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Subclasses in Zakhara

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Barbarian Path: Pit Fighter

Some barbarians begin their lives in slavery, kept in cages and forced to channel their rage and bloodlust for the sport and entertainment of others. For these captive warriors, there’s no choice but to walk the Path of the Pit Fighter.

Although raised outside of the wilderness that would have been their home, barbarians of the Path of the Pit Fighter are far from civilized. Even after they’ve broken the chains that held them, pit fighters struggle to contain the brutality and cruelty that served them while in the pits. Molded and honed by years of competition killing, some spend their entire lives fighting against their natural instincts and ferocity, while others enthusiastically give in to their savage urges.

Pit Trained

Starting when you choose this path at 3rd level, you may select one of the following fighting styles as your specialty.

You can’t take the same fighting style option more than once, even if you get to choose again.

  • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Skirmisher When you are wearing light armor or no armor, you can Disengage as a bonus action following a successful melee attack.
  • Trident and Net When you are wielding a trident in one hand and a net in the other, you do not have disadvantage on attack rolls made with the net. Additionally, after you make a successful attack with a net, you may make a bonus attack with your trident.
  • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Belligerent Savagery

Beginning at 6th level, if a creature you’re attacking reduces the damage that you deal in any way, you may use your reaction to make an additional melee attack against that creature.

Grisly Flourish

At 10th level, when you reduce a creature to 0 hit points while raging, choose one other creature that you can see within 30 feet. If that creature can see you, you can make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If you succeed, you gain advantage on your next attack roll against that creature and it has disadvantage on its next attack roll against you. You can use this ability only once per rage.

Bloody Finale

Starting at 14th level, while raging, if the damage you deal to the first creature you hit on your turn reduces that creature’s hit points to 0, you may deal additional damage equal to half of that total to all other creatures within 5ft of you. You can use this ability only once per rest.

Circle of the Kahin

Certain druids develop a particular relationship with the guardian spirits of nature. Holders of secular shamanic traditions, such druids can call upon these powerful allies, though only under certain conditions. Usually enigmatic, sometimes troubling, members of the Circle of the Kahin are respected and feared by those able to see in the beings who can communicate with the dangerous spirit world.

The world of the primal spirits is a dreamlike, wondrous, wild territory of an intense, uncanny beauty: normally tiny plants can be found here in hugely increased size, and the movements of animals leave in the air a ghostly, slow-moving afterimage that disappears long after their passage…

Totem Animal

When you choose this circle at 2nd level, choose a totem animal that will act as your guide and protector in the spirit world.

The chosen animal must follow the limitations indicated in the Beast Shapes table of the Wild Shape feature. At 4th and 8th level, if you wish, you can change your totem animal for another one matching the new limitations of the Beast Shapes table. However, your GM may require you to justify this replacement with a deep change from your druid, typically taking the form of a downtime activity (see the Adventuring chapter: Between Adventures).

You can communicate with specimens of your totem animal as if you were under a speak with animals spell, and they behave toward you as if they were under the animal friendship spell.

Additionally, when you use Wild Shape to change into your totem animal, your Strength and Constitution scores increase by 4 (change the animal’s stat block accordingly).

Mystical Trance

Starting at 2nd level, you can contact the spirits of nature and call upon their help with prayers and ceremonies involving the consumption of specific plants. When you reach the levels listed below, you gain access to the corresponding spells, but only as rituals, even if the spell in question does not have the ritual tag. Additionally, after you cast a spell using this class feature, you must finish a long rest before you can do so again-it would be unwise to request the spirits’ help too frequently.

Druid Level Spells
2nd alarmpurify food and drink
4th lesser restoration
6th remove cursespeak with dead
8th divination 
10th  greater restoration
 

Strong Mind

Beginning at 6th level, your frequent contacts with the spirit world have gifted you with uncommon mental fortitude. You have resistance to psychic damage and advantage on saving throws against madness, being charmed or frightened, and any effect to dominate, possess, or trouble your mind (like the confusion spell or a gibbering mouther’s gibbering).

