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5E - Arcanis - Prestigious Compendium - bAc38C

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elasto
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PCI 2610

Prestigious Compendium
Prestigious Compendium
Author Editing Team
Cody Bergman and Henry Lopez Cody Bergman and Henry Lopez

Cover Additional Material


Pat Loboyko, Piolka & Scott Coventry Paul Baughman, Eric Gorman, Mark Hart, Jeff Lee,
Bruce Legge, and Doug Seipel
Interior Artist
Santi Casas, Carl Frank, and Pat Loboyko Playtesters
William Altizer, John Deague, Eric Gorman, Eric Hughes,
Layout & Graphic Design Braeden Kruliki, Bruce Legge, Scott McManus, Matthew
Pittard, D. Stephen Raymond, Evan Roberts, and Tamasin
Scott Coventry
Wohlers.

Game Mechanics Arcanis: the World of


Pedro Barrenechea and Cody Bergman
Shattered Empires
Art Director created by
Jimmy Beck 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!

All portions of this book are © 2023 Paradigm Concepts Publishing, LLC. All rights reserved. Arcanis, Arcanis: the
World of Shattered Empires, the Arcanis logo, and all related marks and images are © 2000 – 2023 Paradigm Concepts
Publishing, LLC. Shattered Empires: Roleplaying in the World of Arcanis is © 2023 Paradigm Concepts Publishing, LLC.
The mention of, use of, or reference to any company, trademark or product in this book is not a challenge to the trademark
or copyright in question.
Table of Contents
Introduction . . . . . . . . . . . . . . . 3 New Holy Champion Orders. . . . 37
New Clerical Aspects . . . . . . . . . . . 4 Hurranic Order of the Aegides. . . . . . 39

Aspects of Anshar . . . . . . . . . . . . . . . . 4 The Order of the Ivory Bow. . . . . . . . . 41

Aspect of Belisarda. . . . . . . . . . . . . . . . 6 The Alchemist. . . . . . . . . . . . . . . . . . . 44

Aspect of Beltine . . . . . . . . . . . . . . . . . 8 New Ranger Archetypes . . . . . . . 44


Aspect of Cadic . . . . . . . . . . . . . . . . . 10 Cantenari, the Hunter of

Aspect of Larissa . . . . . . . . . . . . . . . . . 12 the Infernal. . . . . . . . . . . . . . . . . . . . 46

Aspect of Nier . . . . . . . . . . . . . . . . . . 14 Horselords of the Plains. . . . . . . . . . . 48

Blackchanter . . . . . . . . . . . . . . . . . . . 16 Urban Sentinel. . . . . . . . . . . . . . . . . . 50

New Eldritch Sorcerer Arcane Trickster. . . . . . . . . . . . . . . . . 52

Traditions. . . . . . . . . . . . . . . . . . . . 16 New Rogue Archetypes. . . . . . . . 52


Encali Blood Mage. . . . . . . . . . . . . . . 18 val’Mehan Emissary. . . . . . . . . . . . . . 55

Knight of the Order of St. Armon . . . 20 Terramancer. . . . . . . . . . . . . . . . . . . . 57

Sarishan Binder. . . . . . . . . . . . . . . . . 22 New Shaman Options. . . . . . . . . . 57


Altherian Triggermage. . . . . . . . . . . . 25 Shaman Spiritual Paths. . . . . . . . 57
New Fighter Archetypes . . . . . . . 25 Weather Witch. . . . . . . . . . . . . . . . . . 59

The Blades of Hurrian. . . . . . . . . . . . . 28 New Shaman Patrons. . . . . . . . . . . . . 61

Knight of Milandir. . . . . . . . . . . . . . . 30 New Spell Lists. . . . . . . . . . . . . . . . . . 62

Spellblade . . . . . . . . . . . . . . . . . . . . . 32 New Spell Descriptions. . . . . . . . . . . . 62

Zealot . . . . . . . . . . . . . . . . . . . . . . . . 35 New Spells . . . . . . . . . . . . . . . . . . . 62


New Fury Paths. . . . . . . . . . . . . . . 35
Brethren of the Order of
St. Theomund the Missionary. . . . . . . 37

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.

Arcanis 5e · Prestigious Compendium 4


Alleviate Suffering cause the attack to deal an extra 1d8 necrotic damage.
When you reach 14th level, the extra damage increases to
Starting at 6th level, you gain the ability to remove 2d8.
suffering from creatures. As an action, you may remove one
of the following conditions from a single creature: Blinded,
deafened, paralyzed, or poisoned. Alternatively, you may Agony Tenfold
remove any one disease. You may use this ability a number Starting at 17th level, when an ally within 30 feet of
of times equal to your proficiency bonus, regaining all uses you suffers any damage, as a reaction, you may force all
once you have completed a long rest. creatures of your choice within 30 feet of you to make a
Constitution saving throw. On a failed save, each targeted
Divine Strike creature suffers the same amount of damage as your ally
or half as much damage on a successful save. Once used,
At 8th level, you gain the ability to infuse your weapon you cannot use this ability again until you have completed a
strikes with divine energy. Once on each of your turns, short or long rest.
when you hit a creature with a weapon attack, you can

5 Arcanis 5e · Prestigious Compendium


Aspect of Belisarda Belisarda, the Lady of the Woods
Cleric Level Spells
1st Entangle, Goodberry
The Lady of the Woods 3rd Locate animals or plants, pass without trace
After the devastation wrought by humanity and its divine
5th Plant growth, speak with plants
allies at the end of the Gods’ War, the elorii civilization was
7th Dominate beast, giant insect
destroyed, and its survivors routed. Many sought refuge in
the Vastwoods, a forest expanse that the Prophetess Ardelia 9th Commune with nature, tree stride
promised would act as their sanctuary. True to her word,
humanity’s armies stopped at the forest’s edge. Those who Aspect Proficiencies
entered were never heard from again, or their vine-crushed
When you choose this aspect at 1st level, you gain the
bodies were found afterward.
following proficiencies:
Prior to the war’s end, a small group of elorii committed
Armor: Medium armor and shields
the ultimate sin and sacrificed their essence in the ritual
known as Kurenthé in a desperate gambit to stop the Tools: Woodcarver’s tools
extermination of their people. The lush and vibrant basin Skills: Animal Handling, Survival
now known as the Blessed Lands was leached of life and
blighted, turning the region into a wasteland. Regardless
of how many of their numbers were slain, the humans still Path of the Woods
marched on. When you choose this aspect at 1st level, you learn the
To avoid further destruction on such a scale again, druidcraft cantrip. This cantrip counts as a cleric cantrip
Belisarda, the last of the Elemental Lords worshipped by for you, but it doesn’t count against the number of cleric
the elorii, granted her clerics insights and abilities into the cantrips you know.
complex web of life that is the Vastwoods. Those who revere
this aspect of Belisarda, the Life Mother, act as guardians of Channel Divinity: Channel Life
their people and the forest they now call home.
Starting at 2nd level, as an action, you can present your
holy symbol and channel life into an area 30 feet around
Racial Requirements you. All living creatures of your choice regain 3d8 Hit
Only elorii may choose this archetype. Elorii will never Points while all undead creatures must make a Wisdom
teach creatures of other species how to worship Belisarda. saving throw or suffer 3d8 radiant damage and gain the
stunned condition until the end of their next turn.

Tenets of Faith Channel Divinity: Voice of the


Clerics who revere Belisarda, the Lady of the Woods, share
the following tenets and traditions of belief: Mother
Embrace Nature: The natural world is Her domain, and Starting at 2nd level, as an action, you can present your
you seek to protect it from those who wish to destroy it. holy symbol to charm plants and animals. All beasts and
plants within 30 feet must make a Wisdom saving throw or
Prophecy: Your order is formed from the teachings of the become charmed by you until the spell ends or until you or
prophetess Ardelia, who spoke of the coming darkness. You your companions do anything harmful to it. The charmed
seek out prophecies and signs of the things to come. creature regards you as a friendly acquaintance.
Patience: Belisarda stated through Her prophetess that
both the elorii and humans would be needed to beat back
the silent darkness. You seek out possible human allies to
Land’s Stride
stand with you when the time to fight oblivion comes. Starting at 6th level, moving through non-magical difficult
terrain costs you no extra Movement. You can also pass
Protection: Within the hallowed havens of oak, Her
through nonmagical plants without being slowed by them
children find safety. You are Her agent in the world to
and without taking damage from them if they have thorns,
ensure the elorii remain safe.
spines, or a similar hazard.
In addition, you have advantage on saving throws against
plants that are magically created or manipulated to impede
movement, such as those created by the entangle spell.

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.

