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Nat19s Trial of Heroes Handbook 5th Edition

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100% found this document useful (3 votes)
850 views57 pages

Nat19s Trial of Heroes Handbook 5th Edition

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Abriel Sanabria (Order #28092418)

Table Of Contents VI - II Personal Skills


I. The Trial of Heroes Blessing
Bloodlust
II. Circumstances of the Trial Bravery
Races Charisma
Classes Clairvoyance
Equipment and Magic Items Counter-Hero
III. Keepers Divinity
Rites of Compulsion Efficiency (???)
Keeper Abilities Eye of the Mind (False)
Summoning Ritual Eye of the Mind (True)
NPC Keepers Holy Rite
Magic Arts
IV. Dire Phantoms Monstrous Strength
Graded Ranks Mystic Eyes
Crystal Armaments Natural Body
Crystal Armament Examples Nature of a Rebellious Spirit
Dire Phantoms as a Race Pioneer of the Stars
Guardian Qualities Prana Burst
Summoned Armaments Protection from ???
Upon One’s Own Blade
V. Guardian Classes Vengeful
Knight Classes
Knight Class: Bowman VII. Factions & Concepts
Knight Class: Spearman The Trial of Heroes
Knight Class: Blademan Mechanics of the Key
Cavalry Classes Thaumaturgy
Cavalry Class: Slayer The Holy Order
Cavalry Class: Fury The Magician's Court
Cavalry Class: Magician VIII. Setting Up Your Trial of Heroes
Cavalry Class: Horseman I. The Pre-Campaign?
Extra Classes II. Ritual and Origin
Extra Class: Twisted III. Location
Extra Class: Bulwark IV. Level Range
Extra Class: Temptress V. Keepers and Guardians (NPCs)
Extra Class: Lawyer VI. Keepers and Guardians (PCs)
VI. Guardian Skills VII. Encounter Tables
Building a Skill IX. Extra Rules & Content
VI - I Class Skills Magic Limitations
Battle Continuation Light Damage
God’s Resolution Rogue Guardians
Independent Action The Family Crest
Item Construction
Mad Enhancement
Magic Resistance
Mana Defense
Oblivion Correction
Presence Concealment
Riding
Territory Creation
True Name Discernment
Vengeful Replenishment

Abriel Sanabria (Order #28092418)


I. The Trial of Heroes
An ancient ritual occurs, where seven magicians call upon the power of The Key of Truth, a magical artifact that can interfere with
the weave and grant wishes to those who properly allow it to manifest in the world. In response to its summons the Key of Truth
sets out a trial for the invoking mages: each must summon forth a hero from the past, an Epic Phantom in the form of a Guardian,
and do battle with one another over this sacred relic. The mage and Guardian who survives and comes out on top will be granted a
powerful wish from the Key of Truth, unlike any sort of wish known before it.
This guide helps a DM construct a Trial of Heroes within their setting, granting them the tools to understand the artifact and
construct a possibly exhilerating storyline around he struggles of these magicians.
Several external documents are available to those who wish for more tools to run this particular sort of adventure, included at the
following link:
DOWNLOAD LINK: https://tinyurl.com/TrialSolarShadow
Included in this drive is a language key to help understand some of the terminology we couldn't go over within the handbook itself.

I | Foreword
2
Abriel Sanabria (Order #28092418)
II. Circumstances of the Trial

M
any common elements in D&d can’t
exist properly in settings where there is Classes
a Trial of Heroes to be fought, since Part of the difficulty of running a setting like this is what you
they at least take place close to the consider to be a “mage”. Your class should largely define this
modern age. Mages tend to keep their aspect, and some hand-waving may need to occur beyond
affairs secret and hide them from the that. If you are not a magician you can say that a character is
common man, drifting into further a magus by blood, or is a normal human accepted into mage
secrecy as the age of technology marches forward. Many society, or even that they know about magic but have kept
existing classes, races and customs in D&d must be treated their head down regarding the larger mage community.
differently and recontextualized. In Table 2-2: Classes in the Modern World there are
When a Trial of Heroes occurs many races and occupations suggestions about where classes fit into the Trial which can
are treated differently by the Magician's Court planning it. If be used as a guide but are far from absolute.
you plan to account for these races or are running a game in
an age when they might be available for use, the following
tables offer suggestions for where things should fit into the Equipment and Magic Items
ritual. You will have to reconcile how magical races and Magic items should be insanely rare. In the area of the Trial I
classes could fit in without making themselves enemies of the would suggest you make anything that is not a potion
Magician's Court unpurchasable, and consider the rarity of all items to be one
level higher. Particularly dangerous items and artifacts would
Races be safeguarded by the Holy Order and Magician's Court for
the most part.
When it comes to races the main considerations are the Powerful magical items, like magic weapons or armor or
Magician's Court and the Holy Order- specifically how they artifacts, can be seen as bloodline arms. For those unfamiliar,
view these races and their level of tolerance for them. These these are special magical artifacts built by a mage or passed
two factions distinctly affect how “magical” races can be down by their ancestors that is iconic to them or their family.
seen, and persecute certain ones by sending Enforcers to Some are unique to the mage specifically and may only be
eliminate problematic individuals. Table 2-1: Races in the attunable by that mage, perhaps even being worthless in the
Trial covers how many of the basic races act. You should use hands of others. You can add the property "bloodline arm" to
these races to extrapolate how other races may be treated as any item you want to use this for. Any item with this property
well. cannot be attuned to any creature that does not fit particular
Bestial races like lizardfolk, goblins and such can also still criteria like being part of a certain bloodline, unless someone
exist but would avoid the ritual and stick to deep forests, it can attune to makes an explicit exception for them.
mountains, sewers and other places so remote that people
who wander into them could be expected to go missing.

Table 2-1: Races In The Modern World


Race Considerations
Dragonborn The Magician's Court hunts them when possible to take them as research specimens, and so many
Dragonborn become anti-mage combatants to protect themselves.
Dwarves, Elves, These races would be welcome, but they usually stay on their own in tribes outside human observation. They
Half-Orcs, attempt to stay out of the way of the ritual. They may have hidden cities, underground communities and so
Gnomes on.
Half-Elves, Under the protection of the Magician's Court, these races blend in relatively well. They often work as
Halfings assistants for mages, or run shops related to their work.
Tieflings Not tolerated by the Holy Order and not granted any aid by the Magician's Court, tieflings are more
persecuted during the Trial than they even are regularly. They hide, steal and try to survive in the shadows.
They should be absurdly rare.

II | D&d in the Modern World


3
Abriel Sanabria (Order #28092418)
Table 2-2: Classes In The Modern World
Class Considerations
Barbarians, Classes that usually are non-mages (except certain subclasses). They can be hired hands, professional
Fighter, bodyguards/slayers, soldiers, those who pursue training based on their bloodline or family traditions, etc.
Rogues
Bards, Magicians are generally considered to be magus and comply with the Magician's Court during the Trial. They
Sorcerers, study toward a purpose, take pride in their lineage and act as tradition dictates. Wizards are the most iconic form
Wizard of magus. Sorcerers are the most likely to pursue illegal research on their own. Bards are seen as those who
mixed their magic arts with other practical skills and embrace the forward march of technology whole-heartedly.
Cleric, Members of the Holy Order who gain powers from some god. Clerics are regular members trained to hunt unholy
Paladin targets, while Paladins are equivalent to executors and are deployed as the hitmen of the Holy Order, usually for
the purpose of hunting mages.
Druids, Relatively unchanged, monks are martial arts users who use what can be considered magic arts by way of chakra
Monks, and spiritual energy. Druids use a connection to nature to borrow power and perform magic arts unique to their
Rangers kind. Rangers are those who pursue druidic teachings by drawing power from naturey. Not quite holy or magus,
they exist in a grey area where their teachings overlap with the world of magic arts.
Warlocks They acquire magic from some greater being that supplies their power. They are not accepted by most mages,
being seen as dangerous entities that crave only power instead of seeking truth or any sort of greater purpose.
The Holy Order will work with them if their patron is a divine being, but even then only with great caution.

II | D&d in the Modern World


4
Abriel Sanabria (Order #28092418)
III. Keepers

K
eepers are the participants in the Trial of Keepers are usually human, but can be humanoids in general
Heroes, conscripted mages with a wish they with little issue. It is uncommon for powerful beings like
want fulfilled. They are chosen by the Key from vampires, werebeasts, demons, celestials, etc to become
those most willing to pursue the Key of Truth Keepers but not impossible.
and who most desire it. It will avoid choosing When you become a Keeper you are always a Keeper from
Keepers who have no need for it or have easy that point on. Even if you lose your Guardian or the Trial of
solutions to their problems. A Keeper’s duty in Heroes you're involved in ends you always retain the status of
the Trial of Heroes is to command and coordinate their being a Keeper and can make contracts with Guardians.
Guardian’s actions. They provide the magical energy that a
Guardian requires to exist as well as utilize their skills and
Crystal Armaments.

III | Keepers
5
Abriel Sanabria (Order #28092418)
Rites of Compulsion Expending a Rites of Compulsion
When you first become a Keeper you gain three Rites of Rites of Compulsion can be expended and used by a Keeper
Compulsion, marks representing large stores of magical at any time, so long as they aren't unconscious or stunned (or
energy that can be used to command a Guardian and in any other state where they can't process thought). Rites of
represents your contract with them. You can receive Rites of Compulsion can be used for many purposes, some specific
Compulsion any amount of time before the Trial of Heroes and some more general.
begins, even as far as a decade in advance. They typically You cannot be forced to use a Rites of Compulsion by being
appear on the back of your hand but depending on the war’s dominated, charmed or mind controlled. They will only react
mechanics and marks may appear in other places instead. to earnest wishes that the Keeper distinctly and absolutely
When you lose all of your Rites of Compulsion any wants. Similarly, a DM may rule that a Keeper uses a Rites of
contracts you have with Guardians are immediately Compulsion on something they did not intend to if their
terminated. You can only gain more through another impulse to do so was strong enough. This shouldn't occur in
Guardian making a new contract with you. You cannot form a cases where the Keeper is at all a proficient mage, and
second contract with a Guardian you were previously anyone with proficiency in Intelligence (Arcana) checks is
contracted with whose Rites of Compulsion you have used up immune to this happening.
or lost. All uses of Rites of Compulsion happen instantly. They do
When a Trial of Heroes ends (such as when a Trial of not have any casting time unless the DM rules that the
Heroes concludes), the ritual more than likely reclaims all of command needs one. Additionally, any spell effects emulated
the Rites of Compulsion issued during that ritual, ending all by Rites of Compulsion cannot be counterspelled or dispelled
ongoing contracts immediately. In these cases new contracts but do count as magical effects, so Guardians with the magic
from Guardians of that ritual do not grant new Rites of resistance feature have advantage on saves made against
Compulsion. Many Trial of Heroes then give these Rites of Rites of Compulsion.
Compulsion to an individual trusted with safe-guarding them If they wish to use them as a resource for magical energy a
during the next ritual. Usually this is the Judge. Keeper may expend a Rites of Compulsion in place of a 9th
level spell slot. Spells cast this way cannot be counterspelled.
The following are some uses of Rites of Compulsion:
Teleport
You cast the spell teleport instantly on the Guardian, moving
them anywhere you are familiar with or immediately to
yourself. There is no margin for error in their teleportation as
long as the command specifies to whom or where they are
moving. If for any reason this would fail the Rites of
Compulsion is not expended.
Rejuvenate
You cast the spell power word heal on the Guardian, instantly
restoring all of their hit points and releasing them from any
ongoing effects causing them to be charmed, frightened,
paralyzed or stunned. If they are currently at 0 hit points and
making Death Saving Throws they only regain half of their
hit points.
Overcome
You allow your Guardian to ignore the source of an effect that
is targeting the Guardian. This immunity only lasts for 1
minute, but during that time the source of the effect is treated
as excluding the Guardian from its range/effects. This must
be used against something as specific as a Crystal
Armament, skill, single ongoing spell, features of a specific
piece of equipment, etc. It cannot grant a Guardian immunity
to everything a creature does.
Brace Yourself
Your Guardian gains 300 temporary hit points that apply only
against a particular effect that causes damage. These
temporary hit points are immediately lost as soon as the
damage from that effect is resolved. This can also be used to
grant these temporary hit points against damage from one
creature for one turn, lost at the end of the turn the
temporary hit points are reduced by that creature.

III | Keepers
6
Abriel Sanabria (Order #28092418)
Compel
You compel a Guardian to take an action or series of actions Keeper Abilities
against their will, even if they're otherwise incapable of doing When you gain the abilities of a Keeper you're granted
so due to mental blocks, activation conditions or seals. The various actions alongside your Rites of Compulsion which
Guardian must succeed a Wisdom saving throw, otherwise allow you to interact with your Guardian and other
carrying out the action/course of actions to the best of their Guardians differently than normal mages.
ability. The Guardian's body will move to complete the task
even if they don't wish it to, and activation of skills that Keeper-Guardian Telepathy
require invocations and commands will occur even without Unless one of them is blocked by a barrier, anti-magic field or
the usual conditions being met. effect that prevents divination effects you can speak
If the command is not immediate but has a trigger they telepathically with your Guardian at will. As an action you can
must roll against it each time they would try to defy it. If the enter your Guardian’s senses in the same way as you would
order is long-lasting and has no specific immediate trigger, by the find familiar spell, except at any range. Your Guardian
the Guardian suffers disadvantage on all attack rolls, saving can block your attempt to use their senses if they wish to.
throws and ability checks they make while ignoring or trying
to resist the command. If commanded to kill themselves, any Keeper's Command
successful hit they make against themselves automatically As an action you may issue a command to your Guardian.
reduces their hit points to 0 and they have disadvantage on You can command them to do one of the following:
Death Saving Throws. A Guardian ordered to do this must Move up to half of their movement speed without
attempt to attack themselves at every chance until reduced to provoking opportunity attacks;
0 hit points. Resisting this effect by a saving throw allows the Move up to half of their movement speed and perform a
Guardian to stop attacking themselves for 1 minute. bonus action;
Any ongoing orders are immediately lifted if their contract Take an Attack action (not including extra attacks granted
with that Keeper ends. A Keeper may retract any order they by personal skills, equipment or magic effects);
wish to at any time, but upon doing so must use another Rites Reattempt a saving throw against an ongoing effect that
of Compulsion to compel them again to replicate the effect. requires ongoing saving throws at the start or end of the
The saving throw DC for this feature is calculated as (20 + Guardian's turn (no effect on a failed save).
your proficiency bonus + your spellcasting ability modifier).
Extra Turn Restore Guardian Health
You allow a Guardian to take a full turn immediately after the As a bonus action you may expend a spell slot to heal your
current acting creature's turn ends. This does not change Guardian if they are within 200 feet of you. The Guardian
their initiative and they still take their regular turn when it regains 2d12 hit points, plus 1d12 hit points per level of the
comes around. Effects that would cause saving throws to be spell slot above 1st. You may also restore an amount of hit
rolled at the start or end of their turn are ignored for this dice to your Guardian equal to the level of the spell slot used
extra turn. plus 1.
Withstand Transfer Hit Dice
You allow a Guardian to immediately negate an effect As a bonus action you may choose to lose any amount of your
targeting them that requires a Saving Throw. The Guardian hit dice to restore an equal number of your Guardian's hit
is treated as if they succeeded, and if there was damage dice. You may use this feature as long as you are within 50
involved the Guardian is treated as if they had the Avoidance feet of your Guardian.
feature. They also gain resistance against any damage they Clairvoyance (Skill)
would take from that effect, if any. When you become a Keeper you gain the clairvoyance skill
Follow Through and gain proficiency with it. If you lose your contract you lose
You issue a command to a Guardian to carry out a specific proficiency with clairvoyance until you make another. The
order, such as "seize their base", "find that person" or "kill ability score used to determine your modifier for clairvoyance
that creature". The DM may call for specific names/targets if is your spellcasting ability or your Charisma modifier.
the order is too general. For 1 hour, while carrying out tasks Clairvoyance is a sixth sense that allows you to discern
specifically related to that order the Guardian has advantage information about Keepers and Guardians. You can roll it as
on attack rolls, ability checks and saving throws. The DM a bonus action to detect Guardian stats, the grade of a
may decide that other bonuses also come into play. Crystal Armament, its type, or to detect if a mage is a Keeper.
If the command is to defeat a specific creature or survive a Determining a Guardian's stats has a DC equal to their
particular encounter they will gain an amount of temporary level/CR.
hit points at the start of each of their turns equal to an Determining the details of a personal/class skill is DC (12
amount of d10s equal to the Keeper's spellcasting ability + the skill's graded rank modifier) check.
modifier. Determining the details of a Crystal Armament requires a
DC (16 + Crystal Armament graded rank) check.
A DC 15 check can determine if a mage is a Keeper (as
long as they are supplying magical energy to a Guardian).
The same roll can detect if a Guardian is near-by unless
they have some means of hiding themselves.
III | Keepers
7
Abriel Sanabria (Order #28092418)
If you're considering NPCs with no levels, use their CR
Summoning Ritual instead.
When summoning a Guardian the Keeper requires a catalyst
that links to the Guardian they wish to summon. They must NPC Keepers
provide materials for the summoning ritual, perform an
incantation, and ceremoniously beckon their Guardian. Whenever you're building NPC Keepers you have a variety of
Following this they must make a contract with their Guardian options. The first and most obvious is to build them like you
to establish their connection. would a player character. Focus on a given character's theme
There are many ways one can go about doing this, but it and try to go from there: does the Keeper focus on
mostly comes down to flavor and preference. I recommend necromancy or familiars? Is their magic focused on
this being a series of ability checks (omitting skill checks destructive magic, on illusions, on using powerful artifacts?
since they are unfairly tilted toward spellmagicians which will Keepers usually should come from a spellcasting
be most summoners). I propose that the summoning ritual be background. Wizards are the obvious choice but all walks of
the following checks: spellmagicians count equally. Paladins, clerics and church-
aligned Keepers are rarer but not remotely unheard of. Just
A DC 17 Intelligence check, representing the correlation make sure you can rationalize how they found themselves in
of the catalyst to their Guardian. If they don't have a the war. It goes without saying, but knowing the Keeper's
catalyst for some reason this should be rolled with wish is the central element you should consider when
disadvantage. building them and planning out their actions.
A DC 17 Wisdom check representing your preparations Every Keeper should have at least one thematic ability,
and knowledge of the ritual or chant. item or skill set that makes them memorable. This can be
A DC 17 check with their spellcasting ability, thought of as the Keeper's Crystal Armament. It should be
representing the actual summoning ritual and your that they have mystic eyes, a unique familiar, a special
concentration. If the Keeper is not a mage and does not resistance to something. I'm partial to creating a bloodline
have a spellcasting ability, have them roll a flat d20. arm for them (an artifact) and working out how they came
A DC 17 Charisma check to make the contract. If the about it. I personally feel it serves the tone well if they built it.
Keeper shares their alignment with the Guardian allow These abilities should feel like a puzzle of sorts, with the
advantage on this check. solution being the most efficient way to combat that Keeper.
It is within reason to take short rest and long rest abilities
I would recommend against players being allowed bonuses that PCs normally have and turn them into recharge features
on these roles. I specifically mean features like bardic (like a dragon's breath weapon). Short rest abilities can
inspiration and the like. If they have bonuses like jack of all recharge on a d6 roll of 4 or 5, while long rest abilities can
trades then that’s part of their skill-set, but assume these recharge on a 6. Don't do this with too many things though or
processes take long enough that they represent many checks you'll end up micro-managing too much from turn to turn.
over a 10 minute period or longer rather than one check. Keep this exclusive to key features you think will define them.
The Guardian will be summoned regardless of the results. In a war where there are 5 NPC Keepers and you have
The Guardian should have an amount of levels equal to the some concept of the pacing you want to handle them at it can
Keeper who summoned them and their hit points should be be wise to plan them out with a sense of direction, level-wise:
calculated as if they had rolled average for their hit dice. For have two Keepers who are the same level as the players, two
each of the checks they succeed or fail, have them roll off of that are 2-3 levels higher and perhaps one that is 3-5 higher
the 3-1: Summoning Success and 3-2: Summoning than they are. You can have Keepers level up as the campaign
Failure tables, modifying the Guardian’s condition. At your goes if necessary. This creates a built-in approachable sense
discretion you may decide that one success cancels out one of progression that, if you relate it to your players properly,
failure and vice versa, reducing the amount rolled from the they can recognize and use to follow an order you have had a
tables. silent part in suggesting. It helps you imply an order without
Certain qualities on these tables are noted as contract- your players feeling railroaded.
dependent, meaning if the Keeper/Guardian contract is
broken these conditions are no longer the case and revert to NPC Summoning Rituals
normal.
If a Guardian loses their contract with their Keeper and You can use the summoning success and failure tables to roll
they make a new contract you may choose to have the new for NPC Keepers before the war, but it is more efficient to
Keeper roll the spellcasting ability check and Charisma check simply bypass the success/failure tables and have them
again when forming the new contract, possibly causing them summon a Guardian at their level. Players in-game won't be
to roll off the success/failure tables again. actively aware of the results of the tables on NPCs so it won't
add any additional context. However, if you are adding in
Guardian Leveling extra caveates like a Guardian with two Keepers (one to give
A Dire Phantom should level alongside their Keeper in most mana, one to give commands) then there's nothing wrong
circumstances, or gain a level when they kill another with using the tables as a means to add some bonuses.
Guardian. Trial of Heroes games benefit from using the
milestone method of levelling up characters. If the Guardian
has multiple Keepers their level should always correspond to
the growth of the Keeper with the highest level.