Evil Eye

Starting at 10th level, you can summon the power of the spirits and curse your enemies.

As an action, you can curse a creature you can see within 60 feet of you. The effect is the same as a bestow curse spell. You can use this feature in Wild Shape, provided the shape is that of your totem animal. Once you use this feature, you must finish a short or long rest before you can use it again.

Spirit Call

Beginning at 14th level, as an action, you can call upon the guardian spirits of nature. Ghostly animal shapes flit around you and protect you as long as you maintain your concentration, for a maximum of 1 minute, with the following effects:

  • The swarm of animal spirits surrounding you gives you half cover (+2 bonus to AC and Dexterity saving throws).
  • Bolstered by the spirits, you run as fast as a wolf and fly like a raptor. Your walking speed becomes 40 feet and you acquire a flying speed of 60 feet. If your normal speed is higher than either of the two, you keep the higher one.
  • When another creature damages you with a melee attack, it suffers the spirits’ vengeance, taking psychic damage equal to 1d6 + your Wisdom modifier.

Once you use this feature, you must finish a long rest before you can use it again.

Monk Tradition: Mystic of Nog 

Not to be confused with groups who exercise intense meditation methods, Mystics of Nog are devotees of an ancient tradition that allows them to channel magic energies to augment their physical forms. No mere ascetics, Mystics of Nog are fearsome warriors in their own right. 

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Minor Alteration

Starting at 3rd level, when you choose this tradition, you gain three additional ki features:

Hammerblow

You may spend 1 ki point as part of your action to deal double damage to any object you strike. This feature also allows you to bypass an object's damage threshold if that threshold is equal to one-half of your monk level or less.

Silent Walk

You may use your reaction to spend 1 ki point and muffle the sound of your footfalls. You have advantage on Stealth checks for a number of minutes equal to your Wisdom modifier.

Sudden Speed

When you move, you may spend 1 ki point to double your movement rate until the beginning of your next turn.

Boost Attribute

Beginning at 6th level, you may use your ki points to temporarily boost your physical prowess. You can use your reaction to increase your Strenght, Dexterity, or Constitution score according to the table below.

This increase lasts for a number of minutes equal to your Wisdom modifier, at which point you gain one level of Exhaustion for each point by which you boosted your attribute. These exhaustion levels remain until you finish a short or long rest.

Once you use this ability, you must finish a short or long rest before you can use it again.

Mystic of Nog Table

Ki Points Spent

Boost

1 +1
3 +2
6 +3
10 +4

 Fast Healing

Beginning at 11th level, you can spend ki points to increase the speed at which your body heals. As an action, you can spend 6 ki points to roll one or more Hit Dice, up to 1/3 of your your maximum Hit Dice, rounded down.

For each Hit Dice spent in this way, roll the die and add your Constitution modifier to it. You regain hit points equal to the total, minimum of 1 per Hit Die spent.

You cannot exceed your maximum Hit Points using this ability. Any Hit Dice you use in this manner are not available the next time you take a short rest and return normally the next time you take a long rest.

Hands of Stone

At 17th level, you have mastered the art of dealing damage with your body. When you make an unarmed attack, you can spend 3 ki points to change your unarmed attacks to cold iron, silver, adamantine, magic, or any other material needed to bypass resistance. This effect lasts for a number of minutes equal to your Wisdom modifier.

Additionally, whenever you deal damage with an unarmed attack you deal additional damage equal to half your Wisdom modifier.

Sorcerous Origin: Elemental Essence 

Your innate magic arises from elemental power suffused into your being. You might have an elemental creature, such as genie, in your ancestry. Perhaps you lived most of your life near a portal to one of the Elemental Planes, and the ambient magic of the plane saturated everything you ate and drank. Perhaps a magical conjuring went awry, and the essence of an elemental merged with your own. Whatever the ultimate source, you are a walking conduit to an elemental plane. 

