5E - Arcanis - Prestigious Compendium - bAc38C
5E - Arcanis - Prestigious Compendium - bAc38C
Prestigious Compendium
Prestigious Compendium
Author Editing Team
Cody Bergman and Henry Lopez Cody Bergman and Henry Lopez
Special Thanks
The backers of the Arcanis Campaign Setting Runic
Edition Kickstarter. Without your generosity, this product
would not have been possible. Thank you for your support!
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World of Shattered Empires, the Arcanis logo, and all related marks and images are © 2000 – 2023 Paradigm Concepts
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The mention of, use of, or reference to any company, trademark or product in this book is not a challenge to the trademark
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Table of Contents
Introduction . . . . . . . . . . . . . . . 3 New Holy Champion Orders. . . . 37
New Clerical Aspects . . . . . . . . . . . 4 Hurranic Order of the Aegides. . . . . . 39
2
INTRODUCTION
Arcanis is a world filled with various characters filling different niches of the multitude of societies that love and war
across its surface. Most live mundane lives, trying to survive and perhaps even prosper while trying to keep from being
squashed underfoot by those who wield power they can only imagine.
And what powers they have! Warriors weave a deadly mesh of steel, and sorcerers bend the energy of Creation to their
will. Priests and holy champions call upon the divine might of their chosen deity, shamans commune with ancient spirits,
while rogues, diplomats, and scholars play their own deadly games with daggers, speech, and intellect.
The Arcanis 5E Prestigious Compendium delves further into the many roles played by the inhabitants of the Known
Lands, giving players even more options in what characters they may choose from. Many of these new subclasses were
pulled from the Player’s Guide to Arcanis and the Magic of Arcanis books published during the D20 era. Many of these 3rd
Edition Prestige Classes were presented to the backers of the Arcanis 5E Campaign Setting Runic Edition Kickstarter,
and they selected the very best to fill these pages.
A special thanks to all of our backers for their support, without which we could not publish our books to the high
quality we always aspire to achieve.
And a very special thanks to those who went the extra mile and pledged to have their characters or lent their faces to be
immortalized as many of the characters presented in this product.
Lucas Amodio, Paul Baughman, Riley Ediger, Eric Gorman, Scott Horn, Christopher LaLiberty, Scott McManus,
Robert Maxwell, Dan Melgar, M. Sean Molley, D. Stephen Raymond, Eddie Santos, and Tamasin Wohlers.
We hope you enjoy reading the backgrounds of these new character offerings and pit them against the horrors that
threaten the innocents of Arcanis.
Breathe life into your new Hero and Leave Your Mark Upon the Shattered Empires!
3
New Clerical Aspects
Aspects of Anshar Anshar, the Weeping Mother
Cleric Level Spells
1st Cure wounds, inflict wounds
The Weeping Mother 3rd Blindness/Deafness, protection from poiso
Anshar is the patron of the outcast, the ostracized, and
5th Death ward, protection from energy
the unwanted. While the other Gods may forsake these
7th Blight, retribution*
poor, unfortunate souls, the Weeping Mother takes them
into her bosom and offers them succor. Those who venerate 9th Aura of life*, contagion
Anshar’s aspect of the Weeping Mother seek out these
individuals and treat them with the compassion they would Aspect Proficiencies
not otherwise receive. This aspect is particularly popular
When you choose this aspect at 1st level, you gain the
among beings such as dark-kin and gnomes, who are often
following proficiencies:
shunned by the greater society.
Armor Medium armor and shields
It is said by those who follow the path of the Weeping
Mother that Anshar Herself has wept thousands of bloody Tools: Herbalism Kits
tears, one for each outcast. If one were to find these tears, Skills: Insight, Medicine
they would lead those most devoted to her to a fabled
land, a paradise on earth, free of want, discrimination, and
misery. After millennia of searching, none have found it Comforting Those in Need
and reported back to the faithful. However, this has not When you choose this aspect at 1st level, you gain the
stopped the search for this wonderful land. ability to cast calm emotions without using a spell slot. Once
used, you regain this ability after you have completed a
short or long rest.
Racial Requirements
Dwarves, elorii, and ss’ressen may not choose this aspect.
Channel Divinity: Transfer Pain
Starting at 2nd level as an action, you may target a single
Tenets of Faith creature who has taken damage and transfer some of that
Clerics who revere Anshar, the Weeping Mother, share damage to another creature. Choose two creatures within
the following tenets and traditions of belief: 30 feet of you, including you, with one being the target
Justice: Those who witness suffering around them often and the other the recipient. The target creature must make
grow numb to it, but you do not. You have a strong sense a Constitution saving throw. On a failed save, the target
of justice and seek to right the wrongs done to those who creature takes an amount of damage equal to how much
cannot defend themselves. below their maximum hit points the recipient creature is,
or 10 plus your cleric level, whatever is lower. The recipient
Search: Those following this path are taught that Anshar
creature is healed by that amount.
has provided a paradise where everyone can live equally and
without suffering. You search for this place to bring news of
it to the faithful. Channel Divinity: Wrack
Succor: Everyone suffers pain but should not suffer alone with Pain
or in silence. When you observe someone suffering, you do Starting at 2nd level, you may turn your holy symbol at a
your best to ease their suffering. single creature, causing their body to erupt in pain. Choose
Tolerance: All are blessed in the eyes of the Suffering one creature within 30 feet of you that you can see and have
Goddess, without exception. It does not matter if the them make a Constitution saving throw. On a failed saving
person is a high-born val or a lowly gnome street urchin, all throw, the affected creature gains the stunned condition
shall be treated with respect and compassion. until the end of its next turn.
6
Potent Spellcasting Her Will, Undeniable
Starting at 8th level, you add your Wisdom modifier to the Starting at 17th level, you may cast dominate monster on any
damage you deal with any cleric cantrip. beast or plant. Once used, you cannot use this ability again
until you have completed a short or long rest.
8
Once you reach 5th level, when an undead with the Potent Spellcasting
Incorporeal Movement trait fails its saving throw against
this feature, it is instantly destroyed, as long as its challenge Starting at 8th level, when attacking undead, you add your
rating is at or below a certain threshold, as shown in the Wisdom modifier to the damage of the appropriate type
table below: dealt with any cleric spell.
10
Channel Divinity: Inspirational Divine Strike
Performance At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns, when
Also, at 2nd level, you can use your Channel Divinity to
you hit a creature with a weapon attack, you can cause the
inspire your allies to greater feats. As an action, you may
attack to deal an extra 1d8 psychic damage. When you reach
hold your holy symbol or a musical instrument with which
14th level, the extra damage increases to 2d8.
you are proficient to grant a number of allies equal to your
Wisdom modifier +1d4 on their next d20 roll.
