Note: These classes and races have been balanced for and are intended for use with the 5th Edition of Dungeons and Dragons.

A love letter to D&D and Final Fantasy XIV, please enjoy, its been quite a journey putting this together. -Soren (Sorenson Asgard on the Gilgamesh Server)

A love letter to D&D and Final Fantasy XIV, please enjoy, its been quite a journey putting this together. -Soren (Sorenson Asgard on the Gilgamesh Server) Note: These classes and races have been balanced for and are intended for use with the 5th Edition of Dungeons and Dragons.

I do not own the rights or permissions to neither the Dungeons & Dragons franchise nor the Final Fantasy franchise. This is simply intended as a fan project to bring both of these loved properties together. Please don't sue me into oblivion.

It has been a long road developing this resource and I truly appreciate everyone's interest, assistance and continued passion around it. Thank you everyone and please enjoy!

Finally, thank you to my many friends who have helped in the play testing of this document.

A huge thank you to r/UnearthedArcana and r/ffxiv for their warm reception and feedback along with countless reddit users who've contributed with edits, ideas and proofreading. Also thank you to r/FFXIVxDnD the community that sprung up around this book. I had started setting things up there to host this document, went away from it for a few months and came back to find things in full swing, which was amazing to see! With all of your help, this project continues to drive forward.

Starting with aknowledgements! Special Thanks to /u/JamesMusicus for his class and race creation templates and /u/Stolksdorf for their homebrewing tool at naturalcrit.com/homebrew. Further more thank you to the crew behind GM Binder who I am now hosting this document with! Thank you to Square Enix for producing Final Fantasy XIV. Specifically Akihiko Yoshida for the work he's done to create the art I am using. I have spent over two years enjoying the world you all have created and have enjoyed it immensely!

The Viera are bunny people who live in dense forests and act as the protectors of their home. With their more secluded nature, they generally avoid contact with the outside world, happily protecting the Gelmorran Jungles and Satay Range, both found in the east. There are two distinct groups of Viera who developed slightly differently based on their homes, the Rava having darker skin while the Veena have far fairer skin, both groups blending into their respective environments better thanks to these adaptations.

The Roegadyn are large, hulking people who hail from the mountains and the sea. The Sea Wolves are known as famed pirates and settled the coastal city-state Limsa Lominsa, while the Hellsguard live in villages atop mountains and volcanoes, acting as keepers of the land, believing such locations to be portals to other worlds.

The Miqo'te are a second group of feline people who traveled to Eorzea across a frozen sea long ago. These proud people find pride in their natural hunting ability and have split into two distinct ethnic groups who worship the sun and moon respectively. The Seekers of the Sun live in warmer clients in patriarchal societies while The Keepers of the Moon live in dense forests, their tribes centering on matriarchs.

The Lalafell immigrated from Southern continents to Eorzea forming two distinct groups based on the geography their ancestors settled in. The darker skinned Dunesfolk formed the city state of Ul'dah in the deserts of Thanalan, while the lighter skinned Planesfolk settled and farmed the lands of La Noscea, a large island off the mainland of Eorzea. Both of these naturally charming folk found great success as merchants through history.

The Hyur have spread across the entirety of the world, making it difficult to trace what their homeland truly is. There are the average sized Midlanders, named for the elevation in which their sub species lived for many years, and the taller, more muscular highlanders, who lived in the high mountains for their declared homeland.

The Hrothgar are powerful, feline people from the North who had struggles when meeting the other races of the world as they were unable to speak the common tongue. They call Ilsabard their homeland and they walk two disctinct paths, one of servitude and the other of freedom. These distinct paths and ways of life led to the Helions, warm coloured Hrothgar who serve their Queen, and The Lost, cool coloured Hrothgar who value freedom above all else.

The Garleans are physically strong and highly intelligent people who call the land of Ilsabard their home. They are marked by their third eye, a gem like growth in the center of their forehead. Unfortunately for them, the Garleans are unable to channel aether through their bodies, which despite their physicality and intelligence, they found themselves bowing to many other magic wielding races. They were eventually able to develop technology to make up for this lack of magical aptitude and turned the tables, establishing the Garlean Empire in Ilsabard, a dominate force which sought to invade the land of Eorzea.

The Elezen are elves who hail from Eorzea who call the lands of Gridania and Ishgard their home. Taller than regular elves, they have naturally good eyesight and are well intuned with the land. Over time they split into two groups, the Wildwood whom are light skinned and dextrous, skilled with a bow and live in either dense forests or their highly religious city-state homeland. Their relatives the Duskwights live in a series of twisting tunnels and ruins underground, coming up only to hunt for food or pillage before returning to their cavernous homes.

The Au Ra hail from the east, and are marked by their scales and horns. These people have a stark difference in height between the the males and females of the species. The males tend to be much taller than the females and many other races, while the females on average are shorter than many of the other races. The dark scaled Xaela are nomads who travel the Azim Steppe and have developed a wide variety of customs which change from tribe to tribe. The light scaled Raen live largely integrated into modern society, giving up their nomadic ways for peaceful coexistence with the other races.

The currently available races cover all playable races in the FFXIV MMO along with the presumed race. Each race is able to fit into most fantasy worlds without trouble, I will include a quick blurb for each here.

The Auri creation myth tells the tale of two beings, the dawn father and the dusk mother. The two kinds of Au Ra have beliefs about their connection to these beings. The dark scaled Xaela are a nomadic people who believe that the blood of the dusk mother coarses through their veins.

Au Ra tend to dress very modestly, wearing simple robes and lengths of cloth draped over their bodies as cloaks, especially amongst the nomadic Xaela tribe.

Au Ra are characterized by their curved horns and intricate patterning of scales across their bodies. Sleek and powerful tails extend out from behind the Au Ra. There is a striking difference in height between the males and females of the race, the men ranging from just over 6 feet tall to 7 and a half feet tall, while the women are dwarfed, rarely coming close to 6 feet tall. Their faces contain sharp features and piercing eyes, alluding to their normally serious and sullen demeanor.