Elemental Heritage

At 1st level, choose one element from the Elemental Heritage table. You can speak, read, and write the language associated with your heritage, and its damage type is used by features you gain later. 

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Elemental Heritage Table
Element Language Damage Type
Air Auran Lightning
Earth Terran Acid
Fire Ignan Fire
Water Aquan Cold
 

Manifest Aura

Starting at 1st level, you gain the ability to channel your elemental power into a swirling aura. As a bonus action, you can surround yourself in a magical aura of elemental material or energy appropriate to your heritage for one minute. While the aura persists, you gain the following benefits:

 
• When you are attacked, you can use your reaction to impose disadvantage on the attack roll before the attack hits or misses.
 
• When you cast a spell of 1st level or higher, the aura around you intensifies until the start of your next turn. During this time, any creature that ends its turn within 5 feet of you or that enters a space within 5 feet of you takes 1d6 damage of the type associated with your heritage element. This damage increases by 1d6 when you reach 7th level (2d6).
 
     You can use this ability twice. You regain all expended uses when you finish a long rest.
 

Infuse Elements

Starting at 6th level, you gain resistance to the damage type associated with your heritage. Additionally, when you damage a creature with a spell, you can spend 1 sorcery point to lace it with the power of your heritage element. The spell takes on a visual cast that reflects the elemental infusion (fire and embers dance in the area, wind swirls around a bolt of energy, etc.) and inflicts the following additional effects depending on your heritage:

 
• Air. The creature is buffeted by strong winds, arcs of lighting, and claps of thunder. It can’t take reactions until the start of its next turn.
 
• Earth. The creature is partially petrified and restrained until the start of your next turn.
 
• Fire. The creature is seared by your fiery magic. It is frightened until the end of its next turn. Creatures that are immune to fire are unaffected.
 
• Water. The creature is disoriented as the world seems to roll and pitch in waves. It is poisoned until the end of its next turn. Elemental
 

Jaunt

At 14th level, you can teleport by skimming the outer boundary of the Elemental Planes. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see. When you appear, you can, depending on your heritage element, create the following effects:

 
• Air. When you appear within 5 feet of an area of wind (whether natural or magical), you create a cyclonic burst of wind. All creatures within 10 feet of you must succeed on a Constitution saving throw or take 2d6 slashing damage and be blinded by dust and debris until the start of your next turn.
 
• Earth. When you appear within 5 feet of nonmagical, unworked stone filling at least one five-foot square, you create tremors in the earth that ripple outward from you. Each creature within 10 feet of you that is touching the ground must succeed on a Strength saving throw or take 4d6 bludgeoning damage and fall prone.
 
• Fire. When you appear within 5 feet of a fire at least the size of a campfire, you create a burst of flame around yourself. Each creature within 10 feet must succeed on a Dexterity saving throw or take 2d6 fire damage and ignite. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.
 
• Water. When you appear within 5 feet of at least 50 gallons of water, you create a torrent of water that assails the creatures around you. Each creature within 10 feet of you must succeed on a Constitution saving throw or take 2d6 bludgeoning damage and choke on the water that forces its way into the creature’s throat. A choking creature can’t speak and has disadvantage on attack rolls and ability checks until the start of your next turn. Creatures that don’t have to breathe or that can breathe water don’t choke.Saving throws against these effects are made against your spell save DC. You can use this feature twice. You regain all expended uses when you finish a short or long rest.
 