Song of Charming
Countercharm Starting at 17th level, while using an instrument with
which you are proficient, as an action, you can force all
Starting at 6th level, you gain the ability to use musical
creatures with an Intelligence of 5 or higher capable of
notes or words of power to disrupt mind-influencing effects.
hearing within 30 feet of you to make a Wisdom saving
As an action, you can start a performance that lasts until
throw. On a failed save, the affected creature is charmed by
the end of your next turn. During that time, you and any
you for 1 minute or until they are attacked. The charmed
friendly creatures within 30 feet of you have advantage
creature regards you and any other creature you designate as
on saving throws against being frightened or charmed. A
a friendly acquaintance.
creature must be able to hear you to gain this benefit. The
performance ends early if you are incapacitated or silenced
or if you voluntarily end it (no action required).
12
View the Strands of Fate Her Luck is With Me, Always
Starting at 6th level, you gain the ability to see seconds Starting at 17th level, you may turn any attribute roll,
into the future, granting you an edge. You can no longer be attack roll, or saving throw which you are preforming at a
surprised and gain advantage on all Wisdom (Perception) disadvantage to be rolled with advantage instead. You may
and Dexterity checks and when rolling for initiative. do this a number of times equal to your Wisdom modifier
(a minimum of 1), regaining all the uses of this ability after
completing a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns,
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 radiant damage. When
you reach 14th level, the extra damage increases to 2d8.
14
of those fire damage dice. Once rerolled, you must keep the I Am the Inferno
new result.
Starting at 17th level as a bonus action, you can engulf
yourself in the fires of Nier for up to 10 minutes. You
Flaming Destruction shed bright light in a 10-foot radius and dim light for an
Starting at 6th level, Nier’s flames become so potent that additional 10 feet and gain resistance to cold damage. Any
even those resistant to fire can be harmed. Fire damage creature within 5 feet of you who attempts to touch or
dealt by your cleric spells and Channel Divinity options attack you in melee suffers 4d8 fire damage. This effect can
ignores resistance to fire damage. be dismissed as a bonus action. Once used, you cannot use
this ability again until you have completed a short or long
rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom
modifier to the damage you deal with any
cleric spell that deals fire damage.
16
Dance Macabre Dance of Rage The undead flies into a rage, gaining
advantage on Strength checks and saving throws, +4 to
Starting at 18th level, when you are using an instrument melee damage rolls, and resistance to bludgeoning, piercing,
with which you have proficiency, you may force all undead and slashing damage for 1 minute. While in this rage, the
within 60 feet to make a Charisma saving throw or be undead must attack the nearest creature to it and cannot
subject to one of the following effects while you maintain cast spells or manifest psionic abilities.
concentration. An undead may choose to fail this saving
throw. Dance of Sorrow The undead falls into despair, crippling
it. The undead gains the incapacitated condition, even if it
Dance of Heroism The undead gains temporary hit points is normally immune to this condition. At the end of each of
equal to your Charisma modifier at the beginning of each that undead’s turns, they may choose to roll another saving
round for 1 minute. throw. If they succeed on this saving throw, the effect ends
for that undead.
Blood Storm
At 18th level, you can summon forth the enchanted nature
of your blood to create a conflagration of magical energy. As
an action, you may sacrifice hit points to force all creatures
of your choice within 20 feet of you to make a Dexterity
saving throw. On a failed saving throw, the creature suffers
1d6 force damage for each 4 hit points you sacrifice, taking
only half damage on a successful saving throw.
Once you have used this ability, you cannot use it again
until you have completed a long rest.
20
Arcane Power
Starting at 18th level, you may channel your arcane energies
into yourself to push beyond what you are normally able
to do. You may spend 2 Arcane Points to cast the enhanced
ability spell on yourself only, requiring no concentration.
Once used, you cannot use this ability again until you have
completed a short rest.
22
within 10 feet of you that you can clearly see to make a Infernal Servant
Wisdom saving throw. If they fail this save, they become
paralyzed until the end of their next turn. Finally, at 1st level, as an action, you may summon forth an
infernal familiar. After a one-hour ritual, you bring forth an
While they are paralyzed, you must spend your next turn isa’lui devil. You bind this infernal who acts independently
within the melee range of that infernal, physically scribing of you but always obeys your commands. In combat, it rolls
the sigil upon them. You both make opposed Charisma its own initiative and acts on its own turn. It cannot attack,
checks, with you adding your proficiency bonus to this roll. but it can take other actions as usual.
If the Infernal has a CR equal to or greater than your level,
they have advantage on this roll. If they have a CR of half or When the isa’lui is reduced to 0 Hit Points, it returns to
lower than your level, they have disadvantage on this roll. its home plane. You must successfully resummon it before
you can use it again. As an action, you can temporarily
If you succeed in this opposed roll, the infernal is dismiss your bound servant, resummoning it by spending
now bound with a Sigil of Sarish. This infernal now another action, upon which time it will appear in an
automatically fails any saving throw on spells cast by you. unoccupied space within 30 feet of you.
If you cast the banishment on the bound infernal, they are
sent permanently back to the Hells instead of dismissed for You may also cast spells through your infernal servant.
up to one minute. As long as your servant is within 100 feet of you, you may
use your familiar to deliver a spell that you have cast with a
range of touch as if you had touched the target of the spell.
You are still required to cast the spell and make appropriate
attack rolls.
Finally, while your infernal servant is summoned, you
cannot have another familiar, such as those gained through
the find familiar spell.
24
New Fighter Archetypes
Altherian Triggermage Tigurius’ Secrets. You learn three Secrets of your choice.
