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Cultures

Cultures

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Gate Pass Gazette #16

  Bloodmarked Adventures in ZEITGEIST
  Blood Pack Gate Pass Gazette #8
  Caravanner Adventurer's Guide
  Carven Dungeon Delver's Guide
  Children of Zev Gate Pass Gazette #13
  Cinder Chaser Gate Pass Gazette #18
  Circusfolk Adventurer's Guide
  Collegiate  Adventurer's Guide
  Cosmopolitan Adventurer's Guide
  Crag-Keeper Simirengo Gate Pass Gazette #5
  Cubero Gate Pass Gazette #12
  Deep Dwarf  Adventurer's Guide
  Deep Gnome  Adventurer's Guide
  De Guerra  Adventures in ZEITGEIST
  Dialectician Adventures in ZEITGEIST
  Dragonbound  Adventurer's Guide
  Dragoncult  Adventurer's Guide
  Dreaming Wilds Gate Pass Gazette #4
  Earthen Artisan Gate Pass Gazette #18
  Eladrin Adventurer's Guide
  Elfaivaran Adventures in ZEITGEIST
  Ethereal Scout Gate Pass Gazette #3
  Faceless Dungeon Delver's Guide
  Far-Flyer Simirengo Gate Pass Gazette #5
  Fey Court Gate Pass Gazette #4
  Forest Gnome Adventurer's Guide
  Forgotten Folx  Adventurer's Guide
  Forsaken  Adventurer's Guide
  Godbound  Adventurer's Guide
  Grimlock Dungeon Delver's Guide
  Grovekept Gate Pass Gazette #26
  Harimau  Adventures in ZEITGEIST
  High Elf  Adventurer's Guide
  Hill Dwarf  Adventurer's Guide
  Imperial  Adventurer's Guide
  Itinerant  Adventurer's Guide
  Keeper of the Land Gate Pass Gazette #16
  Kithbáin Halfling Adventurer's Guide
  Lexican Gate Pass Gazette #20
  Lone Wanderer Adventurer's Guide
  Lunar Chrysalian Gate Pass Gazette #15
  Mariner A5E.tools
  Meld-Member Dungeon Delver's Guide
  Mischief Maker Dungeon Delver's Guide
  Moonkeeper Gate Pass Gazette #8
  Mountain Dwarf  Adventurer's Guide
  Mustbairn Halfling Adventurer's Guide
  Nomad Adventurer's Guide
  Open-Air Ascetic Gate Pass Gazette #18
  Ostinad Horselord To Save A Kingdom
  Pedresco  Adventures in ZEITGEIST
  Reef Singer Gate Pass Gazette #17
  Rover Gate Pass Gazette #14
  Settler  Adventurer's Guide
  Sewer Rat Dungeon Delver's Guide
  Shadow Elf Adventurer's Guide
  Sky-Seeker Simirengo Gate Pass Gazette #5
  Solar Chrysalian Gate Pass Gazette #15
  Spinner Cult Gate Pass Gazette #1
  Steamforged  Adventurer's Guide
  Steelmarked Adventures in ZEITGEIST
  Stoic Orc Adventurer's Guide
  Stoneworthy  Adventurer's Guide
  Stout Halfling  Adventurer's Guide
  Sunless Mariner Dungeon Delver's Guide
  Tinker Gnome  Adventurer's Guide
  Tunnel Halfling Adventurer's Guide
  Tyrannized Adventurer's Guide
  Underbridge Gate Pass Gazette #24
  Underharvester Dungeon Delver's Guide
  Underlander Dungeon Delver's Guide
  Villager  Adventurer's Guide
  Waterflow Gate Pass Gazette #18
  Warhordling  Adventurer's Guide
  Wildling Adventurer's Guide
  Wood Elf Adventurer's Guide
  Zevanchist Gate Pass Gazette #13