Elemental Soul

At 18th level, you gain immunity to the damage type associated with your heritage.Depending on your elemental heritage, you also gain one of the following benefits:

 
• Air. You gain a magical flying speed equal to your current walking speed. Additionally, during your turn you can spend 1 sorcery point to become insubstantial wind and mist. Until the start of your next turn, you gain a number of benefits: You can enter a hostile creature’s space, you can move through a space as narrow as 1 inch without squeezing, you are immune to the effects of strong wind, and you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
 
• Earth. You gain a burrow speed equal to your current walking speed, and you can burrow through nonmagical, unworked earth and stone. While doing so, you don’t disturb the material you move through. Additionally, you can spend 1 sorcery point to become stony and unyielding until the start of your next turn. During this time, you are resistant to piercing and slashing damage, immune to poison damage, and you can’t be petrified or poisoned.
 
• Fire. Your speed increases by 10 feet. Additionally, during your turn you can spend 1 sorcery point to become fiery and insubstantial. Until the start of your next turn, you can move through a hostile creature’s space. The first time you enter a creature’s space on a turn, that creature takes 1d10 fire damage and ignites. Until it takes an action to douse the fire, an ignited creature takes 1d10 fire damage at the start of its turn.
 
• Water. You gain a swimming speed equal to your current walking speed, and you can breathe both water and air. Additionally, during your turn you can spend 1 sorcery point to take on a watery form. Until the start of your next turn, you can enter a hostile creature’s space and move through a space as narrow as 1 inch wide without squeezing. When you enter a hostile creature’s space, the creature must succeed on a Strength saving throw against your spell save DC or fall prone. 
 
 
 

Wizards

Two types of wizards are common in the Land of Fate: elemental mages and magicians. Magicians are more common than elemental mages, however. The elemental mage specializes in one elemental province, while the magician casts spells from two provinces. 

Few magic users are trusted in Zakhara, but elemental mages are given wide berth because it is believed they are members of secret wizardly societies. This image is largely due to the Brotherhood of True Flame, a confraternity of fire mages who openly proclaim flame magic to be the best path of magic. Most enlightened folk view Brotherhood members as arrogant and manipulative, which is often true. Many members of the Brotherhood are overtly cruel and condescending, both to common folk and to spellcasters who do not focus on the flame province.

Wizards begin at 1st level able to select spells from any province. Spells selected at this time are known to the wizard throughout their career and are not impacted by province requirements imposed by any of the subclasses.

Provinces

A province of arcane magic is similar to a divine domain. It is a collection of loosely associated spells that emphasize a particular mindset. Flame Mages are direct and confrontational. Sand Mages are stoic but ever-shifting. Sea Mages are deceptive and coy. Wind Mages are aloof and tempestuous.

These are merely generalizations; simply opinions held by the general public about the personalities of these often mysterious practitioners of magic. Feel free to break the mold, be a kind and caring Flame Mage or a steadfast Wind Mage.

 

Flame Mage

The flame province appeals to those who seek power or have an appetite for destruction; some flame mages are manipulative while others are violent. The flame province also appeals to those seeking purity and redemption. Flame spells tend to be destructive, a trait that appeals to most flame mages. Though not all flame mages are members of the Brotherhood of True Flame, those that are not must be careful if they wish to escape the Brotherhood’s notice.

Flame Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from the flame province into your spellbook is halved.

Flame Attunement

Starting at 2nd level, you add one extra first-level spell from the flame province to your spellbook and whenever you have at least two flame spells prepared you can prepare a bonus flame spell of a level you can cast. You cannot learn spells of the sand, sea, or wind provinces.

In addition, you are proficient in the disguise kit or the Primordial (Ignan) language. You also add
your proficiency bonus to attacks made with alchemist’s fire, torches, and other improvised weapons
related to fire.

Whenever you add your proficiency bonus to checks related to fire, fire creatures, or the
elemental plane of fire, you can add double your proficiency bonus.

Empowered Element

Beginning when you select this tradition at second level when you expend a spell slot to cast a flame spell and the spell has a different effect for casting the spell with a higher-level slot, you may treat the spell as though it were cast with a slot of one level higher.

Once you use this feature you cannot use it again until you finish a short or long rest.

Flame Strength

At 6th level, your flame spells ignore fire resistance and deal half damage to creatures immune to fire.