III | Keepers
8
Abriel Sanabria (Order #28092418)
3-1: Summoning Success
1d8 Result
1 The Guardian’s hit points are calculated as if they had rolled half their HD with the maximum results
2 Your Guardian gains one saving throw proficiency that you have and they don’t. If this is not possible, one of their stats
that you have proficiency in saving throws for is rank-up. (contract dependent)
3 Roll 1d6 to determine a stat which is 1 rank higher: (1) Strength, (2) Dexterity, (3) Constitution, (4) Intelligence, (5)
Wisdom, (6) Charisma. If the stat is already an A, reroll.
4 Your Guardian gains 1d4 levels.
5 Your Guardian adds half their proficiency bonus (rounded down) to any saving throws they make that don’t already
benefit from it. (contract dependent)
6 Your Guardian gains resistance to all damage of a certain type, determined by a d6: (1-2) piercing, (3-4) slashing, (5-6)
bludgeoning.
7 Your Guardian gains proficiency in three skills of your choice, which you also have proficiency with. (contract
dependent)
8 Your Guardian’s hit points are calculated as if they had rolled all their HD with the maximum result. (contract
dependent)

3-2: Summoning Failure


1d8 Result
1 The Guardian’s hit points are calculated as if they did not add their Constitution modifier to half of their HD.
2 Your Guardian loses one saving throw proficiency they have, determined randomly by the DM. This saving throw now
only benefits from half your proficiency bonus (rounded down). (contract dependent)
3 Roll 1d6 to determine a stat, which is 1 rank lower: (1) Strength, (2) Dexterity, (3) Constitution, (4) Intelligence, (5)
Wisdom, (6) Charisma. If the stat is already an E, reroll. (contract dependent)
4 Your Guardian loses 1d4 levels.
5 Your Guardian loses their proficiency in a random skill check.
6 Whenever your Guardian uses their hit dice to restore hit points they do not add their Constitution modifier to the
result. (contract dependent)
7 Your Guardian’s spirit form becomes difficult to utilize. They cannot benefit from their immaterial body feature, cannot
turn invisible or move through solid matter and are no longer immune to non magical piercing, slashing or bludgeoning
damage.
8 The Guardian’s hit points are calculated as if they did not add their Constitution modifier to their HD. (contract
dependent) III | Keepers
9
Abriel Sanabria (Order #28092418)
Keeper Details
If you want some starting points to generate thought about your Keepers, the following table has some basic ideas to roll off of that
you could use to inspire greater and more specific ideas.
3-3: Keeper Quirks: Backgrounds
1d10
1 A the Magus Order mage who has joined the war to seek prestige and reach the Truth.
2 An outsider who didn't know they possessed magus but channel supernatural abilities through innate magic arts.
3 An Executor from the Holy Order, who comes from a bloodline of mages.
4 A tiefling called by the Key of Truth who sees the war as a chance to bend the world to accept them.
5 A human prisoner who acquired Rites of Compulsion and was located by the Holy Order, who released them in
exchange for their compliance in the war.
6 A being like a vampire or lich who twisted the rules to allow themselves entry.
7 A low-ranking mage looking to elevate their clan's status.
8 A Keeper with ties to another in the war who seeks revenge for some wrong-doing, called by the Key when the object
of their vengeance also became a Keeper.
9 An elderly academic with a scholarly interest in the Key of Truth, otherwise a hermit.
10 A member of the faction that constructed the Trial of Heroes who is looking to abuse their insider knowledge.

3-4: Keeper Quirks: Motivations


1d10
1 The Keeper was also in a previous Trial of Heroes that they almost won, and feels victory is owed to them now.
2 The Keeper wants to reach the Truth and the Truth.
3 The Keeper owes a debt to someone and they cannot pay it without a miracle.
4 The Keeper's life is running short, and they need the Key to save or extend it.
5 It is the duty of the mage's clan to achieve the Key. It's a manner of ancestral pride.
6 The Keeper's motivation is purely thrill: they desire a chance to kill in a high stakes death game.
7 There is some answer they seek in life that is not possible for them to reach on their own.
8 They seek some great romantic end: the means to impress a suitor, revive a loved one or get revenge on one who
broke their heart.
9 Something about the world is wrong from this Keeper's perspective, and they want to change it to their vision.
10 The Keeper seeks status, glory, wealth or other social rewards for winning. The war is simply a competition to them.

3-5: Keeper Quirks: Methods


1d10
1 The Keeper intends to stay hidden and spy on others, acting only when it is safe or opportune.
2 The Keeper believes in the direct approach: challenge Guardians quickly with theirs, and engage Keepers themselves.
3 The Keeper feels cautious about the strength of other Guardians. They want to kill Keepers through trickery and
subterfuge.
4 Finding a powerful ally appeals the most to this Keeper. They want to see the other's capabilities and pick someone to
approach.
5 The Keeper chooses to fortify a location to their liking, creating a situation and location that is supremely benificial to
them.
6 The Keeper utilizes an information network and hired help to scope out Guardians and Keepers, using methods
unrelated to the Trial of Heroes.
7 The Keeper modified their contract to allow for an additional Keeper, so their energy is conserved. The second Keeper
may also pretend to be primary Keeper.
8 The Keeper isn't the true enemy: they have been hired to play the part by a dangerous employer who is the true
Keepermind.
9 Feeling nothing is off limits, the Keeper employs demons and the undead to fight for them.
10 The Keeper has amassed large amounts of insider knowledege about the others Keepers and will utilize it against
them.
III | Keepers
10
Abriel Sanabria (Order #28092418)
IV. Dire Phantoms

T
his chapter outlines the mechanics behind
conceptualizing and building Dire Phantoms
and Crystal Armaments. It covers stat ranks,
calculations for determining the strength of
Crystal Armaments, types of Crystal
Armaments, useful multipliers for considering
scaling their cost based on targets and so on.
Also included are the racial traits and rules that Dire
Phantoms operate by including their immaterial forms, spirit
bodies, the rate at which they vanish when they’re missing a
Keeper, unique rules for regaining hit points/hit dice and so
on.

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Graded Ranks Guardian Skills & Crystal
Guardians use a grading system that describes there abilities, Armaments
but they are ultimately stated normally based on these. Guardian skills and Crystal Armaments use graded ranks as
well. These ranks often represent the efficiency of the skill,
Ability Scores and sometimes DCs or bonuses from the skills are fixed
numbers. Sometimes the rank is used to describe the DC the
Guardian stats are represented as graded ranks from A to E, skill utilizes. Instead of using a proficiency bonus, these DCs
sometimes also including EX. These grades represent certain are calculated as 8 + an Ability Score modifier + the graded
numbers for the ability scores. Items, spells, features and rank.
equipment that raise an ability score for a Guardian without The Ability Score used is determined by the skill or Crystal
using the language “rank up”, “rank down” or making note of Armament and should consider which Ability Score makes
a graded rank do not have any effect and their stats are the most sense as the source of the effect, similar to how you
unchanged. would with spells or other features.
Any feature, item, etc that claims it gives a "rank up" or A Crystal Armament that is a weapon uses its graded rank
"rank down" adjusts the ability score to a higher or lower as a bonus to damage. Most of the time this bonus does not
rank, indicating a 2-point adjustment of the score. If a rank apply to the attack roll, but if a Crystal Armament's only
has a "+" beside it, it either indicates proficiency in the saving purpose is combat or if it is made exceptionally well even
throw for that ability or that they have some skill or feature among Crystal Armaments then the graded bonus may be
that allows it to increase or become more efficient under applied to both the attack roll and damage roll. Guardians
certain circumstances. will find themselves with very high attack rolls in general so
A "-" indicates that it may be lowered under certain specific this bonus is often unnessesary.
conditions. These will usually be described by their Crystal When used for class skills, personal skills and Crystal
Armaments or Personal Skills. A Guardian's ability scores Armaments, the grades represent the following values:
cannot be lowered below E Rank.
The graded ranks represent the following Ability Scores: Rank Modifier Fixed DC
E 4 14
Rank Ability Score
D 5 16
E 16 C 6 18
D 18 B 7 20
C 20 A 8 22
B 22 EX 12 26
A 24
EX 30 (special circumstance) EX Rank
The EX rank is used to represent both a number above the
usual grades and a way to grade anything that is outside the
normal system of grading entirely. It doesn't always mean a
30 for ability scores or a 12 for skills/Crystal Armaments and
may represent whatever the DM decides it does (there should
be some logic to it, however). It is generally only applicable if
the normal grades don't accurately represent some effect or
how the ability/skill/Crystal Armament is used.

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Abriel Sanabria (Order #28092418)
Stats and Qualities What should be focused on is that a Guardian should have
one key Crystal Armament that qualifies them for the class
When building a Dire Phantom's stats, a lot is left up to they are summoned in. A blademan’s sword, a bowman’s
interpretation. However there are certain benchmarks and method of ranged fighting, a spearman’s polearm, and so on.
standards you can use to keep things from flying out of hand. One Crystal Armament should be their trump card and act as
It’s important to remember that though you’re building epic their identifying feature, while a couple auxiliary Crystal
heroes they still need to have some headroom to make the Armaments may exist as well.
truly exceptional examples seem impressive.
If all Guardians were made with all B ranks and A ranks Crystal Armament Classifications
none would seem impressive. Remember to allow normal Crystal Armaments fall under a wide variety of
cases to exist. classifications. They all have a graded rank (with few
The first consideration should be looking at the base stats exceptions) followed by a designation that is meant to
of the class, as per the Guardian Classes section of this express their area of effect or purpose. A Crystal Armament
guide. The average stats act as a reminder of what Guardians sometimes can have multiple, such as a sword that is anti-
of different types should be like. unit as a weapon but when invoked is an anti-army weapon
In general one should consider C to be a relatively high that unleashes a wave of energy. The classification should
stat, in the context that it represents someone who was focus on its intended use rather than its possible uses, so that
exceptional in that field. B should be seen as the pinnacle of same sword should be an anti-army Crystal Armament even
ability even among legends and A should be considered though it could be described otherwise.
similar to a demigod, representing those who achieved such Below are a list of classifications as well as suggestions
levels that they could arguably be the best in their generation regarding why they might fall under those categories.
or mythology.
D is Keepery in the feature, and E should be used for Anti-Unit
things they don’t have a lot of experience in. This type of Crystal Armament targets a single individual and
DO NOT be afraid of Ds and Es. You control the stat focuses its effects on them. Most Crystal Armaments limited
ceiling of your created Guardians, so they’re only to weapons fall into this category. These can also include
unreasonably low if everything around them is consistently non-aggressive abilities that specifically target one individual
absurd. Guardians having stats that function as weak points such as tracking, mind control, etc.
not only makes sense, but helps it function like a game. Truly
unbeatable Guardians lead players to feel their involvement Anti-Team / Anti-Group
in the game is unimportant, which you want to avoid. A Crystal Armament that can assail an organized force of
4-1: Hero Stat Array Suggestions enemies equivalent to a group or team, such as a party of
Fame Array
5~20 targets. In terms of area of effect consider a 40-foot-
cone, 20-foot-radius or 40 foot cube.
Obscure C, D, D, E, E, E
Anti-Fortress
Lesser Known B, C, C, D, D, E
This type of Crystal Armament targets an area like a castle,
Famous A, B, C, C, D, E stronghold, mountain, etc. It is not necessarily meant for
Legendary A, A, B, C, C, D destroying armies but its range can be considered
comparable or larger. Its main difference is that it is intended
to destroy the feature of the landscape it targets or, at least,
Crystal Armaments things of equivilent size.
Crystal Armament are the sublimated legends of Dire Often it deals damage or affects those who are within
Phantoms given form. Their most famous weapons, armors, range of the target structure. If used properly these Crystal
techniques or anecdotes turn into equivalent armaments or Armaments should warp and obliterate the terrain, leaving
abilities. They can be poetic or literal. nothing where they strike. If used against truly massive
When building a Crystal Armament, consider what angle it fortress-sized creatures it should offer benifits like double
will be presented in the game; they should serve to direct the damage, advantage or granting disadvantage or lasting
Guardian's strategy. When interpreting them, try to imagine effects.
what that legend says about the hero in their story. The Anti-Army
Crystal Armament is, in essence, a description of a quality An anti-army Crystal Armament is one that is meant for
they had or were capable of. If their Crystal Armament is fighting a massive amount of combatants at once. At least 50
based on a description of a personal force the Guardian or more enemies should be easily targettable with this, but
commanded, the form it takes could be summoning those targeting hundreds is appropriate. This may include
units. If their legend is of surviving a horrible battle the summoning your own large group of allies or using an attack
Crystal Armament should describe how that was possible that blows away a huge area. Consider a 150-foot-cone, 75-
and offer those circumstances as an ability. foot-radius or 150-foot-cube as its area of effect.

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Anti-World A cost. Crystal Armaments have an HD or spell slot cost
The naming convention behind this type of Crystal Armament that needs to be paid when activating them. An easy way
can be misleading. It is not a Crystal Armament that targets to rationalize the cost is to have the cost be a number of
the entire world, but instead an effect that targets its logic HD equal to the spell slot used with multipliers based on
and rules. A Crystal Armament that rips apart the seams of range (1.5 times for anti-group, 2 times for anti-army, 3
reality, reduces the world around it to a primordial state or times for anti-fortress, etc). I would also raise the spell slot
overwrites it with alien terrain all can be considered anti- cost by a level for each range category it increases by (anti-
world. They are very rare, and very dangerous. They can often unit to anti-team to anti-army, etc)
cause great damage in the process. An example of these traits can be taken from Blademan
Anti-Planet Arthurius. Her Excalibur, simplified, would be broken down
A Crystal Armament on this scale is not something that can as follows:
target the entire planet at once, but that can pose a threat to
the planet if used for that purpose. It may be the sort of Adore Eternium
Crystal Armament that summons a world-ending meteor or "The sword of eternal devotion"
could blow a hole straight through the world. They usually A++ Rank Anti-Fortress
require ridiculous circumstances to use, but would have the An anti-unit weapon. Functions as a two-handed longsword
greatest overall destructive power of any Crystal Armament. dealing 1d10 slashing fate damage. It has the versatile (1d12)
Barrier property. It deals an additional 8 damage when it hits a
Barrier Crystal Armaments are a wide variety, which cover creature due to its A rank.
protective barriers, shields, defensive techniques and so on. Anti-Fortress Destructive Wave. You may use a full-turn
They often take the form of bounded fields and more obvious action (taking no other bonus actions, actions or movement
barriers. These Crystal Armaments shield the user from except to use this feature) to invoke the True Name of this
something or afflict those within them with some effect. Crystal Armament and unleash a massive wave of destructive
Effects that have purely defensive results should be
considered barrier types. light in a 500-foot cone. All creatures in the cone make a DC
23 Constitution saving throw, taking 350 (50d10) radiant fate
Some modifiers can alter these classifications. For example damage on a failed save, or half as much damage on a
an anti-unit Crystal Armament that only affects dragons may successful one. Any creature with the Evasion feature or who
be renamed anti-dragon or anti-dragon (unit) or a Crystal attempts to take a reaction in response to this feature must
Armament that spreads its influence in the local population succeed a DC 20 Charisma saving throw, or be so dazzled by
may be called anti-population. There is a great deal of latitude this attack they cannot use those features in response.
when renaming them, but remember that the terms should
be accurate and descriptive. If the Crystal Armament affects Any structure caught in the attack takes double damage, and
an army the classification should relate that quickly and creatures that are gargantuan have disadvantage on their
easily. saving throw.
Save DC for the Dexterity saving throw is calculated as (8 +
Building Crystal Armament Blademan’s Strength modifier (A) + the Crystal Armament’s
Abilities Graded Rank)
Cost: 9th level spell slot, or 14 HD.
Crystal Armaments should have their effects built similarly to
making new spells or building new magic items. It is highly
subjective, but approach it from the direction of making a The range of damage a Crystal Armament can do when
new magic item, spell or feat and then apply the statistics invoked should be proportionate to its rank to a degree.
used to determine DCs, adjusted damage and so on outlined Guidelines I use when considering damage output are as
in this chapter. Referencing existing spells and magical items follows. These also work if considering healing or their ability
that have similar effects to what you want and appropriating to absorb/negate damage. If the effect is ongoing, consider
their language and stats is a fine way to make them. the total damage the effect can produce over a 30- second (5
Crystal Armaments require several components, including: round) period.
A True Name. This will be invoked when activating it, and 4-2: Crystal Armament Damage Suggestions
should be the most recognizable name for the legend or Rank Damage Cost (Spell Slot)
artifact. E 2d10 - 4d10 1st
A subtitle. These don’t affect anything mechanically, but
are a small bit of artistic flare. Imagine it is a short-form D 5d10 - 7d10 2nd-3rd
way someone may describe the Crystal Armament. C 9d10 - 12d10 4th-5th
A rank and classification. These will determine many of
the elements of the Crystal Armament including DC for B 18d10 - 21d10 6th-7th
abilities, damage of it as a weapon, etc. A 25d10+ 8th-9th
Effects, both passive and invoked. What the Crystal
Armament does passively (if anything), and what it does
when its True Name is called and its cost paid. This
includes its range and other considerations.
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Abriel Sanabria (Order #28092418)
Remember, the spell slot cost and HD cost should increase if Bloodlust
the weapon’s range is larger. A C rank anti-fortress Crystal When this weapon is drawn, they may immediately expend 4
Armament may still require a 7th level spell slot or 9-10 HD Hit Dice to negate this feature entirely. If they don't, the
to activate.
The DC of Crystal Armament effects should be calculated wielder takes 1d10 damage each turn, dealt at the start of
as each of their turns if they didn't deal damage to another
creature since the start of their last turn. 1d12 damage is
8 + Ability Score Modifier + Crystal Armament Rank taken when they sheath the weapon. This effect ends when
the wielder completes one of the following conditions four
Unless it should have a fixed DC regardless of the user’s times: deal damage to an enemy with this weapon; pay the
Ability Scores, in which case appropriate averages can be cost at the start of their turn.
calculated as
13 + Crystal Armament Rank
Endless Knight
Crystal Armament "Honor is not within combat"
C+++ Rank Anti-Unit
Examples This weapon is a martial weapon (halberd) that deals 1d12 +
The following is an assortment of Crystal Armaments that I 3 slashing damage. It has the heavy, reach, two-handed, magic
have made and used in my previous campaigns (specifically and fate properties.
ones from the Nat19: Light Solar Shadow Moon Festival This weapon is coated in a swirling aura of blue mist which
campaign, which is available on YouTube if you want to see changes color to resemble the night sky when its effects are
this in action). These are not perfect of course, but they stand activated. While wielding this weapon you can make an
as examples of things I feel have gone over relatively well. amount of attacks in the same Attack action equal to half your
Dexterity modifier. You must immediately cease attacking if an
Juuchi Yosamu attack is blocked, misses or does no damage.
"Every fiber of hope consumed and severed"
Unleash Resolution. This weapon can be used to perform an
C Rank Anti-Unit
endless string of blows. As an action, choose a target within
This weapon is a martial weapon (katana) that deals 13 (2d8
melee range and roll attack rolls until you miss, the target
+ 3) necrotic damage. It has the magic and fate properties.
dodges, an attack would do no damage or the target dies. Time
Blood Curse grinds to a halt as you perform these seemingly infinite attacks
Each time this weapon deals damage to an organic creature, it almost simultaneously, "ending a battle in an instant". If this
must make a Constitution Saving Throw (DC 8 + 7 + str skill fails against a target (as opposed to Spearman choosing
modifier). If it fails, wounds dealt by this weapon cannot be to end the attack), it cannot be used on them again for 24
healed by normal means and the target suffers a permanent hours.
level of exhaustion. They can suffer up to five levels of After its effects resolve, you must succeed a DC 20
exhaustion this way, repeating the saving throw each time Constitution check or take a level of exhaustion. Due to this it
they're hit. On a failure they take another level of exhaustion. has no activation cost.
All levels of exhaustion after the first can be restored normally. A creature aware of this attack can attempt a Dexterity
The damage accumulates on the target as a curse, which saving throw (DC 8 + Strength modifier + 6) to instead take
requires a Greater Restoration spell or some equivalent to lift. half of the total damage from this attack.
When lifted, the damage and exhaustion can be healed as
normal. Once a creature fails the Saving Throw they are treated
as if they fail it again each time they are hit until the curse is Sanada Ten Braves
lifted. "Fabled defenders of the castle"
Spectral Sword-Bearer B Rank Anti-Team
Floating behind the wielder of the sword is the torso of a As a bonus action or reaction Bowman can call "stand
massive oni, a demon swordsman whose spirit is bound to the before me" and the name of one of the Sanada Ten Braves
sword. It looms over the wielder defensively. As long as it is who is summoned to a space within 100 feet. If he chooses to
behind them, the wielder has advantage on weapon attacks do this as an action he can manifest three of them instead.
with Juuchi Yosamu as the guardian attacks their targets with Bowman may choose to spend a full-turn action (taking no
its own copy of the sword. Additionally, the wielder cannot be other actions, bonus actions or movement) to call "stand at
surprised in combat and creatures surrounding the wielder my side together, Sanada Ten Braves! My guild of deviants!"
need one extra ally to meet the conditions of features that rely and manifest all nine of the Braves. Any of the Braves who are
on flanking or surrounding their target, such as Pact Tactics or killed cannot be restored. Whenever Bowman takes a short or
Sneak Attack. long rest the Braves are restored to full health so long as he
has a Keeper.

