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View Full Version : Pathfinder Camelot Unchained Race, Class, and Mechanics conversions for Pathfinder 1e



Tetel34
2023-06-06, 03:18 PM
I think this is a super neat setting (It's an MMO that's as yet unreleased based on the old MMO dark age of camelot). I've decided to try my hand at some conversions. If anyone's interested comment or whatever.


Arthurian Races



Cait Sith

Mysterious Feline Guardians: The Veilstorms wrought a profound change upon the feline kind, forever altering their existence. Emerging from the tempest, the Cait Sith emerged as lithe and powerful beings, embodying a fierce and unforgiving nature. They have become fierce defenders of themselves and their kin, possessing an unyielding determination to protect their own when threatened. Their trust in other races is scarce, and they often mockingly refer to them as the "Furless."

A Witty and Memorably Sarcastic Race: Gifted with incredible memories and a sarcastic streak, the Cait Sith are natural historians, possessing the ability to recall events from long ago with a dry wit. Their memories are unrivaled, serving as a treasury of knowledge and folklore. Their sharp tongues are quick to deliver biting remarks, often laced with humor and a touch of mockery. It is through their keen observations and wit that they navigate the complex tapestry of their world.

Fanatical Devotion and Honorable Loyalty: The Cait Sith are a race driven by fanatical devotion to their chosen cause. They recall with gratitude the selfless sacrifice made by King Arthur to save one of their own, and they, in turn, would gladly lay down their lives to defend their king. Loyalty is etched into their very essence, and they consider it an honor to serve and protect those they deem worthy. They embrace a code of honor and are guided by an unwavering sense of duty.

Lithe Agility and Fierce Instincts: The Cait Sith are marked by their lithe and agile forms, honed through countless generations of survival and adaptability. Their powerful muscles and sharp reflexes make them formidable adversaries in combat. Their senses are finely tuned, granting them heightened awareness and the ability to navigate their surroundings with uncanny grace. They are true hunters, embodying both the physical prowess and the instinctive cunning of their feline ancestors.

Guardians of Hidden Knowledge: Cait Sith possess an insatiable curiosity and a thirst for knowledge. They meticulously preserve the tales and histories of their people, ensuring that their rich cultural heritage endures. Their libraries are filled with scrolls, tomes, and oral traditions that hold the secrets of the past. They are the keepers of ancient wisdom, offering insights into the world's forgotten mysteries and revealing hidden truths with a dry wit that leaves a lasting impression.

Unyielding Determination and Feline Ferocity: When roused to action, the Cait Sith unleash a ferocity that belies their small stature. They fight with unparalleled tenacity, utilizing their natural agility and sharp claws to devastating effect. Their pride and dignity fuel their resolve, making them formidable adversaries on the battlefield. They revel in the thrill of the hunt and the clash of blades, embodying the indomitable spirit of their feline nature.

Cait Sith Traits:

Ability Score Modifiers: Cait Sith have +2 Dexterity, +2 Intelligence, and -2 Wisdom. They are agile, intelligent, but tend to be less perceptive.
Type: Humanoid (Cait Sith).
Size: Cait Sith are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Cait Sith have a base speed of 30 feet.
Low-Light Vision: Cait Sith can see twice as far as humans in conditions of dim light.
Natural Attacks: Cait Sith possess sharp claws. They possess two natural claw attacks that deal 1d4 points of slashing damage each.
Feline Agility: Cait Sith gain a +2 racial bonus to Acrobatics and Stealth checks.
Keen Senses: Cait Sith receive a +2 racial bonus on Perception checks.
Sarcastic Wit: Cait Sith have an incredible memory and a sharp tongue. They gain a +2 racial bonus on Knowledge (History) checks and a +2 racial bonus on Diplomacy checks to gather information.
Fanatical Devotion: Cait Sith are fanatically loyal to their chosen cause or leader. They gain a +2 racial bonus on saving throws against fear effects and a +1 racial bonus on attack rolls and saving throws against enemies that threaten their chosen cause or King Arthur.
Languages: Cait Sith begin play speaking Common and Sylvan. Cait Sith with high Intelligence scores can choose from the following additional languages: Draconic, Elven, Goblin, and Orc.

Alternate Racial Traits:

Feline Grace: Cait Sith are known for their agility and reflexes. They gain a +2 racial bonus to Reflex saves and a +1 racial bonus to AC.
Mocking Taunt: Cait Sith have a knack for mockery and insults. Once per day, as a swift action, they can attempt a special taunt against a single enemy within 30 feet. The target must make a Will saving throw (DC 10 + 1/2 Cait Sith's HD + Charisma modifier) or become shaken for 1 round. This ability increases to twice per day at 5th level and three times per day at 10th level.
Cat's Eye: Cait Sith have exceptional night vision. They gain darkvision with a range of 60 feet.
Historical Lore: Cait Sith have an innate connection to history and ancient knowledge. They gain a +2 racial bonus on Knowledge (History) checks and can make such checks untrained.
Feline Familiarity: Cait Sith are natural with feline creatures. They gain a +2 racial bonus on Handle Animal checks when dealing with cats, tigers, lions, and other feline creatures.
Quick Pounce: Cait Sith possess lightning-fast reflexes when initiating combat. They gain a +2 racial bonus on initiative checks.

Racial Feats:

Cat's Grace
Prerequisites: Cait Sith
Benefit: Your feline instincts and agility enhance your natural grace. You gain a +2 racial bonus on Acrobatics and Climb checks. Additionally, you gain a +1 racial bonus to your CMD against combat maneuvers that would move you or knock you prone.

Mocking Retort
Prerequisites: Cait Sith, Sarcastic Wit racial trait
Benefit: Your sarcastic wit allows you to taunt your enemies with biting remarks. Whenever you successfully use the Bluff skill to feint in combat, the target becomes flat-footed against your next melee attack until the start of your next turn.

Feline Pounce
Prerequisites: Cait Sith, Cat's Grace racial feat
Benefit: Your feline reflexes and agility allow you to strike swiftly and decisively. When charging, you can make a full attack instead of a single attack at the end of the charge.

Historian's Lore
Prerequisites: Cait Sith, Historian's Memory racial trait
Benefit: Your deep knowledge of history grants you additional insights and understanding. You gain a +2 racial bonus on all Knowledge checks. Additionally, once per day, you can make a Knowledge check untrained, treating your result as if you had a rank in the skill equal to your character level.

Sacrificial Loyalty
Prerequisites: Cait Sith, Feline Pounce racial feat
Benefit: Your unwavering devotion and loyalty allow you to make great sacrifices for those you serve. Once per day, when an ally within 30 feet of you takes damage, you can choose to intercept the damage. You take the damage instead, as long as you are not reduced to negative hit points or killed by the attack. This ability functions even if the attack would normally bypass your damage reduction or other forms of protection.

Catty Ambush
Prerequisites: Cait Sith, Cat's Grace racial feat, Sneak Attack class feature
Benefit: Your natural feline instincts and agility lend themselves to stealthy attacks. When you successfully flank an opponent, your sneak attack damage increases by 1d6. This damage increases by an additional 1d6 at 5th level and every 5 levels thereafter.

Feline Agility
Prerequisites: Caith Sith
Benefit: You have honed your natural agility and grace. You gain a +2 racial bonus to Acrobatics and Stealth checks. Additionally, when using the Stealth skill, you can move at full speed without taking the usual penalty to your Stealth check.

Pounce of the Cat
Prerequisites: Caith Sith
Benefit: Your predatory instincts and swift reflexes allow you to pounce upon your enemies with deadly precision. When making a charge attack, you can make a full attack at the end of the charge instead of a single attack. This ability can only be used if you have a clear path to your target.

Mysterious Whispers
Prerequisites: Caith Sith
Benefit: Your deep connection to the spirit world grants you insight and guidance in times of need. Once per day, as a free action, you can gain a +2 racial bonus to any one skill check or saving throw. This bonus can be applied after the roll is made, but before the result is revealed.

