do not count as a spell for
the purposes of effects like dispel magic. Each round, if any
puppets have been destroyed, you can use your bonus action to
restore one destroyed puppet.
Blurred Reflection
14th-level Circle of Pestering feature
You have learned how to further confuse your enemy’s
perception of you. You can cast misty step at will, and blur a
number of times per long rest equal to half your proficiency bonus
(rounded down).
Spirit Sap
6th-level Circle of Souls feature
Circle of Souls Features
When you score a critical hit or reduce a hostile creature to 0
Level Features hit points within 60 feet of you, you can choose to absorb a
2nd Spirit Weave, Soulbinder fraction of their departing soul and use it to empower you. You
6th Spirit Sap can choose to either regain one expended spirit link or gain
temporary hit points equal to 1d8 + half your Druid level (rounded
10th Aura of Enduring Spirit, Last Thoughts
down). Once you do so, you cannot use this feature again until
14th Provisional Manifestation the start of your next turn.
Aura of Lucidity
10th-level Circle of Souls feature
Soulbinder Once per short or long rest you can create an aura as a 20-
2nd-level Circle of Souls feature foot-radius sphere centered on you, which follows your
You are invested with the power to compel souls to remain movements and eases the spirits of those within it. The sphere
within their dying bodies. If a creature within 30 feet of you fails a remains for 1 minute, until you lose consciousness, or until you
death saving throw (except in the case of a natural 1), you can dismiss it (no action required). Any creature within your aura that
use your reaction to have them either reroll the death save and you consider an ally makes Wisdom and Charisma saving throws
keep the new result, or erase the failed result and delay their fate with advantage, and cannot be charmed or stunned.
until the next time they roll. If the creature fails death saves as a Furthermore, when one or more creatures within your aura
result of taking damage while dying, you must choose to erase make a saving throw against the same spell or magical effect,
the result. You can only negate up to one failure per creature, you can expend a spirit link to give them advantage on their
which is restored after completing a long rest. saving throw, manifesting your spirit weave around them to
invisibly protect them.
Any undead creature that starts its turn within your aura or
enters it for the first time on its turn is burned by its natural
splendor, taking radiant damage equal to 1d10 + half your Druid
level (rounded down).
Last thoughts
10th-level Circle of Souls feature
If you touch the body of a dead creature, you can speak to and
communicate with its dead soul telepathically as long as it has
not been dead for longer than 1 day. When you do so you can
only speak with it for up to 10 minutes (beginning when you reach
out to it), after which point communicating with it further becomes
impossible through this method. Any creature who is in physical
contact with you when you are in contact with a recently departed
soul can hear you converse, and may telepathically speak to
them as well if you allow it.
Provisional Manifestation
14th-level Circle of Souls feature
You can harness the latent energy of your spirit weave to
create magical energy. As a bonus action, you may spend any
number of spirit links to create a spell slot equal to the number
you spend, and this spell slot can only be used to cast Druid
spells. You may only spend a number of spirit links equal to or
less than half your proficiency bonus (rounded down) in total,
then cannot do so again until you complete a short or long rest.
The next time you complete a long rest you lose any spell slots
created this way.
Any soulless creature you target with spells cast using these
newly created spell slots have disadvantage on saving throws
against them.
W
hen you take your third level as a Fighter you can Double Application
choose one of the following Martial Archetypes, gaining 7th-level Corrosion Knight feature
its features at the levels listed. When you apply your homebrewed poisons you can choose to
apply multiple doses at once. If you do, their collective damage is
Corrosion Knight applied if the target fails their saving throw against it. You can
only apply a number of doses at once equal to half your
Investing in the less honorable act of poison, the Corrosion
proficiency bonus (rounded down).
Knight can brew special poison oils to apply to their weaponry
which burns away the vitality of their opponents. As they advance
Quick Preparation
their craft they learn to modify these poisons to suit different
10th-level Corrosion Knight feature
purposes. They carry these poisons in unique small satchels that
Each time you complete a short rest you can replenish up to
can be shattered upon weapons as needed for quick application,
two spent doses of your poisoned oil.
and with the proper experience can be modified to be used for
medical purposes.
Poison Advancement
10th-level Corrosion Knight feature
You can choose to make one of the following adjustments to
Corrosion Knight Features your poisoned oil when you take this level, which affects all
poisons you make from that point on. Each time you gain a new
Level Features Fighter level you can choose to change your selection.
3rd Homebrewer
7th Double Application Advanced Potency
10th Quick Preparation, Poison Advancement While your weapon is coated in your poisoned oil, each time it
15th Medical Mixture hits a creature it deals poison damage equal to one of your
corrosion damage dice.
18th Greater Advancement
Change in Grade
Your corrosion damage can be fire, acid or necrotic damage (you
choose when applying the oil).
Debilitation
If a creature fails their saving throw against your poisoned oils
DC by 5 points or more, they are poisoned for 1 hour. At the end
of each of their turns, they repeat the saving throw against your
poisoned oil, ending the effect on a success.
Extra Dose
When you complete a long rest you prepare two extra doses of
your poisoned oil.
Unbreakable State
Roamer Features
18th-level Roamer feature
Level Features On your turn, you can choose to expend one use of your action
3rd Wanderer surge to enter a furious state of heightened attack and defense.
7th Heavy Block For 1 minute, you gain the following benefits:
10th Survivor Each time you take the Attack action, you can use your bonus
15th Carve a Path action to make one extra weapon attack.
18th Unbreakable State If you use your reaction, you regain it at the start of each
creature’s turn. If you use it twice or more before the start of
your own turn you can only use it to make opportunity attacks
or take the heavy block reaction.
Wanderer You score a critical hit on melee weapon attacks on a d20
result of 19 or 20, and critical hits with melee attacks deal an
3rd-level Roamer feature
extra weapon die of damage.
Your knowledge of survival and travel allows you to better
instruct your allies. Each time you finish a short or long rest, you This state ends if you fall unconscious or choose to end it early
can choose one of the following options: (no action required).
Inspiring Story
You and up to five other creatures you tell a cautionary tale of
survival to gain temporary hit points equal to 1d8 + half your
Fighter level (rounded down). These temporary hit points vanish
the next time they complete a short or long rest.
Instructions
You advise on how to survive in the current environment. The
creatures you rest with have advantage on Wisdom (Survival)
checks until the next time they complete a short or long rest.
Eyes Open
A number of creatures you choose equal to your proficiency
bonus (including you) that you spend the rest with are warned
against letting their guard down, and have advantage on the first
initiative check they make before they complete their next short
or long rest.
Heavy Block
7th-level Roamer feature
As long as you are wielding a shield, when you are hit with a
weapon attack you can see you can use your reaction to reduce
the piercing, slashing, and bludgeoning damage you take by an
amount equal to your Fighter level plus the shield’s bonus to your
armor class.
Survivor
10th-level Roamer feature
You have advantage on saving throws against being poisoned,
paralyzed, or stunned, or that you make to recover from those
conditions.
Swiftcut Features
Level Features
3rd Flurry Action
7th Breathing Exercise
10th Strike Upon Strike
15th Pack Tactics
18th Advantageous Blow
Flurry Action
3rd-level Swiftcut feature
You are quick on your feet and able to strike precision blows.
As long as you are not wearing heavy armor, you can use your
bonus action to Dash or make a weapon attack using a one-
handed weapon on your turn.
Breathing Exercise
7th-level Swiftcut feature
When you use your second wind as a bonus action, you can
Dash or Disengage immediately as part of the same action.
Pack Tactics
15th-level Swiftcut feature
When you make an attack roll against a creature while an ally
of yours is within 5 feet of your target and not incapacitated, you
have advantage on that attack roll.
Advantageous Blow
18th-level Swiftcut feature
You can pursue openings in your opponent’s defenses,
provided you have an edge to exploit. Once per turn, if you hit a
creature with a one-handed weapon and have advantage on the
attack roll, you may roll one of the weapon’s damage dice three
more times and add the results to the damage roll.
W
hen you take your first level as an Inscriptor, you
can choose one of the following Authorial Intents, gaining
its features at the levels listed.
Pictography
These Inscriptors draw detailed or abstract images to capture
their targets. Erring on the side of artistic and interpretive, their
craft allows them to move beyond the limitations of language to
invoke physical characteristics and more visual effects.
The primary Correfont who celebrates and communicates with
these sorts of individuals is called Etskech: an aberrant being
who exists in two dimensions within flat surfaces and changes
their appearance at will to blend into whatever frame or surface
they’re inhabiting. Their library in Vulta de Congenio is a museum
consisting of parchment walls, with various frames copying the
works of famous artists from across the realms.Etskech’s primary Fine Details
means of communication is through changing its appearance into 5th-level Pictography feature
a variety of images, and it seldom ever speaks. You have the ability to alter the physical characteristics of
subjects you artistically render. You can cast alter self and
disguise self at will. When you cast alter self you can spend a
narrative twist to target a number of willing creatures within 30
Pictography Features feet of you equal to your proficiency bonus who benefit from the
Level Features spell in the same way you do.
1st Protected Vision
Painted Over
5th Fine Details
8th-level Pictography feature
8th Painted Over When you begin to take a long rest, you can draw a rendition of
12th Visual Reference the area you are attempting to rest in (a 20-foot-radius sphere
20th World of Personal Design centered on a point you can see), including footnotes to attempt
to reinforce it as a sanctuary to rest in. When you do, any
Chapter Spells creature who rests in the space within the next 8 hours (or until
Level Chapter Spell you leave) benefits from a +5 bonus to their Wisdom (Perception)
checks and passive Perception checks. All doors within that
1st Inflict Wounds space become locked for the duration as though by the arcane
3rd Mirror Image lock spell until you will them to unlock or the effect ends.
5th Hypnotic Pattern The conditions within that space become more livable and
7th Compulsion comfortable, granting all creatures resting in that space
9th Seeming advantage on any saving throws they must make against
environmental effects or ongoing effects like poison or disease.
Visual Reference
12th-level Pictography feature
Protected Vision When you see a creature cast a spell, you can use your
1st-level Pictography feature reaction to quickly create a visual representation of that spell’s
Your eye for detail is unparalleled. You are immune to being effects. At any time within the next minute, you can spend a use
blinded, gain darkvision out to 60 feet if you did not already have of consultation to cast that spell as well (invoking the same
it, and gain proficiency in Wisdom (Perception) checks. If you effects as the original caster, and cast at the same level as if
already have proficiency in Wisdom (Perception) checks you gain using the same level of spell slot). Once you do so, you cannot
expertise instead: when you make a Wisdom (Perception) check cast that spell again this way unless you see it cast again, and
you add your proficiency bonus a second time, unless another copying another spell effect into a visual reference erases the
effect already allowed you to do so. previous one.
If at any point you are given the option to gain proficiency in a If the spell you cast this way requires a 6th-level spell slot or
skill and do not have expertise in Wisdom (Perception) checks, higher, you must also spend a pact spell slot when you cast it.
you can choose to take expertise in them instead.
Boundless Speed
12th-level Kitsune’s Scribe feature
When you take the Dash or Disengage action, your movement
speed doubles until the end of your turn (including the movement
you have already taken).
Nine-Tailed Manifestation
20th-level Kitsune’s Scribe feature
You may invoke Kitsune’s divine power directly as an action,
summoning a spectral nine-tailed fox the size of a horse to watch
over and empower you for 1 minute. During this time you gain the
following benefits:
W
hen you take your second level as a Magus, you Blindspot
can choose one of the following Craft Focuses, gaining 6th-level Cognition Magecraft feature
its features at the levels listed. As a bonus action on your turn, you can target one creature
that can see you and attempt to affect their sense of perception.
You must choose one of the options below, pay its ether point
cost, then force the target to make a Wisdom saving throw
against your spell save DC. On a failure, they are subjected to
the effect you picked, and at the end of each of their turns, they
reattempt the saving throw, ending the effect on a success.
Greater Crest
14th-level Cognition Magecraft feature
Cognition Magecraft Features You possess greater magecraft than would normally be
possible using regular means, learning it slowly as you master
Level Features your craft. When you gain this feature you can choose one 7th-
2nd Master of Occurence level illusion or enchantment spell from any spell list, which
6th Blindspot counts as a Magus spell for you. When you reach 15th-level as a
10th Light Field Manipulation Magus you can choose a spell of 8th-level, then when you reach
17th-level as a Magus you can choose another of 9th-level.
14th Greater Crest, Truesight
These spells do not count against your Magus spells known,
cannot be switched out for another spell when gaining Magus
levels, and cannot be transferred via crest transfer.
Toxic Efficacy
You become immune to poison damage.
When this feature makes reference to your toxic efficacy, it is
The first time on each turn when a creature hits you with a
referring to the potency of the toxins you wield. Your toxic efficacy
weapon attack from within 5 feet, they take the damage from
is poison damage equal to 1d6 multiplied by your proficiency
bonus. your toxic efficacy.
The first time on each turn you deal damage with a weapon
Toxin Expert attack or spell, you deal extra poison damage equal to your
Magus level. If there are multiple possible targets, you must
2nd-level Toxicology Magecraft feature
choose one to take the extra damage.
You are immune to the poisoned condition and resistant to
If any creature would gain hit points or temporary hit points as
poison damage.
a result of dealing damage to you (such as by the spell
Shroud of Microtoxins vampiric touch), they do not gain those points and, instead,
take poison damage equal to half of what they would have
6th-level Toxicology Magecraft feature
gained (rounded down).
There is an ever-present invisible cloud of microscopic toxins
You do not need to breathe.
that swarm around you in a 10-foot-radius sphere centered on
you. As a bonus action on your turn, you can spend a number of You can use this feature once per long rest, but after using it
ether points equal to or less than your proficiency bonus. If you once may use it again by expending 2 ether points.
do, you may target a number of creatures within your aura of a
number equal to or less than twice the number of ether points Suffocating Shroud
you use. Those creatures must make a Constitution saving throw 14th-level Toxicology Magecraft feature
against your spell save DC. On a failed save they take the When a creature fails their saving throw against your shroud of
damage of your toxic efficacy and are poisoned until the end of microtoxins, you can choose to spend an extra ether point to
your next turn. separate a fragment of your shroud from you and have it remain
on them, invisibly assailing and suffocating them. While this
Toxic to the Bone shroud remains on them they are poisoned, they take 2d8 poison
10th-level Toxicology Magecraft feature damage at the start of each of their turns, and they are unable to
Your craft has advanced far enough that you can infuse your breathe. The creature makes Constitution saving throw (using
own body with dangerous toxins at will, protecting you from those your spell save DC) against the shroud at the end of each of their
who look to physically threaten you. As a bonus action, you can turns, ending the effect on a success.
flood your body with toxins that are harmless to you but grant you A creature poisoned by this effect cannot recover from it until
the following benefits for 1 minute, or until you choose the end of they succeed its saving throw.
effect (no action required):
W
hen you take your third level as a Monk, you can Way of Flowing Energy
choose one of the following Monastic Traditions, gaining
its features at the levels listed. Listening to the natural energies of the universe, monks of the
Way of Flowing Energy feel the current of the world moving
through them and through everything around them. To them,
there is life in everything from the most ancient dragon to the
smallest sliver of stone. They learn to channel the flow of energy
in the world around them, rerouting it and bending it to their will.
Their understanding is to the contrary, however: their practice
may redirect energy, but it is their philosophy that they are merely
an instrument moving that flow where it wishes to go.
Resistant Body
6th-level Way of Flowing Energy feature
You can attune yourself to the world around you, giving you a
miraculous aversion to harm from it. Choose three damage types
(except piercing, slashing, bludgeoning, force or poison). You
gain resistance to those damage types. You can choose
additional resistances this way when you gain levels as a Monk.
You can choose one more each at 9th, 13th and 17th-level.
Avoidance
17th-level Way of Flowing Energy feature
Your ability to shake off and redirect energy grants you near
invulnerability if a path to safety exists. When you are subjected
to an effect that allows you to make a saving throw to take only
half damage, you instead take no damage if you succeed, and
only half if you fail.
Foxnail Technique
3rd-level Way of the Slicing Nail feature
You can strike so precisely with weapons that even a blunt
instrument can cut like a blade. When your unarmed strikes or
monk weapons would deal piercing or bludgeoning damage, you
can choose to have them deal slashing damage instead.
Spirit of Roots
6th-level Way of the Slicing Nail feature
Choose one first-level and one second-level spell from the
Druid spell list. You can cast these spells at base level by
spending a number of ki points equal to their spell-level, using
your Ki save DC for them, and Wisdom as your spellcasting
ability. When you reach 8th-level you may choose a third-level
spell from the Druid spell list this way, a fourth-level spell at 11th-
level, and finally a fifth-level spell at 14th-level.
Each time you gain a Monk level you can switch out one of
these spells for another Druid spell of the same level.
Foxpaw Strike
11th-level Way of the Slicing Nail feature
When you strike a creature with an attack that deals slashing
damage, you can employ a series of quick strikes to attempt to
deal further damage by spending 2 ki points, and forcing the
target to make a Dexterity saving throw against your Ki save DC.
On a failure, they are dealt slashing damage equal to one of your
martial arts dice multiplied by your proficiency bonus.
You cannot use this feature the same turn you attempt your
stunning strike. If you use one of these features, you cannot use
the other on that turn.
When you reach 17th-level as a Monk, each time you attempt a
foxpaw strike against a creature who has not taken damage from
it that turn, you do not have to spend ki points.
