Fire Emblem: 5e Races, Rules, Backgrounds, and Etcetera from the Fire Emblem games Made by /u/ScottyNahom

Races The many realms of Fire Emblem house primarily three humanoid species: Humans, Laguz, and Manakete. Humans and Laguz descend from the same ancestor and can reproduce, however such unions always result in branded. Humans, referred to as Beorc in Tellius, are the most common race throughout Fire Emblem. They are known for their versatility and cunning but also their short lives and varied temperment. Laguz are beastial humanoids who posses the ability to transform into the animal their tribe resembles the most. They live long lives and are known for their instinct and physical prowress Manakete live even longer lives than the Beorc, due to their heritage. Manakete are dragons who store their power in specialized stones in order to take human form. They have a natural inclination towards magic. Branded are the offspring of Beorc and Laguz, named after a mark found on their bodies in the shape of a rune, unique for each branded. They appear as Beorc, except that some retain their Laguz parents hair and eye color, and for the brand on their bodies. Some Branded aren't even aware of their heritage. Other races not show are also present in Fire Emblem, but can be categorized using one of the three options above Other races of Fire Emblem Race Name Race(Subrace) Used Dragon Tribe Laguz Manakete Taguel Laguz(Fang Tribe) Wolfskin Laguz(Beast Tribe) Kitsune Laguz(Fang Tribe) Zunanma Branded To sum up each race: Taguel are humanoids that can change form to that of a large rabbit. Wolfskin are humanoids that shapeshift into stronger and larger forms resembling werewolves Kitsune are humanoids that change form to that of a large fox Zunanma are the ancestors of Beorc and Laguz, and are extinct at the time of Path of Radiance and Radiant Dawn. Humans Also Beorc Ability Score Increase Your ability scores each increase by 1. Age Humans reach adulthood in their late teens and live less than a century. Size Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range. your size is Medium. Speed Your base walking speed is 30 feet. Languages You can speak, read, and write Common and one extra language of your choice. Laguz Funky Little Animal People Ability Score Increase Your Wisdom score increases by 1. Age Laguz reach physical maturity at the same age as humans, and can live to be two to three centuries old. Size Laguz's height and build varies from subspecies to subspecies. Fang Laguz tend to be lithe and athletic, Beast Laguz tend to be heavyset and bulky, and Wing Laguz tend to be thin and tall. Regardless you are medium sized. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses You have proficiency in the Perception skill. Speak with Beasts Through sound and gestures, you may communicate simple ideas with beasts. Languages You can speak, read, and write Common and one other language. Subrace Pick one subrace to add adtitional traits Fang Tribe Agile Beastkin Ability Score Increase Your Dexterity Score increases by 2. Predation Your Base walking speed is 35 feet, and you gain proficiency in Athletics. Beast Tribe Burly Beastkin Ability Score Increase Your Strength Score increases by 2. Tenacity Your base walking speed is 30 feet When you are dropped to zero hitpoints but not killed outright, you may instead be dropped to one hitpoint, usable once per long rest, and you gain proficiency in Intimidation. Wing Tribe Flying Beastkin Ability Score Increase Your Charisma Score increases by 2. Flight Your Base walking speed is 25 feet, and you gain a flight speed of 50 feet. 1

Manakete Actually 1000 years old Ability Score Increase Your Charisma score increases by 2 Age Manakete develop considerably longer than humans, and usually reach adulthood a couple centuries into their life. Size Manaketes easily pass for human, and as such have the same variety of heights and builds. You are medium sized. Speed Your walking speed is 30 feet. Dragonstone You gain a tiny stone that holds your dragon powers. If this stone is on your person, you gain the ability to attack with a breath weapon once per long rest and gain resistance to one damage type, determined by subrace. Subrace Pick one subrace and add aditional traits Language You can speak, read, and write Common and Draconic Divine Dragon Radiant Dragons Ability Score Increase Your Wisdom Score increases by 1 Divine Dragon Blood Breath Weapon is a 15' Cone, Damage and Resistance is Radiant Fire Dragon Warm Dragons Ability Score Increase Your Strength Score increases by 1 Divine Dragon Blood Breath Weapon is a 5' wide 30' long line, Damage and Resistance is Fire Ice Dragon Cold Dragons Ability Score Increase Your Constitution Score increases by 1 Divine Dragon Blood Breath Weapon is a 15' Cone, Damage