These secrets enhance your attack with your enruned
Tigurius val’Abebi served in the Shining Patrol until he flintlock in some way. You can only use one secret per
retired to research and teach in Semar. After thirty years attack. You learn two additional secrets of your choice at
of service alongside countless Altherian sharpshooters, 7th, 10th, and 15th levels. Each time you learn a new secret,
Tigurius spent his retired years studying and creating a you can replace one secret you know with a different one.
connection between flintlocks and the Arcanum. He spent Saving Throws. Some of Tigurius’ Secrets require your
years in seclusion testing and perfecting his practice into target to make a saving throw to resist the Secret’s effects.
what he called the Art of the Triggermage. The saving throw DC is calculated as follows:
Tigurius returned from his sojourn and found the Tigurius’ Secrets save DC = 8 + your proficiency bonus +
battlemages of the Shining Patrol to be quite skeptical your Intelligence modifier
about his claims until he was able to demonstrate his art
during the Battle of Semar. Tigurius showed the efficacy
of the sorcery he had crafted, and many of the battlemages Imbue Bullet
were astonished. After the city had been saved, Tigurius was Starting at 7th level as a bonus action, you can imbue a
swamped by those who wished to learn all he could teach single round loaded in your enruned flintlock to cast a
them about this new art. In the short months since the spell instead of doing its normal damage. You may imbue
end of the battle, Tigurius trained many young Altherians, the round with one of the following spells: blindness/
giving them a new weapon in their arsenal in the fight deafness, charm person, cure wounds, dispel magic, fireball ,
against the ssethrics. thunderwave. To cast this spell, you must successfully hit
your target's Armor Class if it is animate. If you target an
Racial Requirements object, you must hit an AC of 10, +2 to the AC for every
size category below medium, and – 2 AC for every size
Only val’Abebi are allowed to join the ranks of the category above medium. That creature or area becomes the
Altherian Triggermages. target of the spell or the center of the spell effect instead of
taking the normal damage from your flintlock.
Enruned Flintlock All of the spell effects from this class ability are cast at
Starting at 3rd level, the Triggermage has learned how to 4th level, gaining another spell level at 11th (5th), 15th
inscribe their chosen flintlock weapons with special runes (6th), and 19th (7th). Once used, you cannot use this
that allow them to channel arcane energy through the ability again until you have completed a long rest.
weapon. Your flintlock is now considered a magical weapon.
The Triggermage can have up to two inscribed weapons at Improved Tigurius’ Teaching
any time. If you attempt to inscribe a third weapon with
such a rune, you choose one of the previously enruned Starting at 10th level, your arcane dice are d10s.
weapons to lose their power. This class ability does prevent
the weapon from being magically enchanted but does not Ever-prepared Arcanum
prevent the weapon from gaining runes.
Starting at 15th level, when you roll initiative and have no
arcane dice remaining, you regain 1 arcane die.
Tigurius’ Teachings
Also, at 3rd level, you are taught how to channel the power Superior Tigurius’ Teaching
of the Arcanum through your weapon. All effects you
Starting at 18th level, your arcane dice are d12s.
learn through Tigurius’ Teachings are in addition to your
flintlock’s normal damage. Acid Shot. When you make a ranged attack with your
enruned flintlock on your turn, you can enchant the shot
Arcane Dice. You have four arcane dice, which are d8s,
to do additional acid damage. If you hit, you may expend
that you can use to empower Tigurius’ Secrets abilities. An
an arcane die to the attack’s damage roll as additional acid
arcane die is expended when you use it. You regain all of
damage.
your expended arcane dice when you finish a short or long
rest. You gain another arcane die at 7th level and one more Charming Round. When you make a ranged attack with
at 15th level. your enruned flintlock on your turn, you can enchant the
shot to charm the target into doing something you command
26
Teleporting Round. When you make a ranged attack with Thunder Shot. When you make a ranged attack with your
your enruned flintlock on your turn against a target with enruned flintlock on your turn, you can enchant the shot to
total cover, you can make that attack with disadvantage do additional thunder damage. If you hit, you may expend
and expend one arcane die to cause the round to teleport an arcane die to the attack’s damage roll as additional
through the cover, potentially striking the target. In order thunder damage.
to use this option, you must know that the target is behind
the cover and in which square they are in.
28
The Perfect Storm
Starting at 18th level, you become attuned to your
environment, channeling your energies to their full
potential. At the start of each of your turns, you regain hit
points equal to 5 + your Wisdom modifier if you have no
more than half of your hit points left. You don't gain this
benefit if you have 0 hit points.
In addition to their managerial duties, they were expected † To serve the liege lord in valor and faith
to field a number of highly-trained, armored, and mounted † To protect the weak and defenseless
soldiers sworn to fight for their duke or duchess, as well † To refrain from the wanton giving of offense
as the Crown of Milandir. This duty was expensive and † To despise pecuniary reward
required a good portion of the land’s income, meaning that
only the landed nobility could afford to train and equip † To fight for the welfare of all
such warriors. † To obey those placed in authority as long
as their orders are just
Many of these newly landed lords’ fortunes rose and fell
through time, as some grew rich due to the favor shown to † To guard the honor of fellow knights
them by their duke or king’s favor. These fortunes could † To eschew unfairness, meanness, and deceit
turn as quickly as the Smiling Goddess’ luck when the † To speak the truth at all times
slightest misspoken word could have their lands stripped
† To respect the honor of men and women
from them, leaving the knight with their title, armor, and
mount, but little more. † To never refuse a challenge from an equal
30
Cavalry Charge Once used, you cannot use this ability again until you
have completed a short rest.
Starting at 10th level, when you are mounted, you are
nearly unstoppable. When you move at least 10 feet while
mounted on a horse prior to making a successful melee Warrior of Valor
attack, you deal an additional 1d8 to attack and damage Starting at 18th level, while surrounded by foes, you
rolls. The damage done is the same type as that of the fight even harder. If you are ever outnumbered by hostile
weapon used. creatures, meaning there are more hostile creatures adjacent
to you than allies adjacent to you (including yourself),
Rally the Troops you may use your bonus action to make one
additional melee attack roll. For example, if you are
Starting at 15th level, you can inspire your allies by yourself and facing two foes in melee, you gain
to greater feats of strength. As an action, you this bonus, but not if you are only facing a single
can grant a number of allies within 30 feet opponent.
a bonus to their attack rolls, damage rolls,
and saving throws equal to your Charisma
modifier until the end of their next
turn. Additionally, you grant
those same allies a number of
temporary hit points equal
to your Charisma modifier.
32
and transmutation. You know three 1st-level elder sorcerer The spells you learn at 8th, 14th, and 20th level can come
or eldritch sorcerer spells of your choice, two of which you from any school of magic.
must be spells from the schools of magic you chose on the Whenever you gain a level in this class, you can replace one
eldritch sorcerer spell list. of the elder sorcerer or eldritch sorcerer spells you know with
The Spells Known column of the Spellblade Spellcasting another spell of your choice from the elder sorcerer or eldritch
table shows when you learn more elder sorcerer or eldritch sorcerer spell list. The new spell must be of a level for which
sorcerer spells of 1st level or higher. Each of these spells you have spell slots, and it must be an abjuration or evocation
must be a spell from your chosen schools of magic and must spell unless you're replacing the spell you gained at 3rd, 8th,
be of a level for which you have spell slots. For instance, 14th, or 20th level from any school of magic.
when you reach 7th level in this class, you can learn one
new spell of 1st or 2nd level.