W
hen you take your third level as a Paladin, you can Sly Passage
choose one of the following Sacred Oaths, gaining its You can use your Channel Divinity as bonus action to find a path
features at the levels listed. that gives you no resistance as an action. For 1 minute, when
you take movement and move through the space of a non-hostile
Oath of Passage creature, it consumes no extra movement speed. You may also
move through the space of hostile creatures (unless they are a
Traveling in search of new wonders, and seeing the world as a
solid mass such as a gelatinous cube, living wall, or other such
domain in need of patrol and protection, Paladins of the Oath of
creature) as you would normally move through a non-hostile
Passage are always on the move, seeking the next adventure or
creature’s space, provided there is an unoccupied space within
purpose they can find. Their passive vow is to follow the roads of
range for you to stop in.
civilization and clear the way for those with less power than
themselves, doing what they can to ensure the paths that Divine Haste
connect the world are clean and safe. Those who follow the oath
might do so because they find it hard to settle, and wish to As a bonus action, you can use your Channel Divinity to invoke
perform their duty on the road. They are wanderers by trade and an accelerated state of movement. For 1 minute your base
often are called upon by their churches and deities to address movement speed is increased by 10 feet multiplied by your
services required beyond the lands a Paladin might usually be proficiency bonus.
asked to explore. Alternatively, when you reach 7th-level and you choose to use
this action, you can split this extra movement speed among
creatures within your Aura of Junction. You can give other
Oath of Passage Features creatures a speed bonus that is a multiple of 5 feet, subtracting
that amount from your own bonus. No other creature can receive
Level Features a greater bonus to their speed from this effect than you.
3rd Channel Divinity, Cunning Action
7th Aura of Junction Cunning Action
15th Sacred Haste 3rd-level Oath of Passage feature
You are used to quickly gaining ground. You can use your
20th Light of Pure Passage
bonus action to take the Dash or Disengage actions.
Oath Spells
Aura of Junction
Level Oath Spell 7th-level Oath of Passage feature
3rd Feather Fall, Miraculous Evasion You project an aura of acceleration that affects all friendly
5th Misty Step, Spider Climb creatures within 10 feet of you. Any affected creature starting its
9th Haste, Power Word Repel * turn within this aura can use their bonus action to Dash. You can
also use your bonus action to swap places with a willing creature
13th Dimension Door, Find Greater Steed
within your aura as long as they are the same size as you. If your
17th Passwall, Tree Stride target is restrained or grappled by a creature or effect, that effect
switches to you.
Spells marked with * are from The Inscriptor.
At 18th-level, the range of this aura increases to 30 feet.
Sacred Haste
15th-level Oath of Passage feature
Once per long rest, you can cast the haste spell, targeting
yourself and requiring no spell slot or materials. When you cast it
this way you can concentrate on it at the same time as up to one
other spell, but make concentration checks for both as if they
were one spell, failing or succeeding together.
When you lose concentration on haste you do not suffer from
the round of exhaustion the spell would normally inflict.
Free Movement
15th-level Oath of Passage feature
If you are grappled or restrained, you can escape from your
bindings by spending 5 feet of your movement. Standing from
being prone only takes 5 feet of your movement speed. When
you draw or stow a weapon as an interaction, you can freely draw
or stow another as part of the same interaction.
W
hen you take your second level as a Petal Knight,
you can choose one of the following Epithets, gaining its
features at the levels listed. Foxglove Features
Level Features
2nd Bonus Proficiencies, Toxic Smite
6th Toxcological Miracle
11th Venom Epithet
15th Creeping Death
Foxglove
The Foxglove epithet manifests for natural wanderers and those
who feel most at home in the depths of exotic territory. Naturally
Bonus Proficiencies
attuned to poisons and toxins, this epithet reveals a solitary, 2nd-level Foxglove feature
distant nature best suited to exploring the world outside the You gain proficiency in Wisdom (Survival) checks and
reaches of civilization. poisoner’s kits.
Those who manifest this epithet only have their bold desire to
explore the wild amplified, as it grants them understanding and
Toxic Smite
immunity to poisons and toxic elements they might stumble 2nd-level Foxglove feature
across. You cannot use this feature on the same attack that benefits
from any other class feature with smite in its name. When you hit
a creature with a one-handed melee weapon attack you can
expend a pact spell slot to create a glowing purple miasma that
follows your strike, causing that attack to deal extra poison
damage equal to 1d8 per slot level of the expended spell slot.
A target hit with this attack makes a Constitution saving throw.
On a failed save, they are poisoned for 1 minute and repeat the
saving throw at the end of each of their turns. On a success the
effect ends. On any further failures while under the effect, the
creature takes 1d8 poison damage.
Toxicological Miracle
6th-level Foxglove feature
When you or a creature within 30 feet of you would take poison
damage, you can use your reaction to alter the composition of the
effect to be beneficial. The creature does not take poison
damage and instead regains hit points equal to the poison
damage they would have taken. If they took the damage from an
ongoing effect with a duration of less than 1 hour, that effect ends
immediately. If the effect’s duration lasts longer than an hour it is
suppressed for 1 hour instead. You can use this feature a number
of times equal to half your proficiency bonus (rounded down),
regaining expended uses when you complete a long rest.
Venom Epithet
11th-level Foxglove feature
You channel the power of poisons in each action you take. You
gain the following benefits:
Creeping Death
15th-level Foxglove feature
If you hit a creature that is poisoned with a melee attack using
a one-handed weapon, you can choose to spend a use of your
virtuous flora to force them to make a Constitution saving throw.
On a failure, your poison spreads instantly throughout their body
and reduces them to 0 hit points. On a success, they take 6d10
poison damage instead.
Golden Smite
This feature replaces your smite option, using the same effect but
causing your attack to deal radiant damage. If the attack is made
against a creature you cannot see due to invisibility, cover, or
darkness, you do not have disadvantage, and have advantage on
that attack instead.
Solar Burst
All creatures within 20 feet of you are subject to a burst of golden
Golden Sun light. They must choose whether to avert their gaze from it or not.
2nd-level Fox and Cub feature If they do, they are treated as blinded toward you until the start of
When you are inside any source of magical darkness, a fox their next turn. If they don’t, they must make a Constitution saving
and cub flower made of glowing orange light blooms on your throw. On a failure, they are blinded for 1 minute and repeat the
collar (unless you consciously suppress it), which gives off light save at the end of each of their turns. On a success the effect
as though by the light spell, but can penetrate any magical ends.
darkness overlapping with the range of its bright light.
Furthermore, you learn the light cantrip and can cast it as a Regenerative Glow
bonus action or reaction to being in darkness or dim light, 15th-level Fox and Cub feature
creating a flower as described above. At the start of each of your turns, you regain hit points equal to
5 + your Constitution modifier if you have no more than half of
Harmonious Oath your hit points left, as your wounds knit themselves closed with
2nd-level Fox and Cub feature small golden threads of light. If you are exposed directly to
Upon manifesting this epithet, you find yourself connected to sunlight you gain this benefit regardless of how many hit points
nature and are able to draw out earthly magics. Whenever you you have. You don’t gain this benefit if you have 0 hit points or
would learn a new Petal Knight spell you can choose to take a are poisoned.
spell from the Druid spell list instead, which counts as a Petal
Knight spell for you.
W
hen you take your third level as a Ranger, you may Gun-Dweller
choose to take either of the following Ranger Archetypes,
gaining its features at the levels listed. Adept in using firearms, these rangers focus on quick and
efficient use of these weapons for various purposes. Their skill
with these weapons excels beyond ordinary proficiency, allowing
them to perform stunt shots, reload with a dynamic flourish, and
channel their primal magic into arcane bullets.
Gun-Dweller Features
Level Features
3rd Firearm Proficiency, Improved Critical (Ranged)
7th Arcane Munitions
11th Reload Flourish, Stunt Shot
15th Extra Attack Improvement (Firearms)
Firearm Proficiency
3rd-level Gun Dweller feature
You gain proficiency with simple and martial firearms.
Arcane Munitions
7th-level Gun Dweller feature
You can expend a spell slot as a bonus action to reload a
firearm, creating several bullets for it equal to its reload property.
These bullets gain a bonus to attack and damage rolls equal to
half the spell slot’s level (rounded down). These bullets disappear
the next time you complete a short or long rest or you reload the
firearm.
Reload Flourish
11th-level Gun Dweller feature
When you are wielding two firearms at once, one in each hand,
you can reload them both using the same bonus action.
Stunt Shot
11th-level Gun Dweller feature
You can ricochet your firearm attacks off of scenery around you
or strike at unlikely angles. When you shoot your firearm at a
creature that is hiding behind half or two-thirds cover, you can
ignore that cover by shooting around it.
Furthermore, you can call a stunt shot when you make an
attack with a firearm to give yourself advantage on it. You can do
so only once per turn, and only a number of times per long rest
equal to your proficiency bonus.
Prowler
3rd-level Pause Stalker feature
When you are in a forest, field or jungle environment, you gain
several benefits:
Traditional Magic
3rd-level Pause Stalker feature
When you gain or could replace any of your Ranger spells, you Stepping Stone
can choose spells from the Skulker’s Grimoire and Nine Branch 11th-level Pause Stalker feature
Arts spell groups as if they were on the Ranger spell list. When you gain this feature, you can choose one of the
following options and benefit from its effects immediately:
Cunning Spell
7th-level Pause Stalker feature Natural Athlete
Once per turn, after you hit a creature with a weapon attack, You gain a climb and swim speed equal to your base movement
you can cast a spell with a casting time of 1 action in place of speed.
another weapon attack, but if you do, the spell’s target must
either be you or the creature you hit. If the spell requires a melee Night Vision
spell attack but you hit with a ranged attack, you may still target
You gain darkvision out to 60 feet. If you already have darkvision,
them, treating the attack that hit them as the spell’s delivery
its range increases by 60 feet instead.
method.
Rapid Pace
Blessing of the Fox
11th-level Pause Stalker feature Your base movement speed increases by 10 feet.
Choose two spells from the Skulker’s Grimoire and/or the Nine
Branch Arts spell groups, which each must have a level equal to Eye for Patterns
half your Ranger level (rounded down) or lower. You can cast 15th-level Pause Stalker feature
each of these spells once per long rest as if they were Ranger You are an expert at exploiting short-term movement patterns
spells, requiring no spell slots. Each time you gain a level, you in your enemies. If a creature makes an attack targetting you,
can replace one of these spells with another that meets this they have disadvantage on all subsequent attacks they make
criteria. against you until the start of their next turn.
W
hen you take your third level as a Rogue, you can Pack of Tailed Tricksters
choose the following Roguish Archetypes, gaining its 3rd-level Foxfire feature
features at the levels listed. Once per short or long rest, you can invoke a curious
supernatural power as a bonus action: you create a number of
small fiery fox spirits that each appear in a different space within
Foxfire Pack 60 feet of you. These foxes remain in the world for 1 minute, or
until you end the effect (no action required).
Harnessing latent sorcery, you form a connection with elemental
spirits of flame that take the shape of foxes you can conjure at As an action you can command a fox to move up to 15 feet to
will. This pack is an extension of your will, and as long as they an unoccupied space you can see, then you teleport into that
fox’s space (destroying the fox in the process). When you do, you
are within your sight, you can use them to quickly move about
can make one weapon attack against a creature within range as
and harness the flames that constitute their bodies for your own
purposes. Once your bond with them grows strong enough, they part of the same action.
will protect you and restore your strength whenever you come As a bonus action on your turn you can command two foxes to
move up to 15 feet each to an unoccupied space you can see.
close to death.
If you end your turn with any of your foxes in a space more
than 60 feet away from you where you cannot see them, that fox
disappears and reappears in a space within 30 feet of you.
When you use this feature, you summon a number of foxes
equal to your proficiency bonus plus three, and for each fox
Foxfire Features actively conjured a bluish silver ring that appears around one of
your arms.
Level Features Other creatures can target your foxes with weapon and spell
3rd Pack of Tailed Tricksters attacks. They have the same AC and saving throws that you
9th Red Steel Strike have, are immune to all conditions, and do not suffer the effects
13th Endless Pack or damage of difficult or dangerous terrains (such as lava). These
foxes do not have hit points, but if they do damage equal to or
17th Nine Lives
exceeding your Rogue level in a single turn, that fox is destroyed.
Endless Pack
13th-level Foxfire feature
If you roll initiative and have already used your pack of tailed
tricksters, you regain your use of it. However, if you use it this
way before completing a long rest, you only summon three foxes
instead of your usual amount.
Nine Lives
17th-level Foxfire feature
If you are reduced to 0 hit points by damage while you have
foxes from your pack of tailed tricksters remaining, one fox is
destroyed instead, enabling you to roll 1d10 + your proficiency
bonus to reduce the damage from the attack or effect by that
amount. If this reduction does not result in your having more than
1 hit point, continue sacrificing foxes this way one by one until
you do.
W
hen you take your first level as a Sorcerer, you Luxian Metamagic
can choose the following Sorcerous Origins, gaining its 6th-level Foxblood feature
features at the levels listed. You learn the following three metamagic options, which do not
count against the number of metamagic features you can
normally learn.
Foxblood
Fox Eye
A spark of magic within a Sorcerer may come as a result of an
old blessing or deal with Luxus, Kitsune, or one of the First to On you turn, as long as you are not incapacitated, you can spend
Skulk. Those who are descended from them or fell into their favor 1 sorcery point to gain truesight until the end of your turn. This
may have developed some degree of arcane influence as a allows you to see in nonmagical and magical darkness, see
result, and for sorcerers, they may find this power emerging as a invisible creatures and creatures in the ethereal plane as if they
whimsical, somewhat chaotic compulsion when performing their were plainly visible, see through illusions automatically, and know
arcane arts. While not dissimilar to wild magic, their power can be the true form of any shapechangers or creature transformed by
amplified by giving in to their instincts and allowing magic to flow magic that you can see. The radius of your truesight is equal to 5
naturally through them without trying to impose order upon it. feet x your proficiency bonus.
Quick Charge
When you cast a spell, you can spend a number of sorcery points
Foxblood Features equal to half the spell’s level (rounded down, minimum 1). If you
Level Features do, you can immediately cast another Sorcerer spell as a bonus
action as long as that spell has a casting time of 1 action or 1
1st Skulking Acanum, Shifting Face
bonus action. The second spell cast this way can be of any level,
6th Luxian Metamagic regardless of what rules regarding how many spells you can cast
14th Quickstep per turn dictate.
18th Trick Spell
Wild Spell
When you target a creature with a spell and either miss an attack
roll or they succeed their saving throw against it, you can spend 1
Shifting Face sorcery point to cause the spell to wildly twist back at a nearby
1st-level Foxblood feature target. Roll 1d100 for each creature within 20 feet of the initial
Having inherited the Kits’adrian ability to change your form, you target. Whichever creature rolls the lowest becomes the target of
can cast disguise self at will. When you do, you can also change that same effect (and the original creature is excluded entirely
the sound of your voice to match whatever you are attempting to from all related effects of that spell or its features), and the attack
disguise yourself as, giving you advantage on Charisma roll/saving throw against is re-attempted with them as its new
(Deception) checks made while disguised. target.
Trick Spell
18th-level Foxblood feature
By allowing your magic to run wild, you gain the ability to
channel power beyond what you’re normally capable of. As a
bonus action, you may spend 3 sorcery points and roll 1d10. You
create a spell slot of the number you roll (except 10) which you
must use to cast a Sorcerer spell as part of the same bonus
action. The spell you cast must have a casting time of 1 action or
1 bonus action and ignores rules regarding how many spells you
can cast in a single turn.
If you roll a 10 on the d10, you regain 1 spent sorcery point,
then roll the d10 again to determine the spell slot. You can only
regain up to 3 sorcery points by rolling consequtive results of 10
this way.
W
hen you take your third level as a Sword Saint, Jack of all Trades
you can choose one of the following Paths of Devotion, 3rd-level Way of Kyuubi feature
gaining its features at the levels listed. By following the teachings of a balanced lifestyle, you gain
moderate proficiency in all actions. When you make any ability
check that you are not already adding your proficiency bonus to,
you may add half your proficiency bonus to it (rounded down).
Kyuubi, first of the Sword Saints, student of Luxus, and member Adept Moment
of the First to Skulk, was the progenitor of most practices
commonly carried out by others who would go on to refine their You may use this feature to add a bonus to any ability check you
skills. She was highly adept at picking up on the techniques of make regardless of proficiency.
others and adapting them to her own style, leading her core
Cunning Vertical
teachings to become the fundamentals for those who wanted to
study the ways of other famous warriors. In following her This focus technique no longer costs focus points and can be
teachings one refines the talents of a Sword Saint to their peak. freely taken as a bonus action.
Kyuubi’s path was one that valued mindfulness and
moderation. She passed on her ways to many warriors, leading Falcon Wing Deflection
to it being spread as widely as it has been. She was proficient in This focus technique now only costs 1 focus point.
most tasks and could pick up skills easily. Legends state that all
she needed was to see a master perform a skill for her to match Falter Fleeting
their mastery completely, and that her disposition was as still and
The additional movement you gain is doubled.
composed as the surface of a lake.
Overwhelming Advance
If you roll less than a 10 on the new d20, you can treat the result
Way of Kyuubi Features as a 10 instead.
Student of Luxus
11th-level Way of Kyuubi feature
When you roll initiative, if you have fewer than 3 focus points
remaining you regain 3 immediately.
Ars Magnus
17th-level Way of Kyuubi feature
Each time you rest you may choose one of your focus
techniques to meditate on and mentally train yourself in its use.
This focus technique no longer requires you to spend focus
points when you use it, until you choose to meditate on a different
technique.
Spellcasting
3rd-level Way of Tamamo no Mae feature
You can harness your focus to channel magical abilities,
amplifying your martial techniques with spellcasting.
Spell Slots
The Way of Tamamo table shows how many spell slots you have
to cast your Wizard 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 charm person and
have a 1st-level and a 2nd-level spell slot available, you may cast Way of Tamamo no Mae Features
charm person using either slot. Level Features
Spells Known of 1st-Level and Higher 3rd Spellcasting, Focus Techniques
6th Rejunctive Surge
At 3rd-level you know three 1st-level Wizard spells of your
choice. The Spells Known column of the Way of Tamamo table 11th Fox Fiend Speed
shows when you learn more Wizard spells of 1st-level or higher. 14th Twisted Arcane Blade
Each of these spells must be of a level you have spell slots for. 17th Kayo’s Neck
The Wizard spells chosen must be of the abjuration,
enchantment, or illusion schools of magic, or parts of the Way of Tamamo no Mae Spellcasting
Skulker’s Grimoire spell group (which count as Wizard spells for
— Known — — Spell Slots per Spell Level —
you).