You gain resistance to fire damage and take no damage from fire when you would otherwise suffer only half damage due to a saving throw. You do not suffer from exhaustion due to sources of heat.

Wrathful Flames

At 10th level you deal additional damage equal to your Intelligence modifier when you damage a creature with a fire spell. A creature can only suffer this additional damage once per casting.

Ultimate Flame

At 14th level, you can use your empowered flame feature twice before a short or long rest.

Sand Mage

The sand province appeals to wizards who are steadfast and stoic. Sand mages tend to be hard workers, slow to anger, and unwavering in their devotion. Their detractors often consider sand mages to be stubborn and overly cautious.

Sand Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from the sand province into your spellbook is halved.

Sand Attunement

Starting at second level, you add one extra first-level spell from the sand province to your spellbook and whenever you have at least two sand spells prepared you can prepare a bonus sand spell of a level you can cast. You cannot learn spells of the flame, sea, or wind provinces.

In addition, you gain proficiency in one weapon: the lance, scimitar, or spear. You also gain proficiency in the disguise kit, the Primordial language (Terran), or vehicles (land).

Whenever you add your proficiency bonus to ability checks related to the desert, desert creatures, desert survival, or the elemental plane of earth, you can add double your proficiency bonus.

Empowered Element

Beginning when you select this tradition at second level, when you expend a spell slot to cast a sand spell and the spell has a different effect for casting the spell with a higher-level slot, you may treat the spell as though it were cast with a slot of one level higher.

Once you use this feature you cannot use it again until you finish a short or long rest.

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Sand Magic

Starting at 6th level, you can channel a spell’s energy into a handful of sand and unleash it by tossing the sand at one target. When you cast a 5th-level or lower spell that targets one ore more creatures and has a range other than self, you can target exactly one creature within 15 feet of you, even if it could normally affect more targets. If the spell could normally target multiple creatures (e.g. charm person cast using a second level slot, sleep, thunderwave, etc.), you may choose one of the following benefits before the spell is cast which only applies to the spell in question:

• You gain advantage on one spell attack roll

• Your spell save DC increases by 2

• You may set one die that you roll for the spell to its maximum or minimum value after it is rolled, as long as that die is not for an attack, check, or saving throw

• You may consider the spell to be a sand spell for your empowered sands feature

Once you use this feature, you cannot use it again until you complete a short or long rest. 

Fortitude of Sand

At 10th level, you can transmute a portion of your flesh to living sand. For 5 minute, you gain resistance to piercing and slashing damage. Additionally, you have advantage on all saving throws or checks to avoid being knocked prone.

Ultimate Sands

At 14th level, you can use your empowered sands feature twice before a short or long rest.

Sea Mage

The sea province appeals to complex individuals, who change with the tides and the seasons. They may conceal their true nature beneath a calm façade, or display their mercurial natures for all to see. Not all sea mages dwell near the sea or come from families of sailors or pearl divers, but most have strong ties to the sea in their past.

Sea Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from the sea province into your spellbook is halved.

Empowered Element

Beginning when you select this tradition at second level when you expend a spell slot to cast a sea spell and the spell has a different effect for casting the spell with a higher level slot, you may treat the spell as though it were cast with a slot of one level higher.

Once you use this feature you cannot use it again until you finish a short or long rest.

Sea Attunement 

Starting at 2nd level, you learn one extra first-level spell from the sea province and whenever you have at least two sea spells prepared you can prepare a bonus sea spell of a level you can cast. You cannot learn spells of the flame, sand, or wind provinces. 

In addition, you gain proficiency in one weapon: the net, scimitar, or trident. You also gain proficiency in the disguise kit, the Primordial language (Aquan), navigator’s tools, or vehicles (sea).

Whenever you add your proficiency bonus to ability checks related to swimming, the sea, sea creatures, piloting ships or the elemental plane of water, you can add double your proficiency bonus.