Arcane Shield
Starting at 3rd level as a reaction in response to a successful
attack against you, you can spend a spell slot to
gain a bonus to your Armor Class equal to
twice the level of the spell slot used plus
your Intelligence (elder sorcerer) or
Charisma (eldritch sorcerer) modifier
used until the beginning of your next
turn.
Combat Casting
Starting at 7th level, when you
take the Attack action, you
may replace one of your attacks
with a cantrip.
Metamagic
Starting at 10th level,
you gain access to Arcane
Points, which can be used
to empower Metamagic
abilities. You learn one of the
following Metamagic options:
Empowered Spell, Heightened
Spell, Quickened Spell, or
Subtle Spell. You may learn an
additional Metamagic option at
15th level.
You can never have more arcane
points than shown on the table
for your level. You regain all spent
arcane points when you finish a long
rest. See Chapter VI: Magic
of Arcanis in the Arcanis 5e
Roleplaying Game for a complete list of
Metamagic options and how to use them.
34
New Fury Paths
Zealot Zealot Patron Table
Deity Damage Type
Less than a priest but much more than lay members of
the congregation, zealots are those who believe so fervently Althares Thunder
in the scripture of their deity that they can whip themselves Anshar Psychic
and other believers into a frothing frenzy. Their deep-seated Belisarda Radiant
faith empowers them in much the same way that the spells Beltine Psychic
of clerics are activated by the spark of their faith. Cadic Poison
However, most temples are deeply uncomfortable with Fire Dragon Fire
these zealots as they do not adhere to a set doctrine or role. Hurrian Lightning
To the temple priests, they are dangerous subversives of Illiir Radiant
established religious dogma, which states that only ordained Jeggal Sag Poison
clergy can provide access to the Gods. Because of this,
Kassegore Fire
most zealots exist on the fringes of society and are often the
Larissa Psychic
center of cults dedicated to particular aspects of the Gods.
Nier Fire
Not heretics in the strictest sense, the inquisitorial arms
Neroth Necrotic
of the various temples monitor the zealots and move to
remove them if they acquire too much power or influence Saluwé Acid
over the faithful. Of the established religions worshipping Sarish Force
the Pantheon of Man, the temples of Illiir are the most Tzizhet Acid
draconian in their policing of zealots within their sphere of Yarris Cold
influence, with the Ansharan clergy monitoring the fanatics Yig Poison
the least due to their very loose hierarchy. The only temple
that fully embraces zealots is that of Nier, whose clergy and
the laity border on zealotry as a rule. Religious Inspiration
Starting at 6th level, your zealotry can be used to inspire
your fellows to higher states of heroism. As an action, you
Restrictions may imbue a number of creatures equal to your proficiency
Undir and sama may not take this path. bonus with immunity to fear. Additionally, for the next
minute, they gain temporary hit points equal to your
Additional Proficiencies Strength modifier at the beginning of each of their turns.
These temporary hit points disappear at the end of the
When you choose this path at 3rd level, you gain minute.
proficiency with Religion.
You regain the ability to use this ability after completing
a long rest.
Patron Deity
Starting at 3rd level, choose a patron deity appropriate to Righteous Indignation
your race and culture (see the cleric class in the Arcanis 5e
Roleplaying Game). Choose two tenets of the faith from Starting at 10th level, when you are in a rage, you have
any Holy Champion Order or cleric Aspect of your chosen advantage on all saving throws against spells cast by divine
deity. They need not be from the same one. You have spell casters who worship a deity different than your patron.
chosen to follow these tenets in the strictest definition and If a God grants their followers arcane spell casting instead
will not make any exceptions. If you are somehow forced to of divine spell casting, such as Sarish or Sipta, you still have
break one of these tenets, you suffer a crisis of faith. advantage on all saving throws against their spells even
though they are not from a divine source.
Religious Fervor
Starting at 3rd level, when you rage, on your turn on your
first successful melee strike, you deal an additional 1d8
damage of a damage type depending upon your chosen deity.
36
New Holy
Champion Orders
Brethren of the Tenets of the Brethren of the
Order of St. Theomund Order of St. Theomund the
Missionary
the Missionary Holy champions who join this order share the following
Theomund val’Holryn was a young man in search of beliefs and traditions:
shallow pleasures. A friend of King Osric III of Milandir, he
enjoyed the great indulgences available to him as a scion of Bravery: Never back down from conflict, especially when
a powerful noble family. After receiving a vision from Illiir, doing so would perpetuate the spread of heresy.
he abandoned this lifestyle, having been commanded to go Determination: St. Theomund continued to follow his
forth and convert the heretics of Canceri back to the faith vision from Illiir to bring the light of the Mother Church
of the Mother Church. to Canceri even after he was crippled. How could you do
At first, he found success as he moved through the anything less?
Nerothian lands before being captured and crippled by the Fearless: You are called to leave the comfortable confines
val’Mehan of Nishanpur for preaching against the Church of the civilized world for the darkness of the lands beyond.
of the Dark Triumvirate and unceremoniously deposited You shall not quake, for Illiir is with you.
across the border into Milandir. This did not deter Find Heresy: Heresy is the disease that threatens all of the
Theomund. He went back to Canceri, where he extolled souls of Illiir’s children. You must search out such heresy
the people in the val’Virdan lands to abandon the Dark and bring His children back to the light.
Triumvirate and embrace the light of Illiir. He was stoned
to death for his words. Zealotry: Nothing shall sway you from your mission. No
material pleasures shall distract you. You are the spear that
Theomund was canonized as St. Theomund the slays the heretic and will be used to win the war for the
Missionary by the Coryani Patriarch, and a new religious souls of humanity.
order was consecrated to continue his work. The Brethren
of St. Theomund the Missionary are charged with heading
deep into the lands beset with heresy and bringing unto Spells of the Brethren of the
them the true light of the Mother Church of Coryan. Order of St. Theomund the
Trained in a number of combat arts, including unarmed Missionary
combat, these warrior priests are often the first to volunteer
whenever a crusade is called. The Brethren are currently You gain the following order spells, which are always
housed in a keep granted to them by Duke Adolphus prepared beginning at the levels listed:
val’Tensen. This keep is now located within the borders of Holy Champion
Almeric. They were also granted the right to combine the Level Spells Granted
lion of the val’Tensen with the falcon of Illiir to create the
1st Bless, guiding bolt
griffin symbol that became the order’s heraldic emblem.
3rd Aid, prayer of healing
5th Beacon of hope, remove curse
Race Restrictions 7th Freedom of movement, guardian of faith
Only dark-kin, gnomes, humans, and val who are 9th Dispel evil and good, hallow
worshippers of the Mother Church of Coryan may join this
holy champion order.
