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D&D 5E - Granblue Fantasy Skyfarers

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Contents
Fantasy in the Endless Blue Skies
A World Above the Clouds
Skyfarers
A World of Fantasy - and Every Other Genre
After the Astrals
The Creation Myth
The Skies Divided
And From Them, Variety
Airships
Magic and Technology
Races of the Sky Realm
Notable Peoples and Places...
Phantagrande Skydom
Other Places in Phantagrande
Realms and Places of Note
Notable Groups
The Astrals
Unique Items and Materials
Playing Granblue Fantasy in...
Plot Hooks
Skyfaring Crew
Special Agents
Themed Group
When Adventure Comes Knocking
Game Adjustments
Money
Languages
Cosmology
Religion
Magic
Firearms
Airships
Your Own Skies
Races of the Sky Realm
Draph
Short Draph
Tall Draph
Erune
Artisan Erune
Guardian Erune
Bloodline Erune
Harvin
Deft Harvin
Dextrous Harvin
Defiant Harvin
Human
Crystalia
Goblin
Golem (Warforged)
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Half-Dragon (Dragonborn)
Souval
Vampire
Primal Beast
Subclasses - Jobs of the Skydoms
Barbarian Primal Path
Path of the Luchador
Bard College
College of Forestry
Fighter Martial Archetypes
Chrysaor
Spartan
Monk Monastic Tradition
Way of the Apsaras
Paladin Sacred Oath
Oath of the Sword
Roguish Archetypes
Bandit Tycoon
Chaos Ruler
Warlock Otherworldly Patron
Cats
Adventure Generator
Setting the Stage
The Game's Afoot
Final Act
Ending
Compiled and Created by Kobayashi89.
Granblue Fantasy and all related materials, including all
images and certain text excerpts used are property of
Cygames.
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Fantasy in the Endless Blue Skies
G
ranblue Fantasy is a popular mobile game in
the tradition of turn based RPGs such as Final
Fantasy, sharing both composer Nobuo
Uematsu and artist Hideo Minaba with the
acclaimed series, giving it a distinctly nostalgic
feel harkening back to earlier entries.
Featuring four main playable races along with
a variety of other species, a diverse and unique selection of
classes, and a variety of environments and characters, the
world of Granblue Fantasy is rife with adventure. Moreover,
the main conceit of skyfarers, bands of adventerurs who
travel by airships from island to island, seeking out quests
and accomplishing odd jobs wherever they may land, fits
perfectly with opportunities provided by the Dungeons and
Dragons system. This guide will attempt, in brief, to provide a
guideline for running a campaign in the Sky Realm, with
descriptions of the setting, various factions and possible
quest hooks, and finally a list of playable races, including
seven unique to the setting, and nine new subclasses.
Overall, this is a guideline at best - no adventures are
provided, nor items, NPCs, or monsters. Suggestions will be
provided, but otherwise Dungeon Masters will need to make
their own creations or look for appropriate creations from
other sources to reskin.
This guide is intended to be used with the Player's
Handbook and Elemental Evil Player's Companion, with
some races and subclasses referencing spells from either.
The Monster Manual and Dungeon Master's Guide are of
course needed to run a campaign as well. Eberron: Rising
from the Last War is also recommended for access to the
Artificer class, which suits the setting.
A world above the clouds
The Sky Realm - a world of endless blue where floating
islands dot the sky from here to the horizon. With only the
stars above and the Crimson Horizon below, there are no
other boundaries to one's travels - as long as you can fly.
Though only the empty air and howling winds fill the space
between islands, the world remains connected through
airships, the wondrous flying vehicles originally pioneered by
the Astrals when they conquered this realm but long since
adopted by the Skydwellers they sought to conquer. Now they
are the lifeblood of the skies, connecting countless countries
and cultures, writing the roads through the the sky. And
where there are roads to travel, there are travelers.
Skyfarers
The crews that travel the sky are as numerous as the stars
and as unique as islands they shine on. Whether their goals
be grand quests to reach legendary lands, missions of order
and protection, enterprises of profit or simply a way of
enjoying freedom in life, what unites these crews is a simple
thing: airships. Every crew has their own airship, their base
of operations and their home. For a skyfarer, their ship is no
mere mode of transport, but their entire life on wings as they
travel the skies.
With no rules but their own and no home but their ship,
skyfarers travel from island to island, taking on the jobs that
no one else can, or no one else wants to. From simple
transportation jobs, to monster hunting, to resolving
incidents that could involve entire kingdoms, skyfarers can be
found anywhere and everywhere pursuing all kinds of jobs
A World of Fantasy - and Every Other
Genre Too
As the name implies, Granblue Fantasy lends itself
to high fantasy adventures filled with magic,
treasure and struggles against mythic foes
culminating in exciting showdowns. But the
endless nature of both the Sky Realm and mobile
games means that there is always opportunity for
other takes besides just an exciting adventure full
of friendship and exploration.
Individual islands are often like their own
biomes, in terms of environment, culture and the
resulting atmosphere. A cursed isle full of undead
monsters makes a perfect setting for a horror
encounter, or a larger land with warring kingdoms
can be the stage for a political drama. Depending
on the objective of your crew, or whatever
organization you work with, the sky realm can
support archeological searches that border on
science fiction, grim quests of vengeance, political
maneuvering or romantic dramas, as a singular
encounter or the theme of a whole campaign.
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The Creation Myth
as they pursue their dreams. In practice, they don't
differentiate from mercenaries significantly, but most
skyfaring crews are known for their strong bonds built in
their life aboard their ships, while mercenaries can vary from
lone wolves to organized units.
Skyfarers with their uniquely nomadic life experience the
wide blue world like no others do. They travel from island to
island, allowing them to explore a wide variety of
environments, meet all kinds of people and experience a
variety of cultures. While many people may live their lives
entirely on a single island, and others may only travel in a
certain area, skyfarers travel the width and breadth of the sky,
often giving them a very different point of view than the
societies they visit. Some may see them as outsiders, while
others may see them as impartial arbiters. But many see
them as figures of dreams, journeying through the sky, free as
birds to travel the world.
No matter how they are seen though, people all across the
skydoms rely on them for a variety of jobs, and in most port
cities, skyfarers are a common sight.
After the Astrals
The Sky Realm is a world that hold endless possibilities,
but has boundaries and scars carved across it by its past.
According to the creation myth, the God of Creation was split
into two - and after it there was left the Sky Realm, and the
Astral Realm. While the Sky Realm continued to develop life
in a cycle of destruction and rebirth resulting in the endless
and varied islands that dot the sky, the Astral Realm became
a place of highly advanced technology and powerful society.
Their state of natural stagnation though drove them to set
their eyes on the realm below, and so they came to invade the
Sky Realm over two millenia ago.
With their overwhelming power, the Astrals quickly spread
their influence across the skies, and one of the means of
which were Primal Beasts, god-like creations that held
incredible power over aspects of creation, from flame, to rot,
to even concepts such as truth and promise. But even these
beings were not able to control the ever changing Sky Realm
forever. Around five hundred years ago, a great war tore
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"Once upon a time, the God of Creation created
the world. A world filled with countless islands—
the world the skydwellers live in today.
Life was born on the islands, and it grew and
prospered.
But as time went on, they eventually began to
rebel against their creator.
Their rebellion tore the god into two.
One god held the power of destruction and
regeneration, while the other held that of creation.
The latter, however, disappeared to the end of the
skies.
The other god remained in the sky world, and so
the sky realm has undergone a cycle of destruction
and regeneration to the present day.
While the God of Creation could create from
nothing, it could not destroy. Thus, with every
world it would create, stagnation would be each
realm's only destiny."
across the sky, so large that by now most people simply refer
to it as "The War". In its wake, the Sky Realm was released
from their Astral oppressors, but their marks remained - in
the great tears across the sky, the Grim Basin, that divide the
skydoms, the technologies that provide the foundation of
modern airship travel, and in the weapons that once ruled the
world, and still influence it today, even in the abscence of their
masters: Primal Beasts.
Beasts of the Stars
Even after the Astrals left behind this world, their creations,
the Primal Beasts, continued on. Overseeing wind and water,
truth and art, many faded into history and became as deities both the kind worshipped and the kind forgotten. Others
continued to pursue missions that they were given during the
war, whether it be gathering intelligence, developing new
techniques - or the waging of war itself. Like demons and
disasters, they might stalk the lands or lurk in the shadows,
only one day to explode into catastrophe. And then there are
some who walk undetected among the dwellers of the sky,
imitating their lives as they pursue their mysterious goals.
Whatever the reputation and lifestyle of a Primal Beast,
there's no denying that they are uniquely powerful beings, and
even more so when they hold a pact with the island they live
on. Such pact-bound beasts lose much of their indepedence,
but in return gain far greater power, often
holding near total control over the island upon which they
reside. Sustained by the land and in turn protecting it, these
Primal Beasts come to both represent and define the cultures
upon the islands where they reside. An island where a Primal
Beast of the air resides may be blessed with favorable winds
and flourish as a port town. An island where a Primal Beast
of the arts takes refuge may become a center of culture and
artistry.
Between these many and various otherwordly influencers
and the natural effect of islands separate by vast gulfs of open
sky, connected only by the ships that travel between them, the
Sky Realm has become home to a wide variety of truly unique
places, where often one island can look completely different
from its neighbors - an isle of beautiful oceans may be only a
quick trip away from volcanic region that swelters with heat
all year around.
The Skies Divided
As much as the Sky Realm is characterized by its endless
possibilities and horizons, it is also a place that is defined by
the things that divide it. Each islands itself is separated by the
sky - even the closest neighboring lands can't be reached
without an airship. Beyond even that though, there is the
Grim Basin - a merciless border full of monster-spawning
miasma, fierce winds and flying rocks that threaten to tear
apart any ship foolish enough trying to cross it. It is this that
draws sharp lines across the skies, dividing it into large areas
called Skydoms.
