What is my purpose? in Unicorta | World Anvil
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What is my purpose?

Every class has meaning.

Within the world of Unicorta you will find all the classes presented in the Player's Hand Book of D&D 5e and more! This section will detail what purposes or roles each of these classes have so that you can understand what your character knows and how you might better roleplay them! Additionally, some of the classes may include additional traits or features that you may incorporate into your own class.  

Barbarians

In the olden times of Unicorta, Barbarians were described as savages and warriors that knew nothing better than the art of pillaging and destruction. Today, though, it is seen as more a discipline of warfare rather than a way of life. Many countries will employ this style of combat into their front line infantry to further bolster their combat efficiency. The blood thirsty ways of the Barbarian certainly do give armies the edge they need to win their battles.   Overall, Barbarians are often seen as combat professionals. The old ways of the nomads are long gone and have long since been replaced with people who respect the art. Think not of brawny, mindless and blood lusting individuals but expert killers that know how to channel their rage as a powerful tool.  

The Path of the Blood Breakers

Prerequisite - Dwarf, Orc or Half-Orc   The Conglomerate is the Dwarven government that oversees the country of Sagesh. Six Clans of formidable power that bow their heads to no one. As strong as they are stubborn, the Conglomerate's military consists of many specialized forces: The Militant Guard, The Rune Guard, The Iron Golems, The Subjugators and, last but certainly not least are the Blood Breakers. Primarily consisting of Fighters and Barbarians, the Blood Breakers are the vanguard of any Conglomerate military operation. First to be on site and first to be in combat, the Breakers must go through an explicitly difficult training regimen in order to serve their Clans well. In addition to their intense training, the Breakers also use magic to bolster their forces - the power of the Blood Bond.  
Blood Breaker Barbarian
  Unlike most Barbarian disciplines, Blood Breakers focus primarily on Dual Wielding. Axes, Swords, Maces and any type of one handed weapon are utilized to maximize damage potential, using a flurry of blows to overwhelm enemies while taking advantage of their rage to take in the damage. Blood Breakers utilize the bond they share with their cohort, no matter what distance stands between them, to channel the power they can draw out of their rage.  

No Blade Left Behind

Starting when you choose this path at 3rd level, you adopt both the Two-Weapon Fighting Style and the Dual Wielder feat.  

Unending Attacks

Beginning at 6th level, your rage allows you to invoke multi-attack, using both your weapons in a single attack action. Likewise, you may use your bonus action to attack with both weapons as well. However, attacks invoked using the Extra Attack feature will only be used with the main hand weapon.  

Bonded Evocation

Beginning at 10th level you may evoke the powers that bond you to your blood brothers. For an entire turn, your rage damage is doubled and is applied to all melee damage as normal. You may use this a total of times equal to your Proficiency bonus. Additionally, any ally within 30ft of you that you choose when you use this ability will gain your normal rage damage for the entirety of their next turn.  

Slayer

You have learned how to efficiently use your dual wielded weapons. Beginning at 14th level, any attack action you make with both weapons will allow you to re-roll that attack roll if the base roll is 5 or less - you must use the new roll. Additionally whenever you take damage from a melee attack, while dual wielding weapons, you may use your reaction and strike them back with a weapon attack from either weapon you are using. You may do this a number of times equal to your Constitution modifier. These are regained after a short or long rest.  

Bards

Storytellers. Poet writers. Lyrical artists. Legend weavers. Since the inception of sharing memories by word of mouth, Bards have sung their songs and spoke their tales to the masses of the world. It was only recently, that being within the last few centuries, that colleges have been established with the purpose of educating Bards and instilling them with the magical arts. But within the world of Unicorta, Bards play many roles. But the one they are most famous for is their intelligence organization. Often the lines between the cunning rogues and charming Bard are blurred, where both may play an exceedingly important role in spying on targets of note. Many governments may employ them simply because of their knowledge in charm and socialization, deploying them with hopes that they may instill strong political allies or - in more devious cases - plant seeds of doubt. Where the rogues may play a more deadly role, Bards are often recruited as special agents. In many cases, most people aren't aware when a Bard is around. If they do, it's simply because the Bard wants them to know.

The Colleges of Unicorta

The world of Bards is filled with opportunity, Bard colleges erected in many locations, allowing people from all over the world to be introduced to the profession. Even in the country of Asphodel a particularly famous Bard college - The College of Blightsong - stands amongst the wretched snow that fills the landscape. Each of these colleges don't provide alternative class options, but they do provide alternative abilities starting at 3rd level. If you choose any of these options, you will simply replace the ability you earn at 3rd level from any of the colleges detailed in the Player's Hand Book and other expansions.  

College of Seduction

Unicorta is famous for the colleges instilled in each of its four Fortress Cities. Ranotoll, the city of the East, is home to Ranotoll University, home to Bards that learn the art of seduction. Ranotoll is most famous for its cultural dynamic, a giant tossed salad of many different kinds of people. As a result, the Bardic college that exists there has prided itself in its ability to teach its Bards to communicate with people in a manner that guarantees friendship, joy and sometimes even love. With teachers from all over the world, its a college that appeals to all people of all sorts of flavors.
Bard of Seduction
Players that choose the College of Seduction will gain Love is in the Air. Starting at 3rd level, you now automatically have the cantrip Friends and the 1st level spell Charm Person. These do not count against your known cantrips and Bard spells. Additionally, once per day, you may choose two possible actions: Partner Up or Seduce. With Partner Up, you may choose one willing target that is bonded to you for 24 hours. As long as they are within 60ft of you, they gain advantage on all saving throws they are proficient in.   If you Seduce a target, speak honeyed words and attempt to woo them. Once you have begun, they must succeed on a DC8 + Proficiency + Charisma modifier or become infatuated with you for 1 minute. When seduced, they are under the effects of the Command spell.  