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Cost: Summoning 1 Brave costs 1 HD or a 2nd level spell slot.
Summoning them all at once costs 4 HD or a 5th level spell Death Principal
"A king's pain shall be shared until he draws his final breath"
slot.
B Rank Anti-Unit (Self)
Last to Fall
When damaged by any attack that doesn't involve water and
When Bowman would be dealt a fatal blow that reduces hit
doesn't deal cold damage, the damage is negated. Blademan
points to 0, he may remain at 1 hit point and the damage is
can select a target within 100 ft and move the negated
instead be taken out of a Sanada Ten Braves member's hit
damage to the target. Special effects from attacks that deal
points instead of his own. If one of the Braves it dealt a lethal
damage (that rely on damage occuring) do not take effect.
blow and is killed, Bowman gains 6d10 temporary hit points
Effects that cause ability damage, disease, sickness, curses,
that are lost after 10 minutes. If he is reduced to 1 hit point
gaze attacks and otherwise non-damage based effects aren't
using this feature and all of the Braves have been killed then
negated and affect Blademan normally. If Blademan is killed,
Bowman cannot be healed by any means and dies once his
the one that struck the final blow suffers the same damage as
temporary hit points expire.
the killing blow, except treating the damage as if it had rolled
For each Sanada Brave that has died Bowman's bow attacks
maximum on its damage roll.
deal an additional 1d6 piercing damage as the specter of that
Brave fires along with them each time they let loose an arrow.

Caladbolg: Great King Slayer


"An arc which slays an entire host"
A+ Rank Anti-Army
“Prana Burst” must be activated to use this. As part of
invoking this Crystal Armament Blademan must make a melee
weapon attack against a creature with Caladbolg. If he hits the
activation cost is paid and its effects occur. The target takes
no damage from the attack as the weapon passes through
them harmlessly, but all of the target's allies within 100 feet,
and their allies within 100 ft of them are affected, and so on
and so forth are affected until no more targets are within
range. All targets must attempt a Dexterity saving throw ,
taking 125 (15d + 20) slashing fate damage on a failed save,
or half as much damage on a successful one.
Cost: 8 HD or an 8th level spell slot.

Aphrodite Ourania
"Nothing stands above the tides of obsession"
EX Rank Anti-Ego
Horseman may, as an action, declare the True Name of this
Crystal Armament. When she does all humanoid enemies she
is aware of must make a Wisdom saving throw (DC 8 +
Horseman's Charisma modifier + 12) or be charmed until the
effect ends when Horseman dismisses it or loses
concentration. Any creature charmed this way is under
Horseman's control, taking actions she wants them to on their
turns. Humanoids who are partially fiends, celestials or
constructs have advantage on their saving throw. Dire
Phantoms with the heaven or earth attributes aren't affected
by this feature. Creatures may reattempt the saving throw at
the end of each of their turns, but only if they took damage
since their last turn.
Horseman must concentrate on this feature as if it were a
spell once cast, but may concentrate on it alongside another
ability that requires concentration (both roll the same
concentration saves and fails together).
Cost: 10 HD or a 9th level spell slot.

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Dire Phantoms as a Race Guardian Qualities
Dire Phantoms are beings of a higher existence, becoming When summoned as a Guardian, Dire Phantoms have the
categorically closer to Elementals than wraiths. Differing following racial traits and features. These outline much of
from how Elementals are "power" granted form using human how they function with or without a Keeper, as well as other
imagination as a container, they are entirely woven from the qualities.
ideals of people. They are freed from the constraints of time
itself and removed from the ring of reincarnation, moved to Establishing a Keeper/Guardian Contract
the Throne of Heroes, a place existing outside of both the As an action a consenting Guardian and Keeper can form a
World and the time axis. The Throne of Heroes is also contract and bind themselves together. When this happens
occasionally referred to as the Ring of Deterrence, referring the Guardian regains an amount of their hit dice equal to half
to how it is mainly used by the Counter Force. the hit dice maximum of the Keeper, and the Keeper may take
Dire Phantoms are the core beings that are translated into the Transfer Hit Dice action as part of the contract being
Guardians by containers, and they vary widely based on their established. The Guardian may then immediately act as if
Personal Skills and Crystal Armaments. All Dire Phantoms they took the Guardian Regeneration bonus action. Finally,
have a hidden attribute that is used to sort them into one of the Keeper gains three Rites of Compulsion attuned to the
several categories: Guardian.
A Keeper and Guardian who had been contracted
Heaven previously whose contract was broken or expired for any
Heroes who are related to the gods, whether they are Divine reason cannot form a new one. A Guardian that is in a
Spirits ranked down to becoming Dire Phantoms, children of contract with a Keeper may use their Keeper's spell slots to
gods, or incarnations of legends about gods. They can pay for the cost of their features and spells.
sometimes be demigods or divine beings that have
temporarily lost their status or were recorded as a Dire Guardian HD Recovery
Phantom before ascending to godhood. Guardians cannot regain hit dice on their own, unless aided
by another feature or item. They can only regain hit dice from
Earth their Keeper by the Transfer Hit Dice action, or by consuming
Heroes who are known as the heroes of the land, known the souls of humanoids they reduce to 0 hit points via soul
through mythologies and legends of a particular region. cannibalism.
Fairies and magical beasts are included in this category. Guardians do not regain hit points on a long rest.
These are often those who had blood ties to monsters, spirits
or otherwise are not purely human or mortal. Soul Cannibalism
If a Guardian reduces a humanoid or magical creature to 0
Human hit points, they may choose to (instead of killing it) knock it
Heroes belonging to this category are those recognized unconscious and spend at least 1 minute devouring its soul
through common knowledge as great people who contributed or drinking its blood. This requires they grapple the
to humanity and were regarded as heroes for their actions unconscious creature and the Guardian is incapacitated
since the start of the common era. They are generally heroes during the attempt.
who were deified by the masses after death, but there are Each minute it spends doing this they drain 1d4 of the
those who were truly superhuman in life. This covers the creature's hit dice, and restore half that much(rounded down,
majority of heroes born from mankind who were of purely minimum 1) of their own hit dice. It cannot regain more than
mortal blood. half of its own hit dice in this way, and any hit die gained that
exceeds half its maximum are spent immediately. Hit dice
Star spent this way give temporary hit points to the Guardian,
Heroes of this category, belonging to none of the previous which cannot exceed an amount equal to half their maximum
three, are the "hope of mankind" and a "symbol of hit points. After the target is drained of all of their hit dice
overcoming hardships." They are those who commonly have this way they die immediately.
the Pioneer of the Stars Personal Skill and represent a
shining star that guides mankind toward the future. Those Immutable Form
who have this attribute allowed mankind to evolve and Guardians, being incorporeal manifestations with projected
inspired further change in some regard. The important forms, are immune to any magic or effect that would alter its
distinction here is that they affected the whole of mankind, form against its will unless that effect originates from a
not just a particular group of people. Guardian. When they take a short rest to restore hit points
they can repair any alterations or damage to their bodies as
Beast well as the equipment, items and familiars/mounts they were
Rivaling the seemingly all-powerful Star, they are the evils of summoned with.
man that represent the seven sins of humanity, beings that They cannot repair Crystal Armaments this way, except for
encompasses all of humanity. You will not likely use this restoring minor damage like cracks. They also cannot restore
attribute for player-controlled or allied Dire Phantoms. For lost limbs or crippling damage to major body parts such as
the purposes of this handbook it will not be expanded upon. their heart, head or spine. Some abilities that permanently
cause damage that cannot be healed or reduce maximum hit
points cannot be automatically restored, particularly from
Crystal Armaments or Guardian skills that still exist.
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Immaterial Body
Guardians are immune to all slashing, piercing and Summoned Armaments
bludgeoning damage from non-magical weapons that don’t It is perfectly acceptable for Dire Phantoms to be summoned
deal fate damage, and are resistant to all damage from with armor and weaponry that are not Crystal Armaments.
sources that don’t deal fate damage. All damage dealt by a They may have special equipment that are like magic items
Guardian is considered to be magical and deals fate damage or enhanced secondary weapons. A Horseman may have a +1
for the sake of overcoming damage resistances. Guardians spear, or a Blademan may have a supply of magic throwing
can move through non-magical objects and non-living knives. These armaments should be kept discrete for the
material as if they were ethereal. most part and not have effects that are so flashy they seem
A Guardian may turn invisible as a bonus action. Dire like Crystal Armaments, but can help with utility purposes. A
Phantoms and Keepers can see through the invisibility of Guardian having sandals that let them walk on water won’t
other Dire Phantoms well enough to interact with and fight draw much attention for example, or one having glasses that
them normally, but if they aren't familiar with the Guardian grant them devilsight.
they cannot make out specific details about them. When Guardians are summoned with armor, that armor is
If the Guardian takes damage, deals damage, casts a spell generally considered part of them. They can materialize or
or takes the Attack action they lose their invisibility and dematerialize it as a free interaction. Their armor should
cannot become invisible again until they have not made or rarely limit their bonus to Armor Class from their Dexterity
been targeted by an attack roll, taken or dealt damage or modifier unless the armor gives a huge bonus to Armor
forced another creature to roll a saving throw for at least 30 Class, so I would recommend not having any Max Dex bonus
seconds (5 rounds). property in place except on heavy armor. This is entirely up to
Keeperless Guardian
the creator of a Dire Phantom however, and how much you
want their Dexterity rank to accurately depict their ability to
Without a Keeper a Guardian loses 1d4+1 hit dice every hour. take hits should be considered.
If they have none remaining they take damage equal to the A Guardian cannot give its armor or weapons away, nor
value of 1d4+1 of their largest hit die (using the maximum can they dematerialize or keep weapons they aren’t
value those hit dice could roll, 6 for a D6, 8 for a D8, etc). summoned with unless they have special qualities or came
They do not add their Constitution modifier to the damage from other Guardians. When a Guardian has a supply of
from these hit dice. magical but not insanely special ammunition or thrown
A Keeperless Guardian cannot gain the benefits of short or weapons it is appropriate to consider their supply of those
long rests. items limitless as they can materialize more as needed.
Crystal Armaments
A Guardian can summon or dematerialize their Crystal
Armaments and armor as a free interaction. If separated
from their summoned weapons, mounts or armor they can
recall them to themselves immediately as a bonus action.
When a Guardian activates a Crystal Armament with a
spell slot cost, they may draw the spell slot from their Keeper
or themselves. If they do not have enough hit dice to pay the
hit die cost, they can take damage equal to the value of the hit
dice needed using their highest hit die type (taking the
maximum damage possible, taking 6 per d6, 8 per d8, etc.
Their Constitution modifier is not added to this damage).
Guardian Regeneration
As a bonus action, you may expend any number of your hit
dice as if you took a short rest to regain hit points. This does
not restore features that are regained on a short rest.

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V. Guardian Classes

G
uardian classes represent the containers but their main trump card or method of pursuing victory
Guardians are summoned in. There are should be analyzed.
various ways to go about determining their There is a certain impulse in Light media and among fans
class, but the way that proves to be the most to try to outsmart the classes and have swordsmen
tried and true is this; what their main Crystal semantically qualify as bowmans, have furys that are “so mad
Armament is used for. If it is a holy sword, then they function as perfectly sane” or other contradictions. For
a blademan; if it is a mount or means to the sake of running a game I encourage you to not steer into
control one, then horseman; if it is a technique for killing these. Such momentary reveals will only prove entertaining
another instantly, then slayer. The exceptions to this are fury briefly. If you find yourself trying to start at a conclusion like
(who is defined by their own madness) and many of the extra that and your reasoning isn’t rock solid, there’s nothing wrong
classes, which are determined by vague characteristics and with the Guardians being properly classed. Players respond
methods or by duties. They don’t need to be defined by HOW to it well!
they fight (a bowman can certainly use swords, and a
spearman may be summoned with a mount),

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Abriel Sanabria (Order #28092418)
Weapon, Armor, Tool Proficiencies
Guardians can be proficient in whatever makes sense. These Knight Classes
aren’t limited by their class. It is likely that many Guardians The Knight Class Guardians are generally considered to be
will be proficient in all martial and simple weapons as well as the strongest of the Guardian containers summoned under
armor, even if they don’t possess them. regular conditions. They are the most well-recognized
Likewise, some (like magicians) may be proficient in none. archetypes of mythological heroes and, as a result, most of
Use your own judgement on a case-by-case basis! Imagine the greatest heroes fall under these categories. In a regular
what skills they need to function in their role and look to Trial of Heroes these Guardian classes must be summoned,
what regular class proficiences seem to suit that. or else the Trial of Heroes will be considered incomplete. The
consequences of this are unknown and possibly don’t truly
Common Stats matter it is worth sticking to the principle and not replacing
These outline the average stats, but these are usually any of the Knight Class Guardians in your war.
modified heavily by the Guardians. Use these as an idea of The Knight Class Guardians all have the Magic Resistance
what they should be good at. Remember, as tempting as it is and multiattack features.
to give As and Bs, they should be rarities found on the
greatest of Dire Phantoms!
AC Bonus
Guardians have a natural boost to AC depending on their
class. This represents their superhuman speed, reflexes,
durability, etc. It should be considered passive and virtually
impossible to remove.
Movement Speed
A Guardian's base movement speed is determined by their
class, not their race. Their total movement speed is generally
calculated by their Dexterity modifier, which is multiplied by
a number outlined by the class and added to a base value.
I will continue to borrow text from Lunatide properties to
outline the various classes and their requirements as I have
been. Guardian classes determine the basics of a Guardian’s
hit dice, saving throws, skill proficiencies, Class Skills,
possible Personal Skills and several unique features they
acquire when summoned in the container. These are, of
course, only guidelines but they help give the classes different
flavors.

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Abriel Sanabria (Order #28092418)
Knight Class: Bowman Knight Class: Spearman
Bowman , Knight of the Bow and Dire Phantom of the Bow, Spearman, Knight of the Lance and Dire Phantom of the
is one of the Three Knight Classes among the seven standard Lance, is one of the Three Knight Classes among the seven
Guardian classes summoned for the Trial of Heroes. standard Guardian classes summoned for the Trial of
Guardians placed within this class excel in possessing Heroes. Guardians placed within this class, many of which
powerful Crystal Armaments, are able to act as highly are Dire Phantoms who were knights, are very agile, display
effective scouts. excellent close combat skills, show proficiency in hit-and-run
The qualifying condition for the Dire Phantoms is not tactics that capitalize on range and speed, and are skilled
attributes, but instead the possession of powerful projectile with long-range melee weapons such as spears and lances.
weapons or special abilities related to projectile weapons. The qualifying conditions to be placed within the class are
They possess high Magic Resistance as a Class Skill, so most second only to the blademan class, requiring overall excellent
modern magi are unable to inflict damage to them. They also attributes and a high Dexterity attribute. Their only particular
possess Independent Action, enabling them the ability to act class ability is Magic Resistance, and although they "tend to
independently for a length of time without an active supply of be less flashy than the other classes", they display great
magical energy from their Keeper. reliability.
Common Stats. Str C, Dex C, Con C, Int E, Wis E, Cha E. Common Stats. Str B, Dex A, Con C, Int D, Wis E, Cha E.
Hit Points Hit Points
Hit Dice: 1d10 per level Hit Dice: 1d10 per level
Proficiencies Proficiencies
Saving Throws: Dexterity, Wisdom Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Deception, Skills: Choose three from Athletics, Perception, Acrobatics,
Investigation, Medicine, Perception, Stealth and Survival History and Persuasion.
Container Modifiers Container Modifiers
AC Bonus: +6 AC Bonus: +6
Movement Speed: 40 ft. (+5 feet multiplied by your Movement Speed: 40 ft. (+5 feet multiplied by your
Dexterity modifier) Dexterity modifier)

Class Skills Class Skills


As a bowman Guardian, you should have a rank of the As a spearman Guardian you should have ranks in the Battle
Independent Action and Magic Resistance skills. Their Continuation and Magic Resistance skills. Your Battle
Independent Action rank should be higher based on their Continuation should be scaled based on how durable you
tendency to act on their own or survive for long periods of were in life (focusing on stories of fighting despite fatal
time in their legend, and your Magic Resistance skill should injuries, resisting death and overcoming crippling weakness),
be higher if you dealt with many magical tribulations, curses and your Magic Resistance skill should be higher if you dealt
or magical beings in your life with many magical tribulations, curses or magical beings in
your life.
Eyes of a Hero
As a bowman Guardian, your ranged weapon attacks have a Evasion
highly increased range. The long range of your weapons When you would roll a Dexterity saving throw that would
becomes 500 feet multiplied by your Wisdom modifier, and result in you taking half damage if you succeed, you instead
your normal range becomes half that. These ranges only take no damage on a success and half damage on a failure.
apply to weapons that are magical. Non-magical weapons
used at these ranges have an 80% chance of breaking on use. Multiattack
When you make a ranged weapon attack with a weapon You can attack twice, instead of once, whenever you take the
you have proficiency with you ignore all cover except total Attack action on your turn. At 9th level you can attack three
cover. times, at 16th you can attack four times, at 22nd level you can
attack five times and at 29th level you can attack six times.
Multiattack
You can attack twice, instead of once, whenever you take the Power Striker
Attack action on your turn. At 9th level you can attack three Whenever you make a melee weapon attack or make a
times, at 16th you can attack four times, at 22nd level you can ranged attack with a thrown weapon you can take a -10
attack five times and at 29th level you can attack six times penalty to the attack roll to deal an additional 20 damage that
attack’s damage roll, if it hits.

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Abriel Sanabria (Order #28092418)
Knight Class: Blademan Common Stats. Str A, Dex B, Con B, Int D, Wis C, Cha D.
Blademan, Knight of the Sword and Dire Phantom of the Hit Points
Sword, is one of the Three Knight Classes among the seven Hit Dice: 1d10 per level
standard Guardian classes summoned for the Trial of
Heroes. Guardians placed within this class are agile and Proficiencies
powerful melee warriors adept at swordsmanship, boasting Saving Throws: Strength, Dexterity, Charisma
high ratings in all categories, and they are often heroes from Skills: Choose four from Acrobatics, Animal Handling,
the Age of Gods when magic arts was still commonplace. The Athletics, Insight, Intimidation, Perception, Persuasion and
qualifying conditions require the Dire Phantoms to have Survival
legends as knights of the sword, and it is the class that Container Modifiers
requires the highest levels of attributes in all but their
Wisdom and Intelligence attributes. AC Bonus: +6
It is possible for the status qualifications to be bypassed in Movement Speed: 40 ft. (+5 feet multiplied by your
special circumstances. Compatible Dire Phantoms usually Dexterity modifier)
excel in delivering powerful burst attacks, and the Class
Skills are Magic Resistance and Riding.
The standard opinion is that the blademan class is the best Class Skills
of the seven classes and the strongest of the Guardians. They
will generally have an overwhelming advantage over As a blademan Guardian you should have ranks in the Magic
magician-class Guardians who use magic arts as their main Resistance and Riding skills. Your Riding skill should be
offensive ability due to their Magic Resistance Skill. The based off how commonly your legend depicts you engaging in
weakness of the class is its straightforwardness in battle, mounted combat, and should consider the types of beasts you
only able to attack the enemy with their sword while unable tamed. Your Magic Resistance skill should be higher if you
to resort to other tactics like the Presence Concealment of dealt with many magical tribulations, curses or magical
the slayer class. beings in your life.
Additionally, it is common for blademan Guardians to have
ranks in the Prana Burst skill.
Epic Action Surge
You are an epic and powerful fighter, able to overwhelm
opponents with relentless attacks. You may use your Epic
Action Surge on your turn at any time to take an additional
action. After you have used this feature you cannot use it
again until you complete a short or long rest, but you may roll
a d6 at the start of each of your turns. On a result of 5 or 6
you regain your use of this feature immediately.
Multiattack
You can attack twice, instead of once, whenever you take the
Attack action on your turn. At 9th level you can attack three
times, at 16th you can attack four times, at 22nd level you can
attack five times and at 29th level you can attack six times.
Unflankable
You have a heightened awareness and can manage a
multitude of opponents at once. Creatures surrounding you
or outnumbering you do not gain the benefit of traits that rely
on these conditions, such as sneak attack, flanking, pack
tactics, etc. This feature does not apply if you are blinded,
deafened or incapacitated.

