The Overside Player's Companion Version 0.9

Chapter 1: Races Avian Eathar surveyed the plains before her. She had set out from her home groves, unsatisfied with the work she was put to in the Crown's military. Her first time on her own, she has yet to shake the feeling of exposure, away from the canopies of home. But she thrilled at the feeling of freedom. Her ancestors had roved the skies before being struck down to earth, and her inherited wanderlust drove her to see what wonders the Overside had in store for her. Pausing to adjust her packs, she headed for the mining town to the north. After that, she had no plan aside from letting the disk take her where it will. Avians do what they can to make peace with their split nature. Their freedom in the sky was taken from them in ancient times, but in return, they are hardier, stronger, and more adaptable. Many flock to the Crown; their kingdom in the Unare wood. Their lightweight frames are well suited to the canopies, and the tall trees stretching to the skies are soothing to many. Others seek freedom in other ways. Some wander the Overside, taking in all there is to see. A few prefer a more solitary life, high in the cliffs near the rim. Almost none ever shake the feeling of loss, of what is forever gone from their nature. Credit: Ayla Meridian Feathered Frames Avians are slightly smaller than humans, ranging from just under 5 foot to 6 feet tall. Unlike other humanoids, they are covered in feather and have a beak. These feathers are longest on the crest of their heads and flaring off the backs of their arms. They may be thick enough to cover all the skin, or sparse enough to have uncovered forearms and face, though regardless, the hands and feet are uncovered. These feathers can vary greatly in color and size, from long white albatross feathers to short brightly colored songbird feathers. Similarly, their beaks can very from large corvid or raptor beaks to shorter songbird beaks. Their hands, while similar in shape to humans, have sharp talons instead of fingernails. Though their height and frame is comparable to elves, their bodies still have a slightness from their inheritance. They are rarely over 100 pounds, and beneath the feathers are less built. Despite this, they do not lack in strength; their lower body weight has more to do with their bones than their musculature. But more than strength, Avians are known for their agility. Being built for the skies does allow them to maneuver and change directions more quickly than more built races, and their military takes advantage of their capabilities to harry foes and adjust tactics on the fly. From Authority to Autonomy Avian's desire for freedom bring some to seek the security of civilization. Others seek more personal liberty, roaming away from their troubles, and sometimes bonding with a small group of allies. There are no complete Avian societies away from the Crown, as the ones who seek autonomy are unlikely to want to form their own nation. The Avian military is something of a compromise however. Patrolling the plans outside their wood, they impose order on the world while still indulging wanderlust. The members seeking their own path often avoid other Avians, for fear of complications, though they rarely have any qualms over companionship between other races. Avian Names Avian is a language characterized by smooth vowel sounds and few hard stops. Their names take similar form, and are often nicknamed by the first two or three vowels. First names almost always start with a vowel, while clan names can start with either. Male Names: Ifanro, Orenathor, Eothir, Iovio, Olisan, Onian, Iludho, Ianish, Eshiv, Ifior, Ezhoin, Eadhimo, Omir, Eniri, Iathirinor Female Names: Eathar, Ulisa, Oriana, Aliria, Esaruna, Alishar, Ozhiva, Umar, Alamazha, Unadhiar, Alison, Enitha, Aramatha, Alisha Clan Names: Riv, Thomir, Eashahar, Fasal, Ramara, Ianath, Dharma, Uisihir, Fardhasma, Shuvihar, Vinasa, Aiminer

Avian Traits Your Avian nature gives you a number of traits that are common amongst all of your race. Ability Score Increase. Your Dexterity score increases by 2. Age. Avians age at about the same rate as Halflings, fully maturing around 20, and usually living to be around 150. Alignment. Avians' desire for freedom doesn't always give them a chaotic leaning. Many lawful Avians seek freedom through unity, relying on the other members of society to ensure their liberty. That being said, Crag Avians have a tendency towards chaotic, and Grove Avians tend to be lawful. Size. Avians are slightly smaller than humans, between just under 5 foot and up to 6 feet tall. However, their frames are very light, and they only weigh about 70-100 pounds. Males tend to have more brightly colored feathers than females, and females tend to be bulkier. Your size is medium. Speed. Your base walking speed is 30 feet. Gliding. Avians may spread their arms to glide, though they cannot truly fly. So long as your arms are uncovered and you are not wearing heavy armor, you may choose to reduce your fall speed up to 30 feet a round and move up to 30 feet horizontally on your turn. While you do so, you take no fall damage. Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on hit. Lightweight Frame. You have advantage on dexterity saving throws against effects that target an area. Languages. Avians can speak, read, and write Common and Avian. Avian is a very vowel heavy language with very few hard consonants, making it sound smooth, though non-Avians may have trouble speaking it without sounding monotone. Subrace. There are three recognized subraces of Avians: the nomadic Crag Avians, the warlike Raptoran Avians, and the Social Grove Avians. Grove Avians Grove Avians are the smallest and most brightly colored of the Avian subraces. They make up the majority of the social elements of Avian society, from diplomats to entertainers to traders. Their beaks tend to be smaller, and they have beautiful singing voices. Their vocal talents are also useful for replicating sounds or mimicking voices. Ability Score Increase. Your Charisma score increases by 1. Natural Vocalists. You are proficient in the Performance and Deception skills. Crag Avians These Avians prefer high altitudes close to the sea. While their native land is forested, they are also the most nomadic of the Avians, venturing far across the Overside and experiencing its geography and peoples. As such, they are not strongly represented in Avian society, but are seen more often elsewhere, and may work as scouts or ambassadors. Their feathers are usually longer and more plainly colored than their peers. Ability Score Increase. Your Wisdom score increases by 1. Improved Gliding. Your longer feathers allow from greater control than other Avians. You may further reduce your fall speed per round up to 15 feet, and may add your dexterity modifier to your jumping distance. Raptoran Avians Raptorans are the most warlike of the Avians, and have a natural talent for the hunt. They make up the majority of the Avian military, and are seen as ruthless, both in war and society. Their beaks are hooked and their claws are especially sharp, and the have the sparsest feather coverage. Despite their combative natures, some find other ways to channel their restless energy. Ability Score Increase. Your Strength score increases by 1. Swift Hunter. When you damage a creature with an attack who is below their hit point maximum, you may choose to deal extra damage to that creature. The extra damage is equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Credit: ForrestImel