College of Blightsong

Asphodel is infested with devious men, wicked intentions, and disgusting hedonism. The College of Blightsong is not an exception to this. House Blightsong is famous, or in many cases infamous, for creating Bards of a much more... twisted breed. Rather than taking delight in songs written for glory and valor, Blightsong Bards are taught to glorify the darker sides of life. Just as with other Bards, Blightsong Bards are proficient in the musical and poetic arts. However, they are meant to channel their carnal desires to amplify the magic that they cast. Taking pleasure in torment. Surrendering yourself to a life of hedonism. Living only for yourself. These are the core tenets of Blightsong. As such, they are met with much scorn and disdain from other colleges, let alone people. And as such, many Blightsong Bards will live under the guise that they attended other colleges, hiding their true intentions. Truly, a wicked breed.   Players that choose the College of Blightsong will learn to channel their carnal desires to boost themselves and others. Starting at 3rd level, you learn the ability Twisted Song. Once per day, after someone has died within 60ft of you, you will be delighted with twisted inspiration and as a reaction may play a song in celebration of their death. You and two other allies of your choice will gain an extra 1d4 damage to all attacks for 30 seconds. At 6th level, this increases to 1d6.  

Clerics

The devout followers of Gods, Clerics are known to be powerful warriors and impressive spell casters. In Unicorta, this has not changed. However, competition between Clerics of specific pantheons tend to reach vicious heights. Usually being dedicated to a single deity, Clerics in the world of Unicorta dedicate them to a primary purpose - to convert the unguided folk into the light of their own God. There are not many Gods that reveal themselves to mortals, but the ones that have have developed an impressive following that has even put countries at the brink of war. Clerics, for the most part, tend to be extremely zealous individuals who do not live far beyond the needs of their own purpose. That being said, Clerics are usually not seen outside of their consecrated grounds unless deployed for very special purposes. When they are brought forth, it is usually met with a negative outlook. The people of Unicorta have generally become accustomed to a life of freedom, being bound to religious tenets and principles is not a popular tendency. Clerics are the antithesis to this way of life.  
Cleric of Light
 

Expanded Devotion

Clerics in Unicorta have an expanded well of abilities that they may choose in place of original ones. Clerics may choose an alternative Channel Divinity option for any of the Domains within the DnD 5e PHB.  

Knowledge Domain - Divine Understanding

At 2nd level you may use your Channel Divinity to delve into a well of knowledge to further your understanding of what skills you posses. As an action, choose any skill you are proficient in, gaining you expertise in that skill for 10 minutes. If you already have expertise in that skill, double the associated attribute modifier for the skill (i.e. Investigation - Intelligence Modifier is Doubled). At 8th level, you may choose two skills.  

Life Domain - Protect Life

Starting at 2nd level, you may use your Channel Divinity to protect the lives of your allies. As an action, you present your holy symbol and evoke divine energy to preserve the life force of your allies up to the equivalent number that is your Wisdom modifier, within 30ft of you. For 1 minute, your chosen allies' hitpoints will not drop below 1. If they receive an attack that would otherwise have dropped them below 1, the effects of your Channel Divinity are dispelled. If an ally has been rendered unconscious due to their hitpoints dropping to zero, they may be fully revived with their hitpoints brought back up to 1.   At 8th level, the amount of allies you can choose increases by 1. Additionally, if you revive someone who has been unconscious or an ally protected by Channel Divinity is struck by a blow that would have dropped them below 1 hitpoint, their hitpoints are restored to 1/3rd rounded down.  

Light Domain - Cleansing Wave

Starting at 2nd level, you may use your Channel Divinity to empower your allies and weaken your foes. As an action, you present your holy symbol and whisper a prayer of faith. Immediately, rays of powerful light shine from your persons in all directions. Darkness within 30ft of you will be dispelled. Additionally, any hostile creature within 30ft of you must make a Constitution saving throw or receive 1d6+your Cleric level radiant damage, or half as much on a successful save. Allies within 30ft of you will also have their weapons imbued with radiant power, dealing an extra 1d4+your Charisma modifier radiant damage with any physical melee or ranged attack for 1 minute.   At 8th level, the damage against hostile creatures increases to 1d10, and the additional damage given to your allies increases to 1d8.  

Nature Domain - Summon Companion

Starting at 2nd level, you may use your Channel Divinity to summon the help of the wilds to assist you. As an action, you present your holy symbol and whisper a prayer of faith. Immediately, any beast of CR1/4 or lower will be summoned to your aid. This beast behaves identically to the rules specified in the Find Familiar spell, however it may attack and, if possible, cast its own spells. The beast will remain at your side for 10 minutes.   At 8th level, you may summon a beast of CR1/2 for 10 minutes, or alternatively summon two beasts of CR1/4 for 5 minutes.  

Tempest Domain - Amplified Wrath

Starting at 2nd level you may Channel Divinity to increase the effectiveness of your spells. Whenever you cast a spell that deals lightning or thunder damage, you may choose to do one of the following:
  • Double its maximum range.
  • Double the amount of die rolled for damage.
  • Double the effective size of the spell (if the spell has an area of effect).
  • Double the amount of pre-determined targets the spell can hit (either in one turn, or per turn the spell takes effect).
  • At 12th level, you may choose two of these effects, but at the expense of all your uses of Channel Divinity. At 18th level, however, you may choose to use two effects of your Channel Divinity twice (the first use equivalent as 2 uses, the second equivalent as 1 use).  

    Trickery Domain - Channeled Deception

    Starting at 2nd level, you may Channel Divinity to deceive your enemies with devious trickery. As an action, you present your holy symbol. You may choose to do 1 of the following:
  • In two unoccupied spaces within 30ft of you, you may summon an illusion of yourself. Likewise, you may choose to teleport in the place of an illusion and leave an illusion of yourself in your original space. These illusions can not directly attack, but are limited to casting any of your cantrips or 1st level spells. They may act independently of you and have their own initiative rolls in combat. As a bonus action on your turn you may choose to move one of the illusions 20ft. If any one of your illusions and yourself is standing next to a target, you gain a +1 to your attack rolls against the target. Your illusions inherit your AC. You may also see through the eyes of your illusion, but the illusion can not physically affect things. Your illusions must stay within 120ft of you or be dispelled. Your illusions last for 1 minute.
  • Up to two allies within 30ft of you may take on your appearance, you also choose to switch positions with them. They look exactly like you except for the weapons they hold. They also inherit your voice for the duration of the spell. They do not hold up to physical inspection and the illusion will be dispelled upon being touched or damaged. As a bonus action on your turn, you may move your concealed allies up to half their speed. This illusion lasts for 1 minute.
  • At 8th level, the range of the spell increases to 60ft.  