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Abriel Sanabria (Order #28092418)
The extra damage is 1d8, and increases to 2d8 at 7th level,
Cavalry Classes 3d8 at 12th level, 4d8 at 16th level, 5d8 at 21st level and 6d8
The Cavalry Class Guardians are the four other regular at 26th level.
Guardian classes. They are not weak, but do not often have
the same notoriety as Knight Class Guardians. They are not Legendary Critical
required by the Trial of Heroes to appear and can be modified You have an increased critical range, as you are able to
or switched out in special circumstances or with enough exploit weaknesses others would not normally be able to see.
tinkering with the ritual. When you make an attack roll you score a critical hit on a d20
result of 18, 19 or 20. When you score a critical hit you may
choose one of your weapon’s damage dice and roll it 3
Cavalry Class: Slayer additional times, adding the result to your damage on top of
Slayer, Silent Killer and Dire Phantom of Assassinations, is the usual critical damage.
one of the Four Cavalry Classes among the seven standard Trap Sense
Guardian classes summoned for the Trial of Heroes. You have heightened awareness of traps and environmental
Guardians of this class are skilled at operating covertly, hazards. When you roll ability checks or saving throws
stealthy, and silently. This class is one of the weaker classes against traps and environmental hazards you can see and roll
at fighting; as its members possess low attributes due to not less than a 20, you can treat your ability check or saving
having glorious legends as heroes, it instead specializes in throw as if you had rolled a total of 20. You also have
killing Keepers rather than Guardians. advantage on saving throws against these traps and hazards.
It is an oddity compared to the more formal Knight Classes
who believe in fair duels and chivalry in combat; they will
attack using the most unfair and favorable conditions, and
with these conditions, it is possible for a slayer to match and
defeat other Guardians. The slayers' special class ability is
Presence Concealment, which allows them to remain
undetected when spying or preparing to ambush their
targets.
Common Stats. Str D, Dex B, Con D, Int E, Wis E, Cha B.
Hit Points
Hit Dice: 1d8 per level
Proficiencies
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Deception, Medicine,
Insight, Stealth, Perception,Sleight of Hand and Survival
Container Modifiers
AC Bonus: +3
Movement Speed: 40 ft. (+5 feet multiplied by your
Dexterity Modifier)

Class Skills
As a slayer Guardian you should have ranks in Presence
Concealment, based off of their ability to blend into their
surroundings and avoid detection. They also often have ranks
in Independent Action, usually gained if they acted on their
own or if they were solitary individuals.
Slayer Sneak Attack
Once per turn, you can deal crippling damage to a creature
you hit with a weapon attack, as long as that weapon attack
was made using a weapon you are proficient with and it was
against a creature you had advantage on your attack roll
against. The weapon cannot be one with the heavy or two-
handed properties.
You do not need advantage on the attack if there is another
creature within 5 feet of your target that is hostile to them
and is not incapacitated. The extra damage you deal is added
to your weapon’s damage roll.
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Abriel Sanabria (Order #28092418)
Class Skills
Cavalry Class: Fury As a fury Guardian your class skill is Mad Enhancement,
Fury, Mad Warrior and Dire Phantom of Berserk Rage, is one which exchanges mental abilities for stat boosts. It can be
of the Four Cavalry Classes among the seven standard artificially amplified during summoning to a reasonable
Guardian classes summoned for the Trial of Heroes. degree. The skill will naturally be higher if you are known for
Guardians placed within this class are always Dire Phantoms flying into a mindless rage.
who have gone berserk during battle at least once in their Avoidance
lifetime. This trait allows them to use the special ability Mad You are highly durable and able to take great damage. If you
Enhancement, which trades their consciousness and sanity roll a saving throw against an effect that would deal half
for a large power boost. This class is usually for magi who damage on a successful save, you instead take no damage on
have summoned Dire Phantoms with insufficient abilities a successful save and half damage on a failure.
and attributes, allowing them to strengthen their Guardians
to make up for their lower attributes and compete against Frightful Presence
stronger opponents. You are able to act with such savagery that you can frighten
While it is ideal for Guardians to reach the level of the Dire those around you. As a bonus action on your turn you can use
Phantom, the class allows for their attributes to surpass even your frightful presence, causing all creatures that can see or
the original. If used on an already strong Dire Phantom, such hear you within 120 feet to have to make a Wisdom saving
as Heracles, they will become empowered to truly throw. If a creature fails they are frightened of you for 1 hour.
extraordinary levels. The abuse of this to create powerful A creature can attempt this saving throw again at the end of
Guardians has made the Class referred to as the strongest of their turn, ending the effect on a success.
all seven classes. A creature that succeeds a saving throw against this
feature cannot be affected by it again for 24 hours. The DC
When performing the summoning ritual a Keeper may alter the
for the Wisdom saving throw is calculated as 8 + your
summoning chant to specifically bring forth a fury Guardian. Proficiency Modifier + your Charisma modifier, plus a
Lines such as "but may your eyes be clouded by rage, and you possible modification based on your Mad Enhancement skill.
heart darkened by madness" suffice for this purpose. As with
most aspects of summoning Guardians the intention is the Reckless Multiattack
key factor. You fight wildly, flailing and striking at opponents. You
possess as many attacks per round asyou have weapons that
you can be armed with simultaneously. For example, if you
Common Stats. Str C, Dex D, Con D, Int E, Wis E, Cha E. can carry two swords you can attack once with each. If you
have claws but wield a sword in one of your two claws, you
Hit Points will make one sword attack and one claw attack.
Hit Dice: 1d12 per level If you have natural weapons you can use those as well,
Proficiencies under expected limitations. You cannot make a bite and tail
Saving Throws: Strength, Constitution sweep in the same turn, for example. Apply logic based on
Skills: Choose three from Athletics, Acrobatics, Perception, what you could strike with in a single round, using creatures
Intimidation and Survival
with similar body types/attack styles as a reference.
Your melee and strength-based attacks always have
Container Modifiers advantage, and creatures attacking you with melee attacks
AC Bonus: +6 have advantage on their attack rolls against you.
Movement Speed: 40 ft. (+5 feet multiplied by your
Dexterity modifier)

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Abriel Sanabria (Order #28092418)
Epic Counterspell
Cavalry Class: Magician You have the innate ability to deactivate magical effects and
Magician, Magus and Dire Phantom of Spells and Sorcery, is counter their activation. You know the spells counterspell and
one of the Four Cavalry Classes among the seven standard dispel magic, and can cast either of them once per turn at
Guardian classes summoned for the Trial of Heroes. base level without expending a spell slot. Casting
Guardians placed within this class are usually adept in magic counterspell this way does not take your reaction, and you
arts, and the only qualifying condition is the Keepery of can cast dispel magic as a bonus action. If you cast
sorceries of the highest caliber compared to the specific counterspell additional times on a given turn after the first
parameter requirements of the other classes. you must use a spell slot as usual.
Due to not requiring any strong statistics, they generally
have low combat abilities, and due to the majority of Epic Spellcasting
Guardians having some form of Magic Resistance, this class You may have spell slots to use from a skill like magic arts,
is thought to be the weakest of all seven. Those of the but if you don’t you can use the spell slots of your Keeper or
blademan class can likely challenge any magician who uses draw from their life force (dealing damage to them, as per the
magic arts as their main offensive ability without needing to table below). Whenever you cast a spell you may roll a d6. On
plan due to their high Magic Resistance, while those of lesser a result of 5 or 6 you do not expend a spell slot for that spell.
resistance like the horseman class may require more Your spell save DC and spell attack are determined as
strategy. follows:
Their Class Skills are Territory Creation, altering the
surrounding lands in favor of their sorcery, and Item Spell Save DC = 8 + Proficiency bonus + your
Construction, which allows the magus to create magical Spellcasting modifier + possible Magic Arts bonus
items and tools. Spell Attack = Proficiency bonus + your Spellcasting
modifier + possible Magic Arts bonus
Common Stats. Str E, Dex C, Con E, Int B, Wis B, Cha B.
Hit Points Your spellcasting ability is based on the nature of your spells:
Hit Dice: 1d6 per level
if they are innate spells drawn from natural power you use
Charisma, if they are learned and practiced you use
Proficiencies Intelligence, and if they are prayed for or divined from
Saving Throws: Intelligence, Wisdom external supernatural or higher powers you use Wisdom. You
Skills: Choose three from Arcana, Insight, Religion, History, regain your spells slots when you complete a long rest as
Deception and Nature long as you have a Keeper.
You are capable of ritual casting in the same manner as a
Container Modifiers wizard. The spells you know are determined by your identity.
AC Bonus: +4 Discuss with your DM which spells you have, and if those
Movement Speed: 40 ft. (+5 feet multiplied by your spells function differently for you.
Dexterity modifier)
5-1: Spell Slot/Hit Point Conversion
Spell Slot Hit Points
Class Skills
1st 1d8
As a magician Guardian you should have ranks in the Item
Construction and Territory Creation skills. The qualifications 2nd 2d8
for these skills is a bit vague, but you can count on having a 3rd 3d8
higher Item Construction rank if your legend is associated 4th 5d8
with making magical items, charms, etc and a higher rank in
Territory Creation if your legend makes reference to areas 5th 6d8
under your control, special fortresses or zones you practiced 6th 7d8
magic in, etc. The greater your renowned area of influence
the more powerful your territory. 7th 8d8
You also likely have ranks in the Magic Arts skill, which 8th 9d8
grants spell slots. Your spellcasting may be innate or linked to 9th 10d8
abilities you possess, but you may have spell slots as per this
skill. If in your legend you were not a mage you likely will not
have this skill.

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Abriel Sanabria (Order #28092418)
Cavalry Class: Horseman Class Skills
Horseman, Mounted Knight and Dire Phantom of the Mount, As a horseman Guardian you should have ranks in Riding
is one of the Four Cavalry Classes among the seven standard and Magic Resistance. Your Riding skill should be above-
Guardian classes summoned for the Trial of Heroes. average, determined by what creatures you were known to
Guardians placed within this class are those known for riding ride in life and to what results. Higher ranks are determined
mounts, whether living beasts or human constructs, during mainly by the status of the creatures you mounted. Your
their lives. They generally have lower attributes compared to Magic Resistance skill should be higher if you dealt with
the Three Knight Classes, but the abilities of the mounts many magical tribulations, curses or magical beings in your
described in their legends compensate by granting them life.
powerful Crystal Armaments or abilities. Active Mount
They have the class abilities of Magic Resistance and a A creature that you mount can still take its full turn while
high rank in Riding, allowing them to fully utilize the abilities being controlled by you, acting as an independent mount. You
of their mounts. Dragons are the only exception as the ability can still direct its actions and you may have it use its bonus
to ride them falls under a different Skill; however, rare action to Dash, Disengage or Dodge on its turn.
exceptions do occur. Attacks made against you and your mount have
disadvantage as long as you are mounted together and the
Common Stats. Str D, Dex B, Con D, Int D, Wis C, Cha E. mount is compliant. As a reaction you can summon your
Hit Points mount to you, causing it to teleport from its location or
Hit Dice: 1d8 per level manifesting suddenly, and you are immediately both
mounted. You can use this reaction to mount as long as you
Proficiencies haven’t been incapacitated or restrained.
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Animal Handling, Mounted Haste
Medicine, Nature, Perception and Survival You may dismount or mount a creature without giving up any
Container Modifiers movement speed as long as you have 5 feet of movement or
AC Bonus: +4
more remaining. You and your mount roll your initiative
separately, but both take the higher result of the two. You
Movement Speed: 50 ft. (+10 feet multiplied by your
cannot be knocked from your mount unless it has been
Dexterity modifier) incapacitated or knocked prone. While mounted you have
advantage on Dexterity saving throws and your mount’s base
movement speed is equal to your regular base movement
speed added to its movement.

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Abriel Sanabria (Order #28092418)
Bulwark, Dire Phantom of the Shield, is an Extra Guardian
Extra Classes Class. It is a special classification given to Guardians who
Extra Guardian Classes are unique classes that are non- make use of a shield or powerful defensive countermeasures.
standard. They do not appear normally in Trial of Heroes Though their shield can be figurative or literal, they are
unless there has been meddling with the system or a need defined by their protective capabilities. Heroes that fall into
called for them to appear, such as a threat to the war's this category are rare and far between but powerful allies to
integrity manifesting a Lawyer Guardian. those who stand beside them.
It is possible for Keepers to cause the Cavalry Class Their class skill is Mana Defense, a skill related to Prana
Guardians to manifest in these classes instead, but the Extra Burst that uses a constant flow of mana to reinforce their
Guardian Classes often come with glaring weaknesses that defensive abilities. Dire Phantoms summoned in this class
make them difficult to manage. excel at surviving otherwise certain death.
Common Stats. Str C, Dex D, Con B, Int D, Wis C, Cha C.
Extra Class: Twisted Hit Points
Twisted, Dire Phantom of Vengeance, is an Extra Guardian Hit Dice: 1d10 per level
Class. The Dire Phantom of Vengeance is one defined by a Proficiencies
great grudge, one so powerful it carves a scar into mankind
itself. Saving Throws: Strength, Constitution
Their hatred is one that takes physical form or was the Skills: Choose three from Athletics, Insight, Medicine,
focus of their legend. When summoned, their anger is made a Perception, Persuasion and Survival
permanent fixation and, like the fury class, their emotional Container Modifiers
state becomes almost impossible to escape from. AC Bonus: +8
Movement Speed: 50 ft. (+5 feet multiplied by your
Common Stats. Str C, Dex D, Con D, Int E, Wis E, Cha E.
Dexterity modifier)
Hit Points
Hit Dice: 1d10 per level
Class Skills
Proficiencies Your class skill as a bulwark Guardian is Mana Defense,
Saving Throws: None.
which you have higher ranks with based on your proficiency
Skills: None.
at defensive combat. Those who have legends in which they
Container Modifiers ardently defended others and showed they were powerful
AC Bonus: +3 defenders have higher ranks.
Movement Speed: 40 ft. (+5 feet multiplied by your Strength
modifier) Absolute Defense
No creature that you can see may have advantage on attack
rolls they make against you. You are immune to extra damage
Class Skills from critical hits.
As a twisted Guardian you should have ranks in the Oblivion
Correction and Vengeful Replenishment skills. You should Permanent Defensive Style
have a higher rank in Oblivion Correction based on the You have resistance to all damage except psychic, poison and
intensity of the grudge that defines you as a twisted radiant damage.
Guardian, and your Vengeful Correction skill should be
higher based on how unstable your mental state is/how
wildly it fluctuates.
Multiattack
Starting at 8th level you can attack twice, instead of once,
whenever you take the Attack action on your turn. At 15th
level you can attack three times and at 22nd you can attack
four times.
Viscous Mind and Body
You are immune to being frightened or charmed, and are
immune to psychic damage and extra damage from critical
hits.
You add half your proficiency bonus (rounded down) to any
saving throw that does not already benefit from it, as well as
to any Strength, Dexterity or Constitution-based ability check
you make that also doesn’t benefit from it.

Extra Class: Bulwark


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Abriel Sanabria (Order #28092418)
Class Skills
Extra Class: Temptress As a temptress Guardian, your class skill is Temptress. Its
Temptress, Puppet Keeper and Dire Phantom of ranks are higher based on how influential you were in your
Manipulation, is an Extra Guardian Class. They are heroic legends and how successfully you made use of your charm
individuals who manipulated others using their charms and and resources to manipulate others.
influence. Be it political, physical or psychological they excel
at causing others to defend and work for them. Immunity to Coercion
Not particularly powerful on their own, they have abilities You cannot be frightened or charmed. You have resistance to
that allow them to bring others under their control and psychic damage.
amass forces and circumstances that pave the path to victory.
To summon a Temptress Guardian is itself a risky venture, as Mass Influence
even their Keeper risks falling under their thrall. The class As an action, you may create an effect similar to the mass
skill of the Temptress is aptly named "Temptress" and allows suggestion spell. The effect isn't considered magical or a
for varying degrees of control over others. spell. The DC is equal to (8 + your charisma modifier + your
proficiency bonus). When using it the effect's duration is
Common Stats. Str D, Dex D, Con C, Int D, Wis C, Cha A. indefinite and those influenced will follow effects that may
even harm them, as long as they aren't suicidal. This feature
Hit Points can be used a number of times per short or long rest equal to
Hit Dice: 1d8 per level half your proficiency bonus (rounded down).
Proficiencies
Saving Throws: Constitution, Charisma Shielded by Adorers
Skills: Choose three from Deception, Insight, Intimidation,
If you are targeted by a weapon or spell attack while you are
within the movement distance of a willing ally or creature you
Perception, Performance, Persuasion and Stealth.
have charmed, you may have that creature use their reaction
Container Modifiers to have them intercept the attack and become its target in
AC Bonus: +4 your place.
Movement Speed: 40 ft. (+10 feet multiplied by your The creature must move into a space adjacent to you, and
Dexterity modifier) as long as they are there it can block all other attacks from
them this round. A creature that is grappled, restrained,
unconscious, incapacitated or doesn't have enough
movement speed to reach you cannot intercept the attack

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Abriel Sanabria (Order #28092418)
Class Skills
Extra Class: Lawyer As a lawyer Guardian your class skills are God’s Resolution,
Lawyer is a non-standard Guardian Class brought forth for True Name Discernment and Magic Resistance. Your rank in
the purpose of presiding over Trial of Heroes. The Fuyuki Key the God’s Resolution is determined by the degree to which
utilizes its own logic to sense when actions are encroaching you were known to act according to saintly values, but may be
upon its authority, and regardless of other mediators like altered by the Key’s need for control over Guardians. Your
those from the Holy Order, it brings forth lawyer to protect True Name Discernment skill is granted higher ranks based
the concept of the Trial of Heroes itself. In the case of the on your involvement in legends where you acted based on
reserve system of the Greater Key being activated in the faith or prophecy or received clairvoyance from sources that
Great Trial of Heroes, Lawyer takes neither side of the battle, aided you toward your goals. Your Magic Resistance skill
but only acts in the interest of the Key. The lawyer-class should be higher if you dealt with many magical tribulations,
Guardians are given Rites of Compulsion for the other curses or magical beings in your life.
Guardians.
A lawyer is also summoned to preserve the laws of Dire Heavy Heart, Clear Mind
Phantoms to ensure they won't be violated, such as the law of You cannot be charmed or frightened by the effects of a Dire
"the dead not leading the living ", touted as the greatest law of Phantom's features, weapons, Crystal Armaments or skills.
Dire Phantoms, and to maintain human history by preserving Your perception can be tampered with but your mind itself
the illusion behind the Age of Gods so that people do not cannot be altered or invaded as by a charm person, command
know about the truth behind it. The role of a lawyer is to or dominate person spell.
arbitrate the truth and adjudicate all things in order to
maintain human history.
The criteria to be summoned for the lawyer class is
impartiality and possessing no desire for the Key of Truth.
Those who qualify are most often saints, and any lawyer
summoned to preside over a Key of Truth will be a saint
under normal conditions. Those who proved to be leaders,
kings or commanders who showed a completely inflexible
moral centre not based upon personal gain may also quality,
though rarely. A lawyer must always be one who sees
everything as equal, and values the order that an entity like
the Key of Truth holds itself to.
Common Stats. The Lawyer does not operate with any common
statistics.
Hit Points
Hit Dice: 1d10 per level
Proficiencies
Saving Throws: Wisdom, Intelligence, Charisma
Skills: Investigation, Insight and choose any other five skills.
Container Modifiers
AC Bonus: +8
Movement Speed: 50 ft. (+10 feet multiplied by your
Dexterity modifier)

V | Guardian Classes
29
Abriel Sanabria (Order #28092418)
VI. Guardian Skills

G
uardian skills represent abilities they had in Crystal Armaments, with ranks ranging from E through A,
their legends, or skills they use to achieve the and with outliers represented as EX.
feats in those legends. They outline special This chapter outlines a multitude of examples including
actions and traits the Guardian has, similar to the Class Skills that Guardians gain from the classes they're
how feats and class features outline the summoned in, as well as many examples of Personal Skills.
abilities of a regular player character. Guardian This information can be used directly or altered to suit your
skills are graded like needs.