Chapter 2: Classes This chapter gives an overview of some of the unique stories and abilities the classes have to the overside, as well as a new subclass option for each of the classes. Artificer Dedicated artificers are exceedingly rare on the overside, although there are some scattered enclaves where the right student may be able to achieve an appreticeship. That's not to say artificery hasn't made its mark on the overside. Even in antiquity, there exists scattered works of genius. Yet the forging of mighty works has, until recently, been the sole purview of enchanters, be they mortal wizards or immortal willworkers. The gnomes have had a long tradition of tinkering, yet can boast of few true artificers. Their war-machines are second to none, and their work inventing and improving crossbows can equip an unskilled horde of recruits with deadly firepower. These feats of engineering are important, but speak more to craftsmen then the art of artificery. The subtle blend of clockwork, miniturazation, and enchantment to produce the magictechnological wonders come once an age to the gnomish lands. The drow Empire Ever Dark have had no strong traditions with artificery, yet their diplomatic work with other elementals, combined with the labs of the recently deposed Matriarch, has borne fruit of the largest scale work of artificery the overside has ever seen. Their warforged army had threatened the whole of Acirca, are had only narrowly been stopped. Even with the army disappated, the Warforged were built to last, and as their magictech cores mature, they are sure to leave more scattered tales across the land. Not well known is the small enclave of artificers at the city of Skysunder, right at the border of the quasi-elemental plane of Lightning. Though largely inhospitable, the city is peopled by elementals and genasi, who have made leaps and bounds in harnassing non-magical power sources for industry. Wainwright Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with land vehicles. If you already have this proficiency, you gain proficiency with one other type of vehicle of your choice. Wainwright Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Wainwright Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Wainwright Spells Artificer Level Spell 3rd Tenser's floating disk, thunderwave 5th find traps, knock 9th lightning bolt, thunder step 13th dimension door, conjure minor elementals 17th control winds, passwall Spark Wagon At 3rd level, you learn how to create a single-rider magical wagon, capable of self-propulsion. See this vehicle's game statistics in the sparkwain stat block. You determine this vehicles appearance, how many wheels it has, and their configuration; your choice has no effect on its game statistics. It follows the rules for vehicles. If the mending spell is cast on it, it regains 2d6 hit points. Sparkwain Large vehicle Creature Capacity 1 Medium creature

1 Medium creature Cargo Capacity 100 lb.

100 lb. Armor Class 16

16 Hit Points equal your Intellegence score + five times your level in this class

equal your Intellegence score + five times your level in this class Speed 60ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 0 0 0 Damage Immunities poison, psychic

poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Crushing Wheels. The sparkwain may move through the space of any creature smaller than it. When it does, the creature must succeed on a dexterity saving throw or take 1d12 bludgeoning damage. This trait can't be used against a particular creature more than once each turn. Action Stations Helm (Requires 1 Crew). Drive and steer the sparkwain. At the end of a long rest, you can create a new sparkwain if you have your tools with you. If you already have a sparkwain from this freature, the first one immediately falls apart and ceases to function.

The sparkwain doesn't have actions of its own. It relies on crew to occupy stations and use their actions to operate its various functions. Any option that is defined as an Action Station requires an action to perform. Helm. The driver can use their action to propel the vehicle up to its speed or bring it to a stop. While it is moving, the driver can steer it. If the driver becomes incapacitated, leaves the helm, or does nothing to effect the sparkwain's course, it moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it. Lightning Lancer At 5th level, you become adept at using your speed to your advantage in combat. While you are at the helm, you may use a bonus action to drive and steer the sparkwain rather than an action. Additionally, once on each of your turns when you hit a creature with a weapon Attack, if you have moved at least 20 feet towards them on your sparkwain this turn, you can cause the Attack to deal an extra 1d8 damage to the target. Grease Monkey Starting at 9th level, every sparkwain you build can be larger, faster, and more deadly. When you build or modify a sparkwain over a long rest, you may modify it with up to two of the following variants: The sparkwain's size increases to huge, its Creature Capacity becomes 5 Medium creatures, and its Cargo Capacity increases to 500 lb.

Its speed increases to 120 feet, and the extra damage you can deal with your Lightning Lancer trait increases to 2d8.

The sparkwain becomes more durable, doubling its hit points and adding your intelligence modifier to its Armor Class

It becomes adapted to rugged travel. It can move across water at its normal speed, ignore the penalties of non-magical difficult terrain, and its Crushing Wheels trait deals double damage and knocks the target prone on a failed save.

The sparkwain is collapsable. You may use an action to fold it into a the size of a backpack allowing it to be carried. Its features are unusable while it is collapsed, and you may spend another action to redeploy it, unfolding it to its normal size in an empty space adjacent to you. Maximum Overdrive Starting at 15th level, your skill at blending mechanics and electricity into your sparkwain increases. You may have one additional infused item that must be integral to your sparkwain. Additionally, as an action, you may touch your sparkwain and spend a 3rd level spell slot to reconfigure it, restoring it to max HP and swapping optional features and any of your integral infusions in it as though you had just reconfigured it over a long rest. Integral Infusions Sparkwrights have developed a number of ways to blend and forge power into their rigs, giving additional unique abilities to their sparkwains. The following infusions are all integral to a sparkwain. They must be built into it over the course of a long rest, and the sparkwai only functions so long as all of its Integral Infusions remain infused. Titanic Frame Item: A sparkwain The sparkwain's size increases to huge, its Creature Capacity becomes 5 Medium creatures, and its Cargo Capacity increases to 500 lb. If its size is already modified to huge, it instead becomes colossal, its creature capacity becomes 16 Medium creatures, and its Cargo Capacity becomes 2 tons. Turtle Hull Prerequisite: 6th-level artificer Item: A sparkwain The sparkwain gains a swim speed equal to its movement speed. Additionally, any crew or passengers can breathe normally in any Environment, and have advantage on Saving Throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud Effects, inhaled Poisons, and the breath Weapons of some dragons). Limitless Buoyancy Prerequisite: 14th-level artificer Item: A sparkwain While installed, the sparkwain gains a fly speed equal to its movement speed. Integral Weapon Item: A sparkwain and a bow or crossbow You build the ranged weapon into the sparkwain, tying it to the core of energy that powers its movement. The weapon can only be fired with the attack action by a crew member. Additionally, increase Creature Capacity by 1 Medium creature. The integral weapon grants a +1 bonus to attack rolls made with it, and deals an extra 1d6 thunder damage. These bonuses increase to +2 to attacks and 2d6 thunder damage when you reach 10th level in this class. Galvanic Coil Prerequisite: 6th-level artificer Item: A sparkwain Item: A sparkwain This is a weapon that is added to the sparkwain. It increases Creature Capacity by 1 Medium creature, and adds the following Weapon Action Station. Galvanic Coil (Requires 1 Crew, Recharge 5-6) Until your next turn, any non-crew creature that enters a 10-foot radius around the sparkwain or starts its turn there must make a constitution saving throw or take 4d6 lightning damage. This weapon can't be used against a particular creature more than once each activation.