    War Domain - Godly Smite

    Starting at 2nd level you may invoke the powers of your God to imbue their strength into your strike. When you make a successful attack action, you may roll a 1d4 to determine what amount of additional d6's you will add to your damage roll. For example, if you roll a 3, you may add 3d6+your Wisdom modifier to your damage total.   At 8th level, you roll a 1d6 to determine additional die, and the additional damage die increases to d8.  

    Druids

    In Unicorta, Druids come in many shapes and sizes. In Synesthal, they partake in the traditions of joining the Druid Circle and protecting The Living Forest. In the deserts of Kentama, Shamans of the Dunes often guide their tribes to much needed resources and tending to beasts. In the Lunar Isles, they are known as Kenja or Taoists - wise men that live amongst the wilds to watch over nature and its denizens. Regardless of their origins, they share a single goal - balance. Druids of Unicorta protect the land for the sake of equilibrium, knowing that the mortal races of this plane will take and take. To them, it is their duty to ensure that greed does not fell the natural forces of Unicorta. In some cases, Druids will enforce their natural laws through means of reason and negotiations. In others, the wrath of nature might not be stopped.   Druids gain access to additional Cantrips, which are the folowing:  

    Material Switch

    Range 40ft, Druid, Cantrip (Transmutation) - Casting Time: 1 Action
    Components: S, M
    Materials: Vial of Water, Small Bag of Ash, Small Bag of Sand, Empty Vial
    On a flat surface on the ground or a wall, you may switch the position of materials within a 10ft cube at any 2 points of your choice. There must be a tangible material on the surfaces of your choosing or nothing will occur. For example, if there is water on the ground and fire elsewhere, you may trade the positions of both elements - the water will be where the fire was and the fire will be where the water was.
     

    Bright Blossom

    Range 30ft, Druid, Cantrip (Evocation) - Casting Time: Instantaneous
    Components: V, S, M
    Materials: Plant Seeds, Ruby
    You summon a Sun Flower that stands 5ft tall. The Sun Flower shines bright light in all directions, illuminating the area in bright light for 30ft and dim light for 60ft. The light shining from the Sun Flower counts as sunlight, but will only be half as potent when affecting creatures susceptible to sun light. The Sun Flower will remain until dispelled, or until a new Sun Flower is summoned.
     

    Protective Elements

    Range 30ft/self, Druid, Cantrip (Evocation) - Casting Time: Reaction
    Components: V, S, M
    Materials: Bag of Leaves, Bag of Ash, Strip of Tree Bark
    You conjure the elements of nature to protect yourself or your allies. Using a reaction, you may give an ally or yourself a one time resistance to either fire, cold, poison, acid, lightning or thunder damage. Additionally, if a creature imbued with this spell receives damage from the element they have resistance to, they will gain 1d4 elemental damage (of the same type they received) added onto their next melee attack.
     

    Fighters

    Soldiers. Mercenaries. Hunters. Killers. Thugs. Bandits. Protectors. The profession of a fighter is less so a profession and more a way of life. People that become fighters did not do so because they chose it, they did so because they were born into it. What they choose to do with these abilities, however, is where their destinies arise. Fighters can be found in every nook and cranny of Unicorta, if not the whole universe. They make up the fighting forces of armies or the brave souls of revolutionaries. They are the guardsmen of cities and the strong men of villages. Fighting is in the very nature of mortal creatures. As such, many of these people will take up arms to serve whatever purpose their Gods or the world have for them.   Fighters gain access to additional fighting styles of their choice:

    Polearm Fighting

    When using a weapon that gives you additional reach beyond 5ft, such as a halberd or spear, you gain a +2 bonus to attack rolls when attacking with that weapon beyond 5ft. Additionally you may choose to keep a target "at bay" as a bonus action with your polearm once you make a successful melee attack. You must make a Strength (Athletics) ability check contested by their own. If the target is one size larger than your own, your roll is at disadvantage. If failed, they become "grappled" and remain at a distance 10ft away from you and can not move unless they decide to move in a direction at least 15ft opposite of you.  

    Improvised Fighter

    Any time you use an improvised weapon, it gains your proficiency bonus on attack rolls. Additionally, all improvised weapons you use, including your fists, deal 1d6 damage instead of 1d4, and also gains your Dexterity/Strength modifiers for damage.  

    Monks

    The continent of Kyrased is unfamiliar with the ways of a monk. When the Dragon Republic revealed itself in the Old Age, soldiers and mercenaries alike were struck with confusion when the monks of the Lunar Isles touched down and presented their choreographed pantomimes. To many, this was nothing more than fanciful dancing. To the ones who invoked their wrath, they learned of the Lunar Isles' most prized techniques - Martial Arts. The practice and discipline of being a monk was only barely introduced to Kyrased, but to the island goers of the Dragon Republic, this was as common as wind and wood a millennia. Many martial arts schools are erected in the isles offering many different types of fighting styles and ideologies. A martial artist or monks' true dream - however - is to become a Martial God, a fighter capable of being uncontested by any fighting style that exists in the world.   In the Lunar Isles, there are four primary schools of martial arts - Flowing River, Spirit Claw, Riptide and Moon Style. Of these four, only three are available to the common man. The expanded traditions for Monks are as follows:

    Way of the Flowing River

    Flowing River is known to be one of the strongest forms of martial art because it does not utilize raw power to combat foes. Rather, it focuses on the flow of Ki in your own body while also capitalizing on counter attacking any attacks that are forced upon the body. Many people who witness practitioners of the Flowing River stance describe is as if the person was made of fluid themselves, able to weave through every motion and attack that the opponent makes, while also subjecting them to a flurry of elegant strikes that leaves them incapacitated. Flowing River is one of the only martial arts in the country that focuses on self defense rather than lethality. Do not be fooled, however, as the techniques of Flowing River are just as deadly as any other.
    Flowing River Practitioner
     

    Flowing River Stance

    Starting at 3rd level you learn to utilize Flowing River for its defensive capabilities. In combat, either immediately at the beginning of your turn when combat begins or if you did not move at all during a previous turn, you will enter the Flowing River Stance. While you remain in one position, all melee attacks and grapple attempts made against you are at disadvantage. Additionally, if a melee attack against you misses, you may use your reaction and a Ki point to hit them with an unarmed strike. When you take damage, make a concentration save. On a failure, you will break the stance. Your stance will also break when you move(d) in any way.  