and Resistance is Cold Earth Dragon Earth Dragons Ability Score Increase Your Constitution Score increases by 1 Divine Dragon Blood Breath Weapon is a 5' wide 30' long line, Damage and Resistance is Acid Water Dragon Wet Dragons Ability Score Increase Your Dexterity Score increases by 1 Divine Dragon Blood Breath Weapon is a 15' Cone, Damage is Bludgeoning, Resistance is Fire Mage Dragon Arcane Dragons Ability Score Increase Your Intelligence Score increases by 1 Divine Dragon Blood Breath Weapon is a 5' wide 30' long line, Damage and Resistance is Lightning Branded Not just a tattoo Ability Score Increase Any two ability scores of your choice increase by one Age Branded develop as quickly as humans, but live as long as Laguz Size Branded can be any size or build that humans can be. You are medium sized Speed Your walking speed is 30 feet. Prodigy You gain proficiency in two skills of your choice Brand Choose one Laguz tribe you descend from and gain the abilities listed below Language You can read, speak, and write in Common and one other language of your choice Fang Brand Quick or Dead Ability Score Increase Your Dexterity score increases by 2 Brand of Predation Your Walking Speed increases to 35 Feet and you gain Darkvision as a Laguz Beast Brand Till the last dog dies Ability Score Increase Your Strength Score increases by 2 Brand of Ferocity When you score a critical hit with a melee weapon, you may roll another damage die. When you are reduced to 0 hitpoints but not killed outright, you may choose to be reduced to one hitpoint instead, usable once per long rest. Wing Brand Deadline of the Dream Ability Score Increase Your Charisma Score increases by 2 Brand of Sense Gain the Darkvision of a Laguz, you can attempt to hide even when only lightly covered by foliage or other natural phenomena Dragon Brand The Die is Cast Ability Score Increase Your Intelligence Score increases by 2 Brand of Destiny Gain one cantrip from the wizard spellcasting list as a spell with intelligence as your casting ability. When you roll a one on any d20 roll, you can reroll the die and must use the new result. 2

Shifter Level Proficiency Bonus Features Natural Weapon Damage 1st +2 Innate Bond, Powerstone 1d4 2nd +2 Innate Bond Feature 1d4 3rd +2 - 1d4 4th +2 Ability Score Improvement 1d4 5th +3 Innate Bond Feature 1d6 6th +3 Ability Score Improvement, Even Odds 1d6 7th +3 Innate Bond Feature 1d6 8th +3 Ability Score Improvement 1d6 9th +4 - 1d6 10th +4 Innate Bond Feature 1d6 11th +4 Powerrune 1d8 12th +4 Ability Score Improvement, Innate Bond Feature 1d8 13th +5 Natural Linguist 1d8 14th +5 Feral Instinct 1d8 15th +5 Innate Bond Feature 1d8 16th +5 Ability Score Improvement 1d8 17th +6 Innate Bond Feature 1d10 18th +6 Timeless Body 1d10 19th +6 Ability Score Improvement 1d10 20th +6 Innate Bond Feature 1d10 Class Features As a Shifter, you gain the following class features Class Restrictions Must be a member of the Laguz or Manakete race Hit Points Hit Dice 1d8 per level Hit Points at 1st Level 8 + your constitution modifier Hit Points at Higher Levels 1d8+your constitution modifier Proficiencies Laguz will not wear armor or clothing made of metal Armor Light Weapons Clubs, daggers, darts, javelins, maces, quarterstaffs, sickles, slings, spears Tools One musical instrument or artisan tool Saving Throws Strength and Wisdom Skills Choose two from Acrobatics, Athletics, Animal Handling, Nature, Insight, Perception Equipment You start with the following equipment -(a) A quarterstaff or (b) two sickles -Leather armor -(a) a dungeoneers pack or (b) an explorers pack -(a) 10 darts, (b) 4 javelins, or (c) a sling with 20 bullets Innate Bond At first level, Shifters choose a bond that matches your people's race. Choose Bond of Fangs, Bond of Beasts, or Bond of Wings, detailed at the end of the class description. Laguz must choose the bond that matches their race. Manakete may choose any bond. Your choice grants features at 1st, 2nd, 5th, 7th, 10th, 12th, 15th, 17th, and 20th level. Powerstone At first level you gain a powerstone, a materialization of your primal abilities. At the start of combat, when initiative is rolled, you may choose to activate your powerstone to gain a number of temporary hitpoints equal to your level plus your constitution modifier. If you do, you lose the benifit of armor, shields, manufactured weapons, and non-laguz class abilities. This lasts until you fall unconscious or combat ends, whichever occurs first. If you fall unconcious while in this form, you may not regain it until you take a long rest. In addition you gain a natural attack you are proficient in that deals slashing damage equal to the die shown on the chart above. it has the finesse and light properties. Some class abilities are only available while Powerstone is active.