7 Arcanis 5e · Prestigious Compendium


Aspect of Beltine Beltine, the Exorcist
Cleric Level Spells
1st Protection from evil and good, sanctuary
The Exorcist 3rd Grey mists*, see invisibility
Many see exorcists as clerics who wrestle with demons for
5th Magic circle, remove curse
the soul of the innocent, but in a world where undead stalk
7th Banishment, resilient sphere
the living, possession by ghosts, wraiths, and specters is
just as common. Those whose bodies are seized by infernals 9th Dispel evil and good, hallow
must seek salvation from the Sorcerer-priests of Sarish. For
those possessed by incorporeal undead, there are none more Aspect Proficiencies
capable of saving these victims than the Beltinian exorcist.
When you choose this aspect at 1st level, you gain the
While all Beltinian clerics are trained to identify and following proficiencies:
repel attacks from malevolent ghosts and other evil spirits,
Armor: Medium armor and shields
specially trained exorcists are skilled in dealing with an
undead infestation or powerful souls that would make Skills: Insight, Medicine
others cower before their might. Beltinian exorcists were Weapon: Quarterstaff
instrumental in defeating the spirits of a cadre of Myrantian
sorcerers, who were inadvertently released by incautious
members of the Emerald Society. My Spirit is My Own
Beltinian exorcists are trained at a small temple on the When you choose this aspect at 1st level, you gain the chill
outskirts of Enpebyn. This is why the Temple of the Joyous touch cantrip. Additionally, you are immune to possession
Path is also known as the Temple of Banishment. Here, by any undead creature. You have advantage on all saving
the most skilled and resolute Beltinian clerics are trained to throws against possession by all other types of creatures.
banish the most dangerous children of Neroth.
Channel Divinity: Rip the Spirit
Racial Requirements from the Flesh
Elorii, kio, and ss’ressen may not choose this aspect. Starting at 2nd level, you can show your holy symbol
to a possessed creature, using Beltine’s power to rip the
Tenets of Faith unwelcome being from the creature. As an action, you
can force a single possessing creature within 30 feet of you
Clerics who revere Beltine, the exorcist, share the following to make a Charisma saving throw. On a failed save, the
tenets and traditions of belief: possessing creature is expelled from its host. The formerly
Active Protection: While many worshipers of Beltine possessed host now has advantage on saving throws to
choose the path of nonviolence, you know that to save the resist being possessed by that creature again for the next 24
souls of the faithful from those who wish to harm them, hours.
you must sometimes cause harm. You do this not because
you want to but because it is necessary. Channel Divinity: Turn Undead
Rebuke the Unnatural: The Children of the Gods are Starting at 2nd level, you can use your Channel Divinity
not the playthings of foul forces. You seek to purge the to make undead creatures flee from you. As an action, you
Children of Illiir from fel domination, whatever its source. present your holy symbol and speak a prayer censuring the
Return to the Cauldron: Nothing is more important to undead. Each undead that can see or hear you within 30
Beltine than the souls of humanity. For them to not be feet of you must make a Wisdom saving throw. Undead
translated to the Paradise of the Gods or the Cauldron is an with the Incorporeal Movement trait have disadvantage on
abomination in Her eyes. You seek to return disembodied this saving throw. If the creature fails its saving throw, it is
souls so they can meet their proper reward. turned for 1 minute or until it takes any damage.
Suffer Not the Undead to Persist: Mindless or malevolent A turned creature must spend its turns trying to move as
undead are an abomination in the eyes of the Grey Lady. far away from you as it can and can’t willingly move to a
Only they should be denied mercy. space within 30 feet of you. It also can’t take reactions. For
its action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. The creature
can use the Dodge action if there's nowhere to move.

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.

Cleric Level CR affected


5th 1/2 or lower
Rend the Spirit
8th 1 or lower Starting at 17th level, the exorcist can attack the soul within
its own body. As an action, the exorcist can make a special
11th 2 or lower
unarmed attack against a single creature, using Wisdom as
14th 3 or lower
their attack ability. On a successful hit, the target suffers
17th 4 or lower 4d8 + Wisdom necrotic damage, and the target must make
a Constitution saving throw or have its hit point maximum
Banish the Restless reduced by an amount equal to the damage taken. This
reduction lasts until the target finishes a Long Rest. The
Starting at 6th level, the exorcist may attempt to banish a
target dies if this effect reduces its hit point maximum to 0.
soul to the Cauldron. You may force an undead creature
This attack does not affect constructs, elementals, entropic
with the incorporeal movement creature ability to make a
creatures, or undead who do not have the incorporeal
Charisma saving throw. On a failed save, they are banished
movement creature ability.
to the Cauldron as if they had been banished back to their
native plane.
Once used, you cannot use this ability again until you
have completed a long rest.

9 Arcanis 5e · Prestigious Compendium


Aspect of Cadic Cadic, the Divine Bard
Cleric Level Spells
1st Bless, charm person
The Divine Bard 3rd Calm emotion, shatter
According to Holy Canticle, Cadic discovered the
5th Captivating melody*, sending
demure Goddess Larissa by a glade. Not wishing to frighten
7th Arcane eye, hallucinatory terrain
Her because of his dark mien, He gathered gossamer
web strands and pliable reeds to craft the first musical 9th Mislead, modify memory
instrument, the lute. Playing, He entranced Her with
melodies and songs, putting Her at ease until the Lord of Aspect Proficiencies
Shadows revealed Himself to Her. By then, the Goddess of
When you choose this aspect at 1st level, you gain the
Love and Prophecy had fallen in love with Cadic’s voice and
following proficiencies:
artistry and, soon after, the God himself.
Weapon: Hand crossbows, shortsword, side swords
In the small town of Feln, in the northern part
of Annonica, the Temple of the Weeping Overture Tools: Three musical instruments
venerates that aspect of the God of Music. The temple's
name reflects Larissa’s abandonment of Cadic when She Bardic Training
was driven into Her hedonistic madness. Those clerics
who wish to spread that expression of Cadican faith to When you choose this aspect at 1st level, you can inspire
others strive to perfect their voices, master their chosen others through stirring words or music. To do so, you use
instruments, and collect a repertoire of songs and poems a bonus action on your turn to choose one creature other
to enchant and enthrall the masses. than yourself within 60 feet of you who can hear you. That
creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll
Racial Requirements the die and add the number rolled to one ability check,
Dwarves, elorii, kio, and ss’ressen may not choose this attack roll, or saving throw it makes. The creature can wait
aspect. until after it rolls the d20 before deciding to use the Bardic
Inspiration die but must decide before the DM says whether
Tenets of Faith the roll succeeds or fails. Once the Bardic Inspiration die
is rolled, it is lost. A creature can have only one Bardic
Clerics who revere Cadic, the Divine Bard, share the Inspiration die at a time.
following tenets and traditions of belief:
You can use this feature a number of times equal to your
The Black Hand of Cadic: While the seekers of the Charisma modifier (a minimum of once). You regain any
Divine Song focus on their musical pursuits, they remain expended uses when you finish a long rest. Starting at 5th
Cadicans. They seek out those who have wronged others level, you instead regain your Bardic Inspiration after a
and are more than willing to visit His justice upon them. short or long rest.
Enthrall the Masses: The Song Masters travel the world, Additionally, you may use a musical instrument as a spell
driven to perform. Nothing sates their drive more than casting focus.
stirring their audience to experience emotions or thoughts
they may not have otherwise.
Perfection of Music: The followers of the Divine Bard
Channel Divinity: Lullaby
seek to hone their skills to perfection so they may become a Starting at 2nd level, you can use your Channel Divinity
physical version of the perfect music produced by Cadic to lull a target into a stupor. Using a musical instrument
with which you are proficient, as an action, you can make
Wanderlust: You are driven by a need to experience life, to
a target that is intelligent and capable of hearing within 30
seek out new experiences and people. Only through these
feet to make a Charisma saving throw. On a failed save,
experiences may you gain the inspiration needed for your
that creature suffers disadvantage on all Ability checks, and
compositions.
Attack rolls for a number of rounds equal to your Charisma
modifier. Constructs and undead are immune to this ability.

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).

11 Arcanis 5e · Prestigious Compendium


Aspect of Larissa whenever they needed Her. She never asked for a reward but
was dutiful to her parents. You should emulate Her example.
Right Place, Right Time: The followers of the oracular
The Divine Oracle aspect of Larissa seek to trace the ripples of Fate. They seek
In the pages of the Holy Canticle, Larissa is described as prophecy to know where they can be most useful at the
the Smiling Goddess whose dominion is love, luck, and time it is most necessary.
divination. She was a shy, demure young woman who
Larissa, the Divine Oracle
selflessly fulfilled Her obligations to the Pantheon. Her
oracular powers were greatly beneficial during the God’s Cleric Level Spells
War, leading to the victory over The Other. 1st Bane, bless
3rd Augury, locate object
Fearing further dangers to the Pantheon and Their
children, Larissa began to push Her powers, delving further 5th Clairvoyance, precognition*
and further into the future. With each piercing of the veil 7th Arcane eye, divination
of time, the Goddess became increasingly disturbed by 9th Legend lore, Larissa’s fickleness
what She saw. Eventually, She pushed too far and saw a
vision that was so terrifying and shocking that it drove Her Aspect Proficiencies
to indulge in the most hedonistic practices in the hope of
burning that image out of Her mind. When you choose this aspect at 1st level, you gain the
following proficiencies:
There are those of Her adherents who never embraced
these hedonistic practices as part of Her veneration and Armor: Medium armor
instead remain faithful to Her original role as the Oracle of Weapon: Side sword
the Gods. These worshipers believe that the Hedonists, the
prominent sect in the temples dedicated to Larissa, blind
themselves to divine visions by indulging in these vices.
Fate’s Hand
This has led to a near schism between the two factions, as When you choose this aspect at 1st level, you gain the
both sides see their methods and prescribed lifestyles as guidance cantrip.
antithetical to one another.
Those of the Oracular sect eschew the hedonistic way of life Hand of Fate
their peers embrace. Instead, they lead one of stoic privation, Additionally, at 1st level, when any creature within 30
rejecting anything that may impede their sacred communion feet of you is attacked, you may nudge the strands of
with their Goddess. This has led those who follow this path fate to save them from harm. You can use your reaction
to meditate and practice their rituals in isolation, in a small to impose disadvantage on that attack roll. You may do
temple outside of Savona, where the temptations of that city this a number of times equal to your Wisdom modifier (a
do not disrupt their monastic-like way of life. minimum of 1), regaining all the uses of this ability after
completing a long rest.
Racial Requirements
Elorii, kio, and ss’ressen may not choose this archetype. Channel Divinity: Fate is a
Of the dwarves, only the Tultipetan dwarves may become
clerics of Larissa.
Fickle Thing
Starting at 2nd level, as a reaction, you may force any
creature within 60 feet to reroll an attribute roll, attack
Tenets of Faith roll, or saving throw. If the affected roll was made with
Clerics who revere Larissa, the Divine Oracle, share the advantage or disadvantage, both dice are re-rolled. You
following tenets and traditions of belief: must abide by the new result.
Control: The acts of the hedonists only contribute to
Larissa’s spiral into madness. You must maintain your self- Channel Divinity: Glimpse of
control and discipline to preserve the Smiling Goddess.
the Hidden
Chastity: To indulge in the pleasures of the flesh only
Starting at 2nd level, you may use your powers of prophecy
distracts you from seeing clearly. Remain as chaste as the
to recall hidden truths. When you are making an
Goddess prior to Her plunge into madness.
Intelligence check, you may spend a bonus action to gain a
Duty: The Smiling Goddess selflessly aided Her family bonus equal to your cleric level to that roll.

