The Aberrant Arena is a one-shot adventure with sliding-scale encounters to allow for players of any level, as well as a compendium of martially-focused subclasses and tag-team talents focused on expanding character options not just for this adventure but for your entire campaign.
While the Aberrant Arena adventure can be run stand-alone, it is intended as an interlude in a longer campaign. The adventure takes place in a dream-scape controlled by a mad aberration known as the “Arena Master” who can entrap a party as they slumber. This adventure can take place in any campaign as part of a long rest, after the party is knocked unconscious in a brawl, or falling into a drunken sleep after a night of carousing. The purpose of this style of interlude adventure is to allow a brief break from a campaign's normal flow, whether that is to grant the Game Master time to plan their next story beat, let the players have a reprieve from a stressful story-line, or to fill time while members of the party are unable to play.
A 5e conversion of the character options presented in Aberrant Arena, including 4 subclasses and 3 feats focusing on tactical synergy between allies.
A collection of free Artificer subclasses by Foul Fox!
A supplement to convert the character options from the adventure Björn Indemnity to 5th edition.
Charlatans are tricksters and knaves who present one face to the world to mask their intentions and abilities. As varied as the personas they wear two such examples are presented here: the Fool Bard, assuming the guise of a motley fool with no particular cunning, who creates opportunities for their allies by distracting their enemies; and the Magician Bard, with a touch of sorcery, who confounds their opponents and presents themselves as a grand mage through their use of showmanship. In this codex you will find options available to Charlatans who wish to confound their enemies and dazzle their audiences including these two new subclasses, as well as 4 new magical items and 4 new spells.
Charlatans are tricksters and knaves who present one face to the world to mask their intentions and abilities. As varied as the personas they wear two such examples are presented here: the Fool Bard, assuming the guise of a motley fool with no particular cunning, who creates opportunities for their allies by distracting their enemies; and the Magician Bard, with a touch of sorcery, who confounds their opponents and presents themselves as a grand mage through their use of showmanship. In this codex you will find options available to Charlatans who wish to confound their enemies and dazzle their audiences including these two new subclasses, as well as 4 new magical items and 4 new spells.
The power of dreams is underestimated by many, especially those who can only measure the worth of something tangible. Few truly appreciate the influence dreams have over the dreamer, and what can be accomplished through the study and manipulation of ones dreams. Sleep, and dreams, are a necessary part of life, but they open the minds of the dreamers up to a new world, and new vulnerabilities. Presented here are player options for those who delve into the realm of dreams. Three new subclasses, including the Dream Thief Rogue; eight new spells; and six new feats/talents.
The power of dreams is underestimated by many, especially those who can only measure the worth of something tangible. Few truly appreciate the influence dreams have over the dreamer, and what can be accomplished through the study and manipulation of ones dreams. Sleep, and dreams, are a necessary part of life, but they open the minds of the dreamers up to a new world, and new vulnerabilities. Presented here are player options for those who delve into the realm of dreams. Three new subclasses, including the Dream Thief Rogue; eight new spells; and six new feats/talents.
None exemplify the adage that a blade is an extension of oneself more than a Duelist. Graceful in and out of combat, Duelists deftly weave their way through the battlefield as if it were a fencing bout, preparing for a deadly strike.
Inspired by the art of fencing, a love of video games, and our appreciation for all of those who have supported us in our first year.
In addition to the Duelist, this Codex contains four subclass: the Cyclone Scout, a lightning-fast vanguard; the Flame Fencer, a fencer surrounded by burning grace; the Heart Seeker, a vampiric debonair; and the Rime Warden, a defensive duelist who can alternately freeze and thaw their enemies.
None exemplify the adage that a blade is an extension of oneself more than a Duelist. Graceful in and out of combat, Duelists deftly weave their way through the battlefield as if it were a fencing bout, preparing for a deadly strike.
Inspired by the art of fencing, a love of video games, and our appreciation for all of those who have supported us in our first year.