    Inner Ki Breathing

    At 6th level, you learn breathing techniques that heighten your senses and allow you to feel and sense the environment around you. You may spend Ki points to cast one of the following, circumventing any material component requirements:
  • Detect Magic (1 Ki Point)
  • Detect Thoughts (2 Ki Points)
  • See Invisibility (3 Ki Points)
  • These take ten minutes to cast and restrict your movement to 0 feet. The effects of these spells are broken once you break your meditation.  

    Flow of Ki

    At 11th level, you have mastered your mind and body, taking full advantage of your physique and its Ki. When you have entered the Flowing River Stance, you are capable of the following:
  • Any time an unsuccessful attack is made against you, you may move 5ft in any direction into an unoccupied space. This does not break your Flowing River Stance.
  • Any time an unsuccessful ranged attack is made against you, you may use your reaction to spend a Ki point to redirect it into a target of your choosing using similar rules as indicated with the Deflect Missile feature for monks.
  • Becoming the River

    At 17th level, you have mastered the art of Flowing River and stand amongst your ancestors. As a reaction you may spend 2 Ki points to give yourself a +2 to your own AC until the start of your next turn. If you are already in the Flowing River Stance, you will automatically gain this benefit which will end when you exit the stance. Additionally, all successful melee attacks made against you are met with a reactive Unarmed Strike up to the amount of your Dexterity Modifier times until your next turn.  

    Way of the Spirit Claw

    The Youkai family is known to be one of the most competitive and vicious families in the entirety of the Lunar Isles. Led by Grand Master Huazhou Youkai, who is also a Chancellor, their martial art is very reflective of their personality. Spirit Claw is a martial technique that harnesses the inner Ki of the martial artist in order to bring out the primal entities that live inside. Lunar Islanders are under the belief that all living creatures are connected by Ki, the Spirit Claw technique capitalizes on this belief and uses Ki to spectrally imitate animals and their raw savagery. Offense is the best defense, as one might say. Many who go against the Youkai family find themselves subjected to a level of ferocity many believe is not fitting of a martial family. But who are they to question their mighty power?  

    Channel the Spirit

    Starting 3rd level, you harness your Ki to learn the ways of the animals that guide you. If you spend 1 Ki Point, you may cast the spell Enhance Ability to better yourself. Additionally, when you use this ability, spectral images of animal claws wrap around your hands and feet when you strike - your damage modifier now also includes your proficiency bonus. You may choose what animal manifests around your hands and legs.  

    Inner Dragon

    At 6th level you learn the ways of your masters and harness your Ki to mimic the deadly breath weapons of the Dragonborne. As an action, you may spend 2 Ki points to use a Breath Weapon attack that is fired in a 5ft by 30ft line. You are limited to Fire, Cold and Lightning damage. Targets within your range must make a Dexterity save against your Ki Save DC. Targets will take 2d6 elemental damage on a failed save and half as much on a success. Spending an additional Ki point will increase the damage by 1d6 up to 3d6 more.  

    One with the Beast

    At 11th level you have learned to summon even more ferocious powers with your Ki. As an action, you may choose to do one of the following:
  • Tiger Aspect - On an attack action, you may spend 4 Ki points to empower your attack with the aspect of a Tiger. Your damage roll will be doubled. Additionally, double the damage modifier.
  • Dragon Aspect - When using Inner Dragon you may spend 3 Ki points to increase the size of the blast to 10ft by 30ft. Additionally, the base of the Spell Save DC will increase from 8 to 10.
  • Mantis Aspect - On an attack action, you may spend 2 Ki points to grapple your target as a bonus action, dealing 1d6+Strength modifier per turn the target remains grappled.
  • Ox Aspect - As an action, you may spend 3 Ki points to make a Strength(Athletics) check contested by the target's own check. If you win the contest, you may throw the target a distance of 5ft per Strength modifier points. For every 5ft thrown, the target will take 1d6 falling damage and land prone. If the target is one size larger than you, the distance it may be thrown is half rounded down.
  • Bestial Serenity

    At 17th level, you master the art of Spirit Claw, making your ancestors proud. As such, you have learned to become one with the beasts that have guided you on your journeys. After spending 5 Ki points, you may choose from the following:
  • Brown Bear
  • Tiger
  • Dire Wolf
  • Whatever you have chosen, add its ability score modifiers to your own (including the negative ones). Additionally, you gain whatever skills the beast has as your own. You also gain an extra attack. Roll a 1d10+Constitution modifier to add to your temporary hitpoints. This effect will last 1 minute. For the duration of this ability's use, a spectral image of the animal will be cast over you, making you look almost like the animal itself. As an action, you may roar at an enemy within 15ft of you must make a Wisdom saving throw against your Ki Save DC or be fearful of you. For their next turn they must take the dash action to travel as far away from you as possible.  

    Way of the Riptide

    Led by Grand Master Li Ji-Liu, also a Chancellor, the Ji-Liu family is considered just as humble as they powerful. One of the few martial arts in the Lunar Isles to focus primarily on the legs, the Riptide stance is considered to be extremely powerful due to its discipline in kinesthetics. Usually, it takes over 10 years to become remotely fluent with the technique, but some Ji-Liu family members have mastered it in only 5 years. The reason for this is the intensive study of the body and its movements that is required to fully utilize its techniques. Similar to the Flowing River, the body of Riptide Stance users are in a state of constant and fluid motion that allows the legs of the combatant to maximize flow of Ki and kinetic energy in their legs. Riptide users are even capable of breaking metal or cutting trees with their legs alone.
    Riptide Stance Practitioner
     

    Legs of Mettle and Steel

    When utilizing the Riptide Stance, all Unarmed Strikes will be made with your legs and feet, not hands. As such, you may choose to use your Strength or Dexterity on attack rolls, whichever is higher. Additionally, your kicks have the siege property (your attacks deal double damage to objects and structures).  

    Riptide Technique

    You must be wielding no weapons in order to utilize all techniques of the Riptide Stance. Starting at 3rd level, your Flurry of Blows is replaced with Flurry of Kicks. When using Flurry of Kicks, you may impose these effects:
  • It must succeed on a Dexterity saving throw or be disarmed, throwing its main-hand weapon 10ft away in any direction.
  • It must succeed on a Strength saving throw or be grappled in a leg lock, taking 1d12+Strength modifier damage upon its next turn and being released on your next turn. When you release them, you may throw them 5ft in any direction you wish.
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • Tsunami Kicks

    At 6th level, you empower your already powerful kicks with Ki, hardening them into weapons that could bend steel. With a powerful downward kick, or twisting round house, you cripple your enemies defenses. On a successful Unarmed Strike made against an enemy, you may spend 2 Ki points to temporarily reduce the targets AC by 1 points for 1d4 rounds. This effect will not stack with enemies already affected by this attack. Since this is an extremely powerful kick, 1d6 damage will be inflicted upon yourself for every use of the Tsunami Kick.   At 10th level, you stop taking damage from Siege Kicks.  