When you gain a level in this class, you can replace one of the
Level Cantrips Spells 1st 2nd 3rd 4th
Wizard spells you know with another spell of your choice from the 3rd 2 3 2 - - -
Wizard spell list. The new spell must be of a level for which you 4th 2 4 3 - - -
have spell slots. 5th 2 4 3 - - -
6th 2 4 3 - - -
Spellcasting Ability
7th 2 5 4 2 - -
Wisdom is your spellcasting ability for your Wizard spells, since 8th 2 5 4 2 - -
you learn them by heeding the natural world. You use your
9th 2 5 4 2 - -
Wisdom whenever a spell refers to your spellcasting ability. In
addition, you use your Wisdom when setting the saving throw DC 10th 3 6 4 3 - -
for a Wizard spell you cast and when making an attack roll with 11th 3 6 4 3 - -
one. 12th 3 6 4 3 - -
Spell save DC = 8 + your proficiency bonus + your Wisdom 13th 3 7 4 3 2 -
modifier 14th 3 7 4 3 2 -
Spell attack modifier = your proficiency bonus + your Wisdom
15th 3 7 4 3 2 -
modifier
Any item or effect that would increase your focus technique DC 16th 3 8 4 3 3 -
also increases your Way of Tamamo spell save DC. 17th 3 8 4 3 3 -
18th 3 8 4 3 3 -
Spellcasting Focus 19th 3 9 4 3 3 1
You do not require a spellcasting focus as long as you are 20th 3 9 4 3 3 1
wielding a weapon you are proficient with, which acts as your
focus instead.
W
hen you take your first level as a Warlock, you The First Fox
can choose one of the following Otherworldly Patrons,
gaining its features at the levels listed. Forming a pact with Kitsune, a warlock devotes themselves to the
eidolos’ as a watcher of the world. Kitsune forms contracts with
those who seek out protection from the oppressive, and cares
greatly for those who are not free to express themselves fully.
Their pact manifests in the appearance of a fox spirit companion,
which is capable of growing and evolving in response to the
needs of its partner. This spirit is a fey spirit that serves Kitsune
or Luxus, sent as an agent to look after the one they have
entrusted with their magical energy.
Companion Fox
1st-level First Fox feature
When you form your pact with Kitsune, a fox spirit finds its way
to you and watches over you as their agent. This fox is a fey
spirit, but for all intents and purposes is manifested as a fox
which can vanish and appear as needed.
As an action, you can magically summon the fox spirit that is
bound to you. It appears in an unoccupied space of your choice
within 30 feet of you.
The fox spirit is friendly to you and your companions, and it
obeys your commands. See its game statistics in the
accompanying Fox spirit stat block, which uses your proficiency
bonus (PB) in several places. When called into question, the
spirit’s proficiency bonus matches yours.
In combat, the fox shares your initiative count and takes its turn
immediately after yours. It can move and use its reaction on its
own, but the only action it takes is the Dodge action unless you
take a bonus action on your turn to command it to take another
action and/or bonus action. That action(s) can be one of those
specified in its stat block or some other action. If you are
incapacitated the fox spirit can take any action of its choice, not
just Dodge.
The fox spirit remains until it is reduced to 0 hit points, until you
use this feature to summon the fox spirit again, or until you die.
Anything the fox spirit was wearing or carrying is left behind when
the fox spirit vanishes.
Once you summon the fox spirit, you can’t do so again until
you finish a long rest, or until you expend a pact spell slot to
summon it again.
When you gain this first level, you can choose one of the
The First Fox Features
following options, which applies to your fox spirit companion:
Level Features
1st Companion Fox Familiar Senses
6th Companion Advancement You can project your senses into the fox spirit as if by the find
10th Companion Transformation familiar spell.
14th Greater Companion Advancement
Medical Aid
Expanded Spell List The fox gains proficiency in Wisdom (Medicine) checks. When
you are reduced to 0 hit points, your fox spirit will move to you
When you learn a new Warlock spell, you may treat the following
and, once adjacent, uses its action to attempt a Wisdom
spells as being on the Warlock spell list for you.
(Medicine) check to stabilize you. If it succeeds and rolls a result
Level Spell of 15 or more, you regain 1 hit point immediately. If the fox is
unable to move to you in one turn without using an action to do
1st Command, Longstrider so, it can use its action to teleport up to 60 feet to an unoccupied
2nd Boomerang Weapon, Nathair’s Mischief space next to you.
3rd Haste, Path to Victory
4th Dominate Beast, Guardian of Nature Pin Cushion
5th Commune with Nature, Wrath of Nature If you take damage and your fox spirit is within 30 feet of you,
your fox spirit can use its reaction to reduce the amount of
damage you take to half (rounded down), and it takes the same
amount of damage of the same type.
Talented
Your fox spirit’s ability scores all increase by 2.
Frequent Conjuration
The fox spirit can be summoned once per short or long rest,
instead of once every long rest.
Avoidance
When your fox spirit is forced to make a saving throw to take only
half damage from an effect, it takes no damage on a successful
save, and half damage on a failed one. If you are mounting it you
gain the benefits of this feature as well.
Vicious Fighter
Your fox spirit can attack three times when it takes the Attack
action, its weapon damage dice for its Bite and Claws become
d10s, and it gains proficiency in two saving throws of your choice
that is doesn’t already have.
Acting on Instinct
You cannot be surprised as long as you are conscious. When you
would be surprised you can take reactions and actions in your
first round of combat normally.
Companion Evolution
Requirements: 6th-level First Fox Warlock
You may choose one additional feature from your companion
improvement feature to apply to your fox spirit. Once taken, this
invocation can never be replaced with another.
Run Wild
Requirements: 10th-level First to Skulk Warlock
Once per short or long rest, you can increase your base
movement speed by 30 feet for 1 minute.
Skulker’s Eye
You gain darkvision out to 60 feet and have advantage on
Wisdom (Perception) checks that involve hearing or sight. If you
already have darkvision, its range extends 30 feet. If you have
devilsight its range is increased by 30 feet as well.
W
hen you take your second level as a Wizard, you
can choose the following Arcane Traditions, gaining its Repetitious Preparation
features at the levels listed. 14th-level Grassroot Alchemist feature
Choose two mixtures that are rare or less common. Each time
you prepare mixtures you may prepare one of those mixtures
Grassroot Alchemist without investing any points of alchemic inspiration into it. Each
time you gain a level as a Wizard you may change one of those
As mindful students of the arcane arts, some Wizards turn their mixtures for another that meets these criteria.
focus toward the observable world of magic. Sorcerers, Druids,
and other casters wield magic differently. Their powers are
similar, but somehow a world apart. The Grassroot Alchemist Grassroot Alchemist Features
keeps their mind open, tending to the distinctions between the
Level Features
science of the arcane and the natural splendor of organically
drawn spells, and learns to marry the two. Through this process, 2nd Natural Focus
they learn much about alchemy as a byproduct of studying the 6th Alchemic Inspiration
natural elements of the flora they draw inspiration from. 10th Rush of Vitality
14th Repititous Preparation
Natural Focus
2nd-level Grassroot Alchemist feature
Your study of magic has led to the knowledge of the magical
influences that naturally exist around you. When you learn a
Wizard spell from a scroll, spellbook, or by gaining a Wizard Mixture Lists
level, you can choose spells off of the Druid spell list. Spells from The following lists detail some mixtures available to you.
the Druid spell list count as Wizard spells for you.
The gold and time you must spend to copy spells on the Druid Common & Uncommon Mixtures
spell list into your spellbook are halved.
Oil of Slipperiness
Alchemic Inspiration Philter of Love
Potion of Animal Friendship
6th-level Grassroot Alchemist feature
Potion of Climbing
You gain proficiency in alchemist’s tools. You have a number of
Potion of Fire Breath
points of alchemic inspiration equal to your proficiency bonus.
Potion of Greater Healing
When you take a long rest you can spend these points to create
Potion of Growth
alchemic concoctions with effects equivalent to potions of various
Potion of Hill Giant Strength
rarities. The number of points it takes to prepare various mixtures
Potion of Poison
is detailed on the mixture point cost table below. Next time you
Potion of Resistance
complete a long rest (or after 24 hours), your prepared mixtures
Potion of Water Breathing
lose their potency and become unusable.
To make your mixtures when you complete a long rest, you Rare Mixtures
must have access to alchemist’s tools, as well as potion vials or
Elixir of Health
containers that can store the items you’re using. Regular potion
Oil of Etherealness
vials are generally acceptable, and reusable. Any type of acid
Potion of Aqueous Form
requires glassware.
Potion of Clairvoyance
The effects of your mixtures can never become permanent.
Potion of Diminution
Mixture Point Cost Potion of Fire Giant Strength
Potion of Gaseous Form
Rarity Points Potion of Heroism
Common / Uncommon 1 Potion of Invulnerability
Rare 2 Potion of Mind Reading
Potion of Stone Giant Strength
Very Rare 3
Potion of Superior Healing
Legendary 5
Very Rare Mixtures
Rush of Vitality Oil of Sharpness
10th-level Grassroot Alchemist feature Potion of Cloud Giant Strength
You can channel naturally drawn magic into a rejuvenating Potion of Flying
force that permeates your body and offers you protection. Any Potion of Invisibility
time you cast a spell that is on the Druid spell list, you gain a Potion of Longevity
number of temporary hit points equal to 1d4 multiplied by the Potion of Speed
spell’s level. Potion of Supreme Healing
Potion of Vitality
Legendary Mixtures
Potion of Dragon’s Majesty (any color)
Potion of Storm Giant Strength
T
he following equipment offers additional options a concealed barrel. Several triggers run along the weapon’s
when playing within the setting. shaft, requiring two to be pressed at once to fire as to prevent
Bolas. Two weights tied at the end of intercepted accidental discharges of the weapon.
cords, meant to be thrown at a creature to tie them up. Hand Cannon. A heavy firearm that is the relative size of a rifle
Bolas can affect creatures of the same size or one size less than but bulkier, and utilizes stronger charges. This weapon unleashes
the creature they’re made for (medium by default) and have a blast with greater force than rifles and handguns, but reloading
disadvantage on anything larger then failing against anything is a more involving procedure.
else. Mounted Blades. These blades are fitted onto a gauntlet or
When bolas hit a creature with limbs, that creature is restrained grip with blades extending from the back of the hand, either as a
by the bolas, and their speed is reduced to 0 while bound by curved claw-like weapon or a straight blade.
them, and if they score a critical hit, that creature is knocked Revolver. A handgun that has a six-round chamber.
prone as well. They can attempt to remove the bolas as if it was Revolver, Light. A smaller handgun featuring a smaller
grappling them (escape DC 14). chamber that can be fired with ease and stowed quickly.
The cord can also be cut by a weapon that deals slashing Revolver, Rapid. A handgun built with a rapid-fire mechanism
damage, requiring 5 points of damage (AC 13). that allows for many shots to be taken with a single sustained
Dagger, Blasting. A dagger with a firearm built into it, which is trigger press by flipping a small safety switch on its side.
capable of loading a single shot. Its handle is that of a revolver, Rifle. A lengthy firearm with a greater potential for precision
with a concealed trigger that can be pressed rapidly. compared to a revolver, requiring two hands to use.
Greatbow. A large bow, the length of an average human body. Rifle, Hunting. A rifle that has been built with great care, able
These bows require special great arrows instead of regular to load two shots and fire at a greater range.
arrows and at least 16 Strength to wield due to the difficulty of Rifle, Scoped. A hunting rifle outfitted with a magnifying device
pulling back the bowstring. These special bows use Strength allowing long-distance shots to be taken.
instead of Dexterity for their attack and damage rolls. Arrows for Seige Garland. A large metal weapon best described as a
this bow cost 2 gp per bundle of 20. portable cannon. This weapon requires its wielder to have a
Greatshield. Also known as a tower shield, this massive Strength score of at least 17, and unleashes an explosive charge
defensive armament is heavy and difficult to wield. For those who at a target or space within range. All creatures within 5 feet of the
can wield them properly, however, they provide a sturdy metal targeted space must make a Dexterity saving throw (DC 8 + the
wall between their wielder and any threats they face. wielder’s Dexterity modifier + their proficiency bonus + its
Gunblade. A bladed weapon the approximate size and weight enhancement bonus), taking half the weapon’s damage on a
of a sword but curved as to resemble a rifle. A barrel running failed save or no damage on a successful one.
through the weapon allows for a rifle shot to be taken with it. Shortspear. These short spears have two-thirds the length of
Gunlance. Otherwise similar to a glaive, this weapon has an their counterparts and can be wielded with greater dexterity.
explosive round loaded into one end, and its bladed end features Twinblade. This staff-like weapon has a blade on either side.
Proficiency The creature firing it is prone while they fire it, allowing them
During character creation, you should determine if you have to steady their aim (being prone does not give disadvantage
firearm proficiency. They require extra care and a different skill- to attack rolls with this weapon).
set than regular ranged weapons, so their proficiency is The creature firing it uses its bonus action to aim more
considered separate from martial and simple weapons. carefully, and it is the only attack they make on their turn.
Furthermore, if you are gaining proficiency with firearms, you
If both conditions are met, the creature also gains advantage
must gain proficiency with simple firearms before taking
on its attack roll.
proficiency with martial firearms. With your DM’s permission, you
Trigger. A weapon with the trigger property hs a firearm built
may choose one of the following options to gain proficiency
into it in a way that allows it to function as both. When it is listed
during character creation:
as such, it will include a damage die that represents its trigger
damage, as well as suitable range and reload properties. A
You may switch a skill proficiency for firearm proficiency.
You may have firearm proficiency in place of proficiency with trigger weapon can be fired like a firearm, and whether it is
simple and martial ranged weapons. simple or martial corresponds to the melee weapon’s type.
If you would gain a feat, you may choose to take a feat that If a trigger weapon hits with a melee attack, the wielder can
use a bonus action to fire the weapon, adding the trigger damage
grants weapon proficiencies (keeping in mind that simple and
martial firearms are separate proficiencies). (always piercing unless stated otherwise) to the weapon’s
damage roll. If fired this way, it does not add any ability modifiers
You can also gain proficiency in firearms through the usual to the trigger damage.
means of training during downtime, but only if you have access to Weapons with the trigger property always require an action to
the weapons and ammunition required. reload unless stated otherwise.
soak when struck. When the creature wearing them is hit, they
reduce all piercing, slashing, and bludgeoning damage they take
by the amount listed in that column (calculated before
resistances, as reduction normally is). If the armor has an
enhancement bonus, it also reduces those damage types by an
amount equal to the bonus.
Adamantine. Adamantine weapons can bypass the reduction
from this type of armor, unless the armor itself is also made of
adamantine.
Rarity. These armor types are considered uncommon by
A
feat represents a character achieving mastery in Deadshot
one of their capabilities or discovering a latent skill they
possessed but did not have the means to utilize. The You are an expert at exploiting the weaknesses of creatures you
following feats represent skills Kits’adria might excel at, have dealt serious harm to or already have an advantage
but unless otherwise noted, they are available to any creature against. You gain the following benefits:
who qualifies for them. You can take these if you use the optional
feat rule in the core rules of Dungeons and Dragons. If you score a critical hit against a creature, you have
If you take a feat, you must qualify for its listed prerequisites. advantage on the first attack you make each turn against
Furthermore, if you take a feat you qualify for, but later your them for 1 minute.
features or statistics change, and you no longer do, you If you have advantage on an attack against a target and miss,
immediately lose access to that feat’s benefits. You regain them if you can use your reaction to roll a new d20 and replace the
you later qualify for them again. d20 of your attack roll with it, possibly changing the outcome.
Arcane Specialist
Prerequisites: the ability to cast at least 1st-level spells using
spell slots
You research specific schools of magic, learning about esoteric
magic groups and adding them to your repertoire. You gain the
following benefits:
Heavy Swing
Prerequisites: Str 15 and Dex 15
Your spellcasting ability score increases by 1. If you have You can swing weapons with overwhelming strength even if
multiple, you must choose one. they are so light they normally wouldn’t benefit from doing so.
Choose one spell group from this book’s spells section (such
as the Skulker’s Grimoire). You learn one spell from that spell Your Strength or Dexterity score increases by 1.
list that you have spell slots to cast, and this spell does not When a feature, such as a barbarian’s rage, states that it
count against your spells known. That spell is counted as requires a Strength-based weapon to benefit from its effects,
being on the spell list corresponding to the spellcasting ability you can also use Dexterity-based weapons for those benefits.
you picked for this feat, and when you gain new spells from Furthermore, any effect that requires a melee attack can also
that class, you may choose to learn them from that spell group be used with a thrown weapon attack unless its effects
as if they were on that spell list as well. functionally require you to be in a certain proximity to your
You may take this feat multiple times but cannot use it to add target (such as an effect that grapples a creature).
the same spell group to the same class’s spell list more than Even when you use your Dexterity score for the attack roll of a
once. weapon, you can choose to use either your Strength or
Dexterity score on the damage roll. For effects that consider
Strength-based or Dexterity-based weapons, these attacks
are treated as using whichever was used for the attack roll.
T
he following section contains spells pertaining to Nine Branch Arts
Kits’adrian culture, spellcasters, and other spells from
Somnus Domina added in for flavor. These spells are Spells founded and developed by Kitsune, and used by Kits’adria
referenced in some of the subclasses in this book, and who follow in her footsteps. These spells are supernatural powers
will more than likely be referenced in other books pertaining to she possessed that Luxus sublimated into spells that mortal
Somnus Domina. beings would be capable of casting, as a gift granted to her
devoted followers. Harnessing Kitsune’s divine flames, these
Spell Groups spells allow for a wide variety of environmental and personal
control.