Shadowy Vanish
Prerequisites: Caith Sith
Benefit: You possess the ability to vanish into the shadows, leaving your foes guessing your whereabouts. Once per day, as a swift action, you can activate this ability to gain the benefits of the invisibility spell for a number of rounds equal to your character level. This ability functions even if you are being observed, but ends if you make an attack or use a spell-like ability.

Claw Mastery
Prerequisites: Caith Sith
Benefit: Your natural claw attacks are deadlier than those of other Caith Sith. You gain a +1 racial bonus to both attack rolls and damage rolls with your claw attacks. This bonus increases to +2 at 5th level, +3 at 10th level, and +4 at 15th level.

Rending Fury
Prerequisites: Caith Sith, Claw Mastery
Benefit: Your claws tear through your foes with ferocity and precision. Whenever you score a critical hit with a natural claw attack, you can make a free trip or disarm combat maneuver against the target as an immediate action. This does not provoke attacks of opportunity.

Feline Reflexes
Prerequisites: Caith Sith
Benefit: Your natural reflexes are honed to a razor's edge. You gain a +2 racial bonus to Initiative checks and Reflex saving throws.

Clandestine Prowler
Prerequisites: Caith Sith
Benefit: You excel in stealthy movements and subtle actions. You gain a +2 racial bonus to Stealth checks and Sleight of Hand checks. Additionally, you can make Stealth checks to hide even when only lightly obscured.

Shadow Step
Prerequisites: Caith Sith, Clandestine Prowler
Benefit: You can effortlessly move through shadows and darkness. Once per day, as a move action, you can teleport up to 30 feet to an unoccupied space that is heavily obscured or within an area of magical darkness. This ability does not provoke attacks of opportunity.

Lunar Eyes
Prerequisites: Caith Sith
Benefit: Your vision is enhanced in low-light conditions. You gain low-light vision, allowing you to see twice as far as humans in dim light.

Agile Maneuvers
Prerequisites: Caith Sith
Benefit: Your natural agility and quick reflexes aid you in combat maneuvers. You gain a +2 racial bonus to combat maneuver checks when performing the Acrobatics, Grapple, or Trip maneuvers.

Nimble Escape
Prerequisites: Caith Sith, Agile Maneuvers
Benefit: Your agility allows you to slip away from foes with ease. Once per day, as an immediate action, you can attempt an Acrobatics check to move through an opponent's threatened area without provoking attacks of opportunity. The DC of the Acrobatics check is equal to 10 + the opponent's base attack bonus.

Favored Class Bonuses:

Barbarian: Add +1/2 to the damage of claw attacks made while raging.
Bard: Add +1/2 to the Bard's performance rounds per day.
Cleric: Add +1/2 to the Cleric's channel energy healing or damage.
Druid: Add +1/2 to the number of uses per day of the Druid's Wild Shape ability.
Fighter: Add +1 to the Fighter's CMD when resisting a grapple or trip attempt.
Monk: Add +1/3 to the Monk's Stunning Fist DC.
Paladin: Add +1/2 to the amount of lay on hands healing provided by the Paladin.
Ranger: Add +1/2 to the Ranger's favored enemy bonus against aberrations.
Rogue: Add +1/2 to the Rogue's trapfinding bonus.
Sorcerer: Add +1/2 to the Sorcerer's caster level when casting spells with the Cold descriptor.
Wizard: Add +1/2 to the Wizard's caster level when casting spells from the Divination school.
Alchemist: Add +1/2 to the Alchemist's bomb damage.
Cavalier: Add +1/2 to the Cavalier's mounted charge damage.
Gunslinger: Add +1/2 to the Gunslinger's initiative when using a firearm.
Inquisitor: Add +1/2 to the Inquisitor's damage against creatures with the Shapechanger subtype.
Oracle: Add +1/2 to the Oracle's caster level when casting spells from the Life or Nature mystery.
Summoner: Add +1/2 hit point to the Summoner's eidolon.
Witch: Add +1/2 to the Witch's caster level when casting spells with the Compulsion descriptor.
Magus: Add +1/2 to the Magus' arcane pool.
Ninja: Add +1/2 to the Ninja's ki pool.

Chosen Human

The Unscathed Few
Amidst the chaos and Veilstorm influence, a small number of Humans emerged untouched by the Veil's wrath. Through a stroke of luck or perhaps a higher purpose, they remained unchanged, their forms unaltered by the supernatural forces that shaped the realm. These Chosen Humans are marked by their resilience and the absence of strange powers that afflict other races. However, they are also spared from the curses and hardships that sometimes accompany these powers.

Sheer Determination and Indomitable Spirit
Chosen Humans embody the unwavering spirit of survival. They refuse to be consumed or disappear amidst the turmoil of the shattered realm. With an indomitable will, they weather the storms that threaten to engulf them, emerging stronger and more resilient. They thrive in the most difficult of times, embodying the noble path of righteous strength that King Arthur himself laid before them.

Survivors and Prosperers
Despite lacking the extraordinary abilities of other races, Chosen Humans possess an unparalleled tenacity to endure and prosper. They rely on their innate resourcefulness, adaptability, and the bonds they forge with their fellow beings to carve a path in the world. They are survivors, drawing upon their sheer determination to overcome challenges and rise above adversity.

Walking the Path of Righteous Strength
Guided by the noble ideals set forth by King Arthur, Chosen Humans embody the principles of righteousness and honor. They carry the torch of righteousness, upholding the values of justice, compassion, and courage. Their actions serve as beacons of hope, inspiring others to follow the path of righteousness and unite against the encroaching darkness.

A People of Versatility
Chosen Humans possess an innate versatility that allows them to adapt to various situations and roles. They possess a natural affinity for acquiring new skills and knowledge, making them quick learners and adept in multiple fields. This versatility grants them the ability to fill different roles within society, whether as skilled artisans, courageous warriors, wise scholars, or charismatic leaders.

A Special Purpose
The Chosen Humans are seen as having been selected for a special purpose, although the true nature of this purpose remains a mystery. They possess an inherent connection to the forces that shaped their existence, and their presence in the realm carries a sense of destiny. Some speculate that their unique position holds a key to the realm's future, and that they may play a pivotal role in the events to come.

Chosen Humans Traits:

Ability Score Modifiers: Chosen Humans possess a strong spirit and adaptability. They gain +2 to one ability score of their choice.

Size: Chosen Humans are Medium creatures.

Type: Chosen Humans are Humanoid creatures.

Base Speed: Chosen Humans have a base speed of 30 feet.

Skilled: Chosen Humans gain an additional skill rank at 1st level and each additional level.

Indomitable Will: Chosen Humans possess an unwavering determination. They gain a +2 racial bonus on Will saving throws.

Versatile Nature: Chosen Humans possess an innate adaptability. They gain Skill Focus as a bonus feat at 1st level.

Languages: Chosen Humans begin play speaking Common. Chosen Humans with high Intelligence scores can choose any additional languages based on their background and upbringing.

Alternate Racial Traits:

Resilient Will: These Humans possess an unyielding willpower. They gain a +2 racial bonus on saving throws against mind-affecting effects.
Unyielding Determination: These Humans have an indomitable spirit that pushes them beyond their limits. Once per day, they can choose to reroll a failed saving throw and must take the result of the second roll.
Arcane Resistance: The Humans who have escaped the Veilstorm's influence have an innate resistance to magical energies. They gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Steadfast Resolve: These Humans have an unwavering resolve in the face of adversity. They gain a +1 racial bonus on all Will saving throws.
King's Legacy: Humans who have escaped the Veilstorm's influence feel a deep connection to King Arthur's ideals. They gain a +2 racial bonus on Diplomacy checks when interacting with followers of King Arthur or those who respect his legacy.

Racial Feats:

Unyielding Resolve
Prerequisites: Chosen Human
Benefit: Your indomitable spirit and unwavering determination make you resistant to mental influences. You gain a +2 racial bonus on saving throws against mind-affecting spells and abilities.