Ability Score Improvement At 4th, 8th, 12th, 16th, and 19th level you may either increase two ability scores by one, one ability score by two, or gain one feat Even Odds At 6th level, select even or odd. Any further effect is determined by your Innate Bond Powerrune At 11th level, your natural weapon attacks count as magical and silver. In addition, you gain resistance against Bludgeoning, Piercing, and Slashing from nonmagical attacks not made with silvered weapons while under the effects of powerstone. You regain the ability to use Natural Linguist You may communicate and understand plants and animals as though you are under the effects of speak with plants and speak with animals, respectively. Feral Instinct At 14th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. Timeless Body At 18th level, your connection with nature you wield slows down your aging even more than normal. For every 10 years that pass, you only age 1 year. Primal Bonds Bond of Fangs Shifters with this bond gain proficiency in stealth, or double the proficiency bonus in stealth if they are already proficient. At first level, when under powerstone's effects you gain the sneak attack ability of a rogue, however this increases at half the rate. At 1st level it becomes 1d6, at 5th level becomes 2d6, at 9th level it becomes 3d6, at 13th level it becomes 4d6, at 17th level it becomes 5d6. If you have Even Odds and select even, on the second turn and every other even numbered turn this damage is doubled. If you have Even Odds and select odd, on the first turn and every other odd numbered turn this damage is doubled. Prenatural Sense At 2nd level when under the effects of powerstone you gain a bonus to AC equal to your wisdom bonus. This does not stack with unarmored defense or any similar ability. Predator Instinct At 5th level you gain advantage on survival checks to track as long as you have the scent of your target. You also have advantage on survival checks to find food Evasion At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Pack Attack At 10th level while under the effect of beaststone you make a melee attack against a foe and an ally has made an attack previously in the turn against the same target, you gain advantage on the roll. If you are the first to attack a target with a melee attack in a turn, the next ally that attacks the target gains advantage. Quick Wave At 12th level while under the effect of beaststone and have selected even from Even Odds, you do not provoke attacks of opportunity on odd numbered turns. If you have selected odd from Even Odds you do not provoke attacks of opportunity on odd numbered turns. Death Blow At 15th level deal +2 damage against foes who have not acted yet in combat this round, and once per turn may reroll a one or a two on attack and damage rolls, but must take the second roll even if it's worse. Hone Speed At 17th level while under the effects of beaststone double your base walking speed. Double Fang At 20th level, while under the effects of beaststone, you can attack twice, instead of once, whenever you take the attack action on your turn. Bond of Beasts Shifters with this bond gain proficiency in survival, or double their proficiency bonus if they are already proficient in survival. At first level, while under the powerstone's effects and a creature that you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. If you have Even Odds and select even, on the second turn and every other even numbered turn increase this range to 10 feet and the creature gains resistance. If you have Even Odds and select odd, on the first turn and every other odd numbered turns increase this range to 10 feet and the creature gains resistance. Heavy Hide At 2nd level when under the effects of powerstone you gain a bonus to AC equal to your constitution bonus. This does not stack with unarmored defense or any similar ability.

Survivalist At 5th level you gain advantage on any saving throws against exhaustion, suffocation, and blinding, you gain advantage on perception checks to wake up, and you gain advantage on athletics checks to swim and climb Roughskin Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Vantage At 10th level when a creature attacks you with a melee attack and you are damaged you can use your reaction to reduce the incoming damage by your natural weapon damage or make a melee weapon attack against the creature. Furious Wave At 12th level while under the effect of powerstone and have selected even from Even Odds, your attacks deal one and a half times extra damage on even turns. In addtion, on those turns whenever you take the attack action you attack twice. If you have selected odd from Even Odds, your attacks deal one and a half times extra damage on odd turns. In addtion, on those turns whenever you take the attack action you attack twice. Distant Defense At 15th level gain resistance to to ranged weapons and ranged cantrips. Once per turn you may force a target attacking at range to target you, as long as you are a viable target. Hone Might At 17th level while under the effects of powerstone, you may treat any roll under half your maximum damage on a die as exactly half on your damage die. Sturdy Stance At 20th level, Vantage applies to ranged attacks and you may use both effects. Distant Defense applies to all spells and ranged attacks. Bond of Wings Shifters with this bond gain proficiency in performance. If they are already proficient in performance they instead gain proficiency in any one skill of their choice. At first level you gain the bardic inspiration ability of a bard, with your die starting at a d4. At 5th level this increases to a d6, and at 15th level this increases to a d8. If you have Even Odds and select Even, on the second turn and every even turn after allies within 30 feet of your character deals damage equal to half your charisma modifier rounded up (minimum +1) If you have Even Odds and select Odd, on the first turn and every odd turn after allies within 30 feet of your character deals damage equal to half your charisma modifier rounded up (minimum +1). Song of Healing At second level, you can use your inspiration to heal your allies. You may expend one or more inspiration point to heal a target within 30 feet of you as a reaction. At first level you use 1 die per point spent. At 5th this increases to two dice per point of inspiration spent. At 15th level this increases to 3 per point of inspiration spent. Whisper of Winds At 5th level you gain advantage on any roll to find information, and gathering information only takes half the time. Font of Inspiration At 7th level, whenever you take a short rest you regain all uses of bardic inspiration. Magical Aptitude At 10th level select two cantrips, one 1st level spell, and one 2nd level spell. These must be selected from the bard or druid spell list. You may cast the cantrips any number of times. You may cast the 1st and 2nd level spells once per long rest only when under the effects of powerstone. Charisma is your casting ability for these spells. Calming Wave At 12th level while you are under the effect of powerstone and have selected even from Even Odds, you and allies within 60 feet of you gain advantage on saving throws against fear, charm, and confused during even numbered turns. If you have selected odd from Even Odds, you and allies within 60 feet of you gain advantage on saving throws against fear, charm, and confused during odd numbered turns. Rally Heroics At 15th level you may spend 2 uses of inspiration to give an ally a bonus action on their turn. You may spend inspiration in this way once per short rest Heron Magecraft At 17th level learn one cantrip and one third level spell from the bard or druid spell list. All spells learned from this feature and from Magical Aptitude can be cast once per short rest. Hone Inspiration At 20th level whenever you activate powerstone, if you have no uses of inspiration left you recover one use.