The spells listed below fall into several categories based on the
origins of the magic. These spells establish the context and Blessed Circle
origins of the spells included. The spell groups and their Catastrophic Shield
explanations are as follows: Desperate Retreat
Disorienting Scatter
Altissima-Cor’s Arcane Arts Firesage Robe
Unveiling Gaze
The eidolos Altissima-Cor of the Smothering Depths was a Violent Pillar
servant of the Eidolon Marrias. She was an elevated being who Vorpal Flames
had once been a prolific sorceress, and during her service
created a variety of arcane spells that tapped into her cosmic Agitated Pulse
shard, evoking her power over ice. Her teachings would be 3th-level Evocation spell (Skulker’s Grimoire)
adopted by those who aided her in her mission: to serve as a
Casting Time 1 action
record-keeper and curator for the Eidolons who ensured that
matters of the old world remained buried and unseen. Range Self
Components S
Crashing Ice
Dire Restraints
Duration Concentration, up to 1 minute
Divine Armor A swirling wave of force protects you, occupying a 5-foot-radius
Divine Frost centered on you. When a hostile creature starts their turn there or
Entropic Shield enters into that space for the first time on their turn they must
Frigid Banishment make a Strength saving throw. On a failed save they are repelled
Orbs of Spelljamming to the nearest unoccupied space outside the spell’s range and
Sea-dweller’s Aspect take 4d6 force damage. A creature shunted this way cannot
Snap Freeze attempt to enter that area again on that turn, and if they teleport
Vampiric Mist into range, get stuck within it and are unable to move, or are
forced in by another effect, they are knocked prone and
Skulker’s Grimoire restrained as long as they are in it until the start of their next turn.
Attacks made against you from outside your protective wave of
The Skulker’s Grimoire is a compendium of magic created by the force have disadvantage.
First to Skulk - the Kits’adria created by Kitsune. These arcane At higher levels. When you cast this spell using a spell slot of
arts were developed from the natural abilities those individuals 4th-level or higher, you can choose one of the following effects
have, as well as from their experience under Kitsune’s service. for each slot level above 3rd:
Legends tell that some of this magic is drawn from Luxus and
Kitsune themselves. Those who have a strong relationship with The radius of the wave increases by 5 feet.
Kits’adrian communities might learn this magic, and Kits’adria The spell’s force damage increases by 2d6
themselves tend to naturally evoke it.
Blessed Circle
Agitated Pulse 5th-level Abjuration spell (Nine Branch Arts)
Boomerang Weapon
Elstrakin’s Instant Bounty Casting Time 1 action
Elstrakin’s Loving Embrace Range Self (30 feet)
Everest’s Isolated Undoing
Free Meadow
Components V, S, M (a paper charm with gold lettering,
signifying good luck)
Foxfire
Hold Attacker
Duration Concentration, up to 10 minutes
Jackal’s Luck A sphere of radiant energy pours from you, extending out 30 feet
Kellia’s Deceptive Mark in every direction. For the spell’s duration, gasses and liquids in
Magnesia’s Smothering Voice the environment that you do not wish to enter this space cannot
Miraculous Evasion do so. Breathable gas of moderate temperature passes through,
Springmoon’s Holy Shield allowing all creatures in this space to breathe safely. If
Tamamo’s Arrowfall submerged in liquid, you fall until you hit a solid surface.
Elementals, fey, and yokai (except you) are warded from
entering this space. When they enter the space for the first time
on their turn,
Components S higher, the bludgeoning and cold damage each increase by 1d8
Duration 10 minutes for every slot level about 5th.
You touch one weapon that has the thrown property, held either Desperate Retreat
by you or a willing creature. For the spell’s duration that weapon 7th-level Conjuration spell (Nine Branch Arts)
counts as magical, and any time that weapon is used as a thrown
weapon attack and misses, either you or the attacker can use Casting Time 1 reaction taken when you are hit by an attack
their reaction to cause the weapon to swerve in the air and fly at you can see, before damage is rolled
another creature within its normal thrown attack range from the Range 60 feet
initial target. The creature who throws it then rolls another attack
Components V
roll against the new target. If this attack misses, you or the
attacker can use their reaction to use this effect again. Duration Instant
After an attack is made with the weapon, it swerves in the air In response to the triggering attack, you cause your body to be
and returns to the creature that threw it as long as they are still covered in flames and violently explode, causing everything
within the item’s long range. within 20 feet of your body to make a Dexterity saving throw,
At higher levels. When you cast this spell using a spell slot of taking 10d8 fire damage on a failed save, and half as much on a
4th-level or higher, the normal and long range of the thrown successful one. Meanwhile, you teleport unharmed to an
weapon doubles, then doubles again for every two slot levels unoccupied space you can see within 60 feet, and are stunned
above 4th. until the end of the current turn. You do not take damage from the
triggering hit, but must choose to use this spell before damage is
Catastrophic Shield rolled or effects provoked by being hit are resolved.
5th-level Abjuration spell (Nine Branch Arts)
Casting Time 1 reaction taken when damage would reduce Dire Restraints
9th-level Conjuration spell (Altissima-Cor’s Arcane Arts)
you to 0 hit points or fewer
Range Self Casting Time 1 action
Components S Range Self (30 feet)
Duration Concentration, up to 1 round Components V, S, M (a bracelet made of ivory chain links
worth at least 5,000 gp)
When damage would trigger this spell, you summon a spherical
barrier of orange and red arcane symbols. For its duration, you Duration Concentration, up to 10 minutes
cannot be reduced lower than 1 hit point by any source of You create several winding snake-like sharpened chains of ivory
damage you take. If damage would reduce you to 0 hit points, that curl around you for the spell’s duration, the tips of which form
you are reduced to 1 instead. You still must make concentration long white blades. You can use your bonus action to command
checks as if you had taken the full damage, but you are protected these chains to make two melee spell attacks against creatures
against those sources of damage even if you fail the within 30 feet of you (or both against the same creature). On a
concentration check that provoked them. hit, a creature takes 3d10 piercing damage and 3d10 cold
damage.
If you target the same creature with both chains and hit with
the first, then rather than make a spell attack with the second, the
target must make a Strength saving throw. On a failure, they are
grappled and restrained (escape DC equal to your spell save),
and a new chain is created to accommodate further attacks while
that one is occupied. A creature that breaks free of these
restraints or succeeds its Strength save cannot be bound by
them again from this instance of the spell.
You can only deal damage to a given creature once per turn
using these spell attacks.
4th-level or higher, the 30 foot and 60 foot ranges double at each Casting Time 1 action
slot level above 3rd (becoming 60/120 ft. at 4th, 120/240 ft. at Range 30 feet
5th, etc.). Components V, S
Divine Armor
Duration 1 day
7th-level Abjuration spell (Altissima-Cor’s Arcane Arts) A deceptive illusion of someone or something dear to a target you
Casting Time 1 action choose within range appears, only to them, and takes them in
their arms. The target must make a Charisma saving throw. If
Range Self they fail, the illusion causes them to become docile and relaxed.
Components V The creature becomes paralyzed for the spell’s duration, unable
Duration 1 minute to focus on anything except the illusion. The creature can
reattempt their saving throw at the end of each of their turns,
Your body is immediately reinforced by a layer of ice which is ending the effect on a successful save.
comfortable and flexible to you, but rigid and protective against
others. You gain 15d10 temporary hit points. If the result is Entropic Shield
greater than your hit point maximum, you gain a number of 4th-level Abjuration spell (Altissima-Cor’s Arcane Arts)
temporary hit points equal to that instead.
While you have these temporary hit points you are resistant to Casting Time 1 reaction, which you take when you are hit by
piercing, slashing, and bludgeoning damage from nonmagical an attack
weapons, and the first time each turn a creature hits you with a Range Self
melee weapon attack they take 2d10 cold damage. However, Components V
while you have these points you are vulnerable to fire damage.
This effect ends when you lose these temporary hit points, and
Duration 1 round
they automatically vanish when the spell’s duration ends. A barrier of freezing energy appears between yourself and your
attacker, protecting you from harm. Until the start of your next
Divine Frost turn, you have three-quarters cover, including against the
5th-level Enchantment spell (Altissima-Cor’s Arcane Arts) triggering attack. If an attack hits you the shield shatters and the
Casting Time 1 action effect ends, and if the attacker is within 30 feet its energy
Range 30 feet assaults them, forcing them to make a Constitution saving throw.
On a failure, they take 4d10 cold damage and are stunned until
Components V, S, M (a preserved or frozen water lily) the start of your next turn.
Duration Concentration, up to 1 minute At higher levels. When you cast this spell at 5th-level or
higher, for every slot level above 4th you can choose one of the
Choose one creature within range.Their body and weapons following benefits:
become coated in a radiant layer of frost, pouring like smoke from
their body. For the spell’s duration, that creature’s weapon The shield grants you a +1 bonus to your armor class.
attacks deal an extra 2d10 cold damage, and they become The spell’s cold damage increases by 2d10.
immune to cold and radiant damage. The target cannot be
grappled or restrained for the duration, and any creature who Everest’s Isolated Undoing
attempts to do so automatically fails. Any creature that ends their 5th-level Abjuration spell (Skulker’s Grimoire)
turn in direct contact with the target during the spell’s duration
takes 2d10 cold damage. Casting Time 1 action
At higher levels. When you cast this spell at 7th-level or Range Self
higher, you can target one additional creature within range for Components V, S
every two slot levels above 5th. Duration Concentration, up to 10 minutes
You are phased out of the Material Plane slightly and granted
special protection against widespread attacks. If you are targeted
by an effect that requires a saving throw and targets or affects
can use your reaction to be ignored by the effect as if you aren’t 3rd-level or higher, you can choose one of the following effects
present, phasing through its effects harmlessly. If you are within for each slot level above 2nd:
an ongoing effect that lingers in an area (such as cloudkill) you
are ignored by its effects as long as at least one other creature is You may choose one additional target.
being affected by it. The fire and psychic damage dealt each increases by 1d8.
At higher levels. When you cast this spell using a spell slot of
6th-level or higher, you can choose one creature other than you Free Meadow
for it to affect for each slot level above 5th. Those creatures must 3rd-level Transmutation spell (Skulker’s Grimoire)
be within range to touch when you cast the spell. If ever this
Casting Time 1 action
spell’s effects would apply to every target of a single effect, it
Range 60 feet
offers no protection to them.
Components V, S
Firesage Robe Duration Concentration, up to 10 minutes
6th-level Enchantment spell (Nine Branch Arts)
You choose a point within range, and every surface within a 30-
Casting Time 1 action foot-radius centered on it is covered in soft grass and roots,
Range Self except for liquid surfaces and ones that would cause fire or
Components V, S, M (a jade stone worth at least 1000 gp, necrotic damage upon contact. For the duration of the spell, this
area remains this way, removing the effects of difficult terrain and
which the spell consumes)
Duration Concentration, up to 1 hour allowing all creatures to climb vertical surfaces as if they had a
climb speed equal to their base movement speed.
Your body is wreathed in a cloak of red and emerald flames, Any effect that is modifying the physical properties of the
which grants you protection for the spell’s duration. Your AC terrain within range is suppressed. If those changes are the result
becomes 8 + your spellcasting ability modifier + your proficiency of a spell, they are suppressed only if they were created by a
bonus (if it wasn’t already higher), you gain darkvision out to 240 spell with a level lower than the slot level used to cast this spell.
feet, become immune to fire damage, and if a creature within 5 When the spell ends, the grass and roots harmlessly
feet of you hits you with a melee attack they take 1d10 fire disappear. Any fire damage dealt to or in the space destroys the
damage. While in this state you cannot be charmed or frightened, spell’s effect there.
At higher levels. When you cast this spell at 4th-level or
and all of your weapon attacks deal an additional 1d6 fire
damage. higher, the affected radius increases by 15 feet for every slot
At higher levels. When you cast this spell using a spell slot of level above 5th.
7th-level or higher, the 1d6 fire damage and 1d10 fire damage
increase by 1d6 and 1d10 respectively for every two slot levels
Frigid Banishment
above 5th. 8th-level Abjuration spell (Altissima-Cor’s Arcane Arts)
Duration Instantaneous into a prison demiplane where time is slowed and senses are
dulled. Each creature must make a Charisma saving throw. On a
Choose a number of creatures within the spell’s range equal to failed save, they are banished to a demiplane that is empty aside
the level this spell was cast at. Those targets regain hit points from an infinite cold tundra, where they are blinded by a
equal to 1d4 plus your spellcasting ability modifier, and if they are permanent storm. While there, they take 2d8 cold damage at the
poisoned, paralyzed, stunned or incapacitated by an effect that start of each of their turns but are still able to take their turns.
involves an ongoing save, they may immediately make those Creatures attempting to teleport from their prison plane must
saving throws again with advantage, ending those effects on a make a spellcasting ability check against your spell save DC,
success. otherwise their attempt to do so fails. Creatures may escape their
prison plane by casting banishment on themselves, or by
Foxfire targeting themselves or the area around them with dispel magic
2nd-level Evocation spell (Skulker’s Grimoire) (or any magic-nullifying spell) and successfully dispelling its
Casting Time 1 action effects. When they return, they return to the nearest unoccupied
space relative to where they vanished.
Range 60 feet Creatures banished this way may reattempt the saving throw at
Components V, S the end of each of their turns, ending the effect on a success.
Duration Concentration, up to 1 minute A creature that dies in their prison plane remains there until you
wish to conjure their frozen, statue-like remains in a space within
A flurry of psychic flames sprouts up around three creatures you 30 feet of you (or you die, and they appear where they vanished).
can see within the spell’s range. Those creatures must make a
Dexterity saving throw, taking 1d8 fire damage and 1d8 psychic
damage on a failed save, or half as much on a successful one.
The burning creatures who fail their saving throw continue to
burn, and on subsequent turns you can use your action to force
those remaining creatures to make the save again, taking the
same damage (or half damage). On a success, the flames are
extinguished.
4th-level or higher, the spell’s range doubles for every slot level
above 3rd.
Components V, S, M (a collection of gemstones worth at least 8th-level or higher, its effects change. If cast at 8th level it can
target up to twelve targets, and if cast at 9th-level it can target
10 gp each, and equal in number to the number of orbs you any number of creatures you choose within 60 feet instead.
create, which the spell consumes) Additionally, any creature with 100 or fewer remaining hit points
Duration 10 minutes fails their first save against it automatically.
You conjure four pristine orbs of clear ice, each invested with a Sea-Dweller’s Aspect
small amount of magical energy that softly glows within it. For the 2nd-level Transmutation spell (Altissima-Cor’s Arcane Arts)
duration, if you are targeted by a spell, you can expend a number
of these orbs to absorb magical energy from the oncoming spell. Casting Time 1 action
This produces the following effects, applying them in this Range Self
sequence: Components S, M (a string of seashells)
If a number of orbs equal to the level the spell was cast at can
Duration 1 hour
be expended, the target spell fails and those orbs are Your body is altered to be better suited to underwater activity. For
destroyed. the spell’s duration you can breathe both air and water, can walk
If you don’t have enough orbs to cancel the spell outright and on the surface of water (but not other liquids), gain a swim speed
if the spell was cast at a level higher than its base level, the of 60 feet, and suffer no penalties related to deep-sea
first orbs consumed reduce the spell slot used by one slot temperatures, choppy or torrid water currents, or regular
level each until the slot is equal to the spell’s base level. underwater combat penalties.
If the spell was not negated, is at base level, and would While submerged you gain darkvision out to 240 feet, and
damage you, your remaining orbs are consumed and you roll when you speak your voice is carried by the water to creatures
1d10 for each, then reduce the damage the spell deals to you within 60 feet of you. You can perform verbal components
by that amount. If this reduces the initial damage to 0, the underwater without issue.
spell has no further effect on you.
If the spell was not negated, is at base level, and does not
deal damage, each time you roll the save against it and fail
then an orb is consumed. You then roll 1d20 and recalculate
your save with the new result. This repeats until you succeed
or run out of orbs.
At higher levels. When you cast this spell at 3rd-level or
higher, it creates one additional orb for each slot level above 2nd.
level above 5th: 5th-level or higher, you can fire one additional cluster each turn
for each slot level above 4th.
You may target one additional creature within range.
The spell’s cold damage against its target(s) increases by
1d10.
System Flush
1st-level Abjuration spell
Casting Time 1 action
Range 30 feet
Components M (a healer’s kit or item that restores hit points
when used, which one use of is consumed)
Duration Instantaneous
Choose one creature within range who is suffering from the
effects of being poisoned or diseased. One of those effects ends,
including whatever other effects are causing that condition. The
creature gains 1d8 temporary hit points, which they lose after 1
minute.
At higher levels. When you cast this spell at 2nd-level or
higher, you can choose one of the following effects for each slot
level above 1st:
7th-level Necromancy spell (Altissima-Cor’s Arcane Arts) 6th-level or higher, you can choose one of the following effects
Casting Time 1 action for each slot level above 5th:
Casting Time 1 action that you are proficient with, has the heavy and reach properties,
Range 60 feet gives off 20 feet of bright light and 20 feet of dim light beyond
that, and deals 3d8 fire damage on a hit. You can drop the sword
Components S, M (a metal rod at least three feet long, or a and make it vanish freely, and can recall it to your hand as a
spear, javelin or quarterstaff which the spell consumes) bonus action while the spell persists. When you attack with it you
Duration Concentration, up to 10 minutes may use either your Strength or your spellcasting ability for its
attack and damage rolls.
You hold the spell’s material component aloft and send it hurling When this sword strikes a creature that is a Plant or Undead, it
at a target you can see within range. That creature must succeed deals an extra 3d8 fire damage to them.
on a Strength saving throw or take 8d10 bludgeoning damage At higher levels. When you cast this spell using a spell slot of
and be knocked back 15 feet, falling prone and ending the spell. 5th-level or higher, your proficiency with this weapon increases.