Resilient Fortitude
Prerequisites: Chosen Human
Benefit: Your sheer determination and resilience grant you additional fortitude against physical challenges. You gain a +2 racial bonus on saving throws against poison, disease, and other physical afflictions.

Adaptive Aptitude
Prerequisites: Chosen Human, Versatile Nature racial trait
Benefit: Your innate adaptability allows you to quickly learn and master new skills. You gain an additional skill rank at every level, not just at 1st level.

Noble Inspiration
Prerequisites: Chosen Human
Benefit: Your unwavering adherence to the path of righteousness inspires others. You gain a +2 racial bonus on Diplomacy checks and a +2 racial bonus on Leadership scores.

Steadfast Unity
Prerequisites: Chosen Human
Benefit: Your bonds with others are strengthened by your unwavering determination. You gain a +2 racial bonus on saving throws against fear effects, and allies within 30 feet gain a +1 morale bonus on saving throws against fear effects.

Destiny's Favored
Prerequisites: Chosen Human
Benefit: Your presence carries an aura of destiny and purpose. You gain a +2 racial bonus on Charisma-based checks when interacting with NPCs who believe in the concept of fate or destiny.



Gargoyle

Guardians of the Eternal
Once mere statues, the Gargoyles have come to life, awakened from their stone slumber to fulfill a purpose they cannot fully grasp. They were once the silent guardians of the eternal, watchers on the walls of ancient structures and sacred places. Now, animated by mysterious forces, they seek something they cannot name, an elusive harmony that resonates deep within their being.

Stone-Infused Sentinels
Gargoyles possess bodies infused with stone, their skin bearing the texture and strength of granite. This unique nature grants them remarkable resilience, providing a layer of natural armor that shields them from harm. While their stone-infused bodies heal slowly, the hardness of their skin often keeps them safe from damage, ensuring their survival on their long and arduous quest.

Seekers of Uncharted Realms
Guided by an unexplainable urge, Gargoyles journey to secret and undiscovered places. Their search takes them to the farthest corners of the realm, seeking hidden truths and the elusive harmony they yearn for. Their instinctive knowledge of uncharted realms and ancient sites allows them to navigate treacherous paths and uncover forgotten relics of power.

Mastery of Sound and Song
Gargoyles have an inherent connection to the power of sound. They are both vulnerable to powerful noise that can shatter their stone bodies and driven by a deep desire to master sound and create harmonies. Consummate musicians, they carry instruments crafted with meticulous care, their melodies weaving a tapestry of music that resonates with the energies of the broken world.

Lonely Wanderers with Sure-Footed Purpose
Wandering the realm with sure-footed purpose, Gargoyles are solitary creatures in their pursuit of harmony. They are often seen perched upon ancient ruins, their keen eyes scanning the horizon for signs of hidden harmony. Despite their solitude, they possess a deep sense of camaraderie with their fellow Gargoyles, their understanding and unspoken connection forged through shared experiences and a common quest.

The Shattered World's Unheard Melody
Within the broken world, the Gargoyles are driven by a longing for the harmony they cannot find anywhere. They feel the reverberations of discord echoing through the realm, and their hearts ache to create a melody that will mend the shattered pieces. Each Gargoyle is a beacon of hope, seeking to weave together the fragmented notes of the world into a symphony that will restore balance and heal the fractured lands.

The Gargoyles, once silent sentinels, have been awakened to embark on a profound journey of discovery. With their stone-infused bodies, unyielding determination, and unwavering pursuit of harmony, they leave an indelible mark on the realm, driven by an ancient purpose that resonates deep within their souls.

Gargoyle Traits:

Ability Score Modifiers: Gargoyles possess a strong and resilient nature, but their bodies are slow to heal. They gain +2 Constitution, +2 Wisdom, and -2 Dexterity.

Size: Gargoyles are Medium creatures.

Type: Gargoyles are Humanoid creatures with the Gargoyle subtype.

Base Speed: Gargoyles have a base speed of 30 feet.

Natural Armor: Gargoyles possess stone-infused bodies that provide them with a +2 natural armor bonus to their AC.

Slow Healing: Gargoyles heal slowly due to their stone-like nature. They recover Hit Points at half the normal rate (minimum 1 Hit Point per day).

Stonework Resistance: Gargoyles gain a +2 racial bonus on saving throws against spells, spell-like abilities, and effects that specifically target stone or earth.

Stone Affinity: Gargoyles have a deep connection to stone and earth. They gain a +2 racial bonus on Knowledge (engineering) and Knowledge (dungeoneering) checks.

Harmony Seekers: Gargoyles are drawn to the pursuit of harmony and mastery of sound. They gain a +2 racial bonus on Perform (any musical instrument) and Linguistics checks.

Crystalline Vulnerability: Gargoyles are vulnerable to powerful noise and disjointed rhythm. They take double damage from sonic attacks and effects that deal damage to objects. Additionally, if a Gargoyle fails a saving throw against a sonic effect, it becomes stunned for 1 round.

Languages: Gargoyles begin play speaking Common and Terran. Gargoyles with high Intelligence scores can choose from the following additional languages: Dwarven, Giant, Goblin, and Sylvan.

Racial Feats:

Stoneform Resilience
Prerequisites: Gargoyle
Benefit: Your stone-infused body becomes even hardier. You gain an additional +1 natural armor bonus to your AC. Additionally, your Slow Healing ability improves, allowing you to recover 1 additional Hit Point per day.

Earthsense
Prerequisites: Gargoyle, Stone Affinity racial trait
Benefit: Your deep connection to stone and earth enhances your perception and understanding of the environment. You gain a +2 racial bonus on Perception checks and Survival checks made to navigate and track in underground or rocky terrains.

Harmonic Resonance
Prerequisites: Gargoyle, Harmony Seekers racial trait
Benefit: Your mastery of sound and music enables you to create harmonies that inspire and uplift. You can use the Perform skill (any musical instrument) to provide a +2 morale bonus on saving throws against fear effects to yourself and allies within 30 feet who can hear your music. This bonus increases to +4 at 10th level and +6 at 20th level.

4. Solidified Form
Prerequisites: Gargoyle, Stoneform Resilience racial feat
Benefit: Your stone-infused body becomes even more resistant to damage. You gain DR (damage reduction) 2/- against physical attacks. This DR increases to 4/- at 10th level and 6/- at 20th level.

5. Rhythmic Mastery
Prerequisites: Gargoyle, Harmony Seekers racial trait
Benefit: Your fascination with sound and song grants you control over rhythm and tempo. Once per day, as a standard action, you can create a 20-foot-radius emanation centered on yourself that affects all creatures within it. Each affected creature must succeed on a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or be affected by a slow effect for 1d4 rounds. Creatures that succeed on the saving throw are immune to this ability for 24 hours.

6. Echoing Strike
Prerequisites: Gargoyle, Rhythmic Mastery racial feat
Benefit: Your understanding of rhythm extends to combat, allowing you to strike with impeccable timing. Once per day, when you make a successful critical hit against an opponent, you can activate this feat as an immediate action. The target of the critical hit must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Strength modifier) or be stunned for 1 round.



Golem

Clay and Fire, Mighty Builders:
The Golems, known as the Kiln-Born, are imposing figures crafted from clay and infused with the power of fire. They possess an unmatched strength and durability, making them formidable builders and defenders. With their innate connection to the earth and their mastery over the art of construction, Golems are revered for their ability to shape the world around them and create magnificent structures that stand the test of time.

Guardians of Arthur's Vision:
The Golems are steadfast allies of Arthur, the visionary king who welcomed them with open arms when others rejected them. They serve his cause, sharing their knowledge of deep word magic and contributing their unique skills to fulfill Arthur's grand vision of a rebuilt Camelot. The Golems take pride in their role as guardians, working tirelessly to support Arthur's mission and protect the realm.

