All art used copyright of Marvelous Entertainment, unless otherwise stated D&D 5e: Rune Factory A short compendium of magic and monsters inspired by the Rune Factory: A Fantasy Harvest Moon series From the distant land of Adonea comes magic yet unknown

Univir A proud race of ancients, univir can be distinguished by their pointed ears and - more prominently - the single horn growing from their forehead, which is the source of their innate magic. In recent years, they have become more and more scarce due to a declining fertility. Only recently have they emerged from hidden cities in the desert, proving several legends true. Friend of Monsters Univir live in unity with many species of monsters, similar to how other humanoids live with domestic cats, dogs, or horses. Many univir magically bind themselves to a familiar, and all are empathetic to the plight of other living beings. Univir Traits Your univir heritage manifests in traits shared with others of your kind. Ability Score Increase. Your Charisma score increases by 2, and one other score of your choice increases by 1. Age. Univir live long lives, with the oldest living up to 300 years. Although they reach physical maturity at the same rate as humans, univir are not considered adults until they reach 60 years of age. Alignment. Univir live ordered, tribal lives, tending towards lawful alignments. Their sheltered worldviews often make them tend toward neutrality, as well. Size. Univir tend to stand tall, ranging from well over 5 feet to almost 7 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Univir Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the animal friendship spell as a 1st level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting modifier for these spells. Tongue of the Old Ones. You can understand and communicate with monstrosities, regardless of whether you share a language or not. Survivalist. You have advantage on saving throws against diseases. Knowledgable. You gain proficiency in two skills of your choice from the following list: Animal Handling, Arcana, History, Nature, or Survival. Languages. You can speak, read, and write Common and Elvish.

Patron: Elder Dragon You have made a pact with a great dragon lord that governs one of the four corners of our reality, and have shared in their power. Through you, the elder dragon may work deeds that defy precident. Expanded Spell List The Elder Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Elder Dragon Expanded Spells Spell Level Spells 1st create food and water, speak with animals 2nd animal messenger, enhance ability 3rd lightning bolt, wind wall 4th guardian of nature, storm sphere 5th commune with nature, steel wind strike Bonus Cantrip At 1st level, you gain the shillelagh cantrip. It counts as a warlock cantrip for you, but doesn't count against the number of cantrips you know. Boon of the Water Dragon Also at 1st level, you gain the divine dragon Aquaticus' powers of transformation. You gain resistance to your choice of fire, cold, or lightning damage. You can change this choice when you gain a level in this class. You also gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. Boon of the Fire Dragon At 6th level, you gain the destructive powers of the divine dragon Fiersome. As an action, you can summon flames to writhe around your form. These flames last for 1 minute or until dismissed. While the flames are active, you gain a +1 bonus to your AC, and you have advantage on saving throws against spells. As a bonus action on your turn, you can choose to dismiss the flames in a burst of energy. Every creature within 10 feet of you must make a Dexterity saving throw, taking 2d10 fire damage on a failed save. Once you have used this feature, you must complete a short or long rest before you can use it again. Boon of the Earth Dragon At 10th level, you gain the divine dragon Terrable's guard. When you fall to 0 hit points, you can choose to immediately regain hit points equal to your warlock level + your Charisma modifier. Alternatively, if an allied creature you can see within 30 feet of you falls to 0 hit points, you may grant them this boon. Once you use this feature, you may not use it again until you finish a long rest. Boon of the Wind Dragon At 14th level, you gain the wisdom and grace of the divine dragon Ventuswill. You can cast the feather fall spell at will, requiring no material components. You also gain a flying speed of 30 feet. Keeper of the Circle Also at 14th level, your patron has granted you a portion of the runekeeping power of an elder dragon. You absorb the life runes a fallen creature expels to bolster your own life force. When a creature you can see within 120 feet of you falls to 0 hit points, you gain 10 temporary hit points. Additionally, as a bonus action while you have temporary hit points, you can reduce your current number of temporary hit points to zero to grant a willing creature you can see within 30 feet of you temporary hit points equal to the number of temporary hit points you had. Finally, you gain advantage on death saving throws.