If there is a wall or solid surface within that 15 feet, they slam Using a slot of 5th-level or higher, you can make two attacks
into it instead and the spear keeps them bound to that surface instead of one with it as part of an Attack action. At 7th-level or
where they are restrained. They or another creature adjacent to higher this increases to three instead of one. If cast using a 9th-
them can attempt a Strength check against your spell save DC as level spell slot, this weapon scores a critical hit on a d20 result of
an action to pull the spear free from them, ending the effect on a 18, 19 or 20.
success.
This spell is only capable of restraining creatures up to one
size category larger than you.
T
he following section contains tools, information, and devices you may consider implementing in your game as a
Dungeon Master. If you plan to incorporate this content into your games, you may wish to read the following sections and decide
what is appropriate for your players to read, just as you would for the corresponding sections of the Dungeon Master’s handbook.
The sections contained within are:
Plot Hooks. Suggestions for character and campaign hooks that may inspire thought or give context to your Kits’adria-influenced game.
Divine Blessings. Blessings that may be given to creatures, PC or otherwise, by entities such as Luxus, Kitsune, the First to Skulk, or
Artifacts. Ancient, unique items related to Kits’adrian culture, including Kits’adrian constellequaries and weapons and equipment of
them. They can be used out of context for other purposes as well. Has both particular individuals and general ones.
Racial Templates. Templates included that can allow you to apply the Kits’adria subraces to any humanoid stat block.
I
f running a campaign focused on Kits’adria or Loner in Need
including them, you might draw inspiration from some The party has received a distress call from Kyuubi or someone
Kits’adria-centric campaign arcs. This book provides lore acting on their behalf. This distress call might be meant for them
regarding the First to Skulk, Nogistune, Luxus, etc, as well as or for anyone who would listen. A loner among her kin, Kyuubi
stat blocks related to them and many creatures tied to them. You
has gotten herself in trouble and needs aid to free herself from a
can use some of the following general ideas for a Kits’adria (or a situation, such as being trapped in a dungeon, magic demiplane,
campaign as a whole). or needs someone to open a path back from the Shadowfell
which had been closed behind her. In aiding her, they become
Blackwind Acolytes
involved with whatever she was investigating, and she may be
In the area local to the adventurers, Blackwind monks are seen coerced to rely on them to aid her (though she would do so
recruiting people to take back to Samaru’s temple in the begrudgingly).
Shadowfell. Their activities become hostile or are related to other
ongoing activities the party is already looking into. The Blackwind Mistaken Misidentity
acolytes are motivated by the promise of new followers or A Kits’adrian player character was in the wrong place at the
resources and work on behalf of another group. wrong time. A known shapeshifter, they were blamed for a crime
committed by another shapeshifter (perhaps a doppelganger).
Call to the Temple
While they flee from the authorities, they need to clear their
An adopted/lone Kits’adria finds that an object they had held onto name. As an extra twist, the criminal shapeshifter may have
all their life, a small wooden amulet, speaks to them and tells intentionally pretended to use the Kits’adria’s humanoid form as
them to seek out the Deep Pause and rediscover their heritage. their own “true form,” showing they have some knowledge and
The voice is Elstrakin, inviting them to the temple to tell them connection to the Kits’adria.
about their lost family and testing them to set them on a path to a
greater purpose. The amulet acts as a magic compass that leads Saved by Magnesia
them to a Deep Pause Guardian that has been long dormant, and If ever they are lost at sea or suffer a sea-faring disaster, the
once the amulet is placed within it, the Guardian guides them (at party might be found and rescued by the at-the-time unknown
Elstrakin’s command) toward the temple itself. crew of the Tides of Conquest, including Magnesia, who are more
than happy to welcome them aboard and hear about their plight.
Cleric of Springmoon
Unless directly involved, they agree to take them to the nearest
A paladin or cleric associated with the temple of Springmoon has port, and while they are with this motley crew, they encounter one
an elder member who shares with them stories of their namesake or two critical, exciting sea-faring adventures. Though not
and their fall at the hands of Samaru and Nogistune. They seek necessarily granting an initial hook, their familiarity with Magnesia
greater truth about their fallen ancestors and, in the process, may play a critical role later in a campaign.
become aware of a plot to raise a force to attack the Deep
Pause, as Samaru has long since wished to steal the Foxfire Student of the Attendance
Hide hidden within. As a scholar of the Mirror Attendance, you become aware of the
return of the organization’s founder: Tamamo no Mae. As they
Fox Town
return to their role as archmage, they use their influence to twist
The party encounters a forest town centered around a very large its most powerful members over to their hidden, dark desires.
tree that greatly outgrew all other trees surrounding it. The town Tamamo no Mae’s role as a sukoshin daiyokai becomes the
seems empty, except for dozens of foxes that keep their distance campaign’s focus. Eventually earning her attention and ire, the
but watch them. At the party explores, the town is attacked by adventure becomes an effort to survive discovery by her and find
something, and if the party helps dispatch it, the foxes reveal the means to defeat her and free the Attendance from her
what they are and openly interact with the outsiders. Otherwise, influence.
they secretly try to steal from and harass the party to get them to Alternatively, a player may be related to a member of the
leave. Attendance, and their loved one may have fallen under their
control. The player’s mission may be to seek out their loved one
Incarnation of the Lost and discover why they have dropped contact, and in visiting the
Years into the young Kits’adria’s life, they begin having Attendance’s facilities, they find Tamamo no Mae’s influence
nightmares about a chamber of poison miasma and a Kits’adrian where it once was not present, and saving their loved one from
woman tormenting them, killing them repeatedly and consuming her becomes their goal.
their essence. Seeking guidance on these nightmares, they are
revealed to be the echoes of memories from Springmoon and Walder Infestation
their torment as Nogistune learned to consume the essence of A town is being attacked in the night by mysterious assailants,
their siblings. initially considered vampires or undead. Upon investigation, they
The Kits’adria come to realize that they have come to inherit find it is pause walders who are draining locals of blood and
the memories of Springmoon through an incomplete taking their yield back to a hive to feed it to a growing walder troll.
reincarnation of his consumed soul, as only his memories and The troll threatens the local community and is dangerously close
grief could pass on. These nightmares cause the Kits’adria to to awaking and going on a rampage.
seek a way to get justice for Springmoon, and the fear of what
would happen if this incomplete version of the singeing reached
its end causes them to seek help from the divine, trying to find a
means to commune with Kitsune.
T
he gods often grant blessings to those who Gift of the Jade Mirror
complete missions and trials for them. Luxus, Kitsune, When the blessed creature is targeted by a spell that requires a
and even Elstrakin are capable of granting blessings of saving throw, and they succeed against it, they are ignored
the same nature. If you ever wish to, you can offer the entirely by its resulting damage and effects.
following blessings to those who perform services for these divine
beings. Gift of Luxus’ Swiftness
Gift of Bright Sight The blessed creature can cast haste, targeting only themselves,
as a bonus action. They can do so once per long rest. When they
The blessed creature gains darkvision out to 60 feet. If they cast haste this way, they do not need to concentrate on the spell,
already had darkvision, the range increases by 60 feet instead. and when it ends, they do not suffer from a round of exhaustion.
Gift of Delicate Appetites Gift of Nine Branches
The blessed creature cannot be poisoned and can consume The blessed creature is granted the ability to cast any of the
spoiled or poisonous food as if it were in edible condition. spells from the Nine Branch Arts spell group. They can use this
blessing once per long rest, using their Charisma as their
Gift of Divine Experience
spellcasting ability, or their regular spellcasting ability if they have
The blessed creature gains one extra use of one of the following a spellcasting or pact magic feature.
class features, as the GM feels appropriate, which they regain
alongside their other uses: Gift of the Progenitor
The blessed creature gains one racial trait from a Kits’adria
Barbarian - Rage
subrace, except for ones that increase their Ability scores.
Bard - Bardic Inspiration
Fighter - Action Surge The blessed creature’s base movement speed increases by 10
Inscriptor - Consultation
feet. Once per short or long rest, they can use their bonus action
Magus - Ether Points (equal to proficiency bonus)
to double their base movement speed for 1 minute.
Monk - Ki Points (equal to proficiency bonus)
Assassin’s Teapot Two iron latches seal this wooden box. When opened, it contains
Adventuring gear (teapot), uncommon enough dried tasteless rations (not water) for up to fifteen
medium-sized creatures to eat their fill for 1 day. All food taken
This unique teapot is constructed with two chambers inside (both from it and not consumed disappears the following dawn, at
of which lead to the same spout) and two small air holes near the which point the box is replenished.
handle. Covering one or both of the air holes with one’s thumb
while pouring allows the user to control which of the chambers is Crescent Scimitar
poured out or if both are poured together. By doing so, a creature Weapon (scimitar), uncommon
can seemingly pour two different substances from the same pot
or mix the two substances without drawing attention to it. This The crescent scimitar has a blade that curves down and over the
allows for mixing poisons or other liquids into one drink, while hand and is made of particularly thick metal. While wielding it, a
pouring the next entirely safely. creature gains a +1 bonus to their armor class and is treated as
When using the pot around suspicious company, you must wielding a shield, or a +2 bonus if they are dual wielding crescent
make a Dexterity (Sleight of Hand) check against the passive scimitars. If another shield or shield-like weapon would grant a
Perception of those who might be watching your actions. If such greater bonus to the wielder’s armor class, that bonus overtakes
a check is called for and no one suspecting foul play is watching, this one.
you have advantage on this check instead. In company not
paying attention, no check is required. Fang of the Serpent
Wondrous item (fang), rare (requires attunement)
Band of Arcane Unraveling
Wondrous item (bracelet), very rare (requires attunement) This fang can be placed in an empty slot in a creature’s jaw, and
when they attune to it, the fang adheres to their bone. Once
This bracelet has six charges, which it regains each dawn. When attuned, it can only be removed if they are dead or if remove
a creature attempts to hit its wearer with a weapon attack from curse is cast on it. A creature attuned to this fang can use its
within 60 feet and the attacker is benefiting from the effects of bonus action to make a bite against a creature within 5 feet of
one or more spells, the wearer may use their reaction and spend them. This attack uses their Strength, and they are considered
at least one charge to target the attacker with the effects of dispel proficient in it. It deals 1d6 poison damage multiplied by half their
magic, targeting every magical effect on the creature proficiency bonus (rounded down) on a hit.
simultaneously. If they must roll a spellcasting ability check On critical hit, the target is poisoned for 1 hour, and makes a
against these effects, they roll a +3 if one charge is used, DC 14 Constitution saving throw at the end of each of their turns,
increased by +1 for every two additional charges used. ending the effect on a success.
When using this reaction, the equipped creature can use more While this fang is in a creature’s jaw, they can taste the
than one charge. If they do, the spell level dispel magic is cast at presence of poisons in their food and drink and can spit them out
increases by one for each extra charge. harmlessly before they take effect. Poisons the creature expects,
like alcohol, do not trigger this reaction.
This ancient tome was written by Luxus during her time in the The armor of Kitsune’s humanoid form. It is infused with her
mortal world, and is a comprehensive document regarding how to elemental essence, granting any who wear it that power. It burns
best serve as a rogue, thief and assassin. It is considered her hotter when yokai, monstrosities, and elementals draw near.
memoirs to many, and there are fables that the final period Creatures who attune to it can assume a form similar to Kitsune’s
written into its pages was done so at the moment she was elemental fox form, briefly granting them the strength to wield
elevated to the status of an Eidolic deity, granting the book its large weapons with ease.
divine power. This armor is sometimes used by the First to Skulk, but they
The book’s appearance is somewhat unassuming: it appears to consider wearing it to be an insult to Kitsune’s station above
be a leather-bound journal with a paw print on its cover. The them. Due to this, it is often sealed away and hidden by them in
pages seem worn and damaged, though in truth they are in one of many places. On some occasions it has been stored on
perfectly pristine condition. Many great masterminds and thieves the Tides of Conquest, and in others has been hidden in the
have told stories about the book simply appearing among their Deep Pause. The daiyokai Samaru has made several attempts to
belongings, blending in with other collections of notes and find and steal it, having given up his loyalty to Kitsune and
journals for years until they eventually discovered its true worth. knowing the benefits of the armor’s legendary properties.
Rogues and assassins who find themselves reading its pages This magical studded leather armor grants a +3 bonus to its
will find plenty of guides to performing their craft, including wearer’s armor class.
striking vital points more efficiently, a comprehensive Primordial Form. As a bonus action you can assume a shroud
documentation on traps and locks, and how best to hold one’s of primordial elemental energy which remains on your body for 1
body and move with intention at all times. minute. During this time you are resistant to all damage, and gain
Written in Code. In order to understand this document, a a fly (hover) speed equal to your base movement speed. While in
creature must be able to understand Thieves Cant naturally. this form, any fire, lightning, acid, poison, cold, and thunder
Those who have it explained to them, break the code using damage you deal ignores its target’s resistances, and treats
magic, or otherwise don’t know how to naturally see the codes immunity as resistance instead. Once you use this Primordial
and ciphers the book is written in will be unable to comprehend it, Form, you cannot do so again until dawn seven days later.
and so cannot attune to it. Enduring Spirit. When you are reduced to 0 hit points or killed
Destroying the Book. If a creature attempts to destroy the outright, you instead take no damage/are not killed, and your
Book of Deception and Thievery, they will find that the moment body turns to flames, exploding in a 20-foot-radius sphere
they intend it harm, it will unleash a cloud of suffocating smoke. centered on you. All creatures you choose within that range must
When the smoke clears, the book will have disappeared and will make a DC 18 Dexterity saving throw, taking 8d6 fire damage on
reappear elsewhere in 1d10 years. a failed save, or half as much on a successful one. You then
Attunement. You must spend at least a full 32 hours reading reappear in an unoccupied space you choose within 30 feet and
the book to attune to it, which must be taken over a period of five cannot use this feature again until the next dawn.
days or you must start over. When attuned to the book, you gain Foxfire Immunity. While attuned to this armor you are immune
book to become attuned to it, your Dexterity score increases by properties slightly altered, making them lighter. When you wield a
2, to a maximum of 24. You can’t gain this benefit from the book weapon that doesn’t have the heavy or two-handed property, you
more than once, and only one creature can gain this benefit from can treat it as if it had the finesse and light properties. If it does
the book every year. have the heavy or two-handed property you can treat it as having
Deft Attacker. When you take the Attack action, you can make the finesse property, though it remains two-handed. When in this
three attacks instead of one as long as all those attacks are armor’s Primordial Form you can wield heavy/two-handed
made with weapons that qualify for your sneak attack feature. weapons with one hand, and they are treated as having the light
Furthermore, if you have expended your sneak attack damage property.
this turn, you can use it again on attacks that would qualify for it,
but only deal 3d6 extra damage instead of your full amount.
Lockpick Master. When you make an ability check using
it has a pale pink reflective sheen. This form gains the following foxfire charges, the weapon invokes Kitsune’s cosmic shard as
changes: an action. A spinning wheel of flame and light made of intricate
interconnecting runic patterns appears centered on a space you
This armor’s bonus to AC becomes +2. can see within 240 feet. All creatures in a 30-foot-radius, 60-foot-
You are immune to poison damage. high cylinder centered there must make a DC 21 Dexterity saving
You may use doppelganger tactic four times per long rest, and throw, taking 30 (10d6) fire damage plus 30 (10d6) radiant
its DC becomes 18. damage on a failed save, or half as much on a successful one.
You can declare a use of vanish step at any time when When you use this feature, roll 1d10. On a result of 10, you
moving. regain 1d6 + 1 Foxfire Charges immediately. On a result of 1, you
are burned by the weapon, taking the same fire damage dealt as
if you had failed the saving throw.
The primal gemstone of Luxus: a pink kunzite with a light Seeking Solace is the secondary gunblade used by Luxus, which
embering glow within. So long as this gemstone - infused with the is also depicted as her weapon when she was elevated to godlike
faintest sliver of Luxus’ soul - exists in the Material Plane, Luxus power. It is a longblade that is balanced like a shortsword that
can manifest her aspects beyond the Divine Curtain. deals 2d8 piercing damage, and requires proficiency with
Attunement. A creature attempting to attune to this kunzite shortswords to use as a melee weapon. It can be fired as a rifle,
must attempt a DC 18 Charisma saving throw. On a success, and when it is, it creates a bullet of compressed flame.
they attune to it successfully. If they fail, they cannot attempt to Rifle Function. This gunblade can be used as a shortsword or
do so again until the next dawn, and their Charisma score is as a hunting rifle, but does not have to reload and it deals fire
reduced by 1d4+1. They regain 1 lost point of Charisma each damage instead of piercing.
time they complete a long rest, or when a 6th-level or higher spell Awakening Properties. This weapon will only awaken when
that can remove curses is cast on it. attuned to a chaotic or neutral creature, and when it is used to
A chaotic evil or lawful good creature cannot attune to this defeat a great tyrant, criminal mastermind, or oppressor. It may
gemstone, nor can a creature who has attuned to another awaken in the attempt to defeat such a person, but will only
Eidolon’s gemstone or constellequaries. Conversely, if a creature remain that way once they are properly dethroned, defeated or
is attuned to one or more of Luxus’ constellequaries, all of their killed. When it becomes awakened, it undergoes the following
artifacts and this gemstone collectively count as one item for the changes:
purposes of attunement limits.
Armor Bonus. While attuned to this item and wearing light Its enhancement bonus increases to +3
armor or no armor, you gain a bonus to your armor class equal to The damage from flaming critical increases to 4d10
half your proficiency bonus (rounded down) You can cast the spell firestorm (DC 19 Dexterity saving
Avoidance. While you are attuned to this gemstone, when you throw), then cannot do so again until the following day.
make a saving throw to take only half damage, you take half You can use Fire Bullet twice per day, and the DC increases
damage on a failed save, and no damage on a successful save. to 19.
This weapon and damage from its features is eidolic.