The ways to cross the Grim Basin and between Skydoms is
few and far between. The Luminary Knights, given power and
position by the True King, can do so at will. There are a few
places were particularly large islands, like the North Vast,
actually cross the Grim Basin and exist in two skydoms - but
even crossing the miasma on solid land is extremely
dangerous. Finally, there is the Sky Map - by gathering crystal
fragments held by certain Primal Beasts that are pact-bound
to their islands, a mystical map that can provide safe
guidance through the ever shifting maelstrom of the Grim
Basin can be assembled, allowing whoever holds it to safely
pass through the barrier. However, gathering these pieces
from such powerful, ancient beings is nearly impossible, and
even then the Sky Map only lets one pass to the next Skydom
- and assembling another is needed to continue. Thus for
most, crossing into another Skydom is but a distant dream.
and From Them, Variety
Yet these divides are what make this world beautiful, an
endless kaleidoscope of unique places and cultures. The use
of magic and technology can vary greatly from place to place,
the role of state and religion can very just as greatly, and the
state of the common people as well. Some islands are
completely peaceful, where the people live in comfort through
use of machines that blend seamlessly with sorcery. Others
may be war torn nations developing advanced weaponry,
while others may have only rustic villages where hunters still
live lives of subsistance. Empires, kingdoms, democracies,
theocracies, and beyond them are islands governed by tribes,
Airships
"As the othe only real means of travel between
islands, they are the symbol of skyfarers and their
crews. Early airships were constructed based on
Astral engineering, but advancements in research
have been made in recent years. Now airships with
all sorts of useful modifications crisscross the
skyways."
-Granblue Fantasy
An airship is essential for any skyfaring crew - or
anyone who wants to travel to more than one
island. Whether your band of adventerurs are actual
skyfarers, mercenaries, merchants, minstrils or
military, unless you plan to stay in one place, you're
going to need an airship to get you there. And
while one can just charter passage with a ship,
groups who plan to travel frequently should look
into a ship of their own. Luckily they come in a
variety of styles and sizes, so as long as you can
find a pilot, you can have your own traveling base
of operations - a home no matter where you go.
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by guilds, or even by schools. Many islands have no
government at all, ruled instead by the wild forces that live
there. On one island, the use of magic may be as common as
playing, on another, it may be regarded as miraculous witch
craft. On some islands, Primal Beasts are facts of life that
define their culture, on others, they are but a legend from the
days of The War. What is common sense in one place may
seem nothing but absurd in another.
Magic and Technology
While the exact prevalence and level of magical
and technological advancements can vary wildly
from island to island, and exceptions always exist,
some upper and lower limits can be considered
norms. Even if they aren't common, most places
are familiar with airships and firearms. In most
cases, magic is at least known to exist, even if
practicioners may be scarce. On the other end, in
most cases airships also represent the upper limit
of mortal magic and technology. Other exceptional
examples include nearly human golems and
complex machinery. Electronics and long-distance
communications do not exist widely (and the
Sending spell should be considered fairly
exceptional for this reason), preventing the wide
spread of information.
There are many technologies and magics that
can surpass these limits, as remnants of Astral
technologies or even artifacts from lost ages
before. Computers, robots, spaceships - even the
sky isn't the limit, but these are exceptional cases.
Whether you seek glory, adventure, peace, competition,
order or freedom, the Sky Realm is an endless jewel box of
possibilities - and the people who live in it are what make it
shine.
Races of the Sky Realm
While many strange and wondrous races exist in the sky,
the vast majority of people who make up the civilizations of
the sky are the four races of humanity, also called mortals or
skydwellers in general. The adaptable humans, the elegant
erunes, the powerful draphs and clever harvins populate
islands all across the sky in a variety of societies. Despite
their differences, they by and large coexist in harmony. In
most places, anyone can do what they want, though their
physical differences can lead to certain specializations, and
the inability to interbreed tends to dictate families. But
overall, the four races all mix in culturual homogeneity,
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whatever culture it might be.
While other civilized races do exist, they are in such small
numbers as to only exist on a single island, unheard of or
merely mythical in other lands. However, civilized races are
not the only species that have spread across the sky.
Other Creatures of the World
Another commonality of endless variation in the skies is
monsters. Born of the miasma, driven to chaos and lurking,
monsters are distinctly different from natural fauna and seem
to exist solely to cause trouble. Naturally hostile, they are
disruptive yet everpresent in forests, dungeons, seas and even
the skies themselves, adding another hazard to travel
between islands. Exterminating monsters is in fact one of the
more common jobs for skyfarers and mercenaries.
From slimes and wild wolves to dragons and chimeras, all
kinds of monsters exist in the wild. Most are like mindless
beasts, but there are some that can be surprisingly intelligent,
whether unique individuals or representatives of entire
demihuman races. Goblins are perhaps one of the most
prevalent of these, pest of civilization the sky over with
marauding tribes and primitive magic. Other cases of
intelligent individuals who are able to communicate with
Skydwellers include the undead, spirits, elementals, lamias,
queen bees, and a variety of other bizarre foes, though none
of them are nearly as common. Some ancient monsters grow
to be wiser than even the most learned scholars and sages,
guardians of ancient wisdom that rival Primal Beasts.
Though not actually a kind of monster, and wholly
benevolent to most people, the furry-eared emdina are a
mysterious race that very little is known about. Though it
seems they they often appear bearing gifts for others, they
never seem to ask for anything in return. Many have
attempted to track the strange, hooded critters back to
wherever their homes might be, but so far no one has
succeeded in finding their origins, despite the obvious
appearance of culture and civilization.
Notable Peoples and Places of the Sky
T
he Sky Realm is full of many wondrous places.
Below is a list of different places that you
might visit on your adventures. All of them are
located in the Phantegrande Skydom, where
the majority of Granblue Fantasy has taken
place to this point. At this time, only two other
Skydoms have been explored. Nalhegrande,
which borders with Phantegrande, is a Skydom split by
empires and kingdoms in political divide, civil unrest
overshadowed by the ancient ruins that float ominously over
all. Oarlyegrande is the domain of the True King, lord of the
Luminary Knights, a small domain strictly controlled by him.
The other four major Skydoms that have been mentioned but
not yet seen are Amahtgrande, Ecksegrande, Kahlesgrande
and Wahnungrande, also under the control of the True King.
Besides them, a number of other special Skydoms exist, such
as Zega. A campaign could take place in any of these others
places if a new land away from the familiar locations of
Granblue Fantasy is desired, but Phantagrande is something
of an endless wild frontier where there's always new places to
visit.
Phantegrande Skydom
A wide Skydom featuring a variety of different islands. Not
only is this area of the sky home to many different kingdoms
and countries, it even houses several empires like the former
Erste Empire, the powerful Menean Empire and the holy
Lumiel Empire. Even these don't even come close to
controlling a fraction of the islands, so Phantegrande is often
regarded as a vast, lawless frontier - or a realm of endless
freedom.
Port Breeze Archipelago
"A group of islands blessed with bountiful breezes. Gentle
winds naturally blow across these islands thanks to the
power of the primal beast Tiamat, growing the archipelago as
a hub for skyfarer orders. The mainland is Eingana Island,
and the metropolis at its center is the heart of commerce.
Though the archipelago is calm and relaxing, the winds are
constant and is considered one of the more chilly locations in
the skydom."
As a major hub of trade and cultural import, Port Breeze is
where many adventures start, as a natural gathering place for
information, airships and people looking to make a new start.
The calm breezes make for an easy start to the journey, and
the wide highlands surrounding the city are mostly populated
with fairly weak if aggressive monsters, providing a place for
aspiring monster hunters to cut their teeth.
Besides Eingana Island, a number of other small islands
make up the archipelago, featuring not just breezy highlands
but beautiful forests and rich fields. It's rumored one is the
home base of the famed Angel's Delivery Service.
Valtz Duchy
"A Draph country where scorching heat slumbers beneath
the land. Due to the intense temperatures below ground, a
river of lava flows there without ever hardening. Prosperity is
wide-spread thanks to a steel industry that takes advantage of
the heat of the land and Draph handiness. The grandest
factory in all of Phantagrande Skydom is located here,
laboring day and night. Metal vessels forged in Valtz are
famed for being robust, beautiful, and of the best quality. They
fetch a high price throughout the Skydom."
Valtz is a harsh land constantly heated by the volcanic
magma that runs through its core. Industry makes up the
core of the island's business, with the metal parts for
everything from weapons to airships often coming from
Valtz's famous forges. The island is home to a number of
bountiful mines as well, working hand in hand with the
metalworking industry. As a result, both workers and
craftsmen flock to Valtz, and any merchant looking to sell
manufactured goods will make their way as well.
Several of the surrounding islands have milder or harsher
climates, ranging from dry savannas to outright deserts. Even
so a variety of cultures thrive on them, supported by robust
trade with the main island.
Auguste Isles
"A special economic zone known for its vast resources of
water. Formally known as the August Isles Special Economic
Cooperative Territory, it does not fall under the jurisdiction of
any of its neighboring governments. Auguste boasts a huge
body of water the likes of which cannot be found anywhere
else. Thanks to that, it's a highly popular sightseeing
destination. There are a plethora of shops on the isles,
crowded so close together that it's hard to tell where one
ends and the other begins. The tax revenue from these shops
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ruins reside in the depths of the forest. As a result, many have
interest in exploring them, but few have been successful. A
local guide who knows the forest is a must for such
expeditions, but those locals are the one who most respect
the forest and don't dare to disturb its depths.
Albion Citadel
makes the Isles abundantly wealthy. They are even able to
employ a self-defense force that is on par with a regular
military."
Though the Sky Realm is dotted with islands, what lies
between them is open air, not water. As such, Auguste is one
of the only places in the world with enough water to be
considered an ocean. This makes makes it a unique
environment in terms of wildlife, resources and tourism. This
makes it a prime vacation spot, and every summer it becomes
a hotspot of activity - even if the local wildlife sometimes
turns disastrous.
Besides the capital of Mizarea, Auguste is home to a
number of other islands along the ocean with different local
specialties. Yudhisthira Isle boasts a vibrant fishing
community, Venera Beach is a popular resort destination,
Benthic Isle features exotic wildlife, Cyrath has lush jungles
and Tono Island is home to unique cuisine. Many more
islands dot the ocean and undiscovered adventures await
summer beachgoers.
"A citadel that is home to a prestigious military academy.
Originally built by the Astrals, it has become a city centered
entirely around its learning institution. With traditions such
as battle training with live monsters and Lord Commander
selection through competitive fighting events, the culture may
seem a bit eccentric. However, their superior academy
graduates excel in their fields working for various countries
and military organizations."
The Albion Citadel is a unique existance in Phantegrande,
known almost exclusively for its prestigious military academy.
While it is no site for adventuring, its worth visiting if one
wants to polish their skills. The academy is the alma mater of
many a fine military commander or knight. Most graduates go
on to fine military careers, but dropouts might find
themselves making due with work as a skyfarer.
Lumacie Archipelago
"A group of islands with a deep forest that thrives under the
protection of the primal beast Yggdrasil. Most of the forest is
quite ancient, having existed since the Astral invasion and
The War. Ruins of legend and mystery lie in deeper parts,
including plants found no where else in the skydom. However,
the danger of the forest has hindered its exploration."