The Au Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people fewer in number across much of the world. These conditions have led the Au Ra to value their families beyond all else.

My loved ones and I were cursed at, spat upon, beaten, and worse. It was out of the desire to protect them that I began my research.

We Xaela are nomads who roam and live off the land. My tribe was no different. Yet though we did no harm to those whose lands we traversed, they treated us as vermin. In their ignorance, they feared us, and that fear manifested as spite and violence.

An extended list of the 51 Xaela Tribes has been provided in the Appendix F for this document on page 116.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

As a Xaela, you've been hardened by your life on the road as a part of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Azim Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences.

Subrace. The Au Ra's bloodline has split into two distinct groups, the nomadic Xaela and the solitary Raen, divided by the divine blood of their creators the Dusk Mother and Dawn Father. Select one of the two subraces of Au Ra.

Languages. You can speak, read and write Common and Auri. The Auri language does not include gender or numbered nouns or verbs, causing an Au Ra to mislabel things sometimes when speaking another language.

Cranial Horns. Your horns act as your means of perceiving sound. You have improved hearing and spatial awareness compared to other races because of this. You gain proficiency in the perception skill.

Size. There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.

Alignment. The Au Ra as a whole do not tend to neither good nor evil, or towards law or chaos. The Xaela tend strongly towards the chaotic lives of nomads outside of the laws of civilized city-states, while the Raen enjoy the order provided by the law. Often times an Au Ra finds themself to be the product of their upbringing.

Age. Despite their extraordinary phyiscal features, the Au Ra live about as long as any of the other races of Eorzea, reaching physical maturity around the age of 16, and living to be around 80 years old.

The Au Ra approach names in two starkly different ways. The Xaela see many names shared across tribes, but there are as many spellings for the same name as there are tribes. Xaela take the name of their tribe as their surname. The Raen name themselves in their tongue in a way that their name carries meaning. Only those belonging to the ruling and warrior class of society legally have surnames, while commoners may take a surname, it is not legally recognized. Raen who are in power often take surnames related to their feats in battle, while commoners take names related to their profession.

It was consideration for their families which helped define the two bloodlines of the Au Ra. The Xaela sought to keep their traditional ways and use power to protect their families. The Raen felt that a peaceful livelihood amonst the other races of the world was the best appproach to protect their community.

An Au Ra may set off on an adventure for any number of reasons, a thirst of adventure, defense of their tribe or a mission for a master could send them on their path. This could go as far as searching for lost family members, or seeking revenge for a slight against their family.

The Au Ra's homeland is known as Othard, a region to the far east. A majority of their homeland is covered by sprawling plains known as the Azim Steppe which dominates the region. The Xaela clans travel across this sea of grasslands in close knit tribes. The northern and western reaches of Othard are shieled with high mountain peaks and deep valleys shrouded in mist. It is from these mists that the Raen originally hailed. Today most live in civilized society or hidden villages allowing them to live peaceful lives.

The Xaela view themselves as free spirit folk, who roam the lands hunting, gathering, and battling against other roaming tribes, in honour of their ancestors. The light scaled Raen have instead decided to assimilate into Eastern society, though they are a minority, their loyalty and service has been a great boon to the culture they've ingrained themselves in.

The Raen live in harmony with the other civilized races of the East. They've assimilated fully into Doman culture, becoming valued for their unwavering determination to loyalty to their allies. They are largely looked upon favourably by the other races for their peaceful demeanor and respectable approach to life.

Miqo'te. "Miqo'te don't differ much from us. We both have an appreciation for what the natural world can provide us with. I'm sure our tribes would clash if they crossed paths in Othard though."

Hyur. "Every Hyur is different in their own way. They're an ambitious people who work hard for their future. We can live alongside them easily."

The Au Ra are steadfast allies once they are befriended. Once an Au Ra calls you their friend, you are considered family to them. Their experiences with other races are fewer in number than most, but can appreciate the culture of the new lands.

The forest which the Elezen live is the Black Shroud, a massive forest brought to order by the Wildwood, who protect the forest from poachers and other threats which would encroach on it. Duskwights, who disregard the need to protect the forest and hunt to their content. Looking to the Northern city state of Ishgard, towering spires, homes and a grand cathedral hide behind their giant gates. Living conditions in Ishgard are rough, as the poor go hungry in the lower levels of the city, while the wealth live in exuberance, looking down on the less fortunate citizens, ruled by the religious teachings of the Holy See.

The Elezen race is divided due to their pride. The Wildwood and Duskwights found they could not coexist and distanced themselves from one another. The Wildwood believing they are the true rulers of the forests in which they live and hold dominion. The largest population of Wildwood Elezen live in Ishgard, a massive religious city embroiled in a war against dragonkind, closed off from much of the world. The Duskwights, who made their homes in the cavern systems of the forests have since been driven to crime to survive due to the Wildwood's clutch on the boundaries of the forest.

Long legs, slender bodies, pointed ears and sharp features are all marks of an Elezen. Only rivaling their otherworld appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the colour of their skin. All Elezen try to clothe themselves whenever it is appropriate, valuing their appearance.

The Elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arms reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense forests or live in the religious oligarchy of Ishgard, cut off from rest of the world. The Duskwights in contrast are notorious for thievery and pillaging. Spending much of their live in caves and caverns hidden in the forest.

For centuries, our nation has been punished for the sins of our forefathers. If our punishment is to end, I believe we must right the wrongs of antiquity and move forward as a nation united. Needless to say, my father did not share this opinion.

Miqo'te. "They are skilled hunters, perhaps too skilled. We share the woods with these people in service to the forest. But the Keepers who break off from the clans and become poachers are as deadly as they come."

Hyur. "We were the first people of the woods, regardless of what they believe. Why the forest sends their chosen through the Hyur is beyond me, but I suppose we can be friends."

Au Ra. We Ishgardians have made a grave mistake. Despite their heretical appearance, we should not have let fear guide out hands. I hope we can make amends one day.

