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Please see copyright disclaimer on next page. AL-QADIM ARCHETYPES: Scimitars against the Dark Version 1.2 An Adventurer’s Guide to Banishing the Shadows of Zakhara Converts material from the article “Campaign Journal: Scimitars against the Dark” from Dragon Magazine #198, with additional material from Al-Qadim: Arabian Adventures, The Complete Thief’s Handbook, the Al-Qadim Monstrous Compendium, and The Complete Arcane. by Jeremy Forbing DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016 by Jeremy Forbing and published under the Community Content Agreement for Dungeon Masters Guild CCCCoooonnnntttteeeennnnttttssss Contents ......................................................................................................... 1 Elemental Blade ................................................................................. 20 How to Use This Document .................................................................. 2 Frightful Strike ................................................................................. 20 Class Archetypes ........................................................................................ 3 Reaver’s Touch ..................................................................................... 21 Defender Domain .................................................................................. 3 Equipment .................................................................................................... 21 Janissary ................................................................................................... 6 Cutlass ..................................................................................................... 21 Oath of Enlightenment .................................................................... 8 Razor Claw ............................................................................................. 21 Mariner ................................................................................................... 10 Monsters ..................................................................................................... 22 Tomb Robber ........................................................................................... 12 Deep Cultist .......................................................................................... 22 School of the Sungazer ................................................................... 14 Great Ghul.............................................................................................. 23 Races ............................................................................................................... 18 Pseudonatural Creature ................................................................ 25 Sea Dragonborn ................................................................................... 18 Example: The Rat-Thing (Pseudonatural Rat) ..................... 26 Spells .............................................................................................................. 19 Example: The Black Dog (Pseudonatural Hell Hound) .. 27 Spell Lists ................................................................................................ 19 Rom ............................................................................................................ 28 Challenger’s Mark ............................................................................. 19 Zakharan Kraken ............................................................................... 30 Dread Mercy .......................................................................................... 19 Al-Qadim Archetypes: Scimitars Against the Darkv1.2 1 A Land of Dark Fate “Listen and grow wise, my children, that you may avoid the darkness that has claimed my sight. Though the sun shines bright on the sands of Zakhara, the earth beneath hungers for blood, and the night hides mad genies, howling for vengeance. We have no Fate but the Fate we are given; may your Fate not be a dark one.” —Ali ben Ali, blind prophet Not long after the debut of the Al-Qadim How to Use This Document campaign setting, one of that product line’s most prolific authors, Wolfgang Baur, wrote an article on Though the rules herein adapt material originally a new campaign style for Al-Qadim games. Inspired intended for the Al-Qadim campaign setting—which by the fictions of Tanith Lee, H.P. Lovecraft, and describes the continent of Zakhara, far to the south Clark Ashton Smith, this article, “Scimitars Against of the default Forgotten Realms setting of Faerun— the Dark” detailed a more sinister side to the Land this content can also easily be used in any D&D of Fate. This version of the setting was described as campaign setting. “A setting of tyrannical caliphs, man-eating ghouls, In an area of the Forgotten Realms such as the and mad genies” where there were “whispering Sword Coast, characters with these class terrors in the dark, and treks deep into the bowels of archetypes can obviously be visitors from Zakhara, the earth… Dark cults and heartless tyrants… the taking their pursuit of ancient evils from their struggle against encroaching shadow gives the native land to less civilized northern climes. campaign a clear focus. The villains are ruthless, However, these archetypes can also represent homegrown heroes aligned against such dark lurking just out of sight, stronger or smarter than the forces. The mariner and tomb robber require no PCs, but the glory to be had is that much greater