In addition to the Duelist, this Codex contains four subclass: the Cyclone Scout, a lightning-fast vanguard; the Flame Fencer, a fencer surrounded by burning grace; the Heart Seeker, a vampiric debonair; and the Rime Warden, a defensive duelist who can alternately freeze and thaw their enemies.
None exemplify the adage that a blade is an extension of oneself more than a Duelist. Graceful in and out of combat, Duelists deftly weave their way through the battlefield as if it were a fencing bout, preparing for a deadly strike.
Inspired by the art of fencing, a love of video games, and our appreciation for all of those who have supported us in our first year.
In addition to the Duelist, this Codicil contains the Flame Fencer subclass, a fencer surrounded by burning grace.
None exemplify the adage that a blade is an extension of oneself more than a Duelist. Graceful in and out of combat, Duelists deftly weave their way through the battlefield as if it were a fencing bout, preparing for a deadly strike.
Inspired by the art of fencing, a love of video games, and our appreciation for all of those who have supported us in our first year.
In addition to the Duelist, this Codicil contains the Flame Fencer subclass, a fencer surrounded by burning grace.
Geomancy is the ability to manipulate the earth and its composite elements of metal and stone, as well as drawing on its might and resilience for strength. Geomancers possess this unique ability, utilizing it to smash through their enemies defenses, or build bastions for their allies. Some who wield geomancy are aligned with nature spirits and primordial magic, while others simply resonate in tune with the earth and its metals.
Geomancers can come in many forms: a barbarian who wields the might of the earth in their hands, a monk who touches the latent magnetic properties within metal weapons, or a cleric who shrouds themself in the earth’s might. Regardless of how this power might manifest in those who wield it, one thing is constant, those who walk in the path of the geomancers that have come before are powerful and stubborn allies who are known for both their power and resilience.
Geomancy is the ability to manipulate the earth and its composite elements of metal and stone, as well as drawing on its might and resilience for strength. Geomancers possess this unique ability, utilizing it to smash through their enemies defenses, or build bastions for their allies. Some who wield geomancy are aligned with nature spirits and primordial magic, while others simply resonate in tune with the earth and its metals.
Geomancers can come in many forms: a barbarian who wields the might of the earth in their hands, a monk who touches the latent magnetic properties within metal weapons, or a cleric who shrouds themself in the earth’s might. Regardless of how this power might manifest in those who wield it, one thing is constant, those who walk in the path of the geomancers that have come before are powerful and stubborn allies who are known for both their power and resilience.
A supplement containing the subclass from Björn Indemnity, released for free!
Heretics are those who go where others fear to tread: exploring forbidden magics, worshiping taboo gods, or turning their back on the conventional pantheon all together and spreading heretical doctrine that calls for the destruction of the gods or worship of an idol. Heretic is not a phrase many choose for themselves, but is rather something they are branded with by those who work against them, a way of labeling their actions and the masters they serve as evil.
All sorts of heretics exist, from the apostate flamekeeper sharing seizing divine flames for themselves rather than worshiping gods they scorn, to idolatrous half-divine mage's who believe that they themselves should be worshiped as gods. Some are marked as heretics for simply espousing beliefs that others fear, prophets of dark tidings whose warnings are branded as heretical rather than heeded; while others worship dark, fledgling gods who the followers of more established pantheons wish to smother in the cradle before they have a chance to establish themselves.
This codex presents the collected knowledge many such heretics, forbidden from seeing the light of day but preserved for those daring enough to crack its seal witness the dark magicks within.
Heretics are those who go where others fear to tread: exploring forbidden magics, worshiping taboo gods, or turning their back on the conventional pantheon all together and spreading heretical doctrine that calls for the destruction of the gods or worship of an idol. Heretic is not a phrase many choose for themselves, but is rather something they are branded with by those who work against them, a way of labeling their actions and the masters they serve as evil.