Barbarian Barbarians on the Overside tend to come from tribal backgrounds, though there are exceptions. The most common type of barbarian, that most of those living on the Overside would associate with the class, are from the nomadic humans that live spread between most of the major civilizations. While these groups are varied in their traditions, the harsh necessities of their lifestyles make excellent training as a barbarian. Berzerkers are common across the disk, while bonding with totem spirits is more bound to the Flatness, and the jungles around the Footsteps. Some Avians also have totem animal traditions, notably those that help cultivate their native forests, though this is becoming less common. There is a primal path unique to the Overside however, native to those regions near the very edge of the disk. Humans make up the majority of the tribes bold or desperate enough to make their living there, though there are still some bands of other races nearby. Path of the Edgewalker There are many tribes that live near the edge of the Disk, and most tend to give the shadowy mists on the very edge a wide berth. However, there are a few tribes who have found ways to survive and even draw power from the fraying of reality. The edge's shadows are a great danger, as half real ideas and creatures chaotically spawn, fight, and fade away with seemingly no reason. There is some maddening knowledge to be drawn from these half truths however. If one watches the swirling shadows long enough, it is possible to recognize alternate paths fate could have gone down, and the reflection of events all throughout the disk. A barbarian following the Path of the Edgewalker has not only seen these shadows, they have encountered a very specific shade. Their own. The few tribes that follow these traditions have ritual journeys through the chaotic mess for those brave enough to try to find the alternate reflections of themselves. However, it is possible for someone unfortunate enough to stumble off the edge to find themselves, and be lucky enough to both encounter and survive meeting their shade. It is difficult to surrender to the near infinite possibilities your shade may encompass, and Edgewalkers often have difficulty separating the truth of reality from the dreamlike memories of other worlds. While these mixed memories can serve as distractions for many parts of life, they do also offer insight into the past and future. The most notorious ability Edgewalkers have however is when they draw on the shadows' power in battle. Blades of Mist When you select this path at 3rd level, the mindlessness of your rage brings a clarity to you and your alternate selves. You can strike in multiple different ways as the same time, though all but one of your actions are mere misty shadows. Whenever you attack a creature while raging, the creature takes necrotic damage equal to your Rage Damage, whether the attack hits or not. Glimpses of Possibility At 6th level, you begin to be able to draw out more useful information from your shades and their memories. While the realities they exist in aren't quite your own, there is still knowledge available from the similarities. You may cast the spell Augury as a ritual, and you don't need material components to do so. Additionally, you gain blindsight out to 5 feet while raging. Blurred Transference When you reach 10th level, you gain the ability to bring your selves together to resist many effects, distributing the force across several shades. Whenever you make a saving throw while raging, you may use your reaction to gain advantage on that roll.

Storm of Shadows Beginning at 14th level, your mastery over the blurred edges of reality lets you strike out in many directions at once. As an action while raging, make one weapon attack that effects each creature of your choice within 30 feet of you. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. Bard Bards are popular all over the disk, as entertainment is always in fashion. They tend to be wanderers, and stories, songs, and new from far away make for better fare that repeating the same old. However, the only actual bard college on the overside is the Orial, in the Avian trade capital Ularu, with a focus on lore and music. Otherwise, the training and paths for Bards tends to be one of picking up talents as you go, and chasing the stories of the College of your choice, rather than academic study. Credit: Mike Schley College of Naming Bards from the College of Naming focuses on the study of truenames; the art of reading into the subtle nature of people and objects, and speaking their truename to control them. This is more of an art than academic study, since the complexity of these names go beyond flat grammar rules. They are intuitive, grasped only by fleeting truths regarding the subject, and ever changing. Wizard's formalized study is little help in this endeavor, and bards use of the magic of music attunes them more to this hidden world than any other focus. The college is based around trying to open the students’ eyes, and helping them grasp at the fundamental truths behind every person and object in the world. Bards who follow this college can be referred to as Namers, though they are rare enough to be mostly relegated to obscure legends and tales. Most of those who become Namers chase these tales, often finding someone who can set them on the path. Some piece the stories together themselves, and speak their first Utterance during a moment of clarity. Regardless, one cannot be told Truenames, as the mind interprets these words simply as the 'normal' word for the person or object. This art is learned through lessons of contemplation and observation, and often tempered through the clarity granted by conflict and stress. As one becomes more accustomed to naming, there are even more tricks that can be done, leveraging the strange ease with which truenames can make their manipulations compared to the usual stresses powerful magics inflict on a caster's mind. Intuitive Knowledge Namers look at their surroundings in a different manner that others, letting their mind intuitively pick up on details. You soak in the world in gestalt glances, and your will puts together the details in the back of your thoughts. At 3rd level, you may use your Charisma bonus for Perception and Investigation checks instead of Wisdom or Intelligence, as well as for calculating Passive Perception and Investigation. Utterance While all magic is about enforcing your will upon the world, speaking the truename of something is deceptively simple, and open to repetition. After taking a quick study of your targets, you speak a short series of syllables, the truename of your targets, and as such command reality, instead of the traditional manipulations of magic. At 3rd level you may spend a bardic inspiration die to cast a spell as an utterance. You can do so with any spell level 5th or lower that you could cast normally, as long as it doesn't have an expensive material component. The spell is cast as normal using only has a vocal components. As you cast it, roll your bardic inspiration die. If you roll greater than the spell slot used to cast the spell, that slot isn't consumed.

Recitation At 6th level, your words of power take on a life of their own, continuing to echo off even after you finish speaking. While you focus on your spells, you may quietly mutter a recitation, to bind your thoughts and words together. These recitations are based on your own truename, as you seek to stabilize your magical effects onto yourself. It also has a side benefit of holding your own form together, inuring you to poisons and disease. While concentrating on a spell, you may use a bonus action on your turn to speak a recitation. If you do so, you may add your charisma bonus to any constitution saving throws you make until the start of your next turn. Power Word At 14th level, you gain the ability to turn your spells into power words, speaking the targets names, and making their effects overwhelm their defenses. When you use this effect, the world warps to your will, and those nearby can feel the weight to your words. Whenever you speak an utterance, you may choose to add your bardic inspiration die roll to the attack roll, or subtract it from the first saving throw made to resist the spell. Additionally, you may add the spell Divine Word to your list of spells known. Other Truenaming Naming as an art certainly exist outside of this particular bard college, it is just widely considered a lost art, and the College of Naming is the only modern group that studies it. It is said that when the Primordial Giants wrought the Void, and the Disk, the language they spoke was exclusively of Truenames. There is another option for a character who seeks to know Names other than a bard however. Without a study(represented by taking levels in this class), it is unlikely for someone to learn any more that a single Truename. Knowing a Truename can be represented by taking the Dragonmark Feat from Eberron, except the spells only require verbal components and expensive material components. Cleric There are a wide array of deities that have a following, and so there are clerics all throughout the Disk. Every city has at least a temple to the local gods, and many have complete temple districts. Though the gods are varied, they generally are separated into these catagories. The Primordial Giants are central to the most ancient legends. While there are different versions of the story, the focus is 6 giants coming with gifts that created all that is. IM wrought the void, the space that everything else was created in. UL painted the sky, casting the stars throughout the void, and placing the sun and moon in the sky. AR forged the Disk, making first a simple stone coin, then connecting it to all of the locations, shaping the mountains, caverns, and hollowing out the Inside. EH sculpted the Overside, creating its rivers, forests, and deserts. OF populated the Overside, summing all the animals and creatures. YS awakened the overside, bringing thought and reason into the world. These gods are sometimes just referred to as Primordials, and they are generally seen as very distant, and what power they have to influence the world is very elemental. As such, while most cultures have shrines to them, they don't have many dedicated worshippers. Next are the racial gods. All of the major races have at least one deity they believe made them and still takes an active role in guiding them to this day. Most nations tend to have a full pantheon, with gods associated with differing concepts. These are by far the most numerous number of deities, and also the group that has the most worshippers. Lastly are Ascendant Heroes. These are the newest of the gods, and often the most mysterious. They were all once mortals, and each has found some path to godhood. Although their stories are the best know, being relatively recent, there is still a great deal of uncertainty over their deeds, and how exactly one ascends. While there are several paths, it seems that fame or infamy are a necessary part of the process, as is playing a major role in shaping the events of the Overside. These gods, refered to as Ascendants, certainly have worshippers, though they tend more to be adventurers emulating their deeds than a traditional gathering at a temple. Some speculate that some or all of the ancient racial gods are actually older Ascendants, though others hold they were never mortal, and are living embodiments of concepts. Regardless of their type, the gods are never seen to walk the Overside in their true forms, at least until the crisis with YZ. It is speculated they live on the Underside in some fashion, or possibly out in the void. Earth Domain Gods of the earth and stone are distant to most mortals, though that does not mean they don't have their own plans are followers. They tend to be ancient gods, with goals on a different time scale than most other beings. AR, the primordial giant who forge the disk, is one such deity. Their worshipers can find much common ground with clerics of nature, and with druids, though threats to the heart of the mountains are of a different breed than those threatening the more temporary forests, groves, and beasts.