VI | Guardian Skills
30
Abriel Sanabria (Order #28092418)
D Rank
Building a Skill This skill is owned by those who demonstrated heightened
Guardian Skills should be rationalized as describing the tenacity in battle, allowing them to continue fighting against
Guardian’s abilities in life, even though sometimes they the odds even after receiving serious wounds.
elaborate on them or twist the meaning. Like Crystal
Armaments they sometimes come from a poetic perspective, You are reduced to 1d6 hit points when you succeed the
but this should be considered rare. Constitution saving throw. You can regain 1 hit point when
Skill DCs, when appropriate, are calculated as (8 + making a death save twice per short or long rest.
appropriate stat bonus + grade rank). The stat used should be
determined by what feels the most appropriate, using the C Rank
same logic you would apply when making spells or feats. This skill is owned by those who demonstrated heightened
Graded ranks are, as a reminder: tenacity in battle, allowing them to continue fighting even
after receiving serious wounds.
EX: Undefined or 10
A: 8 You are reduced to 1d8 hit points when you succeed the
B: 7 Constitution saving throw. You can now regain 1 hit point
C: 6 when making a death save three times per short or long rest.
D: 5 This rank and higher ranks have the following text:
E: 4
Additionally, you may expend one use to negate the failed
Class Skills death save(s) caused by a weapon attack against you when
you're at 0 hit points.
Class Skills are those that are granted by the Guardian’s
container. They usually aren’t possessed unless summoned in B Rank
that class, but can sometimes be present if they make sense This skill is owned by those who demonstrated heightened
for that Guardian’s legend. When they aren’t a Guardian’s tenacity in battle, allowing them to continue fighting even
Class Skill but are present then they are usually lower in after receiving wounds that would kill another. Guardians
rank. When a Guardian is summoned into a class, they can that possess this level of Battle Continuation are those who
often acquire low ranks in that container’s Class Skills even if were credited with endurance befitting demigods.
they shouldn’t have them based on their legend.
You are reduced to 1d10 hit points when you succeed the
Battle Continuation Constitution saving throw. You can now regain 1 hit point
Battle continuation is a skill that allows its user to continue when making a death save four times per short or long rest.
fighting even after recieving serious injuries, possibly even A Rank
acting after they should be dead. It cannot save them from This skill is owned by those who demonstrated heightened
truly fatal damage, but it can allow combat to conintue to the tenacity in battle, allowing them to continue fighting even
very end. It is the class skill of spearmans. after receiving wounds that would kill another. Guardians
E Rank
that possess this level of Battle Continuation are those who
This skill is owned by those who demonstrated tenacity in seemed almost indestructible, with tales that spoke of them
battle, allowing them to continue fighting against the odds ignoring or defeating death itself.
even after receiving serious wounds. You are reduced to 1d12 hit points when you succeed the
Each rank has the following text: Constitution saving throw. You can now regain 1 hit point
when making a death save five times per short or long rest.
You have advantage on Death Saving Throws. When reduced to 0 hit points you do not fall unconscious
When you are reduced to 0 hit points by taking damage, even while you make death saving throws.
make a Constitution saving throw with a DC equal to (5 plus
the damage that reduced you to 0 hit points). If you succeed
you are reduced to 1 hit point instead.
When you take the Disengage action you may reattempt
any ongoing saving throw you would have to make at the start
or end of your turn, as long as succeeding it would end that
effect. This extra save attempt does not trigger any effects it
would normally have on a failure.
Once per short or long rest, when you are forced to make a
death saving throw you may immediately regain 1 hit point.
You may use this feature after rolling the death save and
seeing the result.

VI | Guardian Skills: Class Skills


31
Abriel Sanabria (Order #28092418)
God’s Resolution B Rank
God's Resolution is a class skill granted to Lawyer Guardians Possible duration increases to 3 days. The free hit dice
to allow them to act as impromptu practioners or to allotment increases to 10.
command the Guardians of the war. These Rites of A Rank
Compulsion may be limited, but they can be used on any Possible duration increases to 5 days. The free hit dice
Guardian summoned in the war the Lawyer was called to allotment increases to 12.
attend.
E Rank Item Construction
You possess two Rites of Compulsion, which can be used on The Item Construction skill, Class Skill of magicians, allows
any Guardian summoned under the current Key of Truth for trinkets and blessings to be made that create spell-like
system. effects. For some Guardians it is a more complicated skill
that allows for special items to be created but its common
D Rank form is as described below.
You possess three Rites of Compulsion, which can be used
on any Guardian summoned under the current Key of Truth Each rank has the following text:
system.
During a short rest, you may expend a spell slot to create a
C Rank trinket or accessory that stores a spell you know how to cast.
You possess one Rites of Compulsion for each Guardian The spell slot must be at least the level of the spell your store,
summoned under the current Key of Truth system. Rites of and cannot be taken from your Keeper. While this trinket
Compulsion cannot be repurposed for other Guardians. exists you do not regain the spent spell slot. Trinkets can also
be existing items, weapons, armor, etc. Magical items cannot
B Rank be made into trinkets.
You possess two Rites of Compulsion for each Guardian A creature that has the item may use the trinket as an
summoned under the current Key of Truth system. Rites of action to cast the spell at its base level, using your spell save
Compulsion cannot be repurposed for other Guardians. DC or spell attack modifier for that spell. Once used the item
cannot be used to cast the spell again until the next dawn.
A Rank You can only create a certain number of these trinkets.
You possess three Rites of Compulsion for each Guardian Once you exceed your limit, you must either cause the oldest
summoned under the current Key of Truth system. Rites of one to vanish or choose one to vanish. You may enchant a
Compulsion cannot be repurposed for other Guardians. single trinket multiple times with the same spell or different
spells, causing it to count as multiple trinkets against your
Independent Action limit. When enchanted multiple times it can cast the stored
spell(s) additional times equal to the number of times they
The Independant Action skill allows a Guardian to act away were added to it, regaining all expended uses at the next
from their Keeper for extended periods of time. It is the dawn.
hallmark of the bowman and slayer classes.
E Rank
E Rank Can create magical items with spell effects equal to 1st-level
Each rank has the following text: spells, if their construction is known. Up to 3 trinkets can
exist at once.
For up to 12 hours being away from your Keeper or not
having one, you do not not suffer from the Keeperless D Rank
Guardian feature, as listed under Guardian Qualities. Can create magical items with spell effects equal to 3rd-level
During this period you can still benefit from short and long spells if their construction is known. Up to 4 trinkets can
rests. This amount of time does not reset until you take a exist at once.
long rest with your Keeper within 500 feet of you.
When their Keeper is not close enough to give them hit C Rank
dice for Crystal Armaments, you have an allotment of 4 free Can create magical items with spell effects equal to 5th-level
hit dice specifically for this purpose (only for Crystal spells if their construction is known. Up to 5 trinkets can
Armament use). These free hit dice are replenished every exist at once.
time you take a Long Rest. They cannot be used if your
Keeper is within range to give you hit dice or spell slots. B Rank
Can create magical items with spell effects equal to 7th-level
D Rank spells, if their construction is known. Up to 6 trinkets can
Possible duration increases to 24 hours. The free hit dice exist at once.
allotment increases to 6.
A Rank
C Rank Can create magical items with spell effects equal to 9th-level
Possible duration increases to 2 days. The free hit dice spells, if their construction is known. Up to 7 trinkets can
allotment increases to 8. exist at once.

VI | Guardian Skills: Class Skills


32
Abriel Sanabria (Order #28092418)
Mad Enhancement B Rank
The characteristic skill of the Fury class, which allows sanity You Strength, Constitution and Dexterity are 1 rank up. You
to be exchanged for increased stats. At higher levels thinking are incapable of proper diplomacy, and your Keeper may have
becomes more mechanical and simple tasks become difficult, intense difficulty related plans and orders to you. You
causing Gaurdians to boil down orders to somple commands interpretation of commands becomes simplified to short
as they interpret them. ideas. You have disadvantage on Wisdom and Intelligence
checks and saving throws.
E Rank A Rank
Your Strength is 1 rank up. You retain your natural You Strength is 2 ranks up. You Constitution and Dexterity
personality but suffer from headaches and problematic are 1 rank up. You act like a machine, incapable of proper
behavior may arise. thought. You react to commands as if they were boiled down
to several words at best, given a command and a target. You
D Rank 50% chance of resisting mind-affecting abilities or spells, and
You Strength is 1 rank up. You can converse and retain your are immune to fear. You have Disadvantage on Wisdom and
personality but cannot concentrate on complex actions or Intelligence checks and saving throws.
plans. You have disadvantage on Wisdom and Intelligence
checks and saving throws.
C Rank
You Strength and Constitution are 1 rank up. You is capable
of only the most basic forms of conversation and may act
impulsively. You have disadvantage on Wisdom and
Intelligence checks and saving throws

VI | Servant Skills: Class Skills


33
Abriel Sanabria (Order #28092418)
Magic Resistance C Rank
This skill is the Class Skill of the Knight Classes, but is also The checks rolled for the dispel magic components of this
held by other Guardians who had a strong aversion to magic. feature use a +4 modifier. Magic Immunity works for 4th-level
It represents a Guardian's familiarity with magic and ability and lower spells.
to overcome it. B Rank
Each rank has the following text: The checks rolled for the dispel magic components of this
feature use a +6 modifier. Magic Immunity works for 6th-level
You automatically have the Magic Resistance feature, and lower spells.
granting you advantage on all saving throws against spells
and magical effects. A Rank
Resist Magic. If you come within the range of a magical The checks rolled for the dispel magic components of this
effect that doesn't directly target you, you may use your feature use a +8 modifier. Magic Immunity works for 8th-level
reaction to attempt to dispel it before its effects resolve, as if and lower spells.
you had cast the spell dispel magic. If this succeeds the effect
doesn't end, but you are ignored by it. Mana Defense
Destroy Magic. On your turn you may use your bonus The Mana Defense Class Skill, the specialty of the bulwark
action to try to dispel magical effects on anything you hit with class, uses mana to fortify one's body and create powerful
an attack roll, or that you are in direct contact with. You may defenses.
make an ability check as if you'd cast dispel magic, affecting
the target as per the spell on a success. E Rank
Dispel Magic. When this feature calls for an ability check
as per the effects of dispel magic, you instead roll an ability Each rank has the following text:
check with a modifier determined by the rank of this skill. Mana Shield. You can use your reaction to take no damage
This modifier is still considered an ability check but does not from a single melee or ranged weapon attack that hits you as
reflect any specific Ability modifier. long as you can see the attacker.
When you take the Dodge action, you are counted as
Exceptions having three-quarters cover.
This feature only applies to spells and magical
effects that are considered "magic arts" at the D Rank
DM's discretion. It does not apply to divine magical This rank and higher ranks have the following text:
effects such as those from clerics or paladins, or
the effects of magic originating from a druid or On your turn as a bonus action, you can convert physical
ranger. It also does not apply to spells cast via energy into defensive energy. You may take a up to a -5
innate spellcasting features. The DM may designate penalty to all attack rolls you make until the start of your next
certain spells, such as earthquake or wall of force, turn to gain a bonus to your AC, equal to the penalty, during
to logically ignore this feature. If a spell causes the
natural environment to be disrupted the altered
that period.
environment still affects the creature regardless of
this skill C Rank
This rank and higher ranks have the following text:
As long as you are equipped with a shield, when you would
E Rank make a Dexterity saving throw you may make a Constitution
The checks rolled for the dispel magic components of this saving throw instead to attempt to power through the effect
feature use a +0 modifier. with a defensive barrier.
D Rank B Rank.
The checks rolled for the dispel magic components of this This rank and higher ranks have the following text:
feature use a +2 modifier.
You are treated as if you had the Avoidance feature (if you
This rank and higher ranks have the following text: make a saving throw against an effect where you would take
half damage on a success, you instead take no damage on a
Magic Immunity. Whenever you are targeted by or are within success and half damage on a failure).
the area of effect of a spell cast at 2nd-level or lower, you may
choose to be ignored by the effects of that spell. A Rank
A Rank Mana Shield. You can use your reaction to take no
damage from all melee or ranged weapon attacks that hit you
from a single creature until the start of your next turn.

VI | Guardian Skills: Class Skills


34
Abriel Sanabria (Order #28092418)
Oblivion Correction B Rank
This skill, bane of the twisted class, is one that turns the This Guardian possesses an anger so great and so bound to
hatred of a Guardian into pure strength and prevents their their very being that they cannot expunge it. If they are
vivid memory of their fixation from ever fading. Deeply held presented with anything that reminds them of their hatred
resentment generates magical energy for a variety of effects. they must act upon it or be debilitated by their own malice,
Anger-Scarred Soul. When you have entered combat and but otherwise find great strength when confronting such
dealt damage to at least one hostile creature, it is hard for things.
you to stop. If you try to stop fighting you must make a The Charisma saving throw DC has a Difficult Class of 22.
Wisdom saving throw with a Difficult Class equal to 8 + your
Oblivion Correction rank + your Vengeful Replenishment A Rank
rank. A Guardian with this rank has a scar upon their very soul that
On a failure you fly into a rage. While raging, on this turn bleeds hatred and resentment. One who was betrayed by that
and your next turn you must use your movement and action which they consider the world itself, their anger manifests
to get close to any creature that was not an ally when combat supernaturally. They cannot turn away from their own anger
started and attack them. Any actions taken must include the or they lose their sanity. Even thoughts of their resentment
potential for dealing damage if possible, and if that is not an raise their strength to obscene levels.
option you must try to debilitate them by grappling, shoving,
etc. At the end of your next turn you may reattempt the saving The Charisma saving throw cannot be attempted at all.
throw, ending the effect on a success and using your next
turn to repeat the effect on a failure. Presence Concealment
Each rank has the following text: The primary talent of the slayer class that allows them to stay
hidden even beyond a reasonable doubt.
When you are confronted with something that represents the You have a certain chance of automatically negating
target of your grudge as a twisted you find it hard to control perception/investigation attempts and divinations. You cannot
yourself. When around them you roll all attack rolls and skill be detected by Passive perception.
checks with disadvantage unless they are aimed at exacting
revenge. You may attempt a Charisma saving throw when this E Rank
effect starts to try to negate it, but on a failure it is in place Negation chance is 80%
until your next short or long rest.
D Rank
E Rank Negation chance is 65%
This Guardian possesses a grudge that is etched into their
soul, preventing them from moving on regardless of what C Rank
time passes. They may still prioritize other goals above Negation chance is 55%
correcting their grudge.
B Rank
The Charisma saving throw has a Difficult Class of 14. Negation chance is 45%
D Rank A Rank
This Guardian possesses a grudge that is etched into their Negation chance is 35%
soul, preventing them from moving on. They have an impulse
to correct it that may fly out of their control, but also is
capable of unleashing great strength.
The Charisma saving throw has a Difficult Class of 16.
This rank and higher ranks have the following text:
When acting to take revenge, you roll all attack rolls and
Strength-based or Dexterity-based checks with advantage.
C Rank
This Guardian possesses a grudge that is levelled at an entire
culture, kingdom, people, etc. Whether they were betrayed or
their anger was unfounded their revenge is steered toward
many.
The Charisma saving throw has a Difficult Class of 18.

VI | Guardian Skills: Class Skills


35
Abriel Sanabria (Order #28092418)
Riding Territory Creation
The Class Skill of the horseman and blademan class, which The magician Guardian's ability to establish territory and
allows immediate knowledge to be gained when mounting reinforce their defences there.
any vehicle or creature as well as pushes them beyond their
limits. E Rank
You can ride any mount or vehicle that is not a dragon, You can create a basic magical workshop (equivalent to a
dragon-kind or a phantasmal beast with expert proficiency. large chamber or section of a building), in which you have the
You gain a bonus to Wisdom (animal handling) checks and following bonuses:
Dexterity (driving) checks equal to this skill's rank. A +1 bonus to your Armor Class
A certain amount of times per short or long rest, you may use Your spell save DC and spell attacks have a +1 bonus
one of the following riding maneuvers: You regain 5 hit points at the start of each of your turns
unless you start the turn at 0 hit points.
If your mount would be killed, you can allow it to survive Spells you cast of 2nd level or lower do not expend a spell
with hit points equal to the maximum roll on one of its hit slot as long as you have a spell slot to cast them.
dice plus your Riding skill rank.
If you would be knocked from your mount or your mount D Rank
would be knocked prone you can automatically stay on top You can create a magical workshop (a study, equivalent to a
of it and prevent it from falling prone. small building or large chamber), in which you have the
You may command your mount to move up to half its following bonuses:
movement speed using its reaction. This movement does
not provoke attacks of opportunity. A +2 bonus to your Armor Class
If your mount would fail a saving throw you may have it Your spell save DC and spell attacks have a +2 bonus
succeed instead. You regain 8 hit points at the start of each of your turns
unless you start the turn at 0 hit points.
E Rank Spells you cast of 3rd level or lower do not expend a spell
You may use your riding maneuvers 2 times per short or long slot as long as you have a spell slot to cast them.
rest.
C Rank
D Rank You can create a magical workshop (a forge, equivalent to a
You may use your riding maneuvers 3 times per short or long large structure), in which the you have the following bonuses:
rest. A +3 bonus to your Armor Class
Your spell save DC and spell attacks have a +3 bonus
C Rank You regain 12 hit points at the start of each of your turns
You may use your riding maneuvers 4 times per short or long unless you start the turn at 0 hit points.
rest. Spells you cast of 4th level or lower do not expend a spell
slot as long as you have a spell slot to cast them.
B Rank
You may use your riding maneuvers 5 times per short or long B Rank
rest. You can create a magical workshop (a sanctuary, covering a
large area or complete structure), in which the owner has the
A Rank following bonuses: .
You may use your riding maneuvers 6 times per short or long A +4 bonus to your Armor Class
rest. Your spell save DC and spell attacks have a +4 bonus
You regain 15 hit points at the start of each of your turns
unless you start the turn at 0 hit points.
Spells you cast of 6th level or lower do not expend a spell
slot as long as you have a spell slot to cast them.
A Rank
You can create a magical workshop (a temple, including a
huge area possibly featuring several large structures or a
contained world), in which the owner has the following
bonuses:
A +5 bonus to your Armor Class
Your spell save DC and spell attacks have a +5 bonus
You regain 20 hit points at the start of each of your turns
unless you start the turn at 0 hit points.
Spells you cast of 8th level or lower do not expend a spell
slot as long as you have a spell slot to cast them.

VI | Guardian Skills: Class Skills


36
Abriel Sanabria (Order #28092418)
True Name Discernment D Rank
Another Class Skill assigned to lawyer Guardians. Derived At this rank the Guardian is capable of letting themselves
from legends about prophecies and following one's divine give into their anger and lose themselves, giving themselves
intuition, it allows the Guardian to acquire knowledgle of the temporary boosts. These moments require an intentional
identities of Guardians summoned under the curren Trial of type of clarity used to only feel hatred.
Heroes. When you make an attack roll you can choose to roll 1d4 or
1d6, taking the result as irreducible damage. You may then
E Rank roll another of the same die and add it to the attack roll.
You automatically know the name and history of encountered Critical range is 19 to 20, you roll 2 additional weapon
Guardians through a Wisdom (perception) check contested dice.
against their Charisma (deception) check.
This skill does not reveal information hidden by concealing C Rank
abilities. At this rank the Guardian's mana fluctuates randomly, and
they are always benefiting from it during combat. The
D Rank moment they decide to enter battle it is activated like a
You automatically know the name, history, parameters and switch, and ceasing combat becomes difficult in exchange for
abilities of encountered Guardians through a Wisdom great strength.
(perception) check contested against their Charisma
(deception) check. Critical range is 18 to 20, you roll 2 additional weapon dice.
This skill does not reveal information hidden by concealing
abilities. B Rank
This rank of Self-Replenishment allows a Guardian to enter
C Rank into a state of wild fluctuation the moment they sense combat
You automatically know the name, history, parameters and has begun. They are incapable of going easy on their
abilities of encountered Guardians. opponents, scoring critical strikes frequently. However, this
This skill does not reveal information hidden by concealing state can backfire and cause damage as much as it can heal
abilities. them.
B Rank When you make an attack roll you can choose to roll 1d4 ,
You automatically know the name, history, parameters and 1d6 or 1d8, taking the result as irreducible damage. You may
abilities of encountered Guardians. When you enCleaners then roll another of the same die and add it to the attack roll.
with concealing abilities that hide such information you must Critical range is 18 to 20, you roll 3 additional weapon
succeed a Wisdom (perception) check contested against their dice.
Charisma (deception) check. This rank and higher ranks have the following text:
A Rank As a bonus action on your turn, you may expend HD to
You automatically know the name, history, parameters and recover by declaring a Replenishment. When you do, you
abilities of encountered Guardians. must roll your HD without adding your constitution modifier
one at a time until your hit points are fully recovered to their
Vengeful Replenishment maximum or you run out of HD.
This Guardian possesses fluctuating magical energy that
ebbs and flows with their anger. This inconsistent flow of A Rank
energy is mostly burned off, but some allows for the instant This Guardian is in a constant state of emotional fluctuation.
regeneration of stamina and bodily health, as well as Avoiding conflict becomes difficult, even more so than by
improved damage on vicious attacks. madness enhancement. This great excess of emotional
At all ranks, your critical range is increased and when you energy is converted into mana that boosts all abilities, attacks
score a critical hit you roll an additional amount of your and generates chaotic bursts of energy. The regenerative
weapon’s damage die and add them to the damage roll for capabilities granted allow a Guardian to recover immediately
that attack. from most wounds, but can drain their magic reserves
insanely fast.
E Rank Your Strength, Dexterity and Constitution scores are all
This Guardian controls their anger and does not lose control raised by one rank (up to A rank).
easily. They retain a mostly sound mind. When you make an attack roll you can choose to roll 1d4 ,
When you make an attack roll you can choose to roll 1d4, 1d6, 1d8 or 1d10, taking the result as irreducible damage.
taking the result as irreducible damage. You may then roll You may then roll another of the same die and add it to the
1d4 and add it to the attack roll. attack roll.
Critical range is 19 to 20, you roll 1 additional weapon die. Critical range is 17 to 20, you roll 4 additional weapon
dice.