Origins Shrouded in Mystery and Lies:
The true origins of the Golems remain obscured, enveloped in a veil of rumors and deception. Many falsehoods circulate, but they are nothing more than malicious lies. The Golems themselves guard their origins with utmost secrecy, rarely revealing the truth to outsiders. A deep sense of honor and the fear of their own destruction bind them to the path of truth, ensuring their existence is inextricably linked to honesty.

Stalwart and Wise Seekers of Knowledge:
The Golems are renowned for their unwavering resolve and their insatiable thirst for knowledge. They embody stoicism and wisdom, pursuing greater understanding and a deeper connection to the world around them. Golems are eager learners, drawing upon their immense intellect to unravel the mysteries of the universe and uncover the secrets hidden within the earth itself.

Yearning for a Piece of the World:
While Golems are dedicated to Arthur's vision, they also harbor a desire for their own place in the world. They seek to carve out a territory, a piece of the realm that they can call their own. This yearning stems from their inherent longing for identity and autonomy, a chance to establish their unique presence and contribute to the tapestry of the realms in their own way.

Golem Traits:

Ability Score Modifiers: Golems are strong and resilient. They gain +4 Strength, +2 Constitution, and -2 Dexterity.

Size: Golems are Medium creatures.

Type: Golems are Constructs with the Earth subtype.

Base Speed: Golems have a base speed of 20 feet.

Golem Transformation: Once per day as a standard action, a Golem can transform its body into a defensive form. This grants the Golem a +4 natural armor bonus to AC and DR 5/adamantine for a number of rounds equal to the Golem's Constitution modifier. The Golem can end this transformation as a free action.

Elemental Resistance: Golems have resistance to fire and acid. They gain energy resistance 5 against both fire and acid damage.

Stalwart Mind: Golems possess a strong sense of truth and knowledge. They gain a +2 racial bonus on saving throws against spells and effects that would alter their minds or memories.

Master Builders: Golems have an inherent talent for construction and craftsmanship. They gain a +2 racial bonus on Craft (stone or metal) checks.

Stonesense: Golems possess an acute awareness of their surroundings. They gain the benefits of the stonesense ability, allowing them to notice and pinpoint the location of creatures within 10 feet that are touching the ground or any solid surface.

Languages: Golems begin play speaking Common. Golems with high Intelligence scores can choose any additional languages based on their background and upbringing.

Racial Feats:

Adamantine Fortitude
Prerequisites: Golem
Benefit: Your resilient nature and sturdy construction grant you enhanced fortitude against physical challenges. You gain a +2 racial bonus on saving throws against effects that cause ability damage or drain. Additionally, you gain damage reduction 1/adamantine.

Earthshaker
Prerequisites: Golem, Golem Transformation racial trait
Benefit: Your powerful strikes can shake the very ground beneath your foes. Once per day, when you hit a creature with a natural weapon attack while under the effects of your Golem Transformation, you can attempt a trip combat maneuver as a free action without provoking an attack of opportunity.

Golem's Craftsmanship
Prerequisites: Golem
Benefit: Your skill and expertise in craftsmanship allow you to create exceptional items. You gain a +2 racial bonus on Craft checks when crafting stone or metal items. Additionally, the time and cost to create such items is reduced by 25%.

Elemental Fury
Prerequisites: Golem
Benefit: Your elemental nature grants you the ability to unleash a devastating attack. Once per day as a standard action, you can make a melee touch attack against a target, dealing an additional 1d6 points of fire or acid damage (chosen at the time of the attack). This damage increases to 2d6 at 10th level and 3d6 at 20th level.

Golem's Resilience
Prerequisites: Golem, Adamantine Fortitude racial feat
Benefit: Your unyielding nature grants you further resistance against physical challenges. The racial bonus from your Adamantine Fortitude racial feat increases to +4, and your damage reduction increases to 2/adamantine.

Stonehearted Resolve
Prerequisites: Golem
Benefit: Your unwavering determination and strong connection to truth grant you enhanced mental fortitude. You gain a +2 racial bonus on saving throws against mind-affecting spells and effects. Additionally, you gain a +2 racial bonus on Will saving throws for every two racial Hit Dice you possess (minimum +1).



Pict

Warriors and Mothers, Masters of the Tattooed Arts:
The Picts, a fierce and proud race, have a rich heritage as warriors and caregivers. In their matrilineal society, strong women have long been revered as leaders and protectors of their tribes. Pictish women are known to be both formidable warriors and nurturing mothers, embodying the balance between strength and compassion. Through their unique tradition of tattooing, the Picts mark their bodies with powerful symbols that grant them abilities and insight beyond the reach of other races.

Tattoos of Power and Identity:
The Picts' tattoos hold deep significance, serving as more than mere decorations. They are symbols of identity, sources of power, and conduits to ancestral knowledge. These intricate markings are crafted with skill and precision, representing the Picts' connection to their cultural heritage and their ties to the natural world. Each tattoo tells a story, a testament to the Pict's journey and the wisdom they have acquired along the way.

Mystical Insights and Fearsome Visage:
The tattoos of the Picts are not merely for adornment; they imbue their bearers with unique abilities and insights. Picts with the Warrior's Mark gain uncanny combat prowess, their strikes precise and deadly. Those marked with the Protector's Mark become hardy defenders, their tattooed armor enhancing their resilience in battle. Seers marked with the Seer's Mark possess a heightened perception of the world, their eyes attuned to secrets and hidden truths. The sight of a fully tattooed Pict can strike fear into the hearts of enemies, their fearsome visage a testament to their indomitable spirit.

Mysteries of the First Breaking and Unyielding Resilience:
The origins of the Picts reach back to a time before the First Breaking, when they were known as pirates and raiders. Though the cataclysmic event reshaped the world, the Picts endured. Their resilience and unyielding spirit allowed them to adapt and thrive in the post-apocalyptic landscape. They hold ancient knowledge passed down through generations, a reminder of their resilience and their ability to weather any storm.

Legacy and Unity of the Tribes:
The Picts are a close-knit community, bound together by their shared heritage and strong bonds of kinship. Tribal unity is paramount to their way of life, and Picts draw strength from their collective spirit. Their tribes stand as a testament to the power of unity, with each member contributing their unique skills and talents for the betterment of the whole. Picts honor their ancestors and hold deep respect for their tribal traditions, ensuring their legacy endures through the generations.

Pict Traits:

Ability Score Modifiers: Picts are adaptable and resilient. They gain +2 Dexterity, +2 Constitution, and -2 Charisma.

Size: Picts are Medium creatures.

Type: Picts are Humanoid creatures.

Base Speed: Picts have a base speed of 30 feet.

Matrilineal Society: Picts are raised in a matrilineal society, where strong female leaders and warriors are revered. They gain a +2 racial bonus on Will saving throws to resist fear effects.

Tattooed Heritage: Picts bear powerful tattoos that provide them with special abilities and insights. Choose one of the following tattoo options at character creation:

Warrior's Mark: You gain a +1 racial bonus on attack rolls when using a two-handed weapon.
Protector's Mark: You gain a +1 racial bonus to your AC when wearing light or no armor.
Seer's Mark: You gain a +2 racial bonus on Perception checks and can make Perception checks untrained.

You can also select additional tattoo options as you gain levels (usually one at 5th level and one at 10th level), each providing a unique benefit.

Tattoo Resilience: The magical nature of the Picts' tattoos grants them resistance against certain effects. You gain a +2 racial bonus on saving throws against enchantment spells and effects.

Languages: Picts begin play speaking Common and Pictish. Picts with high Intelligence scores can choose from the following additional languages: Dwarven, Elven, Sylvan, and any regional languages.

Racial Feats:

Tattoo Mastery
Prerequisites: Pict
Benefit: Your connection to your tattoos deepens, granting you additional benefits from your chosen tattoo. Select one of your tattoo options (Warrior's Mark, Protector's Mark, or Seer's Mark) to gain an additional +1 bonus on the corresponding checks or abilities provided by that tattoo.