Ring of Freedom
Enhancement. Attack and damage rolls made using this
Wondrous item (ring), artifact (requires attunement)
weapon count as magical, and benefit from a +1 bonus.
Fire Bullet. In place of one weapon attack, you can target a
This copper ring has a kunzite band wrapping around the length
point you can see within 240 feet, causing an explosion with the
of its exterior, designed to look like several coiling fox tails.
Though not terribly assuming, this accessory is a relic of the effects of the fireball spell (DC 18 Dexterity save) to erupt. You
can use this feature once, then cannot do so again until the
Eidolon Luxus and was an early manifestation of her divine
following dawn.
power when she was acclimating to the role she would later fully
Flaming Critical. When an attack with this weapon scores a
embody. It is a symbol of speed, acuity, and perception.
Those who have worn this ring have attempted to invoke critical hit, it deals an extra 3d10 fire damage.
Luxus’ speed and precision, but do so without knowing that
Luxus relied upon her divine immortality to resist the ill effects of
the item. By accelerating using this ring, a mortal creature would
trade their remaining life force and time in exchange for speed.
When attuned to the ring you gain the following benefits:
Elevated Dash. You can take the Dash action as a bonus
action, and when you do the movement speed you take as part of
that Dash action is doubled.
Free Movement. Your movement speed cannot be reduced.
the haste spell for 10 minutes, targeting yourself. When the effect
ends (or when haste is cast on you by other means) you do not
suffer the negative effects of the spell. Each time you cast haste
this way, roll 1d6. On a result of 2 you age 1d4 years, and on a
result of 1 you age 1d6 years. If something would prevent you
from being aged by this effect you do not benefit from the haste
spell.
Teleportation. You can use your bonus action to move up to
This shortsword has a handle like a long revolver, with a blade This weapon now grants a +2 bonus to attack and damage
that curves out from it with a small sealed gun barrel along the rolls made with it.
back of the blade. As a constellequary, this weapon has several This weapon’s fire damage becomes 1d6.
stages of evolution. These stages, their major cosmetic changes, This weapon may be fired up to 10 times before reloading,
and their features are as follows: which can be done as a bonus action.
Piercing shot can be used three times per short or long rest,
Dormant its DC becomes 18, and its damage becomes 4d10 + 5
This magic weapon can be used as a shortsword, or fired as a piercing and 2d6 fire. You can now declare one in place of one
revolver. It can generate its own ammunition, but requires an of your weapon attacks instead of as an action.
action when reloading to do so. It can also be loaded with You can declare a trigger frenzy as an action twice per long
external ammunition. rest.
You can declare a disintegrating bullet a number of times
Restored equal to half your proficiency bonus (rounded down) per long
rest, and its DC becomes 18. You only roll the d6 to regain a
The blade of this weapon becomes kunzite. This form has the
use when you run out of uses.
following features and changes:
This weapon’s damage becomes eidolic.
This weapon grants a +1 bonus to attack and damage rolls Trigger Frenzy. You fire a series of shots at all creatures you
made with it. choose in a 30 ft. cube centered on a point you choose within 60
This weapon’s ranged attack deals an additional 1d4 fire feet. All creatures within range must make a DC 18 Dexterity
damage on a hit. saving throw, taking 5d8 + 5 piercing damage and is stunned until
This weapon may be fired up to 8 times before reloading. the end of their next turn on a failed save, or half as much
Twice per short or long rest, you can declare a piercing shot damage and isn’t stunned on a successful one.
as an action.
Once per long rest, you can declare a disintegrating bullet as
an action.
Mirror Spear
Martial weapon (glaive), artifact (requires attunement)
This polearm has a very long blade, at the base of which is a ring
of enchanted gold metal with a mirror affixed to the inside. The
weapon was designed to gather and reflect magical energy and
was wielded by a famous sukoshin spellcaster and warrior.
whispers in your ear while attuned to this weapon. When you are
reduced to 0 hit points or killed outright, this voice steadies your
resolve and allows you to avoid being killed. Instead, you are
reduced to a number of hit points equal to half your total level (or
CR). This feature only functions once, then does not function
again until the following dawn.
Improved Critical Edge. This weapon scores a critical hit on an
T
he following section lists various characters and Creatures
NPCs, generic or otherwise that you may choose to use The following table lists all creatures within this compendium,
or modify in your campaigns. Among them are the listed in order of challenge rating. Any creature labled with the
remaining members of the First to Skulk and First to creature type “Kits’adria” is also a humanoid.
Consume, the progenitors of the Kits’adrian race, and various
beasts, groups, and templates for important organization CR Creature Name Creature Type Page
members, individuals, and beasts.
N/A The Tides of Conquest Vehicle 96
Using a Stat Block 1/8 Fox Beast 90
This book is meant to be a companion to the official Monster 1/4 Blackwind Cultist Humanoid 73
Manual for 5th Edition Dungeons and Dragons and works using 1/2 Crewmate Humanoid 94
the same rules and guidelines set out within it. If you are 1/2 Pause Walder Plant 116
unfamiliar with the monster stat block format, please read the 1 Dire Fox Beast 77
introductory section of the Monster Manual before continuing.
2 Blackwind Monk Humanoid 75
That book provides terminology and mechanical information not
repeated here, as well as guidelines for modifying creatures that 2 Dustpelt Cleric Humanoid 78
you may find useful when building your own adventure. 4 Fox Spirit Fey 90
4 Sukoshin Fiend (yokai) 122
Deity & Eidolos Creatures 4 Yūrei’adria Fiend (yokai) 126
Two special creature types exist within Somnus Domina, which 5 Kitz Wildfighter Kits’adria 93
are included briefly in this section: deities and eidolos.
5 Mythdog Kits’adria 95
Deity. Creatures with the “deity” creature type have some
amount of divinity, though they may not be full gods. They have 6 Dustpelt Paladin Humanoid 78
enough that they would fit into the categories of lesser or 6 Kitz Druid Kits’adria 93
demigods at least. Though their traits may not say so, all of their 7 Blackwind Speaker Humanoid 75
weapons and damage they deal are considered to be eidolic and 8 Kitz Ambusher Kits’adria 92
magical, allowing it to ignore the resistances of creatures that 8 Sukoshin (3 Tails) Fiend (yokai) 123
require those properties to be properly harmed. In these cases,
8 Walder Troll Plant 117
their primary creature type will be “deity,” and their other creature
types are listed as sub-types in parenthesis. 9 Blackwind First Order Kits’adria 74
Eidolos. Creatures that have “eidolos” in their creature types, 9 First Mate Kits’adria 94
which are usually but not always deities themselves, can be 10 Emberwing Celestial 84
permanently killed by eidolic damage, but only if that damage is 12 Deep Pause Guardian Construct 76
dealt to their sepherite after they are destroyed, and only if the 12 Sukoshin (6 Tails) Fiend (yokai) 124
creature dealing the damage has a higher CR or total level than
14 Dekishikori Fiend (yokai) 121
the CR of the eidolos. Otherwise, they return to life shortly after
being destroyed (as described in their stat block). The eidolos 14 Kellia Kits’adria 100
creature type is always listed as a subtype. 16 Elstrakin Kits’adria 98
16 Emberwing Sundyne Celestial 84
New Sizes 16 Magnesia Kits’adria 104
Content from Somnus Domina uses several creature sizes not 17 Kyuubi Kits’adria 102
present in the regular ruleset for 5th Edition Dungeons and
19 Sukoshin Daiyokai Fiend (yokai) 125
Dragons. This system includes the following size categories:
20 Samaru Fiend (yokai) 108
Size Space 21 Tamamo no Mae Fiend (yokai) 110
Titanic 40 ft by 40 ft 24 False Eidolon - Luxus Fiend (yokai) 86
Tremendous 60 ft by 60 ft 24 Kitsune Deity, elemental 88
Colossal 80 ft by 80 ft 24 Nogistune Undead 112
Supermassive 150 ft by 150 ft 27 Versellendrake Dragon (Chromatic) 118
Planetary 500 ft by 500 ft 30 Aspect of Luxus Deity (Half-Elf) 79
30 Beast of Catacysm Deity (Undead) 115
Not all of these sizes are used within this bestiary.
Blackwind Cultist
The rank-and-file members of the Blackwind temple, who have
shown very little prowess in other fields but are useful fodder.
They are strong fighters who are taught to obey Samaru’s orders
even if it brings about their death, though many of them have
never seen Samaru directly. Samaru will occasionally choose
individuals from among them to elevate to concubines or his
speakers.
sleep.
considered to be forces of nature that watch over the world of making them both magical and able to permanently kill eidolos if
spirits, and keep an eye on the past and future. Among them are they reduce their hit points to 0.
prophetic individuals. Though not entirely, they are seen as
harsher forces of nature and respecting them is often seen as
synonymous with paying respect to the sanctity of the arcane,
spiritual and nature worlds. The Fellowship are celebrated most
during the winter months, where they are prayed to in hopes that
they bring back the warmth of summer.
The Sentinels of the Twilight Authority. Considered heretical
Saving Throws Dex +19, Con +13, Int +13, Cha +11
Skills Insight +11, Perception +14, Stealth +18, Survival +14
Resistances piercing, slashing and bludgeoning from attacks
that aren’t eidolic
Immunities psychic, fire; piercing, slashing and bludgeoning
from nonmagical attacks that aren’t eidolic
Condition Immunities blinded, charmed, frightened,
incapacitated, paralyzed
Senses truesight 60 ft., darkvision 240 ft., passive Perception 24
Languages All
Challenge 30 (155000 XP) Proficiency Bonus +9 Bonus Actions
Change Shape. The aspect changes their body and voice to match
the mannerisms, appearance and tonality of any small or medium
Avoidance. If the aspect makes any saving throw to take half humanoid they wish, or back to their true form. Any creature who
damage instead of full damage, she takes half damage on a failure tries to see through this transformation must succeed on a DC 23
and no damage on a success. Wisdom (Insight) or Intelligence (Investigation) check.
Innate Spellcasting. The aspect’s spellcasting ability is Intelligence. Cunning Action. The aspect takes the Dash or Disengage action.
She can cast the following spells, requiring no material components:
Vanish. The aspect teleports to any space she can see within 30
At Will: hold attacker, seeming, teleport, thunder step feet and takes the Hide action.
3/Day Each: fireball
2/Day Each: firestorm, haste Reactions
Doppelganger Tactic. When the aspect is targeted by an attack she
Legendary Resistance (4/Day). When the aspect fails a saving can see, she can force her target to make a DC 26 Wisdom saving
throw, she can choose to succeed instead. throw. On a failure, they imagine one creature within their attack’s
range to be her and the attack is re-directed at them. On a success
Mastermind’s Fallback (Recharges after Short or Long Rest). If the the attack happens as usual. In either case, the aspect turns
aspect would be reduced to 0 hit points or killed outright, her current invisible as though by the invisibility spell until the end of her next
hit point total is instead reset to 400 hit points, she becomes invisible turn.
until the end of her next turn or takes an action, she recharges her
Kunzite Hurricane, regains any spent uses of her Legendary Legendary Actions
Resistance, and for 1 hour can use the options in the “Mythic
Actions” section. A party that defeats her after using Mastermind’s The aspect can take four Legendary Actions, choosing from the
Fallback is awarded an additional 155,000 XP (310,000 XP total). options below. Only one Legendary Action option can be used at a
time and only at the end of another creature’s turn. The aspect
Sneak Attack (1/Turn). The aspect deals an extra 40 (10d8) damage regains spent Legendary Actions at the end of its turn.
when she hits with a weapon attack that has advantage, or when Attack. The aspect makes one weapon attack. If it qualifies for its
their target is within 5 feet of one of the aspect’s allies that is not sneak attack, it only adds 23 (5d8) damage instead of the full
incapacitated and if the aspect doesn’t have disadvantage on the amount.
attack roll. Invisibile Retreat (Costs 3 Actions). The aspect turns invisible
until the start of her next turn, and teleports into an unoccupied
Actions space within 30 feet.
Multiattack. The aspect makes four weapon attacks. Mythic Actions
The aspect can use the following options as Legendary Actions once
Seeking Solace (Gunblade). Melee Weapon Attack: +18 to hit,
her Mastermind’s Fallback has been activated.
reach 5 ft., one target. Hit: 23 (2d10 + 12) slashing damage plus 11
Organized Assault (Costs 2 Actions). The aspect’s physical form
(2d10) fire damage or Ranged Weapon Attack: +18 to hit, range
becomes blurred and distorted, splitting into various iterations of
240/720 ft., one target. Hit: 34 (4d10 + 12) fire damage.
herself until the end of her next turn. During this time all attacks
made against her have disadvantage, even from creatures with
Kunzite Hurricane (Recharge 5-6). All creatures the aspect chooses
within 30 feet of her must make a DC 26 Dexterity saving throw, truesight, blindsight, tremorsense, or the ability to see through
illusions.
taking 39 (7d10) slashing damage and 39 (7d10) fire damage on a
failed save, or half as much on a successful one. Any creature that Deadshot (Costs 2 Actions). One creature the aspect can see
fails by 10 points or more is stunned until the start of the aspect’s within 240 feet is assailed by a pointed bullet of force. They must
make a DC 26 Dexterity saving throw, taking 45 (10d8) force
next turn. The aspect ends this attack in an unoccupied space
adjacent to any of their targets. damage on a failed save, or half as much on a successful one. A
creature that fails and rolls less than a 10 on their saving throw d20
result is stunned until the start of the aspect’s next turn.
The following is information regarding Luxus’ role as a deity in she has gone by many other names as well.
Somnus Domina.
The First Assassin
Artifacts. Luxus has several major artifacts associated with
The Fireknife
them. Like all Eidolons, they have two constellequaries: Deus
Mother of Foxes
Yankovic and the Tiberius Barrel Knife. They are also associated
Lady of No Consequence
with a primal gemstone, a Kunzite that allows them to project
Ever-red
themselves past the Divine Curtain and assume the form of one
Maiden of the Last Sight
of their aspects in the Material Plane. Aside from these items,
they are also known to be associated with three other artifacts: Portfolio. Luxus’ portfolio includes organized crime, trickery,
the Book of Deception and Thievery, the Ring of Freedom and wildlife, freedom and curiousity. She can automatically sense and
Steps, and the gunblade known as Seeking Solace. experience events and occurances to do with these aspects
Aspects. The most well known aspect of Luxus is Kitsune, who without involving an avatar or aspect.
was also the first eidolos. This fox companion became a
reflection of Luxus, and their wills became connected to one Worship of Luxus
another. Luxus rarely appears in the Material Plane unless Luxus is considered a fair but chaotic goddess, overlooking
looking for entertainment, and utilizes Kitsune to perform most of harmless crimes and even encouraging phantrophic ones. They
her work for her. As she is a secretive Eidolon the identity of her are an ally to the poor and humble, and a sign of ill omen to the
other aspects are not well known, but many famous rogues and rich and greedy.
tyrants in history are thought to have been tied to her. It is Domains. Like all of the Eidolons, Luxus inherited the domains
commonly suspected that her prophet Elstrakin is an aspect of and responsibilities of many of the former gods of the Old World.
Luxus, but this is more of a fairy tale than founded upon fact. They hold the domains of thievery, mischief, trickery, bravery,
Divine Rank. Luxus’ is an Eidolic Deity, a member of the kits’adria, half-elf, chaotic, joy, fire, luck, pleasure, strife,
Eidolons. wilderness, and fortune. They dabble in other lesser domains as
well, but these are outside their primary concern.
Symbol. Luxus’ emblem resembles an inverted teardrop with a
the Beastlands, upon the upper layer of Frigala, lit eternally by heartedness, but her nature as a chaotic neutral goddess lends
the sun, is the Island of Beckoning. Standing as the highest point itself to many interpretations. One will see her emblem on the
in the plane, it exists as a massive structure rising up upon huge shields of many clerics, but also often on the backs and blades of
pillars of stone, overgrown with plantlife. Unless invited, reaching assassins and thieves. Criminals often pray to Luxus for
it requires climbing these massive pillars, which is too great a guidance in their plans, and it is not said that she turns them
task for most visitors. down. Corruptions of her emblem have often been used to
This massive island has a variety of elevated resplendent represent major criminal organizations, including often being
gardens, towns, keeps, natural wonders, and expansive found in conjunction with the infamous Family of Retia.
wilderness, with animals roaming free and peacefully, fruit Rituals. Prayer to Luxus often involves wrapping a small
exclusive to the island, and is where Kits’adria spirits are invited amount of valuable mineral dust (such as that of platinum, gold,
when they reach the afterlife. The souls of many sapient animals, or silver) in twine and leaves, and burning it within an open flame
druids, heroic thieves and rogues, righteous pirates, and Beast or small ceremonial pot. This rite is called “paying celestial dues”
Tribe members would also be invited here if no other claim was or “offering a gesture of protection” and is symbolic of paying for
made to them. In general it is considered a paradise given as a the good will and protection of a thief’s guild. The valuable dust
reward to those who lived with their heart full of adventure and vanishes if their belief is true, signifying it has been accepted.
chaotic zeal, but did not close themselves off to the plights of the Particularly devoted petitioners grind kunzite into dust and offer
downtrodden. that, knowing it to be Luxus’ favorite material. When this is done
There is a central keep, the Last Camera, where Luxus as prayer the flames often turn pink, although only briefly.
resides. Though never confirmed, it is spoken in legend that nine Followers. Luxus has millions of followers across the Material
seats lay unclaimed within her court there, left open to her most Plane, including all of those who worship her as part of the
precious children should they ever decide that their immortality as Twelve, the Eight, or as a patron deity of Cu Chullis. Even without
the First to Skulk should end. Three of these chairs have lost those numbers she has many who worship her individually, and
their luster, fading slowly as if aged for thousands of years, and those who do so are referred to commonly as Luxian Abjects.
one among them has begun to crumble. The priests of her sole worship, known collectively (and
At Luxus’ control were a series of Monadic Devas known as humorously) as the Luxian Conspiratory Order, tend to be druids
Emberwings, born from her own divine power. and nature-oriented worshipers who pray to her for luck, warmth,
and protection from crime or exploitation.