VI | Guardian Skills: Class Skills


37
Abriel Sanabria (Order #28092418)
A Rank
Personal Skills Once per short or long rest, any time when you are reduced
These skills represent the abilities the Guardian had in life, to 0 hit points you immediately regain half your hit point
of sublimations of minor stories about their feats. They maximum (rounded down) as hit points. All ongoing negative
outline the extra skills, bonuses and sometimes the penalties effects on you that would normally end within 10 minutes
a Guardian suffers from. They are what make each Guardian end immediately.
unique. Average Guardians should have 2-3 Personal Skills.
They do not need them to describe everything they’re capable Bloodlust
of doing, only the features that should define how they A Guardian with this skill possesses a frenzied love for
function. killing, even if they don't understand their own enjoyment.
It’s impossible to account for every possible Personal Skill, The act of killing has a noticeable effect on their fighting
so listed here are a variety of examples that have appeared in style.
our games and some that represent popular skills from the
canon franchise. Use them as a reference for creating skills. E Rank
This rank is available to those who were swayed by the
Blessing thought of killing and blood. Those who consume blood,
Guardians with the Blessing skill had the ability to heal those who are prone to losing their sanity when they see it or
others, or themselves were blessed by higher powers. They those express joy in killing others qualify. This can include
could heal the sick and remove impurities. At higher ranks brutal hunters, doctors or physicians reknowned for a grim
they are those protected from death or misfortune by their interest in dead bodies, or those known for torture.
own divine power or borrowed divine power.
This rank and higher ranks have the following text:
E Rank If you deal damage to a creature that is bloodied (has current
This rank and higher ranks have the following text: hit points equal to or less than half their hit point maximum)
As a bonus action, you may cure any non magical disease you deal an additional 1d8 fate damage, excited into a frenzy
affecting a creature that can see, hear or touch you. You may by the state of their enemy.
also remove on condition from the following: blinded, When you reduce a creature to 0 hit points or score a
deafened, intoxicated, exhaustion (by 1 level), petrified, critical hit you may immediately take an extra Attack action
poisoned. If a creature is dying you may also stabilize them. and may move up to your movement speed on that turn.
Additionally, any attacks you make until the end of this turn
D Rank deal an additional 1d6 damage. This feature cannot be
Once per short or long rest, any time when you are reduced triggered more than once per round.
to 0 hit points you may use your reaction to immediately roll D Rank
one of your HD and regain hit points equal to it (plus your This rank is available to professional killers who enjoyed
Constitution modifier). their jobs, those known for passionate killings (even if they
C Rank weren't repeat offenders) or those with famously cannibalistic
Once per short or long rest, any time when you are reduced tendencies. Brutes and barbarians may qualify, as well as
to 0 hit points you may use your reaction to immediately gladiators or arena fighters.
regain one third of your hit point maximum (rounded down) The extra damage on your extra Attack action becomes 1d8.
as hit points.
If you are reduced to 0 hit points this feature is C Rank
automatically used without using your reaction and ends all This rank is available to those from history known to kill for
ongoing negative effects on you that would normally end pleasure. Soldiers who were unnecessarily aggressive,
within 10 minutes. If you use this feature the latter way you lawyers who made bloody examples of their enemies and
only regain half the hit points this feature would normally those known for killing when it may not have been necessary
grant you (rounded down). qualify.
B Rank Your Strength score is also increased by one rank, but your
Once per short or long rest, any time when you are reduced Intelligence is decreased by one rank.
to 0 hit points you may use your reaction to immediately The extra damage on your extra Attack action becomes
regain half your hit point maximum rounded down) as hit 1d10.
points.
If you are reduced to 0 hit points this feature is
automatically used without using your reaction and ends all
ongoing negative effects on you that would normally end
within 10 minutes. If you use this feature the latter way you
only regain half the hit points this feature would normally
grant you (rounded down).

VI | Guardian Skills: Personal Skills


38
Abriel Sanabria (Order #28092418)
B Rank B Rank
This rank is only available to those who were known in life as The duration of the suppression effect becomes 1d4+2
serial killers who couldn't escape their tendency as if it were rounds. The range of your inspiring effect becomes 100 feet.
an addiction, or those who kill as an art form. The sudden
thrill of the kill allows a Guardian a burst of adrenaline. A Rank
Extra damage dealt to bloodied creatures becomes 1d10. The duration of the suppression effect becomes 1 minute,
The extra damage on your extra Attack action becomes 1d12. and you are immune to being frightened.
Your Strength score is increased by one rank, but your
Intelligence is decreased by two ranks. Charisma
This rank and higher ranks have the following text: The Charisma skill allows a Guardian known for their force
of personality to expand upon that aspect of themselves. They
You score a critical hit on a roll of 19 or 20. become more convincing, easier to trust and their presence
puts the minds of those around them at ease.
A Rank
This rank is only available to people considered to have taken E Rank
the utmost pleasure in killing. Whether they saw it as an This Guardian possesses a personality capable of swaying
expression or joy or did so out of some uncontrollable others with impressive ease.
impulse, their instinct to kill and ferocity at the sight of blood
and carnage should be unmatched. The most famous of serial This rank and higher ranks have the following text:
killers or those known for taking pleasure in horrendous You may add half your proficiency bonus (rounded down) to
torture quality. any Charisma check you make, even if it's already added.
Extra damage dealt to bloodied creatures becomes 2d8. The
extra damage on your extra Attack action becomes 1d12 and D Rank
it can be triggered twice per round, adding the extra damage This Guardian possesses a quality that inspires others to
each time. follow them, allowing them to bring others onto their side or
Your Strength score is increased by two ranks, but your mislead them Keeperfully.
Intelligence is decreased by two ranks.
This rank and higher ranks have the following text:
Bravery You have advantage on Charisma checks. All allies that can
The Bravery skill is possessed by Guardian swith legends of see or hear you roll 1d4 every time they make a saving throw
leading others into battle, inspiring them through dire and add it to the result. This does not function if you are
situations. It allows for the Guardian and those around them unconscious.
to resist mental interferance and perform with greater
proficiency on the battlefield. C Rank
Going beyond the realm of mere persuasion, this Guardian
E Rank has the force or personality expected of a king or military
This rank and higher ranks have the following text: commander. Their words are supernaturally persuasive and
in battle they rally those behind them.
You have advantage on saving throws against effects that
could cause you to be frightened. This rank and higher ranks have the following text:
D Rank Whenever you take your first turn in combat, as long as you
are not unconscious you may grant any creatures you choose
This rank and higher ranks have the following text: that can see or hear you 2d10 temporary hit points.
You can use a bonus action once per encounter to suppress B Rank
any effects on yourself that cause you to be charmed, This Guardian possesses the natural persuasive power of a
frightened or force you to act against your will. This king, lawyer or leader of a political movement. Those who are
suppression lasts for 1d4 rounds, during which period you the head of religious orders or closely knit groups may qualify
cannot be affected by similar effects. for this skill. Their heart is true and resolved, and this quality
C Rank emerges in their actions and words.
The duration of the suppression effect becomes 1d4+1 The temporary hit points you gain at the start of combat
rounds. becomes 4d8.
This rank and higher ranks have the following text: This rank and higher ranks have the following text:
When you use this bonus action, all creatures you choose Twice per short or long rest, when you would fail a Charisma
within 50 feet of you are inspired by your Bravery and have saving throw you may succeed instead.
advantage on Wisdom and Charisma saving throws for 1
minute.

VI | Guardian Skills: Personal Skills


39
Abriel Sanabria (Order #28092418)
A Rank Counter-Hero
A god, leader capable of running the world if required or The Counter-Hero skill is one possessed by entities that
military commander with knowledge surpassing common degrade the status of other heroes. Those known for
sense. Their brilliance in both interpersonal relationships breaking down heroes, turning them away from their path or
and on the battlefield is unmatched. Those who would look subverting the efforts of other famous warriors before
upon them may claim their persuasiveness was supernatural combat may employ it to weaken their opponents.
even if it was born out of fear.
Those who follow this individual could fight for a cause
beyond human comprehension, staking their very lives for a E Rank
greater purpose without a thought. While hostile creatures categorized as “heroes” are engaged
in combat with you, they suffer a rank down penalty to their
You can choose to automatically succeed a failed Charisma two highest ability scores.
saving throw five times instead of two. You may also expend
one of these uses at the end of another creature's turn to D Rank
command a willing ally who can see or hear you to move up While hostile creatures categorized as “heroes” are engaged
to their movement speed, or to move up to half their in combat with you, they suffer a rank down penalty to all
movement speed without provoking opportunity attacks, or ability scoress.
take the Dodge action.
The temporary hit points you gain at the start of combat C Rank
becomes 3d10. The bonus die on saving throws that While hostile creatures categorized as “heroes” are engaged
creatures that can see or hear you makes becomes 1d6. in combat with you, they suffer a rank down penalty to all
stats, and a two-rank down to their highest ability score.
Clairvoyance
B Rank
A skill that allows a Guardian's sight to extend far beyond While hostile creatures categorized as “heroes” are engaged
their usual range. At higher ranks it can allow for seeing in combat with you, they suffer a 2-rank down penalty to all
around objects and doesn't require line of sight to its target. ability scores. “Anti-heroes” suffer 1-rank down.
In the hands of certain Guardians it may allow for divination
or autonomous scrying. A Rank
While hostile creatures categorized as “heroes” are engaged
E Rank in combat with you, they suffer a 3-rank down penalty to all
You can see clearly for up to roughly 1 kilometre (3000 feet). ability scores. “Anti-heroes” suffer 2-ranks down.
Any ranged attacks you make within this range that your
weapon is capable of making don't suffer disadvantage based Divinity
on range and ignore up to 1/2 cover.
Divinity accounts for the holy blood of the Guardian. Full
This rank and higher ranks have the following text: gods would be above the need for this skill, so its pinnacle
would considered almost entirely a god. The higher the
Any creature with the Eyes of a Hero feature has their ranged divinity of the Guardian, the more bonuses they are granted
attack range increased to this skill's range. as a Guardian through their connection to the Key of Truth
ritual.
D Rank
The skill’s vision range becomes 4 kilometres (7,000 feet). E Rank
You are blessed by divinity. Constitution and Charisma are
C Rank increased by 1 rank. Once per long rest, when you fail a
The skill’s vision range becomes 6 kilometres (13,000 feet). saving throw you may succeed instead.
B Rank D Rank
The skill’s vision range becomes 2 kilometres (20,000 feet). You are a holy mortal. Constitution and Charisma are
increased by 1 rank. You have advantage on saving throws
A Rank and attack rolls against fiends, necromancy and curses.
Can see clearly at any distance as long as there are no Twice per long rest, when you fail a saving throw you may
obstructions blocking view. Up to 30,000 feet you are aware succeed instead.
of the location of anything you're already aware of as long as
you saw it within the last minute. Any ranged attacks you C Rank
make within this range that your weapon is capable of You are 1/2 god. Constitution, Wisdom and Charisma are
making don't suffer disadvantage based on range, and as long increased by 1 rank. You have advantage on saving throws
as you're aware of where a target is you can ignore 2/3 cover and attack rolls against fiends, necromancy and curses.
or less. Three times per long rest, when you fail a saving throw you
may succeed instead.

VI | Guardian Skills: Personal Skills


40
Abriel Sanabria (Order #28092418)
B Rank B Rank
You are 2/3 god. All stats are increased by 1 rank. You have You may reattempt failed saving throws four times per short
advantage on saving throws and attack rolls against fiends, or long rest.
necromancy and curses. Four times per long rest, when you
fail a saving throw you may succeed instead. This rank and higher ranks have the following text:
A Rank Your initiative is always one point higher than the otherwise
You are a 4/5 or a full-blooded divine being. All stats are highest result in combat. If another creature has a skill or
increased by 2 ranks. You have advantage on saving throws feature that would cause them to go before you or has a
and attack rolls against fiends, necromancy and curses. Five similar effect to this skill then whoever has the higher
times per long rest, when you fail a saving throw you may Wisdom score goes first. If that is a tie, you and that creature
succeed instead. roll initiative against each other and go in that order before
anyone else in combat.
Efficiency (???) A Rank
The efficiency skill allows a Guardian to gain a supernatural You may reattempt failed saving throws five times per short
bonus to a particular skill they were reknowned for using. It or long rest. You have advantage on all saving throws.
is a sharpening tool more-so than anything else that allows
for additional experience in a specific field to be acquired. Eye of the Mind (True)
E ~ A Rank The true version of this skill is not innate, unlike the false
You have proficiency with the skill, weapon, saving throw, version. It is a skill trained through sharpening one's mind
tools or feature determined by this skill. If it is a weapon you and awareness. Using it the Judge becomes immune to
may add its skill rank to its damage. If it is a skill check, surprises by employing their advance skills of adaptation.
ability check or saving throw you can add its skill rank to Those with it are exceptional at seeing through weaknesses
those rolls. in powerful enemies to shorten the gap in their power and
can easily find the path to victory.
Eye of the Mind (False) E Rank
The false version of this skill is a natural sixth sense that is This rank and higher ranks have the following text:
similar to premonition. This innate allows its user to foresee
danger using their intuiton and react to it even before they You are immune to being blinded or deafened (unless caused
full understand it. It can be trained and sharpened but is by magical darkness or silence) and do not suffer penalties
largerly an ability they come to naturally. when fighting invisible enemies as long as you can attack
them.
E Rank
This rank and higher ranks have the following text: D Rank
You cannot be surprised at the start of combat. Once per This rank and higher ranks have the following text:
short or long rest, when you would fail a saving throw you You are considered to be able to see/be aware of any attack or
may choose to reattempt the saving throw with advantage. hostile action made against you even if you are unaware of its
origin.
D Rank
You may reattempt failed saving throws twice per short or C Rank
long rest. This rank and higher ranks have the following text:
This rank and higher ranks have the following text: You may take the Dodge action as a bonus action on your
You have the Avoidance feature (when you would make a turn.
saving throw against an effect that deals half damage on a As a reaction you can attempt an ability check (your
successful saving throws, you take no damage on a modifier being your intelligence modifier + this skill's rank) to
successful save and no damage on a failure). attempt the equivalent of a clairvoyance skill check against
any ability or feature used by another Guardian. You do not
C Rank gain specific information, but on a success the DM will tell
You may reattempt failed saving throws three times per short you what the outcome or nature of the feature's effect is.
or long rest.
This rank and higher ranks have the following text:
Whenever you move on your turn you do not provoke
opportunity attacks even if you do not take the Disengage
action.

VI | Guardian Skills: Personal Skills


41
Abriel Sanabria (Order #28092418)
B Rank D Rank
This rank and higher ranks have the following text: You have spell slots equal to that of a 10th level wizard.
When you make a melee weapon attack with a weapon you This rank and higher ranks have the following text:
are proficient with, you may attack all creatures within range You have a +1 bonus to your spell save DC and spell attacks.
of that attack. You use the same roll for all of the attacks, All spells you cast are cast that can gain a benefit from
including whatever penalties are imposed by attacking the being cast at higher levels count as if they were cast using a
target creature. 3rd-level spell slot, but for the purposes of spells like dispel
A Rank Magic and counterspell their level remains the same.
You gain a +10 bonus to initiative checks.
C Rank
Holy Rite You have spell slots equal to that of a 13th level wizard. Your
spells count as 4th level for the purposes of dispel magic and
A Guardian who possesses this skill has knowledge of sacred counterspell. The bonus to your spell save DC and spell
rituals, exorcisms and healing derived from divine practices. attacks is +2.
They like acquired it from having been a priest, shaman or
Guardian of their faith. This rank and higher ranks have the following text:
E Rank As a bonus action on your turn, you may allow one spell you
This rank and higher ranks have the following text: cast to benefit from any metamagic feature that is available to
a sorcerer.
You may choose to turn all damage you deal into radiant
damage by imbuing your weapons with evil-sealing charms or B Rank
divine power. You have spell slots equal to that of a 17th level wizard. Your
spells count as 5th level for the purposes of dispel magic and
D Rank counterspell. The bonus to your spell save DC and spell
This rank and higher ranks have the following text: attacks is +3. The metamagic feature added to your spells is
no longer a bonus action, and can instead be done once per
You may use a cleric's Lay on Hands feature, with 25 points turn without using an action.
to spend. You regain spent points when you complete a long
rest. A Rank
You have spell slots equal to that of a 20th level wizard. Your
C Rank spells count as 6th level for the purposes of dispel magic and
Your Lay on Hands point reservoir is 50 points. counterspell. The bonus to your spell save DC and spell
attacks is +4.
B Rank You may use your bonus action on your turn to cast a spell
Your Lay of Hands points are regained on a short or long rest. that usually has a casting time of 1 action.
A Rank Monstrous Strength
Your Lay on Hands point reservoir is 100 points. The Guardian has fables about utilizing strength that far
exceeds their frame or race's abilities.
Magic Arts
A skill afforded to those who were magus in life, granting E Rank
them greater access to their magic and more versatile At E rank, this Guardian is capable of super-human strength.
options with it. They can lift hundreds of pounds easily.
You have a certain number of spell slots. You regain these
spell slots when you complete a long rest. If you do not have a This rank and higher ranks have the following text:
contract with a Keeper you cannot regain these spell slots by Your carry capacity is multiplied by two, and you add your
resting. proficiency bonus to all Strength-based checks (even if you
did already).
E Rank If you have at least 1 minute to perform a task based on a
You have spell slots equal to that of an 8th level wizard. Strength check or saving throw you automatically succeed
that element of the task.
This rank and higher ranks have the following text: One per short or long rest, you may choose to
You have advantage on concentration checks. automatically succeed any Strength-based skill check or
saving throw (or choose to succeed one when you fail it).

VI | Guardian Skills: Personal Skills


42
Abriel Sanabria (Order #28092418)
D Rank D Rank
Those at this rank are capable of inspiring feats, the things of The spell save DC of eye effects is (11 + Charisma modifier +
legend, using power gained through monstrous means. proficiency bonus). Damage dealt is (2d10) damage.
Carry capacity is instead multiplied by five.
C Rank
This rank and higher ranks have the following text: The spell save DC of eye effects is (14 + Charisma modifier +
proficiency bonus). Damage dealt is (3d10) damage.
You can attempt grapple and athletics checks against
creatures one size category larger than usual. You can B Rank
automatically succeed Strength checks/saving throws twice The spell save DC of eye effects is (17 +Charisma modifier +
per short or long rest. proficiency bonus). Damage dealt is (5d10) damage.
C Rank A Rank
Those with a C rank are beings attributed with performing The spell save DC of eye effects is (20 + Charisma modifier +
herculean feats of strength. proficiency bonus). Damage dealt is (6d10) damage.
Carry capacity is instead multiplied by ten. You can grapple Natural Body
creatures up to two size categories larger than normal. You
can automatically succeed Strength checks/saving throws This skill is possessed by Dire Phantoms who were born with
three times per short or long rest. a blessed body, or supernatural beauty. It covers those who
supernaturally gifted strength that cannot fade as much as it
B Rank does those whose natural beauty was the result of another
Those at B Rank are attributed with lifting thousands of being's blessing. It grants greater livelihood and, at higher
pounds at will. ranks, boons that bolster their physical statistics.
Carry capacity is instead multiplied by twenty. You can E Rank
grapple creatures up to three size categories larger than Your hit point maximum increases by an amount equal to
normal. You can automatically succeed Strength twice your level or by 20, whichever is higher.
checks/saving throws four times per short or long rest.
D Rank
A Rank Your hit point maximum increases by an amount equal to
Those at A rank possess strength equivalent to a deity, with twice your level or by 30, whichever is higher. Your Dexterity
such great strength they can rip apart the terrain with their score is 1 rank up.
bare hands.
C Rank
Carry capacity is instead multiplied by fifty. You can grapple Your hit point maximum increases by an amount equal to
creatures of any size. You can automatically succeed Strength twice your level or by 40, whichever is higher. Your Dexterity
checks/saving throws five times per short or long rest. and Charisma scores are 1 rank up.
Mystic Eyes B Rank
Mystic eyes are naturally occurring elements of a character Your hit point maximum increases by an amount equal to
(usually) that use their eyes as their range. They should be twice your level or 50, whichever is higher. Your Dexterity,
treated as magic items that cast spell-like abilities using an Constitution and Charisma scores are 1 rank up.
action or a bonus action. A Rank
Most Mystic Eyes should be treated as having the quality of Your hit point maximum increases by an amount equal to
giving a creature the ability to see through illusions and three times your level or 50, whichever is higher. Your
invisibility passively as well as some secondary effect. Their Dexterity, Constitution and Charisma scores are 1 rank up.
range should be their sight and what they can clearly see (or
up to 240 feet), unless the range is limited by the spell-like Nature of a Rebellious Spirit
effect. It is useful to see them as magic items and build them
like so. Those who rebelled against authority and proved difficult to
The rank of a Guardian’s Mystic Eyes skill determines the control have this skill, which grants them protection against
general statistics of the eye’s abilities, such as spell save DC those who seek to seize control of them.
or spell attacks. Activating them should have some sort of
cost, but they may be passive once activated. It would not be E rank
uncommon to have the use of mystic eyes with ongoing You have a +2 bonus to saving throws against charm and
effects requiring concentration. compulsion effects, including resisting Rites of Compulsion.
E Rank D Rank
The spell save DC of eye effects is (8 + Charisma modifier + You have a +4 bonus to saving throws against charm and
proficiency bonus). Damage dealt is (1d10) damage. compulsion effects, including resisting Rites of Compulsion.