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.

13 Arcanis 5e · Prestigious Compendium


Aspect of Nier Purification: The Fires of Nier are like the flames of a
forest fire: causing destruction but also cleaning away the
rot and corruption strangling the woods. Without the fire,
The Lord of Flaming Destruction this rot continues to fester and strangles all growth. See the
“A mad dog must remain leashed until sicced upon one’s corruption around you and be that change.
enemies. So it is with the Nierites.” – Coryani proverb. Responsibility: You have been vested with one of the most
For many within the Coryani Empire and the rest of the important—and thankless—tasks. You will inevitably cause
Known Lands, Nierites are seen as rabid dogs of war to be pain and suffering in others for the greater good, but you
deployed when an enemy must be utterly destroyed. The must know when to act and when not to.
Nierites see themselves very differently. Singlemindedness: Those who seek to preserve the
Nierite clerics who follow their deity’s aspect of the Lord corruption and evils of the world will attempt to sway you
of Flaming Destruction view their mandate as the bulwark from your duty. Hollow platitudes and bribery shall not
against stagnation. Everything from societal institutions move you. You are the inferno.
to entire civilizations is eventually ground beneath the Nier, the Lord of Flaming Destruction
weight of static practices and behaviors that must undergo Cleric Level Spells
structural change from time to time to promote new
1st Burning hands, hellish rebuke
growth. Periodically, the undergrowth and detritus of a
3rd Flaming sphere, Nier’s blade*
forest hampers healthy growth and must be burned clear to
rejuvenate the area. So too with societies. 5th Mantle of unassailable flame*, fireball
7th Fire shield, wall of fire
Clerics venerating this aspect of Nier understand this and
9th Flame strike, inferno*
see themselves as an instrument of change. It is their duty
to fan the flames within the breast of warriors to a fever
pitch, unleashing them upon those who defend apathy and Aspect Proficiencies
indolence or clinging to outmoded customs that are slowly When you choose this aspect at 1st level, you gain the
choking the life of its people. These clerics lead by example, following proficiencies:
usually at the front of an army, extolling them to new
heights of bravery and self-sacrifice. Armor: Medium armor, heavy armor, and shields
For many years, the Coryani Empire prohibited the Weapon: Greatsword
worship of Nier, especially this aspect of the God, and
suffered greatly for it. Those who kept the flame of faith The Fire Within
alive secretly hid their religious inclinations from the
When you choose this aspect at 1st level, you learn the
Inquisition. Yet, within the past generation, this prohibition
firebolt cantrip. This cantrip doesn’t count against the
has been lifted, and temples to this deity are again being
number of cleric cantrips you know.
raised in His name, specifically in the newly declared
province of Nova Cormata. Additionally, you have resistance to fire damage.

Racial Requirements Channel Divinity: The Flaming


Elorii, kio, and ss’ressen may not choose this aspect. Of the Sword of Nier
dwarves, only the Nol Dappan dwarves may become clerics Starting at 2nd level as an action, you can imbue a number
of Nier worshiping this aspect. of weapons within 30 feet of you equal to your proficiency
bonus to do an additional +1d6 fire damage for 1 minute.
Tenets of Faith If that weapon already deals additional fire damage, such as
through the val’Virdan bloodline power None Shall Stand
Clerics who revere Nier, the Lord of Flaming Destruction,
Who Oppose the Gods, this die becomes an additional
share the following tenets and traditions of belief:
+1d8 instead.
Provocateur: Sometimes literal flames and blood are
unnecessary to seed change. Sometimes, you can spark
change and rebirth with a choice word. However, those who Channel Divinity: The
do not wish to see the wisdom of this change will view you Irresistible Flame
as a disruptive influence and attempt to stop you. Also, starting at 2nd level, when you cast a spell that does
fire damage, as a bonus action you can reroll any number

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.

15 Arcanis 5e · Prestigious Compendium


New Eldritch
Sorcerer Traditions
Blackchanter Additional Proficiencies
A slight breeze whispered through the central chamber. When you join the order at 1st level, you gain proficiency in
He stood there alone. No, not quite alone. He knew better Performance and two musical instruments of your choice.
than that. He would never be alone in the dark halls of his Additionally, you may choose one of the following as an
family’s estate. additional proficiency: History or Religion.
“Please play for me, young master,” a raspy voice carried
from the darkness. Jerich turned, startled. Caught off Requiem
guard, he cursed himself for his impulsive assent to Starting at 1st level as an action when you are using an
his great-uncle’s request. But he needed his ancestor’s instrument with which you have proficiency, you may force
knowledge. Desperately. any undead within 60 feet of you to make a Charisma
“As you wish, Lord,” he answered as he readied his lute. saving throw. On a failed saving throw, that undead either
“Do you have a request, dear uncle?” gains or loses any immunities to the charmed or frightened
conditions they may have against spells cast by you for the
“Yes.” Glass scraped over stone. The jarring sound of his
next 1 hour.
voice always grated Jerich’s nerves. “Today I want to feel…
sadness.” It was always sadness. Why would someone wish Alternatively, you may use this ability to grant a single
to cry, even after death? undead creature within 60 feet immunity to the charmed
or freighted condition for 1 hour.
One of the unexpected effects of receiving Neroth’s gift
of life beyond life was the numbing of their emotions. Once used, you regain the ability to do so after
After many decades, the blessed undead would no longer completing a long rest.
be able to feel anything. Anger, joy, and love would fade,
leaving their intellect trapped within a husk. Eventually, the Forced Jollity
undead’s very humanity would wither and die.
Starting at 6th level when you are using an instrument with
To combat this emotional degradation, a special tradition which you have proficiency, you gain the ability to trigger
of minstrels arose in the lands of Canceri, known as passion in the dead. You may cast the spell irresistible dance,
the Blackchanters. Besides mastering several musical targeting only undead creatures. Once used, you regain the
instruments, these bards are taught the lineage of the ability to do so after completing a short or long rest.
families of the val’Mordane the history of Canceri and
are well-versed in the arts. Most importantly, they are
instructed in ways to stir ancient emotions and memories Even Death Moves the Dead
from even the most ancient of Neroth’s blessed, allowing Starting at 10th level, necrotic damage dealt by your Eldritch
them to briefly enjoy the emotions they once possessed Sorcerer spells can damage undead. Any undead who are
when they lived. immune to necrotic damage is now only resistant to necrotic
This bardic tradition was not founded by the val’Mordane damage from you, while undead who are resistant to necrotic
but rather by a val’Borda derisively called the Mad damage now take full damage from you.
Flautist, whose melancholy melodies led some to take their
own lives in despair. Banished to the far reaches of the Song of Harm or Health
Coryani Empire, he found like-minded souls among the
Starting at 14th level, you may make a Charisma
val’Mordane of the then province of Canceri and taught
(Performance) check with an instrument with which
others the mysteries of teasing out deeply buried feelings
you have proficiency. All undead of CR 3 or less suffer
from their listeners. This power has made the Blackchanters
an amount of damage equal to your roll or are healed a
highly sought by many val’Mordane families.
number of hit points equal to the result of your roll. You
may only perform one of these two choices in a single
Racial Requirements action.
Dwarves, elorii, kio, and ss’ressen may not choose Once used, you regain the ability to do so after
this aspect. completing a short or long rest.

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.

17 Arcanis 5e · Prestigious Compendium


Encali Blood Mage hit points to cure yourself of one disease or poison affecting
you as an action. If you suffer from multiple diseases or
“Our Lord Sarish teaches that there is power in blood. Perhaps poisons, you may only remove one per turn.
even enough power in our blood to free us.” – Encali Blood
Mage addressing initiates.
Blood Magic
Deep beneath Encali, under the very stone that serves as
Beginning at 6th level, you may sacrifice some of your own
the foundation for the dwarven city dedicated to the deity
blood to cast magical effects but do so at the cost of your
Sarish, is a blood pool fed by the sacrifices of enemies and
own life force. You may cast a spell that you know without
kept boiling by geothermic vents beneath it. Here, Encali
spending a spell slot by sacrificing a number of hit points
mages eschew the dogma of their own sorcerer-priests and
equal to 5 times the spell level. For example, a 3rd level
instead meditate on the vast potency locked within the
spell would require the sacrifice of 15 hit points.
blood coursing through their veins. Their studies have
begun to unlock the vast potential inherited from their When casting a spell with Blood Magic, you cannot use
Celestial Giant ancestors. arcane points to mold or shape these spells. If you know any
class abilities or metamagic abilities that use arcane points,
Encali Blood Mages can use their lifeblood to generate
you may apply those effects to the Blood Magic spell by
effects that the most learned val’Mehan are heard-pressed to
spending additional hit points equal to 2 times the number
match. Yet beyond attempting to break the Curse laid upon
of arcane points. For example, to use the Quickened Spell
them by the God Illiir, blood mages are called upon to
metamagic ability, you would sacrifice an additional 4 hit
augment the ranks of Encali defenders, as their enclave, of
points instead of 2 arcane points.
all the other dwarven settlements, has the smallest number
of warriors to draw upon.
A natural rivalry has materialized between these blood Blood Shaping
magi and the Encali Sorcerer-Priests of Sarish, the latter Starting at 10th level, you can shape your blood into useful
believing that the former are perverting the teachings tools, weapons, or wings. As an action, you may create a
of their patron deity. This enmity turned bloody when single item, tool, or weapon by reducing your hit point
the sorcerer-priests accused the blood mages of stealing maximum by 1 point per pound of the item. For example,
the Holy Text of Sinderlyn, an Encali dwarf said to have you may create a set of thieves’ tools by reducing your hit
been visited by Sarish. The God’s instructions on how to point maximum by 1, a longbow by reducing your hit point
properly venerate Him, as well as a series of indecipherable maximum by 2, or a shield by reducing your hit point
cants said to hold the key to breaking the Curse, are said maximum by 6. As long as you are holding this item, you
to be inscribed on those ancient scrolls. The Blood Mages may use it as if it were a magical version of the item you
vehemently deny having anything to do with the theft but created and can dismiss it and recover the hit points lost in
steadfastly prevent the uninitiated from entering their vault creating the item by spending another action.
to search for the missing scripture. If this item leaves your possession, either willingly or
from being disarmed in the case of a created item, the
Racial Requirements item immediately turns into inanimate blood. You cannot
recover your hit point maximum until you have completed
Only Encali dwarves may take this tradition.
a long rest.
Additionally, you may reduce your hit point maximum by
Hunted by Ymandragore 10 to manifest a set of blood wings. While manifested, you
The Sorcerer King of Ymandragore hunts all arcane have a flying speed of 30 feet. The wings last until you're
spellcasters. Displaying one’s sorcerous skills openly or incapacitated, die, or you dismiss them as an action.
publicly is a sure way to end one’s career early. Once used, you cannot use this ability again until you
have completed a short or long rest.
Strong Blood
Starting at 1st level, you gain the ability to draw upon Sanguine Slash
your blood to protect yourself. When you gain hit points Upon reaching 14th level, when you take damage in
from a single spell, a single class ability, or from spending combat, you can animate your blood to strike back at your
individual hit dice, you gain additional hit points equal to foe. As a reaction after suffering bludgeoning, piercing, or
your Constitution modifier. slashing damage, you can force a single creature within 5
Additionally, when you gain the diseased or poisoned feet of you to make a Dexterity saving throw. On a failed
condition, you may burn it from your blood by sacrificing 5
18
save, that creature suffers half the amount of damage that
you suffered as magical slashing damage.