Tribal Unity
Prerequisites: Pict
Benefit: You draw strength from the unity of your tribe. Whenever you are adjacent to an ally who also has the Tribal Unity feat, you gain a +1 racial bonus on attack rolls and saving throws against fear effects. This bonus increases to +2 if your ally is a Pict.

Fearsome Visage
Prerequisites: Pict
Benefit: Your tattooed markings strike fear into the hearts of your enemies. You gain a +1 racial bonus on Intimidate checks. Additionally, when you successfully demoralize a foe, they become shaken for an additional round.

Tattooed Resilience
Prerequisites: Pict, Tattoo Resilience racial trait
Benefit: Your tattooed heritage grants you enhanced resistance against enchantment effects. The racial bonus from your Tattoo Resilience racial trait increases to +4. Additionally, you gain a +2 racial bonus on saving throws against spells and effects that would attempt to magically control or influence your mind.

Marked Ferocity
Prerequisites: Pict, Tattooed Heritage racial trait
Benefit: Your tattooed heritage fuels your fighting spirit. When using your chosen tattoo ability (Warrior's Mark or Protector's Mark), you gain a +2 racial bonus to damage rolls or AC, respectively. Additionally, once per day, you can activate both abilities simultaneously for a number of rounds equal to your Constitution modifier.

Ancestral Insight
Prerequisites: Pict
Benefit: Your connection to the ancient traditions and wisdom of your people grants you enhanced insight. You gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks. Additionally, you can make these Knowledge checks untrained.



Stormrider

Famous Warriors of Unyielding Valor:
The Stormriders have earned a reputation as renowned warriors, known for their fearlessness in the face of the raging Veilstorms. Their unwavering valor and indomitable spirit set them apart on the battlefield. These warriors possess an unyielding determination to serve their king, Arthur, and bring honor to their realm. Their unwavering loyalty drives them to face any foe without hesitation, for they are unstoppable in Arthur's service.

A Culture Forged in Duty and Honor:
The Stormriders embody a culture deeply rooted in duty and honor. They view the world in stark black and white terms, dividing it into devotion to Arthur and his vision of rebuilding Camelot, and everything else that opposes their noble cause. The Stormriders march forward with unwavering resolve, guided by their code of honor and their unshakeable loyalty to their king.

Marked by the Gem of Conviction:
Each Stormrider is marked by a glowing gem set in their forehead, a shimmering symbol of their chosen path and unyielding conviction. This radiant gem is a visible testament to their dedication to their cause and their unwavering loyalty to Arthur. It serves as a constant reminder of their duty and a beacon of their commitment to defending their realm.

Humorless and Indomitable Warriors:
The Stormriders are a humorless and stoic people, driven by their sense of purpose and their unbreakable will. They find little amusement in jests or lightheartedness, focusing solely on the weight of their responsibilities. Their indomitable nature enables them to face any challenge with unwavering determination, prepared to make the ultimate sacrifice to defend their realm and the noble ideals they uphold.

Resistance Against Mental Manipulation:
Stormriders possess a remarkable resistance to spells and effects that seek to alter their minds or perceptions. Their unwavering conviction shields them from the insidious influences of enchantments and illusions, granting them an enhanced resistance against mind-altering magic. This resistance serves as a testament to their unwavering dedication and their resolute adherence to their cause.

The Needs of the Many Outweigh the Needs of the One:
The Stormriders embrace the motto, "The needs of the many outweigh the needs of the one." They embody the selfless ideal of sacrificing personal desires and individuality for the greater good. This mantra shapes their actions and guides their decisions, driving them to make choices that benefit the realm and uphold the principles of justice and honor.

Stormrider Traits:

Ability Score Modifiers: Stormriders are dedicated warriors with a strong sense of duty. They gain +2 Strength, +2 Constitution, and -2 Charisma.

Size: Stormriders are Medium creatures.

Type: Stormriders are Humanoid creatures.

Base Speed: Stormriders have a base speed of 30 feet.

Indomitable Will: Stormriders possess an iron will and strong mental fortitude. They gain a +2 racial bonus on saving throws against mind-affecting spells and effects.

Warrior's Resolve: Stormriders are known for their fearlessness and indomitable spirit. They gain a +2 racial bonus on saving throws against fear effects.

Focused Purpose: Stormriders have a single-minded devotion to their cause. They gain a +2 racial bonus on concentration checks.

Gem of Conviction: Each Stormrider has a glowing gem set in their forehead, symbolizing their chosen path and conviction. This gem grants them a +2 racial bonus on saving throws against enchantment spells and effects.

Stormrider Weapon Training: Stormriders are proficient with longswords, shortswords, composite longbows, and composite shortbows. They also gain a +1 racial bonus on attack rolls with these weapons.

Languages: Stormriders begin play speaking Common. Stormriders with high Intelligence scores can choose any additional languages based on their background and upbringing.

Devoted Protector
Prerequisites: Stormrider
Benefit: Your unwavering dedication to defending your Realm and Arthur grants you enhanced protective abilities. You gain a +1 racial bonus to your AC when wearing medium or heavy armor. This bonus increases to +2 at 10th level and +3 at 20th level.

Thunderous Charge
Prerequisites: Stormrider, Stormrider Weapon Training racial trait
Benefit: Your relentless determination and raw strength make your charges especially devastating. When making a charge attack, you deal an additional 1d6 points of damage if the attack hits. This damage increases to 2d6 at 10th level and 3d6 at 20th level.

Unyielding Conviction
Prerequisites: Stormrider, Gem of Conviction racial trait
Benefit: Your unwavering conviction protects you from the influence of mind-altering effects. You gain a +2 racial bonus on saving throws against illusion spells and effects that would alter your mind or perceptions.

Arthur's Vanguard
Prerequisites: Stormrider, Devoted Protector racial feat
Benefit: Your status as a frontline warrior in Arthur's service grants you the ability to rally and inspire your allies. Once per day as a standard action, you can grant all allies within 30 feet a morale bonus equal to half your character level (minimum +1) on saving throws against fear effects for a number of rounds equal to your Charisma modifier.

Resolute Charge
Prerequisites: Stormrider, Thunderous Charge racial feat
Benefit: Your charging attacks become even more devastating and unstoppable. When making a charge attack, you gain a +4 bonus to your CMB for the purpose of performing a bull rush or overrun combat maneuver. Additionally, you do not provoke attacks of opportunity when performing these combat maneuvers during a charge.

Iron Discipline
Prerequisites: Stormrider
Benefit: Your discipline and stoic nature grant you increased resistance to mind-affecting effects. You gain a +2 racial bonus on saving throws against compulsion spells and effects. Furthermore, you gain a +1 racial bonus on Will saving throws for every two racial Hit Dice you possess (minimum +1).

Tetel34
2023-06-06, 03:23 PM
Arthurian Races 2

St'rm

Mysterious and Enigmatic Beings:
The St'rm are a race shrouded in mystery and intrigue. Their origins are a closely guarded secret, with rumors and speculation surrounding their true nature. They embrace this enigma, delighting in keeping others guessing. The St'rm revel in their aura of mystery, never fully revealing the depths of their history or the extent of their powers.

Graceful and Elegant:
The St'rm are known for their elegance and grace, moving with a fluidity that captivates all who witness them. Their every step, every gesture, is imbued with a mesmerizing beauty. Through their rhythmic movements, the St'rm channel a unique form of magic, harnessing the power of their dance to weave spells and manifest their will.

Matriarchal Society and Warrior Tradition:
In St'rm society, females hold a position of great reverence and authority. The most famous and skilled warriors among them are often female, their prowess unmatched. This distinction may be due, in part, to unusual differences between the sexes that give females an advantage in combat. St'rm warriors embody the strength and power of femininity, fiercely defending their kin and upholding the matriarchal traditions.

Alliances and Friendship:
The St'rm hold a deep respect for other races and honor strong alliances and friendships. Despite their mysterious nature, they forge bonds of trust and camaraderie with those they deem worthy. St'rm are known for their loyalty and willingness to support their allies, valuing the strength found in unity. These alliances, once formed, are cherished and enduring.