Backgrounds

Backgrounds

  Background Source
  Acolyte Adventurer's Guide
  Aeronaut Gate Pass Gazette #16
  Archaeologist Adventures in ZEITGEIST
  Artisan Adventurer's Guide
  Beachcomber Gate Pass Gazette #17
  Beggar Gate Pass Gazette #24
  Charlatan Adventurer's Guide
  Convict Gate Pass Gazette #8
  Criminal Adventurer's Guide
  Cube Herder Gate Pass Gazette #12
  Cultist Adventurer's Guide
  Cursed Gate Pass Gazette #2
  Day Laborer Gate Pass Gazette #24
  Deep Hunter Dungeon Delver's Guide
  Dungeon Robber Dungeon Delver's Guide
  Eccentric Experimenter Gate Pass Gazette #8
  Endoran Militia To Save A Kingdom
  Entertainer Adventurer's Guide
  Escapee from Below Dungeon Delver's Guide
  Exile Adventurer's Guide
  Former Adventurer Gate Pass Gazette #16
  Faction Agent Adventures in ZEITGEIST
  Farmer Adventurer's Guide
  Fey Servant Gate Pass Gazette #4
  Folk Hero Adventurer's Guide
  Gambler Adventurer's Guide
  Guard Adventurer's Guide
  Guildmember Adventurer's Guide
  Haunted Gate Pass Gazette #2
  Hedge Witch Gate Pass Gazette #11
  Hermit Adventurer's Guide
  Imposter Dungeon Delver's Guide
  Investigator Adventures in ZEITGEIST
  Keeper Gate Pass Gazette #20
  Marauder Adventurer's Guide
  Martial Artist Gate Pass Gazette #13
  Monster Slayer Gate Pass Gazette #8
  Noble Adventurer's Guide
  Outlander Adventurer's Guide
  Retiree Gate Pass Gazette #16
  Replacer Gate Pass Gazette #23
  Riven Mind Adventures in ZEITGEIST
  Sage Adventurer's Guide
  Sailor Adventurer's Guide
  Scrapper Gate Pass Gazette #13
  Shadower Gate Pass Gazette #23
  Soldier Adventurer's Guide
  Strategist Gate Pass Gazette #13
  Trader Adventurer's Guide
  Urchin Adventurer's Guide

 

Heritages

Heritages

Heritages
  Heritage >Description Source
  Birdfolk Winged, feathered avians able to glide or fly. Gate Pass Gazette #5
  Cervid Humanoid deerfolk, fleet of foot with mighty antlers Gate Pass Gazette #11
  Chrysalian Diminutive, insectoid fey that hail from the
Dreaming.
Gate Pass Gazette #15
  Constructed Artificial beings powered by a renewable energy source. Gate Pass Gazette #0
  Dragonborn Draconic humanoids with deadly breath weapons. Adventurer's Guide
  Dreamborn Fey folk with deep ties to the Dreaming. Gate Pass Gazette #4
  Dryadborn Those with ties to both dryads and mortals. Gate Pass Gazette #26
  Deva Reincarnated immortals with memories of past lives. Adventures in ZEITGEIST
  Doppelgänger Shapechangers who can adopt the appearance of others. Dungeon Delver's Guide
  Dwarf Hardy, long-lived folk with an innate ability to build. Adventurer's Guide
  Elf  Ancient beings with supernatural grace. Adventurer's Guide
  Galeoni Shark-people with powerful jaws. Gate Pass Gazette #9
  Garoul Wolf-people with hunting instincts and a connection to the wild. Gate Pass Gazette #8
  Gnoll Humanoid hyenas with strong jaws. Adventures in ZEITGEIST
  Gnome  Diminutive folk with innate magic. Adventurer's Guide
  Goblin Small, nimble goblinoids often reviled by others. Adventures in ZEITGEIST
  Halfling Brave folk who stand 3-feet tall. Adventurer's Guide
  Human Short-lived people with great potential. Adventurer's Guide
  Kobold Small, reptilian humanoids known as clever tricksters. Adventures in ZEITGEIST
  Lizardfolk Cold-blooded reptilian humanoids. Adventures in ZEITGEIST
  Madrai Dog-people who aren't great at bluffing at cards Gate Pass Gazetter #14
  Minotaur Humanoids with cloven hooves and the head of a bull. Adventures in ZEITGEIST
  Motley Patchwork folk with animal features. Dungeon Delver's Guide
  Mycelial Small fungus-folk resembling capped mushrooms. Dungeon Delver's Guide
  Oozefolk Jelly-like humanoids able to morph their shape. Dungeon Delver's Guide
  Oxfolk Bovine-esque people with large, curving horns. Gate Pass Gazette #16
  Orc Strong, tusked humanoids with primal instincts. Adventurer's Guide
  Planetouched Mortal beings with the immortal ancestry of fiends or angels. Adventurer's Guide
   Planetouched: Elementaari Mortal beings with the immortal ancestry of genies and other elementals Gate Pass Gazette #18
  Pode Octopus-like people with multiple tentacles. Gate Pass Gazette #9
  Ratling Rodent-like humanoids with an unknown origin. Dungeon Delver's Guide
  Rockborn Powerful folks made of stone. Dungeon Delver's Guide
  Shadowcast Creatures who are reflections of a counterpart on the material plane Gate Pass Gazette #23
  Spiderfolk A mysterious arachnoid people with extra arms. Gate Pass Gazette #3
  Trollkin Relations to the many kinds of troll. Gate Pass Gazette #24
  Zevite Outsiders from the astral planes who believe in living life to the fullest Gate Pass Gazette #13

 


Voidrunner Heritages

Void-heritage
  Heritage >Description Source
  Android Artificial beings with a variety of configurations. Voidrunner's Codex
  Axon Large, furry, bipedals known for their great strength. Voidrunner's Codex
  Grey Small cerebral aliens who possess innate psionic powers. Voidrunner's Codex
  Houseki Crystalline entities which grow all through their lifespan. Voidrunner's Codex
  Human Short-lived people with great potential. Voidrunner's Codex
  Hurroc Fierce, horned folk with evolved adrenal glands. Voidrunner's Codex
  Keridani Psionic insectoids. Voidrunner's Codex
  Naato Reptilian species with scales and a tail. Voidrunner's Codex
  Sipher Small hiveminded folk with innate links to planetary bodies. Voidrunner's Codex

 

 

Defiant

Defiant

While many adhere to tradition and believe their destiny is set, a defiant knows better. Destiny is power, fate is a tool, and there is no reason to allow it to run unchecked—or to let someone else decide it for you. This newfound resilience in the face of fate allows these berserkers to defy odds and do the impossible.