Fox Spirit
The Fox Spirit is a guardian of the land which roams in small
packs to protect nature and places of spiritual importance. These
beasts may be conjured by mages or druids to allow the spirits of
mistreated foxes to defend their kin. They are fey spirits that the
common onlooker may interpret as ghosts but are in actual fact
manifestations of the Feywild.
Kitz Ambusher
Assassins among the Kits’adria, usually trained to defend their
packs and communities from outsiders. Kits’adria rarely use their
talents for the purposes of being hired hands, but these talents
can be exploited if the Kits’adria find themselves in a tough spot
or dealing with unsavory organizations for long enough.
Conquest Crewmate
These usual crewmates perform most of the basic duties on
deck, including operating the sails, cannons, and the internal
mechanisms that aid it when flying.
which was restored by Magnesia and her followers after they “stations”, all of which require a certain number of crewmates to
found it half-buried in a battlefield in the Strikelands. Left to rot operate. The crewmates of the ship are very capable at utilizing
after the war against the Grand Primaries, this ship is powered by its weaponry thanks to years of experience and familiarity.
a massive slab of enchanted crystal that has an unknown origin, Each station lists how many of it exist on the ship, and how
and seems to be the only one of its kind. The ship is somewhat many times they can collectively be used each round. Crewmates
sentient, can reject the option of moving, and has been known to operate the stations on their own turns (readying their actions at
be temperamental. It took to Magnesia however, and obeys her stations until enough are ready to activate it), but the ship’s turn
commands even when she is not present. in initiative represents when the ship’s stations become usable
Airship Nature. The ship cannot be targeted like a creature, again.
except by spells that deal damage (and only then, it only takes Each section has a hit point total, but the ship’s main hit point
damage and does not suffer or benefit from other effects unless total is its hull. If the hull is destroyed the ship will cease
they specifically target vehicles or airships). It can be targeted as operation, but individual damage to its component stations deals
if it is an object. The airship counts as both a structure and siege half the damage they would take to the hull as well.
equipment. The hull and each station can withstand damage up to their
Air and Waterborne. The ship can function as a ship on the listed threshold without being harmed. If an attack or effect does
sea with very little notice, appearing to be an old, Elven-looking less than that amount when it hits or harms them, they take no
galleon. When it turns into an airship it undergoes a partial damage.
transformation, engaging external engines to allow it to move
through the air. It has landing gear necessary to dock on land,
though the ship’s temperaments lean toward wanting to recline in
water.
Spellcasting. Elstrakin is a 13th-level spellcaster. Her spellcasting Cast Spell (Costs 2 Actions). Elstrakin casts any spell with a casting
ability is Wisdom. Elstrakin has the following spells prepared: time of 1 action.
Cantrips (at will): druidcraft, frostbite, primal savagery, Nature’s Grace (Costs 2 Actions). Elstrakin and up to 5 creatures
shillelagh she chooses within 10 feet of her regain 27 (3d10 + 10) hit points.
1st level (4 slots): cure wounds, entangle, faerie fire, healing
word
2nd level (3 slots): flame blade, foxfire, moonbeam
3rd level (3 slots): agitated pulse, call lightning, hold attacker,
tidal wave
4th level (3 slots): blight, dominate beast, flash cure
5th level (2 slots): awaken, elstrakin’s instant bounty, greater
restoration, wrath of nature
6th level (1 slot): bones of the earth, heal, investiture of wind,
sunbeam, transport via plants
7th level (1 slot): elstrakin’s loving embrace, mirage arcane,
whirlwind
Separated Siblings
Kellia was so affected by the deaths of Everest and Springmoon
that he turned to isolation, seemingly adopting Everest’s habit of
seeking solitude. Shortly after his siblings were killed and the
nature of Nogistune became evident, Kellia found himself unable
to deal with the stress and anxiety of his family turning against
itself. He underwent the Singeing so he could live in peace for a
time, and so he did, but their newly reborn persona suffered from
horrible nightmares about the deaths of their former siblings,
which he wouldn’t understand until summoned suddenly by
Elstrakin. Though it broke tradition, his past life was revealed to
him before his memories had fully returned.
Kellia’s Hunt
Upon Kellia’s memories suddenly coming back to him, he
determined he wouldn’t be able to escape his anxiety and
trauma. Kellia soon reunited with several Kits’adria companies
from his past life who had outlived his rebirth, and who had been
previously tasked with looking into various leads during his
rebirth: all contributing to seeking out the means by which
Nogistune had achieved lichdom. Though their name was lost to
time, Kellia found a dark mage who had been sealed in one of
Vestias’ vaults who understood undead on a level hitherto
unseen. This mage had been unsealed by Nogistune in
exchange for his services, and Kellia deemed it crucial to find this
mage and discern exactly what happened.
Armed with this information, he found the mage had gone on to
begin founding an elaborate cult that resembled a criminal
organization. After hundreds upon hundreds of years of
infiltration, Kellia finally managed to impose themselves among
their ranks and started climbing them, trying to get to the point
where they can meet this dark mage face-to-face and learn
everything possible about Nogistune’s transformation and
activities. Furthermore, Kellia has taken issue with the activities
of this particular organization, which lives in the shadow of
Retia’s royal family.
Interest in Luxus
Kellia has an interest in finding the artifacts of Luxus, including
their constellequaries and primal gemstone. He wants them in
order to combat the growing unrest in the world concerning the
gathering of those ancient items, and wants to do his duty to
Kitsune through the safeguarding of Luxus’ weapons. Though
unspoken, his siblings suspect he intends to use the artifacts to
hunt down and take revenge against The First to Consume, who
conspired against Springmoon together and were the first to take
members of his family from him.
Skulker’s Charter
When the First to Skulk need to travel they often contact and
employ Magnesia’s services. To this end she has a strong
relationship with most of her siblings, and knows Kyuubi better
than any of the others of the First to Skulk.
Reputation
Magnesia Magnesia has featured in many legends where adventurers have
required an aid traveling, or have looked to hire aid in particularly
Versatile and capable, Magnesia is an adventurous woman with a
wonderous quests. She seems to always know where to be in
wild spirit. She serves most commonly as a close friend of Kellia,
order to involve herself in the affairs of others, and the good
but she takes it upon herself to roam and wander, keeping the
sense to assume a different identity among different groups.
First to Skulk informed of each other’s activities. She is a wild
Magnesia has a heart of gold and is almost always willing to lend
explorer known for her magical talents, and though few know it to
a hand to the heroic.
be true, she holds the identity of a famous undying pirate who
She has been known to involve herself with less than savory
rules a famous ship - the Tides of Conquest - which is manned by
crowds, only to subtly sabotage their missions and efforts to keep
a merry crew of wanderers and outcasts.
them from reaching their goals.
Progeny. Magnesia is the progenitor of the redpaw Kits’adria.
Among Kits’adria she is usually the most well known: when she
Uncharted Lands attends community gatherings she is rarely secretive about her
appearance, showing up with a flashy aerial display using her
Magnesia was given the role of searching the corners of the ship.
world to find anything that may have fallen outside of the When Magnesia starts becoming too famous in the outside
Eidolons’ gaze. Their influence extends only as far as the world’s world, she will undergo the Singeing to allow several decades
worship of them, so there would likely be many lands beyond the without the Rose of the New World, and when they start to doubt
major continents of Somnus Domina that they don’t know of. she was real she retakes her position as part of her new life. Due
Magnesia became a sailor and wanderer who sought out such to this passing of the torch to herself, sea-farers assume the
lands, also being the first to to discover the shores of the Rose of the New World is a title that is passed down from pirate
Strikelands. queen to pirate queen, and there have often been imposters.
against her. He had been the one to seal away Tamamo no Mae, blackwind Kits’adria, but their genetics have since vanished as a
after all. result of their corruption.
Fittingly, Nogistune employed Tamamo in her efforts to ambush
Springmoon. She unsealed Tamamo and used her to lure The Odd One Out
Samaru, Springmoon’s partner, down the path of vanity so that Samaru was always one of the more uncharacteristically dower
he would seek the power and attention Tamamo had achieved. members of the First to Skulk. He was issued orders to suppress
This proved to be a success, and in return for turning against and sabotage those who stood in the way of the Eidolon’s war
Springmoon, Nogistune would help him become a daiyokai. against the Grand Primaries, and in doing so became somewhat
Using a rendezvous with Samaru as bait, Nogistune revealed her more cynical than the others. He frequently was shown that he
newly realized powers as a lich against him while he lay stood head and shoulders above average mortals, and after a
unsuspecting, and when he turned to Samaru to aid him was fateful encounter with a particular group of Primary worshippers
betrayed and brought low. who called him as such, he began to entertain the idea that they
Nogistune captured him, experimented on his soul within her were akin to demigods.
stronghold in the Feywild, and used him to learn to extract the As the years went on, Samaru often found himself in obscure
souls of her kin more efficiently; she developed her soulbound corners of the world where he could train as a monk and learn
vessel spell, which she would soon use against Everest. First, about the natural world. He had little interest in mortal culture or
however, she used a variation of it to bind the last vestiges of the the blooming Kits’adrian race, and his efforts were mostly
mortal souls of Tamamo no Mae and Samaru, completing their focused on finding inner peace to quell the uncertainty of his
transformation into daiyokai and consuming their willing divine spirit. He sought comfort in Springmoon, who had a warmth and
power. stillness of heart that he envied, and the two became
companions. Even this would not prove to be enough for Samaru,
First to Consume however.
Those who betrayed the First to Skulk and abandoned the natural From Monk to Fiend
order are known as the First to Consume. Among their ranks are
two daiyokai sukoshin who were once Kits’adria, and the other a Samaru often spoke to Tamamno no Mae about their shared
lich who persists by exploiting their blessing of immortality. They views of the mortal realm, and what it owed to them. Both
are considered the enemy of the Kits’adria, all of which possess a believed that their thousand years of service to the world plagued
memetic memory of them. Among their kind are various twisted with destruction by the Grand Primaries deserved some kind of
Kits’adria and fox spirits who do their bidding. reward. Tamamo no Mae spoke often to Samaru about believing
The three that earned the title of the First to Consume are that mortal lives were fleeting, and so they should be considered
Samaru, Tamamo no Mae, and the lich Nogistune. The former playthings to be used for pleasure and entertainment. Samaru
two abandoned their roles to seek pleasure and indulgence, listened, and kept her descent into corruption secret.
becoming sukoshin daiyokai within the Shadowfell. Nogistune, When Tamamo no Mae began bridging the gap to become a
however, turned to a much darker path, aiming to trap and sukoshin daiyokai, he could have stopped her. He had numerous
consume her fellow Kits’adrian progenitors so that she might chances to stand against her choices and pull her back to her
devour her way up the food chain to become a god in Luxus’ senses. However, when the eleventh hour came, he allowed her
place. She is the dark shadow of Kitsune and the Kits’adria race. to undertake the rituals that led to her being reborn as a daiyokai
which held no regard for Luxus or Kitsune. Samaru wished her
Erased From History well in her life as she promised she would not threaten the
societies they had helped to build: instead she planned to exploit
When these three Kits’adria fell from grace, Luxus saw fit to wipe
and enjoy them from whatever seats of power she could claim.
their influence from the future of the Kits’adria to reflect their
Her elation and prosperity tempted Samaru; Springmoon’s
corruption. The sub-species of Kits’adria that had once resulted
affection and his quest for inner peace were not enough to satisfy
from them ceased to be able to pass on their gene, and their
him. He found himself meditating at the sealing stone in Kaiyo-Ha
children were born as other breeds of Kits’adria. Those who
that Tamamo no Mae had been sealed within, hoping to find
fought back against this punishment rebelled against Luxus,
clarity like she had, but one day he came to find the stone empty,
some becoming sukoshin and fleeing with their respective
and Tamamo no Mae freed.
daiyokai, and others becoming undead or dark reflections of their
Soon after Tamamo no Mae came to him, offering him the
past selves. Many undead Kits’adria follow Nogistune, hoping to
means to undertake her transformation. She asked only one thing
be part of the pure Kits’adrian race she seeks to eventually
in return: the betrayal of Springmoon to Nogistune, who had
create once she takes her proper place.
turned to lichdom. He battled her briefly and could have killed
The Sukoshin Daiyokai Tamamo no Mae, but once again the eleventh hour came, and he
gave into his base instincts. He desired power, adoration, and
Samaru and Tamamo no Mae are spoken of among Kits’adria as freedom he felt he did not possess.
if they were boogeymen, used to scare children and otherwise
Endless Lethargy
Samaru as a daiyokai gathers together those who are lost, and
holds a temple in the Shadowfell where he trains warriors who
serve as a harem for him. These monks and warriors treat him
like a god, offering anything he wishes, and are collectively
known by the name Blackwind Order. Among them are those who
remained of the Blackwind Kits’adria, a breed that no longer
exists. The Shadowfell’s influence on them turned them into
chaotic, vain warriors and assassins who age slowly and resent
life in the “unenlightened’’ mortal world.
Lair Actions
On initiative count 20 (losing initiative ties), Samaru can take a
lair action to cause one of the following effects. He cannot use
the same effect two rounds in a row.
Beckon Blackwind Acolytes. Samaru calls upon 1d6
Blackwind warriors, choosing between Blackwind Monks and
Blackwind Cultists. He cannot do so unless he has two or fewer
Blackwind warriors remaining at his side. Each monk he calls
counts as 2 warriors.
Black Sun. The area is bathed in purple and black light until he
takes his next lair action, serving as magical darkness for all
creatures that are hostile to him. He and his allies are unaffected.
Striking Nail. Samaru is aided by a wind that flows about him
and grants him smooth, tranquil movement. For this round his
movement does not provoke opportunity attacks, and all attacks
he makes have advantage.
Upon the Wheel. Black mind-lashing flames erupt around one
target Samaru can see, burning them and any other creatures
within 10 feet of them. Creatures within range must make a DC
20 Intelligence saving throw, taking 18 (3d12) psychic damage
and 18 (3d12) fire damage on a failed save, or half as much on a
successful one. Any creature who fails this save by 5 points or
more is blinded until initiative count 20 the following round.
At will: alter self, charm person (7th level), detect thoughts, Creatures reduced to 0 hit points by this effect are decapitated,
instantly dying.
disguise self, faerie fire, misty step
Shadow Gate (Recharges after a Long Rest). As an action, Tamamo
Legendary Resistance (3/Day). When Tamamo no Mae fails a
no Mae can replicate the effects of the shadow gate spell.
saving throw, she can choose to succeed instead.
Bonus Actions
Magic Reflection. Tamamo no Mae has advantage on saving throws
against spells and magical effects. When Tamamo no Mae rolls a Change Shape. She can transform into a medium or smaller
natural 20 on a save made against a spell targeting only her, she humanoid creature, into the form of a regular fox, back to her true
form, or into the form of a small single-tailed fox. Her statistics
can redirect the spell to another viable target within 30 feet, using its
original caster’s save DC and attack bonus. remain the same across her three forms (except their size).
sleep.
Immortal Soul
Nogistune’s blessing of immortality allows her to persist without
the need for consuming pitiful mortal souls. Though she can do
so to gain power and knowledge, she only seeks the souls of her
former siblings. Her phylactery remains replete and full,
regardless of what she consumes, and her body remains ageless
and healthy. If she dies, she will reform near her phylactery with a Lair: The Poxroot Catacomb
copy of her body intact. Nogistune’s home base is a subterranean stronghold in the
Feywild, blessed and protected by her daiyokai allies, which
Dread Followers resides in the center of a large living forest that is twisted to her
Like other liches, Nogistune employs the power of many powerful purposes. This massive pit descends into a variety of tunnels and
undead forces. Due to her origins she also has the fealty of the caverns that are like a small city, of which she has enough
Daiyokai Samaru and Tamamo no Mae, though she usually influence over that she occasionally re-arranges and shifts it. At
allows them to follow their own ambitions. She possesses a its center is a poison lake, where she sunk her phylactery to keep
particular pet that she cherishes closely: a feathered ancient it hidden. In this swamp-like throne room, she practices her
green dragon named Versellendrake who she has been known to arcane magic and tests those who would serve her purposes. It is
ride about and send as a messenger to intimidate others. also in this chamber that she tormented her two uncorrupted
siblings after capturing them, developing her soul-stealing magic
Tailed Beast before consuming them.
Nogistune has five fox tails at present, earned by consuming the Defeating Nogistune in her lair earns an additional 15000 xp,
souls of her siblings. They represent her own soul, the souls of and another 15000 xp if she uses her Undead Reinvigoration.
Everest and Springmoon, and the surrendered mortal souls of
Lair Actions
Tamamo no Mae and Samaru. The latter two ceremonially
relinquished their souls to Nogistune as part of pacts made with On initiative count 20 (losing initiative ties), Nogistune can take a
them: their souls reside within her, and if they were to die in the lair action to cause one of the following effects. She cannot use
Shadowfell and permanently vanish, those souls would fully the same effect two rounds in a row.
integrate into her own. When she consumes the soul of one of Shuffle Victims. Nogistune targets up to five creatures she can
her siblings she gains the magical arts named for them during see and forces them to make a DC 21 Charisma saving throw.
their time as the First to Skulk. On a failure, Nogistune can teleport the targets to any
Though previously she took great pain to consume her siblings, unoccupied space within 30 feet of her, or within 60 feet of where
she developed a spell - Nogistune’s Soulbound Vessel - which they were.
allows her to rip their soul from their dying body and imbibe it Spell Recovery. Nogistune rolls 1d8 and regains a spell slot of
over time at a later date. Fully integrating the soul of another that level or lower.
sibling would take her a full week of effort, during which time she Tormented Kin. Nogistune manifests the tormented souls of
hides away. the First to Skulk she has consumed, and of the Kits’adria who
If she did achieve a full nine tails, she would almost entirely have suffered at her hand, and forces them to wail in anguish. All
lose her sense of self and become a terrible beast beyond creatures in her lair must make a DC 21 Wisdom saving throw,
definition, which would serve as a dark reflection of Luxus and taking 32 (8d8) psychic damage on a failed save. The spirits then
Kitsune. disappear.