Weapons Weapons Name Damage and Type Proficiency Cost Special Slim Sword 1d8 P Martial ??? Reach Reverse Katana 1d10 S Martial ??? Two-Handed, Reversal Wo Dao 1d10 S Martial ??? Two-Handed, Finesse Shortlance 1d6 P Martial ??? Finesse, Light Tactical Lance 1d8 P Martial ??? Versatile(1d10) Dual Naginata 1d10 P Martial ??? Two-Handed, Reversal Battering Club 1d6 B Martial ??? Finesse, Light Brigand's Axe 1d6 S Martial ??? Versatile(1d8), Vicious Swordbreaker Axe 1d10 S Martial ??? Two-Handed, Reversal Polehammer 1d10 B Martial ??? Two-Handed, Heavy, Reach Flatbow 1d6 P Martial ??? Two-Handed, Reversal Yumi 1d12 P Martial ??? Two-Handed, Heavy, Loading, Range (100 ft.) New Rules Some of these rules may refer to Reversal Grants disadvantage to attempts at disarming, but advantage on attempts to sunder. If using the Weapon Triangle, reverses advantage and disadvantage (See Weapon Triangle in chapter 4) Swords Blades, Katanas, Etc. Slim Sword A very long and thin bladed sword Reverse Katana A katana with the edge forged on the opposite side. Wo Dao A crimson blade wielded in two hands designed for agility rather than strength Lances Naginata, Halberds, etc. Shortlance A compact polearm designed for dual wielding Naginata A smaller polearm designed for footsoldiers Dual Naginata A double headed naginata with a longer pole to help with balance. Axes And also clubs and hammers Battering Club A thin metal or wooden club with heavy studs along the base Swordbreaker Axe An axe with a pit in the head to catch swords. Polehammer A warhammer with an extra long haft Ranged Bows, crossbows, and thrown weapons Flatbow A longbow that is completely flat, better protecting the string Yumi A bow that has a high drawstrength fired slightly above the center 6

Magic Items Legendary Items Name Type Location Alondite/Ragnell Weapon Tellius/Arachnae/Valentia Astra Weapon All Beloved Zofia Weapon Valentia Binding Blade Weapon Elibe Durandal Weapon Elibe Falchion(Valentia) Weapon Valentia Falchion(Arachnae) Weapon Arachnae Fire Emblem(Shield) Shield Arachnae Fire Emblem(Medallion) Wonderous Item Tellius Fujin Yumi Weapon Nohr/Hoshido Garm Weapon Weapon Kriemhild Weapon Valentia Luna Weapon All Missiletainn Rod Nohr/Hoshido Siegmund Weapon Magvel Sol Weapon All Tyrfing Weapon Jugdral Alondite/Ragnell Alondite and Ragnell are greatswords imbued with the blessings of the goddess Ashera, and were originally wielded to vanquish Yune. While both are greatswords, they are light enought to be wielded in one hand. Both are +5 Longswords that deal 2d6 damage, or 2d8 when held in both hands. While wielded without a shield, it grants +2 to AC. Ignores resistance. Astra This weapon has appeared as many weapons over many eras, but always depicts a starry night across it's metal frame. Astra can appear as any +3 weapon that deals force damage. Once per turn when the wielder has advantage on an attack roll with this weapon they may forgo that advantage roll to attack five times in that action. Halve the damage for each attack that hits, to a minimum of one. If the enemy has resistance, the damage is quartered to a minimum of one. Beloved Zofia This + 2 shortsword is a treasure of the Zofian royal family that greatly improves combat prowress, but drains the health when used. When the wielder successfully hits a foe, they may take 1d8 unresistable damage to treat the hit as a critical hit. In the hands of any member of the Zofian royalty, it becomes a +5 rapier and the critical range of this weapon is 19 to 20 instead of 20. Champions instead treat the critical range as 18 to 20 instead of 19 to 20. In addition, the wielder may take 1d6 unresistable points of damage to add one additional die to their damage pool. Binding Blade The Binding Blade was originally wielded during The Scouring against the Manaketes. During the final stages of the war, heroes attacked the innermost part of the Dragon Temple. The final blow from the Binding Blade sealed the dragon Idunn within.The Binding Blade is a longsword that gains the finesse property and deals 1d8 extra radiant damage, increasing to 1d10 when wielded in two hands. It deals double damage against dragons and ignores any resistances or immunities they have. In addition, the sword's wielder may cast scorching ray at will as a third level spell, using charisma as the ability score and dealing radiant damage. Durandal The legendary weapon wielded by the Champion Roland during The Scouring. Although used to defend humanity against the dragons, it was theorised that Durandal and the other legendary weapons were responsible for distorting the elements within the atmosphere and causing The Ending Winter. It is a +5 Greatsword that deals 2d6 additional fire damage, and grants immunity to fire for the wielder. Falchion A legendary +5 Longsword that is wielded by heroes of legend. It has two varients: Ylissean and Valentian. Both forms excel at keeping their wielders alive, at the end of every turn as long as the wearer is concious, this blade heals the bearer by 10 + their charisma.