The Elezen strongly believe in their abilities and their birthrights. Many races may see this as arrogance, but if you are able to see past their haughty attitudes, you will find a steadfast and reliable ally.

Darkvision. Due to life in the caverns your eyes have adapted to help you see in the dark. 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 colour in darkness, only shades of grey.

Duskwights are Elezen who made their home in the cavernous systems of the Black Shroud. Their light hair and dark skin sets them apart from their surface dwelling counterparts. Duskwights are expert cave explorers after growing up in such systems. Though the caves could not satisfy all of their needs, leading the Duskwights to build a reputation of banditry for themselves.

Hawk Sight. The normal range of your ranged weapon is increased by 20ft. This cannot exceed the max range of the weapon.

The Wildwood Elezen have become the protectors of the forest and masters of . Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off land wherever they find themselves. Years of life in the forests of the Black Shroud has imbued them with various abilities.

Subrace. The Elezen come from two different clans. Select one of the two subraces of Elezen.

Languages. You can speak, read and write Common and one extra language of your choice.

Size. Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.

Alignment. Wildwood Elezen lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwight's have embraced the wild way of living, leaning towards chaotic alignments, viewing laws as arbitrary things.

Age. Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.

Despite the similarity in their first names, the Elezen tribes over time claimed sur names for either side. These surnames will never cross clans, but only those who live within the race will know the difference.

Both the Wildwood and Duskwight clans of Elezen spell their names very similarly. Men's names are longer and always in -loix, -aux, -mont, or -geant. A female's name will always end in -ne, -ette, -elle, or -ie.

An Elezen may set out on an adventure for many different reasons. An Ishgardian Wildwood hungry for revenge against the dragons may set out to seek greater strength, while another may take up arms to defend their forest home from an encroaching threat against the Black Shroud. Duskwights may set out to gain honour and riches to support their family or to prove to the world they are more than just a thief. Perhaps you seek glory in battle, and head out to find this fame.

The Garleans are a race of people who found themselves at a disadvantage in the world. Once living in the southern, warm reaches of Ilsabard, the Garleans found themselves forced north over time. Eventually they were forced to cross treacherous peaks which divided the north and south, leading to them settle in lands with long, bitter winters and short growing periods. Their misfortune would eventually lead to a great boon in the form of ceruleum, a fuel which they were able to take advantage of start a golden era of technology for themselves.

The Garleans are a people with strong bodies which were backed by great mental prowess to match. Their most striking feature though is the pearl like third eye which sits in the center of their forehead. This special third eye provides Garleans with improved spatial recognition. These two great assets were met only with a damning disadvantage, the inability to manipulate magic.

The Garleans who share the name of their Empire are a people who had suffered greatly before finding the means to fight back, in doing so becoming conquerers in their own right. Garleans value advancement and ability, while looking down on those who are happy to sit in stagnation, and its this dogged dedication which has allowed them great success in the world.

Only a man of power can rightly steer the course of civilization. And in this land of creeping mendacity, that one truth will prove its salvation.

The Garleans and the Garlean Empire have incurred the disdain of many races across the land. Those who within the Empire are often patriotic within the homeland, while hateful in the annexed regions. As such most races who are not Garleans have a hatred for them until they prove their intentions are good.

Languages. You can speak, read and write Common, Garlean and one extra language of your choice.

Third Eye. You gain proficiency in the Perception skill. Additionally, ranged weapon attacks you make have an increased normal range of 10ft.

As Garleans are unable to cast magic from a lore perspective, playing a casting class as a Garlean should have their casting focus flavoured to account for this. For example a Garlean Wizard could have a staff which recharges magic energy over time and uses that charged staff to cast spells. Their spell slots recovering when the staff recharges at the end of a long rest.

Magically Inert. You are unable to cast magic of your own power and require the aid of technology to do so.

Imperial Education. You gain proficiency in one skill of your choice and one set of artisan's tools of your choice.

Size. Garlean males on average tend to stand anywhere from 6 to 7 feet tall while their female counterparts tend to reach anywhere from 5 and a half to 6 feet tall. Your size is medium.

Alignment. Garleans tend toward a lawful alignment as their roots trace back to a highly ordered Empire where title and rank were held in high regard.

Age. Garleans live as long as the other races of Eorzea, reaching maturity around 18 years old and living on average to the age of 80.

A proper list of all known positions in the Garlean Empire can be found in Appendix F at the end of this resource on page 118.

Garleans names often declare one's title within the Empire as their middle name. Otherwise their traditional names find their roots in Latin, having both a first and last name.

Garleans may adventure for a variety of reasons, but two stand out amongst all the possibilities. The first would be for the benefit of their empire, to act as an ambitious patriot who seeks to better Garlemand's position in the world through hard work. The other may be to seek freedom from the chains of their society, coming from a rigid hierarchy where moving upwards is only possible by military activity leaves a bad taste in many's mouth, so in the name of freedom and peace some Garleans may break away from their homeland and chase their dreams.

As nearly all Garleans are unable to manipulate aether in their bodies, they found themselves defeated time and time again by those with an aptitude for magic. That was until the discovery of ceruleum, which after experimentation and engineering led the to the birth of magitek. This came in the creation of many machines and devices which could mimic magical effects and swung the pendulum in the Garleans favour. Within 50 years of the discovery they'd managed to form a vast empire which spanned three quarters of the great continents of Aldenard.

The Hrothgar split into two distinct groups of people over their ways of life coming into conflict. The Helions, who are easily identified by the warm colours of their fur, were found mainly in the southern parts of their homland and their lives revolved around their Queen. General most Helions are devout servants to their Queen. In comparison The Lost boasted a more free-spirited, nomadic life style, wanting to live their lives unbound by the whims of a Queen. As they live as nomads they often practice various professions from seasonal work, to mercenary, to merchant. Often they avoid professions which will force them to put roots down. Their fur is often coloured in cool colours, which is said to reflect their independence and the choice to leave the warm embrace of their Queen.