Additional Proficiencies
Beginning at 3rd level, you gain proficiency in the
Persuasion skill.
Unshakable Dogma
Starting at 7th level, you become
immune to being charmed by divine
spell casters who are not part of the
Mother Church of Coryan.
38
Hurranic Order danger. To those they have pledged to protect, their loyalty
is unshakable.
of the Aegides Protection: Always defend the weak and defenseless.
According to the order’s legends, the Aegides were The loss of even one innocent life is unacceptable if at all
consecrated by the God Hurrian during the God’s War, possible.
fighting beside Him first against the forces of the Other and Caregiver: Beyond being the bulwark that protects
then those of the Elemental Lords and the elorii. Further, humanity, the lost and the weak sometimes need care and
they contend that theirs was the first order of holy champions encouragement so that they can rise to their potential. Be
to serve the Imperium of Man and the only one that served an example for all to aspire to, and aid those in need.
humanity without interruption to the present day.
Whether these tales are true or embellished fabrications, Spells of the Hurrian Aegis
what can be said without a doubt is that the Hurranic
You gain the following order spells, which are always
Order of the Aegides is ancient, with records extending
prepared starting at the levels listed:
back to the days of the Imperium. The order’s archives
contain a document, millennia old, granting them the Holy Champion
Citadel of Hurrian in the Blessed Lands to have and to hold Level Spells Granted
against all threats. Ownership of this fortress has never 1st Sanctuary, shield of faith
been contested and was reissued by the Coryani Empire and
3rd Lesser restoration, protection from poison
the Mother Church of Coryan, recognizing the citadel as
the order’s demesne. 5th Dispel magic, protection from energy
7th Guardian of faith, stoneskin
The order venerates their deity’s aspect of the Reluctant
9th Aura of life, decree of salvation*
Warrior and Defender of Humanity and is dedicated to
protecting the weak and the innocent, regardless of species
or nationality. In fact, unlike other holy champion orders, Health of the Defender
the Hurranic Order of the Aegides will accept anyone who Beginning at 3rd level, your hit point maximum increases
seeks to dedicate themselves to Hurrian’s example, even by 1 and increases by 1 again whenever you gain a level in
Khitani supplicants. The order’s focus on Hurrian’s non- this class.
elemental aspects does not contradict the Kalindruhl’s
teachings, making it an acceptable order for them to join.
An ul’Shi Hurranic Aegis is a veritable fortress unto itself. Additional Fighting Style
Also, at 3rd level, you gain the Protection fighting style of the
Race Restrictions fighter class. If you already have chosen this fighting style,
you instead gain the Defense fighting style of a fighter.
Only dark-kin, gnomes, humans, and val (and ul) who are
worshippers of Hurrian may join this holy champion order.
Of the dwarves, only the Tir Betoqi may choose to be a Channel Divinity
Hurranic Aegis. When you join this order at 3rd level, you gain the
following Channel Divinity options:
Tenets of the Hurrian Aegis Hurrian’s Shield: Whenever you or an ally within 5 feet
Holy champions who join this order share the following of you is targeted by an attack, as a reaction, you can add
beliefs and traditions: a bonus to the target’s Armor Class equal to your holy
champion class level until the end of your next turn.
Righteousness: When you know something to be morally
wrong, regardless of the number of those advocating for it, Mass Protection: As an action, you can give all friendly
you will stand tall and say, “No, this is wrong.” This may creatures within 30 feet of you advantage on saving throws
lead to injury or death, but you cannot let an injustice go until the beginning of your next turn.
unchallenged.
Ever Watchful: The worshippers of Hurrian do not seek Hurrian’s Wall
out warfare, but they are ever watchful of it. When it Starting at 7th level, when you suffer a critical strike, it is
comes, you must be ready. treated as a normal hit.
Loyalty: A Hurranic Aegis is the ultimate bodyguard,
willing to interpose themselves between their charge and
40
The Order of the Loner: It is a lonely life hunting the infernal. You are often
in the wilds for weeks or months on end, pursuing your
Ivory Bow prey. Nevertheless, you maintain contact with the temple,
for when a nest of the foul beasts is discovered, you will
After the Time of Terror, certain dark-kin born from the need allies to aid you in clearing it.
initial flood of infernals wished to join others in purging
this corrupting force from the face of the world. However, Patience: You are not some crazed animal who swings
the holy order of Sarishan warriors, the Order of the Inner wildly at its foe. You are a precise instrument, knowing
Demon, would not allow those tainted by the infernal into when to fight and when not.
their ranks, lest they be tempted by the demons trapped Self-Control: The evil in your blood is always calling on you
within. During the Second Century, Sarishan priests of to commit foul acts. Your willpower must be unyielding to
the Temple of Venator Invictus near Encali saw that these keep these negative impulses under control. This often makes
dark-kin were fervent in their desire to reject the evil that others uncomfortable as you come off as emotionless.
dwelt in their souls and help their fellow man. To that end,
they consecrated a new order exclusively for these benighted
individuals: the Order of the Ivory Bow.
Spells of the Order of
Candidates undergo grueling evaluations to ensure they are the Ivory Bow
mentally and physically prepared for their new duties. As a You gain the following order spells, which are always
last test before initiation, candidates are tasked with seeking prepared starting at the levels listed:
out and hunting an infernal and then fashioning their
Holy Champion
signature bow out of the creature's bones. The unique nature
of this weapon serves as a focus for their own taint, allowing Level Spells Granted
them to channel divine effects beyond the capabilities of even 1st Hunter’s mark, longstrider
the elite warriors of the Order of the Inner Demon. 3rd Pass without trace, see invisibility
Even after centuries, these holy champions are viewed 5th Dispel magic, remove curse
with suspicion. They are forced to continuously prove their 7th Banishment, freedom of movement
faith and dedication to eradicating the infernal corruption 9th Decree of salvation*, dispel evil and good
in the Known Lands.
Ivory Bow
Restrictions Beginning at 3rd level, you craft a unique weapon out of
Only dark-kin who are worshippers of Sarish may join the bones of an infernal creature, your ivory bow. Unlike
this holy champion order. Additionally, when choosing common bows, ivory bows are highly resistant to damage,
their Fighting Style at 1st level, you must have chosen the being as tough as a steel weapon, allowing you to use it as a
Archery Fighting Style. club in melee, dealing 1d6 bludgeoning damage.
This longbow is a magic weapon that grants you a +1 bonus
Tenets of the Order of the Ivory to attack and damage, which increases to +2 at 9th level and
+3 at 15th level. Additionally, unlike other ranged weapons,
Bow you may use your Divine Smite ability or cast holy champion
Holy champions who join this order share the following spells made as part of a melee attack with your bow as if you
beliefs and traditions: were in melee as long as your target is within 30 feet.