Clerics that follow these gods are one and all hardy, taking on the longevity of their patrons. They may concern themselves with temporary pursuits such as mining, building, or using other bounties of the earth. Others may take a more protective stance, taking on threats such as disruption of the climate, stopping quarrying or overzealous mining that may blur the lines between the Overside and the Inside, or other longer term wasting of the land. Earth Domain Spells Cleric Level Spells 1st Absorb Elements, Shield of Faith 3rd Hold Person, Earthbind 5th Stone Shape, Otiluke's Resilient Sphere 9th Hallow, Transmute Rock Bonus Proficiency At 1st level, you gain proficiency with heavy armor. Steadfast Stance Also at 1st level, you forge a strong bond between you and the ground beneath you. So long as you have both feet on the ground, you have advantage on rolls to resist being moved or knocked prone against your will. Channel Divinity: Bones of the Earth Starting at 2nd level, you can focus your devotion to mountain and stone to resist mortal weapons. Whenever you would take damage, you may use your Channel Divinity as a reaction to gain resistance to bludgeoning, piercing, or slashing damage for a number of rounds equal to your wisdom modifier (minimum 1). Credit: Reilly Brown Channel Divinity: Blessings of the Immutable At 6th level, you may use your channel divinity to reach out and solidify the forms of those around you, inuring them to damage the same as your own strengths. Whenever a creature within 30ft of you takes damage, you may use Channel Divinity as a reaction to give you and that creature resistance to bludgeoning, piercing, or slashing damage for a number of rounds equal to your wisdom modifier (minimum 1). Additionally, whenever you use Bones of the earth, you may choose to grant one creature within 30ft the resistance as well. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8. Flesh of the Primordial At 17th level, you become one with the ancient origins of stone, tying your form to the slabs and rings that form the core of the disk. Whenever you would take damage of a type you are resistant to, you may choose to become immune to that damage. You may only do this once a turn, and only against a single instance of damage. Druid Drawing magic from the guardianship of nature is an ancient tradition, even if it has never been a particularly popular one. All of the old growth forests of the Overside have a druidic circle watching over them, though other lands also draw a following. Most druids do see themselves as guardians of the Overside as a whole however, and many do wander seeking balance. The tend to have a strained relationship with any nearby civilizations, sometimes erupting into outright conflict over the abuses of nature. Still, there is some balance that exists. The Avian Crown has an accord granting the druidric circle great control in matters of their home forest Unare for example. Most of the everyday peoples of the Overside do have a generally positive opinion of druids, and are sometimes sought out for healing. Circle of Ash The Circle of Ash started with the spellblaze that created the Bone Wood. This cataclysmic event was caused by out of control magics, and resulted in a large chunk of geography being reduced to an ashen wasteland. Druids of this circle are focused around stopping such events from happening again, fighting against uncontrolled magic experiments. While many see the Bone Wood as an unlivable scar on the Overside, that isn't quite true. While what life has returned to these lands are small and easily missed, it does signify a slow return. Druids of this circle focus much of their prowess by channeling not only the rage of these lands, but also the insects that have started to make it their home again.

Credit: Anotherwanderer The Circle of Ash does have a negative reputation however. The Druids are know for being fairly unstable, both from their ties to this ruined landscape, and their abilities to wild shape into multiple lifeforms at once, which take a mental toll on them. While this circle started in the Bone Wood, it is no longer tied just to those who have been there. Any Druid who has a reason to want to seek retribution against the ravages of magic or civilization can seek a teacher to teach them. Swarm Shape When you choose this circle at 2nd level, you gain the ability to Wild Shape into the creature Swarm of Insects, following all the normal rules for entering a beast form. Instinctive Response At 2nd level, whenever you would take damage or make a saving throw, you may spend your reaction to Wild Shape first, expending a use of it like normal. Once you use this ability, you can't use it again until you finish a short or long rest. Wasteland's Retribution Starting at 6th level, whenever you hit a creature with a weapon attack, you can expend a druid spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for each spell level, to a maximum of 5d6. This damage increases by 1d6 if the target can cast spells. This feature may be used while Wild Shaped. Consume Magic At 10th level, you become more adept at pulling apart spells. Whenever a creature takes damage from your Wasteland's Retribution feature, you may simultaneously target the damaged creature with dispel magic. Additionally, when you Wild Shape into the Swarm of Insects, you may choose to gain one of the benefits from the Variant: Insect Swarms sidebar. Ashen Legion Starting at 14th level, when you Wild Shape into the Swarm of Insects, it has upgraded effects. It doubles in size and number, increasing to Large size, and increasing its maximum Hit Points to 44. You may cast the spell insect plague centered on you when you take an action to Wild Shape. This doesn't require a spell slot or any components, you are immune to damage from this spell, and it ends early if you leave your Beast Form before the spell ends. Fighter The very earliest stories of the Overside are of conflict and great war, and even with cataclysmic magics, there are always those needed on the front lines of battle. Of course, those of great martial talents have other paths open to them other than being a soldier, and from the beginning there have been many differing opinions on the what is the best way to fight. As such, there is little in common any given fighter may have to any other fighter. They may come from any background, and have many paths and origins. Sill, the militaries of all the different civilizations are the most common background. Exoticist Martial Archetype Masters of traditional weapons and forgotten styles, Exoticists collect the tales and forms of unique weapons. Gladiators, explorers, and historians can all be seekers of these tools. To preserve what is nearly forgotten, to aid in their heroics, or simply to bring flashy style to their martial prowess, they have chosen to spend the great deal of time and practice needed to comfortably wield these strange weapons. Being collectors of strange weapons and styles from across the disk, exotic weapons should be unique, and collected from fantastic locations or traded for from merchants far afield.