Battle as Dance, Dance as Magic:
To the St'rm, battle is akin to a dance, a carefully choreographed movement where each step and strike holds profound meaning. They view combat as an art form, their graceful steps blending seamlessly with the flow of battle. This unique perspective allows them to draw upon the inherent magic of their dance, infusing their movements with arcane power.

Proud Scions of Serpentine Heritage:
The St'rm bear the unmistakable scaly features reminiscent of serpents. Their reptilian traits, far from being a source of shame, are a source of pride and identity. The shimmering scales that adorn their bodies serve as a symbol of their heritage and their connection to the natural world. Their serpentine nature grants them agility, resilience, and a certain air of mystery.

St'rm Traits:

Ability Score Modifiers: St'rm are graceful and possess natural agility. They gain +2 Dexterity, +2 Charisma, and -2 Strength.

Size: St'rm are Medium creatures.

Type: St'rm are Humanoid creatures with the Reptilian subtype.

Base Speed: St'rm have a base speed of 30 feet.

Rhythmic Movement: St'rm take pride in their graceful movements and the power they derive from them. They gain a +2 racial bonus on Acrobatics and Perform (dance) checks.

Natural Weapons: St'rm have a natural bite attack that deals 1d4 points of damage.

Low-Light Vision: St'rm can see twice as far as humans in conditions of dim light.

Mesmeric Dance: St'rm have an innate talent for captivating others with their mesmerizing dance. Once per day as a standard action, a St'rm can perform a dance that grants all allies within 30 feet a +1 morale bonus on saving throws against charm and fear effects for a number of rounds equal to the St'rm's Charisma modifier.

Serpentine Resistance: St'rm possess a natural resistance to poison. They gain a +2 racial bonus on saving throws against poison.

Languages: St'rm begin play speaking Common and Draconic. St'rm with high Intelligence scores can choose from the following additional languages: Elven, Sylvan, and any regional languages.

Racial Feats:

Enchanting Rhythm
Prerequisites: St'rm
Benefit: Your rhythmic movements and mesmerizing dance have a greater impact on others. The morale bonus granted by your Mesmeric Dance racial ability increases to +2. Additionally, creatures affected by your Mesmeric Dance are also immune to the dazed condition for the duration of the effect.

Serpent's Agility
Prerequisites: St'rm
Benefit: Your natural agility and serpentine nature grant you enhanced mobility. You gain a +10-foot racial bonus to your base speed. This bonus increases to +20 feet at 10th level and +30 feet at 20th level.

Dance of Shadows
Prerequisites: St'rm, Rhythmic Movement racial trait
Benefit: Your graceful steps and rhythmic movements allow you to blend seamlessly into the shadows. You gain a +2 racial bonus on Stealth checks and a +2 racial bonus on saving throws against spells and effects that would detect or reveal your location through magical means.

Scales of Resistance
Prerequisites: St'rm
Benefit: Your scaly skin provides enhanced protection against harmful effects. You gain energy resistance 5 against acid. This resistance increases to 10 at 10th level and 15 at 20th level. Additionally, you gain a +2 racial bonus on saving throws against spells and effects that would inflict ability damage or drain.

Harmonious Strike
Prerequisites: St'rm, Rhythmic Movement racial trait
Benefit: Your graceful movements and rhythmic steps enhance your combat prowess. When making a full attack action, if at least two of your attacks hit the same target, you gain a +2 bonus on the damage rolls of subsequent successful attacks against that target during the same round.

Serpent's Enigma
Prerequisites: St'rm
Benefit: Your enigmatic nature and mysterious origins grant you an air of intrigue. You gain a +2 racial bonus on Bluff and Sense Motive checks. Additionally, you gain a +2 racial bonus on saving throws against spells and effects that would detect or discern your true nature or intentions.

Tetel34
2023-06-06, 05:54 PM
Viking Races

Tetel34
2023-06-06, 05:56 PM
Veilstorm Weaving System (WIP)

This is going to be a unique, campaign specific magic system similar to wild magic that can be accessed by feats, classes, prestige classes, and class archetypes. It will have associated feats, spells, and racial traits.

The Veilstorm Weaving system is a magic system that allows characters to manipulate and harness the power of Veilstorms. Veilstorms are mystical and chaotic storms born from the Veil, the boundary between the physical world and the realm of magic.

Veil Energy

Weavers start each day with a Veil Energy pool equal to their level + their casting stat modifier (INT for Wizards, CHA for Sorcerers). They may spend this energy to cast their Veilstorm Spells. The energy cost of a Veilstorm Spell is equal to its spell level.

Veilstorm Weaving Magic System

Veil Energy Pool:

A key feature of the Veilstorm Weaving magic system is the Veil Energy Pool. Spellcasters, known as Weavers, start each day with a pool of Veil Energy equal to their level + their casting stat modifier (INT for Wizards, WIS for Clerics, CHA for Sorcerers, and so on). They may spend this energy to cast their Veilstorm Spells. The energy cost of a Veilstorm Spell is equal to its spell level. The Veil Energy pool refreshes after a long rest.

Veilstorm Spells:

These are unique spells that use Veil Energy. Each spell has a Veil Energy cost equal to its spell level. Casting a Veilstorm spell doesn't expend a spell slot, but instead uses Veil Energy. However, they are unpredictable and powerful, often having additional or amplified effects compared to regular spells. Veilstorm Spells always have a degree of randomness, reflecting the chaotic nature of Veilstorms.

Veilstorm Surge:

Every time a Weaver casts a Veilstorm Spell, they must roll a d20. On a roll of 1, a Veilstorm Surge happens. This is a sudden burst of uncontrolled Veil Energy, resulting in a random magical effect. You can use a Wild Magic Surge table or create your own table of effects for Veilstorm Surges.

Veilstorm Spells

Veilstorm Spells are unique spells that harness the chaotic power of the Veilstorms. Given the chaotic nature of the Veilstorms, many of these spells should have a randomness factor. For instance, a Veilstorm damage spell could deal a random type of elemental damage, determined by rolling a d6 (1-Fire, 2-Cold, 3-Acid, 4-Electricity, 5-Sonic, 6-Force).

Veilstorm Mastery

As Weavers level up, they gain greater control over the Veilstorms. Starting at level 1, as a standard action, a Weaver can attempt to summon a mini-Veilstorm, which creates a small area of chaotic magical effects. At level 5, they can attempt to manipulate the direction of a Veilstorm. At level 10, they can attempt to banish a Veilstorm. At level 20, they can attempt to create a full-fledged Veilstorm.

These abilities require successful skill checks (likely Knowledge: Arcana or Spellcraft), and the DC increases with the power of the Veilstorm being manipulated.

Wild Magic

Given the chaotic nature of Veilstorms, any time a Weaver casts a Veilstorm Spell, there is a chance for a Wild Magic Surge. Roll a d20; on a roll of 1, a random magical effect occurs

Veilstorm Channeling:

As a full-round action, a Veilstorm Weaver can attempt to channel the ambient energies of the Veil to replenish their Veil Energy pool. This requires a Concentration check with a DC of 20. On a successful check, the Weaver regains Veil Energy equal to their casting stat modifier (minimum 1). If the check fails, they suffer a minor backlash from the Veilstorm, taking 1d6 points of damage and gaining no Veil Energy.

Veilstorm Absorption:

When a Veilstorm Weaver is targeted by a spell or magical effect, they can use an immediate action to attempt to absorb some of the magical energy into their Veil Energy pool. Make a Spellcraft check with a DC of 15 + spell level of the incoming spell. On a success, the Weaver reduces the damage or effect of the spell by 50% and gains Veil Energy points equal to the level of the spell absorbed.

Veilstorm Overchannel:

The Weaver can choose to push their limits and tap into the raw power of the Veilstorms. As a free action, they can gain a temporary boost of Veil Energy equal to twice their Weaver level. However, this puts an enormous strain on their body. After using this ability, they gain one level of Exhaustion and cannot regain Veil Energy by any means until after they finish a long rest.