3rd LevelImpervious to Fate

Starting at 3rd level, you become especially resistant against fate-alteration magic. You have advantage on saving throws against divination spells and effects, as well as immunity to any effect that would force you to reroll a die, though you may choose to accept beneficial rerolls.

This feature does not apply to rolling with disadvantage , as that calls for 2 separate rolls.


3rd LevelAgainst All Odds

Also at 3rd level, you can perform at your best even when you are at your worst. When you have disadvantage on ability checks or saving throws , you gain an expertise die . When you have disadvantage on an attack roll, you add your proficiency bonus to damage.

Whenever you have disadvantage on any die roll, you can spend 2 exertion to break the shackles of fate and roll normally instead.

Starting at 11th level you can instead spend 4 exertion to turn the disadvantage into advantage . Additionally, whenever you roll with advantage or disadvantage and roll the same result on both die, you become emboldened. Until the end of your next turn, your next weapon attack deals an additional damage die.


6th LevelImpossible Blow

Starting at 6th level, your efficacy cannot be denied. While you are raging, you can spend 1 exertion when you deal damage. If the target is immune to this damage, it takes damage as though it were resistant instead. If the target is already resistant to this damage, it suffers normal damage.


10th LevelBreak The Unbreakable

Starting at 10th level, after you deal damage with a melee weapon to mundane objects or structures of Large size or smaller, roll a d20. On a roll of 15 or more, that object or structure is destroyed.

Additionally, when you attack an object or structure that can only be damaged by specific means (such as a forcecage ), you can spend 2 exertion to have your melee weapon attack count as that specific mean.


14th LevelUnfettered Stride

Starting at 14th level, you are so adept at imposing your will upon fate that you can turn a deathblow into a relentless assault. After you reduce a creature to 0 hit points, you can spend 1 exertion as a reaction to move up to your speed and make a melee weapon attack against another target. This attack deals an additional damage die.

Spinner Cult

Spinner Cult

While some Spinner cults are isolationist, just as many have woven themselves and their families into the thread of large cities. Regardless, such acolytes were pressured to be constantly alert to any small omen or sign of prophecy and to take them very seriously, and this pressure most likely still sticks with them long afterwards.

These cults are almost always started by a central figure who claims to have received a vision from the Fate Spinner herself. In rare cases,they may have even crossed over accidentally into the Silver Hollows and been sent back on a mission from the Fate Spinner or have communicated with one of her servants, such as a fateholder . Just as often, however, these central figures have no genuine tie to the Mother of Law and build the cult with the presumption that their devotion in starting a cult will be rewarded with visions. A member’s relationship to this central figure, who may have even changed or been replaced over their time in the cult, will heavily reflect their feelings on this past.

These cults are often cutthroat and confrontational. Those who follow the Fate Spinner know that only a slim fraction of them truly have a kind fate to look forward to, and as such, they sabotage one another and compete ruthlessly in search of signs that will prove they are one of the lucky few who will reach enlightenment. In truth, this prophecy is often self-fulfilling, as their willingness to sell one another out is most often their downfall. Much as large groups of spiders will devour one another, Spinner cults are held back by their own infighting.


Characters raised in spinner cults share a variety of traits in common with one another.

Necessary Skills. Survival in these cults is often dependent on the individual’s ability to spot even the flimsiest supposed omen and to anticipate (or obfuscate) betrayal. You gain proficiency in either Deception or Insight and either Investigation or Perception.

Cold Read. Getting ahead in Spinner cults often involves a carefully-applied mix of trickery and showmanship to appear prescient. When you first meet someone new and interact with them personally for at least 1 minute, you can ask the Narrator one question about them. This question must be a surface-level question about their personality or life, such as “do they have children?”, “what do they think of the Duke?”, or “what do they want right now?”. You have advantage on the next Deception, Persuasion or Insight check you make that uses this knowledge to benefit you.

Discreetly Armed. Even while armed, you know how to be discreet and nonthreatening. You gain an expertise die on checks made to persuade others to let you remain armed or to conceal weapons or items about your person.

Oracular Talent. You know one Divination cantrip or 1st-level Divination spell of your choice. If you choose a 1st-level spell, you can cast it once without spending a spell slot or providing material components, and must finish a long rest before you can do so again. Your spellcasting ability for this spell is Intelligence or Wisdom (whichever is highest).

Languages. You speak, read, write and sign in Common and Undercommon

Pagination