Saving Throws Dex +13, Wis +11, Int +14, Wis +11
Skills Arcana +13, Perception +11, Stealth +15, Survival +11
Resistances cold, lightning, necrotic
Immunities poison; bludgeoning, piercing and slashing from
nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, blinded
Senses truesight 120 ft., passive Perception 21
Languages Common, Elvish, Kitzish, Sylvan, Primordial
Challenge 24 (62000 XP) Proficiency Bonus +7
When a creature is hit by this attack for the first time on a turn, they
must make a DC 19 Constitution saving throw or be paralyzed for 1
Arcane Multi-engine. Nogistune can simultaneously concentrate on minute. The target can repeat the saving throw at the end of each of
a number of spells equal to half the number of tails she has its turns, ending the effect on a success.
(rounded up), all of which make, succeed, and fail concentration
checks as if they were one spell. Furthermore, when she consumes Bonus Actions
the souls of other First to Skulk she learns to cast any spells named
for them. Disrupt Arcane. One creature Nogistune can see who is
concentrating on a spell must make a DC 21 Concentration check,
Legendary Resistance (3/Day). When Nogistune fails a saving or lose concentration.
throw, she may choose to succeed instead.
Teleport. Nogistune teleports to an unoccupied space she can see
Spellcasting. Nogistune is a 20th-level spellcaster. Her spellcasting at a distance equal to or less than her remaining movement. If she
ability is Intelligence. She has the following spells prepared: teleports, half as much movement as she traveled is consumed for
that turn.
Cantrips (at will): mage hand, necrosis, ray of frost Legendary Actions
1st level (4 slots): detect magic, shield, thunderwave
2nd level (3 slots): orbs of spelljamming, shadow blade Nogistune can take 2 Legendary Actions (plus 1 for every three
3rd level (3 slots): animate dead, counterspell, dispel magic, conscious creatures she is in combat with, maximum 5), choosing
hold attacker from the Legendary Action options below. Only one Legendary
4th level (3 slots): samaru’s traumatic aggravation, tamamo’s Action option can be used at a time and only at the end of another
arrowfall creature’s turn. She regains spent Legendary Actions at the start of
5th level (3 slots): everest’s isolated undoing, hold monster, her turn.
power word break, shadow gate, scrying
6th level (2 slots): circle of death, disintegrate, globe of Nail Attack. Nogistune makes one paralytic nail attack against a
invulnerability, vengeful beckoning creature within range.
7th level (2 slots): finger of death, springmoon’s holy shield,
Cast Spell (Costs 2 Actions). Nogistune casts a spell using a spell
power word slow, teleport
slot of 6th level or lower, which must have a casting time of 1 action.
8th level (1 slot): nogistune’s soulbound vessel, power word
stun Ignition (Costs 2 Actions). Nogistune uses the effects of an ongoing
9th level (1 slot): nogistune’s negative edge spell that normally require one action or bonus action.
Undead Reinvigoration (Recharges after a Short or Long Rest). Mythic Actions
When Nogistune is reduced to 0 hit points or killed outright and her
phylactery has either been destroyed or cannot be reached, her If Nogistune’s Undead Reinvigoration has activated, she can treat
current hit point total resets to 300, she loses concentration on the following options as Legendary Actions:
ongoing spells, regains expended uses of her Legendary Resistance
and one spell slot of each spell level, and can use the options in the Terrorizing Wave. Nogistune unleashes a wave of horror that targets
“Mythic Actions” section for 1 hour. Award the party an additional all non-undead creatures within 60 feet of her who can see or hear
62000 xp (for a total of 124000 xp) for defeating Nogistune after her her. Those creatures must succeed on a DC 21 Wisdom saving
Undead Reinvigoration activates. throw or else are frightened as though by the fear spell until the start
of Nogistune’s next turn.
Actions
Soul-Wrenching Vortex (Costs 2 Actions). Nogistune creates a
Multiattack. Nogistune makes three weapon attacks, one of which vortex of necrotic energy centered on a point she can see within 120
she can exchange for casting a spell of 6th level or lower. feet and fills a 30-foot-radius sphere. All creatures in that space
must make a DC 21 Constitution saving throw, taking 40 (10d8)
Paralytic Nail. Melee Weapon Attack: +14 to hit, reach 5 ft., one necrotic damage on a failed save, or half as much damage on a
target. Hit: Hit: 16 (2d8 + 7) necrotic damage plus 11 (3d6) cold successful one. Nogistune gains temporary hit points equal to the
damage. damage all creatures take from this effect.
form to match that which their target desires. All too often they
use their abilities to monitor the dreams and desires of potential
victims, then assume the form they most wish to see. They can
take the body of a former lover, close friend, or a new individual
entirely. Using their magic they integrate themselves into the lives
of their victims and breed obsession and necessity. They become
indispensable to their partners and consume those feelings of
desire to become stronger.
Beast of Many Tails. Each sukoshin grows in proportion to the
amount of mortal blood and desire that they consume, and after
several years their forms begin to change. They sprout additional
tails, growing in size and becoming more powerful as a result. At
increments of three, six, and nine tails they gain profound levels
of power. Those with three can hunt and kill more efficiently;
those with six learn to control multiple targets at once and learn
magic that can aid in protecting their own; those who reach nine
are the pinnacle of their kind, becoming daiyokai who thirst for
adoration from as many people as they can - they are the most
efficient temptresses and enticers of the yokai world.
As they grow in power they desire more subjects. Those with
three tails often charm multiple partners or small groups of
people, perhaps even worming their way into a family. Those with
six might aim higher, seeking the partnership of a leader among
their kind or becoming the head of an entire settlement. Those
with nine have an insatiable thirst for attention and adoration, and
so entice and charm all possible. To them, ruling a kingdom is an
appropriate means to their ends.
Kits’adrian Resemblance. Due to their nature as fox spirits,
Saving Throws Int +2, Cha +8 Nails. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
Skills Deception +8, Perception +6, Persuasion +8 17 (2d10 + 6) slashing damage.
Resistances piercing, slashing and bludgeoning from Screaming Step (Recharge 4-6). The sukoshin envelopes itself in a
nonmagical weapons that aren’t silvered shroud of psychic energy, then unleash it as it teleports away. The
Immunities psychic sukoshin teleports to an unoccupied space it can see within 60 feet.
Condition Immunities charmed, frightened All other creatures within 15 feet of both the space it left and the
space it arrives in must make a DC 16 Charisma saving throw,
Senses darkvision 120 ft., passive Perception 16 taking 33 (6d10) psychic damage on a failed save, or half as much
Languages Common, Sylvan, and Elvish on a successful one.
Challenge 12 (8400 XP) Proficiency Bonus +4
Bonus Actions
Change Shape. The sukoshin transforms into a medium or smaller
Affectionate Charm. The sukoshin can keep up to 3 creatures humanoid creature, into the form of a regular fox, back to its true
charmed indefinitely, as long as it charmed them using a spell. They form, or into the form of a small single-tailed fox. Its statistics remain
do not consider attempts to bite them or extract blood a hostile the same across its four forms (except its size).
action.
Love to Hate. Creatures charmed by the sukoshin (that it chooses)
Innate Spellcasting. The sukoshin’s spellcasting ability is Charisma. cease being charmed, and become frightened for 1 minute instead.
It can innately cast the following spells, requiring no material All creatures frightened of it may attempt a DC 16 Wisdom saving
components: throw at the end of each of their turns, ending the effect on a
success.
At will: charm person (5th level), detect thoughts
3/Day each: dispel magic, faerie fire, major image, misty step Reactions
2/Day each: hold person (4th level) Charmed Guardian. In response to being targeted by a weapon
1/Day each: dominate person, heal, mislead attack it can see, one creature charmed by the sukoshin moves up
to its movement speed to a space adjacent to the attacker or the
Magic Resistance. The sukoshin has advantage on saving throws sukoshin, and becomes the attack’s new target.
against spells and other magical effects.
Yūrei’adria
Kits’adria of the fallen breeds - those of the feeblecoats, kitterkin
and blackwinds - suffered a schism when Luxus made the
decision to wipe their genetic code from the race’s future. This
act did not prevent breeding, but did cause their children to be
born as deepwood Kits’adria instead, a decision that the “cursed”
bloodlines didn’t understand. In retaliation, those Kits’adria
appealed to Kitsune, who only upheld that Luxus had their
reasons and that they did what they had out of a sense of duty.
Confused, these Kits’adria sought out their fallen progenitor.
Those who went to Tamamo no Mae, Samaru, and Nogistune
were welcomed with open arms. They were greeted with mercy,
and Nogistune went against Luxus’ will, using her necromantic
magics to grant the Kits’adria their ability to reproduce without
interference again. The results were not ideal, however: those
who were born were tainted by the Shadowfell, and shortly after
being born were revealed to have been born as yokai, referred to
as yūrei’adria.
Shadow Beast. The yūrei’adria have the vague semblance of a
T
he Kits’adrian races can be applied to any Caped
humanoid NPC by applying the following traits and small
changes. These templates can be applied to new Ability Score Adjustment. The Kits’adria’s Dexterity score
creatures you are designing, used to replace existing increases by 2, and is a minimum of 16.
racial features on a creature, or applied to any NPC with a type of Fleeting Action. The Kits’adria can Disengage in reaction to an
and adjustments if you wish, but they are included to reflect the walking speed, and its fox form has a burrowing speed equal to
adaptations and general culture these NPCs are expected to half that.
have for their subspecies. If they do not apply, you may, of Unflinching Heel. The Kits’adria ignores penalties caused by
course, use your better judgment and say otherwise. difficult terrain unless they would cause damage to them.
DC Calculations. When any trait below states it is Ability-
small fox or return to its true form. While it is a fox, its statistics can take the Hide action as if it had total cover. While hidden this
remain the same, except that its Strength and Constitution scores way, if it would be revealed by making an attack, it can use its
become 10, and it cannot perform somatic or verbal spell reaction to remain hidden instead.
components. Illusion magic cannot affect it while it is in fox form.
If the Kits’adria dies, it reverts to its true form.
Devilscratch
Apply the following traits:
Angelscratch Ability Score Adjustment. The Kits’adria’s Charisma score
increased by 2, and is a minimum of 16. ft., 1 target. Hit: 1d6 + X piercing damage plus Xd4 fire damage.
Celestial. The Kits’adria’s creature type is also considered a
The attack bonus is equal to their proficiency bonus plus their
“celestial”. Strength or Dexterity score (whichever is higher), and that
Resistances. The Kits’adria is resistant to radiant damage.
modifier is added to their piercing damage. The number of d4s for
Echo Tail Form (recharge 6). As a bonus action, the Kits’adria
their fire damage is equal to their proficiency bonus.
Claw (Fox Form Only). As a bonus action, the Kits’adria makes
assumes a celestial form with radiant fur and a tail split into a
number of new tails equal to its proficiency bonus. When it fails a Melee Weapon Attack: +X to hit, reach 5 ft., 1 target. Hit: X
an attack roll, saving throw, or ability check, it can roll a d20 and slashing damage. The attack bonus is equal to that of the Bite
replace its roll with the new result. It can do so a number of times attack, and the slashing damage dice are equal to their Bite
equal to the number of tails it has, then this effect ends. While attack’s piercing damage dice.
Fiendish. The Kits’adria’s creature type is also considered
under this effect, it cannot be targeted or affected by illusions, its
form cannot be altered, and all of its attacks deal extra radiant “fiend (devil)”.
Flaming Fur (recharge 5-6). As a reaction to being hit by a
damage equal to its Charisma modifier.
This effect does not roll to recharge while it is still active. weapon attack, the Kits’adria’s attacker must make a (Charisma-
based) Dexterity saving throw, taking 2d10 fire damage on a
failed save, or half as much damage on a successful one
Hellfox. The Kits’adria’s fox form is a medium-sized fiery fox
that does not have altered Ability scores. While in fox form, they
can wield a single one-handed weapon in their mouth, their
movement speed increases by 10 feet, and they can perform
verbal spell components.
Resistances. The Kits’adria is resistant to fire damage.
Shapeshift feature.
Versatility. When the Kits’adria makes a check using a Saving
Megiscratch
Apply the following traits:
Ability Score Adjustment. The Kits’adria’s Intelligence score
Redpaw
Apply the following traits:
Ability Score Adjustment. The Kits’adria’s Strength score
Snowfield
Apply the following traits:
Condition Immunities. The Kits’adria is immune to being
blinded.
Resistances. The Kits’adria is resistant to cold damage.
Snowstep. The Kits’adria does not suffer penalties from snowy
or freezing environments and can treat its movement speed as a
climb speed when climbing icy and snowy surfaces.
P
laying a Kits’adria can come with a great many What is their connection to real-world cultures with stories
decisions and questions. Their culture and personal about foxes and fox spirits?
backgrounds can be varied and malleable. In this section, There is an obvious overlap between Kits’adria and various
you will be presented with various tools and some advice shapeshifting fox spirits in many cultures. In Somnus Domina,
that might help to inform the process of creating and playing they have a culture with aesthetics that would appear heavily
them. Gaelic/Celtic, and this is related to the setting as a whole: Cu
The following are a small number of questions that may come Chullis is inspired by various Asian cultures, as well as strong
up when running, building, or GMing for a Kits’adria. As with any inspirations from Gaelic and Norse mythology. The names of
game, your table is king regarding how things really are, but this various types of fox spirits are borrowed, such as Kitsune,
section exists to help sell the authorial intent of the race. Nogistune, etc, but they are not used in a way that is meant to
represent those cultures. Cu Chullis is an ambiguous melting pot
Do Kits’adria have anything resembling cities or large centers that borrows, not represents, or derives. Kits’adria are this: they
of civilization?
are not meant to be taken as allegories for nine-tailed foxes,
Kits’adria can! They tend to shift in size and scale, but they can kitsune, etc.
have large communities or a strong presence in a city, town, etc. To see the variety of mythologies they can draw from; please
They are traditionally druidic and like areas with lots of natural refer to all of the art included in this very book! You’ll notice that
elements, but this shouldn’t be confused with some kind of their progenitors, the First to Skulk, have few through-lines
conditioning: they can love cities just as much! A whole district’s beyond the fox aesthetic.
worth of Kits’adria in a city or a forest-bound city of Kits’adria can
absolutely exist. However, they will probably settle around some If they’re foxes, why do they have rabbit-like ears?
large important fixture, such as Springmoon’s temple or a major Foxes in Somnus Domina have ears like that. That’s the short,
natural wonder.
fun answer. The slightly longer answer is a reminder that they are
“fox-like”, rather than actual foxes. They aren’t half-fox but are a
As shapeshifters, what is a Kits’adria’s relationship with their
physical form? distant relative of a single fox turned immortal, later turned into a
divine elemental, who then forged their first members in the
A Kits’adria has a very fluid sense of self. Concepts like gender image of their master, who had themselves been visually mutated
and specific physical attributes are far from absent, but are not to be fox-like in some ways.
considered important. Their vanity regarding youth results from The short answer is better, though. Somonian foxes have long
their age-locked bodies and the natural sense of choice they fluffy ears and short normal ones, depending on their breed.
have as shapeshifters, not because they think youth and beauty
indicate superiority. Regarding gender, a Kits’adria pup will Kits’adria Outside Somnus Domina
largely discover themselves as they dream their mortal form into
existence, and a great deal of natural self-discovery takes place The Kits’adria is a race native to Somnus Domina, a world of
at this time. crystal gods and splintered nations. In particular, they hail from a
nation of Elven rule, Cu Chullis. As described previously, they are
Their physical sex and gender may entirely change by the time
this process ends, and these attributes may change over their a nomadic sort of civilization that rarely settles into large groups,
life. Even the First to Skulk, though usually consistent in their but this is not always the case. Regardless, you may not be
physical form, sometimes change their sex and gender across playing in this setting, as there are many wonderful settings to
choose to play Dungeons and Dragons in (perhaps even your
incarnations. Having spent over 1000 years in one state at the
start of their lives, however, they do tend to settle into what is own)!
familiar. If this is the case, then there are a few things you can do to
include Kits’adria and their culture in your setting. They fit in well
Do the Kits’adria have a shared moral center, since some of in the Feywild, occupying their own nation there, and the primary
the text implies they are tricksters and chaotic? settlements and temples they hold may be there instead. The key
figures in their history, the First to Skulk, can be wild spirits
Flavor text is what it is, but they come in all sorts. Kits’adria might
guided by Kitsune, who can serve as a powerful fey spirit rather
be as dull as a rock, as scholarly as an archmage, or as uptight
than a deity. Luxus’ role would inevitably be different, but she can
as a paladin from 2nd edition D&D. Their descriptions as
occur as a minor god of honorable thievery, pirates, and/or
tricksters describe common patterns of behavior that come from
trickery in most settings.
their cultural sense of freedom, ability to change their form, and
In settings where this is the case, they can populate the
the general boredom that comes from having an incredibly long
Material plane, but their origins can be traced back to the
life with no natural higher calling. It is a conclusion they can
Feywild. This could be used as the catalyst for all sorts of unique
commonly come to, but nothing is compelling them to act like
angles: perhaps they all seek to return to the Feywild during their
thieves, tricksters, or anything else. In fact, there would be
life to reconnect with their heritage, or communities of them in the
pockets of lore-keepers, mages, gentle druids, and scholars
Material plane may run temples that grant passage between the
among Kits’adria (primarily in Cu Chullis, where they’re more
planes, primarily to their own people. In any case, their overall
common), and Elves would likely share a large overlap in
role in other settings is easy to justify, even if their inclusion might
civilization with them.
be considered a new development when you decide to add them.