Lumacie is an ancient land covered in timeless forests that
hide secrets from before the The War. Some small
settlements exist and it sees a fair amount of trade and traffic,
but the majority of the islands are unexplored wilderness. It
is said that a Primal Beast oversees the tranquility of this
natural sanctuary, and that hidden Astral
Golonzo Island
"An island of top-class craftsmen who possess skills in
independently repairing any airship in Phantagrande
Skydom. Although simple fixes for airships can be performed
anywhere, Golonzo is the only place trusted by skyfarers for
large repairs and upgrades. The central dock and its rising
mast not only serve as the island's emblem, but also provide
daily encouragement to craftsmen as it can be seen from
anywhere on the island."
Anyone with an airship in Phantegrande will end up visiting
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this famed port at some point or another. As the place where
most airships in the sky were built, either by the Astrals or
the mortals who followed, it's the best place to perform major
repairs or basic maintenance. Not surprisingly, this also
makes it a good place to find pilots, mechanics and ships
looking for crews.
Business on Golonzo is also steadied by the presence of its
well known Primal Beast, Mithra, that enforces absolute
compliance with any promise or contract made while on the
island. Anyone bound by its power will find themselves
physically unable to break their oath, no matter how small or
impossible it might be.
Ravi Island
"A desert island rich in history and abundant in ancient
ruins. Dating back to before the Great War, it was once the
capital of the Erste Kingdom. What was once the glorious
mecca of golem industry has become a shadow if its former
self with the advent of the primal beasts and their research.
The land has slowly dwindled into obscurity, and its
population has withered to less than a tenth of what it once
was."
industrious islands in the sky. While it is currently
undergoing reforms both in terms of civil order and
government corruption, the road to recovery is a long one.
From crime reduction to cleaning up illegal laboratories,
there is no shortage of work to be done and anyone looking
for it can find employment.
Of course, in such a sprawling metropolis, any number of
less than upstanding business opportunities are abound as
well. The city ever lit at night forever casts shadows, deep and
forboding.
Dydroit Belt
The desert island of Ravi is home to Mephorash, origin of
the Erste Empire. In the wake of the empire's fall, it has once
again been reinstated as the capital of the Erste Kingdom.
Though it no longer wields the same powerful influence it did
as an empire or golem manufacturing center, it has recently
been regaining prosperity under its newest leader, Queen
Orchis. Golems still form a core part of their workforce and
can be seen aiding in reconstruction all over.
They can also be found in all the ancient ruins that dot the
island, often functioning on commands given hundreds of
years ago. Those seeking to explore the old structures for
treasure or history should proceed with caution.
"A giant archipelago straddling multiple skydoms located
beyond the Grim Basin. It's composed of giant crags held
together as one by the power of the primal beast Kikuri.
Within each skydom area the Dydroit Belt covers, there is
one main city, but the people are mostly merchants and
explorers with long-term residents few and far between.
Although it's one of the few places where you can reach
neighboring skydoms without using an airship, anyone,
excluding the Seven Luminary Knights, who dares to enter
the Grim Basin must be reckless in spirit."
Less an island or a place to live so much as a long stretch
of floating rubble that stretches through the Phantegrande
Skydom and into the neighboring ones, while it may seem to
be a way to cross the Grim Basin, only the most foolhardy
would try to enter the maelstrom of miasma and monsters
therein. Even so, many try to chart a safe route through, as
such a path would no doubt revolutionize trade between the
Skydoms. That said, none stay for long, driven away by the
harsh environment or the effects of the Primal Beast that
rules there.
Agastia
"The venerable capital of the Erste Empire serves as a
symbol of the Empire's might. Torches keep it brightly lit day
and night. The entire island is constantly under
reconstruction to keep up-to-date with the latest technology
and has long lost its original luster. Although it boasts the
greatest population in the entire Phantagrande Skydom, it is
not without its share of problems—especially with regards to
environment and civil order."
Though the Erste Empire has since been dissolved, its
former capital still remains one of the most populous and
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A lightning-torn country perpetually overshadowed by
storm clouds. Once an unwelcoming, gloomy place cast in
shadow by its political turmoil and the looming Celestial Eye
above, the former has been working towards resolution
recently while the latter has completely disappeared. It is
currently undergoing restoration and broadening of the
tourism industry, boasting hot springs in addition to the
renewing economy.
Mysteria Academy of Magic
North Vast
"Silver Wind Stretch - A territory of the great land mass of
North Vast, the most northern area of Phantagrande, with the
Eoniho Mountains rising through its center. Due to its
location, it is a peculiar area with even more peculiar beasts.
A portion of the area, which includes the peaks of the Eoniho
Mountains, is occupied by the Grim Basin."
At the northen edge of Phantegrande is a massive frozen
landmass called the North Vast. The huge frontier is not only
impossibly cold, but populated throughout with strange and
powerful monsters. As a result, only the hardiest of pioneers
and the most desperate of criminals live here. If they can
survive though, there is endless space for them to hide. In
fact, the North Vast is so huge, that part of it even crosses
into the Grim Basin, just barely poking out the other side into
the Nalhegrande Skydom. Even with much more solid
ground though, like the Dydroit Belt such a crossing is
suicidal for most.
Other Locations in Phantegrande
A number of other places exist in Phantegrande, some of
note, others of mere curiosity. Many may provide sites of
possible adventures, allies or adversity, others may be places
to take a break from all that.
Jewel Resort Casino
"A giant casino liner that tours around the Phantagrande
Skydom. The incredibly luxurious interior belies the fact that
it's an airship, making it the perfect place for skyfarers to kick
back and relax. From poker to slots to bingo—and of course
the famous duels at the arena—there is no shortage of
entertainment aboard the Jewel Resort Casino Liner."
Alster Island
"Home to the former Irestill Kingdom, its rulers made a
pact with True Dragon Deirdre to stand against the Astral
onslaught during the War. That pact continued after the War
ended, and every three hundred years the royals of Irestill
would use their magic to create a new vessel for Deirdre to
inhabit. In exchange Deirdre kept the monsters on Alster in
check, but the last king of Irestill, King Connor, ordered the
knight Naoise to eliminate Deirdre, which led to the eventual
collapse of the kingdom. The island is currently under a new
government and working toward rebuilding, one step at a
time."
The Kingdom of Levin
10
"The most prestigious and preeminent magic academy in
Phantagrande, its reputation commands respect far and
wide. From royal families to the lowest commoners, all
aspiring mages are welcomed through its gates. Equipped
with two core monoliths, even novices find themselves
commanding magic with ease. Students here study all kinds
of magic from morning until night—sometimes even the
forbidden kind."
After a certain incident in which the otherworld invaded
the academy for a short moment, students looking to
reaffirms their lives through acts of rebellion have formed
gangs roving the roads on gearcycles, two-wheeled vehicles
powered by engines that change the rider's magical prowess
into propulsion.
Sharom Island
"An island where monsters live under the the primal beast
Sharom who has the power to suppress the will to fight.
Sadly, this misunderstood land is seen to the outside world as
the cursed monster capital where monsters roam free to
terrorize all. Intelligent monsters and monsters who value
peace hear of Sharom's power and come flocking. This
collection of special monsters is currently governed by Queen
Constance. While the population largely consists of monsters,
a very small community of humans live on the island as well.
The residents of Sharom Island lead such extremely simple
lives that it is said their first ruler was chosen based on ability
to care for the Sharom flowers."
Chocolae Island
"Run by a famous chocolatier, this island is famous for its
chocolate. Every year during the Valentine season, many
gather in search of such treasure. The rarest kind of
chocolate found there is even said to be kissed with love
magic. To find those elusive delicacies, one must seek out
chocolate sprites, who roam the land freely. Any who come to
this island must be ready to run a marathon chasing these
enchanting monsters. This in itself is an event before the
advent."
Midnight Island
"Home to the goblins, this island is a desolate
conglomeration of stone and rubble. Deep within its caves
lies a fortress, which the goblins defend with their lives. It is
deep within these caves that the Goblin King has hidden the
primal beast, Hekatonkheir, as his ace against the Menean
Empire."
Though their plans to use a primal beast to do their
bidding have failed, Midnight Island remains a nest of
especially militant goblins and a danger to any who enter.
Realms and Places of Note
Below are listed a few places that cannot properly be
considered a part of the Phantegrande Skydom but are
nonetheless of import to those who are there.
Estalucia
"The legendary home of the Astrals. Its existence is
wrapped in the same mystery surrounding its ancient
inhabitants. A great number of skyfarers have scattered
across the Blue Beyond in hopes of one day finding it. It's
spoken of as a place full of majesty and otherworldly
knowledge, and that whomever finds this isle will be granted
their every wish."
The existence of Estalucia is unknown, a legend to most.
Most people would laugh off anyone claiming to be seeking it
out. No one knows the location of the legendary island, except
that it exists beyond all the known Skydoms at the end of the
sky. Whether it actually connects to the Astral Realm or was a
base of operation for them before The War is a matter of
debate as well. Regardless, as the creators of the Primal
Beasts, the Astrals are seen as being capable of nearly
anything, so those who do seek their home often hope to
obtain such miraculous possibilities, seeing Estalucia as a
place where any wish can be granted.
Pandemonium
A massive tower that stands ominously in the sky, reaching
down far below the bouyancy level where airships can fly.
Rumored to reach all the way down to the Crimson Horizon,
the land of the dead below the Sky Realm, it once was
surrounded from by scarlet skies. The seal has since been
strengthened again though and the beautiful blue skies have
been restored. Still, the tower remains incredibly dangerous
by its nature - rather than a passage, the true purpose of the
tower is a prison.
Pandemonium was constructed to contain the Primal
Beasts who rebelled against their Astral masters, forever
imprisoned. Any who would dare traverse the tower in search
of treasure or ancient secrets will have to contend with its
prisoners, fighting monsters and Primal Beasts the likes of
which normal people would never encounter.
The Otherworld
Also known as the Crimson Horizon, the land below the
Sky Realm is dyed deep red by those who can see it - for most
though, it's so far below the clouds that it can't be seen, a
mythical realm of the dead that exists below the sky. While
some may think this is a place where they dead go to rest and
others may consider it a realm of demons, the truth is far
beyond that. The very Crimson Horizon itself is harmful to
the world above, and any connection between the two invites
destruction as the chaotic nature of the Otherworld floods the
natural order of the Sky Realm and tears apart its very fabric.
Attempting to travel to, communicate with or in any way
connect to the Otherworld is not advisable.
The Moon
"A mutable celestial body, considerably larger than
everything else in the night sky. The skydwellers look upon it
with a sense of wonder, as it is constantly changing form. It
was once thought to be just a pale star, but when Zeta
discovers a mural on Moon Sliver, the crew believes that it's
an island floating in the upper regions of the sky."