adaptation at all to be natives of traditional fantasy because of it.” settings such as Faerun. The priest-defenders who The text of the article describes Dungeon follow the Defender domain can easily be converted Mastering techniques, motifs, and themes for to followers of a protective god such as Helm or running such campaigns, making the original Torm. A janissary can represent a member of a invaluable reading for a game set among the multi-generational, long-standing mercenary eldritch shadows of Zakhara. This document does brotherhood, especially one with administrative not seek to improve on or reproduce that invaluable duties over a nation or city-state. The Paladin of the DM advice, but converts character options, Oath of Enlightenment (a conversion of the faris monsters, and other rules stated or suggested in from the original Al-Qadim) works best as the that article, for the 5th Edition of Dungeons & exemplar who brings what they believe to be a more Dragons. It also converts material from the original advanced way of life to the common people of the Al-Qadim tome and other books directly referenced realm. And of course, the wizard meddling with or related to concepts in the article as well, and dark forces that could turn him to evil or insanity is provides some new rules in order to give players a long-standing trope of many fantasy settings, and DM’s everything they need to create such a making the School of the Sungazer an easy campaign with the existing core rulebooks. These conversion as well. Sea dragonborn should work as rules also focus on the two kinds of geographic written in most campaigns, as should all new spells features that perhaps most define the Land of Fate: and equipment. the deserts and the seas. As for the monsters, they can strike anywhere at all… Al-Qadim Archetypes: Scimitars Against the Darkv1.2 2 Class Archetypes Cleric Domain: Defender Domain There is a secret faction within your faith, an order that includes members of certain allied religions as well. The god or gods you worship grant unique powers to you and your fellow members of this order, for your sacred task is keeping all of Zakhara safe. You are a priest-defender, charged with protecting civilization from the dark primordial forces that still haunt the shadows of the Land of Fate. There are very few of you, and being organized at all is very new for clerics called to your divine mandate. It is only through alliance with a legion of mamluks, known as “abd-Haris,” or the Vigilant, that clergy with the knowledge of these secret threats have now banded together. All priest-defenders are allied with the Vigilant, and those of higher level serve a crucial function for these warriors. When absolutely necessary, they alter the memories of those who have encountered those dark forces against which priest-defenders and the Vigilant have made common cause. Most clerics of this domain are loathe to violate the minds of the innocent, but sparing common folk such knowledge is considered a mercy, and often prevents a near-certain loss of sanity. Priest-defenders are usually equipped much like mamluks of the Vigilant. They are often armed with maces, scimitars (a people and locations from an enemy advance. Any traditional weapon of Zakhara), or with huge creature within 30 feet that you hit with an attack scimitar-like greatswords. Their armor and clothing (including both weapon attacks and spell attacks) are commonly embroidered. painted or inlaid with must make a Wisdom saving throw against your sacred verses, holy writings, and religious symbols. spell DC or have its speed reduced by half until the Unlike their farisan allies, priest-defenders often end of its next turn. care little for their own appearance, but maintain Bonus Proficiency their tools devotedly. When you choose the Defender Domain at level 1, Defender Domain Spells you gain proficiency with heavy armor, as well as Cleric Level Spells the scimitar and the greatsword. 1st alarm, shield Sacred Enemy 3rd cloud of daggers, magic mouth 5th conjure animals, wind wall Starting at 2nd level, your faith grants you special 7th private sanctum, stoneskin power when you face certain enemies. You can 9th modify memory, wall of force choose a sacred enemy from the following: Anointed Defender aberrations, constructs, dragons, fey, fiends, giants, monstrosities, or oozes. Whenever you use your In addition to your magical abilities, you are trained Turn Undead feature, instead of affecting undead in special combat techniques that help you defend Al-Qadim Archetypes: Scimitars Against the Darkv1.2 3 with this ability, you may choose to affect either the type of monster you chose for your sacred enemy, or to affect elementals (including genies). Otherwise, the effect is identical to when you Turn Undead Expert Defender Beginning at 6th level, opportunity attacks are made against you with disadvantage. In addition, choose one of the following types of monsters: elementals, undead, or your sacred enemy. When a creature of that type attacks a target within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll. Defender’s Wrath At 8th level, when you hit a creature with a weapon attack that has made an attack roll against you in the last minute, you can choose to inflict an additional 1d8 radiant damage. In addition, choose one of the following categories when you gain this ability: elementals, undead, or your sacred enemy. When you hit a creature of the chosen type with a weapon attack or Additional Ability a spell attack, you can choose to