Valentian Falchion The Valentian Falchion is dangerous to dragons, dealing double damage to dragons, but also grants a bonus action that may be used for the attack action only. 7 Arachnae Falchion The Arachnae Falchion is especially deadly to dragons: It deals triple damage to them and ignores any resistance or immunity they may have. When an ally is within 5 feet of the wearer, this blade grants all foes attacking them a disadvantage. Fire Emblem (Shield) Aalso known as the Binding Shield or the Crest of Flames. This is a +5 Shield that grants advantage against saving throws against area of effect attacks such as fireball. It has 5 slots in which sacred gems may be fitted to grant greater power each gem is opposed to one of five elements (Fire, Cold, Acid, Lightning, and Necrotic) and grants the wielder resistance to that element. The amount of stones slotted also grants bonus abilities -One Stone: Once per turn wearer may reduce the damage done to them on a successful attack by 1d10+proficiency. -Three stones: The wearer gains one bonus action usable once per long rest. -Five Stones: The wearer gains a +2 bonus to Skill Checks, Saving Throws, Attack Rolls, and Damage Rolls Fire Emblem (Medallion) Also known as Lehran's Medallion, the Fire Emblem is the seal for the goddess of chaos, Yune. When wielded, those with a Lawful alignment become Chaotic, and vice-versa. This has no effect on neutral good, true neutral, or neutral evil characters. This only applies when the medallion is wielded, and no longer takes effect when not wielded. Despite the influence this medallion has, it grant great boons to those who decide to wield it. Once per long rest, the wearer may heal all the damage they have taken in one combat. In addition,this item has 10 charges that recover each day at morning. These charges can be used to cast the following spells as 8th level spells, using to hit as proficiency+wisdom and DC as 8+wearer's proficiency+wearer's wisdom: Bane, Crown of Madness, Zone of Truth, Dispel Magic, Magic Circle, Divination(always contacts Yune for chaotic characters, Ashera for lawful characters, or player's choice for all other characters), Hallucinatory Terrain, . If you are playing a campaign taking place after the events of Radiant Dawn, the alignment swapping and insanity abilities are removed, but the item recovers 1d6+4 charges per day, cannot cast Divination or any spell 5th level or higher, and casts all spells as 4th level spells. Fujin Yumi The Fujin Yumi was one of five weapons crafted by the Rainbow Sage to be used by humans in order to end the war between the First Dragons. It lacks bowstings, and only gains them when it's true wielder bears the item. It is a +5 Yumi that ignores the loading property. In addition, the wearer ignores effects of difficult terrian, and spells that would prevent movement like black tentacles Garm Also known as the Black Axe, Garm is one of Grado's Sacred Twin treasures. Garm is a +5 greataxe that deals double damage to monstrosities and Fiends, and ignores any resistances that either possesses. In addition it deals 1d6 extra Necrotic Damage Kriemhild A cursed spear wielded by Berkut, a noble general who gave his sanity and his betrothed's soul to Duma in exchange for this deadly weapon. This is a +5 Lance that grants the bearer resistance to any spell attack and to every saving throw versus spells. When the wielder successfully hits a foe, they or a willing ally within 20 feet may take 1d12 damage to treat the hit as a critical. Luna Luna is a silver weapon that has taken many forms, though it often takes the shape of a heavy crossbow, a scimitar, or a greataxe with it's limbs, blade, or head in the shape of a crescent moon. Luna is a +3 weapon that deals necrotic damage, but ignores any resistance a foe may have to necrotic damage. Against foes wearing armor, Luna gains advantage. Missiletainn Missiletainn is the signature tome of the eccentric mage Ophelia. When held, increase the damage dealt by your magic attacks and ally magic attacks within 30 feet by one per die. By succeeding at a Performace check at DC 20, you may instead increase your damage dealt by your spellcasting bonus per die until the start of your next turn. Siegmund Siegmund, also known as the Flame Lance, is one of the Sacred Twins of Renais. Garm is a +5 Lance that deals double damage to monstrosities and Fiends, and ignores any resistances that either possesses. In addition it deals 1d6 extra Fire Damage. Sol Sol is a golden, shining weapon that has taken many forms, but often appears as the weapon's haft and a brilliant golden light in the shape of the rest of the weapon. Sol is a +3 weapon that deals radiant damage, and returns half the damage dealt by this weapon as healing to the target. Tyrfing Tyrfing is one of Twelve holy weapons and was once wielded by the Crusader of Light, Baldur. It grants the wielder tremendous resistance against magic, and keeps the wearer from death. This is a +5 Longsword that grants the bearer resistance to any spell attack and to every saving throw versus spells. In addition, once per long rest when the wearer would fall below 1 hit point from, Tyrfing automatically prevents the rest of the damage, leaving them at 1 hp. 8