    Hidden Dragon

    At 11th level, your technique with the Riptide Stance has improved to even greater heights, dealing damage in ways that only manufactured weapons should only be able to. On a successful Unarmed Strike, you may spend 3 Ki points as a bonus action to invoke one of the following effects:   Roll a 1d4 to determine the effect:
  • 1 Your kick will shatter the weapon your target is wielding, permanently disarming them. If the weapon has magical properties or is made of anything better than steel, it will simply disarm them, sending the weapon 30ft away in any direction of your choice.
  • 2 Your kick hit them hard enough it sent them flying back 15ft, causing them to make a Dexterity save against your Spell Save DC (8+Proficiency+Wisdom) or fall to prone. Additionally, they will take 3d6 falling damage on a failed save or half as much on a success.
  • 3 Your kick ruptures the internal organs of the target, causing them to make a Constitution save against your Spell Save DC. On a failure, their speed will be halved and they will take 1d6 bludgeoning damage for every 10ft they move. On a success, they will only take 1d6 bludgeoning when they move. This effect will last for 1d4 rounds.
  • 4 You hit with unyielding ferocity. Roll additional d8's equivalent to your Strength modifier, a minimum of 1d8 (i.e. If your Strength modifier is +2, roll an additional 2d8).
  • Crouching Tiger

    At 17th level, you have mastered the art of the Riptide Stance. You are able to generate Ki in your legs so powerful it is capable of manifesting into a deadly physical form. You may spend a Ki point to empower your kicks with sweeping strikes that may travel distances. You may do either of the following:
  • Kick a wave of energy at an enemy up to 15ft away from you, dealing normal damage.
  • Kick a sweeping wave of energy in front of you that can hit 3 spaces directly in front of you, dealing normal damage.
  • Slam your kick into the ground, pushing Ki energy in four directions (North, South, East and West), dealing normal damage and pushing enemies away 5ft.
  • Additionally, you may apply Wave Kick to any Unarmed Strikes you take within your turn.  

    Paladins

    These are vowed warriors bound by Oath and Honor. Or perhaps it is a wronged man who vows to take vengeance upon the unjust. From under dogs to heroes of Kyrased, Paladins are both a staple of adventuring life and the foundation of many organizations and armies. On Kyrased, Paladins can take on many forms. One of the more classic variations come in the form of Knights or honor sworn warriors. These are men and women (or something else, who knows?) whom have bound themselves to a person, swearing to uphold virtues or ideals in their name. In the Lunar Isles, this could come in the form of a Samurai serving his Lord, or even a guardian of a Temple. A more common variations are devoted warriors to Gods. Where Clerics act as conduits or extensions of a God's power, Paladins act as the arms or legs of their deities. In Unicorta they will often share a similar role to Clerics, but often they will not meet the same level of zeal as their fellow brethren. Where Clerics will pray, Paladins will do. Often times Paladins will be found on the frontlines of conflicts long before others - not only because of their abilities but because of their willingness to fight. To say that Paladins are gung ho, however, would be incorrect. They are courageoous and brave, but are also logical fighters. In many cases they have held the blade and donned the armor long before they had found their new found purpose in life.

    Alternate Options

    Paladins gain alternate choices for Divine Smite and Aura of Protection. They must choose one or the other and can not change it once they have made their decision.  

    Divine Surge

    Starting at 2nd level you are capable of conjuring divine power to bolster yourself or allies. You are capable of expending one Paladin spell slot as a Bonus Action to do one of the following:   Extra Attack - Grant yourself or an ally within 30ft of you an extra attack. Allies granted an extra attack will lose their Bonus Action in order to use the effect.   Resistance - Strengthen yourself or an ally within 30ft of you to become resistant to one of the following types of damage: Fire, Cold, Acid, Poison, Necrotic, Lightning/Thunder or Radiant. You may expend higher level spell slots up to 3rd to help an extra ally (one per spell slot above 1st). This ability lasts for 1 minute.   Speed - Double the speed of yourself or an ally within 30ft if you. Higher level spell slots may be used to bolster one additional ally. This effect lasts for 2 turns.   At 8th level the range of all your Divine Surge abilities is increased to 60ft.  

    Aura of Endurance

    Starting at 6th level, any creature you consider an ally that is within 20ft of you gains temporary hitpoints equivalent to Charisma Modifier + your Paladin level. Any allied creature that enters your aura gains the benefits of your aura. Additionally, all creatures within range of your aura has advantage on Constitution saving throws. If they leave the range of your aura they lose the benefit. The number of creatures that can benefit from your aura is equal to your Proficiency + Charisma Modifier.   At 18th level the aura is increased to 40ft.  

    Ranger

    From a common village hunter to the most renowned Bounty Hunters, Rangers cover many facets of the worlds many adventurers. Often seen as bow wielding, monster hunting, fox hole sleeping lone wolves, Rangers are mistaken for what others would call "Snipers." This is simply not the case. There are many professions in the world of Unicorta that disguise what you may recognize as a Ranger. Travelers venturing into unknown territories may higher pathfinders to guide them. Militaries that require information on enemy troops will send scouts out on dangerous missions. Bounty Hunters will follow their targets for weeks before finally finding their prize. To put it simply, the abilities make the man. In Unicorta, Rangers often take the role of scouts in armies or trackers for hire. While monster hunting is certainly a gig for them, many skillful rangers will employ their services to institutions that can pay them for longer terms of work. Bounty Hunting and the such entails hiring the Ranger as part of a group rather than a Ranger going at it alone.  

    Alternate Options

    Rangers of Unicorta may choose alternatives for their features: Favored Enemy, Fighting Style and Foe Slayer.  