Exotic Weapon Proficiencies At level 3, you gain proficiency for 3 exotic weapons, and an instance of each. You gain another exotic weapon and proficiency and level 10, 15, and 18. If you lose one of your exotic weapons, you can craft another copy of it from memory over the course of 3 days and spending 25gp on raw materials. Exotic Technique At level 7, your training reaches a point where you can emulate some of the traditional techniques and uses for your storied weapons, acting on momentary inspiration. At the end of each short or long rest, choose one of your exotic weapons. You may use its gambit once. Gambits. Gambits are tricky techniques that can be practiced with Exotic Weapons. Unless specified otherwise, Gambits and their effects only trigger, apply, and count for that weapon. Saving Throws. Gambit save DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Adaptable Training At level 10, your focus lets you more reliably practice the traditional styles of your weapons. You can use each of your exotic weapons’ Gambits once a short rest. Storied Bonds At 15th level, your training with your exotic weapons manifests as a personal bond. You may attune all of your exotic weapons, treating them as +1 magic items. This only takes one attunement slot. Credit: Paristo Lighting Strikes Twice At 18th level, your experience with using your chosen weapons lets flow through the difficult forms and seize on inspiration multiple times. You may choose to use a gambit with one of your exotic weapons even if you have already used it since your last short or long rest. You may use do this a number of times equal to your constitution modifier (minimum 1). Exotic Weapons Only an Exoticist may have proficiency in any of these weapons. Each weapons' gambit appears after the weapon's traits in bold, and can only be used once a short rest with the Exotic Technique class feature. Credit: Wayne Reynolds Melee weapons Fullblade 2d8 slashing, two-handed, heavy An enormous 2-handed sword, larger even than a greatsword. These are wielded by the giant-blooded peoples in the inhospitable heights of the Broken Teeth. Mountainous Storm. When you take the attack action, you may make up to two additional attacks. You cannot attack any creature more than once this turn.

Greathorn Hammer 1d12 bludgeoning, heavy, two-handed You score a critical hit with this weapon on a roll of 19 or 20. A massive hammers constructed from the horned skulls of the minotaur elders, deep in their mazes of outside the City of Jewels on the interior of the disk. Minotaur’s Sunder. You use this gambit when you take the attack action. A creature hit by at least one attack takes an extra 1d12 bludgeoning damage. A creature hit by at least two attacks is knocked prone. A creature hit by three or more attacks is stunned for one turn. Sugliin 2d6 piercing, reach, two-handed, heavy A long pike with several sets of sharpened antlers bound to the end. Built in the remote tundras on the rim, where metals are scarce, and the wild game plentiful and primordial. Bite of the Tundra. As an action, make one attack with advantage. The attack deals an extra 4d6 bludgeoning for each extra attack you get on the attack action. You can't use this gambit if you've made any other attacks this turn, and you can't make any other attacks until your next turn. Orc double-axe 1d8 slashing, two-handed When you take the attack action with this weapon, you may make an extra attack with it as a bonus action. You don’t add your ability modifier to the damage on that attack unless you have the two weapon fighting style. A longer hafted battleaxe with second head on the bottom. The insular orc tribes in the sunken swamps hold their duels for rank with these axes, in ritual combat rarely seen by outsiders. Duelist’s Assault. When attack with this weapon as a bonus action, that attack deals an extra 1d8 slashing damage for each attack you've hit them with this turn, and that creature has disadvantage on attacks against you until your next turn. Spiked Chain 2d4 Piercing, two-handed, reach, finesse An 8ft long chain covered in vicious barbs. Drow priestesses use these to inflict painful wounds on their supplicants during their religious rituals, though they

can be devastating in combat as well. Sweeping Scourge. When you take the

attack action, each attack is made with

advantage, and each must be made against a

different creature. Any attack where the lower of the two d20s would also hit the target knocks the creature prone. Great Scimitar 1d8 slashing, finesse, light A long curving sword, designed for whirling attacks. Forged by desert nomads living in the Bone Wood to emulate the dances of the ash elementals. Ashstorm Dance. As a bonus action, make an attack with a light weapon in your other hand for each attack you made with the Great Scimitar this turn. Khukri 1d6 slashing, finesse, light You score a critical hit with this weapon on a roll of 19 or 20. A curved, short chopping machete. Used by an isolated Avian tribe around the Footprint lakes to hack paths through the thick jungles, and to hamstring the many threats that live there. Bushwhacker's Bite. At the end of your turn, you may choose a creature you've hit this turn. Decrease its movement speed by 10 feet for each attack you hit it with. At the end of each of its turns, it may make a constitution saving throw to regain the movement speed. Harpoon 1d6 piercing, thrown, range (15/60) A creature hit by a thrown attack with this weapon becomes impaled with it. It stops being impaled when it moves away from you or you spend a bonus action during your turn to reel the harpoon back to you. When a creature stop being impaled, it takes 1d6 piercing damage. A javelin with backwards barb of the point, attached to rope. The fisherfolk of the Sunless Sea use larger versions to hunt huge, dark sea creatures from their boats, tracking and fighting them over several days. Pull of the Deeps. When you impale a target, you may set the hook into the creature. It must make a strength saving throw to move away from you so long as it remains impaled. When it stops being impaled, it takes an extra 1d6 damage for each extra attack you get on the attack action. Credit: Wayne Reynolds

Ranged Weapons Heavy Repeating Crossbow 1d10 piercing, heavy, two-handed ranged (100/400) Ammunition A heavy crossbow fitted with complicated reloading mechanisms. Gnomish designs for defending their cities from the secret threats of below, seeking to keep their hold on the Furnaces of Creation, mounted looking down the long corridors into the darkness. Clear the Corridor. As an action, you may force all creatures in a 20-foot cone to make a dexterity save and take 2d10 piercing damage for each extra attack you get on the attack action on a failed save, or half damage on a successful one. Credit: Miles Teves Shurikens 1d4 piercing, light (20/60) You may hold up to 4 shurikens in one hand. When you attack with a one handed weapon while wielding theses in your other hand, you may make one attack with this weapon as a bonus action. When you gain proficiency with this weapon, you get a set of 8 instead of just one. You can use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. Small throwing discs, covered in deadly points. The secret guilds in the Halfling nation of Wusterheart carry out their missions to eliminate targets quickly and efficiently, to carry out their shadow wars. Assassin’s Enfilade. When you take the attack action while hidden, you may make double that number of attacks. Shields Tower Shield Wielding a tower shield increases your armor class by 3 instead of 2, and you have disadvantage on all weapon attack rolls not made with a light weapon. A cumbersome curved, rectangular shield, once used by rank and file infantry of the People’s Empire in ancient times, to protect them as they advanced on the demonic fortifications of their enemies. Their cumbersome weight and amount of training involved is responsible for their falling out of favor. Turtle Stance. You may use your reaction when you would be hit by an attack or be forced to make a dexterity saving throw to grant yourself three-quarters cover until your next turn. Monk Religion and philosophy are common enough topics on the Overside, but those willing to put in the training and time to focus martial arts are uncommon. Monastic traditions and temples certainly exist, but it is not a popular path. There are a few dojos in the halfling lands, with their capital of Wusterheart having the largest on the Overside. Most other monasteries are in more secluded locations. Zalani, one of the most recent Ascendant Heroes, was an Open Hand monk, and is responsible for many dojos' creations. Many claim to use her techniques, or even to have been visited by her. Way of the Open Hand is by far thei most commonly taught art, though other traditions can be found. The 'Way of Shadow' is referred to as the 'Way of Darkness' on the Overside, as it is more elementally aspected, and has little to do with the shadows of the edge. There is a temple for Way of Darkness near Wusterheart, and the few others are found in the underdark. The other Ways only have a monastery or two secluded away. However, one still can find one of the Ways within their heart, and may not need to actually train from a master, though most have had at least some tutelage. Way of the Void Monks of the Void seek to empty their minds completely, living only in the present. While most monks seek tranquility and stillness of mind and soul, monks following the Way of the Void are true masters of meditation and oneness. While performing their martial arts, they flow seamlessly between forms, and between attacking and defending. At the same time, there is a lack of expression on their faces, as they pour all of their thoughts and emotions to the void. The few monasteries of the Void are found near the edge, though they seek to pierce through the shadows and mist to meditate on the infinite emptiness beyond their reach. The techniques were inspired by the pull of YZ, the primordial giant of Mind, who is prophesied to return and reclaim his gifts one day. The Way of the Void does not worship or even necessary believe these stories, but picture this Void in their mind and pour their thoughts and emotions into. Hollow Mind Technique Starting at 3rd level, you can channel ki to manipulate your mind as well as your body, and live solely in the present. Your techniques allow you to flow like the wind, moving and twisting between attacking and defending. Whenever you use Patient Defense to dodge as a bonus action, you additionally gain one of the following effects until your next turn: You gain advantage on Intelligence, Wisdom, and Charisma saving throws.