VI | Guardian Skills: Personal Skills


43
Abriel Sanabria (Order #28092418)
C Rank B Rank
You have a +6 bonus to saving throws against charm and A creature with a B rank in this skill is one that outlined and
compulsion effects, including resisting Rites of Compulsion. was responsible for huge changes in a large body of people
such as a kingdom or country, who rose above their station to
B Rank enact some meaningful change. This can include artists,
You have a +8 bonus to saving throws against charm and inventors or philosophers.
compulsion effects, including resisting Rites of Compulsion.
You have four uses of Heroic Resistance that you regain at
A Rank the start of each encounter.
You have a +10 bonus to saving throws against charm and
compulsion effects, including resisting Rites of Compulsion. A Rank
A creature with an A rank in this skill is one that was
Pioneer of the Stars instrumental in a massive change in the world, leading an
A skill reserved for those who were responsible for or empire or country to a new phase. This includes those who
involved in major turning points in human history. As those formed or dissolved their countries or empires, or embraced
who accomplished deeds the elevated mankind to another changes that push civilization forward on a large scale.
level in some form or another, performing impossible tasks You have five uses of Heroic Resistance that you regain at the
becomes possible. start of each encounter.
Guardians with this skill possess a number of uses of
"Heroic Resistance" as determined by their rank in this skill. Prana Burst
These features may be used to automatically succeed a
saving throw, hit with an attack roll, turn a successful attack The Prana Burst skill allows you to use currents or jets of
roll into a critical hit or automatically treat an attacker's mana like an aura, reinforcing your actions and allowing you
attack roll as if it were a 1. Additionally, one each round may to act with greater physical efficiency. It can sometimes take
be expended to automatically take the Dodge, Dash or Hide on an elemental aspect such as fire or lightning, but its most
actions. common form is an expression of pure force.
E Rank E Rank
A creature with an E rank in this skill is one that was part of This rank and higher ranks have the following text:
a group that imposed significant change that elevated a group
to a new level or civilization or prosperity. This can include Three times per short or long rest, you may use either of the
influential knights or influential political factions. following features:
When you make any Strength check or saving throw, you
You have one use of Heroic Resistance that you regain at the can use your reaction to gain advantage on the roll. When you
start of each encounter. hit with a melee weapon attack you may add an extra 5 (1d8)
force damage to the attack's damage.
D Rank
A creature with a D rank in this skill is one that led to some D Rank
cultural change that affected the minds of many people. The damage this skill can do becomes 10 (2d8).
Innovators, artists and those who pushed mankind's body of
knowledge forward fall into this category. This rank and higher ranks have the following text:
You have two uses of Heroic Resistance that you regain at the Each time you roll an attack roll with a melee weapon you
start of each encounter. may roll 1d4 and add it to the result.
C Rank C Rank
A creature with a C rank in this skill is one that was not The damage this skill can do becomes 12 (2d10). The bonus
directly involved with a massive change, but performed some to attack rolls becomes 1d6.
action that famously supplemented a massive change for a
large collection of people. This includes those who acted as B Rank
icons in changing major religions, were instrumental The damage this skill can do becomes 18 (3d10). The bonus
advisors in kingdoms or were instrumental in some to attack rolls becomes 1d8.
revolution.
A Rank
You have three uses of Heroic Resistance that you regain at The damage this skill can do becomes 21 (3d12). The bonus
the start of each encounter. to attack rolls becomes 1d10.

VI | Guardian Skills: Personal Skills


44
Abriel Sanabria (Order #28092418)
Protection from ??? E Rank
This skill protects Guardians who have an automatic defense This rank and higher ranks have the following text:
against certain types of attack, damage, abilities, etc. Two times per long rest, if you are reduced to 0 hit points you
Examples include Protection from Arrows (Ranged Attacks), may immediately expend 1 hit die, roll it and retain that many
Protection from Mind Control (Charm, Fright), Protection hit points instead. This cannot be used if the attack causes
from Critical Damage, etc. It provides a percentage of chance death by massive damage, or if being reduced to 0 hit points
that the condition it describes simply will not work. did not involve a damage roll.
This skill usually exists to aid combatants in getting into
conditions and range they find favorable. This template can D Rank
be used to apply to any skill that would translate to a chance You may use 1 or 2 hit dice at once.
of automatic protection, including Protection of Fairies.
There is a chance of negating the effect that targets you, C Rank
the percent being based on your skill grade. If the subject You may use this feature three times per long rest. You may
affects more targets than you, you only negate its effects on use 1 or 2 hit dice at once.
you specifically. The d100 roll for negation is made before
any saving throws or attack rolls are made against you/by B Rank
you, and it is only rolled normally if it is not negated. You may use this feature three times per long rest. You may
E Rank
use 1, 2 or 3 hit dice at once.
Chance of negations is 35% A Rank
D Rank
You may use this feature three times per long rest. You may
Chance of negations is 45% use 1, 2 or 3 hit dice at once.

C Rank Vengeful
Chance of negations is 55% This skill is reserved for those with a tendency to strike back
at their attackers, viscious fighting with reckless abandon.
B Rank Those who have it can exploit weaknesses in their enemies
Chance of negations is 65% attacks to launch their own assault.
A Rank E Rank
Chance of negations is 80% Whenever you are attacked by a creature that misses and
fails to meet your Armor Class by 8 points or more you can
Upon One’s Own Blade use your reaction to make a weapon attack against them.
This skill is a temporary blessing granted to those who D Rank
honorably took their own lives as unsolicited penance for a Whenever you are attacked by a creature that misses and
crime they committed, or to retain their own honor. It is fails to meet your Armor Class by 5 points or more you can
granted to those who showed themselves to be neigh use your reaction to make a weapon attack against them.
indestructible except at their own hands. The strength of the
blessing is based upon how honorable or self-sacrificing the C Rank
suicide was. Whenever you are attacked by a creature that misses and
Those who were ordered to kill themselves have a lower fails to meet your Armor Class by 5 points or more you can
rank, wheras those who did so on their own and their suicide use your reaction to make a weapon attack against them.
brought about great good have higher ranks. The rank may Your attack is made with advantage.
further be heightened if the Guardian was known to be
difficult or impossible to kill by the hands of others. B Rank
The blessing takes the form of an amount of instances Whenever you are attacked by a creature that misses and
where the Guardian may shirk off a fatal wound, calling upon fails to meet your Armor Class by 5 points or more you can
their own fate to protect them from any death that is not by use your reaction to make two weapon attacks against them.
their own hand. You make these attacks with advantage.
This blessing cannot, however, overcome damage that
would destroy one's body entirely or kills through some A Rank
means other than physical damage. Whenever you are attacked by a creature that misses and
fails to meet your Armor Class by 5 points or more you can
make a weapon attack against them.

VI | Guardian Skills: Personal Skills


45
Abriel Sanabria (Order #28092418)
VII. Factions & Concepts

T
his chapter goes over many of the concepts of
those related to the Trail, giving a brief
explanation where possible to describe how
they might act during it. This includes
information on the main organizations, factors
involved in the Trial of Heroes ritual, magic
arts, High Magic and so on. The information is
intended to help with a basic understanding of the larger
elements at play.

VII | Factions & Concepts


46
Abriel Sanabria (Order #28092418)
The Key is manifested as a means to open a gateway to the
The Trial of Heroes Truth. The Truth is the source code of reality in a broad
You have a few options for running a Trial of Heroes game sense. It is a record of everything that has ever been and will
depending on the type of ritual you use as your template. The be and exists "outside" our perception of the material world.
Fuyuki system is the most famous and is what this guide will Known as the akashic records, it is beyond time and space
primarily focus on exploring. I recommend constructing your and has no physical representation. The Point Zero of all
own world and general Trial of Heroes. beings can be traced back to it at their starting point as their
The Trial of Heroes has some rules that are considered Point Zero, and from the perspective of the Truth there is no
universal. You can take them or leave them, but they are such thing as chance: everything has already happened and
strong guidelines. The following covers basic information been recorded. Our perception of the world is simply playing
related to the the ritual that can be used to round out your out those records with temporal relativity giving the illusion
system. of choice.
Mages seek to reach it because it means escaping this
Seven Guardians world and becoming something greater by reaching "the
outside", though many who have reached it have disappeared.
As per the norm, seven Guardians are summoned. They are Those have have reached the Truth in the past acquired one
usually summoned as one each of the Knight Classes of the Five High Magics, while those who follower their paths
(blademan, bowman and spearman), and the four Cavalry afterward disappeared; killed by an ominous "red shadow".
Classes (horseman, slayer, magician and fury). There can be
Extra Guardians or replacement for the Cavalry Classes but
these conditions are non-standard. Mechanics of the Key
The Trial Ritual has several relative absolutes that are true
The Keepers when it manifests, and several key elements that exist for the
The Key selects a Keeper for each Guardian before the war ritual to occur. The following are some of these elements that
begins. Most are those who seek it out or have a strong desire you should be aware of and know well when planning your
for it, while the remaining slots are filled by those in game.
convenient range or with unknown connections to the war. In
the case of the latter they often summon Guardians without The Lesser Key
catalysts, resulting in generally sub-par summonings. These The Lesser Key is a sort of switch that interacts with the
types often also don’t know what the Key’s purpose is or even Greater Key. It is typically a small object. It does not need to
that it exists and in rare cases don’t even realize they have a be this however. The Lesser Key is where all of the souls of
mage lineage. The most common factor is that when an the fallen heroes will pour together and their mana mixes. It
impromptu summoning occurs it is because the Keeper is stores an insane amount of magical energy that is usually
near a magic circle of some nature, which the Key converts unable to be drawn upon except in critical situations. As the
into a summoning circle. war progresses and nears its end the Lesser Key will attempt
to take an appropriate shape, this being a golden chalice
The Wish identifiable as the Key of Truth. It does not have to take this
Most Key lore has it that when six Guardians have been particular form however and may appear in other
killed the remaining Keeper and Guardian will each get a permeations.
wish. When five Guardians are killed the Key of Truth In running a Trial of Heroes you should decide what the
manifests and is capable of granting a wish, or at least Lesser Key is physically. It will likely be a focal point of your
beginning to. However, it is reasonable to assume it will not game with players who know the world well enough. A game
truly grant one until all six die, and in making the wish the may feature attempts to secure it, hide it, use it for nefarious
final Guardian is consumed. purposes, etc. It can be an unassuming artifact, a creature, a
Certain sources may propose that all seven Guardians statue, etc as long as it’s something relatively portable.
must die, so the Keeper’s last Rites of Compulsion should be
used to tell them to commit suicide. This does contradict
information that the Key is similar to a Guardian and only
can be reached by them, but this seems to heavily depend on
who is writing the scenario. As the DM you should know
which version of the ritual you are going to adopt.
The wish itself is, despite popular insistence, not
something that emulates the wish spell. It is a seemingly
endless well of mana that can be used to alter the world by
interfering with the akashic records (also known as The
Truth). It should be approached as that any method or idea
the person making the wish has in mind can be made to
happen, assuming all it needed was unlimited resources. The
Key delineates endless amounts of time, effort and energy
into a single request.
The Purpose and The Truth
VII | Factions & Concepts
47
Abriel Sanabria (Order #28092418)
The Greater Key Judge
The Greater Key is the core of the ritual, represented by a The Judge is the overseer of the Trial of Heroes. In the
large stone sphere with intricate carvings inside. It is the context of Amore White, the Holy Order observed that the
source of the ritual and regulates it. Should it be destroyed Trial of Heroes was a bloody affair and so sent a
the ritual would be sabotaged, and one with access to it could representative to regulate Keepers and keep some semblance
bypass the need for the Lesser Key. The Greater Key is, in of rules in effect. The Judge is usually an Executor, someone
effect, the gate that leads to the Truth and the source of the who can handle themselves in combat. They have the
miracle granted by the Key. In a regular system where the following responsibilities.
Trial of Heroes is not corrupted there would not be a massive Rites of Compulsion Succession
sky-sphere like we popularly see, and instead the Key’s The Judge is granted all of the unused Rites of Compulsion of
manifestation would be this device. the previous wars. They hold onto all of them on their body,
To reach and utilize the Greater Key one must have a and can grant them to Keepers as they see fit. They use these
spiritual body, so Dire Phantoms are required. A being fused as means to coerce Keepers into acting as they see fit. It isn’t
with a Dire Phantom may also be able to make contact with out of the question for them to offer them as rewards for
it. Should a regular human touch it they would likely see no objectives, but these opportunities will only be reserved for
effect, and if they forced it to function for them the mana when something requires Keepers or Guardians to rectify.
contained within may destroy them.
I would propose you view the Greater Key as something Enforce Secrecy
that can restore itself if destroyed. If it is lost between wars The Judge ensures that Keepers and Guardians are acting
then the mana accumulated during the next war should bring appropriately according to the rules of the Magician's Court.
it back. The only way to permanently destroy it should be to They do not allow them to reveal information or magic to the
dismantle the ritual entirely through some means, possibly common folk. Using their connections to the Holy Order they
using the wish itself. If the Greater Key is moved between take measures to erase memories, manage information leaks
wars however one should consider the war to move with it and repair large-scale damage. They cannot go as far as to
unless where it is sent is unreachable (though this may make restore entire destroyed major buildings or landmarks, but
an interesting plot hook, such as if a previous war’s victor where they cannot fix things they can control what the public
moved it to an extreme location to try to hide it and this is believes to be true.
where the Keepers and Guardians are called to).
Monitor and Prepare
Time Lapse They gain an innate sense that allows them to tell when each
The Key generally takes about sixty years to accumulate Guardian has been summoned, and when any Guardian is
enough mana to perform the summons for the Guardians, killed. They are granted divination skills by the Key that allow
create the Rites of Compulsion and facilitate the ritual. them to find Keepers in the years leading up to the war as to
Keepers are generally chosen during the last ten years of this offer their hand or advice to possible mMsters.
process unless there are those who have a specific Offer Shelter
connection to it that grandfathers them in (in the same way If a Keeper wishes to leave the war or loses their Guardian
the Einzberns, Tohakasa and Matous do). Those who are and seeks to hide, the Judge should have a sanctuary
unaware of the ritual may also be chosen, and the Judge prepared where they can retreat. They can take the Rites of
would seek them out to inform them of their duty. Compulsion of a willing Keeper to severe their connection to
Ascension a Guardian. Their sanctuary is usually a place where
Guardians are forbidden to go (though they are not actually
The Key of Truth is usually considered to be an application of prevented from doing so) and if a Guardian or aggressive
the Third High Magic, Ascension. The Third High Magic Keeper were to enter and pursue violent action they may be
allows those who use it to manipulate and materialize the reprimanded or deemed dangerous by the Judge.
soul. Specifically, its main use is to stop souls that have been
separated from their bodies from decaying or fading away.
This phenomenon is why spells that involve resurrection
within the Trial of Heroes don't function as well or at all after
a certain amount of time. The Third High Magic prevents this
decay by allowing a soul to transform into a different form
entirely, an upper-dimensional form beyond basic
comprehension that isn't unlike an Elemental.
The Key of Truth utilizes aspects of this process when
summoning Guardians, creating a type of soul that is part-
way between the two stages. This is why Guardians do not
require a body to stayed anchored, but their incomplete
ascension means the world still tries to "correct" the paradox
they embody: that they are alive despite having died and
should not exist in the current time period. The Key also
preserves their souls after a Guardian dies, holding them
within itself while awaiting the end of the ritual.
VII | Factions & Concepts
48
Abriel Sanabria (Order #28092418)
The five known High Magics are effectively unobtainable.
Thaumaturgy Each tends to have a single user at most, and not much is
Thaumaturgy is a name for magic arts, the act that known about many. Even the greatest magicians in known
spellmagicians perform as an attempt to recreate mysteries human history only barely reached the precipice of High
and miracles. Related to it is High Magic, actual miracles that Magic. Guardians like Merlin, Medea and other well known
mankind has long since lost but strives to retrieve. historic magic-users were only just able to utilize small
aspects of them.
Magic Arts Those who seek High Magic and get close to their goal
often go do by seeking out the Truth. High Magic seems to be
Magic Arts is the act of recreating natural events using acquired by those who reach that point, as a byproduct of
supernatural processes. It is practiced by those with magic gaining a greater understanding of the material world.
circuits that allow them to utilize magical energy, these However those who seek it often are intercepted by fate and
people referred to as mages or magus. Magic Arts is a meet with tragedy.
recreation of previously discovered natural occurances and The first magics as we know them are as follows. Each
represents almost all of the spell magicians in 5E would cast magic is a category of principles that the magic's user can
using spell slots or normal class features. often use only a small part of.
All mages perform magic arts using the five base elements
in different applications and combinations, those elements The First: Unnamed
being water, fire, earth, wind and void (ether). Mages also This magic has no name or known user, and is implied to
have an elemental affinity that aligns them to a particular cover the creation of matter from nothing (including the
element. Sometimes rare cases are aligned with two or three, creation of ether clumps, a foundational element of all magic
and once every 100 years they may appear one aligned with arts).
all five. A mage will gravitate to using their aligned element The Second: Kaleidoscope
as the basis of their magic arts.
This second magic is used the most commonly. It is a power
Point Zero that governs the observation and interaction with parallel
timelines. It should be noted that this does not include time
Though it is a loose and difficult to grasp concept, a person's travel, but only lateral observation or movement. Those who
Point Zero is a fundamental element of their existance that can use it can see various parallel worlds or move between
can be thought of as the starting point of their soul. It is the them, and in other cases its users can draw energy or
core principle that they have carried in all forms they've ever phenomena from other worlds into theirs.
taken through all possible lives, and it directs their impulses
and abilities. The Point Zero is a direct link back to the Truth The Third: Ascension
unique to each individual. As explained before, this magic is all things that cover the
Most mages avoid discovering their Point Zero, or at the manipulation of the soul. Those who can use it have the
very least resist seeking it out. Once one becomes aware of ability to materialize souls, grant them immortality or
their Point Zero it will become an inescapable truth they preserve them. Using it one could move a soul between
cannot ignore. It will consume their instincts and decision- different bodies, revive the dead or evolve beyond the
making abilities while possibly altering their existance to suit comprehension of mortal beings.
it better.
A Point Zero can be anything as simple as a single idea to a The Fourth: Unknown
full concept. Some examples include "Refutation", The Fourth High Magic is unknown. It exists certainly, but its
"Consumption", "Obsession", "Nostalgia", "One Who Shall users and function have never been expanded upon.
Never Be Understood", "Forever In Shadows", "Sword", etc. The Fifth: Velvet time
When a mage's Point Zero, magic arts and elemental
alignment are all in harmony they often are capable of greater This magic falls within the general umbrella of time
feats. manipulation. This has many implications. It is involved in
moving one's self through time, absorbing knowledge or
High Magic phenomena from the past or future and moving time around
(such as stealing years from the future to grant them to the
While not directly related to the Key of Truth, the ritual is life of a person in the present).
related to the five High Magics. Magic Arts is modern magic, While the second High Magic and the fifth look similar on
and an attempt to recreate the miracles of bygone ages when occasion, the Second High Magic resembles looking laterally
magic was much more powerful. It is like a science, involving across worlds while the Fifth allows one to look forward and
using the five base elements in combinations plus energy in backward along a single one. When manipulating time it has
the form of mana to create a desired result. Though it can been noted to move heat and push the world toward
reach insane results it ultimately obeys a certain logic: extinction, implying that it also involves stealing energy from
materials, energy and information produces output befitting the past or future.
the components. High Magic, on the other hand, is powerful
interferance that defies logic. It can be considered
miraculous and is beyond most system mechanics in 5th
Edition.