A heavenly body that floats in the night sky. Considered to
be as distant and disconnected to the world as the sun or any
star, in truth this celestial land may be closer than originally
thought. Some have even calculated methods that, with
sufficient propulsion, far stronger than what any airship is
capable of, it might be possible to reach it. What would await
any visitors there though is a mystery, as it appears desolate
to any observers from the lands below.
Grim Basin
"An area brimming with miasma that divides the Skydom.
Violent winds whip the miasma in the Basin into a frenzy.
Crews that sail here have to fight not only countless fiendish
creatures, but relentless gales that threaten to tear their
airship apart. It's said that the only way to pass through this
evil place is to assemble all the scattered pieces of the Sky
Map."
No matter how endless the skies may appear, a universal
barrier that cuts through the endless blue is the Grim Basin,
the storm of miasma that divides the skydoms. Full of
monsters and debris, it's no place for any normal person to
cross, much less try to explore. Yet rumors say that there are
some pockets within the dark fog where islands exist, their
residents forever trapped in isolation. More likely, and more
enticingly, ancient ruins and Astral treasures might exist
hidden in those depths where few have explored. The truth
may never be known though, as it's too risky to enter. For
most, and for the best, the Grim Basin simply remains as an
impassible barrier of darkness and storm.
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Important Groups
While governments and organizations exist in as great of
multitude as the islands they inhabit, a number of fairly large
groups with influence that span several islands and reach
across the sky are listed below, some of which you may come
across in your adventures. They might serve as allies,
adversaries or even origins for your adventures.
power beyond most other law keeping forces. The branch
that patrols Phantegrande is the Fourth Fleet, headquartered
on Amalthea Island and usually commanded by Monika
Weisswind when the Blue Knight is absent.
The Knickknack Shack
A chain of stores found on many islands all across the
Phantegrande Skydom, providing goods and services of all
kinds and apparently run by a very industrious Harvin named
Sierokarte. Many people rely on the Knickknack Shack's
services in their daily lives for necessities or mailing services,
and for Skyfarers it's even more invaluable. Besides just
goods, information and jobs can be obtained too; because of
Siero's wide network, many people post jobs and requests for
Skyfarers with her, and as a result many skyfarers rely on her
to find work. Likewise, the Knickknack Shack also serves as
an intermediate for dealing with treasures and goods found
on quests, be it buying or selling, so it's not uncommon for
very uncommon items to make their way onto the market. Its
rumored that with her wide network of contacts and
informants, even the forging or restoring legendary items can
be possible.
Regardless of what services you need, most anyone who's
even vaguely well-traveled knows the name of the Knickknack
Shack. It's the first place to look, whether you're looking for a
lead on a legendary quest or just a part-time summer job.
"An island used as headquarters for the Crew of Enforcers'
Fourth Fleet, which oversees the Phantagrande Skydom. The
entire island belongs to the Fourth Fleet, and almost all of its
inhabitants are members of the Crew of Enforcers or are
related to the crew and its activities. The area is becoming
well-known for second chances, as there are many stories of
people who found work here after being captured by the
Crew of Enforcers and choosing to turn their lives around."
Especially reliable crews may be asked to help with the
activities of the Enforcers, while especially notorious ones
may find themselves on the wrong ends of their swords.
The Crew of Enforcers
The Society
The Crew of Enforcers are a peacekeeping group that
patrols the skies, beholden to no one government. As they
both posses power on par with most governments and moral
codes that align with most, they are generally recognized for
their duty, often serving as intermediaries or special agents
that can pursue criminals regardless of national borders.
They actually exist in multiple skydoms, headed by the Blue
Knight of the Luminary Knights, giving them far reach and
A secretive group that hunts Primal Beasts. Besides their
vast intelligence network and armed forces, their elite corps
consist of Contractors, special agents that hold contracts with
powerful Seal Weapons that give them enough power go toeto-toe with Primal Beasts on their own. They also seem to
posses technology that goes far beyond what most have in the
skies, with powerful guns, data storage machines and
handheld long-range communication devicees. There are
many rumors as to what their purpose is, whether they seek
The Astrals
Beings from the Astral Realm, unaging, undying
and rumored to be all-powerful. Their cultural and
technological advances are too numerous to count,
foremost of which being the airships which still
define the Sky Realm to this day. But perhaps the
greatest show of their power is the creation of the
god-like Primal Beasts, and their complete mastery
of them. To skydwellers today, Primal Beasts are
like deities or disasters. To the Astrals, they were
mere tools.
After The War, the Astrals left the Sky Realm and
returned to the Astral Realm, and have not been
seen since. As far as is known, no living Astrals
remain in the sky, though there are rumors that the
Emperor of the former Erste Empire was an Astral,
though his location is no longer known.
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Primal Beasts to enslave them or create new weapons, if they
serve some government in secret or plan to take rule for
themselves. Their true objective and the source of their
technology is an ancient enemy that they refer to as the Foe.
While also subduing dangerous Primal Beasts and collecting
research, they prepare for battle against their loathesome
enemy, the mysterious Foe that seem to have their eyes on the
conquering the Sky Realm.
The Foe
The true identity of the insidious enemy the Society faces
are moondwellers, a mysterious society that lives on the
moon, calling themselves Central Axis. For thousands of
years they have been planning invasion of the skies, sending
agents down into the Sky Realm to prepare for their advance.
Their primary method is to stir up unrest among the
civilizations of the sky, using spies and imposters to turn
people against each other, be they small communities or
entire kingdoms going to war with one another. They hold
highly advanced technology, including life extension
procedures that, when performed regularly, allow them to live
almost indefinitely. As a result, their sense of time scale is
completely different than the mortal races on the surface
world, often measuring actions and plans in hundreds of
years.
The Foe prioritize logic and utility over all else. Their
society is stratified into their administrators and soldiers,
with every individual living only to accomplish their assigned
tasks. This gives them great strength and efficiency, but also
renders them unable to understand or predict the emotional
and often illogical actions of the Skydwellers that they seek to
conquer. Still, they are quite formidable and perhaps the only
saving grace is how willing they are to wait decades to act.
Otherworldly Beings
Inhuman beings, often seen as demons or devils from
beyond the veil. As the Crimson Horizon is often considered
to be the land of the dead where the souls go to rest, it is no
surprise that the strange creatures that live there would be
considered as such. The majority of them seem to be
inscrutable beings bent only on the destruction of the Sky
Realm, but some show a surprising degree of intelligence and
ability to communicate - though they use this to only further
their plans, manipulating skydwellers with promises of power
to gain collaborators to open portals to the Otherworld.
Calling themselves Precursors, they claim that their ultimate
goal is the destruction of the Sky God and Astral God.
Unique Items and Materials
While a variety of magical items and materials exist in the
Sky Realm, below are a few that particularly relate to this
setting and its factions.
Dark Essence
Previously developed by the former Erste Empire, Dark
Essence is a volatile material with the unique ability to
influence and control Primal Beasts, allowing non-Astral
people to enslave and master them. The process is very
painful to the controlled beast, and overuse can cause lasting
damage. This can be used to force a Primal Beast to use its
powers beyond its normal limits, and extreme overuse can
create a Malice form of the beast, a corrupted existence
devoid of reason.
Dark Essence can also be used by mortal wielders to
incarnate a powerful, transformed body of armor, giving them
far greater power than any normal person should have. As
with Primal Beasts though, it is just as harmful to health and
sanity, especially with prolonged and repeated use.
Seal Weapons
Special weapons employed by the Society. They can only
be used by special contractors who have been bound to their
weapons, allowing them to unseal their full potential. These
weapons allow their users to go up against Primal Beasts in a
straight battle, and can even grow in strength and adapt to
their user's needs as if they were alive.
The reason for this is because the true identity of Seal
Weapons are Automagods, self-operating destructive
weapons created by Central Axis on the moon. The
eponymous seal is what forces the robotic monstrosities into
a manageable weapons that can be wielded by contractors,
even if they don't know the true origin of their semi-intelligent
weapons.
Chaos Matter
The Otherworld is a place removed from the normal laws
of time and space, and the things that can be found there are
likewise removed from the laws of the cosmos. Chaos Matter
is a condensed material forged from the swirling disorder
and miasma that floods the Crimson Horizon and often
bathed in the blood of Otherworldly Beings battled in that
timeless realm. The end result is a material as sinister as its
origins; Chaos Matter has the ability to end immortality,
instantly slaying the nigh immortal Primal Beasts of even the
highest order with a single strike.
13
Playing Granblue Fantasy in D&D
W
hile this playbook will not be including any full
adventures or a complete bestiary and item
list, below are listed some quick tips and ideas
for how to transform your Dungeons and
Dragons campaign into a Granblue Fantasy
adventure. Afterward will follow complete
pages for races and classes from the Sky
Realm for players to use in creating their characters, and
finally an Adventure Generator for quick adventure ideas.
Plot Hooks
Why does your group travel the skies? Why are the working
together? For what reason do they have to explore the strange
and mysterious? These are all important questions for any
campaign and below are some possible answers.
Skyfaring Crew
The most obvious but perhaps the most appealing reason
for a group of misfits to travel the sky together and face
various trials and tribulations is because they are part of a
crew of skyfarers who travel together on an airship from
island to island. By their nature, skyfarers are constantly
traveling to new places in search of work at the very least, if
not some greater goal that drives them to journey. Being a
crew of skyfarers means being beholden to no particular
culture or source of authority higher than your captain.
Traveling by personal airship means that the group always
has a familiar home base they can retreat to. They can
choose to stay in places that interest them or move on to new
locales. The DM can also motivate them to move on with the
lure of new missions or can cause trouble to strand them on
an island. The airship and the nomadic skyfaring lifestyle can
also provide playgroup flexibility. Any time the airship docks,
there can always be reason for members to stay aboard while
the rest of the group is adventuring if someone can't be
present for a session. This allows them to be close by to join
as needed and not be left behind as the group travels. For
more extended abscences, or to explain why a group might
not be able to rely on them immediately, it's common for
skyfarers to take temporary leave of their crews either for
smaller missions that might require their specific expertise or
for time off. Overall, a skyfaring crew gives the most flexibility
and convenience, though coming up with a greater direction
for the group overall is left up to the players and DM.
Special Agents
Whether you work for a kingdom, an empire, a religious
order or the Society, you are a specialized team sent to
handle problems that are out of the ordinary - or in training to
be one. As part of a larger organization, you have access to a
wide network of resources and information, and a base of
operations that you can rely on. You may be sent out to any
number of exotic locales to handle extraordinary situations.