Whenever a creature misses you with a melee attack, you may use your reaction to make a melee attack against it.

You may add your wisdom modifier to your melee weapon attack and damage rolls.

Gift of Stillness Credit: Rhineville At 6th level, you may share your quietude with those around you. You are an adept at feeding your thoughts into the void, to the point where your emptiness can reach out and draw in the turmoil of those around you. If an ally within 30 feet of you would make a Intelligence, Wisdom, or Charisma save, you may use your reaction to grant them advantage on the roll, as your void reaches out and calms their soul. Elusive Heart Starting at 11th level, your honed instincts apply to not just your movements, but to your vitality and spirit. Even when overwhelming power sweeps over you, it cannot reach to the core of your being, floating deep in the void of nothingness. Whenever you are subjected to an effect that allows you to make a Charisma, Wisdom, or Intelligence saving throw to take only half damage, you instead take no damage on a successful save, and half damage on a failed save. One with Nothing At 17th level, you may truly clear your mind and soul, existing in a perfect state of emptiness. Others may see this as a curse, having fed all of your being into the nothingness, and seeing the this lack in your eyes. But in this state, you cease to be. You are unfindable, unreadable, and untouchable. After taking a short rest or long rest, you may choose to gain the effects of Mind Blank. While under this effect, you have disadvantage on all intelligence and charisma checks. You may end this state of nothingness as a bonus action. Paladin Those who swear an oath and begin a lifelong crusade tend to be extraordinary individuals. While paladins are not very common, they are well known. Their deeds often bring them to the public eye, and the deeds of paladins throughout history has echoed down to the current day in myths and children's tales. It is easy enough to make a promise of revenge or protection or faith. It is difficult to feel that oath resonate in you, and to dedicate all of your deeds to that oath. Unsurprisingly, the Oath of Vengance is the most common, as it is a righteous path that can feel the most rewarding. Oath of Devotion is fairly common as well, and Suntown has a strong tradition in encouraging these two oaths. The other oaths are rarer. The Oath of the Crown is seen in Avians the most, due to the strong sense of patriotism, but any ruler or nation may inspire such dedication. Oath of the Ancients is seen mostly from though near the scortched remains of the spellblaze, though there are many other ways to this path. Oath of Heroism The Oath of Heroics is sworn by those looking to follow in the footsteps of the Ascendant Heroes. While there are quite a few clerics who may worship a specific deity who was once a mortal, Heroic paladins see them all as role models, and bind themselves to the myths and legends of the Ascendants. They are well known for their adaptability, and their willingness to put their lives on the line for the sake of adventure and notoriety. And while the paths to Ascendancy are murky, poorly understood, and often include unique circumstances, it is known that skill, fame, and participation in great crises play a vital role in ascending to godhood. Tenets of Heroism The tenets of the Oath of Heroism may take several forms, but all revolve around the lofty goal of ascendancy. While there are many potential way to do this, there are a few core factors that are needed to join your role models in their divinity. Arete. Your skills and feats define how you impact the world around you, and you should strive for excellence in all things. Valor. There is no glory in retreat. You must seek to follow through on your plans, and while setbacks will occur, they are merely opportunities to push your capabilities to the limit. Audacity. You must seek out challenges of great import, tasks that will shape the fate of the disk, without fear of choosing too difficult a goal. Nobility. Your actions must be ones that others can look up to. You need to be a role model to those around you, and have the stories of your exploits be capable of inspiring listeners. Individuality. You must make a name for yourself following your own character. There is little point to notoriety if you are a copy of another. You need to cultivate your distinctive traits, and bind your quirks into your growing legend.

Oath Spells You gain oath spells at the paladin levels listed. Oath of Heroism Spells Paladin Level Spells 3rd Heroism, Charm Person 5th Enlarge/Reduce, Enhance Ability 9th Beacon of Hope, Fear 13th Freedom of Movement, Aura of Purity 17th Dream, Geas Channel Divinity W hen you take this oath at 3rd level, you gain the following two Channel Divinity options. Omnicompetence. As an action, you can use your Channel Divinity to tap into a divine well of skill. Choose one skill or tool. For the next 10 minutes, you have proficiency with the chosen skill or tool. Eyes on Me. As an action, you may present your holy symbol and call out a challenge to those nearby. Each creature of your choice within 30 feet must make a Wisdom saving throw. On a failed save, a creature can't attack or use a harmful effect on anyone other than you until your next turn. Creatures who can't be charmed are immune to this effect. Credit: Eric Groff Aura of Prowess Starting at 7th level, your wellspring of competency suffuses the area around you, making it less likely for you and your allies to falter. Whenever you or a friendly creature within 10 feet of you rolls a 1 on an attack or skill check, they may reroll that die, and must use the new roll. At 18th level, the range of this aura increases to 30 feet. The Living Legend At 15th level, your heroic tale gains a momentum of its own. Anyone who speaks, sings, or writes tales of your deeds gains Proficiency on any rolls they make in the process if they don't have it already, and may use the higher of your Proficiency Bonus or their own. Additionally, if you choose a skill or tool you are already proficient in when using Omnicompitence, you may add double your proficiency bonus for the duration instead. Larger Than Life At 20th level, you may channel the power of your own legend to become a picturesque version of yourself. As an action, you can enter a state of raw Ascendant might for 1 hour. Your size and might increases as though you were under the effect of the Enlarge spell. You also gain proficiency in all skills and tools, and your Proficiency Bonus increases by 3. Once you use this feature, you can’t use it again until you finish a long rest. Ranger Rangers of the Overside are mostly as they are in the Forgotten Realms. They thrive in the wilderness, some seeking to be wardens of nature, to guide others, or to be adventurers of their own. They are also commonly seen in the Avian military structure as scouts, trained in their native woods. There is certainly room for some of the stranger types of wardens however. The Drow nation has many Deep Stalkers of their own to patrol the Inside. Horizon Walkers often gain their experience from the Edge, much like Edgewalker Barbarians, by seeking to protect the rim of the Overside or seeking knowledge and power from the shadows. Sentinel Ranger Archetype Following in the path of creatures such as the tortoise and pangolin, Sentinels seek to armor themselves against the many threats of the natural world. However, they do still seek to weaponize their defenses, all the while maintaining their ability to coexist comfortably in the wilderness. These techniques are sometimes called Confused Turtle style by those who mock its sometimes clumsy looking movements, and most rangers following this path are of the sort to let it be, and have their actions speak for them. Their taciturn nature has not been effective at stopping these remarks, despite its proven effectiveness. Some have even embraced the name Confused Turtle, though having spent so much time honing their craft away from civilization, they may just be missing the undertones.