The Hrothgar are a powerful people who boast broad frames, feline reflexes and fierce appearances which are marked by their sharp claws and pointed fangs. Their race suffers from having a large disporportion between the males and females of their kind, which males make up a staggering number of their kin. This has also led to the Hrothgar to adopt a matriachy in their homeland which rallied many, but drove many away as well, leading to them becoming known as The Lost.

Hrothgar had a difficult start in the world initially, lacking knowledge of the common tongue of the land, they often found themselves at odds with their more well spoken races of the world. In time these fiercely misunderstood people managed to learn the language of the land and peace was brokered between them and the other races and a friendly neighbours relationship formed.

Hailing from the distant shores of Ilsabard, the Hrothgar are a burly people of lionlike appearance - or the males are, at least

Viera. "They too seem to experience issues within their kind when it comes to their opposite sex. Seems strange that usually the females only ever show themselves."

Roegadyn. "They're powerful and boisterous, not unlike ourselves. They could be great friends or great rivals depending on the day."

Au Ra. "We see a lot of ourselves in the Au Ra, both Helions and The Lost alike. We can appreciate the path they walk."

The Hrothgar found themselves largely at odds with the other races of the world initially. Once they had mastered their tongue things generally smoothed over.

Scattered and worldly, The Lost hail from a bloodline of Hrothgar to left the matriachy which their kind hails from and sought to strike out in the world. Often times they take on the roles of traders and mercenaries, preferring nomadic jobs and lifestyles which prevent them from setting down roots. Their cool coloured fur is said to show the loss of the warmth they had received from their Queen so long ago.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

The Helions come from a matriarchal society whose males greatly outnumber the females. These loyal and dutiful people will risk life and limb for their queen and bring that ferocious dedication to defend their friends. Helions often have a warm colour to their fur, reflective of the warm embrace from their queen.

Subrace. The Hrothgar come from two different clans. Select one of the two subraces of Hrothgar.

Languages. You can speak, read and write Common and one extra language of your choice.

Claws. Your sharp claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

Size. Hrothgar are known to have tall, powerful frames marked by muscle and fur. At their tallest the Hrothgar stand at 7ft. tall while their low average heights sit around 6ft. 4inches tall. Generally they way over 260 lbs. Your size is medium.

Alignment. Helions lean towards lawful alignments, be it their upbringing to obey their Queen's wishes and uphold her rule in her lands. The Lost have embraced life on the road and lean towards a more chaotic alignment. As always there are oddities within every group with Helions who shirk their servitude or members of The Lost putting down roots.

Age. Hrothgar tend to live about as long as most of their neighbouring races. They reach physical maturity around age 18 and live into their nineties.

Hrothgar names generally are shared between the Helions and the Lost, the difference in their naming stemming from traditional family names. The Helion clans are always three syllable names which begin with A, while the Lost always end their name in "-asch."

The Hrothgar have seen their kind split based on lifestyle choices between servitude and freedom. This ideological decision drives these people forward, the Helions setting off on adventure in the name of their Queen to protect her or further her agenda, while for The Lost adventure is a key part of their existence, needing to constantly travel to survive.

Ilsabard is a land shrouded in mystery in both an academic and literal sense. Knowledge of the land of Ilsabard is sparce and the continent finds itself living beneath a blanket of fog and cloud. Shielded on all sides by mountainous regions and known for reserves of potent natural resources underground, the people of Ilsabard were able to arm themselves well using the avilable materials.

These tough living conditions lead to a heartier, more physically powerful people. The Midlanders lived at sea level and across the world, which minimized changes due to life in extreme conditions.

The differences between the Midlanders and Highlanders was born from their homes long ago. The Highlanders are named for living at a high elevation, mountains in particular.

The Hyur are a race of average sized humanoids whom one may view as an average group of people, lacking distinguishing features such as pointed ears, immense size or horns. Over time Hyur have diverged into two distinct groups, the Midlanders and Highlanders. Midlanders are widespread across the land and come in all shapes and colours, becoming prevelant in all cities. Highlanders in comparison are taller than their Midlander counterparts, boasting a more powerful, muscular build.

Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world.

Thal's Balls...I'd forgotten what it was like to feel so alive! Not since leaving the Bloodsands have I had the privilege. Not since the Bull of Ala Mhigo hung up his swords. Back then, the outcome might have been different. But I do not begrudge you your victory. I know how far you have come, how much you have endured. Our fight only confirmed it. We shall have to do this again one day, when time allows.

The Padjal are a rare occurance born to Hyurian families who live in The Black Shroud. These children are grow white-hued animal horns as they get older and were chosen by the elementals at birth. This places them in a position of holy reverence in Gridania. These people stop aging around their teens and have a natural latent power for conjury.

The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.

Variable Education. You are proficient in an additional set of artisan's tools of your choice.

As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have becoming highly adaptable and well educated.

Subrace. The Hyur have changed over time based on where they lived over the past millenium. Select one of the two subraces of Hyur.

Languages. You can speak, read and write Common and two other languages of your choice.

Spread of Culture. You gain proficiency with a set of artisan's tools, gaming set or musical instrument of your choice.

Size. Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while highlanders easily pass it. Your size is medium.

Alignment. Overall the Hyur are a highly variable race, so it stands to reason that the Hyur tend to not lean towards neither good nor evil. The same could be stated about their impressions of law and chaos. They comfortably fall in line with the culture in which they are raised, but are generally good-hearted.

Age. Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old.

Your Hyur character has a variety of natural abilities tied to their heritage of being a diverse peoples.

Miqo'te. "They're a quiet folk who keep to themselves, but I can respect their skill. I have no qualms with them."

Lalafell. "The Planesfolk are a wonderful people, so earnest in their lives. The Dunesfolk, will rob you blind with your thanks."

Elezen. "For a long time we didn't see eye to eye, but for the time being we are friends."

Hyur are prevelant throughout the world, and because of this most will welcome a Hyur into their lives without prejudice. Overall the Hyur are met with courtesy wherever they wander.