Optional Rules Some ideas to add more of a Fire Emblem flare to your sessions. Weapon Triangle Another important aspect of the Fire Emblem Games is the weapon triangle, using certain types of weapons to gain advantage over the others. This comes in two settings, Minor and Major Minor means when you have a weapon triangle advantage and succeed on an attack you roll damage twice and discard the lower roll. Major means when you have weapon triangle advantage, you gain advantage on your attack. When you have weapon triangle disadvantage, you gain disadvantage on your attack. Weapon Triangle Weapon Group Weapons Included Advantage Over Disadvantage Over Sword Group All Swords, Dagger, Sickle, Rapier, Scimitar, Whip Axe Group, Bow Group Lance Group, Small Arms Group Axe Group All Axes, All Hammers, Mace, Club, Flail, Maul, Morningstar, War Pick. Lance Group, Small Arms Group Sword Group, Magic Group Lance Group Javelin, Spear, Staff, Glaive, Halberd, Lance, Pike Sword Group, Magic Group Axe Group, Bow Group Bow Group All Bows, Yumi Lance Group, Small Arms Group Sword Group, Magic Group Small Arms Group Dart, Sling, Blowgun, Net, Hand Crossbow Sword Group, Magic Group Axe Group, Bow Group Magic Group All attack spells Axe Group, Bow Group Lance Group, Small Arms Group There are variants to this system. In the following systems, Type 1 has advantage over Type 2 but disadvantage over Type 3, Type 2 has advantage over type 3 but disadvantage over Type 1, and Type 3 has advantage over Type 1 but disadvantage over Type 2. Damage Triangle Example Type 1 Type 2 Type 3 Slashing Bludgeoning Piercing Fire Cold Acid Radiant Necrotic Force Poison Thunder Psychic Simple Triangle Example Type 1 Type 2 Type 3 Melee Weapon Attacks Magic Attacks Ranged Weapon Attacks Recruitment Each player has control of multiple heroes, rather than one. Before an adventure is started, a player may choose which hero they would like to bring to an adventure. This means scouting and researching can reveal which heroes will stand best against the odds During character creation, each player creates two characters at level one. Experience is divided between the players as usual, but then each character gains that XP undivided. All magic spells that ressurect a character are removed from the game, and magic items that would cause that effect become even rarer. Since character death is permanent, some players may be in short supply of characters to play. Fear not, for there are always new adventurers seeking glory! Each settlement can provide one hero for the characters to recruit for every 3 levels that they earn. At first level, they can attempt to recruit a first level hero. At third level, a third level hero. At 6th level, a 6th level hero, and so on. The reccomended maximum amount of heroes a player can own is 5, and recruiting is not an automatic process. The DM selects a race and class, and the player must attempt a skill check associated with that class shown below (DC=10+level). Only one attempt is allowed per level. Class and Associated skill Class Skill Barbarian Intimidation or Survival Bard Performance or Persuasion Cleric Persuasion or Religion Druid Animal Handling or Nature Fighter Athletics or Persuasion Monk Acrobatics or Religion Paladin Religion or Persuasion Ranger Animal Handling or Insight Rogue Deception or Sleight of Hand Sorcerer Arcana or Persuasion Warlock Investigation or Intimidate Wizard Arcana or History If a player has less than two charcters, they automatically succeed on the check. 9