Seaflow

At 6th level, sea magic permeates your body and you can flow past most obstacles. Spells and magic effects cannot reduce your speed, or inflict the immobilized or paralyzed conditions. You ignore difficult terrain and have advantage on all checks and saving throws to escape a grapple. You do not suffer from exhaustion due to the depth of the sea.

Eroding Magic

At 10th level, if a creature has succeeded on a saving throw against any of your spells since the beginning of your last turn, it suffers disadvantage against any sea spell you cast this turn and any spell attacks you make this turn with a sea spell have advantage against it. 

Ultimate Waves

At 14th level, you can use your empowered waves feature twice before a short or long rest.  

Wind Mage

The wind province appeals to those who refuse to be tied down. Wind mages tend to be flighty, meddling in the affairs of others.

Wind Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from the wind province into your spellbook is halved.

Wind Attunement

Starting at 2nd level, you learn one extra first-level spell from the wind province and whenever you have at least two wind spells prepared you can prepare a bonus wind spell of a level you can cast.  You cannot learn spells from the flame, sand, or sea provinces.

You gain proficiency in one weapon: the blowgun, light crossbow, or shortbow. You also gain proficiency in the disguise kit, the Primordial language (Auran), a musical instrument, or vehicles (sea)†.

Whenever you add your proficiency bonus to ability checks related to the weather, areal creatures, sailing, balancing, climbing, being knocked prone, or the elemental plane of air, you can add double your proficiency bonus.

Empowered Element

Beginning when you select this tradition at second level, when you expend a spell slot to cast a wind spell and the spell has a different effect for casting the spell with a higher-level slot, you may treat the spell as though it were cast with a slot of one level higher.

Once you use this feature you cannot use it again until you finish a short or long rest.

Lingering Gale

At 6th level, when you cease concentrating on a wind spell, the effect persists until the end of your next turn. 

Once you use this feature, you cannot use it again until you complete a short or long rest.

Cyclone Stride

At 10th level, as a bonus action you become invisible to normal vision, darksight, blindsight, and tremorsense. Additionally, you resist slashing, bludgeoning, and piercing damage from nonmagical weapons, ignore difficult terrain, and can squeeze through openings as small as one inch. The effect lasts until you attack, cast a non-wind spell or until the end of your next turn.

When you use this feature, you cannot use it again until you have completed a short or long rest.

Ultimate Winds

At 14th level, you can use your empowered winds feature twice before a short or long rest.

† The DM may allow a Vehicles (Air) proficiency if it fits the campaign.

 

Magician 

Magicians are the most common wizards of Zakhara. Each magician specializes in two provinces of magic, unlike elemental mages who focus on only one. This versatility reflects the pragmatic nature of magicians, who can be found in many strata of society.

Dual Elemental Attunement

At 2nd level, select two elemental provinces. You add those spells to your spell list. There is no restriction on which school you select, as the elemental schools of Zakhara do not oppose one another. You add one additional spell of each elemental province to your spellbook.

When you add your proficiency bonus to an Intelligence check related to the elemental plane corresponding to either of your two provinces or creatures from those planes, you can add double your proficiency bonus.

Dual Element Savant 

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from either of your elemental provinces into your spellbook is halved.

Dual Element Mastery

At 2nd level, you learn two additional cantrips, one from each of your elemental provinces.

Province Specialization

At 6th level, you gain one of the 6th level features from the elemental mage tradition corresponding to one of your two provinces.

Improved Province Specialization

At 10th level, you gain one of the 6th or 10th level features from the elemental mage tradition corresponding to the elemental province you did not select from your Province Specialization feature.

Empowered Element

At 14th level, when you expend a spell slot to cast a spell of one of your two elemental provinces and the spell has a different effect for casting the spell with a higher level slot, you may treat the spell as though it were cast with a slot of one level higher.

Once you use this feature you cannot use it again until you finish a short or long resst.

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