The names of the Hyur are in the common tongue of the land. Midlander may take names which are appropriate for the culture in which they live while Highlanders take names which have a harshness in their pronunciation. As a surname, Midlanders will often take a descriptive name for their physical traits or profession. Highlanders prefer to earn their surnames in battle, using feats of martial prowess or names with violent imagery.

The Hyur are a hardworking and ambitious people, no matter what walk of life they come from. It is for this reason that for every Hyur in the world, there could be a different reason to seek adventure. Some may head out on the road for the value of the journey itself, while others may do so in search of riches. Some Hyur may be adventuring on another's behalf, perhaps their family sitting at home, or to defend their people from an imminent threat. In a world with so many possibilities, it does not take much convincing to bring a Hyur to action.

Hyur as a whole make up a large percentage of the population in the world. Over a thousand years ago the Hyur immigrated in massive waves from their homelands and made their homes wherever their feet hit the ground. Highlanders are a special case within the Hyur, famed for their mountainous city of Ala Mhigo. In recent years, the Ala Mighans were forced from their homes to immigrate across the world, mixing into the cities across the world themselves.

The Lalafell can trace their ancestery back to two key area. The Plainsfolk began as farmers on fertile islands in the south, farming the fertile lands of their namesake. The Dunesfolk were not so luck to have farmable land and instead turned to animal husbandry. Traditionally Dunesfolk built their homes on the backs of beasts of burden, travelling with their herds. Eventually the Dunesfolk founded a great city of wealth, where nearly all Dunesfolk live today.

The Lalafellin homelands produced two types of people, from which they take their names. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, leading for lalafells to spread across the world. The Dunesfolk began and remain as desert dwelling folk, their bodies adpating to the harsh conditions.

The Plainsfolk have larger, pointed ears which greatly improved their hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert. Additionally out of tradition, Dunesfolk will place gemstones associated with their zodiacal sign on their foreheads.

Lalafell anotomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs. But appearances can be deceiving as Lalafells bodies are highly efficient, allowing them to travel long distances on their short legs.

The Lalafell are generally a cheery race of people. Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known as Ul'Dah. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.

But I will see them suffer no longer. The victory feast shall provide the stage on which I declare the dissoultion of the sultanate. 'Tis mine intent that the ruling class of our golden city should take its place beside the common man in a fair and equitable republic. No more shall this nation bow to the whims of a privileged few.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.

Dwarven Resilience. You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

In the parallel world of Norvrandt, the Lalafells came to be known as Dwarves. These diminutive folk took to mining and crafts work, developing a distinct set of cultural customs, from giving proper boisterous welcomes by calling out "Lali Ho!" to never revealing their true faces outside of the village, hiding them beneath helmets and large fake beards, they became eccentric by any world's standards.

Dustshield. Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being blinded.

As a Dunesfolk, you've adapted to the harsh desert environments and thrived. The land from which you hail is known for its riches and merchantry as much as its known for his corruption.

Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow Lalafell, the Dunesfolk.

Subrace. The Lalafell come from two distinct groups of people. Select one of the two subraces of Lalafell.

Thanks to their charming demeanors and financial ties across the world, Lalafells are one of the few races who can say it is on good terms with nearly everyone. Most Lalafells are kindly and outgoing, allowing them to seem like the younger sibling of all the races.

Languages. You can speak, read and write Common and one other language.

Lalafellin Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Size. Lalafells are a diminuitive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.

Alignment. Generally speaking, Lalafells lean towards a good natured alignment, though some shrewd business men may push far away from this approach to life. Neither the Plainsfolk or Dunesfolk have a inclination to law or chaos, with individuals falling into all categories.

Age. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.

Both the Plainsfolk and the Dunesfolk name themselves using set rhyming schemes, ruled by rhythm and repetition. Syllables are combining in various combinations to form playful sounding names. This means that Lalafells generally do not have surnames unless they come from royalty, which adds their family name in the middle. Each gender and subrace of Lalafell have their own ruleset detailed below. Each letter indicates a syllable or pair of syllables.

Lalafells care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Lalafells have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves. Lalafells may be small, but they take on the world in a big way.

The Miqo'te are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Seekers of the Sun's ears are wider with thicker fur, while the Keepers of the Moon's ears are longer and stylized, with shorter fur. Futhermore, the eyes of the Seekers has developed such that the pupils are slit light, to help guard their eyes from the exposure of the sun, while the Keepers' pupils have become large and rounded. Many more women are born into the tribes and clans of the Miqo'te people.

The Miqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo'te have integrated into society with pockets of die hard traditional Miqo'te tribes surviving out in the world.

The Nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victorrrry goes to the patient, the cunning, the pragmatic."

As a Seeker of the sun, you come from a race of renowned hunters. The Seekers live in a patriarchal society which woships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency.

Subrace. The Miqo'te are made up of two distinct clans. Select one of the two subraces of Miqo'te.

Languages. You can speak, read and write Common and one language of your choice. When speaking Common, your pronunciation of "r" sounds are sometimes extended with a purr.

Darkvision. Your eyes have adapted to help you see in the dark. 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 colour in darkness, only shades of grey.

Size. Miqo'te are a people people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium.

Alignment. Miqo'te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings tend to lean in no particular direction.

Age. Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.

For a full list of the Seekers of the Sun's tribes, see appendix F on page 110.

The female Keepers use one to two syllable first names without a tribal prefix due to their small communities. Additionally in their culture the mother's surname is passed on to the children. The males born into the Keepers' communities take both of their mother's names, adding a suffix to the end of their first name to indicate their birth order counting the males. It is rare that more than 3 suffixes are needed.

The tribal prefix often gets dropped in casual conversation and with close friends and family.