All sorts of heretics exist, from the apostate flamekeeper sharing seizing divine flames for themselves rather than worshiping gods they scorn, to idolatrous half-divine mage's who believe that they themselves should be worshiped as gods. Some are marked as heretics for simply espousing beliefs that others fear, prophets of dark tidings whose warnings are branded as heretical rather than heeded; while others worship dark, fledgling gods who the followers of more established pantheons wish to smother in the cradle before they have a chance to establish themselves.
This codex presents the collected knowledge many such heretics, forbidden from seeing the light of day but preserved for those daring enough to crack its seal witness the dark magicks within.
Into the Loop is an introductory adventure to Tales of the Valiant for 4-5 characters of 1st level, taking them up to 4th level through the course of the adventure. The story follows a cycle of recurring events as players explore a town trapped in a time loop of the same disastrous day, attempting to uncover a fiendish plot and avert calamity and end the loop.
This supplement presents the character options from Foul Fox's adventure Into the Loop converted to 5th Edition. These options were originally written for Tales of the Valiant.
Into the Loop is an introductory adventure to Tales of the Valiant for 4-5 characters of 1st level, taking them up to 4th level through the course of the adventure. The story follows a cycle of recurring events as players explore a town trapped in a time loop of the same disastrous day, attempting to uncover a fiendish plot and avert calamity and end the loop.
The ability to peer into the future, or even the past, to gain understanding that can be applied in any number of ways is the guiding principle of Oracles. Oracular magic is a school of study as much as it is an innate ability gifted to many for a variety of reasons. The ability to pierce the veil and see into the future for strategic insights or to look to the past to gain deeper understanding is not a new concept to many familiar with magic. Many have been driven to madness in their pursuit of such forbidden knowledge. Oracular magic is a powerful tool to be utilized with care and precision lest the rippling effects cause catastrophic changes.
Inside this Codex you will find the subclasses for the Bard, Fighter, and Rogue with unique oracular powers, as well as 3 new magical items, and 7 new divination spells.
The ability to peer into the future, or even the past, to gain understanding that can be applied in any number of ways is the guiding principle of Oracles. Oracular magic is a school of study as much as it is an innate ability gifted to many for a variety of reasons. The ability to pierce the veil and see into the future for strategic insights or to look to the past to gain deeper understanding is not a new concept to many familiar with magic. Many have been driven to madness in their pursuit of such forbidden knowledge. Oracular magic is a powerful tool to be utilized with care and precision lest the rippling effects cause catastrophic changes.
Inside this Codex you will find the subclasses for the Bard, Fighter, and Rogue with unique oracular powers, as well as 3 new magical items, and 7 new divination spells.
The ability to use the arcane to manipulate light to great effect is known as Photomancy. Photomancy is a school of study with practical applications as varied as the principles of light it seeks to harness. This rarely studied magical niche makes use of both the harmful and restorative effects of light to aid those who master it both in and out of combat.
Inside this Codex you will find the subclasses for the Barbarian, Druid, and Wizard which wield the power of photomancy, as well as 3 new feats, and 12 new spells.
The ability to use the arcane to manipulate light to great effect is known as Photomancy. Photomancy is a school of study with practical applications as varied as the principles of light it seeks to harness. This rarely studied magical niche makes use of both the harmful and restorative effects of light to aid those who master it both in and out of combat.
Inside this Codex you will find the subclasses for the Barbarian, Druid, and Wizard which wield the power of photomancy, as well as 3 new talents, and 12 new spells.
Different folklore describes the revenant in different ways. Some believe the revenance is simply one who returned from death. Some describe a revenant as a ghost with unfinished business. Others believe a revenant is the corpse itself, returned to life to avenge its own death.
Whatever the reason or form it takes, death is just the beginning for those who claim the title of revenant. Whether they animate the undead, call on their abilities, or are themselves undead - they all choose to defy death.
This codex includes all new character options for those who wish to channel the ghastly powers of revenants; including subclasses, items, spells, monsters, and bindings for the Summoner Class from the Summoner's Grimoire.
Different folklore describes the revenant in different ways. Some believe the revenance is simply one who returned from death. Some describe a revenant as a ghost with unfinished business. Others believe a revenant is the corpse itself, returned to life to avenge its own death.