    Favored Enemy

    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You are extremely knowledgeable about your favored enemy and know everything about its habits and culture, save certain eccentric details as determined by your DM. All Wisdom (Survival) checks meant to track your favored enemies are at advantage. If your favored enemy(ies) speaks one or more languages, you may choose to know one additional language that your favored enemy(ies) speak. Attacks made against favored enemies also gain your Wisdom modifier on the attack roll.  

    Fighting Style

    Rangers gain access to new fighting styles.   Crossbow Master - Attack and damage rolls with crossbows gain a +1. You also ignore the Loading property of Crossbows.   Pistoleer - As a bonus action you may fire one single handed firearm at disadvantage. The damage roll has an additional +2.   Stalker - You gain 1d6 Sneak Attack dice equivalent to your Dexterity modifier. They follow the same rules as Sneak Attack from the Rogue class. You may only expend one at a time. They are regained over a Long Rest.  

    Foe Slayer

    At 20th level you become an unequal hunter of your enemies, and even more so for your favored enemies. You may now apply your Wisdom modifier to all attack and damage rolls. All attacks made against favored enemies are now at advantage. Favored enemies that receive an attack from you must make a Wisdom saving throw against your spell save DC or enter a frightened state. They may continue to save at the end of each of their turns. Once they succeed they can not be frightened of you again for 24 hours.  

    Rogue

    Lurking in the shadows are stalkers of the night, blade in hand and ready to release you from the warm hands of life. Sitting in the corner of a bustling tavern is a hooded figure, silent in form but active in their perceptive authority. Lying in wait as you rest easy after a long journey is the hidden figure of what can only be your death. These are your Rogues. Silent assassins. Avant garde investigators. Spy Masters. Private Detectives. From intrigue to underhanded killing, Rogues are a staple in the adventuring world. Many will employ them as infiltrators meant to gather dirt or information on rival factions while others may see their potential as hidden body guards. While many believe Rogues to be dastardly fighters with an innately cunning attitude, it would be just as fair to say that they are warriors with a more clever outlook on the battlefield. Where many see the field of war as a single battle at a time, Rogues will think several steps ahead in order to dish out one fell, but effective, strike. In a world as deadly as it is magical, the Rogue is but another reason for an adventurer to tread carefully. In Unicorta Rogues are often employed as spies for factions or henchman in criminal organizations. Often times due to their cunning and wit, Rogues may find themselves at the head of either of these operations. Knowing that every battle they fight can be avoided to further their agenda, battles with these adventurers are often quick and decisive.  

    Roguish Archetype - Ambush Master

    Players of Unicorta gain access to a new Roguish Archetype - Ambush Master. Knowing your skills lie outside of direct confrontation, Rogue Ambush Masters emphasize their abilities before an encounter will even begin. Setting the stage for a battle is the place of expertise for Ambush Master. They will prepare beforehand by setting traps and tinkering with the environment. You know your enemy and you know where they'll go - why not make their journey a memorable experience?  

    Innate Spellcasting

    Starting at 3rd level you become a proficient spellcaster. Your spell casting modifier is Intelligence.   Cantrips - You learn 3 Cantrips: Mage Hand, Mold Earth and one Wizard cantrip of your choice. You learn an additional cantrip at 10th level.   Spells Known of 1st Level and Higher - Use the spell slot table given by the Arcane Trickster. At 3rd level the Ambush Master knows three spells. Two of those must be Evocation or Abjuration spells. The spells can not have a Spell Attack feature, except in cases where the spell invokes an attack through any means except from yourself (such as Spiritual Weapon). The third spell may be any Wizard spell.   The Spells Known column shows when you're able to learn additional spells. Each of those spells follow the same parameters as listed above. The spells you learn at 8th, 14th and 20th level, however, may be of any school of magic.  

    Archetype Features

    Mold Earth Expertise - You gain additional features whenever you cast the Mold Earth cantrip:  
  • You can shift a target of medium size or smaller standing on loose earth 5ft in any direction of your choosing, so long as there is more loose earth in the place of your choosing. Additionally, if they are not willing, they must make a Dexterity save against your spell save DC.
  • You are capable of neatly crafting static figures out of stone and earth, so long as it does not exceed the size of a 5ft cube. Additionally, if there is a larger stone already in existence, you may use Mold Earth to craft a larger work.
  • Trap Connoisseur - Starting at 3rd level you are capable of crafting your own traps. These traps reflect the complexity of your expertise and invoke a Dexterity save against your spell save DC, damage also gains the benefit of your spell casting trait modifier. Your traps also require an ability check of an equivalent DC in order to be discovered. Given that you have the proper materials and tools, you may craft one of the following over a Short or Long rest:  
  • Hunting Trap: Damage is 1d6 instead of 1d4. A creature may use its action to free itself or another creature after succeeding a DC13 Strength check.
  • 60 Caltrops: Damage is 1d4 instead of 1.
  • Mini Bomb: Damage is 1d6, affects all creatures within 5ft of it when triggered. Upon trigger, affected creatures must make a Constitution save against your spell save DC. A failed save will cause them to be blinded until the start of their next turn.
  • In addition to this ability, you are always ready to spring forth a trap. During the beginning of any encounter where you are not surprised you gain a surprise round. This round can only be used to move and set traps. You may use your action and bonus action to do so, meaning up to 2 traps may be placed in a single surprise round.   You are capable of making one additional trap per Long rest at 6th, 10th and 14th levels.   Glyph Artisan - Starting at 9th level, you automatically gain the spell Glyph of Warding if you don't have it already. However, you gain a free cast of the spell at 5th level. Additionally, creating Glyph's of Warding now only take half the time to cast and cost half as much as well.   An Eye for the Hidden - Starting at 13th level on Intelligence (Investigation) and Wisdom (Perception) checks with the intent to locate or disarm traps, you have advantage. Additionally, any time you trigger a trap, your successful save allows you to prevent it from actually triggering it and resetting the trap. This only works on traps of a mechanical nature. Magical traps remain the same.   Lair Master - Starting at 17th level, any trap set by you now has a DC of 10 + Proficiency + Spell Casting Modifier for any associated saves a trap has. This includes a Glyph of Warding. Additionally, you may now add your Intelligence and Dexterity modifiers to the damage. All mechanical traps you set now also have a base damage die of 1d12. Successful saves made against your triggered traps now do half damage instead of no damage.  