Optional Rule: Overclass In order to emulate the class system of Fire Emblem, you may let players . Each class loses all armor and weapon proficiencies and cannot gain proficiencies and instead gains the weapon and armor proficiences listed, in addition to a feat at first and fifth level. Warlocks with the Blade can select any weapon and still gain proficiency. See the weapon triangle below for the full list of weapon types included under the proficiencies. Each class has one or two backgrounds that are reccomended. Preset Classes Name Base Class and Archetype Assassin Rogue(Assassin) Basara Bard(Valor) Berserker Barbarian(Bererker) Bishop Cleric(Light), Warlock(Undying Light) Blacksmith Fighter(Champion), Cleric(Forge) Brigand Barbarian(any), Ranger(Horizon Walker, Hunter) Dark Falcon Fighter(Eldritch Knight) Dark Knight Paladin(Conquest, Vengeance, Oathbreaker) Dread Fighter Fighter(Eldritch Knight, Samurai) Falcoknight Fighter(Cavalier) General Fighter(Battle Master, Knight) Grandmaster Bard(Lore), Wizard(Bladesinger), Warlock(Blade gift) Great Knight Fighter(Cavalier) Halberdier Fighter(Battlemaster) Hero Bard(Swords), Fighter(Champion) Kinshiknight Fighter(Sharpshooter, Arcane Archer) Lord Fighter(Any), Rogue(Swashbuckler), Paladin(Crown, Devotion, Redemption) Maligknight Fighter(Eldritch Knight), Paladin(Vengeance, Oathbreaker) Mage Knight Wizard (Evocation), Sorcerer(Draconic) Master Ninja Bard(Whispers), Monk(Way of Shadows), Rogue(Assassin) Mechanist Artificer(Artillerist), Wizard(Conjjuration), Ranger(Beast Master) Merchant Artificer(Alchemist), Bard(Lore), Fighter(Battlemaster), Rogue(Thief) Nomad Barbarian(Ancestral Guardian), Ranger(Any), Rogue(Scout), Paladin(Ancients) Oni Chief Barbarian (Totem), Bard(Valor), Fighter(Eldritch Knight, Samurai) Paladin Paladin (Devotion, Crown) Rogue Rogue(Thief, Swashbuckler) Sage Wizard(Any), Sorcerer(Any), Druid(Moon) Name Base Class and Archetype Shaman Druid(any), Warlock(Archfey), Sorcerer(Storm) Sorcerer Warlock (Fiend, Great Old One) Spear Master Fighter (Champion), Monk(Kensei) Sniper Fighter(Sharpshooter), Ranger(Hunter), Rogue(Assassin) Summoner Wizard(Conjuration, Necromancy), Cleric(Death) Swordmaster Monk(Kensei), Rogue(Swashbuckler) Trickster Bard(Glamour), Rogue(Arcane Trickster), Wizard(Illusion) Valkrie Bard(Valor) Vanguard Barbarian(Ancestral Guardian), Ranger(Monster Slayer, Horizon Walker) War Priest Barbarian(Zealot), Cleric(Life, War), Monk(Sun Soul) Assassin Deadly masters of Stealth Criminal Background Armor Proficiencies: Light Weapon Proficiencies: Sword group, light arms group Bonus Lv. 1 Feat Burglar Bonus Lv. 5 Feat Skulker Basara Flamboyant spearmen with magic talent Entertainer or Folk Hero Background Armor Proficiencies: Light Weapon Proficiencies: Polearm Group Bonus Lv. 1 Feat Actor Bonus Lv. 5 Feat Polearm Master Berserker Fearsome Warriors who storm into battle Criminal or Outlander Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Axes Group Bonus Lv. 1 Feat Fell Hander Bonus Lv. 5 Feat Great Weapon Master Bishop Powerful followers of Light Acolyte or Sage Background Armor Proficiencies: None Weapon Proficiencies: Dagger, Club Bonus Lv. 1 Feat Healer Bonus Lv. 5 Feat Elemental Adept(Radiant) Blacksmith Artisans who wield what they construct Guild Artisan or Soldier Background Armor Proficiencies: Light, Medium, Shields Weapon Proficiencies: Sword Group, Axe Group, Club group Bonus Lv. 1 Feat Skilled Bonus Lv. 5 Feat Tough 10

Brigand Bandits out for themselves Criminal or Soldier Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Sword group, Axe groups Bonus Lv. 1 Feat Dual Wielder Bonus Lv. 5 Feat Medium Armor Master Dark Falcon Airborn Knights clad in Black Acolyte or Soldier Background Armor Proficiencies: Light Weapon Proficiencies: Polearm Group Bonus Lv. 1 Feat Mounted Combatant Bonus Lv. 5 Feat Mobile Dark Knight Armored Mages wielding dark magics on dreadful steeds Acolyte or Soldier Background Armor Proficiencies: Light, Medium, Heavy Weapon Proficiencies: Sword Group Bonus Lv. 1 Feat Magic Initiate(Warlock) Bonus Lv. 5 Feat Mounted Combatant Dread Fighter Warriors trained in mage-killing arts Criminal or Soldier Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Sword Group, Axes Group Bonus Lv. 1 Feat Magic Initiate(Wizard) Bonus Lv. 5 Feat Mage Slayer Falcoknight Knights trained in divine magic mounted atop flying steeds Soldier or Folk Hero Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Polearm Group Bonus Lv. 1 Feat Mounted Combat Bonus Lv. 5 Feat Magic Initiate(Cleric) General Steadfast troops protected by mountains of armor Soldier or Noble Background Armor Proficiencies: Light, Medium, Heavy, Shields Weapon Proficiencies: Sword Group, Polearm Group Bonus Lv. 1 Feat Heavy Armor Master Bonus Lv. 5 Feat Sentinel Grandmaster Masters of spell, blade, and battle tactics Sage or Noble Background Armor Proficiencies: Light Weapon Proficiencies: Sword Group Bonus Lv. 1 Feat