Whatever the reason or form it takes, death is just the beginning for those who claim the title of revenant. Whether they animate the undead, call on their abilities, or are themselves undead - they all choose to defy death.
This codex includes all new character options for those who wish to channel the ghastly powers of revenants; including subclasses, items, spells, monsters, and bindings for the Summoner Class from the Summoner's Grimoire.
This codex presents nothing but five new hard-hitting subclasses, adapted to urban domains.
The Brawler is a rogue who uses brute force to smash through obstacles rather than finesse.
The City Domain cleric is a street-priest, attuned with the rhythms of the city, drawing power from the people who walk its streets like blood through arteries.
The Oath of Pride paladin has sworn an oath to their own ambition, seeking to awe the crowd and strike terror into the hearts of their enemies with their extravagant attacks.
The Way of the Closed Fist monk hones their body and mind not for the enlightenment of meditation, but the clarity that comes with bloodying their knuckles on an opponents face.
The Vigilante ranger stalks dark alleyways and rooftops, looking for their intended prey-those who themselves would prey on the weak.
This codex presents nothing but five new hard-hitting subclasses, adapted to urban domains.
The Brawler is a rogue who uses brute force to smash through obstacles rather than finesse.
The City Domain cleric is a street-priest, attuned with the rhythms of the city, drawing power from the people who walk its streets like blood through arteries.
The Closed Fist monk hones their body and mind not for the enlightenment of meditation, but the clarity that comes with bloodying their knuckles on an opponents face.
The Pride paladin has sworn an oath to their own ambition, seeking to awe the crowd and strike terror into the hearts of their enemies with their extravagant attacks.
The Vigilante ranger stalks dark alleyways and rooftops, looking for their intended prey-those who themselves would prey on the weak.
To earn their stripes with a P.I. Firm that just showed up in town, the party gets thrown on the “simple” job of poking around a notorious, local crime ring to discover their ties to an eerie vision. Easy, right? Only hiccup is that their snooping lands them square in the middle of the Björgen (Bee-yorn-gen) Syndicate’s nefarious shipping empire. Nothing’s on the up-and-up. Everyone’s hiding something. The party has to keep their hats low and their noses clean as they covertly navigate through the Syndicate’s operation or end up sleeping with the fishes… or worse.
A goofy detective adventure suitable for levels 3-6!
This grimoire introduces the Summoner, a powerful new spellcasting class which augments its spells with powerful bindings, which allows it to call on otherworldly entities for power or to aid them more directly in battle. Further, three new subclasses for the Warlock for players with unique relationships to their patrons and creatures they may call on, and several new origin options and talents for those touched by the art of Summoning are available for Players who brave the texts of this grimoire.
A trove of new magic items and spells focused on the art of summoning are here as rewards or weapons for Game Masters. These artifacts and arcana allow characters to call on powerful monsters, augment their ability to summon, or even bargain with otherworldly powers.
The bestiary of strange new creatures present in this book introduces a menagerie of creatures who either are capable of being called by summoning magic, have summoning abilities of their own, or both. These monsters will be great tools in a Game Master's arsenal, as well as powerful entities for a summoner to call upon for aid.
This grimoire introduces the Summoner, a powerful new spellcasting class which augments its spells with powerful bindings, which allows it to call on otherworldly entities for power or to aid them more directly in battle. Further, three new subclasses for the Warlock for players with unique relationships to their patrons and creatures they may call on, and several new origin options and talents for those touched by the art of Summoning are available for Players who brave the texts of this grimoire.
A trove of new magic items and spells focused on the art of summoning are here as rewards or weapons for Game Masters. These artifacts and arcana allow characters to call on powerful monsters, augment their ability to summon, or even bargain with otherworldly powers.
The bestiary of strange new creatures present in this book introduces a menagerie of creatures who either are capable of being called by summoning magic, have summoning abilities of their own, or both. These monsters will be great tools in a Game Master's arsenal, as well as powerful entities for a summoner to call upon for aid.