inflict the same Because this ability uses less common game mechanics extra 1d8 radiant damage, whether the creature and can have larger effects on your party’s ability to has attacked you or not. Either way, you can only defeat encounters, it requires your DM’s approval before you acquire it in-game. inflict this extra damage once per turn. Vigilant Allies Uncanny Protector Starting at 8th level, at the beginning of a game session, Starting at 17th level, when an attacker that you can or at another time the DM deems appropriate, you can see hits you or a creature within 5 feet of you with spend 10 downtime days to summon three guards from the Vigilant to assist and protect you in battle. If you an attack, you can use your reaction to halve the spend 15 downtime days, a veteran comes leading them attack's damage. as well. The guards stay with you until they have assisted you in combat on two separate occasions, after which time they return to their post. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 4 Warrior Roles: The Mamluk Creating a Mamluk Most mamluks have the Soldier background. Most Fanatically loyal professional soldiers educated from mamluks in a Scimitars Against the Dark campaign join youth in the disciplines of war, leadership, and politics, the Vigilant, but you can also choose or roll using the mamluks are the unequalled masters of large scale battle. table below to determine the mamluk society you serve. The unpleasant root of most mamluk legions is slavery, A great martial archetype for mamluk fighters (especially as the oldest such orders began as cadres of child slave members of the Vigilant) is the Janissary (see next page). soldiers, and to this day many operate in this way. Another suitable archetype, the Commander, will appear However, in the current era of Al-Qadim, not all mamluk in the forthcoming Adventurer’s Guide to Al-Qadim. legions are based in such atrocities, and at this point leadership positions are nearly always held by the d12 Legion mamluks themselves, rather than an outside “owner.” 1 The Dauntless: Specialists in exploration and Still, it is traditional for all members to start in their recovery of lost relics, based in Qudra and Huzuz. youth, as the mamluk system of training demands it, and 2 The Defenders: Focused on defense of Qudra, City all the legion are sworn to a nation, leader, or cause they of Power, seat of the mamluks’ power. serve with unwavering devotion. 3 The Devoted/Devout: Religious crusading Whether they begin as slaves, orphans, younger children mamluks of I’tiraf and Kadarastro, respectively. of large families, offspring of older mamluks, or choose 4 The Dutiful: Largest mamluk society stationed this path for themselves, these scholar-warriors receive throughout Zakhara, very loyal to Grand Caliph. an education as good as any aristocrat. In the societies 5 The Exalted: Moralist mamluks of Pantheist they serve, they operate as the infrastructure of the League seeking to make Zakhara lawful and government and civil service as well as the professional civilized. military. Instead of earning position by being born with 6 The Honored: Eunuchs and independent women the right name or connections, they advance based on serving as harem guards for the Grand Caliph. their own aptitude and determination, making mamluk 7 The Parched: Mamluks of Talab protecting the orders and the governments they compose true water supply and nearby oases. meritocracies. This emphasis on personal excellence as a 8 The Respected: Mamluks of Muluk, more loyal to path to authority pays off, and mamluks (also called the kings of Muluk than the Grand Caliph. janissaries) often end up entirely ruling the countries 9 The Studious: Qudra-based specialists in they once merely served. espionage and communication. The most important structural element of mamluk society 10 The Valiant: Qudra-based specialists in lightning is rank. The scholar-warriors are raised for absolute loyalty to their comrades in their legion, and they are raids and ambushes, facing impossible odds. known for strict obedience to those of higher rank. 11 The Wanderers: Mamluk navy throughout Disputes are arbitrated based on rank, and the only time Zakhara. a trained mamluk will disobey an order from a higher 12 The Wondrous: Parade troops and palace guards ranking member of their legion is of they are of the island of Afyal. countermanded by someone of even higher rank. The 13th Legion: The Vigilant In order to make these ranks clear to all, mamluks The most ancient and powerful of the mamluk societies receive special facial tattoos that indicate their position in are the renowned twelve listed above. However, in the last the legion, as well as to which legion they belong. Though century or so, a new legion of mamluks has emerged, one different orders use different tattoos, the systems are of the first such societies to be led entirely be their own similar enough that anyone from a society where kind, rather than as slaves of an outside authority. Called mamluks are prominent can recognize one’s rank on “abd-Haris,” or the Vigilant, they are based in the frontier sight, and likely can identify which legion they belong to regions of Zakhara, including the Free Cities, the Ruined as well. Kingdoms, and the Crowded Sea, and dedicated to the In general, adventuring mamluks have been given leaves extermination of evil creatures beyond the Enlightened of absence from regular duties to perform some task or lands. They have made close alliance with the holy larger tactical