While this helps provide structure and support, it does mean
14
less freedom, as the party will be beholden to the
organization's greater objectives. Authority and structure can
provide motivation and organization for a team of loose
cannons though, giving a sense of purpose and direction if
the player characters are not naturally inclined towards that.
As part of a large organization with reach across many
islands across the sky, you have many reasons and
opportunities to visit a variety of places, and orders from on
high can give reason why the players may end up going
somewhere their characters would not personally choose to
go. Having the reach of a large organization also gives a
perfect reason beyond plot convenience for the group to
constantly be in the thick of the most pressing events of the
Sky Realm.
Themed Group
Whether part of a guild, a religious order, a local club, or
coincidentally likeminded group of fellows, having a theme to
your party can add a lot of direction and a unique spin to your
adventure. Working for a particular industry can give an
inhernet reason for exploring certain regions - even a mining
association might end up exploring a dangerous, monsterinfested island. Or having a particular goal, like hunting
legendary treasures or ingredients could have your group
following all kinds of clues in search of their prize.
This premise can work with both a smaller group, like a
skyfaring crew, or as part of a larger organization, like a guild
or association. Using a theme can string together seemingly
unconnected adventures - for example a gourmet guild may
be hunting monsters one day, journeying to far off lands in
search of ingredients another, or negotiating with crafting
experts for specialized cooking tools the next. By looking at
the parts that might be missing, or considering the next big
challenge, the story can naturally flow onward.
you can convert the currencies listed in most materials as 1cp
to 1 rupie, 1sp to 10 rupies, 1ep to 50 rupies, 1gp to 100
rupies, and 1pp to 1,000 rupies.
When Adventure Comes Knocking
Languages
Sometimes you don't set out for adventure, but adventure
comes to you. The skies aren't always a predictable place and
even the quietest villages are no strangers to monster attacks.
All it takes is an ancient weapon to awaken, a Primal Beast to
go on a rampage or an airship passing overhead to drop some
valuable cargo to suddenly turn a peaceful rural life into
something extraordinary. Groups thrown together through
circumstance, either to defeat a force impinging on their
peaceful lifestyle, or simply to survive, can tie together people
of disparate origins and ways of life. If your group wants to
play characters that have vastly different ideals or lifestyles, a
well-timed disaster can be just the rope to tie them together.
This can let people to play out semi-antagonistic relationships
that otherwise might not occur in more planned groups. This
can also be a reason why a group is may be not exactly the
most balanced or lacking in experience. This also gives a
reason for members of a group to not be previously familiar
with each other, getting to know each other for the first time
as the adventure unfolds.
This way requires the least preparation beforehand, but
also provides the least inherent structure going forward.
Forging spontaneous bonds through unplanned interactions
can be highly rewarding, but also can be a lot of work and
possibly even fail. If structure is desired in the future though,
this kind of beginning can easily transform into a skyfaring
crew or being part of a larger organization - after all, you'll
need to find an airship no matter what you if you want to
journey beyond more than one island.
Game Adjustments
While Granblue Fantasy has deep fantasy roots, and
Dungeons and Dragons is a very flexible and open system,
some adjustments need to be made for them to fit one
another. Below are some ways to fit your campaign to the Sky
Realm.
Money
The most common currency in the skies is the rupie. For a
conversion rate, 1 rupie is closest to being 1 copper, meaning
Most cultures in the Sky Realm speak the same common
language. Some particularly ancient texts may be written in
different languages, and some cultures may have some
unique vocabulary because of their origins. Texts of Astral
origin will often be writtin in ancient Astral. Even goblins
speak a broken form of Common. Because extra languages
are so unlikely to come up, you may either ignore extra
language proficiencies or replace them with tool proficiences
as necessary.
Cosmology
The only proper planes of existence are the Sky Realm, the
Astral Realm, and the Earthly Realm, the latter of which is
more commonly called the Crimson Horizon or Otherworld.
The Sky Realm is analogous to the Material Plane. Fey
creatures and elementals exist freely in this realm, as do
celestial and feindish beings, though they may more
commonly exist on islands that resemble their usual planes
of existence. Therefore, spells to banish, summon or travel to
or from those planes can instead be used to interact with
these extreme islands. The Ethereal Plane can be assumed to
be of a similar function as usual with no real defining
features beyond reflecting the Material Plane. The Astral
Plane (not to be confused with the Astral Realm) is analogous
to the hall of dreams, a collective unconscious that connects
the dreams of all skydwellers. It does not connect to divine or
demonic realms though.
As the Astral Realm is a completely unknown place that no
skydweller has ever reached and even Astrals cannot freely
travel to, and the Otherworld is a land of chaos that the very
act of connecting to threatens to destroy the entire Sky
Realm, use of the Gate and Plane Shift spells or any other
methods of planar travel should be highly restricted by the
DM or forbidden entirely.
Religion
There are a wide variety of religions in the Sky Realm, as
can be expected of its many isolated cultures dotted across its
islands. However, the only actual gods of the Sky Realm
15
are the Sky God and Astral God, the split remnants of the
God of Creation, who most only regard in a strictly mythical
capacity and generally do not worship. That said, the many
clerics and paladins of the Sky Realm derive their divine
power from their faith, be it in a being that doesn't exist or
one that does. Besides the ineffible gods of the Sky and Astral
Realms, there are many creatures that could grant power to
those that worship them, not the least of which are Primal
Beasts. Whether knowingly or unknowingly, many religions
have Primal Beasts as the focus of their worship. While some
might consciously grant their blessing to those who pray to
them, in more cases any divine powers derived may be drawn
from the unconscious dispersion of a Primal Beast's natural
energy, the weilder's innate magic, the power of their faith
itself, or some combination of them. Regardless of the truth
of the matter, there is no shortage of people who wield divine
power, the end results of which are undeniable.
Magic
Magic is plentiful and common in most places of the sky.
Some magics that are part of Dungeons and Dragons and its
multiverse are fundamentally problematic in the setting of
Granblue Fantasy and should be either omitted or highly
restricted. Below are some groups of spells that should be
handled with care.
Communication
Magic for long distance or telepathic communication exists
but is far from common. The Sending spell represents a
method of long range communication that could revolutionize
the relationships between islands and far off nations. As that
kind of network does not exist in the Sky Realm, despite
being only a 3rd level spell, the use and learning of Sending
should be considered fairly special and extraordinary, if not
outright restricted in the campaign entirely.
Airships are the primary mode of transportation in the Sky
Realm. Even for Astrals, long distance teleportation was not
an option for general transport. Unlike many Dungeons and
Dragons worlds, Teleportation Circles are not a common
feature in cities. In keeping with this, the Teleportation Circle
spell should be considered very rare or restricted. Its use and
knowledge could revolutionize economic and cultural
relations, so it is certainly not a spell many if any have
learned. Even Astral ruins would not typically have circles.
Likewise, the Gate and Plane Shift spells should be
considered even more rare or non-existant. At this time, there
is no known method of traveling between the Sky Realm and
Astral Realm, though presumably the Astrals were capable of
this feat, given their previous invasion and subsequent
retreat. It is rumored some Primal Beasts even had the
power to observe and even reach out to entirely different
worlds, though no one has documented it occuring.
While the Crimson Horizon can easily be traveled to by
dropping down through the sky, it is generally assumed to be
one-way and not survivable. Tears and connections between
the Crimson Horizon and the Sky Realm have occured but
even just connecting the two realms is catostrophic as the
chaos permeating the Otherworld flows up to destroy the
order of the sky.
Astral Projection can still be used to travel to the realm of
dreams, but there are no portals leading to other planes
there.
Resurrection
All forms of raising the dead as living, breathing beings are
a completely unknown, though the creation of undead
happens in many places. The use of the Raise Dead,
Reincarnate, Resurrection, and True Resurrection spells
should be completely nonexistent or considered to entirely
miraculous. If needed, consider resurrection to be a
legendary goal or a miraculous single occurance; the ability
to repeatedly return the dead to life could greatly upset the
natural order of the skies.
Firearms
Your Own Skies
These suggestions are made to best let the
Dungeons and Dragons system simulate the canon
experience of Granblue Fantasy. There's no reason
you can't ignore them to play more like regular
Dungeons and Dragons, change even more things
or add your own twists on the Sky Realm. There are
many strange and wonderous things that exist in
some corner of the sky, but you could always make
it commonplace across the sky - lost technology,
idol culture, speedship racing, teleportation rings,
sending stations, all sorts of changes could
revolutionize the skies. You could even add the
other planes of existence and enable planar travel the sky is yours to make and remake as you like.
Teleportation and Planar Travel
16
Guns and gunpowder are common in the Sky Realm, as
much a trusty part of any skyfaring arsenal as swords, spears
and bows. The only reason they seem not to have obsoleted
the latter is their difficulty of construction, maintenance and
enchantment. Because of these issues and their relatively
short history, guns do not necessarily outclass other weapon
types at the highest tiers of combat.
DMs can use Renaissance Era Firearms from the Dungeon
Master's Guide, Chapter 9 and the rules therein. As an
alternative, with how common firearms are, DMs can rule
that for any ranged weapon normally available, a firearm
version of it exists with the same stats and properties.
Characters that would gain a proficiency for a ranged weapon
may instead gain proficiency in the equivalent firearm.
Airships
As airships are common in the Sky Realm and sea travel is
relatively rare, DMs can either let players replace any
instance of Vehicle Proficiency (Water) with Vehicle
Proficiency (Air) or let it count as both.
Races of the Sky Realm
T
here are four main races that populate the
many islands of the Sky Realm: Draphs,
Erunes, Harvins and Humans. In general, none
of these races retain distinct cultures from
each other, usually found living in harmony in a
wide variety of civilizations and places. Some
areas may be more or less populated by one of
the groups, but it's somewhat unusual for any of them to be
completely unrepresented in a community. There are small
areas that may still retain populations mostly of one race, but
any island that sees regular trade is no stranger to the others.
In summary, Draph are known for their strength and hardy
bodies. They are seen in many places as hard workers and
skilled craftspeople. Erunes are known for their dexterity
and skill. They are often seen as performers, artisans and
scholars. Harvins are known for their resourcefulness and
adaptability. They can be found as merchants and politicians
in many cities. Humans are known for their resilience and
determination, found in every corner of the sky no matter the
environment, always pressing on.
Other races are scattered throughout the sky, but in far
fewer numbers. Crystalia, Souvals and Vampires all live on
only singular islands normally. Goblins are extremely
common but generally only work together in primitive tribes,
not associating with other civilized races except to raid them
for goods. One working together with other races would be a
very rare case. Half-dragons are known to exist, but are
extremely rare. The Erste Kingdom manufactures Golems,
but only a handful of cases have expressed self-awareness.