Harmony with the Veil:

At higher levels (15), the Weaver achieves a deeper connection with the Veilstorms. They can meditate during a short rest, and after succeeding on a DC 25 Knowledge: Arcana or Spellcraft check, regain Veil Energy points equal to their Weaver level.

Veilstorm Weaving Archetypes


Veilstorm Channeler

Veilstorm Channelers are clerics who have discovered a divine connection to the chaotic energies of Veilstorms. Drawing on the raw power of the Veil, they blend their divine magic with unpredictable Veilstorm energy.

Veilstorm Energy Pool: At 1st level, a Veilstorm Channeler gains a reservoir of Veil Energy that can be used to enhance their spells and abilities, as per the Veilstorm Initiate feat. This pool has a number of points equal to their cleric level plus their Wisdom modifier.

Veilstorm Casting: At 1st level, a Veilstorm Channeler learns to infuse their spells with Veilstorm energy. When casting a cleric spell, they can choose to spend an amount of Veil Energy up to the spell’s level. For every point of Veil Energy spent, the spell is cast at +1 caster level. However, the unstable nature of Veilstorm energy means that any spell cast in this way has a 10% chance per Veil Energy point spent of suffering a minor wild magic surge.

Veilstorm Healing: At 3rd level, a Veilstorm Channeler learns to use Veilstorm energy to bolster their healing spells. When they cast a spell that restores hit points, they can spend an amount of Veil Energy up to the spell’s level to increase the healing done by 1d6 per Veil Energy point spent.

Veilstorm Channel: At 5th level, a Veilstorm Channeler can channel Veilstorm energy as part of their channel energy ability. They can spend an additional 2 Veil Energy points when they channel energy to cause a minor wild magic surge in all creatures affected. The creatures can avoid the wild magic surge with a successful Will save.

Divine Veilstorm: At 8th level, a Veilstorm Channeler gains the ability to create a divine Veilstorm. As a full-round action, they can spend 5 Veil Energy points to create a divine Veilstorm in a 30-foot-radius emanation centered on them. This Veilstorm lasts for a number of rounds equal to their Wisdom modifier and provides all allies within it with a +2 sacred bonus to AC and saving throws.

Veilstorm Avatar: At 10th level, a Veilstorm Channeler can become an avatar of the Veilstorm. As a full-round action, they can spend 10 Veil Energy points to transform into an avatar of the Veilstorm for a number of rounds equal to their Wisdom modifier. While in this form, they gain a +4 sacred bonus to Strength and Constitution, a +2 sacred bonus to AC, and their spells cause a minor wild magic surge with no chance of failure.


Veilstorm Sorcerer

A Veilstorm Sorcerer draws their power not from a draconic bloodline or an ancient curse, but from the unpredictable energies of Veilstorms. These sorcerers have learned to manipulate this chaotic power to their advantage.

Veilstorm Energy Pool: At 1st level, a Veilstorm Sorcerer gains a reservoir of Veil Energy that they can use to empower their spells and abilities, as per the Veilstorm Initiate feat. This pool has a number of points equal to their sorcerer level plus their Charisma modifier.

Veilstorm Affinity: At 1st level, a Veilstorm Sorcerer can choose one spell they know. This spell is treated as their "Veilstorm Spell." When casting their Veilstorm Spell, they can choose to spend an amount of Veil Energy up to the spell’s level. For every point of Veil Energy spent, the spell is cast at +1 caster level. However, the spell has a 10% chance per Veil Energy point spent of suffering a minor wild magic surge.

The sorcerer can change their Veilstorm Spell whenever they gain a level.

Veilstorm Resistance: At 3rd level, a Veilstorm Sorcerer gains the Veilstorm Resilience feat, even if they do not meet the prerequisites. If they already have this feat, they gain a +2 bonus to all saving throws against spells and magical effects.

Veilstorm Evolution: At 5th level, the Veilstorm Sorcerer's connection to Veilstorm energy deepens. They gain the Veilstorm Adept feat, even if they do not meet the prerequisites. If they already have this feat, they can cast Veilstorm Spells using 1 less Veil Energy point (minimum 1).

Veilstorm Mastery: At 7th level, a Veilstorm Sorcerer can choose a second Veilstorm Spell. They also gain the Veilstorm Master feat, even if they do not meet the prerequisites. If they already have this feat, they can manipulate or create Veilstorms using 2 less Veil Energy points (minimum 1).

Veilstorm Avatar: At 9th level, a Veilstorm Sorcerer can channel the raw power of the Veilstorms through their body. As a full-round action, they can spend 10 Veil Energy points to transform into an avatar of the Veilstorm for a number of rounds equal to their Charisma modifier. While in this form, they gain a +4 bonus to Strength and Dexterity, a +2 bonus to AC, and their spells cause a minor wild magic surge with no chance of failure.


Veilstorm Weaver Wizard

Veilstorm Weaver Wizards are arcane scholars who have delved into the enigmatic and volatile energies of the Veilstorms. They wield the power of these storms in their spellcasting, blurring the lines between careful study and wild magic.

Veilstorm Energy Pool: At 1st level, a Veilstorm Weaver Wizard gains a reservoir of Veil Energy that they can use to empower their spells and abilities, as per the Veilstorm Initiate feat. This pool has a number of points equal to their wizard level plus their Intelligence modifier.

Veilstorm Focus: At 1st level, a Veilstorm Weaver Wizard selects one school of magic. The saving throw DCs and spell penetration checks for spells of this school that they cast while spending Veil Energy are increased by +1. This bonus increases to +2 at 10th level.

Veilstorm Preparation: At 5th level, a Veilstorm Weaver Wizard has learned to prepare spells in a special way, infusing them with the unpredictable energy of the Veilstorms. They can prepare a spell from their Veilstorm Focus school in a special slot, spending an amount of Veil Energy equal to the spell’s level when they prepare it. This spell is treated as if cast with a +2 enhancement bonus to the caster level and cannot be counteracted. However, the spell has a 10% chance per Veil Energy point spent of suffering a minor wild magic surge.

Veilstorm Aegis: At 7th level, a Veilstorm Weaver Wizard learns to use Veilstorm energy to protect themselves. As an immediate action, they can spend an amount of Veil Energy to gain a bonus to AC and saving throws equal to the amount spent for 1 round.

Veilstorm Mastery: At 10th level, a Veilstorm Weaver Wizard gains the ability to tap into the very heart of the Veilstorms. They gain the Veilstorm Master feat, even if they do not meet the prerequisites. If they already have this feat, they can manipulate or create Veilstorms using 2 less Veil Energy points (minimum 1).

Veilstorm Transcendence: At 15th level, a Veilstorm Weaver Wizard reaches the pinnacle of their study, becoming one with the Veilstorms. They can spend 10 Veil Energy points to cast a spell they know without using a spell slot. This spell has a 50% chance of causing a major wild magic surge.


Veilstorm Feats


Veilstorm Initiate - Prerequisite: Caster level 5, Knowledge (Arcana) 5 ranks

You can tap into the Veil to fuel your spells. You gain a Veil Energy pool equal to your caster level. You can expend this energy to cast your spells, with each spell level costing 1 Veil Energy point. You recover your Veil Energy pool after a long rest.


Veilstorm Adept - Prerequisite: Veilstorm Initiate, Caster level 7, Knowledge (Arcana) 7 ranks

Description: You have learned to harness the volatile energies of Veilstorms. You can weave these energies into unique spells that are as unpredictable as they are potent.

Mechanics: Upon taking this feat, you gain access to the following Veilstorm spells, which can be cast by expending Veil Energy points instead of the usual spell slots.

Veilstorm Bolt (Cost: 3 Veil Energy)

As an action, you can direct a bolt of Veilstorm energy at a target within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 4d6 points of force damage.