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.

19 Arcanis 5e · Prestigious Compendium


Knight of the Order overtures, citing their oaths to the Crown. Adding to this
friction is their rivalry with the Talons of the Hawk. A
of St. Armon deadly error in which both groups mistook the other as
Harvesters resulted in several deaths on both sides. This has
The Knights of St. Armon's origins date back to the time led to many years of bad blood between the two factions.
when Milandir was part of the Coryani Empire, and a
val’Holryn was elevated to the position of Defender of Nevertheless, the knights and the members of the
the Empire. During the Children’s Crusade, the forces Sanctorum are able to put aside their differences and work
of Ymandragore invaded the Empire to enforce their together against the forces of the Sorcerer-King.
right to those gifted with the ability to wield arcane
power, regardless of station. Empress Shar’s twin children Racial Requirements
were both born with such abilities and were claimed by
Only humans and val from Milandir may join the Order of
Harvesters of Ymandragore. The ensuing war devastated
St. Armon.
portions of the Empire, and the Legion of the Phoenix lost
after its ill-fated invasion of the Isle of Tears.
Palic val’Holryn, who vowed to strike back at the Additional Proficiencies
Sorcerer-King of Ymandragore for his temerity, entrusted When you join the order at 1st level, you gain proficiency
the defense of the Empire’s shores to Armon val’Tensen, with medium armor, martial weapons, and shields. You
general of the Legion of the Splendor of Coryan. In one of can use any weapon you are proficient with as a spellcasting
the war's final battles, Armon led his legionnaires against focus for your eldritch sorcerer spells.
vastly superior numbers of Ymandrake forces in the defense
of the city of Rell. The city’s inhabitants were saved, and the
Ymandrakes defeated but at the cost of the legion, including
Arcane Attack
Armon val’Tensen. Starting at 1st level, when you make a weapon attack, as a
bonus action, you can spend Arcane Points to gain a bonus
The val’Tensen of Milandir never forgot their celebrated
to the attack roll and damage of that attack. For each
son, now canonized by the Mother Church of Coryan.
arcane point you spend up to 3, you can gain a +1 bonus
When the predations of the Harvesters of Ymandragore
to the attack roll and +1d6 to the damage roll of the same
became intolerable, King Osric I invested a new knightly
damage type of the weapon used.
order and named them the Knights of St. Armon.
These knights were charged with countering the threat
posed by the Sorcerer-King to Milandir and beyond. Due
Extra Attack
to the nature of this mission, only those who possess the Starting at 6th level, you can attack twice, instead of
gift to manipulate the arcane have the possibility of joining once, whenever you take the Attack action on your turn.
this prestigious and secretive order. Secretive because Moreover, you can cast one of your cantrips instead of one
of the numerous spies and informants who betray those of those attacks.
seen casting arcane spells for Ymandrake coin. To protect
their identities and those of their loved ones, members of Arcane Defense
this order pass themselves off as knights errant, traveling
tirelessly, hunting their quarry wherever they may be, and Starting at 10th level, as a reaction in response to an attack,
protecting the innocent when they are threatened. you may spend a spell slot to increase your Armor Class +5
plus the level of spell slot used until the beginning of your
The order was granted lands and a keep in the Duchy next turn. This can be done after the attack is rolled but
of Moratavia, but when that duchy merged with the must be done before damage is rolled.
province of Nevanne to create the buffer nation of Almeric,
King Osric bestowed them new lands in the Duchy of
Eastmarch. The order never abandoned their original keep Force of Will
and used it to combat the Harvesters who took advantage of Starting at 14th level, as a bonus action, you can use
the chaos in that war-torn nation to abduct the gifted. Charisma instead of an Attack roll or as a reaction when
Strangely, while they have much the same aim, the Order making a saving throw.
of St. Armon and the Sanctorum of the Arcane are uneasy
allies at best. The Sanctorum has tried to recruit members
of the order into their ranks, but the knights refuse these

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.

21 Arcanis 5e · Prestigious Compendium


Sarishan Binder Tenets of Binders
“Do you dare to bargain with me? Let me tell you something, Sarishan Binders share the following tenets and traditions
little whelp. I sit here as gatekeeper only because this mark I of belief:
have on my forehead was placed by someone far more powerful Bind the Infernal: All infernals must be bound in the
than YOU. One day, even that shall not hold me, and on that name of Sarish. If you cannot properly bind the creature,
day, his blood shall spill into the earth by my hands. And then, destroy it without mercy.
little whelp, I will hunt down each and every one who has Collect Secrets: You use your infernal agents to learn
dared insult me as I guard this gate, beginning with you!” about others. Whether this is a being’s True Name or
– E’kin’uzz, bound infernal, guardian of the Hidden the password used by a secret society, you will use this
Archives of Nezzan’kur knowledge to your advantage.
During the days of the Imperium, Sarishan Sorcerer- Enforce Your Will: Sarish is the master of the infernal, and
Priests would summon and bind infernals to act as the binders are His agents in maintaining his mastery. The
guardians, acquire information, and as basic laborers. What creatures of the Hells will know your authority to pursue
was once a convenience became a necessity to stave off the His will by His sigil.
decimation and enslavement of humanity during the Time Remove the Extraplanar: While binders focus on the
of Terror, when the veil between the Hells and the Mortal infernal, they have powers over other creatures not of this
Realm was torn asunder. world. If those creatures are a threat to Illiir’s Children,
While the binding of devils and demons is no longer they are to be purged from this mortal realm.
as widespread as in the past, a highly specialized subset
of Sarishan priests dedicated themselves to this ancient
and hazardous practice. Following the teachings of
Secrets of the Binder
Lord Sarish, these dedicated priests memorize lengthy You have been trained as a priest of Sarish, learning
binding rituals and train to increase their fortitude, religious rituals and the secrets of binding infernals. At 1st
for bending an infernal to one’s will is mentally and level, you gain the following benefits:
physically grueling. Mark of My Brother: You see any Sigil of Sarish that has
If the ritual succeeds, the creature is marked by the seal marked an infernal creature. This allows you to see if an
of Sarish and the Binder’s personal mark. While this forces infernal is bound or unbound. You must be within 60 feet
the infernal to do as the Binder commands, it also allows of the infernal and be able to see it to use this ability.
the creature to track down its former master should it ever Rites of Binding: As a Sarishan binder, you are trained in
break free from the ritual that compels it. Woe be to the the rituals of binding. At 1st level, you become proficient in
priest whose binding breaks, for they will be hunted down the Arcana skill and know the language Hells Speak.
by the infernal and shown the torment of the damned.
Additionally, you gain the spells listed below and gain
additional spells when you reach higher levels in the
Racial Restrictions eldritch sorcerer class. These spells are added to the list of
Elorii, gnomes, kio, ss’ressen, and undir may not choose this spells known; they do not count against the number of
archetype. Of the dwarves, only the Encali may choose to spells you can know.
be a Sarishan Binders. Sarishan Binder
Eldritch Sorceror
Church Protection Level Spells
The Sorcerer-King of Ymandragore does not actively hunt 1st Sarishan oath*
Sarishan Binders due to the risk of starting a holy war against 3rd indings of Sarish*
one of the churches. That is not to say that the Harvesters 5th Summon Sarish’s own*
will not take their prize if the opportunity presents itself. 7th Banishment
9th Hold monster
Sarishan Clergy
Sorcerer-Priests are ordained priests of Sarish. You are Sigil of Sarish
considered a divine spell caster for the purposes of being Additionally, at 1st level, you may mark an unbound
targeted by spells and effects, as well as for crafting items infernal creature with a Sigil of Sarish, binding it to your
such as holy water. will. As an action, you may force one infernal creature

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.