Keen Mind Bonus Lv. 5 Feat War Caster Great Knight Knights trained in all manner of combat Soldier Background Armor Proficiencies: Light, Medium, Heavy, Shield Weapon Proficiencies: All Simple and Martial melee weapons Bonus Lv. 1 Feat Mounted Combat Bonus Lv. 5 Feat None Halberdier Veteran Soldiers of shield and spear Soldier or Folk Hero Background Armor Proficiencies: Light, Medium, Shields Weapon Proficiencies: Polearm Group Bonus Lv. 1 Feat Shield Mastery Bonus Lv. 5 Feat Spear Mastery Hero A well rounded combatant that rarely stays down in combat Folk Hero Background Armor Proficiencies: Light, Medium, Shields Weapon Proficiencies: Sword Group, Axes Group Bonus Lv. 1 Feat Tough Bonus Lv. 5 Feat Durable Kinshiknight An aerial archer who direct combat from above Soldier or Noble Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Polearm Group, Bow Group Bonus Lv. 1 Feat Mounted Combat Bonus Lv. 5 Feat Inspiring Leader Malig Knight Terrifying wielders of axes and dark magic, who ride cursed drakes Acolyte or Soldier Background Armor Proficiencies: Light Weapon Proficiencies: Axe Group Bonus Lv. 1 Feat Magic Initiate(Warlock) Bonus Lv. 5 Feat Mounted Combatant Mage Knight A well rounded combatant that rarely stays down in combat Sage or Soldier Background Armor Proficiencies: Light Weapon Proficiencies: Club, Dagger Bonus Lv. 1 Feat Magic Initiate(Cleric) Bonus Lv. 5 Feat Mounted Combatant Master Ninja A master of shadows and deception Criminal or Outlander Background Armor Proficiencies: Light Weapon Proficiencies: Sword Group, Light arms group Bonus Lv. 1 Feat Skulker Bonus Lv. 5 Feat Alert 11

Mechanist A clever inventor using mechanical allies Scholar or Guild Artisan Background Armor Proficiencies: Light Weapon Proficiencies: Dagger, Bow group Bonus Lv. 1 Feat Mobile Bonus Lv. 5 Feat Skilled Merchant Those with a penchant for commerce and a knock for protecting goods Folk Hero or Guild Artisan Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Polearms, Bows Bonus Lv. 1 Feat Linguist Bonus Lv. 5 Feat Actor Nomad Outdoorsman who protect what they hold dear with bows and axes Folk Hero or Outlander Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Bow group, axe group Bonus Lv. 1 Feat Tough Bonus Lv. 5 Feat Alert Oni Chief Wielders of dangerous magic and dangerous weaponry Folk Hero or Noble Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Axe group, Polearm Group Bonus Lv. 1 Feat Magic Initiate (Wizard) Bonus Lv. 5 Feat War Caster Paladin A well rounded combatant that rarely stays down in combat Noble or Soldier Background Armor Proficiencies: Light, Medium, Shields Weapon Proficiencies: Sword group, polearm group Bonus Lv. 1 Feat Mounted Combatant Bonus Lv. 5 Feat Resilient Rogue Nimble scoundrels great at espionage Criminal or Urchin Background Armor Proficiencies: Light Weapon Proficiencies: Sword group, Small Arms group Bonus Lv. 1 Feat Burgler Bonus Lv. 5 Feat Actor Sage Masters of Arcane Knowledge Sage or Hermit Background Armor Proficiencies: None Weapon Proficiencies: Dagger, Club Bonus Lv. 1 Feat Keen Mind Bonus Lv. 5 Feat Elemental Adept Shaman Practitioners of ancient magic traditions Sage or Outlander Background Armor Proficiencies: Light Weapon Proficiencies: Dagger, Club Bonus Lv. 1 Feat Elemental Adept Bonus Lv. 5 Feat Ritual Caster Sorcerer Wielders of foul magic Sage or Charlatan Background Armor Proficiencies: None Weapon Proficiencies: Dagger Bonus Lv. 1 Feat Ritual Caster Bonus Lv. 5 Feat Keen Mind Spear Master A master of polearm weapons as a martial art Performer or Outlander Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Polearm Group Bonus Lv. 1 Feat Medium Armor Master Bonus Lv. 5 Feat Polearm Master Sniper A perceptive and accurate maestro of ranged combat Soldier Background Armor Proficiencies: Light Weapon Proficiencies: Shortsword, Bow Group Bonus Lv. 1 Feat Observant Bonus Lv. 5 Feat Sharpshooter Summoner Those who animate objects and the dead Sage or Hermit Background Armor Proficiencies: Weapon Proficiencies: Dagger, Club Bonus Lv. 1 Feat Keen Mind Bonus Lv. 5 Feat Magic Initiate(Cleric or Wizard) Swordmaster Those who train with a blade to the point where it becomes like a painting Performer or Outlander Background Armor Proficiencies: Light, Medium Weapon Proficiencies: Sword Group Bonus Lv. 1 Feat Alert Bonus Lv. 5 Feat Blade Mastery Trickster Elusive thieves and charlatans to carry out many acts of derring do Urhcin or Charlatan Background Armor Proficiencies: Light Weapon Proficiencies: Dagger, Bow Group Bonus Lv. 1 Feat Actor Bonus Lv. 5 Feat Mobile 12