Sorcerous Origin: Earthmate You have been touched by the great magic that connects this world to the Forest of Beginnings. Maybe you were born with this power, or maybe you have counseled with an elder dragon. Whatever the genesis of these miraculous powers, you have an empathic connection to those who slumber in the Beginning. Earth Bond As magic flows through your body, it enhances you in mysterious ways. Your body becomes remarkably durable, and your strength of form increases. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, as an action, you can gain temporary hit points equal to your Sorcerer level. While you have these temporary hit points, you can add your Charisma modifier to ability checks and saving throws that use Strength. You can use this ability a number of times equal to your Charisma modifier, and all expended uses are restored when you finish a long rest. One with the Land Also at 1st level, you gain proficiency in light and medium armour, and martial weapons. Additionally, you gain an innate knowledge of the land and growing. You have advantage on any check relating to farming, growing plants, or determining qualities of soil, and you gain the druidcraft cantrip. Land Strike Beginning at 6th level, you can channel the power of the land to empower your strikes. When you hit a creature with a melee weapon attack, you may spend 2 sorcery points to gain an additional benefit to your attack based on the damage type of your weapon. Land Strike Effects Damage Type Bonus Effect Piercing Reaper Strike. Your attack deals an additional 1d8 + your Charisma modifier necrotic damage. You regain hit points equal to half of the necrotic damage dealt. Slashing Mind Thrust: You lash out with your mind as well as your blade towards your target. You attack deals an additional 1d8 + your Charisma modifier psychic damage, and your target may not take reactions until the start of your next turn. Bludgeoning Giga Swing: The target creature is blown 30 feet backwards. If they impact with a solid object or another creature, they take 1d8 bludgeoning damage and stop. When impacting with another creature, both creatures take this additional damage. Earthen Wrath Beginning at 14th level, your connection to the land is strong enough that the earth itself will rise to protect you. As a reaction to taking damage, you can spend 4 sorcery points to cause earth and rock to jut up from the ground around you. Any creature other than yourself in a 10 foot radius must make a Dexterity saving throw, taking 8d8 bludgeoning damage and being pushed outside the area on a failed save or taking half as much damage and suffering no additional effects on a success. The ground in this area also becomes difficult terrain until cleared if you are standing on soil or loose stone. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Once you have used this feature, you must complete a long rest before you may use it again. Earthmate's Duty Beginning at 18th level, you become one with the spirit of the earth and its connection to the Forest of Beginnings. You gain resistance to force damage, and you are no longer slowed by nonmagical difficult terrain. Additionally, you can transfer your vitality to a loved one in peril. As an action, you may target a creature within 30 feet of yourself at 0 hit points and grant them hit points equal to the number of hit points you currently have minus 1. In doing so, you fall to 1 hit point. Once you heal another like this, you can't do so again until you finish a long rest.

Ambrosia's Thorns 1st level evocation Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Available for: Druid, Ranger Thorny vines coated in a sleep-inducing toxin lash from your arms. Make a melee spell attack against a target within range. On a hit, the target takes 2d6 piercing damage and must make a Constitution saving throw. On a failed save, the target falls into a deep sleep that lasts until another creature uses its action to shake them awake. If the target sleeps for more than 30 minutes before being awoken, they are considered to have gained the benefits of a short rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell level above 1st. Dylas' Lightning Steed 2nd level evocation Casting Time: 1 action

1 action Range: Self (60-foot line)

Self (60-foot line) Components: V, S, M (a small model of a horse)

V, S, M (a small model of a horse) Duration: Instantaneous

Instantaneous Available for: Sorcerer, Wizard You summon forth a mighty steed made of lightning that tramples all in its path. Every creature in a line 5 feet wide out to the spell's range must make a Dexterity saving throw. On a failed save, a creature takes 4d6 lightning damage and is knocked prone. On a successful save, they take half as much damage and are not knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 and the width of the line increases to 10 feet across. Dark Snake 2nd level evocation Casting Time: 1 action

1 action Range: Self (10-foot radius)

Self (10-foot radius) Components: V, S

V, S Duration: 1 round

1 round Available for: Sorcerer, Warlock, Wizard You conjure a vaguely sentient snakelike form out of dark energy that coils around your arm for the duration, defending you from harm. Whenever a hostile creature comes within 10 feet of you for the first time on a turn or starts its turn there, the snake lashes out, dealing 3d4 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each spell level above 2nd. Delta Laser 4th level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (A scroll inscribed with runes)

V, S, M (A scroll inscribed with runes) Duration: Instantaneous

Instantaneous Available for: Artificer, Sorcerer, Wizard Triangular energy bursts from your outstretched hand, freezing all it hits. You fire three beams of energy that can target up to three creatures. Make a ranged spell attack against your targets. Make a ranged attack for each beam. On a hit, a creature takes 3d6 cold damage and their speed is reduced to half until the end of your next turn. Iron Waltz 7th level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a musical instrument)

V, S, M (a musical instrument) Duration: Instantaneous

Instantaneous Available for: Bard You play an inspiring composition that inspires your allies to spur forward. When you cast this spell, you may choose up to three allied creatures within range. The chosen creature(s) may each take an extra action on their next turn.