Seekers of the sun use a simple naming convention. Male names are one or two syllables and preceded by a letter which is associated with the tribe. The extra aitches (H) we see in names such as represent a slight hissing/spitting sound that is made when the name is pronounced by the cat-like Miqo’te. Many of the other races in Eorzea cannot accurately reproduce this sound, so the aitches (H) end up going silent when read. They do not take a family name, but instead are given the name Tia at birth. A Tia may change their surname to Nunh by challenging the tribes breeding male and defeating him in battle. If successful the two trade titles. Female seekers' first names are given in the same way with three or more syllables, but the surname is the first name of the breeding male who sired her.

Keepers are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, a Keeper will stop at nothing to protect that which they cherish.

The Miqo'te tend to differ on their approach to life depending on their ethnicity. The Seekers of the Sun are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Miqo'te to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan of Seekers, becoming the alpha of their group.

The hot, arid deserts of Southern Thanalan are home to one of the most famed tribes of the Seekers of the Sun. Seekers can be found anywhere across the world, barring cold regions with a harsh winter climate. Those who integrate into larger cities tend to discard their tribal ties and take up the social norms of the city in which they live. Keepers of the Moon have taken to the dense forests away from the heat of the sun.

The Seekers or the Sun and Keepers of the Moon are two distinct ethnicities falling under the Miqo'te. Their cultures differ greatly down to the social structures of their groups. The Seekers live in male dominant societies centered around an alpha male known as the Nuhn, and worship the god Azeyma. In constrast the Keepers live in a matriarchical society and worship the goddess Menphina.

Miqo'te tend to keep to themselves, trying to avoid contact with races outside their own, Even in highly populated cities, individual Miqo'te lead isolated lives, prefering to stay aloof.

Tenacity. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

As a Keeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess Menphina. Many Keepers make use of war paint as they believe it helps to channel the power of the moon into their bodies. Keepers are renown for their

The Roegadyn as an entire race hail from the Northern seas , their name translating to people of the rain. These sea fairing people can be found living in coastal citites the world over living as sailors, mercenaries and pirates.

Be it sailing, naval service or mercenary work, the Sea Wolves continue to feel most at home when adventuring on board a ship. The Hellsguard in comparison live in land around the volcanic mountains of abalathia. Here they guard the material plane from undead spirits trying to return home.

The Sea Wolves live up to their names through a storied history on the ocean. Most Sea Wolf communities can be found on the coast, as most make their living from the sea.

Their faces have fierce features and large flat noses. Due to their large size, Roegadyn tend to wear durable, flexible clothing which allows them to move easily.

Roegadyn are enormous humanoids with a hulking muscular build. Men and women alike grow to tower over the other races. Partly due to their size, Roegadyn as a whole love competitions of strength and courage, challenging one another to push themselves and their bravery.

The Roegadyn are a physically powerful race of people with a thirst for life which few can rival. They live loudly with boisterous voices, larger than life goals and an unflinching approach to danger. Roegadyns are fearless explorers who long ago were the greatest pirates to sail the seas. Adventure is in their blood.

They sought to secure a place to breed and multiply, that their kind might survive. Self-preservation, as you say. But we have as much right to live and thrive as they. If our own survival is threatened, are we to lay down our arms and welcome oblivion? Nay.

Volcanic Children. You know the Firebolt cantrip. At 3rd level you learn the Burning Hands spell and may cast it at the 2nd level once before requiring a long rest. When you reach 5th level, you can cast the Heat Metal spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spell casting ability for these spells.

The elusive Hellsguard live around then volcanoes located within Abalathia's Spine. They have lived in solitude for hundreds of years guarding the volcano from spirits seeking passage from the world of the dead into their own world, over time granting magical abilities.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Fearless sailors of the sea. The Sea Wolves have a storried history of being a great sailors. No coastal cities were safe in the past when the Sea Wolves came to town. A history of sailing and pirating has left the Sea Wolves with inherent abilities.

Both the Sea Wolves and the Hellsguard do not carry preconceived notions about other races, but rather judge each person they meet by their own standards. Sea Wolves may value people who show courage, while Hellsguard appreciate those who think before acting.

Subrace. The Roegadyn have settled into two distinct lifestyles. Select a subrace based on where you come from.

Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

Size. Roegadyns are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches talls. Despite your powerful builds and great height, your size is medium.

Alignment. Roegadyn have no heavy leaning towards good or evil. The Sea Wolves value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the sacred volcanoes they've lived near for ages.

Age. Though physically larger than the other races, the Roegadyn do not live any longer; reaching full maturity around the age of 20 and living into their eighties.

Your Roegadyn character has a variety of natural abilities which all members of their race have.

Hellsguard on the other hand avoid their ancient language and use the common tongue. Their names are formed using two words as well, often drawing inspiration from nature. Women of the Hellsguard tend to use plant imagery in their names as well, but are not restricted to do so. Nearly all Hellsguard abandon their family names, refusing to be defined by their ancestors in the past.

Sea Wolves and Hellsguard follow very different rules when it comes to naming conventions. Sea Wolves all derive their names by combining two words from their ancient Roegadyn Language. Women of the Sea Wolves also derrive their names by combining two words, but the second word is always one of eight words. Sea Wolves form their surnames by taking their parent's name and adding a third word; syn for males and wyn for females, indicating they are a son or daughter respectively.

Hellsguard grow up in solitude away from society, having no city to call their own. They may decide to head off in search of a more engaging existence by heading down their mountain and seeing what else the world has to offer.

They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along. Sea Wolves have a long history of pirating, looting and battle on ships of all sorts, giving them a deep seeded thirst for adventure.

The Roegadyn people are a boisterous race, seeking out challenges to test their power and bravery.

The Hellsguard live around the volcanoes of the Abalathia mountains, believing their home to be a sacred place related to the afterlife. Those Hellsguard who choose to leave their mountain homes can be found in large cities near these mountains, making a living as sellswords or chasing deeper knowledge of magic.