There are also rumors of a research vessel that unearthed an
ancient automaton that exhibits personality. While Primal
Beasts exist all over the skies, they generally do not interact,
or much less travel with mortal peoples.
Other races may yet exist in the Sky Realm - whether
natives of a secluded island or travelers brought by an
interplanar rift. Races not included in this guide could exist in
the Sky Realm, though they'd be considered very rare
oddities in most places.
17
Draph
"I can hear something... like a cracking sound! Waaah!"
Lyria cries out as a large fissure races through the ground. It
runs straight up the mountain, spewing clouds of dust into
the air.
"Hey! Isn't that where they said the thieves' hideout was?"
asks Vyrn.
"Galadar, did you just whack the fault line?" the mine
foreman breathes in disbelief.
"Impossible... It takes scientists years to work out where
those are," says an equally stunned Katalina.
Galadar only scoffs. "Well, I'm no scientist, but I could tell.
Soil color, smell, sound, and moisture. That's what told me."
-Granblue Fantasy, Meeting Galadar
One of the four major races of the Sky Realm, Draphs can
be found on most any islands, but especially where there is
industry and hard work to be done. From talented makers of
swords to skilled wielders of them, Draphs put their powerful
bodies to work in a variety of fields. Whether tall or small, the
horned Draphs can be counted on to pull their weight with a
stubborn determination - or just plain stubbornness.
Horned and Huge
Draphs live on the outer extremes of size in comparison to
humans - in both ways. While all draphs share their horned
heads with pointed, bovine ears and their enormous strength,
Draph men are usually imposing figures over seven feet in
height even without their horns. With bulky bodies and broad
chests, most Draph men look like powerful figures of
strength, whether they intend to be or not. Meanwhile, Draph
women may be just as strong but are often much smaller,
only a bit more than four feet in height, with even four and a
half being considered fairly tall. They're just as large of chest
though, albeit in a different direction, and their voluptuous
forms make them the envy of many. This makes them no less
hardy though, and all Draph are well known for their
toughness and determination.
A Draph's most unique feature though are their horns.
Draph horns come in a variety of shapes and sizes, ranging
from curves the size of a human's hand to great prongs
adding a foot or more to their height. They generally originate
from their temples and curve in a forward to upward
direction like a bull's, though it's not unheard of for them to
point forward and down or even straight up. Some horns
18
even point outward rather than curving up or to the front.
The exact shape and thickness can vary greatly too, from
smooth to angular, a simple curve to a waving pattern, thin or
heavy and thick. The color tends to be either a hard brown or
bone white, though other variations have been seen.
In terms of coloration, most Draphs have the same range
of skin tones, hair and eye colors as humans. While there is
no particular cultural aspect to their clothing such that there
can be considered a certain fashion that is traditionally
Draph, their unique bodies mean it's very easy to tell when
clothing or armor has been fashioned for a Draph. At most,
fashion accessories for their horns is a common feature for
both Draph men and women, but hardly universal.
Hardy and Forward
While Draphs have spread across the skies to as many
cultures as any other race, they can often be found in harsher
climates and centers of industry where their work ethics,
tough bodies and strong muscles give them an advantage. In
the Phantegrande Skydom, the duchy of Valtz with its
volcanic activity is home to many Draphs who labor in the
metalworking industry there. Many other similar places dot
the skies, but Draphs can be found just about anywhere a
strong arm is needed, be it at a forge or in the field.
Because of their bodies and horns, Draphs tend to stand
out, making them unsuited for matters of secrecy and
espionage. Though not incapable of duplicity or delicacy any
more than anyone else, they aren't known for either and most
Draphs are content to uphold their bold, forward image. As
merchants they might present themselves as swinging an
honest deal, as craftspeople they can lean on an image of
powerful passion, as combatants they tend towards the front
of the charge rather than the back. Wherever Draphs go, they
cut eye-catching figures and generally aren't ones to hide that.
Draph Names
Modern Draphs live in a variety of cultures across the
skies, but many of them share similar sounding names. While
it's not strange for them to adopt names of their current
environment, they may also twist them or choose names that
also suit traditional Draph naming conventions. Most Draph
names usually start with a soft "A" (ah) sound as their first
syllable, as the start of the name or after a consonant, and
almost always end with a soft "A" or "Ar" sound. Traditional
male Draph names always include a voiced constant or the
unvoiced P sound (G, Z, D, J, B and P sounds).
Male Names: Aviza, Bakura, Baotorda, Galadar, Garma,
Gandharva, Reinhardtzar, Vanzza, Vaseraga, Zaja, Zarazustra
Female Names: Alicia, Almeida, Anissida, Carmelina,
Danua, Donna, Hallessena, Karva, Ladiva, Narmaya, Razia,
Sarya, Yaia
other Draphs cannot, and generally get along better with
other races.
Size Shorter Draphs, who are mostly women, are
commonly between 4 and 4.5 feet tall. Your size is Medium.
Ability Score Increase Your Constitution or Charisma
score increases by 1.
Flexible Build You count as one size smaller when
squeezing into Small spaces, but you cannot squeeze into
Tiny spaces.
Draph Traits
Draphs have hardy bodies and strong spirits, and they cut
imposing figures whether they stand tall or short.
Ability Score Increase Your Strength score increases by
1, and your Constitution score increases by 1.
Age Draphs have similar lifespans to Humans and reach
maturity at the same age. But while Draph children are not so
different in size from Human children, at as early as ten years
of age or even younger they start to diverge significantly,
growing quickly to match the kinds of bodies they'll have as
adults.
Alignment Draphs live in a variety of roles in a variety of
cultures, but due to their natural stubbornness they tend
slightly towards lawful, with even those who rebel against
society tending to have their own codes of conduct.
Speed Your base walking speed is 30 feet.
Horns While not ideal, your horn can be used as melee
weapons to make unarmed strikes. If you hit with them, you
deal piercing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
Draph Toughness Your hit point maximum increases by 1,
and it increases by 1 every time you gain a level.
Powerful Presence You have proficiency in one of the
following skills of your choice: Intimidation or Persuasion.
Languages You can speak, read, and write Common and
one other language of your choice (when used outside of
Granblue Fantasy).
Size While gender is a social construct, it's undeniable that
Draphs come in two sizes: tall and short. Taller, typically male
Draphs can leverage their size to their advantage in terms of
raw strength. Shorter, typically female Draphs can more
easily fit places other Draphs cannot, and generally get along
better with other races. Both sizes are equally hardy and
resilient though. Choose one of the two sizes presented
below.
Tall Draph
Taller, typically male Draphs can leverage their size to their
advantage in terms of raw strength
Size Taller Draphs, who are mostly men, are commonly
between 7 and 7.5 feet tall . Your size is Medium.
Ability Score Increase Your Strength or Constitution
score increases by 1.
Powerful Build You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Short Draph
Shorter, typically female Draphs can more easily fit places
19
Erune
"I wanted to protect my village just like everyone else. So I
started going to archery classes. But it wasn't enough for me
to become a regular guardian. When I was looking for
something to use instead of the bow, I started reading about
the world beyond this island. And now I've learned lots of
things that the people here know nothing about! I just know
some of it will come in handy! The elder doesn't approve of
outsiders. He doesn't even like that I'm using a crossbow. But
if I make it through the trials, they'll have to admit that all this
knowledge is worth something after all!"
— Granblue Fantasy, Yesterday's Scars and Tomorrow's
Hope
Erunes are one of the four major races that populate the
skies, and while many trace their origins to remote villages
and enclaves nestled the forests and magical places of the
world, nowadays they can be found in every walk of life. Their
inherent grace and traditions often lends them to professions
of artistry and magic or acting as stewards of nature, they are
nonetheless flexible enough that they are often seen in a
variety of jobs from soldiers to assassins, wherever quick
thinking and quicker reflexes might be of use.
Grace and Nature
Erunes are very similar to humans in appearance, though
with a bias towards the more slender side of the spectrum of
human expression. Still, most could pass as human - if not for
the presence of very obvious, large animal-like ears on their
heads. While they can come in a variety of shapes and sizes,
most Erune ears are triangular and pointed, much like a cat
or wolf's ears, roughly the size of their hands. The fur on
their ears either tends to match the color of their hair or be of
a darker brown shade. A few rare bloodlines of Erunes also
have tails that are nearly identical to those of animals, be they
dogs, foxes, cats or even monkeys. Other than that, most
Erunes do not differ from humans much in terms of height or
weight, though they are almost always of a taller, slender
build, rarely stocky or broad shouldered.
Erunes’ coloration encompasses the normal human range
and also includes hair colors of natural silver, white, more
vivid reds, pinks and even blues. While their taste in clothing
has grown as varied as their places in society, traditional
Erune clothing often leaves their back and sides uncovered
20
and many Erunes have modified more modern or
multicultural outfits to also include this bold fashion choice.
Guardians of Tradition
While Erunes have spread to a variety of cultures, in some
areas they still remain as parts of long standing traditions. Be
they tight-knit woodland villages or storied monarchies, there
are many Erune communities passing down a number of
techniques and teachings, many of which stay with them even
if they leave to travel afar. Many forested islands are dotted
with small Erune communities based on hunting and living
as stewards of the woods. There they hone their skills and
pass down a self-sufficient way of life that they've followed for
centuries. While this lifestyle has led to the creation of many
a honed warrior or artisan, in other ways it also stifles change
and evolution with their strict laws and isolation. Not
surprisingly, this has led to more than a few young Erune to
leave for the wider world to make their own fortunes.
On other islands, rather than humble villages some Erunes
lay claim to lines of royalty. Inherent paragons of beauty and
elegance, they cut naturally charismatic figures. Besides
executive power, they have ancient techniques, pacts and arts
that are often passed down through these lines. From
monarchies to families of sacred guardians, a number of
distinct bloodlines exist among the many skydoms. And while
most would remain within their palatial estates, it's not
unheard of for scions, prodigal or otherwise, to be seen
journeying across the wide blue, or for Erunes who thought
they were of common stock to realize that the blood of royalty
flows through their veins, sometimes manifesting in unique
physical features such as the shape of their ears or the
presence of a tail, or more arcane signs such as the power to
tap into ancestral abilities.
In the end though, these easily visible monuments of Erune
culture are a minority in terms of numbers to the many
Erunes who now live across the skies in harmony with the
three other races of skydwellers considered greater humanity.
Their cultures are more a product of location than race,
though traces of their woodland or traditional origins often
remain.
Erune Names
One such trace that has remained with many Erunes is the
sounds of their names. Though the exact meaning or cultural
origins of them have been lost to time, Erune names seem to
have the same softer sounds, either harking back to an
ancient unified Erune culture or simply the product of what
sounds pleasing to their furred ears. While circumstance or
choice can of course lead to any other variety of names, most
Erune names avoid voiced constants or the unvoiced P sound
(G, Z, D, J, B and P sounds are not used).