Sentinel Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sentinel Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Sentinel Spells Ranger Levels Spells 3rd Shield 5th Warding Wind 9th Meld into Stone 13th Death Ward 17th Wall of Force Snapping Turtle Starting at level 3, when you wield a shield in each hand, you may increase your Armor Class by 4 instead of 2. You may also treat any shield you wield also as a Light Melee Weapon which deals 1d4 bludgeoning damage. The first time you attack with each shield a turn, decrease your Armor Class by 1 until your next turn. If both of your shields provide an magical bonus to your Armor Class, you may only add the highest of the two bonuses to your armor class. Additionally, you may treat any shield you wield as a spellcasting focus for ranger spells. Encumbered Techniques At 7th level, you gain the following features, improving your fighting finesse with shields. Forward Rest. You may wield a shield in one hand while also wielding a two-handed ranged weapon. Blunt Assault. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated, and you must be wielding a shield. Shift Enchantment. Whenever you attack with a shield that gives a magic bonus to AC, you may choose to treat it as an equivilent magic weapon instead, adding the bonus to attacks and damage instead of your armor class until your next turn. Crushing Boulder At 11th level, you learn a new technique for subduing foes with your chosen weapons. When you hit a creature with both of your shields in one turn, you may deal it extra bludgeoning damage equal to your ranger level. Untouchable and Unbreakable Starting at 15th level, no attacks against you can have advantage so long as you are wielding at least one shield. Additionally, so long as you are wielding two shields, any allies within 5 feet of you may gain the benefits of having half-cover. Rogue Thievery is found all throughout the disk, and it is a common enough 'profession'. Assassins are somewhat rarer, but still can be found in most places on the Overside. The major halfling cities on Wustrum all have assassin's guilds, and the politics of power within them is cutthroat. Thieves guilds can be found elsewhere however, though few are as well know to the public as in Wustrum. Still, the other types of rogues are common enough as well. One of the most recent Ascendant Heroes was Evan, an Avian swashbuckler, and as such has inspired many to try to follow in his footsteps. Scaletaken There are more than gold and treasure out there to steal. Certainly, there have been those to steal crowns and fame. But gems and thrones won't sustain you forever. Scaletaken are rogues that have found ways to steal more immaterial traits. While some have rightfully inherited their draconic bloodline, those with this gift more often walk the path of the sorcerer. The majority of Scaletaken gained their dragonic blood through theft. It may have been on purpose, some dark assasination of a pureblooded family. It is more common to be less malevolent, however. The theft of an artifact, empowered through a lineage, an explorer pludering a cursed tomb, or a haul of tainted good from a dragon's horde. Regardless of how the Scaletaken had opened the path to these gifts, they leverage them for their work, instinctually expanding their physical prowess. While specasters may deride this use of their heritige, this type of shapeshifting is a different sort of magic than spellcasting, and one more suited to those of a more roguish mind.

Wyrmic Gifts Starting at 3rd level, you can focus your draconic blood to use some of their physical abilities. As a bonus action, you can manifest one of the following gifts. You may only have one gift active at any time, and they last until you spend a bonus action to end them or you manifest a different gift. Claws: You grow vicious claws from your hands. While they are manifested, you may treat each hand as a light finesse weapon which deals 1d6 slashing damage on hit.

Eyes. Your eyes become draconic, with a slit pupil and luminous sheen. You gain darkvision out to a range of 60 feet. If you already had darkvision, instead increases its range by 60 feet.

Wings. You gain flickering elemental wings behind your back. Your jump distance is doubled, and you don't take any fall damage. Charmdrinker At 9th level, your gifts increase in power, becoming more attuned to magic. Claws: Your claws burn with magical power, becoming magic weapons that get +1 to attack and damage rolls.

Eyes. Your draconic eyes take in magic around you. While your eyes are active, you can cast detect magic as an action without using a spell slot. This spell ends if you stop manifesting this gift.

Wings. Your elemental wings can release short bursts of magical power. Whenever you dash, you may fly until your next turn. Fangs of Avarice When you reach 13th level, you can draw more power into your wyrmic gifts by ripping it from your targets. When a creature takes sneak attack damage while you have a gift manifested, you may gain additional effects. If your claws are active, you may have the sneak attack damage be your choice of Fire, Cold, Lightning, Acid, or Poison instead of the normal type. If your eyes are active, your target has disadvantage on any concentration checks it makes until your next turn. If your wings are active, the target's movement speeds are halved until your next turn. Soulshifting At 17th level, your manifestations become more refined. As a bonus action, you may manifest the full power for your bloodright, stolen or not. Your hands become rending claws, your senses become fully draconic, and a full wingspan bursts from your back. For 1 minute, your hands are each light finesse weapons that deal 2d6 slashing damage and get +3 to attack and damage rolls, you gain truesight out to 120 feet, and you gain a fly speed of 60 ft. You count as having all 3 of your gifts active for the purposes of your Fangs of Avarice feature. Once you use this feature, you can't use it again until you finish a short or long rest. Credit: We Are Shifter

Sorcerer For some, the path to magic is in their nature, and will come to the whether they want it or not. This caused some a great deal of trouble after the Spellblaze, when magic was at its least popular. Other sorcerers still have to focus and train to harness the power in their blood or soul, though each of their methods are slightly different. Other magic users draw magic from their surroundings, their gods, or from the ambient energy. Pulling magic from oneself however is a very intimate experience, and intensely personal. With that said, Titanic blood is the most common reason for the birth of a sorcerer, resulting in a Giant Soul sorcerer. Draconic blood sorcerers are also common on the Overside. The other paths can by inspired by birth as well, though they can also be awakened by an interaction with powerful external powers. The various elemental planes can inspire such power, should one survive their inhospitable locals. Shadow sorcerers are also somewhat common, and often fairly unhinged by their experiences. Oneiromantic Sorcerous Origin Your innate magic comes from the realm of dreams. While the exact nature of these dream realms are unclear, there is still powers to be drawn from the sleeping world. Your own magical powers started when you had some notably experience while asleep. Many report being given gifts or training from a creature they have never met before or since around the time they manifest their abilities. Others wake up with their new spells whipping around the room after a vicious bout of nightmares. Regardless, it is clear that it is the Oneiromancer's connection to their dreams that are responsible for their spellcasting. Special Restriction: Those who do not sleep cannot connect to the realm of dreams. Therefore, Elves and other creatures that lack the ability to sleep cannot choose this origin. Credit: Cynthia Sheppard 'Bottom image' Enter Sandman When you choose this origin at 1st level, you become a master of the sleeping world. You add the Sleep spell to your list of spells known if you did not know it already. Additionally, you may use a bonus action on your turn to wake up any number of sleeping creatures within 30 feet of you. Lucid Dreamer You are well accustomed to reading your own reactions to the world around you, and seeing through the unreal. You have advantage on saving throws against being charmed or frightened, and magic can't put you to sleep. Nightmarish Visions At 6th level, you become more attuned to conjuring the visions out of others dreams, pulling their own worst fears into existance. As a bonus action, you may deal 1d8 psychic damage to a creature standing within 5 feet of an illusion you have created, so long as it doesn't know it to be an illusion.