23 Arcanis 5e · Prestigious Compendium


Empowered Summons: You may spend 3 arcane points
Isa’lui to have your summoned infernals summoned with their
Tiny infernal (devil) maximum possible hit points instead of just the average
number.
Armor Class 12
Enhanced Magic Circle: You may spend 2 arcane points
Hit Points 4 (2d4)
when casting magic circle to impose disadvantage to all
Speed 25 ft.
infernals who are attempting to resist its effects.
Rapid Summons: As a bonus action, you may spend 5
STR DEX CON INT WIS CHA
arcane points to change the casting time of summon Sarish’s
3 (-4) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 12 (+1) own to 1 action.
Skills Perception +3, Stealth +4
Senses darkvision 120 ft., passive Perception 13 Take Now What Is Mine
Damage Resistances cold; bludgeoning, piercing, and slashing
Starting at 6th level, once you have bound an infernal
damage from non-magical attacks that are not silvered or made of
Sarishan steel creature with a Sigil of Sarish or summoned one with
Damage Immunities fire, poison summon Sarish’s own, you may gain one of its abilities. You
Languages Hells Speak, native tongue of the summoner may choose from one of the following traits:
Challenge 0 (10 XP) • You gain the damage resistances and damage
Proficiency Bonus +2 immunities of an infernal creature, but also its
vulnerabilities, such as to Sarishan steel.
Keen Smell. The isa’lui has advantage on Wisdom (Perception)
checks that rely on smell.
• You gain the condition immunities of an infernal
ACTIONS
creature.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 • You may gain the senses of an infernal creature, such as
(1d4) slashing damage. truesight, blindsight, or dark vision.
Shapeshifter. The isa’lui may shapeshift into the form of a bat, cat, Once you use this ability, you cannot use it again until you
crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. The isa’lui gains have completed a short rest.
all the features of its new form but keeps its darkvision, current hit
points, Intelligence, Wisdom, and Charisma.
Spontaneous Dismissal
Starting at 14th level, you may cast the banishment spell
Summoner’s Secrets without material components or expending a spell slot
as a bonus action. You regain the ability to do so after
Starting at 6th level, whenever you cast summon Sarish’s completing a short or long rest.
own, you may choose to summon one of your bound
infernals of the appropriate CR. When one of your bound
infernals is summoned, it appears with 10 temporary hit Word of Sarish
points. Furthermore, when you summon your Infernal Starting at 18th level, you may cast the spell dominate
Servant, they are summoned with full hit points (8) instead monster or power word kill on any extraplanar creature, with
of their average hit points. infernals having disadvantage on their saving throw and
Additionally, you gain the following metamagic options. all other creature types having advantage on their saving
throws, without using a spell slot. You regain the ability to
use this power after completing a long rest.

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

25 Arcanis 5e · Prestigious Compendium


it to do. On a successful hit, you may expend an arcane die Force Shot. When you make a ranged attack with your
to have the target make a Wisdom saving throw. On a failed enruned flintlock on your turn, you can enchant the shot
save, that target regards another creature of your choice to do additional force damage. If you hit, you may expend
within 30 feet as their most hated foe until the end of their an arcane die to the attack’s damage roll as additional force
next turn. They will try to attack that creature over all others damage.
but will not put themselves in immediate danger, such as by Lightning Shot. When you make a ranged attack with your
intentionally triggering opportunity attacks. enruned flintlock on your turn, you can enchant the shot to
Cold Shot. When you make a ranged attack with your do additional lightning damage. If you hit, you may expend
enruned flintlock on your turn, you can enchant the shot an arcane die to the attack’s damage roll as additional
to do additional cold damage. If you hit, you may expend lightning damage.
an arcane die to the attack’s damage roll as additional cold Multiple Shot. When you make a ranged attack with
damage. your enruned flintlock on your turn, you can enchant the
Concussive Round. When you make a ranged attack with shot strike another foe after it has attacked the first. After
your enruned flintlock on your turn, you can enchant making your first attack against a target, you may expend
the shot to cause the round to explode when it hits. On a an arcane die to make another attack a different target
successful hit, you may expend an arcane die, and if the within 10 feet of the initial target. If this second attack is
target is Large or smaller, it must make a Dexterity saving successful, you roll your arcane die as piercing damage.
throw or be knocked prone. Necrotic Shot. When you make a ranged attack with your
Enfeebling Round. When you make a ranged attack with enruned flintlock on your turn, you can enchant the shot to
your enruned flintlock on your turn, you can enchant do additional necrotic damage. If you hit, you may expend
the shot to have the round sap the target of its strength. an arcane die to the attack’s damage roll as additional
On a successful hit, if the target is Large or smaller, you necrotic damage.
may expend an arcane die to have the target make a Psychic Shot. When you make a ranged attack with your
Constitution saving throw. On a failed save, the target only enruned flintlock on your turn, you can enchant the shot to
deals half damage with weapon attacks that use Strength do additional psychic damage. If you hit, you may expend
until the end of their next turn. an arcane die to the attack’s damage roll as additional
Exploding Round. When you make a ranged attack with psychic damage.
your enruned flintlock on your turn, you can enchant the Push Round. When you make a ranged attack with your
shot to cause the round to explode when it strikes. On a enruned flintlock on your turn, you can enchant the shot
successful hit, you may expend an arcane die the target, to cause the round to strike the target with exceptional
and all creatures within 10 feet of the target must make force. On a successful hit, if the target is Large or smaller,
a Dexterity saving throw. On a failed save, all creatures it must make a Strength saving throw or be pushed back 5
within range suffer an arcane die of fire damage. feet, plus an additional 5 feet for every 10 points of damage
Fear Round. When you make a ranged attack with your suffered by the attack.
enruned flintlock on your turn, you can enchant the shot Radiant Shot. When you make a ranged attack with your
to cause the target to flee in terror. On a successful hit, if enruned flintlock on your turn, you can enchant the shot to
the target has an Intelligence score higher than 2, you may do additional radiant damage. If you hit, you may expend
expend an arcane die to have the target make a Wisdom an arcane die to the attack’s damage roll as additional
saving throw or gain the frightened condition until the end radiant damage.
of its next turn.
Seeking Round. When you make a ranged attack with
Fire Shot. When you make a ranged attack with your your enruned flintlock on your turn, you can enchant the
enruned flintlock on your turn, you can enchant the shot shot to cause the round to move around cover to strike its
to do additional fire damage. If you hit, you may expend target. This shot ignores up to three-quarters over.
an arcane die to the attack’s damage roll as additional fire
damage.

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.

27 Arcanis 5e · Prestigious Compendium


The Blades of Hurrian Restrictions
Unlike the warrior-monastic traditions of the Khitani, the Only humans and val’Tensen from Milandir or Almeric,
monks of the Known Lands, with a few notable exceptions, who are worshippers of Hurrian, may take this archetype.
are introspective and cloistered theologians plumbing the Additionally, you must have chosen the Two-Weapon
mysteries of their faiths. One of the notable exceptions is Fighting fighter Fighting Style at 1st level.
the Order of the Blade, a monastic order that has dedicated
itself to the study and mastery of Hurrian’s holy weapon, Unarmored Defense
the sword.
Beginning at 3rd level, while wearing no armor and not
This order arose in the aftermath of the val’Tensen- wielding a shield, your AC equals 10 + your Dexterity
led revolt against their Auxunite overlords. Like-minded modifier + your Wisdom modifier.
priests gathered to contemplate how those who follow
the Defender of Man could have failed so miserably in
their duty and allowed the people of Milandisia to live as Storm of Steel
conquered chattel. Rededicating themselves to the ideals of Starting at 3rd level, while not wearing armor and not
Hurrian and vowing to never again sit idly by while their wielding a shield, you may use your Dexterity instead of
congregation suffered, these priests sequestered themselves Strength for the attack and damage rolls when using a
to a mountain fastness and began their studies. longsword. Additionally, after taking the Attack action as
Over the centuries, the monks learned and developed a bonus action, you can make one additional longsword
martial techniques in the use of the blade, primarily as a attack. This may be done a number of times equal to your
defensive weapon and as an instrument of death as a last Wisdom modifier, and you regain all uses of this ability
resort. Scions of the noble houses throughout the empire were after completing a short or long rest.
sent to study swordsmanship at the feet of these masters.
After the secession of the province of Milandisia from the Lightning Surges
Coryani Empire and the subsequent rift in the val’Tensen Starting at 7th level, your speed increases by 10 feet, and
family, the Order of the Blade was given a further duty, you have advantage on all Strength (Athletics) checks made
safekeeping the hereditary blade of that divine family, while jumping.
the Lion in Winter, until such time as the rightful heir
to a united house came forward to reclaim it. The order
believed that their sacred trust was at an end when the two
Lightning Sword
halves of the val’Tensen family reunified and founded the Starting at 10th level, whenever you hit a creature with
independent nation of Almeric. This hope was crushed one of your longswords, the creature takes an extra 1d6
after the assassination of the leaders of both sides of the lightning damage.
family. Almeric quickly broke into dozens of fiefdoms, each
claiming the right to the nation's throne. Tornado Rush
Sadly, the Order of the Blade has disbanded, their Starting at 15th level as an action, you can rush forward in
numbers decimated by a devastating plague, and their a straight line up to twice your speed. All creatures along
fortress breached by the besieging armies of factions from your path must make a Strength saving throw (DC equal
Almeric wishing to obtain the Lion in Winter as a symbol to 8 + your proficiency bonus + your Wisdom modifier),
of their claim to the throne. Yet, when these armed bands suffering 6d8 bludgeoning damage and are knocked prone
entered the monastery, they found it empty and the sword on a failed save, or take half as much damage and are not
gone. knocked down on a successful one.
Today, the surviving members of the Order of the Blade Once used, you cannot use this ability again until you
are scattered, traveling the Known Lands, protecting the have completed a long rest.
weak and defending the innocent, as Hurrian ordained.
Of the Lion in Winter, its whereabouts remain unknown,
although some claim that an elderly Roderick val’Tensen
escaped the final assault of the monastery with the blade,
vowing to protect it until its rightful owner is revealed.

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.