Male Names: Altos, Ceylan, Elmott, Eustace, Fehr,
Flesselles, Hailak, Helnar, Keehar, Lowain, Nehan, Rhens,
Sarunan, Seruel, Thelonim
Female Names: Arusha, Asha, Cailana, Ferry, Heles, Ilsa,
Karteira, Kition, Korwa, Melleau, Metera, Nemone, Selfira,
Sen, Sutera, Yuisis
and Perception skills.
Languages You can speak, read, and write Common and
one other language of your choice (when used outside of
Granblue Fantasy).
Subrace While not distinct enough that most would
consider the divide significant or particularly defining, ages of
different cultural upbringings have come to separate the
skills and strengths of different Erunes in larger terms. These
are closer to being broad fields of specialization than true
subraces though, with only the most isolated communities
being monolithic, but in the cases of some bloodlines, the
differences can be quite unique. Choose one of the three
subraces presented below or one from another source.
Erune Traits
Erunes are skilled in matters of both art and war, magical
or otherwise, thanks to long traditions mixed with modern
techniques.
Ability Score Increase Your Dexterity score increases by
2.
Age Erunes grow and mature at the same rate as humans,
and have the same lifespans.
Alignment Erunes tend toward no particular alignment as
a whole. For every Erune living as part of a traditional village
or upholding the rites of their bloodline, another rebels
against that and yet another has adopted a different culture.
Size Erunes range from under 5 to over 6 feet tall and have
slender builds. Your size is Medium.
Speed Your base walking speed is 30 feet.
Wild Affinity You have proficiency in the Animal Handling
Artisan Erune
Through traditional knowledge handed down through
generations or learning obtained by their own curiosity, many
Erunes have gone on to become scholars, mages and
craftspeople of great renown throughout the skies. Whether
it be the arcane arts or aesthetic arts, Erunes bring skill and
grace to their craft in a variety of ways.
Ability Score Increase Your Wisdom score increases by 1.
Touch of Artistry You have proficiency with one type of
artisan's tools or one musical instrument.
Learned Aptitude You have proficiency in an Intelligence,
Wisdom or Charisma skill of your choice.
Eye for Detail Your Investigation bonus is increased by 1.
21
Guardian Erune
Whether they still live as hunters in the woods or have long
since left for the city, many Erunes possess an array of skills
suited to survival, both in a technical sense and a martial one.
The same skills that served them or their ancestors well in
the forests now serve just as well fighting monsters across
lands, waging war or even just protecting their new
communities. While some proudly carry their cultures along
with those skills, others have cast them aside to turn their
abilities to more selfish exploits.
Ability Score Increase Your Strength score increases by
1.
Hunter's Training You have proficiency with the dagger,
longsword, shortsword, shortbow, and longbow.
Steward's Knack You have proficiency in Survival checks.
Your proficiency bonus is doubled for any Perception check
involving hearing and your passive Perception is increased by
1.
Bloodline Erune
Certain bloodlines of Erunes have a more linear history
than others and carry with them very specific traditions and
oftentimes special abilities. While their appearances are even
more varied than other Erunes and their histories and
powers likewise, a common difference for these rare families
is the presence of tails, which most Erunes notably lack.
22
These traits can be recessive though, and it's not unheard of
for an Erune from what was thought to be an unremarkable
family to be born with a tail, heir to an ancient tradition and
possibly its abilities too.
Ability Score Increase Your Charisma score increases by
1.
Unique Appearance You have a tail that matches the
appearance of a furred mammal of your choice. Your ears
match as well. These traits are hereditary marks of your
bloodline.
Traditional Arts You have proficiency in the Performance
skill and with the weapon of your choice.
Bloodline Ability Your bloodline gives you powers relating
to the animal from which you draw your form. Choose one of
the bloodlines below.
Dancing Flame An heir to the royal Erune houses tied to
Lady Ninetails, you have the ears and tail of a fox and the
power to summon foxfire. You know the Dancing Lights and
Produce Flame cantrips. Charisma is your spellcasting ability
for them.
Divine Beast You are connected to the divine spirit of a
specific kind of animal. Your ears and tail resemble that
animal and you share a deep connection with all animals of
its kind. You can cast Animal Friendship and Speak with
Animals an unlimited number of times with this trait, but you
can target only animals of your divine beast with them.
Starting at 3rd level, you can also cast Find Familiar with this
trait without using material components. Your familiar is an
animal of your divine beast (if it is not on the Find Familiar
list of animals, your familiar can use one of their stats
instead; it is small or tiny instead of its normal size). Once you
cast it, you can’t do so again until you finish a long rest.
Charisma is your spellcasting ability for these spells.
Other Bloodline You are connected to some other animal
whose features you share. Perhaps it was divine beast, or a
demonic one, or of some other origin entirely. Either way, it
has strong ties to your lineage and because of that you share
a portion of its power. You know one cantrip of your choice.
Charisma is your spellcasting ability for it.
appearance is their large, triangular ears, sometimes covered
in light downy fur. There's no particular style of fashion that
can be considered unique to Harvins, though obviously
everything from boots to armor must be fit to their sizes.
Harvin
"Mm-hm, Sierokarte, at your service. The hotel you're
staying with and I have a business partnership."
"Um... Where are your mom and dad?"
"Haha. I might not look it, but I'm definitely older than
you."
"Wait, let me guess... You're a Harvin? I'm sorry if that
came off as rude... It's just that we don't have any Harvins
where I'm from..."
"No worries! This is your first time seeing a Harvin in
person then?"
"Hm, I dunno... I came to Auguste last year too... Might've...
spotted a few..."
— Granblue Fantasy, My Beloved Auguste
The least common of the four major races of the Sky
Realm, Harvins are nonetheless found on most civilized
islands filling a variety of roles. While often excellent
academics and merchants, they haven't shied away from
more physical professions either, be it skyfaring or military
careers. Nimble and clever, Harvins have as many skills as
they have dreams to pursue with them.
A Different Perspective
Smaller than any other civilized race in the skies, Harvins
with their youthful appearances are often mistaken for
children - whether human or of their own kind. Such
impressions don't last long though, as Harvins are as
accomplished business people, craftspeople, or warriors as
any other race, even if their small statures might prevent
them from excelling in certain areas - and even then.
Harvins have all the same range of skin tones and hair
colors as humans. Usually between two and a half and three
feet tall, they have youthful features until their much later
years, though some men grow facial hair just to avoid that
confusion. Besides their height, their other main difference in
Small Hands, Large Possibilities
Perhaps due to their small and nimble nature, Harvins are
more often found in jobs requiring deft handiwork or
academic power rather than physical labor. But even that
hasn't stopped them, as many Harvins have found jobs in
combat related occupations, from mercenaries to knights.
While many use their small stature to their advantage in
stealth and long range support, some stand in direct defiance
of their size, charging straight into battle wielding weapons
as tall as they are. Still, most people are more used to seeing
Harvins in more mental occupations, from commerce to
academics, or studies of the arcane. If anything seems
consistent for the small race, it's their versatility and
adaptability, rising to any challenge and fitting a variety of
roles.
Harvin Names
Harvin names come in a variety of styles to match the
cultures they find themselves in but most Harvin names
contain at least two L and/or R sounds. Because of this, it's
not uncommon for their names to be longer or even in two
parts.
Male Names: Alistair, Balurga, Corwell, Katzelia,
Krelkulkil, Marquiares, Norcel, Raclitus, Rintaro, Sevilbarra,
Ulamnuran, Vermeil
Female Names: Arulumaya, Drusilla, Elmelaura, Haaselia,
Leonora, Milleore, Mimlemel, Sahli Lao, Sierokarte,
Suframare, Zahlhamelina
23
Harvin Traits
Harvins share a number of traits in common with other
Harvins no matter their goals.
Ability Score Increase Your Intelligence score increases
by 1, and one ability score of your choice increases by 1.
Age Harvins have the same lifespan as humans, but grow
faster and age slower. By their early teens they've reached
their full height and because their facial features don't age
much after that, it's often hard for other races to tell how old
a Harvin is until they're well advanced in years.
Alignment Harvins can be found in a variety of alignments,
but many are free-wheeling and individualistic, leading to a
slightly chaotic bent.
Size Harvins stand between 2.5 and 3 feet tall. Your size is
Small.
Speed Your base walking speed is 25 feet.
Harvin Handiness You have proficiency in the skill of your
choice and weapon of your choice.
Flexible Reactions You have advantage on Dexterity
(Acrobatics) checks against being grappled or to escape a
grapple. You have a +1 bonus to initiative.
Languages You can speak, read, and write Common and
one other language of your choice (when used outside of
Granblue Fantasy).
Subrace While not actual subraces, Harvins can largely be
grouped as being deft in skills, dexterous on the battlefield or
defiant of their tiny stature. Already a multi-talented race,
their goals have directed their skills to whatever their dreams
might be. Choose one of the three subraces presented below
or one from another source.
Dextrous Harvin
Harvins taking to more active lifestyles often use their size
and agile reflexes to their advantage, making them excellent
ranged support and scouts - or thieves and spies.
Ability Score Increase Your Dexterity score increases by
1.
Light Footsteps You have proficiency in the Stealth skill.
Harvin Evasion You can Disengage as a bonus action and
have advantage on dexterity saving throws on effects that you
can see.
Deft Harvin
Many Harvins ply their nimble fingers, quick wit and
natural charm in academic or business pursuits. Not lacking
in opportunities, they can be found in a variety of roles from
the magical to the mercantile.
Ability Score Increase Your Charisma score increases by
1.
Trade Training You have proficiency with one type of tool.
Specialization You have proficiency in one additional skill
of your choice or know one cantrip of your choice from the
wizard spell list. Intelligence is your spellcasting ability for it.
Defiant Harvin
Some rare Harvins stand in defiance of their small statures
and what some would say that makes their lot in life. They
have succeeded where others said they would fail and even
excelled in those areas, forging a path ahead for others to
follow - with a huge weapon in hand.
Ability Score Increase Your Strength score increases by
1.
Brave You have advantage on saving throws against being
frightened.
Won't Be Kept Down You have advantage on Strength
saving throws against being knocked prone.
Surprising Physique You do not have disadvantage on
attack rolls with heavy weapons due to your size. Your base
walking speed increases to 35 feet.
24
Human
The most common of the four races of the sky, which
makes them the most common race in the sky overall. This
majority isn't by an overwhelming amount in most places
though, and they still are considered merely one of the four
races that make up common skydwellers; in fact, "humanity"
is often used to describe all four races as a group. They retain
their diversity and reliability as can be expected in any world
and place though, having spread far and wide across the sky,
participating in or founding any number of different cultures.