Veilshroud (Cost: 2 Veil Energy)

As an action, you can envelop yourself in a shroud of Veilstorm energy. For the next minute, any creature that makes a melee attack against you takes 1d6 points of force damage.

Veilrift (Cost: 5 Veil Energy)

As an action, you can open a small rift in the Veil at a point you can see within 60 feet. The rift persists for 1 minute and affects a 10-foot-radius area. Any creature that starts its turn in this area or enters it for the first time on its turn must make a Wisdom saving throw. On a failed save, the creature is affected by a random effect from the Wild Magic Surge table.

Veilstorm Surge (Cost: 7 Veil Energy)

As an action, you can unleash a surge of Veilstorm energy that targets up to three creatures you can see within 30 feet. Each target must make a Dexterity saving throw. On a failed save, a target takes 6d6 points of force damage and is knocked prone. On a successful save, a target takes half as much damage and isn’t knocked prone.


Veilstorm Master - Prerequisite: Veilstorm Adept, Caster level 10, Knowledge (Arcana) 10 ranks

Description: You have mastered the volatile energies of Veilstorms. Your control over these storms is such that you can influence their patterns, shape their boundaries, and even call them into being.

Mechanics: Upon gaining this feat, you can utilize the following abilities:

Veilstorm Manipulation:

As a standard action, you can manipulate an existing Veilstorm. You must make a Knowledge (Arcana) check with a DC determined by the complexity of the desired outcome (DM's discretion). If the check is successful, you can alter one of the following aspects of the Veilstorm:

Size: You can increase or decrease the radius of the Veilstorm by 10 feet per point by which your check result exceeds the DC.

Intensity: You can intensify or soften the effects of the Veilstorm, causing it to deal more or less damage, create a greater or lesser degree of concealment, etc.

Duration: You can extend or shorten the remaining duration of the Veilstorm.

Manipulating a Veilstorm consumes an amount of Veil Energy equal to 5 plus the level of the spell or effect that caused the Veilstorm.

Veilstorm Creation:

As a full-round action, you can create a Veilstorm. You must make a Knowledge (Arcana) check with a DC equal to 20 plus the intended spell level of the Veilstorm (a simple Veilstorm mimicking the effects of a level 1 spell has a DC of 21, while a Veilstorm mimicking a level 9 spell has a DC of 29). If the check is successful, you create a Veilstorm with a radius of 20 feet per caster level, a duration of 1 minute per caster level, and effects as determined by you and the GM.

Creating a Veilstorm consumes an amount of Veil Energy equal to twice the spell level of the Veilstorm. You can only have one created Veilstorm active at a time.


Veilstorm Resilience - Prerequisite: Veilstorm Initiate

Description: Through repeated exposure to the chaotic energies of Veilstorms, you've developed a unique resilience to magical effects. Your body and mind have adapted, instinctively reacting to magic in ways that enhance your defense.

Mechanics: You gain a +2 bonus on all saving throws against spells and spell-like abilities. This bonus increases to +3 when the effect originates from a Veilstorm or Veilstorm spell.

Additionally, when you would fail a saving throw against a spell or spell-like ability, you can, as an immediate action, spend an amount of Veil Energy equal to the spell's level to reroll the saving throw. You must take the second roll, even if it's worse. You must declare the use of this ability after the first roll is made but before the results are revealed by the GM. This ability can be used a number of times per day equal to 3 + your Constitution modifier.


Enhanced Veilstorm Resilience (Additional Feat) - Prerequisite: Veilstorm Resilience, Veilstorm Adept, Character Level 10

Description: Your resilience to the chaotic energies of Veilstorms has grown to such a degree that you can sometimes nullify magical effects entirely.

Mechanics: When you succeed on a saving throw against a spell or spell-like ability that would have a lesser effect on a successful save (such as half damage), you instead suffer no effect. You do not benefit from this feature if you are unconscious or if the effect comes from a spell or spell-like ability with a level higher than half your character level. Using this ability consumes an amount of Veil Energy equal to the spell's level. You can use this ability once per day at 10th level, twice per day at 15th level, and three times per day at 20th level.


Veilstorm Attunement - Prerequisite: Veilstorm Initiate

Description: Your growing connection to the Veilstorms allows you to anticipate their movements and react to their fluctuations.

Mechanics: You gain a +2 bonus on all Perception and Knowledge (Arcana) checks related to identifying and understanding the effects of Veilstorms or Veilstorm spells. Additionally, as an immediate action, you can spend an amount of Veil Energy equal to a spell's level to gain Spell Resistance 15 + your character level against that spell. This Spell Resistance lasts until the beginning of your next turn.

Veilstorm Fury - Prerequisite: Veilstorm Initiate, Base Attack Bonus +6

Description: You've learned to imbue your attacks with raw, unpredictable Veilstorm energy.

Mechanics: Once per day as a swift action, you can spend an amount of Veil Energy up to half your character level (minimum 1) to add 1d6 force damage per Veil Energy spent to your next successful attack. This extra damage only applies to one attack and must be used on the round following the activation of this ability. At character level 10, and every 5 levels thereafter, you can use this ability an additional time per day.


Veilstorm Emanation - Prerequisite: Veilstorm Adept, Character Level 10

Description: Your mastery over the Veil's chaotic energies has grown, allowing you to emanate a mini Veilstorm around you.

Mechanics: As a standard action, you can spend 5 Veil Energy to create a mini Veilstorm in a 20-foot-radius emanation centered on you. Within this area, any spells or spell-like abilities used (including your own) are subjected to a minor wild magic effect determined by a d20 roll on a custom wild magic table. This emanation lasts for a number of rounds equal to your casting stat modifier. You can use this ability once per day at character level 10, twice per day at character level 15, and three times per day at character level 20.


Veilstorm Shield - Prerequisite: Veilstorm Resilience, Character Level 7

Description: Your resilience to Veilstorm energy allows you to create a protective shield of this energy around you.

Mechanics: As an immediate action, when you are targeted by an attack or required to make a saving throw against a harmful effect, you can spend an amount of Veil Energy up to your character level to gain a +1 deflection bonus to AC or a +1 resistance bonus on saving throws per Veil Energy spent until the beginning of your next turn.


Veilstorm Energy Manipulation - Prerequisite: Veilstorm Initiate

Description: You've developed a unique ability to manipulate the energy you draw from Veilstorms, enhancing the potency of your spells.

Mechanics: When casting a spell that deals damage, you can spend an additional amount of Veil Energy equal to the spell's level. The spell's damage increases by a die type (i.e., d6 becomes d8, d8 becomes d10, etc.). This does not affect dice that are not part of the spell's damage (like additional dice from a class feature).

Veilstorm Visionary - Prerequisite: Veilstorm Initiate, Character Level 5

Description: Through constant exposure to Veilstorms, your sight has adapted to perceive the unseen influences of the Veil.

Mechanics: You gain the ability to see magical auras as if under the effects of Detect Magic at will. Additionally, once per day, by spending 1 Veil Energy, you can gain the benefits of the True Seeing spell for 1 minute.


Veilstorm Unleashed - Prerequisite: Veilstorm Adept, Character Level 9

Description: You've learned to unleash the raw, untamed power of the Veilstorm, wreaking havoc on the battlefield.

Mechanics: As a full-round action, you can spend 5 Veil Energy to unleash a Veilstorm Burst. This burst affects a 30-foot-radius area centered on you. Each creature in the area must make a Reflex saving throw or take 1d6 points of force damage per two caster levels (maximum 10d6) and be knocked prone. Creatures that succeed on their saving throw take half damage and aren’t knocked prone.


Veilstorm Protection - Prerequisite: Veilstorm Resilience, Character Level 7

Description: Your deep understanding of Veilstorms allows you to create a protective barrier against their chaotic forces.

Mechanics: As a swift action, you can spend 2 Veil Energy to grant yourself a Veilstorm Shield, which provides a +2 deflection bonus to AC for a number of rounds equal to your Constitution modifier (minimum 1). This shield also provides you with resistance to force damage while it's active.