Unwinding the Hourglass At 14th level, your dreams show you future events, though you must often make sense of the cryptic symbols of the dream yourself. When you take a long rest in which you can sleep for six hours without interruption, you can choose to gain the benefits of a single casting of the Divination spell. The spell takes place while you are asleep, doesn't require any components, and you retain the answer when you awake. See You in Your Dreams At 18th level, you learn to travel the dream roads that connect all dreamers. While you dream with another creature through your Community of Dreams feature, you can step out of the dream and into the waking world by the other creature, or pull a willing creature to you. Using this ability costs 2 sorcery points if they are within 60 feet of you, 4 sorcery points if they are further away but on the same plane of existence, and 8 sorcery points if they are on another plane. You appear in the closest open space to the creature. If this space would put you in immediate danger, your dream forewarns you and you can cancel the effect. Bonus Personality traits d8 Personality Trait 1 I prefer to let my dreams unfold naturally, so that I may learn about myself. 2 I hate sleeping. There is something in my dreams, always there, watching me. 3 There’s no problem a good night’s sleep won’t help. 4 I can’t sleep without my most treasured possession. 5 I keep a dream journal. Not of my dreams, but my companions’. 6 I like to nap during the day. Several times, if possible. 7 I have a recurring dream that I have yet to understand, but I must know what it means. 8 I don’t trust anyone until I’ve gotten a good look at their subconscious. Oneirmantic Quirks d6 Quirk 1 I have terrible bags under my eyes, no matter how much sleep I get. 2 Sometimes my eyes glaze over, as though I am lost in my head. 3 I am known to speak cryptic and portentous things in my sleep, of which I have no memory. 4 Sometimes people see dream-like visions out of the corner of their eye when looking at me. 5 People have trouble remembering my exact features, as though I were in a dream. 6 Occasionally, people will seem to recognize me,believing they saw me in a dream. Warlock Warlocks of the disk are relatively rare on the Overside, at least compared to the other paths of magic. Fiendish patrons are the most common, ever waiting on the Underside with their gifts of power to those seeking to reach down. If one studies the Edge, a swirling mass of mist and shadow made from the grist of possibilities, you are likely to find yourself a Shadow patron. They are a being of great power from a disk that isn't, a past that wasn't, or even stranger worlds. Regardless, they want in, and you are their invisible hand made real. Shadow patrons follow the rules for Great Old One Warlocks. The most ancient of religions on the Overside speak of the Primordial Giants who forged the Disk. The six giants came with their gifts, starting with the Void itself, and building up from there. It was prophesied that they would come back to reclaim their gifts, though not many took such stories at literal truth. Until Yz appeared to reclaim its gift of Mind. The Endbringer Patron All things must end. Your patron is one seeking the dissolution of the world, be it through raw destruction, ruination, or manipulating things to decline. Regardless, many assume that Endbringers must be fiendish. But they seek not to rule, to subjugate, or even to inflict pain and suffering. Such events may arise from their will, but they seek only the end, and emptiness. Even those partons from the shadow do not follow such goals, as they cannot enter a world that has become unmade. It is unknown whether it was an Endbringer Warlock who summoned Yz, but since its appearance, it has become a source of power for those willing to embrace his finality. It is possible there are warlocks seeking to bind with the other Primordials as well, though through the chaos, it is unknown what other possible entities may be offering similar gifts. Endbringer Expanded Spells Spell Level Spells 1st Inflict Wounds, Ray of Sickness 2nd Heat Metal, Flame Blade 3rd Silence, Call Lightning 4th Phantasmal Killer, Elemental Bane 5th Immolation, Contagion Things Fall Apart Starting at 1st level, your will becomes drawn to the weaknesses of the world around you. Your eye is drawn to subtle cracks and flaws, and your magics flow though the path of least resistance You have advantage on attacks and checks to attack, break, or damage objects (not including undead or constructs). Additionally, your attacks ignore half cover and three-quarter cover, as they exploit the defense’s faults, flowing around like a wave, or simply searing their way through.

Unyielding Demise At 6th level, the force of your blows and magics overwhelm even the most resilient of defenses, reducing them to fine ash or blasted obsidian. Your chaotic will twists spells in strange ways, producing frozen flames, earthen lightning, or other implausible effects. When you deal damage to a creature, you may choose to ignore any damage resistances or immunities it has. Once you use this feature, you can’t use it again until you finish a short or long rest. Empty Path Beginning at 10th level, your destiny becomes suffused by nothingness. No matter how far out it may be, the end has tainted your fate. Any spell or magical effect that seeks to divine your location or future gets the result that you do not exist, and cannot be found. This protection also extends to magics that trigger based a creatures type, location, or identity, such as the spell Alarm. The Center Cannot Hold At 14th level, you can draw upon the raw force of entropy to drain all that is around you. You pull the eventual dissolution from the future into the present. As an action, you may spend a warlock spell slot to choose to effect any number of creatures, objects, or spells within 60ft of you. For each target chosen, treat it as though you cast Dispel Magic on it, any end any effect that is causing the target to be charmed or frightened. Credit: Peter Berting Wizard Magic has existed in the Disk since its creation, and the study of wizardry has existed nearly as long. Any city of worth has at least a few Wizards on retainer, and if one has the means, finding a suitable tutor for your induction in the arts is not difficult. However, most learn that elevating your mind to manipulate magic directly is not easy, and so most seeking this path leave after gaining use of some introductory spells made to ease normal life. However, almost all truly driven pupils will find themselves in a school of some sort. There is at least one university, college, or gathering of mystics in all the racial territories. The greatest collection of arcane knowledge on the Overside is the University of Golwind, found in the middle of the inhospitable Phosforest. This shielded city-state looms over the landscape of the ashy Spellblaze scar wizards long past inflicted. The founders of the school chose the location as a reminder of what unchecked magics can do, but many of those across the Overside see it as a threat. Still, its schools are respected for their knowledge and wisdom by those who follow the arts. All eight schools of magic are represented here. There are hidden paths however. Those seeking power instead of knowledge may find various covens or cults focused on one specific branch of magic. One of the most recently Ascended Heroes is Morchaint, who learned his wizardry by making meticulous study of the half-visions in the shadows off the Edge. His academic bent inured him the the usual warping that is often found in the enigmatic mists. Most attempting to follow in his footsteps end up insane or dead, though some escape as warlocks bound to far off stars or as Edgewalkers. School of Paradox There was once a 9th School of Magic, the School of Chronomancy. It is said there was a host of spells unique to this school. It had been considered dangerous and to be treated with caution, like Necromancy. However, due it its large role in the Spellblaze that cast ashy ruin across the disk, it has been stricken from all official records. There is some evidence the Chronomancy district at the University of Golewind may have even been the spark that ignited the blaze itself. Regardless, there are still those wizards looking to bring back this knowledge lost to the ages. All major institutions have banned the seeking of this lore, but there are still groups out there that delve into Chronomancy. Not only is the knowledge of Chronomancy lost, it also seems to be more literally weakened or hampered, as the small handful of spells that have been reconstructed don't work like they supposedly once did. And thus is the School of Paradox, teachings from a school that doesn't exist, through techniques that don't work. Or at least, not directly. Borrowing from the teachings of Necromancy, to bring back what is lost, and Illusion, to bring back what isn't, progress is made.