Nat19s Trial of Heroes Handbook 5th Edition
Nat19s Trial of Heroes Handbook 5th Edition
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.
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
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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)
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.
IV | Dire Phantoms
11
Abriel Sanabria (Order #28092418)
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.
IV | Dire Phantoms
12
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.
IV | Dire Phantoms
13
Abriel Sanabria (Order #28092418)
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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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.
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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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)
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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.
V | Guardian Classes
25
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.
V | Guardian Classes
28
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.
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.
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.
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.
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
http://www.youtube.com/LetThemPlayGames. We frequently
introduce and release content similar to this pertaining to our
settings and rulesets. As well, feel free to join our community
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: