Codex unearthed arcana 1.5 pdf download






















Here is his thread Direct link to the PDF here. Just thought Id share. Last edited by ChaosRonin; at PM. View Profile View Forum Posts. Yes, it's impossible.

Now shut up and do the impossible. Re: Codex: Uneathed Arcana. Originally Posted by Sans. Re: Codex: Unearthed Arcana Thank you for this. There is one important exception to this rule. A psionic effect that reproduces a spell is treated as magic. A psionic effect reproduces a spell when it allows a psionic creature or character to cast a spell.

In this case, psionic energy taps into magic and manipulates it to cast the spell. For example, the mind flayer as presented in the Monster Manual has the Innate Spellcasting Psionics feature. This feature allows the mind flayer to cast a set of spells using psionic energy. These spells can be countered with dispel magic and similar effects.

Psionics indirectly originates from the Far Realm, a dimension outside the bounds of the known multiverse. The Far Realm has its own alien laws of physics and magic. When its influence extends to a world, the Far Realm invariably spawns horrific monsters and madness as it bends reality to its own rules.

As the laws of reality twist and turn, individual minds can be awakened to the cosmic underpinnings that dictate the form and nature of reality.

The tumult caused by the Far Realm creates echoes that can disturb and awaken minds that would otherwise slumber. Such awakened creatures look on the world in the same way that creatures existing in three dimensions might look on a two-dimensional realm. They see possibilities, options, and connections that are unfathomable to those with a more limited view of reality.

The cosmic bindings that define the multiverse are strong in such places, making it unlikely that an individual mind can perceive the possibilities offered by psionics. Mystics in such worlds might be so scarce that a mystic never meets another practitioner of the psionic arts. Characters might unlock their psionic potential by random chance, and ancient tomes, journals, and other accounts of mystics might serve as the only guide to mastering this form of power.

Psionics is more common in worlds where the bounds of reality have been twisted and warped. The realm of Athas in the Dark Sun campaign setting is the prime example of a world where psionics is common. By contrast, the world of Eberron is a setting where the bounds of reality have been tested but not fully broken.

Psionics is not as pervasive in Eberron as in Athas, but the influence of the otherworldly realm of Xoriat makes it a known and studied art. Class Features As a mystic, you gain the following class features. At 1st level, you know one psionic talent of your choice see the talent options later in this class description.

You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table. Psionic Disciplines A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. Such disciplines are divided into two categories: lesser disciplines and greater disciplines.

A mystic masters only a few disciplines at a time. At 1st level, you know two lesser disciplines of your choice see the discipline options later in this class description. You learn additional disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Mystic table. You must be at least 5th level to learn a greater discipline.

In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. You can replace a lesser discipline with a greater discipline, but only if you are at least 5th level. Psi Points You have an internal reservoir of energy that can be devoted to the psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points.

A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum after you finish a long rest.

Psi Limit Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline.

The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have. Mystic Order Psychic Focus Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order. Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.

You can focus psychic energy on one of your psionic disciplines to draw ongoing benefits from it. The benefit lasts until you are incapacitated or until you use another bonus action to choose a psychic focus benefit. You can have only one psychic focus benefit at a time. Psionic Ability Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Each order specializes in a particular approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 8th level. Mystical Recovery Ability Score Improvement When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

Strength of Mind Even the simplest psionic techniques require a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest.

To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. As a bonus action, you regain up to 5 psi points. For each point you choose to regain this way, your current hit points and hit point maximum are both reduced by 1 for each level you have in this class. Secretive orders study its origins and applications, while pushing the boundaries of what psychic power can achieve.

Each mystic order pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics and determines the disciplines they master. Order of the Awakened Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind.

By transcending the physical, the Awakened hope to attain a perfect state of being —focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psychic attacks, and are able to read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns. Mind Mastery At 1st level, you gain the mind meld and thought spear psionic talents these are in addition to the talents you gain in the Mystic table.

If you already have either one, you can pick any other talent to replace it. Awakened Expertise Starting at 1st level, your focused mental training grants you extended knowledge.

You gain proficiency in two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that skill.

Psionic Investigation At 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes as if concentrating on a psionic discipline , you learn a few basic facts about it. You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. This perception lasts until the start of your next turn.

Potent Psionics At 8th level, you can add your Intelligence modifier to the damage you deal with any psionic talent. To members of this order, psionic energy is a tool to augment, control, and perfect the physical body.

Members of this order who take up the adventuring life are skilled warriors. Their psionic abilities allow them to shrug off injuries and hazards, while focusing their strength and speed in combat.

Martial Order At 1st level, you gain proficiency with martial weapons, heavy armor, and shields. Psionic Resilience At 3rd level, you learn to use psionic energy to speed up your natural healing. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier, provided that you have at least 1 hit point. As a reaction when you take damage, you can halve that damage against you.

Cutting Resonance At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to the target. When you reach 14th level, this extra damage increases to 2d8. They are the mental exercises and psychic formulae used to forge inner will into tangible effects. However, a mystic may learn any discipline regardless of its associated order.

Using a Discipline Each discipline has a number of ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points needed to use its effect options. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.

The following sections go into more detail on using a discipline. Psychic Focus The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus. Effect Options and Psi Points A discipline provides different options for how to use it with your psi points.

Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit.

Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Each option notes specific information about its effect, including the action required to use it if any , its range, and whether it requires concentration. Using a discipline requires no spoken words, gestures, or materials.

The power of psionics comes from the mind. Duration An option in a discipline specifies how long its effect lasts. If no duration is specified, the effect of an option is instantaneous. Some effect options require concentration.

Concentrating on a discipline follows the same rules as concentrating on a spell. Targets and Areas of Effect Psionic disciplines use the same rules as spells for determining targets and areas of effect.

Saving Throws and Attack Rolls If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. The attack roll uses your psionic ability. Combining Psionic Effects The effects of different psionic disciplines add together while the durations of those disciplines overlap. Likewise, different options from a single psionic discipline combine if they are active at the same time.

Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap. In your eyes, the world seems to slow down while you continue to move as normal. Psychic Focus. While focused on this discipline, your speed increases by 5 feet, and you have advantage on initiative checks.

If you are surprised, you can spend 1 psi point to no longer be surprised. Seize the Initiative 1—5. Surge of Speed 2. As a bonus action, you increase your speed by 30 feet until the end of your turn.

Surge of Action 5. As a bonus action, you can gain an additional action this turn. Psionic Disciplines Adaptive Body Greater discipline immortal You can alter your body to withstand punishing environments. Energy Adaptation 5, C. As an action, you touch a creature and give it resistance to acid, cold, fire, lightning, or thunder damage for up to 1 hour. Energy Immunity 7, C. As an action, you touch a creature and give it immunity to acid, cold, fire, lightning, or thunder damage for up to 1 hour.

Body of Wind Greater discipline immortal You and your possessions take on a gaseous quality, allowing you to move like a howling gale, squeeze through small spaces, and escape danger. You move with the lightest steps using this discipline. While focused on this discipline, you take no falling damage and ignore difficult terrain. Wind Step 1—7. As your move, you can fly up to 20 feet for each psi point you spend. You must land at the end of this movement, otherwise you fall, unless you have some means of staying aloft.

Wind Form 5, C. As an action, you gain a flying speed of 60 feet for 10 minutes. Misty Form 7, C. As an action, your body becomes mistlike. In this form, you gain resistance to bludgeoning, piercing, and slashing damage. You can pass through openings that are no more than an inch wide. This benefit lasts for up to 1 hour. While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion.

You can change the chosen skill each time you apply your focus to this discipline. Exacting Query 2. As an action, you target a creature that you can see within feet of you. The target must make an Intelligence saving throw it succeeds automatically if it is immune to being charmed. On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. Occluded Mind 2. On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement.

The statement can be up to ten words long, and must describe you or a creature or object the target can see. Broken Will 5. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action.

Psychic Grip 7, C. As an action, you target a creature you can see. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends.

On a failure, you can use your reaction to force the target to move up to half its speed, despite being paralyzed. Intellect Fortress Lesser discipline awakened You forge an indomitable wall of psionic energy around your mind—one that allows you to launch reflexive counterattacks against your opponents. While focused on this discipline, you gain resistance to psychic damage. Psychic Backlash 1.

As a reaction, you can impose disadvantage on one attack roll made against you if you can see the attacker. If the attack still hits you, the attacker takes psychic damage equal to half your mystic level rounded up. Psychic Parry 1—3. You can use this ability after rolling the die but before applying the result. Psychic Redoubt 5, C. As an action, you create a field of protective psychic energy. For the next 10 minutes, you and creatures of your choice gain the following benefits while within 30 feet of you: resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Iron Durability Lesser discipline immortal This discipline grants you unmatched toughness and resilience on the battlefield. Psionic Recovery 2. As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total.

Iron Hide 1—3. Mind Over Emotion Greater discipline awakened You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. While focused on this discipline, you gain a bonus to Charisma checks. Charming Presence 1—7. As an action, you exert an aura of sympathetic power.

Roll 2d8 per psi point you spend on this ability; the total is how many hit points worth of creatures this spell can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximum, ignoring unconscious creatures or creatures immune to this effect. Each creature affected by this ability is charmed by you for 10 minutes. While charmed, it regards you as a friendly acquaintance.

A creature engaged in combat is immune to this effect. Revolting Presence 5, C. As an action, you exert an aura of repulsive power. Up to five creatures of your choice that you can see within 30 feet of you must each make an Intelligence saving throw. On a failed save, a target is frightened of you for 10 minutes.