objective, ranging from spying or scouting warriors known as the farisan (including paladins of the to master-minding an entire slave rebellion. While they Oath of Enlightenment) and the priest-defenders (clerics are expected they send reports whenever possible, these of the Defender Domain) to cover up the existence of the leaves usually have few limitations, as they are granted to forces of darkness. They hide such knowledge fanatically, exemplary scholar-warriors known to for their even calling upon their cleric allies to erase memories adaptability and personal prowess. Such individuals are when necessary, in order to to protect the innocent from expected to have the discipline to operate in the long-term things that would only terrify them, and to keep eldritch without direct oversight, in the belief that if they are lore away from those who might seek to learn more. worthy they will gain the field experience necessary to Members of this legion prefer the term “janissary” to become great leaders, and that if they are unworthy they mamluk, and are best represented by the Janissary will at least die well, without endangering their fellows. martial archetype described on the next page. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 5 Martial Archetype: marks of rank you possess and the grim, relentless Janissary personal bearing you’ve gained as you’ve risen in the ranks lets even mindless beasts know you are You are a member of a sworn alliance that defends not to be trifled with. But for those who know, your one or more kingdoms or city-states from dire rank testifies to your unquestionable battle threats. The oath you share bonds you and your prowess. You have advantage on Charisma comrades together as brothers and sisters, (Intimidate) checks against any creature that can foreswearing all outside ambitions and any social see your face, and advantage on all Charisma ranks or obligations to which you were born. checks against members of any organized military Perhaps you’re a watcher on a wall at the far end of hierarchy (such as a mamluk society). the known world, the defender of a keep on the Allied Enemy caliphate’s borderlands, or a mamluk guard At 10th level, you are a specialist in infantry tactics, stationed in a lawless city, but wherever you serve, as well as in dispatching enemies of the you seldom enjoy civilian comforts. You spend long organization to which you are sworn. Work with hours training in armor amid the extreme your DM to determine an appropriate type of enemy conditions of your protectorate and its adjoining for the organization to which you belong (for wilds, whether they be scorching deserts or frozen example, members of the mamluk order known as wastelands. gaining phenomenal endurance. Your the Vigilant are likely to choose aberrations or fighting style relies on this indomitable vigor, and undead). You can choose one allied enemy from the on leveraging the tactical advantages provided by following: aberrations, beasts, constructs, dragons, close collaboration with allies. elementals, fey, fiends, giants, monstrosities, oozes, Stalwart Ally plants, or undead. Alternatively, you can select two Beginning at 3rd level when you choose this races of humanoids (such as humans and goblins) archetype, if you successfully hit and damage an as legion enemies. When you hit with a weapon opponent with a weapon attack on your turn, you attack against a creature that is within 5 feet of one can use the Help action as a bonus action to assist of your allies, or that is your allied enemy, the an ally in striking that same opponent. creature takes an extra 1d10 damage. Steel Yourself At 18th level, you choose a second allied enemy. At 3rd level the unforgiving training regimen you live Unyielding Comrade by helps you to resist threats to your morale as well Starting at 15th level, you are stirred to greater as the extreme temperatures of your home. You prodigies of valor by dire threats to your comrades. gain different benefits depending on your legion’s When an ally fails a death save, if you have no uses favored climate. Choose one of the following: of your Action Surge ability remaining, you regain Colder Climate: You can use your reaction to the ability to use it once. If the death save is the gain advantage on saving throws against cold second one that ally has failed, you also regain the damage, psychic damage, fear, sleep, paralysis, or use of your Second Wind ability if you have no uses being charmed until the end of your next turn, and remaining. In addition, as long as you have an ally you are considered naturally adapted to cold within 30 feet, you cannot be charmed or climates as long as you are wearing armor. frightened, and you cannot be forced to sleep by Warmer Climate: You can use your reaction to magical effects unless you choose to be. gain advantage on saving throws against fire Lord Commander damage, psychic damage, fear, sleep, paralysis, or At 18th level, you become a legendary role model in being charmed until the end of your next turn, and your organization, regardless of your actual rank. you are considered naturally adapted to hot You gain resistance to psychic damage, you are climates when you are not wearing heavy armor. proficient in Wisdom saves, and you have Marks of Rank advantage on all weapon attack rolls against At 7th level, you have attained a powerful reputation enemies within 5 feet of an ally. In addition, you in the alliance you serve, developing a natural mien gain a resistance dependent on the type of legion of authority. In a mamluk legion, this includes you chose for your steel yourself feature. If you impressive facial tattoos that intimidate foes. Even chose colder climate, you gain resistance to cold those who don’t know of your standing are inclined damage; if you chose warmer climate, you gain to take you seriously. The combination of any resistance to fire damage. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 6 Additional Abilities for Mamluk Fighters Legendary Legionnaire The abilities below are intended to represent a mamluk’s Starting at 15th, your status in your legion is such that true power: being part of larger organization. However, even jaded sergeants and proud officers will flock to your because they use less common game mechanics and can banner, even crossing great distances to fight by your have larger effects on your party’s ability to defeat side. At the beginning of a game session, or at another encounters, they require your DM’s approval before you time the DM deems appropriate, you can spend 20 acquire them in-game. downtime days to summon a total or three mamluks (who can be any combination of knights and veterans) to serve Ranking Mamluk you in completing your mission. These seasoned soldiers At 7th level, because of your rank, whenever you are in a are led to you by a competent scout, so they can reach settlement with at least 1,000 inhabitants, you can spend you anywhere within reason. The scout will not stay and 5 downtime days to recruit a knight or veteran (your fight for you, but he can be trusted to deliver a message choice) from your order of mamluks or an allied military back to your legion if you wish. They knights or veterans force to assist you. The knight or veteran stays with you stay with you until they have performed their assigned until they have performed their assigned task, provided it task, provided it is reasonable and possible for them to is reasonable and possible for them to perform, or until perform, or until they have assisted you in combat on two they have assisted you in combat on two separate separate occasions, after which time they return to your occasions, after which time they leave you to resume legion and report what has occurred. duties at their regular post. Political Intrigues Marshal Soldiers At 18th level, your importance in your legion of mamluks At 10th level, you have such a natural mantle of makes you an influential mover-and-shaker in the command that you can recruit soldiers even when away politics of Zakhara. By spending 20 downtime days from your legion. At the beginning of a game session, or whenever you are in a settlement with at least 1,000 at another time the DM deems appropriate, you can inhabitants,, you can cause an assassin to target and spend 10 downtime days to recruit three guards to your attempt to kill a humanoid of your choice. It is up to the cause. If you spend 15 downtime days, you can instead DM to determine how long the assassination attempt recruit three scouts. They stay with you until they have takes to plan and execute, whether or not it succeeds, performed their assigned task, provided it is reasonable and how long it takes you to get word of the result. and possible for them to perform, or until they have assisted you in combat on two separate occasions, after which time they return to their previous lives. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 7 Paladin Oath: Tenets of Enlightenment Oath of Enlightenment Inspiration. You are a model and protector to the To swear the Oath of Enlightenment binds you to common folk, and must conduct yourself in a live the holy and civilized beliefs that unite the manner that inspires them. including distributing honorable peoples of Zakhara, You become known any excess wealth you obtain as alms for the poor. as a faris, a faithful warrior who brings others to Duty. When you are called upon to redress the true path. You know that Fate walked the lands attacks against your church or its devoted of Al-Qadim as the shadow of a woman in ancient adherents, you must answer with action, and when times, leaving her teachings with the illustrious you are asked to join in wars which the church has Loregiver, who recorded the code of honorable declared holy, you must fight and die if necessary. behavior for all to follow. These are not merely Revelation. The fame of your deeds is an manners of custom, but the commandments of opportunity to shine the light of the Loregiver’s divine revelation. You strive to embody these ideals truth as a beacon for those following benighted as a holy warrior, sworn to serve only a righteous ways. cause. You devote yourself in particular to the Faith. You are champion of your faith and your common folk, seekng to bring them enlightenment people, in that order, and your religious beliefs and truth. You’ve sworn to fight for them and require absolute devotion, even beyond mortal inspire them, both by living honorably and by your perceptions of ethics or morality. willingness to die for your cause. Righteousness. So long as you fight only for holy If a faris worships a god associated with a causes that enjoy the support of the people, any particular weapon, they always carry that weapon misdeeds will be forgiven and your soul redeemed. on their person, whether or not they ever fight with Oath Spells it. They are certain to always carry the holy symbol You gain oath spells at the paladin levels listed. of their faith as well, and often have sayings from Oath of Enlightenment Spells holy works or writings of their religion inscribed in Paladin beautiful Midani calligraphy in various places on Level Spells their armor and arms. They maintain a 3rd charm person, faerie fire meticulously clean appearance whenever possible, 5th detect thoughts, enhance ability in keeping with the Loregiver’s principles of purity. 