29 Arcanis 5e · Prestigious Compendium


Knight of Milandir Knights Code
The Milandisian tradition of the knight sprang from Starting at 3rd level, you become bound by the Knight’s
the property-owning class of Coryani society, so called Code of Milandir, which guides your actions. As long
because they were wealthy enough to own a horse (or as you follow the tenets of the Knight’s Code, you have
more) that could be used in the wars waged by the empire’s advantage on all Charisma checks made against all non-
early expansion. These equites fought on horseback and noble citizens of your homeland (Milandir or Almeric, as
eventually became attached to a legion as their cavalry. appropriate). Additionally, while you adhere to the Knight’s
Code, you pay only half as much for room and board in
After the secession of the Milandisian province during your homeland when traveling.
the Second Khitani-Coryani War, many of these equites
filled the vacuum left by expelled Coryani governors and If you do not follow the Knight’s Code, you lose all
administrators by becoming a political and administrative benefits of this for a number of days equal to your level.
class. Their val masters rewarded them with a domain and
Milandisian Knightly Code of Honor:
power to tax those working and living on the lands they
held in the king’s name. † To revere the gods and maintain their temples

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

There are three main categories of knights in the Kingdom


of Milandir: the knight errant, a traveling knight in search of
adventure but often living in poverty; the patronized knight,
Mounted Warrior
a knight who is either in the service of a landed knight, lord, Also, at 3rd level, your training as a mounted warrior is
or the crown; and the knights belonging to Knightly Orders, apparent to all. You may add double your proficiency bonus
powerful fellowships or religious orders of knights dedicated to all skill checks and saving throws to control your horse
to a specific cause or liege. and remain in the saddle. Additionally, you may mount or
dismount your horse using only 5 feet of movement instead
Regardless of the type, all knights follow the Knight’s
of half your speed.
Code of Milandir, a set of ironbound rules that, along
with the Milandisian Pact of Oaths, most Milandisian
knights have been able to avoid the inevitable descent into Shield Defense
corruption that other similarly empowered groups fall into. Starting at 7th level, while wielding a shield, when you are
successfully hit in combat, you can spend your reaction to
Restrictions interpose a shield in your hand, but at the cost of being out
of position for your next action. You gain resistance to acid,
Only humans and val of Milandir or Almeric may take this
bludgeoning, cold, fire, force, lightning, piercing, poison,
Archetype.
radiant, slashing, or thunder damage until the beginning of
your next turn. If you do this, you make all ability checks
Additional Proficiencies and attack rolls on your next turn at disadvantage.
You gain proficiency in Animal Handling and Vehicles
(Land).

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.

31 Arcanis 5e · Prestigious Compendium


Spellblade Spellblade Spellcasting
Spell Slots per Spell Level
Of the many Harvester groups available to the Sorcerer-
Cantrips Spells Arcane
King of Ymandragore, few meld arcane might with expert
Known Known Points 1st 2nd 3rd 4th
martial techniques like the spellblade. Trained by an elorii
3rd 2 3 – 2 – – –
harvested centuries in the past on how to combine the two
disparate arts, the spellblades began to climb the ranks 4th 2 4 – 3 – – –
of the Harvester pecking order. What was hoped would 5th 2 4 – 3 – – –
become the tip of the spear of the Ymandrake military 6th 2 4 – 3 – – –
forces crumbled when it was revealed that it was all a ruse. 7th 2 5 – 4 2 – –
The harvested elorii was under constant scrutiny, as 8th 2 6 – 4 2 – –
those able to wield elder sorcery were a rarity in the Isle of 9th 2 6 – 4 2 – –
Tears. After decades of her arcane abilities being studied 10th 3 7 1 4 3 – –
and tested, the elorii feigned submission to her fate as a 11th 3 8 2 4 3 – –
servant of the Sorcerer-King and agreed to teach the eloran 12th 3 8 2 4 3 – –
common practice of seamlessly merging sorcery and the
13th 3 9 3 4 3 2 –
blade to practitioners of eldritch magic. The elorii spent
many years perfecting the technique while identifying those 14th 3 10 3 4 3 2 –
dissatisfied with their lot in life under Ymandragoran rule. 15th 3 10 4 4 3 2 –
16th 3 11 4 4 3 3 –
The day finally came when the elorii and fifty spellblades
made their bid to escape. After a harrowing running battle 17th 3 11 5 4 3 3 –
across the city, more than half survived to the mainland, 18th 3 11 5 4 3 3 –
leaving scores of Ymandrakes dead and creating a lasting 19th 3 12 6 4 3 3 1
enmity with the Harvesters of the Emerald Flame. 20th 3 13 6 4 3 3 1
A purge of the spellblades who were not part of the
conspiracy ensued after these events, reducing their Spellcasting
numbers even more. Those who survived vowed to avenge
When you reach 3rd level, you augment your martial
themselves upon the traitors. Now, the smallest of the
prowess with the ability to cast spells.
Harvester groups, the Spellblades, are used sparingly and
usually to eliminate threats.
As for escapees, they evaded recapture or execution by Cantrips
their captors and taught their craft to those capable of You learn two cantrips of your choice from the elder
mastering it. While most spellblades lead solitary lives, sorcerer or eldritch sorcerer spell list (as appropriate to
most seek out a pupil in their middle years to continue their your species). You learn an additional cantrip from your
hard-earned tradition. appropriate list of your choice at 10th level.

Racial Requirements Spell Slots


All species capable of casting elder magic must select the The Spellblade Spellcasting table shows how many spell
elder sorcerer options when taking this archetype. All slots you have to cast your elder sorcerer or eldritch sorcerer
species capable of casting eldritch magic must select the spells of 1st level and higher. To cast one of these spells,
eldritch sorcerer option when taking this archetype. you must expend a slot of the spell's level or higher. You
regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have
Hunted by Ymandragore a 1st-level and a 2nd-level spell slot available, you can cast
The Sorcerer King of Ymandragore hunts all arcane shield using either slot.
spellcasters. Displaying one’s sorcerous skills openly or
publicly is a sure way to end one’s career early.
Spells Known of
1st Level and Higher
When you first select this archetype, choose two of the
following schools of magic: abjuration, conjuration,
divination, enchantment, evocation, illusion, necromancy,

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.

33 Arcanis 5e · Prestigious Compendium


Spellcasting Ability Arcane Weapon
Intelligence (elder sorcerer) or Charisma (eldritch sorcerer) Starting at 15th level as a bonus action, you may spend up
is your spellcasting ability for your spells, and you learn to 3 Arcane Points to grant yourself a bonus to Attack rolls
your spells through study and memorization. You use your equal to the number of Arcane Points spent and deal +2d6
Attribute whenever a spell refers to your spellcasting ability. damage of the same type as your weapon.
In addition, you use your Attribute modifier when setting
the saving throw DC for a spell you cast and when making
an attack roll with one.
Arcane Armor
Starting at 18th level, you gain resistance to bludgeoning,
Spell save DC = 8 + your proficiency bonus + your
piercing, and slashing damage from nonmagical attacks.
Attribute modifier
Spell attack modifier = your proficiency bonus + your
Attribute modifier

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.

35 Arcanis 5e · Prestigious Compendium


Wrath of the Righteous your proficiency bonus + your Strength modifier) or suffer
the effects of a bane spell. This effect lasts as long as you are
Starting at 14th level, when you rage, you may choose up to raging or until you become unconscious. This effect does
ten creatures within 60 feet who can hear and see you. All not require concentration. You regain the ability to do so
allies gain the benefits of the bless spell. All hostile after completing a long rest.
creatures must make a saving throw (DC equal to 8 +

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.

37 Arcanis 5e · Prestigious Compendium


Path of Theomund Divine Stewardship
Also, at 3rd level, you have been trained by the Mother Beginning at 15th level, you have advantage on all saving
Church to defend yourself even if you do not have a throws made against divine spells cast by anyone who is not
weapon. When you take the attack action as a bonus action, a divine spellcaster of the Mother Church of Coryan.
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.
Righteous Wrath
Beginning at 20th level, your faith in the Mother Church
empowers you to greatness. When fighting divine spell
Channel Divinity casters of faiths other than the Mother Church, you may
When you join this order at 3rd level, you gain the make an extra weapon attack when you take the attack
following Channel Divinity options: Action, and your melee weapons and unarmed attacks score
Censure Heretic: As an action, you can point to a single a critical hit on 19 and 20 on the d20.
intelligent creature within 30 feet. That creature must make
a Wisdom saving throw or has disadvantage on all Attack
rolls made against you for the next 24 hours.
Faithful Bodyguard: As an action, you may designate one
friendly creature as your charge. As long as you are within
5 feet of your charge, that creature gains a bonus equal to
your Charisma modifier to their Armor Class.
You can end this effect on your turn as part of any
action. If you fall unconscious (including falling asleep),
this effect ends.

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

39 Arcanis 5e · Prestigious Compendium


Hurrian’s Fortress Hurrian’s Bastion
Beginning at 15th level, when you take the dodge action, Beginning at 20th level, your presence inspires those
you add your Charisma modifier to your Armor class and around you. You grant a number of temporary hit points
gain resistance to bludgeoning, piercing, and slashing equal to your holy champion class level plus your Charisma
damage. modifier to up to six allies. Once an ally has gained these
temporary hit points, they cannot gain more from this
ability until you have completed a long rest.
Additionally, you have advantage on all saving throws.

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.

41 Arcanis 5e · Prestigious Compendium


42
Hunter of the Infernal Blood Runes
Also, at 3rd level, you gain a favored enemy in infernals. Beginning at 7th level, you learn how to inscribe and
You have advantage on Wisdom (Survival) checks to track empower runes drawn with your blood. Inscribing a blood
infernals and on Intelligence checks to recall information rune takes 10 minutes and requires a blood price. Each time
about them. Finally, you learn Hells Speak. you inscribe a blood rune, you suffer 1d4 points of slashing
Additionally, you may sense the damage, and have your hit point maximum reduced by
presence of infernals within 60 that same amount. You may inscribe a number of runes per
feet of you that are not behind day equal to your Charisma modifier (Minimum of 1). You
total cover. Infernals in disguise (such as regain all uses of this ability and your hit point maximum
polymorphed or shape-changed) receive a after you have completed a long rest.
Charisma saving throw to remain undetected. Rune of Alarm: You cast the alarm spell.
You can sense the presence of an infernal, but not Rune of Sanctuary: You cast the private sanctum spell.
its identity. Once used, you cannot use this ability
again until you have completed a short or long rest. Rune of Warding : You cast the glyph of warding spell.
Blood Bound Circle: You cast the magic circle spell.
Channel Divinity
When you join this order at 3rd level, you gain Infused Ivory Bow
the following Channel Divinity options: Starting at 15th level, as a bonus action, you may infuse
Blood Arrows: As a bonus action, you run the next arrow shot from your ivory bow with one of the
your fingers along the string of your ivory bow, cutting following effects. You may use this ability a number of
unto your flesh and drawing your blood to create arrows as times per day equal to your Charisma modifier (Minimum
flexible as wood but as sharp as crystal. For 1 minute, you of 1), regaining all expended uses after completing a long
create arrows of blood as you fire your bow, you add your rest.
Charisma modifier to ranged attack rolls with your ivory Banishing Arrow: An infernal hit with a banishing
bow (minimum bonus of +1). Additionally, your arrows arrow must succeed on a Charisma saving throw or be
deal an extra 1d8 radiant damage against infernals, dark- banished. While banished in this way, its speed is 0,
kin, and members of the Order of the Inner Demon. and it is incapacitated. At the end of its next turn, the
You can end this effect on your turn as part of any other target reappears in the space it vacated or in the nearest
action. If you are no longer holding or carrying your bow or unoccupied space if that space is occupied.
fall unconscious, the effect ends. Binding Arrow: An infernal hit with a binding arrow must
Turn Infernal: As an action, you present your holy succeed on a Wisdom saving throw or gain the paralyzed
symbol and speak a prayer censuring the infernal. Each condition until the end of their next turn.
infernal that can see or hear you within 30 feet of you Seeking Arrow: You may make your Attack rolls using
must make a Wisdom saving throw. If the creature fails its your ivory bow against infernals, dark-kin, or members of
saving throw, it is turned for 1 minute or until it takes any the Order of the Inner Daemon with advantage.
damage. A turned creature must spend its turns trying to
move as far away from you as possible, and it can't willingly
move to a space within 30 feet of you. It also can't take
Strike at the Heart of Darkness
reactions. For its action, it can use only the Dash action or Beginning at 20th level, when you hit an infernal with an
try to escape from an effect that prevents it from moving. arrow from your ivory bow, they must make a Constitution
The creature can use the Dodge action if there's nowhere to saving throw or take an additional 6d10 piercing damage
move. on a failed save or half as much extra damage on a
successful one. Once you use this ability, you cannot use it
again until you have completed a short or long rest.