    Sorcerer

    Rumors speak of a child blessed by the Gods with abilities that can shape reality. Powers that would make most green with envy or cower in fear. In distant lands, there are stories of people touched by creatures from another plane - gifted with abilities that can move the earth and control fire. These are Sorcerers, creatures whom did not seek their power but were innately born with the ichor of the arcane flowing through their veins. Some believe that they are archaic manifestations of magic itself while others believe they have been cursed to live a life outside the norm they wished to have. The spectrum of viability that Sorcerers live in is vast and nearly unlimited - their powers are sought after for many reasons. In more ideal terms many Sorcerers are inducted into the ranks of powerful militaries or private security divisions. Tragic circumstances breed darker stories, where those with malicious intent seek to uncover the secrets of a Sorcerer's power - often times leading to a Sorcerer's death due to inhumane experimentation. In the world of Unicorta, there is much debate as to what is actually the source of a Sorcerer's power. Some believe it is the Gods. Others believe it is the the influence of otherworlds. For some Sorcerers, their path in life may be to uncover their purpose - or perhaps a lack thereof. Whether it be a blessing or a curse, though, the strength of these wielders of the arcane are powerful beings.  

    New Sorcerous Origin

    Sorcerers of Unicorta gain access to a new origin: Touched by Fae  

    Sorcerous Origin - Touched by Fae

    You were born on a day where the lines that separate the Material Plane and the Fae Wilds are thinnest. Your family quite literally claimed that the day of your birth was indeed a magical day. The Wilds, ancient as they may be, do not overlook the birth of life and have done so since time immemorial. Thus it is under the discretion of the Wilds to subtly spread its influence by merging its arcane flow into the flesh and blood of your newborn body. At least, this is what many claim is their past when recollecting the facts of their past. The Fae Touched are Sorcerer's whose powers are entwined with the magic that powers the mischievous denizens of the parallel plane.   Sorcerers whom take this Origin speak, read and write Sylvan or Elvish. Additionally any time you interact with a creature classified as Fey and a Charisma check of any sort is invoked, you double your proficiency.  

    Faerie Origin

    At 1st level, you may choose one of three origins that grant you access to a different set of starting spells.   Pixie - Minor Illusion (Cantrip), Silent Image (1st Level)   Sprite - Dancing Lights (Cantrip), Color Spray (1st Level)   Dryad - Gust (Cantrip), Shape Water (Cantrip) or Mold Earth (Cantrip) choose one. Absorb Elements (1st Level)   These spells are Sorcerer spells and do not count against the number of spells known.  

    Veil Sunder

    At 1st level you are able to evoke the powers of the Fae Wild. The powers that separate the parallel planes of the Material and the Fae are thinned, allowing you to draw its power. As a bonus action you are able to create one of the following effects:  
  • Faerie Walk: You morph yourself into a bright light that is a color of your choice. You are invulnerable to physical damage. In any case where you are attacked, enemies have disadvantage on the attack. In this form you may travel up to double your speed. You are only able to move in this form, no other actions are possible. You have a fly speed of 15ft. You may use your reaction to dispel the effect. Otherwise the effect is dispelled at the start of your next turn.
  • Wild Burst: Streams of light that are in the form of various colors fly in all directions. Anyone within a 15ft radius of you must make a Dexterity saving throw against your spell casting DC. Anyone that fails will be blinded for one turn.
  • You may only do this once per Long Rest.  

    Wild Conjurer

    At 6th level you are capable of channeling deeper into the roots of your Fae Ancestry. The effects of the spell Speak With Animals is now constantly effecting you as long as you are in the Material Plane or the Fae Wild. You may now also summon two Sprites or one Dryad to act as your companion(s). They can only exist on the Material Plane or the Fae Wild. This ability lasts for 1 hour. You may use this ability only once per long rest.   At 14th level you can summon four Sprites or two Dryads. The ability is extended to 3 hours. If you are not on the Material Plane or Fae Wild, you may then use this ability as a Concentration spell to keep them on the same plane of existence as you.  

    Soul of the Wilds

    At 14th level you have become more in tune with the Fae Wilds. Your Faerie companions may now add your proficiency bonus to all their ability checks and attack rolls. Additionally, you have gained the following abilities:  
  • Illusory Form: You conjure your illusory powers and take on the form of any beast that could be native to forests. The size of the beast must at least be your size or larger. It can not be Huge or greater. The form looks and smells real. You may add extra details to your form such as glowing eyes or a glossy hide. The extent of the form is left to your imagination. This Illusion does not affect any physical aspects of the caster.This illusion can hold up to physical inspection. If an Intelligence(Investigation) check is made against your Spell Save DC and it fails, they are convinced that what they are touching is real. A success will reveal the truth to themselves.
  • Shift Day/Night: In a 60ft wide cube, you are capable of making it seem as though it was the opposite time of day to any creature within the space. If you are outside, it will feel and look as if it were day/night. Any creature within the space will make an Intelligence save against your Spell Save DC. On a success, they know it is an illusion.
  • Each of these effects cost 4 Sorcery Points to cast.  

    Archon of Titania

    At 18th level you have truly become a denizen of the Fae Wilds. All ability checks your Faerie companions make are now at advantage when they are within 60ft of you. Additionally you have an innate ability that makes you elusive to mortal creatures. Once per day you may activate your Faerie Aura which lasts for 1 minute. Any non-hostile creature within 120ft of you that looks at you is unable to see your true form and instead sees a friend or loved one. Hostile creatures within 120ft and can see you will have to make a Wisdom save against your Spell Save DC or become immediately non-hostile due to seeing a friendly figure. If they fail, they may continue to make the save at the end of each of their turns. On a success, they can not be fooled by you for 24 hours. You may only activate this ability a number of times equal to half your Charisma modifier rounded up, a minimum of 1 time.   At 20th level, you will be shrouded in this effect at will. You may activate and dispel it as a bonus action.  

    Warlock

    In the world of Unicorta, Warlocks hold an interesting place in society. In the great halls of royalty and nobility you will find a history of men and women advising their lords in the arts of war and magic. These are holistically recognized as Court Mages - often times Wizards or Sorcerers. However, with the kingdoms being as old as they are it is expected that magic power would be entwined within the confines of their borders. The King of Caledor commands great arcane power granted to him by the Choosing. The Elders, when they are chosen, manifest the will of the forest. The Blood Emperor controls the dark arts he brews within the depths of Asphodel. The Moon King of the Lunar Isles has cultivated and meditated power so great that many believe him to be a God. With such power at the tips of their fingers, it would be unsurprising to find out that they lend their power to others in the form of a pact. These can be powerful tools and agents, and the leaders of the world know this. Those loyal to their kingdoms or just desperate for power at the cost of freedom will do anything to serve their masters well.  