Determination: You are here to show the world that all If any other creature attempts to use your bow, they will be
who bear the taint of the infernals are not evil monsters. afflicted with a demon curse. This curse causes them to suffer
You, too, are children of the Gods and are willing to fight disadvantage Dexterity checks and Dexterity based attack
to preserve humanity. rolls. At your discretion, you may end the curse when the
Embrace the Taint: Your bloodline was corrupted by an bow is returned to you, but you are not obligated to do so.
infernal sometime in the past. While many believe this to If you ever lose this bow, or it is destroyed, you must
be a weakness, you have learned to embrace it and turn it spend 10 days of downtime and spend 1,000 gp to craft a
into a weapon in the name of Sarish. replacement.
44
Developed Immunity condition. When you are suffering from a disease, as a
reaction, you may suffer 10 hit points of damage instead
At 15th level, your exposure to various alchemical of suffering the effects of the disease.
concoctions has hardened your body. You are now resistant
to acid and poison damage and immune to the poisoned
46
47 Arcanis 5e · Prestigious Compendium
Horselords of the Plains Restrictions
The horse tribes that conquered the Endless Plains of the The traditions of the Horselords of the Plains are unique
Hinterlands utilized a unique form of warfare unmatched to the horse tribes of Known Lands and their offshoots. As
throughout the Known Lands. Employing lightning-fast such, you must be from the Hinterlands or be a member of
raids and unerring bowmanship even when at full gallop, the Riders of Himmatah, val’Haupt, or the Maghir to take
these skilled riders are able to overwhelm and outmaneuver this archetype.
more heavily armored opponents, such as the knights of
Milandir. Additional Proficiencies
Many of the nomadic cultures throughout the Known At 3rd level, you gain proficiency in Animal Handling and
Lands practiced this style of mounted warfare, from the Survival. If you already had proficiency in one or both of
Yhing hir tribes of the Hinterlands to the Maghir tribes that these skills, you instead add double your proficiency bonus.
roam the Far East and until recently ruled the First City.
Similar traditions can be found among the various cultures
that are related to the Yhing hir, such as the Riders of Mounted Warrior
Himmatah, who lie trapped in the Fiendish Expanse, and the Also, at 3rd level, your training as a mounted warrior is
val’Haupt, who now form part of the council that rules over apparent to all. You may add double your proficiency bonus
Censure. to all skill checks and saving throws to control your horse
While there are numerous figures who are remembered and remain in the saddle. Additionally, you may mount or
for their legendary feats using this style of combat, one dismount your horse using only 5 feet of movement instead
contemporary master of this art still strikes a chord of fear of half your speed.
in the hearts of many crusaders, the diminutive Itori of the
Black Khur-Gi. Itori was the wife of a prominent narwal of Mobile Archery
the portion of the Khur-Gi tribe that allied themselves with
Starting at 7th level, you can use your bonus action to
the forces of the Devil-King Uhxbractit during the Sixth
move yourself or your horse up to half your speed without
Crusade of Light.
triggering opportunity attacks. You have advantage on any
When the tide turned against the infernals and their ranged attacks you make on that turn. Once used, you
treacherous part in the invasion was revealed, the Black cannot use this ability again until you have completed a
Khur-Gi were hunted down to face justice. Milandisian short or long rest.
knights cut down her husband as she made her escape. Itori,
heavy with child, raced across the Endless Plains, dropping
her pursuers from the back of her frothing black stallion.
Acrobatic
When cornered, the She-Devil, a curse spat from the lips of Starting at 11th level, you can use your bonus action to gain
many a crusader, would feign going into labor. The noble advantage on the next Dexterity (Acrobatics) or Strength
Milandisian would race to her side to help the frail-looking (Athletics) check you make on that same turn.
woman in her hour of need, only to find their throats cut
when they came within reach. One With the Horse
Itori could only use that ruse a few times until, when Starting at 15th level while mounted on a horse, you and
confronted by Sir Gilrik val’Holryn, her water broke. Wary, your mount add your Wisdom modifier to your Armor
the knight hesitated, fearing another ruse, but her screams Classes. Additionally, when an attack targets you or your
from labor proved too real for him to ignore. Throughout horse, you may spend your reaction to have the other one
a cold night, he helped the Khur-Gi woman through the take the attack, gaining resistance against that damage.
birthing until the first plaintive cries of her babe peeled Once used, you must complete a short rest before you can
through the night. His reward was his dagger through the do this again.
throat, baptizing the child in his blood.
The She-Devil Itori still roams the Hinterlands, raising
her child on a steady diet of hate and vengeance against
those who destroyed their way of life and slew his father.
The necklace of ears taken from those who have tasted her
fury grows as quickly as the boy.
48
49 Arcanis 5e · Prestigious Compendium
Urban Sentinel Urban Insight
Rangers invoke images of roaming through glens and At 7th level, when making ability checks within an urban
forests, stalking those who would despoil the pristine area, after making the roll, but before you know if the roll
wilds of a region. Yet, there is another type of ranger that was successful, you may roll an additional 1d8 and add it
exchanges wooded pathways for ones paved with stone. to your result. You may do this a number of times equal to
Rather than being skilled at woodcraft and survival in the your Wisdom modifier, regaining all uses after completing
wilderness, the urban sentinel knows the tell-tale signs a long rest.
found in a town or city’s streets and whether they signify
danger or sanctuary. They spend their days not in the Urban Hunter
comfortable halls of high society but in the gutters, roofs,
Also, at 7th level, you gain cities as an additional chosen
and dark alleyways where daggers hold sway.
environment for the benefits of the Natural Explorer class
Those who follow this path come from a number of ability. You may also choose a specific cult or nationality as
backgrounds that run the gamut of city life. Many serve an additional Favored Enemy per the class ability.
in the city watch, such as the Cohortes Urbanae of Grand
Coryan or the Blue Cloaks of the First City. Others take
the law into their own hands, protecting their communities Streetfighting
from those who prey upon them. At 11th level, when you are targeted by an attack in melee,
While it may seem counterintuitive, urban sentinels you can spend your reaction to impose disadvantage on a
are well-suited as guides in large cities, especially when single melee attack roll targeting you specifically.
searching for an elusive target or seeking information. Additionally, while in an urban environment, you can
Those seeking information would also do well in contacting use a bonus action to take the Hide action. You also have
these skilled rangers, as few understand the mood of a city advantage on Dexterity (Stealth) checks in an urban
better than they do. From contacts in low places to paths to environment.
avoid detection from authorities, no one knows the urban
jungle better than these sentinels.