43 Arcanis 5e · Prestigious Compendium


New Ranger Archetypes
The Alchemist Temporary Potion
Alchemists occupy an odd position in the Known Lands At 3rd level, you gain the ability to brew a certain number
of Arcanis. They are not manipulators of the Arcanum, of alchemical potions per day, though the potions are
meaning they are not feared by the common folk or hunted perishable and cannot be used after 24 hours. While taking
by the Harvesters of Ymandragore. Yet their manipulation a long rest, you can produce a number of common potions
of the world's natural forces makes them a target of the equal to your Intelligence modifier. At 7th level, you can
superstitious and ignorant. make uncommon potions, at 10th level, you can make rare
potions, and at 15th level, you can make very rare potions.
Alchemy is something that must be studied to be You cannot make more potions until you have completed a
mastered. It is not a power that anyone can innately long rest.
manifest. Years of intense research and hours plumbing the
sometimes coded notes of master alchemists are needed to
learn even the most basic alchemical formulae or potions Temporary Grenade
without blowing your hand off. At 7th level, you have learned to create explosive devices
Alchemy is usually taught by those religious groups that can be thrown at the enemy. During a long rest, you
who see the pursuit of knowledge as a noble, even divine can create a number of grenades equal to your Intelligence
endeavor, such as the temples of Althares and Sarish. modifier, each of which can be thrown as an action up
Well-regarded instructors of the subject may also be found to 60 feet. These grenades become inert after 24 hours.
in institutions of higher learning, such as the University When you create the grenade, you must choose one of the
of Naeraanth in Milandir. For those who do not have the following damage types: cold, fire, radiant, or thunder. All
pedigree or the coin to attend such respectable places, there grenades made must be of the same type.
are fewer savory alchemists whose pursuit of knowledge All creatures within 20 feet of where the grenade is
has led to disgrace or at least a tarnished reputation. These thrown must make a Dexterity saving throw (DC equal to
singular teachers hide their experimentation away from 8 + your proficiency bonus + your Intelligence modifier) or
prying eyes and train a handful of students in underground take 2d6 piercing damage and 4d6 of the specified damage
labs or the basements of abandoned keeps. type on a failed save or half as much on a successful one.
Those who graduate from reputable institutions and You cannot make more grenades until you have completed
show competence in their craft are often invited to join a long rest.
a fellowship of like-minded individuals. The Discipulus
Phisicae, or students of nature in High Coryani, call a villa Alchemical Weapon
on the outskirts of Grand Coryan home where ideas can be
shared and experiments carried out, though far outside the At 11th level, you can spend 1 hour alchemically altering a
villa itself. number of weapons (or 10 pieces of ammunition) equal to
your Intelligence modifier to deal additional acid, necrotic,
Alchemists can be found anywhere in the Known Lands, or poison damage. This effect lasts for 8 hours. You must
searching for rare ingredients, new plants, animals, and choose which damage type when you use this ability,
minerals they can use in concoctions or lost formulae from and all alchemically altered weapons must be of the same
the past. Their knowledge and ability to brew various useful damage type.
potions make them highly sought after by groups heading
into danger and the unknown. Any creature struck by this weapon must make a
Constitution saving throw (DC equal to 8 + your
Additional Proficiencies: At 3rd level you gain proficiency bonus + your Intelligence modifier) or take
proficiency with alchemist's supplies. If you already have +4d8 damage of the appropriate type on a failed save or half
this proficiency, you gain proficiency with one other type of as much on a successful save.
artisan's tool of your choice.
Once used, you cannot alchemically alter other weapons
until you have completed a long rest.

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

45 Arcanis 5e · Prestigious Compendium


Cantenari, the Hunter Requirements: You must have chosen Infernals (or
Fiends) as your favored enemy.
of the Infernal Additional Proficiencies: When you take this archetype,
The cantenari are proud to trace their roots back to the you gain proficiency in Religion.
founding of the Coryani Empire and the elite warriors who
served with the First Emperor in his epic battles against Race Restrictions
the Infernal Hordes. Proudly, they recount how the first
Only dwarves, gnomes, humans, and val who are
cantenari stayed behind at the Wall of the Gods while the
worshippers of Sarish may take this archetype.
rest of humanity strove to rebuild civilization after the
Time of Terror.
Over the centuries, the cantenari became an extreme Sense the Unclean
orthodox sect of Sarishans that believe all infernals must At 3rd level, you gain the ability to sense the presence of
be dispatched with extreme prejudice. As expected, their infernals within 60 feet of you that are not behind total
primary targets are devils, demons, fiends, and other cover. Such creatures in disguise (such as polymorphed or
nightmarish creatures that have crawled out from the shape-changed) receive a Charisma saving throw to remain
Hells. This sect is more radical than others of their religion undetected. You can sense the presence of an infernal, but
because they also believe those carrying the taint must be not its identity. You can use this feature a number of times
eradicated so that their stain will not continue to pollute equal to 1 + your Wisdom modifier. When you finish a
humanity. This puts them at odds with many other long rest, you regain all expended uses.
branches of the Sarishan religion that welcome dark-kin
into their ranks.
Sarish’s Binding
When on the hunt for infernals, cantenari are joined by
At 7th level, infernals find it difficult to leave your reach,
Sarishan-Sorcerer priests that adhere to their more radical
preventing escape. Each infernal creature within 30 feet of
views. When those possessed by a demon are found,
you must make a Wisdom saving throw (DC equal to 8
cantenari believe they can save the soul of the corrupted
+ your proficiency bonus + your Wisdom modifier) when
through an arduous and horrific ritual that attempts to rip
attempting to move outside the affected area. On a failed
the infernal or its taint from the victim. This ritual always
save, that creature cannot willingly move more than 30 feet
ends in the death of those they are trying to save. Beltinian
away from you. This effect ends if you are incapacitated, die,
exorcists hold the cantenari in contempt and will even come
or if the creature moves more than 30 feet away from you.
to blows to shield a victim of infernal possession from their
ministration.
Dark-kin are a more delicate matter, as these damned
Sarish’s Judgement
beings are often citizens of the empire or other nations At 11th level, you exude an aura that infernals find
that protect them due to misguided beliefs of nobility and anathema. While you are conscious, all infernals within 30
mercy. The cantenari watch these beings carefully, using the feet of you must make a Wisdom saving throw (DC equal to
slightest mistake or cruelty as an excuse to cleanse them of 8 + your proficiency bonus + your Wisdom modifier) at the
their infernal nature and eradicate it from their body. beginning of each round. On a failed saving throw, you suffer
disadvantage on all attack rolls, ability checks, and saving
For centuries, the cantenari were sponsored by the
throws for as long as they remain within 30 feet of you.
Sarishan Temple of the Deliverer in the former province of
Toranesta before its bloody rebellion. Along with thousands
of other Sarishans and Nerothians displaced by the violent My Mind is My Own
insurrection, the cantenari attempted to find a home in At 15th level, the cantenari has advantage on saving throws
other Sarishan temples throughout the Coryani Empire. against abilities and spells cast by infernals. Additionally,
Though sanctioned by the Mother Church, their hardline as a reaction to taking damage from a spell or spell attack
and extremist views found them rejected from temple to from an infernal, you gain resistance against that spell.
temple until the Citadel of Sarish in the Blessed Lands
finally accepted them. Even here, the priests of the citadel
tend to keep them at arm’s length, and the cantenari keep
to themselves so as not to antagonize their hosts.

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

53 Arcanis 5e · Prestigious Compendium


Trapsense Remove Magical Effect
Starting at 3rd level, you gain advantage on Wisdom Starting at 13th level, you gain the ability to remove
(Perception) and Intelligence (Investigation) checks to magical effects intuitively. You learn the dispel magic spell
find traps. (this does not count towards your spells known) and can
cast it as if it were a ritual spell.
Ritual Spellcasting
Also, at 3rd level, you can cast spells you know as a ritual if Arcane Ward
that spell has the ritual tag. Starting at 17th level, you have the ability to protect
yourself and others from harm. As a reaction, you may
grant yourself and any number of friendly creatures within
Like a Spider 30 feet resistance to any three damage types from magical
Starting at 9th level, you gain a climbing speed equal to or non-magical sources of your choice, chosen when this
your speed. ability is activated. This effect lasts as long as the friendly
creatures remain within 30 feet of you until the beginning
Metamagic of your next turn, and you are not unconscious or dead.
Also, at 9th 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 13th 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 .

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.