The Viera are a race of both males and females, but outside of neccessary meetings to keep their race continuing onwards and taking the male children who have reached adulthood, they lead seperate lives. The males of the Viera live secretive, lonely lives in which they shun everyone, even their own kin to fully pursue their sacred role as a Wood-warder. The Wood-warders patrol the Golmore Jungle and ensure no outsiders reach their former homes. That isn't to say the women are defenseless though, as the female Viera are as capable as the men, but turn their attention to defend their young and homes.

The Viera are a beautiful and mysterious folk, shrouded in mystery as many spend most of their lives in the Woodlands they call home. Their tall, slender bodies adorned with rabbit-like traits creates an air of grace amongst them. Long, high angled feet require high-heeled shoes and dextrous clawed fingers help to draw a striking image of the Viera.

The Viera may begin as part of the Wood, but it is not the only end that we may choose.

Hailing from the forests which grow about the Skatay Range, the Veena defend their home with just as much vigor as the Rava, but have a much easier time if they leave their homes due to their more average size and softer appearance. Due to the rise of war near their homeland, many Veena left the Skatay Range, joining many pockets of civilization.

Making their home in the Gelmore Jungle, the Rava are a tall, powerful race with an intimating presence about them. Their powerful bodies and unrelenting tactics in the forest make the Rava powerful friends and more dangerous foes.

Miqo'te. "The Miqo'te seem to be great hunters, I can't help but wonder who the better between us would be. I respect their ability."

Au Ra. "Their nomadic life style and deep traditions is quite similar to ourselves and the Green Law. I may find their way of doing things strange but I can appreciate their way of life all the same."

The Viera are a race of people who warm to others slowly, keeping other races at an arms length and keeping their own kind divided even further. But once someone manages to break through this hesitation they'll find a stalwart ally.

Subrace. The Viera's bloodline has split into two distinct groups, the dark skinned Veena and the fair skinned Rava.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Lapine Hop. Your maximum high jump and long jump distances are 10ft. higher than how it would be normally calculated.

Size. The Rava are tall and lithe people who reach an average height just over 6ft. tall, while the Veena are shorter, with an average height around 5ft. 8 inches tall. Your size is medium.

Alignment. The Trueblooded Viera tend toward a Lawful nature, as they have a strict code of staying within the woods and living their lives, while adventurers who leave home tend towards a more Chaotic alignment as they're a people who live outside of tradition.

Age. Viera reach physical maturity at the same pace as all the other races, but once reaching adulthood live roughly three times as long as the other races, approximately 240 years.

Unsure as to true examples of male names but will give some example names until official material is released

Viera names are often short in nature, normally only 4 characters long. The letter "J" is used as a vowel in their tongue creating confusion at times for those who are not familiar with the Viera language. Despite close attention to purity in their bloodlines, the Viera do not worry about lineage and do not have family names.

The Viera's set of laws are considered to be the laws of the forest in which they live. The Viera take jobs under this set of laws and restrict themselves from having contact with the world outside of their forest. Among many other restrictions the Viera subject themselves to, some find their ways off putting. If a Viera chooses to leave the forest they are considered an outsider from that day forward. These strict laws often drive Viera with a fire in their heart away to seek adventure.

Both the Rava and Veena clans make their homes exclusively in the Golmore Jungle, or the primeval forests which line the southwestern foothills of the Skatay Range, respectively. Both locations are large, sprawling canopies of forest which provide them with all the Viera need to survive. In addition to the thick forest canopy, the Skatay Range boasts white mountains which the Veena has grown to use as a secondary home. Both the Rava and Veena guard their homes with violence and without prejudice, anyone who enters their forest homes may be privy to a hostile reception.

The word Viera itself means "people of the wood" and true to their name, in different forests of Dalmasca. Both the Rava and the Veena boast tall, lithe frames and graceful traits of rabbits. The Rava make their home in the Golmore Jungle and grew to have umber skin and dark hair, allowing them to more easily blend in with the forest. In stark contract the Veena have very light skin and fair hair help them blend in with the Skatay Range they call home. On average the Veena are shorter than their Ravan counterparts.

The world of Final Fantasy XIV offers a wide variety of classes in its world. Listed in the table below are the full classes who could stand on their own in the context of Dungeons & Dragons. If a class is not listed, it will still be represented in this book, but as an archetype of an existing class in the Player's Handbook. The archetypes in this book are as follows: Bard, Ninja, Paladin, Warrior.

The tables below show the requirement to multiclass and the proficiencies gained when doing so.

You can make a Arcanist quickly by following these suggestions. First make Intelligence your highest ability score, following with Wisdom. Second take the Sage background. Third, take the Acid Splash, Mage Hand and Prestidigitation cantrips.

Whatever the cause which brought the arcanist out into the world, they do so with their research in hand and companion by their side.

An arcanist's path begins with a few formulas scrawled in a tome and a large amount of time practicing their craft, researching to unlock greater power to have at their disposal. You must consider what was your arcanist's call to action? Perhaps their thirst for knowledge couldn't be satisfied at their desk, or they saw that their abilities could help the world in another way. Perhaps they uncovered some information that they must investigate or acted upon.

One thing which sets the Arcanist apart from other spell casters is their usage of summoning companions. Early in their studies an Arcanist learns to summon forth a magical servant. This is the first major task of an Arcanist and helps to sharpen their powers. The companion borrows some of the arcanist's power and in return gives the caster an unwavering ally on the field of battle.

Arcanists work hard to explore the secrets of magic, only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and grimoires are filled with fascinating formulas and diagrams, which when fed magical energy from the arcanist's body burst forth into powerful spells. Ever thirsty for greater knowledge, an Arcanist seeks knowledge and then puts it to the test.

These skillful magic users take on many roles on the battlefield, be it a commander of their allies, a medic or a destructive force. Through careful planning and preparation an Arcanist becomes an indomitable force to stand against.

A carefully launched arrow catches the the Lalafell's ally. Invoking a few words and raising their grimoire to the sky, healing magics close the wound, allowing their friend to fight on.

A quiet Miqo'te woman carefully scratches notes into her research tome. After a long times passes, she wipes the sweat from her brow as a shining avian figure bursts forth from another plane, ready to heed her every command.