    Pact of the Kingdom

    Your Patron is a lord or lady that commands a large font of power and rules sovereign in a kingdom or territory. These beings are driven by the political functions of their world and even more so by their mortal desires. You are bound to them both by loyalty and contract of power, thus they will use you as a tool when they deem it necessary. In some cases you may be a slave, in others a trusted servant. Court Mages are a common place or simply enforcers of the Kingdom's will. Patrons in Unicorta that are capable of making these pacts are people such as King Sheldon IV of Caledor, the Elders of Synesthal, Tretarius Blackhart of the Blood Empire, and Zhang Yulin the Moon King. These patrons are leaders of great kingdoms that are more than capable of imbuing a lowly individual with power.  

    Kingdom Pact - Expanded Spell List

    Your sovereign leader lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.   1st Level - Command, Unseen Servant   2nd Level - Zone of Truth, Flame Blade   3rd Level - Galder's Tower, Slow   4th Level - Faithful Hound, Locate Creature   5th Level - Modify Memory, Mislead  

    Bonus Cantrip

    At 1st level you gain the cantrip Message and have the ability to cast it as a bonus action.  

    Will of the Sovereign

    At 1st level you are granted the ability to channel the overbearing presence of your sovereign leader. The effect of this ability will change based on whom you have made a pact with:  
  • King of Caledor/Elders of Synesthal: Your allies are inspired by your presence which is teeming with encouraging power. Anyone within 30ft of you that you consider an ally will gain advantage on their next saving throw.
  • The Moon King: You exhibit the martial prowess of the Moon King, making your allies feel a need to distinguish themselves. Anyone within 30ft of you (including yourself) that you consider an ally will gain advantage on their next attack roll.
  • The Blood Emperor: By channeling the dominating presence and blood lust of the Emperor, you cause your enemies to cower in fear. Any enemy within 30ft of you must make a Wisdom save against your Spell Save DC. On a fail they must spend their next turn moving at least 30ft away from you. Their next attack against you will also be at disadvantage.
  • This ability can only be used once per long rest.  

    Loyalist's Crusade

    At 6th level your loyalty to your sovereign has been noticed and has thus been rewarded greatly. Your powers have been imbued with a surge of power. Any time you cast a spell that deals damage, all 1's are re-rolled until they are something other than 1. This effect only applies to spells you cast using a spell slot.  

    Royal Protection

    At 10th level you have become a trusted confidant of your sovereign and have gained their protection. Once per long rest, whenever you deal damage with a spell you may gain the damage dealt as temporary hitpoints that is no greater than a quarter of your maximum hitpoints rounded down. Additionally on any Saving Throw of your choice you may choose to succeed if the save is made with a physical attribute (Strength, Dexterity or Constitution). This may only be used once per long rest.  

    Aegis of Nobility

    At 14th level you have proven your worth not only to your sovereign, but to its people. Depending on who your sovereign is, you gain one of the following abilities:   King of Caledor (Royal Judgement): You are now able to speak word of law equivalent to the King's own authority. You may now cast the Command spell on a number of creatures equivalent to your Charisma Modifier + Proficiency Modifier (a minimum of one). This effect will last for 1 minute. If the targets are hostile to you, they must make a Wisdom save against your Spell Save DC at disadvantage. You may do this once per long rest.   Elders of Synesthal (Command Elements): The Elders have given you some of their most powerful secrets with regards to elemental magic. Whenever you cast a spell that deals elemental damage (fire, cold, acid, poison, lightning, thunder) you may choose to change the damage type. They must then make a Constitution save against your spell save DC. On a failure, they will then become vulnerable to that damage type for 2d4 rounds of combat. You may do this once per long rest.   The Moon King (Moon King's Avatar): Choose any type of martial or simple weapon. Your chosen weapon is summoned to your side, you are then proficient with this weapon. If it is a weapon that uses ammo, you have 4d10 rounds of ammunition for the weapon, a minimum of 10. If it is a melee weapon, it gains a reach of 15ft because you are capable of using magic to manipulate its movement in the air. Use your Charisma as the attack bonus and damage modifier. This weapon counts as a magical weapon and deals Force damage alongside the innate type of damage of the weapon. You may attack with this weapon as an action or a bonus action (you may attack twice in one turn). This ability lasts for 1 minute. It can only be invoked once per long rest.   The Blood Emperor (Enslave): You are capable of magically binding an individual to your service. This creature must be a humanoid of Medium or smaller size. It must be at least at half its hitpoints when you enslave it. When this creature is enslaved, it maintains all of its traits but must obey your commands. If it does not obey it will take 10d10 Force damage from the magical chains that bind it to your service. This effect will only last for 8 hours. It must be reapplied under the same conditions as listed above to maintain its subservience to you. These magical chains can only be removed with Remove Curse casted at 5th level or higher, or if they manage to leave the same plane of existence as you. You may do this once per long rest. Only one slave may exist at a time.  

    Wizard

    The wizard is a profession that requires no introduction. As a matter of fact there are many universities in the world of Unicorta that facilitate the learning of magic allowing for a dispersion of aspiring mages of all types. Wizards of all sorts can be found in any manner of career, from professional servitors using their magics to better provide quality of life services to their patrons, to the hardened battle mages that serve the Wardens of the East. A popular undertaking for Wizards in Unicorta, and Kyrased especially, is obsessive research of the world's past - the hunt for the truth about the ones known as Ancients. Or, to be more specific, the magics they manipulated, the madness that erased them and - of course - the treasured Dragon Weapons. For Wizards knowledge is power and to them there is no greater endeavor than to discover what happened to the Ancients and uncover the prowess of their Arcane divinity.  

    School of Lost Magic

    Wizards of Unicorta believe that they have not even scratched the surface in terms of what secrets the Ancients held. But from what they have found they dedicate themselves to wholly. By using the impressive Warp powers of the Ancients, Wizards are able to manipulate their magical powers in ways that even Sorcerers would be astounded by. This, of course, comes at a cost. For there is no power to great that is free to use.  

    Soul Rend

    At 2nd level you have realized a portion of Ancient magic potential

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