55 Arcanis 5e · Prestigious Compendium


56
New Shaman Options
Shaman Spiritual Paths
Terramancer Expanded Spell List
The spirits of earth and stone are said to be the first to As a Terramancer, you choose from an expanded list of
awaken before those of the sea or trees. These types of spirits spells when you learn a shaman spell. The following spells
abound in the Known Lands, from those inhabiting the are added to the shaman spell list for you.
Seven Old Men of the Feldspar Hills of the Hinterlands to Terramancer Extended Spells
the frozen peaks of the Corlathian Mountains and beyond.
Shaman
These ancient spirits will only commune with shamans with
an ordered mind and calm humors that are slow to anger. Level Spells
Terramancers are stoic, but when angered, they move with 1st His blade shall not harm me
the swiftness and deadliness of an avalanche, just as their 3rd Tremor strike**
spiritual patrons require. 5th Rock slide**
Terramancers make their homes near the physical 7th Bury**
manifestation of their patron, inured to the elements and 9th Wall of crystal*
living like hermits in quiet contemplation of the spirit **denotes a new spell. See New Spells section.
world. It is said that while in this state of communion, the
terramancer does not suffer pangs of hunger nor the need to
slake their thirst, receiving all the sustenance they require Stonewalk
from the earth they stand upon. At 3rd level, as a bonus action, you may dive into any
For this reason, many believe that a terramancer natural stone and emerge from another patch of natural
abandoning their hermitage is a portent for disaster. stone 30 feet away in any unoccupied space you can see.
Whatever can prompt a terramancer from their meditative The range increases to 60 feet at 9th and 90 feet at 15th
state must either be dire or at the behest of their spiritual levels. This ability does not trigger opportunity attacks
master. Either of which usually bodes ill. unless a creature can attack you while you are underground.
This is not to say that the terramancer will not go out Once used, you cannot use this ability again until you
of their way to protect their fellow beings. Malicious have completed a short or long rest.
spirits can cause rock or mud landslides that can threaten
communities or other natural disasters. Terramancers Earthen Defense
are best able to protect settlements in the path of these
calamities and prevent a tragedy from occurring. At 6th level, as an action, you can cause an area of the
ground in a 20-foot radius surrounding you to turn into
hard spikes that hinder your foes. When you activate this
Restrictions ability, you can designate any number of creatures you can
You must have chosen the Earth Spirit as your Spiritual see not to be affected by it. An affected creature’s speed is
Patron. halved in this area. When the creature enters the area for
the first time or starts its turn in the affected area, it must
make a Dexterity saving throw, taking 2d8 piercing damage
Geas and Taboos on a failed save or half as much damage on a successful one.
Never cast a spell or gain the ability to fly, for your power is Once used, you cannot use this ability again until you
derived from the earth itself. You may be forced into the air have completed a short or long rest.
against your will, but you can never willingly part with the
ground.
Stone Ally
At 10th level, you may cast conjure elemental to summon
earth elementals only without expending a spell slot at
your highest known spell level. You regain the ability to
do so after completing a long rest. Additionally, while you

57 Arcanis 5e · Prestigious Compendium


are concentrating on the conjuration spell with which you Body of Earth
summoned forth earth elementals, your concentration
cannot be broken as a result of taking damage. At 16th level, you gain the elemental subtype and
immunity to poison damage. You also gain resistance to
bludgeoning, piercing, and slashing damage from non-
magical weapons.

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.

Bend the Storm to My Will


At 16th level, you may cast the control weather spell,
regaining the ability to do so after completing a long rest.

59 Arcanis 5e · Prestigious Compendium


60
New Shaman Patrons The Earth Spirit
The Earth Spirit demands stability and solidity. It is patient,
yet inevitable. Shamans who choose the Earth spirit as
The Air Spirit their spiritual patron tend to be stubborn and unmoving,
The Air spirit embodies the freedom that can only come slow to change their minds, and never willingly leave a
with the wind. It hates being tied down, contained, or place once they have declared it theirs. This also extends
blocked and will always seek a way to move through, over, to relationships, as once they have declared themselves to a
or around obstacles. Nothing is worse for air spirits than given person, they will not break those bonds for anything
being trapped or confined. Shamans who choose the Air but the most dire circumstances.
spirit as a spiritual patron tend to be somewhat flighty,
In the Hinterlands, this spirit is synonymous with the
prone to wanderlust and have problems forming long-
Shaulk Mountains, with many simply referring to it as
term relationships. They cannot be pinned down, as their
the Shaulk. Shaulk is the mountains themselves, standing
freedom to move and change is essential to their soul.
unflinching before the winds and weather. This spirit is very
In the Hinterlands, this spirit is called Karaya, though popular in other inland areas, with the tribes native to the
even this can change at a moment's notice depending on Coryani province of Valentia referring to it as Taipona.
its whims. It manifests as a powerful air elemental that
Steadfastness (Taboo): The mountains do not yield
can take the form of a gentle breeze or a violent tornado,
before they break. When you are engaged in combat, you
depending on its fancy. The undir venerate the Air spirit
cannot flee before combat has been concluded. You must
as Chaldur, the wrathful tempest and Spirit of the Winds.
always stand firm before anything that comes before you,
These shamans are often more aggressive than others, as
only yielding when you fall unconscious.
befits Chaldur's wrathful nature.
The Wanderer (Taboo): You are compelled to keep
moving, as the wind does over the land. You cannot sleep in Additional Spells
the same location more than once a week. The Earth spirit offers to teach you the following spells.
These spells are added to your spells known as you advance
in level.
Additional Spells
The Earth Spirit
The Air Spirit offers to teach you the following spells. These
spells are added to your spells known as you advance in The Earth Spirit
level. Shaman Level Spells
The Air Spirit 1st Thunderwave
The Air Spirit 3rd Earth shield*
Shaman Level Spells 5th Meld into stone
1st Alter winds* 7th Stoneskin
3rd Gust of wind 9th Wall of stone
5th Wind wall
7th Freedom of movement Like a Mountain
9th Conjure elemental (air only) You have advantage on any check or saving throw to avoid
being moved against your will. Additionally, you may cast
shield without using a spell slot, regaining the ability to do
Like the Wind so after completing a long rest.
As a reaction, you may grant yourself advantage on a single
Dexterity saving throw, regaining the ability to do so after
you have completed a short or long rest.

61 Arcanis 5e · Prestigious Compendium


New Spells
New Spell Lists New Spell Descriptions
New Cleric Spells Bury
4th Level 4th-level transmutation
Lightning Jump (worshipers of Hurrian only) Casting Time: 1 action
Range: 60 feet
New Elder Sorcerer Spells Components: V, S
2nd Level Duration: Instantaneous
Tremor Strike You point towards a creature standing on solid ground and
may cause that creature to become swallowed up by the earth
and dragged down into an impromptu grave. The target is
3rd Level
buried under the ground, gaining the blinded and restrained
Rock Slide condition. While in this state, the affected creature cannot
be targeted by any effect that cannot penetrate the ground.
At the end of their turn, the affected creature can make a
4th Level
Strength saving throw to free themselves. They may do this at
Bury the end of any of their turns.
To cast this spell, the ground must be natural; whether
New Eldritch Sorcerer Spells you are indoors or outdoors does not necessarily matter, but
2nd Level the spell does not function if the creature isn’t touching the
earth or is standing on worked stone.
Skyward
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, you can target one additional
New Holy Champion Spells creature for each slot level above 4th.
4th Level
Lightning Jump (worshipers of Hurrian only) Lightning Jump
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of conductive metal, such as
iron)
Duration: Instantaneous
You fire an arc of lightning at a target, which can be an
object up to 60 feet away, teleporting yourself to a space
adjacent to the target. Each creature in a line between
you and the target must make a Dexterity saving throw.
A creature takes 6d8 lightning damage on a failed save or
half as much on a successful one. All creatures within 5 feet
of where you appear must also make the Dexterity saving
throw and gain the stunned condition on a failed save in
addition to the damage listed previously.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8 for
each slot level above 3rd.

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.

63 Arcanis 5e · Prestigious Compendium


OPEN GAME LICENSE Version 1.0a containing Open Game Content except as expressly licensed in another,
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print or photocopy this document for personal use only. Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rod-
2. The License: This License applies to any Open Game Content that ney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cor-
contains a notice indicating that the Open Game Content may only be dell, Chris Sims, and Steve Townshend, based on original material by E.
Used under and in terms of this License. You must affix such a notice to Gary Gygax and Dave Arneson.
any Open Game Content that you Use. No terms may be added to or The Players Guide to Arcanis, Copyright 2004, Paradigm Concepts
subtracted from this License except as described by the License itself. No Publishing, LLC.
other terms or conditions may be applied to any Open Game Content
distributed using this License. Arcanis Campaign Setting, Runic Edition, Copyright 2022, Paradigm
Concepts Publishing, LLC.; Authors Pedro Barrenechea, Henry Lopez.
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dicate Your acceptance of the terms of this License. Arcanis 5E Prestigious Compemdium, Copyright 2023, Paradigm
Concepts Publishing, LLC.; Authors Cody Bergman, Henry Lopez
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non-exclusive license with the exact terms of this License to Use, the Open and their associated logos are trademarks of Paradigm Concepts Publish-
Game Content. ing, LLC. The 5E logo courtesy of Fat Goblin Games.
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original material as Open Game Content, You represent that Your Contri- digm Concepts Publishing, LLC’s Product Identity and are not Open Con-
butions are Your original creation and/or You have sufficient rights to grant tent, as defined in the Open Game License version 1.0a, Section 1(e): All
the rights conveyed by this License. trademarks, registered trademarks, proper names (characters, place names,
new deities, creatures, etc.), dialogue, plots, story elements, locations, char-
6. Notice of License Copyright: You must update the COPYRIGHT acters, artwork, graphics, sidebars, and trade dress. (Elements that have
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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.

Within these pages you will discover:


• New Clerical Aspects
• New Eldritch Sorcerer Archetypes
• New Fury Paths
• New Holy Champion Orders
• New Ranger Archetypes
• New Rogue Archetypes
• New Shaman Options
• New Shaman Patrons
• New Spells

This book is an indispensable resource for both players and Game Masters alike.

PCI 2610 $24.99


ISBN 978-1-931374-85-9

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