It can then make another Intelligence saving throw at the end of the turn. Invoke Awe 7, C. As an action, you exert an aura that inspires awe and adulation in others. Up to five creatures of your choice that you can see within 60 feet of you must each make an Intelligence saving throw. On a failed save, the target is charmed by you for 10 minutes. While charmed, it obeys all your orders to the best of its ability and without risking its life. The target will only harm creatures that it has seen harm you since it first came under the effect of this ability.

At the end of each of its turns it can make another Intelligence saving throw. This link allows you to draw on the knowledge of others in the following ways. While focused on this discipline, you gain proficiency with one skill, weapon, shield, armor, or tool of your choice.

Each time you focus on this discipline, you can choose a different skill, weapon, shield, armor, or tool. Borrow Expertise 2. As a bonus action, you gain advantage on one skill check or saving throw of your choice that you make before the end of your next turn. You must opt to gain the advantage before rolling.

Borrow Language 5. As an action, you gain the ability to speak, read, and understand one language for 8 hours. You can use this ability multiple times to gain its benefits with several languages. Borrow Lore 7. As an action, name one specific location in your mind. You learn a summary of the important lore regarding that place. While focused on this discipline, you can use a bonus action to touch a living creature that has 0 hit points and automatically stabilize it.

Mend Wounds 1—7. As an action, you can restore hit points to a creature you touch. The creature regains 3 hit points per psi point you spend. Restore Health 3. As an action, you can touch a creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Restore Vigor 7. As an action, you can touch a creature and choose one of the following: remove any reductions to one of its ability scores or remove one effect that reduces its hit point maximum.

Psionic Weapon Lesser discipline immortal You channel psionic energy to lend devastating power to your attacks. While focused on this discipline, you charge one nonmagical weapon you carry, or one of your fists, with psionic energy. Ethereal Weapon 1. As a bonus action, you can momentarily transform a weapon you hold into psionic energy. The next attack you make with this weapon requires no attack roll. Instead, the target must make a Dexterity saving throw against this discipline.

On a successful save, the target takes half damage from the attack, but suffers no additional effects that would normally be imposed on a hit.

Lethal Strike 1—5. When you hit a target with a melee weapon attack, you can increase the damage to that target. The target takes an extra 1d10 psychic damage for each psi point you spend. Augmented Weapon 5, C.

As a bonus action, you touch one nonmagical weapon and infuse it with psionic energy. Third Eye Lesser discipline awakened This discipline can open a third eye within your mind, opening your doors of perception. While focused on this discipline, you have blindsight with a radius of 30 feet. Tremorsense 1, C. As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute. Unwavering Eye 1, C. As a bonus action, you gain advantage on Wisdom checks for up to 1 minute.

Truesight 5, C. As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute. Talents are similar to disciplines and use the same rules, but with three important exceptions: You can never use your psychic focus on a talent.

Beacon Psionic talent As a bonus action, you cause bright light to radiate from your body in a foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as a bonus action. Thought Spear Psionic talent As an action, you psychically strike one creature that you can see within feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. Night Eyes Psionic talent As an action, you grant yourself darkvision with a range of 30 feet.

This benefit lasts for 1 hour. Blade Meld Psionic talent As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead. Light Step Psionic talent As a bonus action, you alter your density and weight to improve your mobility.

For the rest of your turn, your walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so. Mind Meld Psionic talent As a bonus action, you can communicate telepathically with one creature you can see within feet of you. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn.

Mind Thrust Psionic talent As an action, you blast psychic energy at one creature that you can see within 5 feet of you.

The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. Additionally, you have advantage on Wisdom Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it.

However, you are free to pick any language you wish to learn. This grants you the following benefits: You ignore difficult terrain. You have advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. Even when you are engaged in another activity while traveling such as foraging, navigating, or tracking , you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace.

When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots.

For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs such as food or safety , and actions you can take if any to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration as if you were concentrating on a spell , you can sense whether any of your favored enemies are present within 5 miles of you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

Greater Favored Enemy At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Hide in Plain Sight Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Foe Slayer At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make.

You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Ranger Conclaves Across the wilds, rangers come together to form conclaves— loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it. Beast Conclave Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Animal Companion At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. Why No Multiattack? Multiattack is a useful design tool that keeps monsters simple for the DM. Project Multiattack across an entire adventure, and an animal companion runs the risk of outclassing the fighters and barbarians in the party. So in story terms, your animal companion has traded in some of its ferocity in the form of Multiattack for better awareness and the ability to fight more effectively in concert with you.

Expanding Companion Options Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion.

You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf.

However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life.

You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

The animal companion loses its multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion has abilities and game statistics determined in part by your level.

Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. Embed What would you like to do?

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