Close Quarters Fighting
Additional Proficiencies: When you take this archetype,
At 15th level, when fighting in an area where there is at
you gain proficiency with Persuasion.
least one wall within 10 feet of you, you have the following
bonuses:
Streetwise • Advantage on initiative rolls.
At 3rd level, you have advantage on any Wisdom • Once per round on the first creature you hit with a
(Perception) or Intelligence (Investigation) checks you make weapon attack, you deal an additional 1d8 damage of
while in an urban environment so long as you do not move the same damage type as the weapon used.
at more than half of your normal speed.
• When in melee and if you are not restrained, after
making at least one successful melee attack, as a bonus
action, you can make an unarmed melee attack, dealing
1d4 bludgeoning damage. You may use your Dexterity
instead of Strength for the Attack and damage rolls.
50
51 Arcanis 5e · Prestigious Compendium
New Rogue Archetypes
Arcane Trickster Arcane Trickster Spellcasting
Spell Slots per Spell Level
The depiction of sorcerers as noble and heroic figures
8th 3 6 – 4 2 – –
first appeared in the heroic saga of Antogenes by Paladyne
val’Sheem. This Imperium-era poet’s epic became popular 9th 3 6 1 4 2 – –
again just after the invasion of the Coryani Empire by 10th 4 7 1 4 3 – –
Ymandragore, where arcane wielders openly battled 11th 4 8 2 4 3 – –
alongside the legions against the Harvesters. And while 12th 4 8 2 4 3 – –
some can live up to these romanticized ideals, many do 13th 4 9 3 4 3 2 –
not. Sorcerers are mortal beings with varying morals and 14th 4 10 3 4 3 2 –
characters.
15th 4 10 4 4 3 2 –
Some magi forego using their gifts in pursuit of lofty 16th 4 11 4 4 3 3 –
goals or selflessly protecting the innocent and instead apply 17th 4 11 5 4 3 3 –
their arcane gifts towards thievery or subterfuge. These
18th 4 11 5 4 3 3 –
arcane tricksters or vispilio magia can be found employed
19th 4 12 6 4 3 3 1
by nation-states as spies or by extranational organizations,
such as the Emerald Society or the Followers of the Azure 20th 4 13 6 4 3 3 1
Way to unlock magically locked chests or tombs. Some
are associated with the Sanctorum of the Arcane, but their Spellcasting
activities are closely monitored to ensure their training is
When you reach 3rd level, you augment your martial
not used for less than noble goals.
prowess with the ability to cast spells.
Like all sorcerers, these tricksters are under threat of
detection and abduction by Harvesters. While skilled at not
being detected, these rogues are often not powerful enough Cantrips
to avoid being captured if discovered. For that reason, they You learn three cantrips: mage hand and two other cantrips
often attempt to ingratiate themselves with powerful groups of your choice from the elder sorcerer or eldritch sorcerer
to gain their protection. spell list (as appropriate to your species). You learn another
elder sorcerer or eldritch sorcerer of your choice at 10th
level.
Racial Requirements
All species capable of casting elder magic must select the
elder sorcerer options when taking this archetype. All Spell Slots
species capable of casting eldritch magic must select the The Arcane Trickster Spellcasting table shows how many
eldritch sorcerer option when taking this archetype. spell slots you have to cast your elder sorcerer or eldritch
spells of 1st level and higher. To cast one of these spells, you
must expend a slot of the spell's level or higher. You regain
Hunted by Ymandragore all expended spell slots when you finish a long rest. For
The Sorcerer King of Ymandragore hunts all arcane example, if you know the 1st-level spell charm person and
spellcasters. Displaying one’s sorcerous skills openly or have a 1st-level and a 2nd-level spell slot available, you can
publicly is a sure way to end one’s career early. cast charm person using either slot.
Arcane Trickster Spellcasting
Spell Slots per Spell Level Spells Known of 1st Level
Cantrips Spells Arcane and Higher
Known Known Points 1st 2nd 3rd 4th
3rd 3 3 – 2 – – – You know three 1st-level elder sorcerer or eldritch spells
of your choice, two of which must be chosen from the
4th 3 4 – 3 – – –
enchantment and illusion spells on the elder sorcerer or
5th 3 4 – 3 – – –
eldritch spell list.
6th 3 4 – 3 – – –
The Spells Known column of the Arcane Trickster
7th 3 5 – 4 2 – –
Spellcasting table shows when you learn more eldritch
52
sorcerer spells of 1st level or higher. Each of these spells you have spell slots, and it must be an enchantment or
must be an enchantment or illusion spell of your choice illusion spell unless you're replacing the spell you gained at
and must be of a level for which you have spell slots. For 3rd, 8th, 14th, or 20th level from any school of magic.
instance, when you reach 7th level in this class, you can
learn one new spell of 1st or 2nd level.
Spellcasting Ability
The spells you learn at 8th, 14th, and 20th level can come
Intelligence (elder sorcerer) or Charisma (eldritch sorcerer)
from any school of magic.
is your spellcasting ability for your spells, and you learn
Whenever you gain a level in this class, you can replace your spells through study and memorization. You use your
one of the elder sorcerer or eldritch spells you know with Attribute whenever a spell refers to your spellcasting ability.
another spell of your choice from the elder sorcerer or In addition, you use your Attribute modifier when setting
eldritch spell list. The new spell must be of a level for which the saving throw DC for a spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Attribute modifier
Spell attack modifier = your proficiency bonus + your
Attribute modifier
54
val’Mehan Emissary Racial Requirements
It is said that the deity Sarish gifted the val’Mehan with Only val’Mehan may take this archetype.
two gifts at the time of their creation – a keen intellect
and a silver tongue. Those who excel at both are given Silver Tongued
specialized training and are given the title of emissary.
When you choose this archetype at 3rd level, you gain
These emissaries are highly sought after by rulers and
proficiency in Insight and Persuasion.
highly positioned functionaries as advisers or diplomats.