9th beacon of hope, tongues Warrior Roles: The Faris 13th freedom of movement, greater restoration A faris (plural farisan, pronounced FARE-iss-ahn) is a 17th commune, hallow holy warrior sworn to fight only in divine causes. Not all Channel Divinity farisan are paladins of the Oath of Enlightenment, or When you take this oath at 3rd level, you gain the even paladins, but all pledge their bodies and souls to their faith. No mortal is without sin, but the Loregiver following two Channel Divinity options wrote clearly in her scrolls that those who go to battle as Holy Light. You can use a holy symbol on your champions of the enlightened ways and wage war only in person to distract your enemies. As long as you the service of holiness will be redeemed. No matter what have a symbol of your faith displayed openly on the sins of a faris’s past, the paradise of the afterlife will your person, you can dazzle an attacking enemy. one day be welcome them, so long as they ensure that When you are attacked by a creature within 30 feet they fight only the good fight. A truly just and holy war is of you that you can see, you can use your Channel one that enjoys the popular support of the people, and Divinity as a reaction to impose disadvantage on which is righteous according the teachings of the faith. A fighter, ranger, or paladin with the Acolyte, Folk Hero, the attack roll, before it hits or misses, as the light and Soldier backgrounds is a good fit to be a faris, from the symbol flashes at just the right angle to though a Criminal background also suits the faris’s quest distract the attacker. At that moment, the attacker for redemption. is also filled with fear of the power you are granted The Faris Paladin & The Faris Fighter by your faith, taking 2d6 psychic damage. An A paladin of any oath may be a faris, but a good choice attacker that can't be blinded is immune to this for paladins following the Enlightened gods is the Oath of feature. Enlightenment. Such paladins are always farisan, Turn the Unenlightened. You can use your The Faris Fighter. An archetype for fighters who walk the Channel Divinity to rebuke fiends as well as genies path of the faris, the Holy Warrior, appears in the and other elementals with the holy sayings of the forthcoming Adventurer’s Guide to Al-Qadim. Loregiver. As an action, you present your holy Al-Qadim Archetypes: Scimitars Against the Darkv1.2 8 symbol and speak an appropriate scripture, and or frightened. At 18th level, the range of this effect each elemental or fiend within 30 feet of you that increases to 30 feet. In addition, when you are can hear you must make a Wisdom saving throw. mounted, opportunity attacks against you and your On a failed save, such a creature is turned for 1 mount are made at disadvantage. minute or until it takes damage. Holy Enlightenment A turned creature must spend its turns trying to Beginning at 15th level, your religious studies have move as far away from you as it possibly can, and fortified you against the occult. You have advantage it can’t willingly move to a space within 30 feet of on saving throws against spells and resistance you. It also can’t take reactions. For its action, it against fire and necrotic damage. can use only the Dash action or try to escape from Battlefield Prayer an effect that prevents it from moving. If there’s When you reach 20th level, you can focus your mind nowhere to move, the creature can use the Dodge with prayer to gain legendary mettle and action. unmatched martial prowess. Using your action, you If any other creatures are charmed and/or gain the following abilities for one minute: frightened by the turned creature at the time it is • You increase your walking speed and the speed turned, any such charming and frightening effects of any mount you ride by 20 feet. are suppressed while it is turned. Any suppressed • You and your mount ignore difficult terrain. effect resumes when the duration of the turning • You have resistance against all damage inflicted ends, provided that its duration has not expired in by spells or non-magical weapons. the meantime. • When you inflict damage on a creature with a Cavalry Leadership melee weapon attack, that creature must make Beginning at 7th level, you are an experienced a Strength saving throw against your spell save battlefield leader, especially comfortable leading DC. If it fails, it is knocked prone. Once per from atop your steed, and those who fight alongside turn, when a creature is knocked prone by this you feel a sense of security from your very presence. effect, you may choose to move it 10 feet away You and all creatures you choose within 10 feet of from you if you wish. you have resistance to psychic damage and Once you use this feature, you can't use it again advantage on saving throws against being charmed until you finish a long rest. Al-Qadim Archetypes: Scimitars Against the Darkv1.2 9

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Handbook, the Al-Qadim Monstrous Compendium, and The Complete Arcane. by Jeremy Forbing. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player's Handbook, Monster. Manual to battle such savage pirates or greater evils such as the.
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