A lightly armoured Hyur maneuvers through the battlefield alongside his carbuncle companion. The carbuncle dashes ahead and lets out a burst of magical energy, dazing their foes and creating an opening for their allies, swaying the battle in their favour.

At 1st level, you have a Spellbook containing six 1st-level Arcanist Spells of your choice. Your Spellbook is the repository of the Arcanist Spells you know, except your Cantrips, which are fixed in your mind.

At 1st level, you know three Cantrips of your choice from the Arcanist spell list. You learn additional Arcanist Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.

You start with the following equipment, in addition to the equipment granted by your background

You learn your first tactic at 1st level from the following list. You learn additional tactics at the 2nd, 6th, 10th and 14th level. Some tactics may require you be at least a certain level or have taken a specific specialization. When you level up you may exchange one of your known tactics for another.

Beginning at the 1st level, you have developed a head for tactics during battle. You may use a number of tactics equal to your Intelligence modifier. These uses recover after completing a short or long rest.

Each time you gain a Arcanist level, you can add two Arcanist Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Arcanist table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).

You can use an arcane focus as a Spellcasting focus for your Arcanist Spells.

You can cast a Arcanist spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.

Intelligence is your Spellcasting Ability for your Arcanist Spells, since you learn your Spellsthrough dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a Arcanist spell you cast and when Making an Attack roll with one.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Arcanist Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Levelfor each spell on your list.

For example, if you're a 3rd-level Arcanist, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You prepare the list of Arcanist Spells that are available for you to cast. To do so, choose a number of Arcanist Spells from your Spellbook equal to your Intelligence modifier + your Arcanist level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

The Arcanist table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many Arcanists keep backup spellbooks in a safe place.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the person who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

Copying a Spell into the Book. When you find an Arcanist spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil Wizards’s chest, for example, or in a dusty tome in an ancient library.

Advantageous. When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll.

Aetherial Barrier. When a creature you can see attacks a target other than you that is within 5 feet of you or your summoned ally, you can use your reaction to impose disadvantage on the attack roll.

Blessing of Nym (Scholar only). You may cast a spell which recovers hit points or is from the Nymian Scholar expanded spell list through your summoned ally. Your fey acts as the point of origin for the spell and your touch based spells may be cast as though you were standing where your fey is.

Bombarding. (Tactician only). When you take an attack action or cast a spell, you may direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Castle (10th Level Required). Your summoned ally and a willing creature within 15ft. Of it instantaneously switch positions. This does not provoke attacks of opportunity.

Carbuncle Bind (Tactician Only). When your carbuncle lands a melee attack, as a reaction you may attempt to bind a creature to your carbuncle. The target of your carbuncle's attack must make a dexterity saving throw. On a failed save, a binding ethereal chain bursts forth from the carbuncle, shackling the target. The creature may not move more than 5ft away from the carbuncle for 1d4 rounds.

Carbuncle Shine (Tactician Only). As a bonus action you cause your carbuncle to shine brightly. All creatures who can see the carbuncle within 10ft. must make a Constitution saving throw. On a failed save, the creature is blinded for 1d4 rounds.

Deployment Tactics. (Tactician only). As a bonus action, select two friendly creatures who can see and hear you. They may move up to half their movement speed without provoking attacks of opportunity.

Devotion (Summoner only, 10th Level Required). When a creature within 5ft. of your summoned ally attacks another creature with a melee attack successfully, as a reaction you may add your Intelligence modifier and proficiency bonus to the damage roll.

Elemental Attunement (Summoner only). As an action, you may grant resistance to fire, cold, lightning, poison or sonic damage to yourself or a creature within 5ft. of you for a number of rounds equal to your Intelligence modifier.

Emergency Tactics (Scholar only, 10th Level Required). When a creature you can see takes damage, as a reaction you may cast a spell which heals a target.

Excogitation (Scholar only). When you cast a healing spell, you may delay the effect by up to 1 minute. The spell effect activates after the target takes a total amount of damage declared by you when you use this tactic. If the creature reaches 0 hit points or less the healing spell takes effect immediately.

False Fear (Tactician Only, 6th Level Required). When your carbuncle lands an attack, as a reaction you may attempt to attack their mind as well. The creature must make a Wisdom saving throw against your spell save DC, on a failed save their mind is infested with an illusion causing them to become frightened of the carbuncle until the end of your next turn.

Logsitics Preparation. As a bonus action, all allied creatures within 10ft. of you gain 10ft. of movement until the start of your next turn.

Nymian Preparation (Scholar only, 6th Level Required). When you cast a spell which heals hit points, instead of healing the target, they gain temporary hit points equal to half the amount of hit points that would have been healed. The healing spell must require the caster to roll dice to decide the amount of hit points recovered. Either die results in its maximum value, the creature gains temporary hit points equal to the full amount of hit points healed.

Plan of Attack. As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you.

Quick Summoning (14th Level Required). As an action, you may use your Summoning feature instantly. You may do so once, use of this tactic recovers after a long rest.

Rouse. As a bonus action, for a number of rounds equal to your Intelligence modifier, add your Intelligence modifier to the damage rolls and healing effects of your summoned ally.

Spreading Strike (6th Level Required). When your summoned ally lands an attack, as a reaction you may direct your summonered ally to launch a second attack on a creature 5ft. from the first target.

Spur (Summoner only). As a reaction when your Egi takes an action, they gain advantage on their attack roll. The additional damage from your proficiency bonus is doubled for this attack.

Switching Step (6th Level Required). As a bonus action, you may switch places with your summoned ally instantly if they are within 60ft. of you. This does not provoke attacks of opportunity.

Tactical Position (Tactician Only). You may use the help action as a bonus action.

Tri-bind (Summoner Only, 6th Level Required). As an action all creatures within 10ft. of your summoned ally must make a Dexterity saving throw against your Spell Save DC or become restrained. As an action the creatures may make a Strength saving throw to end the effect.