Many of the Coryani Empire’s ambassadors are val’Mehan
emissaries, the most prominent of which is Dejan Political Maneuvering
val’Mehan, ambassador to the Milandisian Court. Starting at 3rd level, when you are rolling a Charisma
Those trained as emissaries eventually rise to positions (Persuasion) or Charisma (Deception) check when you roll
of power within the family. When the ancient Myrantians below 10 (1 to 9) on the d20 roll, you may reroll that result.
were conquered and the territory absorbed by the Empire, You must keep the subsequent roll.
the new province was originally to be granted to the
val’Mordane family. Through backroom dealings and
subtle blackmail, the val’Mehan secured the right to act
Heart of Stone
as co-administrators, granting them half of the riches that Starting at 9th level, you have advantage on all saving
land offered. Likewise, when the Myrantians successfully throws made to resist being charmed, controlled, or
rebelled centuries later, it was the quick work of the frightened.
emissaries that secured new lands for the family, once again
to the detriment of the val’Mordane. Confidante
One time that the fabled diplomatic ability of the Starting at 13th level, when you speak to a humanoid for 1
emissaries failed was during the succession and subsequent minute, you can attempt to sway them with your words to
founding of the Theocracy of Canceri, which split the become a friend. At the end of your conversation, the target
val’Mehan family in twain. Half the family favored cutting must succeed on a Wisdom saving throw (DC equal to 8
all ties with the Empire, while the rest believed that the + your proficiency bonus + your Charisma modifier) or be
benefits of remaining loyal citizens outweighed the negatives. charmed by you for 1 hour or until you or your companions
With both sides entrenched in their beliefs, compromise do anything harmful to it. The charmed creature regards
was impossible, and the two sides of the family separated. you as a friendly acquaintance.
Bitter sentiments and hurt feelings eventually eased, and the
legendary pragmatism of the family came to the fore. The
two sides now collaborate in areas where their respective Voice of Honey
nations have common interests, most recently in efforts Starting at 17th level, when you make a Charisma check,
to curtail Milandisian expansion and influence into the you may replace the result of your roll with a 15. Any
Hinterlands. magic that would determine if you are telling the truth will
indicate you are telling the truth when you use this ability.
Once you have used this ability, you cannot use it again
until you have finished a short or long rest.
58
Weather Witch Expanded Spell List
When prayers to Hurrian for rain are unheard or unknown, As a weather witch, you choose from an expanded list of
desperate communities turn to those who commune and spells when you learn a shaman spell. The following spells
make pacts with the rarified spirits of the air and sky. These are added to the shaman spell list for you.
shamans, spirit charmers, or wise women (and men) have an Weather Witch Extended Spells
affinity to commune with the lesser powers of nature, and Shaman Level Spells
in exchange for a pledge or action, they can entreat these
1st Create or destroy water
spirits for a boon. In the case of air spirits, these come in
the form of some change or control over the fickle weather, 3rd Skyward**
where rain can be called down upon a parched land or 5th Fly
fierce and deadly storms calmed into a gentle wind. 7th Lightning jump**
Exceptional individuals who can effect these changes are 9th Cone of cold
known as weather witches, or warlocks, throughout the **denotes a new spell. See New Spells section.
Known Lands. Most often found in spaces untouched by
nations and empires, weather witches can be an integral
part of a tribe or some other community or ostracized to
Rain Chant
live on the edges of that society. These weather witches exist At 3rd level, after 10 minutes of chanting, you can summon
as hermits on the periphery of their chosen communities, a rainstorm, which causes a light rain to fall in a 500-
sought after when needed, shunned, and avoided when not. foot radius for one hour. At 12th level, the radius of this
rainstorm increases to 1,000 feet. Once used, this ritual
Dark-kin gnomes, humans have the temperament to
cannot be used again until you have completed a long rest.
learn the ways of treating with the spirits of the sky. This
puts these practitioners in conflict with Hurranic priests
and holy champions who may see the weather witch as Storm’s Embrace
interlopers, leading potential converts astray. While this At 6th level, as a bonus action, you may summon the winds
rivalry seldom leads to bloodshed, verbal confrontation themselves to protect you. All ranged attacks targeting you
between the two groups does occur. are made with disadvantage for 1 minute. You regain the
use of this ability after you have completed a short or long
Restrictions rest.
You must have chosen the Air Spirit as your Spiritual Additionally, while this effect is active, as a bonus
Patron. action, you may target a creature within 30 feet to make
a Dexterity saving throw. On a failed saving throw, that
creature is pushed 10 feet. Large and larger-sized creatures
Geas and Taboos have advantage on this saving throw.
The weather witch must sacrifice and pay homage to the air
spirits who control the weather by burning incense daily to
air spirits.
Resist Elements
At 10th level, you gain resistance to cold damage.
Additionally, you have advantage on all saving throws made
to survive in extreme heat or cold. Finally, you require only
half as much water as a normal creature.
62
Rock Slide Choose one creature of medium size or smaller within range
to be flung up to 30 feet into the air. An unwilling creature
3rd-level evocation that succeeds on a Wisdom saving throw is unaffected. If
Casting Time: 1 action a creature is thrown up and cannot arrest its fall, it will
Range: Self take fall damage appropriate for such a drop. You cannot
fling them into the ground, and if thrown into a solid
Components: V, S, M (a pebble) object, they will take the falling damage appropriate to the
Duration: Instantaneous distance traveled.
You may only cast this spell when on unworked stone or At Higher Levels: When you cast this spell using a spell
where there are loose rocks or earth. You cause the very slot of 3rd level or higher, you may send the creature an
rocks to move, carrying you along the ground. You may additional 10 feet.
move up to 30 feet as you surf upon the rocks you have
animated. All creatures within 5 feet of your path must
make a Dexterity saving throw or take 6d6 bludgeoning
Tremor Strike
damage and are knocked prone on a failed save, or half as 2nd-level evocation
much damage and are not knocked prone on a successful Casting Time: 1 action
save. You cannot use this ability to travel across a chasm or
Range: 10 foot radius
other break in the ground. Movement from this spell does
not trigger opportunity attacks. Components: V, S
At Higher Levels: When you cast this spell using a spell Duration: Instantaneous
slot of 4th level or higher, the damage increases by 1d6 for You stomp your foot on the ground, causing a ripple in the
each slot level above 3rd. surrounding earth. The shockwave attempts to knock all
other creatures off their feet. All creatures standing on the
Skyward ground must make a Dexterity saving throw. A creature
takes 3d8 bludgeoning damage on a failed save and falls
2nd-level transmutation prone. The creature takes half damage on a successful save
Casting Time: 1 action and is not knocked prone.
Range: 60 feet After casting this spell, the affected area becomes difficult
Components: V, S terrain. This spell works on any earth or stone ground
or floor but wouldn’t work on a wooden floor or a floor
Duration: Instantaneous suspended over another floor.
At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for
each slot level above 2nd.
64
PCI 2610
Prestigious Compendium
The Arcanis campaign setting provides fertile ground for exploring new
and wondrous paths for adventurers to discover. We’ve plumbed the
pages of our original D20 books and pulled out fan favorite Prestige
Classes to be reimagined and reengineered for the Arcanis 5E system.
This book is an indispensable resource for both players and Game Masters alike.