VII | Factions & Concepts


49
Abriel Sanabria (Order #28092418)
The Holy Order Executors
They are secret hunters who exterminate that which their Executors are hunters of the heretical like their brothers in
faith considers heretical. Primarily they are hunters of the Holy Order, but their eyes fall onto anything they deem to
vampires and other undead, but also have a distinct rivalry be so. They are bloody, ruthless hunters best known for
with the Magician's Court. This section of their religion torturing and brutally murdering anyone even suspected of
affirms their place in it by fervently pursuing their purpose: engaging in heresy. The title of Executor is hard-earned, not
destroying their targets. being given out to any except the most cold-blooded of killers
Divine magic, represented in 5th Edition as magic from within the Holy Order. They are particularly talented at
celestial monsters and the magic performed by clerics and hunting down magus, vampires and ghouls.
paladins, is referred to as a form of thaumaturgy called "Holy Those who carry this title embrace their sinful nature
Sacraments". Not entirely unlike magic arts, it is based in knowing that their actions are forgiven by their God, as per
faith and using scripture as its foundation. Ultimately it is the eighth sacrament. They act as the representative of God's
another form of magic arts using different principles. wrath and so are cleansed and absolved despite their
The Holy Order is broken up into various divisions: extreme methods.

Assembly of the Eighth Sacrament Exorcists


Clerics who are dedicated to finding and retrieving artifacts. Exorcists are those who act on behalf of a superior, a bishop.
Specifically they are to location and secure holy relics They are like Executors but are charged with hunting and
touched by the blood of saints, Christ and other like items. exorcising daemons in particular. They are resigned to facing
They, like other members of the Holy Order, are absolved of possession and the loss of their own body in the service of
sin so long as they are pursuing their function for the Holy their superiors. Their highest priority is the protection of
Order. This absolution is known as "the eighth sacrament" their own souls and the souls of others.
specifically.
The Assembly of the Eighth Sacrament in particular takes
interest in any claim that the Key of Truth has appeared or
The Magician's Court
may appear. They are compelled to retrieve it should it prove The Magician's Court is an institution that is interested in
to be the genuine article, but this has not been the case forwarding the advancement of thaumaturgy (more
before. They may take an interest in guiding the wish made commonly known as magic arts) while simultaneously
on the Key of Truth and it is usually from their ranks that a protecting the integrity of what is known and the secrecy of
Judge is selected. their craft.
The Magician's Court functions as a powerful magical
Burial Agency military, preparing themselves to defend against threats like
The Holy Order that see them as a threat or wish to end their
Paladins and inquisitors who train to hunt down and quest for the Truth.
exterminate demons in particularly. Their members have
abilities and talents that help them seek out such unholy The Magus Order
entities to exorcise them. Despite this they are not Exorcists, The most well known of three branches of the Magician's
as their methods are brutal and rooted in extermination. Court is the Magus Order. It functions as a university for
This group does not contain strictly faithful members. It magicians of all ages. It is built atop the grave of a dragon
will baptize and introduce exceptional persons with the called Albion, and this labyrinth-like tomb is full of monsters
talents they're looking for as long as they feel they can be and oddities.
controlled. To the same end the numbers are kept to a Underneath the Magus Order are sealed many threats to
handful of members who take on nearly suicidal missions. the world of magus.
Due to their lack of faith they would even go as far as to kill
their members or others within the Holy Order to accomplish Lords of the Magus Order
their goals. The Magician's Court is ruled by twelve Lords, prestigious
Chivalric Orders mages with a long and distinguished bloodline. The political
inner workings of the Magus Order largely function on
The members of this branch are called Knights, and hold the majority rule and so sponsoring the efforts of other mages
distinction of defending holy grounds and places of and factions often decides their actions. Particularly elites,
importance to the church. They are old-fashioned in their they do not approve of those from outside joining the Court
methods and are not particularly specialized but boast the (though there are exceptions).
main military force of the Holy Order.

VII | Factions & Concepts


50
Abriel Sanabria (Order #28092418)
Departments XI. Archaeology
At the Magus Order, there are departments which teach A department that studies universal research, focusing on
different aspects of magic arts. The twelve Lords rule these broad world matters and looking into history more directly
departments, which teach students at the Magus Order. than others. Those within it have a broad sense of the world
Generally students will stay with one department in and are more progressive than many others.
particular and move to the others once they have learned all XII. Modern Magic Arts Theory
they need, but particularly talented students may take several
courses at once. This department is recently formed and teaches about the
The professors who teach in these classes are determined advances of thaumaturgy over the last century. It is looked
by the Lords and often represent small political factions. A down on by many Lords for representing unwanted
given faction may have between eight and twelve professors advancement in the world.
on average.
The twelve departments are: Elric Institution
I. General fundamentals Also known as the Titan's Pit. It is one of the three branches
The basics of magic arts, and the most common subject. of the Magician's Court and has a much different view of
magic. Those who study there focus primarily on alchemy
II. Individual fundamentals and focus on the fundamentals of magic arts, so fundamental
Specific intensive fundamentals building on neutral subjects. they could be considered to study the natural laws of magic.
The Elric Institution has the means to make great
III. Spiritual Evocations predictions about the future and to observe the world. Those
Studies covering the summoning of spiritual beings through who study there are geniuses not hindered by restrictions or
invocation or evocation and utilizing a spiritual medium. Also morality. They spend a great deal of time creating magical
covers topics like spiritual surgery, necromancy and weapons and artifacts which they discard as quickly as they
possession. are produced.
Those of the Elric Institution shun those from the outside
IV. Mineralogy except for those who possess ancient contracts that can
The study of minerals, jewels and magical mediums in the enlist their help and cooperation on demand.
form of naturally occurring materials and metals.
Wandering Sea
V. Zoology
Involves the study of transformational magic and research The Wandering Sea is a moving sea base that has cut itself
into magical beasts. off from the outside world. It is a moving mountain range in
the ocean that only opens up once per year. When it is not
VI. Lore open to the rest of the world it hides between planes where it
A class that teaches the history of magic arts, magic and in cannot be found. Those who are part of it can be seen as
particular focuses on objects of historic importance like elitists in the modern age, as they only sanction old magic
magical relics. They seek out and aim to collect that which and turn their back on modern magic arts.
doesn't belong in this world. Though it's internal workings are largely unknown it has
been known to expel those from its ranks who fall onto dark
VII. Botany or destructive paths, not tolerating unwanted behavior.
A department where witches, druids and those utilizing
natural magic train. It specializes in drawing magic out of Sealing Designations
organic elements. The Magician's Court assigns marks called sealing
VIII. Astrology designations on mages they deem dangerous. They are fine
This department studies topics such as astrology, planetology with the immoral activities of other mages as long as they do
and divination/divinity. They look toward the cosmos to draw not threaten the secrecy of magic arts. In these cases they
knowledge of our world from it. assigned a designation and send their Enforcers, mage-
hunters within the organization similar to Executors, to
IX. Creation collect them. Mages who run dangerously public operations
A department focused on expression and cosmetic magic. or who stumble upon forbidden secrets like reality marbles
They hold beauty in high regard and focus on magic that or uncontrollable mystic eyes are included.
allow for natural transformation of the body. There are outside organizations that have been known to
hunt those with sealing designations as well. The Magician's
X. Curses Court offers a bounty in exchange for neutralizing them.
This department focuses specifically on necromancy, and When killed or captured the mage's findings are archived or
manipulating the human body and soul by way of forceful preserved and then sealed away to be reviewed if it ever
compulsion or mutation. becomes necessary. Some become test subjects for the
higher ups at the Magus Order.

VII | Factions & Concepts


51
Abriel Sanabria (Order #28092418)
VIII. Setting Up Your Trial of Heroes

T
he following is a very basic checklist to go IV. Level Range
down when preparing to run your Trial of
Heroes. They are a list of things you'll want to You need to decide what the level range you want to aim for
think about, some suggestions that might steer is. I personally feel that for those getting use to the feeling of
you in the right direction. DMing 5E Trial of Heroes, games with Keepers ranging from
levels 7 to 12 work best with some of the NPC Keepers
I. The Pre-Campaign? pushing higher levels. High-level games work as well but I
Before anything, a trick I've enjoyed employing is the find that's something of a sweet spot.
precampaign. Running a regular campaign of some nature, V. Keepers and Guardians (NPCs)
from base level (or low level) to around level 7+ is a good way
to get some characters that feel fleshed out. Having some How many Guardians will you have? Once you know, start
sort of storyline that ends with a nearly unsolvable problem generating ideas for who they are. There's no science to this
while simultaneously having an invite to the Trial of Heroes I'm afraid. Try to avoid making overly "corrected" Guardians
fall into a player or two's lap (or just Rites of Compulsion unless you have a truly inspired idea. There's nothing wrong
appearing on them) ensures that the characters will seem with Guardians being like their historic selves, and don't need
more relevant than just being a head in the Trial of Heroes. to be subject to the idea that history got something wrong
Through the course of it you can introduce a catalyst, or the about them. Try to imagine that such decisions need to be in
point of it can be to find a catalyst. service to the players, not distracting lore twists that make it
impossible to guess who the Guardians are.
II. Ritual and Origin Decide on some details about your Keepers: where do they
come from? Why do they want the Key? What kind of
How was your Trial of Heroes set up? This may not come up defenses did they set up or bring with them? Random
in-game, but you should have a general idea of who set your encounters should exist in some capacity in your game and
Trial of Heroes up and how. What form do the Lesser and will probably be the result of the Keepers constructing,
Greater Key take? Does your Key of Truth have any specific summoning or hiring minions, familiars, demons, etc. Figure
limits or tendencies? This is also a good time to warn against out what the long-term plan of your Keepers is based on the
the "corrupted Key of Truth" trope. It's good in scripted work, tools they have on hand and then how you can turn that
but a bit predictable and not terribly rewarding in D&d. information into events the players can interact with.
Furthurmore, what people set up the ritual? Are they still
around? Why did they do it? It's fine to have a group who set VI. Keepers and Guardians (PCs)
up a ritual just to achieve the act of doing it, but perhaps you
can think of other reasons? Once you know your NPC Guardians to some degree, talk
with your players. Who wants to play a Guardian? Who wants
III. Location to play a Keeper? I recommend a 4-person game with two
Where does your Trial of Heroes take place? This means time Keepers and two Guardians somehow bound into aiding one
and place. If you place your game in a city you have the issues another, or a set-up like one Keeper PC, one Guardian PC
that come with it, including population density and mostly and two allies there to help them. What do they all want from
urban combat. If you set it somewhere in the wilderness the Key? What are their resources? Did the Guardian tell the
Keepers can be more open about their activites. Keeper everything they could do? If you non non-Keeper/non-
Once you know a location, do some research! You can use Guardian PCs then what will there be for them in the game?
famous landmarks as set pieces or the backdrop. Stealing Perhaps they tagged along because a goal of theirs is
from real life is encouraged. Ignoring those though, try to obtainable by helping. Maybe one has a connection to another
think of places large events may take place. Fun known Keeper and wants to tag along to find them. Make
environments where the super-human stats and wide ranges sure there's more to the war than just killing NPCs.
of effect Guardians often have can be put to the test and VII. Encounter Tables
shown off a little.
Put a lot of thought into random events that can occur while
travelling. Things you can fall back on when the players go
exploring or looking for Keepers and Guardians. They can be
small interactions with locals, rumors about things related to
Guardians, full-on random encounters or different situations
where they might actually encounter the Keepers or
Guardians.
These are useful because they're the heart of the
exploration. You need tools that allow the players to surprise
you, and creating tables of clues, events and red herrings is a
way to build in a dynamic flow of information for players to
act on. It can also pad things out when your session is a bit
off the rails.
VIII | Setting Up Your Trial of Heroes
52
Abriel Sanabria (Order #28092418)
IX. Extra Rules & Content
Magic Limitations Rogue Guardians
The Trial puts limits on what can be accomplished with The Trial of Heroes ritual aids in keeping Guardians
average magic arts, and D&d 5th Edition blows by most of manifested during the Trial of Heroes. Keepers grant magical
those limitations when venturing into the realm of 6th level energy to sustain them, but aren't doing most of the heavy
and higher spells. There are also many lower level spells that lifting. When the ritual ends or if a Guardian finds themselves
tread upon the toes of concepts like High Magic. If you want summoned outside the domain of a Trial of Heroes ritual
to play in a game setting where magic arts is represented a then it is still possible to make a contract with them, but it
bit more accurately, consider banning the following spells functions differently than a regular contract.
from your game unless a special circumstance allows for This type of contract is only possible if the contract is made
them. Characters should still be able to get spell slots of all by a mage. Mechanically, this means the creature must be
levels, but they should be used for higher level castings. capable of spellcasting using spell slots. No Rites of
This may feel limiting somewhat but will create a more Compulsion are gained through this type of contract and the
earnest, lore-representative game. Keeper has no direct means to give the Guardian orders.
They do not have any of the regular Keeper abilities except
Legend Lore Keeper-Guardian Telepathy and Restore Guardian Health.
Raise Dead Each time the summoned Guardian completes a long rest
Reincarnate they lose half of their maximum hit dice, and if the Guardian
Magic Jar has no hit dice they begin to fade away as if they did not have
7th level and higher spells a Keeper or contract. To circumvent this their Keeper may
use the Restore Guardian Health feature to give them back
If characters wish to learn spells from the list, it may be hit dice. This will require near daily updates and most of a
considered an ordeal. They may be learned from their family mage's magical energy over their life. A Guardian can resort
crest, or some trial has to be taken to properly learn it or they to Soul Cannibalism to supplement this, but to do so will
come with a cost. Spells that allow for resurrection should be draw attention from the Holy Order and Magician's Court,
banned in any situation, as are ones that allow for mass both of whom may not take kindly to a Dire Phantom living in
destruction like meteor swarm or altering time like time stop. the modern world.
These spells can certainly exist in the setting but should be
revered as almost on par with High Magic and absurdly rare.
The Family Crest
Light Damage Mages pass on knowledge through their family crests in the
form of special magic circuits. They are passed from family
Light damage is a special type of damage that all Guardians head to family dead so that the magic information within
are considered to deal on any attacks they make. Crystal them is retained as the mage's clan progresses.
Armaments and weapons from Guardians should be If you wish to you can work out with a mage player
considered to deal it as well. A creature cannot be vulnerable character what their family magic represented and what they
to it, but Guardians and Guardian-like creatures should be strive for. You can then select a number of spells that their
resistant to all damage that does not include fate damage. It family's crest contains (usually 1 spell for each generation)
should not be considered a type of energy, but instead seen as that fit that theme. You can change the spells somewhat to
a tool that allows Guardians and other powerful beings to match the family's specialties (like a family that is superb in
exist in a bracket that can weather more damage or fight using psychic powers having a version of fireball that deals
powerful enemies that humans and mortal beings shouldn’t psychic damage) or make new spells entirely.
readily face. If you are limiting spell uses as I recommended before, this
This damage type is most useful when playing on a VTT is one way you can allow players to access higher level spells.
and you would like to program in this resistance. If you’re at a A mage with a family crest gains access to the spells inside
table game, rather than consider it a damage type you may when they gain the appropriate spell slots to use those spells.
simply wish to consider that Guardians take half damage You should build from the ground up, allowing the crest to
from any creature that is not a Guardian, is not using a have a 1st level spell, then a 2nd, then a 3rd. To start with one
Guardian weapon, or hasn’t been determined by the DM to be that only has one or two 7th and 8th level spells would be
a powerful enough entity (like a demon lord, powerful confusing to a degree. Imagine that the power of the crest
celestial, CR 20+ elemental, etc). had to be built up and increased over generations.
A family crest can only be passed on to another mage by
way of a difficult and painful type of spiritual surgery or,
commonly, a ritual specific to the family. It is much easier if
the holder willingly passes it on to another person but if they
die then another member of their bloodline may inherit it as
well. Unless a bloodline relative of the mage clan allows for it,
a family crest will reject anyone who attempts to integrate it
that is not related to one of its former holders.

IX | Extra Rules & Content


53
Abriel Sanabria (Order #28092418)
Nat19

T
his content was created to originally be used in
the Nat19 D&d 5th Edition game, which is
streamed every Saturday on twitch at 1 PM
PST! Our game includes a number of voice
actors and performers from online Parody
groups such as Project Mouthwash,
Something Witty Entertainment, the Schmuck
Squad and beyond!
We've streamed homebrew campaigns ranging from
original homebrew settings like Somnus Domina to full
campaigns of Digimon, Light and other popular franchises.
If you'd like to come watch us and hang out, head to our
twitch channel at http://www.Twitch.tv/Nat19Official on
Saturday, or check out our previous campaigns at
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introduce and release content similar to this pertaining to our
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on Discord at https://discord.gg/rRv2YVR.

Artists

T
he art used in this handbook including the
cover and images inside were made for us for
thumbnail elements and as character art for
our streamed Lunatide D&d games by the
following artists:

Hazmi Thariq (https://twitter.com/ruqiahitusehat)


Vinsuality (https://twitter.com/vinsuality)
SourFlowr (https://twitter.com/sourFlowr)

Abriel Sanabria (Order #28092418)


OPEN GAME LICENSE Version 1.0a The following text is 3. Offer and Acceptance: By Using the Open Game Content
the property of Wizards of the Coast, Inc. and is Copyright You indicate Your acceptance of the terms of this License.
2000 Wizards of the Coast, Inc ("Wizards"). All Rights 4. Grant and Consideration: In consideration for agreeing to
Reserved. use this License, the Contributors grant You a perpetual,
1. Definitions: worldwide, royalty-free, nonexclusive license with the
(a)"Contributors" means the copyright and/or exact terms of this License to Use, the Open Game
trademark owners who have contributed Open Game Content.
Content;
(b)"Derivative Material" means copyrighted material 5. Representation of Authority to Contribute: If You are
including derivative works and translations (including into contributing original material as Open Game Content, You
other computer languages), potation, modification, represent that Your Contributions are Your original
correction, addition, extension, upgrade, improvement, creation and/or You have sufficient rights to grant the
compilation, abridgment or other form in which an rights conveyed by this License.
existing work may be recast, transformed or adapted; 6. Notice of License Copyright: You must update the
(c) "Distribute" means to reproduce, license, rent, lease, COPYRIGHT NOTICE portion of this License to include
sell, broadcast, publicly display, transmit or otherwise the exact text of the COPYRIGHT NOTICE of any Open
distribute; Game Content You are copying, modifying or distributing,
(d)"Open Game Content" means the game mechanic and You must add the title, the copyright date, and the
and includes the methods, procedures, processes and copyright holder's name to the COPYRIGHT NOTICE of
routines to the extent such content does not embody the any original Open Game Content you Distribute.
Product Identity and is an enhancement over the prior art
and any additional content clearly identified as Open 7. Use of Product Identity: You agree not to Use any Product
Game Content by the Contributor, and means any work Identity, including as an indication as to compatibility,
covered by this License, including translations and except as expressly licensed in another, independent
derivative works under copyright law, but specifically Agreement with the owner of each element of that
excludes Product Identity. Product Identity. You agree not to indicate compatibility or
(e) "Product Identity" means product and product line co-adaptability with any Trademark or Registered
names, logos and identifying marks including trade dress; Trademark in conjunction with a work containing Open
artifacts; creatures characters; stories, storylines, plots, Game Content except as expressly licensed in another,
thematic elements, dialogue, incidents, language, artwork, independent Agreement with the owner of such
symbols, designs, depictions, likenesses, formats, poses, Trademark or Registered Trademark. The use of any
concepts, themes and graphic, photographic and other Product Identity in Open Game Content does not
visual or audio representations; names and descriptions constitute a challenge to the ownership of that Product
of characters, spells, enchantments, personalities, teams, Identity. The owner of any Product Identity used in Open
personas, likenesses and special abilities; places, Game Content shall retain all rights, title and interest in
locations, environments, creatures, equipment, magical or and to that Product Identity.
supernatural abilities or effects, logos, symbols, or graphic 8. Identification: If you distribute Open Game Content You
designs; and any other trademark or registered trademark must clearly indicate which portions of the work that you
clearly identified as Product identity by the owner of the are distributing are Open Game Content.
Product Identity, and which specifically excludes the Open
Game Content; 9. Updating the License: Wizards or its designated Agents
(f) "Trademark" means the logos, names, mark, sign, may publish updated versions of this License. You may
motto, designs that are used by a Contributor to identify use any authorized version of this License to copy, modify
itself or its products or the associated products and distribute any Open Game Content originally
contributed to the Open Game License by the Contributor distributed under any version of this License.
(g) "Use", "Used" or "Using" means to use, Distribute,
copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content.
(h) "You" Not for resale. Permission granted to print or
photocopy this document for personal use only. System
Reference Document 5.1 2or "Your" means the licensee in
terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open
Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the
License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this
License.

Abriel Sanabria (Order #28092418)


10. Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You
Distribute. 11. Use of Contributor Credits: You may not
market or advertise the Open Game Content using the
name of any Contributor unless You have written
permission from the Contributor to do so. 12. Inability to
Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the
Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open
Game Material so affected.
11. Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of
this License.
12. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
13. COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, LLC. System
Reference Document 5.1 Copyright 2016, Wizards of the
Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
Steve Townshend, based on original material by E. Gary
Gygax and Dave Arneson.

Abriel Sanabria (Order #28092418)

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