A Constant Feature
Humans can be found in nearly every culture on every
island, filling a variety of roles. From physical work, to
intellectual pursuits, artistic expression or cold calculation,
there seems to be no field in which humans don't excel. While
in some places there may not be many Draphs, or Erunes, or
Harvins, it's rare to find place that features all three but not
humans. If anything can be said to be a consistent human
feature, it's their resilience and determination that pushes
them to every corner of the sky.
Human Traits
As varied as humans are, they have the following traits.
Ability Score Increase Your ability scores each increase
by 1.
Age Humans reach adulthood in their late teens and live
less than a century.
Alignment Humans tend toward no particular alignment.
The best and the worst are found among them.
Size Humans vary widely in height and build, from barely 5
feet to well over 6 feet tall. Regardless of your position in that
range, your size is Medium.
Speed Your base walking speed is 30 feet.
Languages You can speak, read, and write Common and
one other language of your choice (when used outside of
Granblue Fantasy).
Variant Human Traits
If your campaign uses the optional feat rules,
your Dungeon Master might allow these variant
traits, all of which replace the human's Ability
Score Increase trait.
Ability Score Increase Two different ability scores
of your choice increase by 1.
Skills You gain proficiency in one skill of your
choice.
Feat You gain one feat of your choice.
25
Crystalia
"What? A C-Crystalia?"
"You're kidding! A Crystalia here in Torwa?"
"Blankets, man, blankets! Fetch them now before we all
freeze to death!"
"I'm afraid I'm going to have to ask you to leave our
territory, miss. Finish your meal and go."
"But poor Lily! I mean, she's not even radiating frost now!"
"And can you guarantee that she won't be tomorrow as
well? Look, I don't expect you to understand, but we live by a
good maxim here. See some demihumans, run away. See one
demihuman, send it away."
— Granblue Fantasy, A Peace of the Pie
A rarity in the skies, Crystalia are mostly unknown to most
people. But in the places where they are, especially their
island of origin, the all-female demihuman race has long been
regarded with fear. Owing not to their appearance or culture,
this fear stems from their very nature - beings of ice that
exude a deadly chilling aura from their bodies as naturally as
breathing. Mostly reclusive, envoys, or Princesses as they are
called within their culture, are sometimes seen journeying
the skies for mysterious purposes, usually keeping just as
reclusive even abroad. In recent years though, they've become
more open about their culture and interacting with others, in
part because of a recent peace brokered on their home island
among the human and demihuman races, which is also due
to the other factor: gaining the ability to control and restrict
their freezing aura.
Daughters of the Snow Maiden
Crystalia all originate from the Ice Crystal Palace,
propagated from their parent and sovereign, the Snow
Maiden. While the Snow Maiden herself appears as a wreath
of glowing ice crystals with a voice that only Crystalia can
hear, the Crystalia themselves have relatively human
appearances. All holding the appearance of beautiful young
women, they are most easily differentiated by their long,
pointed ears that stick out perpendicular from their heads.
They also tend to have piercingly blue eyes, though the color
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can vary from gray to nearly greenish in hue. Their hair as
well tends towards shades of blue but with even more
variation than their eyes, ranging from silver to outright
aquamarine. Their features tend towards being delicate, their
pale skin in contrast with the colorful crystals that decorate
their clothing and make up their home. Added to the fact that
they don't age in appearance beyond what looks like human
adolescence and they overall give an almost fey impression.
Quiet and Reclusive
Though there are exceptions, and recent years have seen a
change across their culture, most Crystalia are quiet and
insular in nature. Due to their close bonds with fellow
Crystalia as an extended family and their history of being
shunned by all other races, most Crystalia are shy of other
races and cautious of the outside world in general. This
comes more from a reluctant acceptance of their poor match
with species that require temperatures above freezing to live
than of any distrust though, so they don't actually regard
others too coldly and if a bond can be formed with a
Crystalia, a lifelong friend might be made.
Most Crystalia are adverse to direct confrontation, tending
towards passive resistance, with their freezing aura serving
as the ultimate defense. Many are adept spellcasters though
and they are not shy to defend their home and family as well
as those they consider part of either.
Crystalia Traits
Crystalia Names
Given names by their progenitor the Snow Maiden, most
Crystalia bear names with soft, lilting tones that match the
translucent crystals of the palace where they live. Given the
small size of their community, almost all Crystalia only have a
single given name with no family or clan name since they all
belong to the same extended family under the Snow Maiden's
guidance.
Female Crystalia Names: Lily, Erin, Allie, Tia, Eve,
Amelie, Lina, Elle, Millie, Letty, Lia, Tali, Val, Mel
A Local Fear
While there is a great history of cross-cultural
strife and fear of the Crystalia on their home island,
in the skies at large, Crystalia are simply too
unknown for most people to be afraid of them. The
world regards them with curiosity so long as their
icy nature remains in control or hidden, and in turn
the larger world to which they previously isolated
themselves from fascinates the few Crystalia who
are brave enough to leave the Ice Crystal Palace.
While their strange appearance can sometimes
draw idle attention, they're overall not remarkable
enough for most people to notice - unless some
kind of frozen accident happens.
Crystalia have naturally icy powers thanks to their frozen
origin.
Ability Score Increase Your Intelligence score increases
by 2, and your Wisdom score increases by 1.
Age Crystalia age at the same rate as humans but appear
to stop aging during adolescence anywhere between 12-20
years of age. Mental maturity is still achieved at the same rate
though despite any appearance of halting physical growth.
Their lifespans are about the same as humans.
Alignment Due to their isolated society and reclusive
nature, most Crystalia tend towards neutral rather than good
or evil. Because of their close knit community, they also tend
towards lawful, though the ones that dare to venture outside
of their frozen homelands would be the ones most likely to
buck the trend.
Size Crystalia are about the same size and build as young
humans. Your size is Medium.
Speed Your base walking speed is 30 feet.
Frozen Body You have resistance to cold damage and
vulnerability to fire damage.
Any action, spell, feat or trait you use that would deal acid,
fire, lightning or poison damage deals cold damage instead.
The appearance is likewise cold and ice related, and any
secondary effects that no longer make sense (e.g. causing
items to ignite) are removed or replaced with a cold-related
effect instead at the DM's discretion. This does not change
the effects of weapons or other items.
Natural Cold You know the frostbite cantrip. When you
reach 3rd level, you can cast the armor of agathys spell as a
2nd-level spell once with this trait and regain the ability to do
so when you finish a long rest. Intelligence is your
spellcasting ability for these spells.
Freezing Aura The Crystalia have learned to suppress
their deadly freezing aura when traveling or meeting other
people, but they can always unleash it if the situation calls for
it. As a bonus action, you can unleash your freezing aura in a
10ft radius. All non-Crystalia creatures, friend or foe, that
begin their turn in that area must make a Constitution saving
throw. The DC for this saving throw equals 8 + your Wisdom
modifier + your proficiency bonus. A creature takes 1d4 cold
damage on a failed save, and half as much damage on a
successful one. The radius and damage can be increased to
15ft and 1d6 at 5th level, 20ft and 1d8 at 9th level, 30ft and
1d10 at 13th level, and 40ft and 1d12 at 16th level. The aura
can be unleashed using the radius of previous levels, but the
damage decreases accordingly.
Whenever you are struck by a critical hit, you must make a
Constitution saving throw or you lose control and unleash
your freezing aura at its maximum size and damage if it is not
already. The DC equals 10 or half the damage you take,
whichever number is higher.
You must use an action to suppress your aura.
Languages You can speak, read, and write Common. You
can understand the words of the Snow Maiden.
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Goblin
Goblins are perhaps the most common relatively intelligent
race in skies, spread far and wide across a variety of islands,
despite not seeming to have any access to airships or other
method of transportation. Known for their generally violent
and reckless behavior, they are generally regarded as
enemies as sight, so any curious goblin who seeks to travel to
skies may find a hard time integrating with any skydweller
community, much less an airship crew, unless they can
somehow hide their affiliation.
Scourge of the Skies
No matter what culture, what island, or even what Skydom,
everyone knows what a menace goblins represent. Whether a
single scavenger looking to steal, or a war party patrolling
their territory, goblins represent a danger to any one who
strolls by looking weak enough to take advantage of or in
possession of something they want - and goblins want
anything that looks valuable, tasty or just plain shiny. As a
result of their indiscriminate menace, most people treat every
goblin they meet with wariness at best and outright hostility
at worst. For the goblins' parts, they mostly only regard
themselves as compatriots and everything else that moves as
either prey or a threat. Every now and then a particularly
inquisitive individual may find their curiosity overcomes their
hunger and greed enough for them to try interacting with
other cultures in a more favorable light.
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Strange Origins
A little known fact is that goblins have more in common
with humans than most would think. The first goblin king
was actually a deposed human prince, twisted by the powers
of Midnight Island and his own selfish desires. Perhaps
because of this, female goblins look almost completely
human but for their pointed ears. They are exceedlingly rare,
to the point most people have never seen one, and often not
even the most experienced goblin hunters known this. As
such, they can often slip into civilized society unnoticed,
though as they are so rare and valuable to the goblin race,
there would be scarce opportunity or reason to do so, and
usually hold high rank among goblins because of their rarity.
Goblin Traits
Your goblin character has the following racial traits.
Ability Score Increase Your Dexterity score increases by
2, and your Constitution score increases by 1.
Age Goblins reach adulthood at age 8 and live up to 60
years.
Alignment Goblins are typically neutral evil, as they care
only for their own needs. A few goblins might tend toward
good or neutrality, but only rarely.
Size Goblins are between 3 and 4 feet tall and weigh
between 40 and 80 pounds. Your size is Small.
Speed Your base walking speed is 30 feet.
Darkvision You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Fury of the Small When you damage a creature with an
attack or a spell and the creature’s size is larger than yours,
you can cause the attack or spell to deal extra damage to the
creature. The extra damage equals your level. Once you use
this trait, you can’t use it again until you finish a short or long
rest.
Nimble Escape You can take the Disengage or Hide action
as a bonus action on each of your turns.
Languages You can speak, read, and write Common and
Goblin.
Golem (Warforged)
Golems exist in many places across the sky, artificial beings
crafted by various sculptors and artisans, then given life
through magic. Whether they are clay dolls shaped by
shamanic ritual or precision crafted machines designed for
optimal performance, most golems are nothing more than
versatile tools that follow the orders given by their masters.
However, the master crafters of the Erste Kingdom, long
renowned for their golem crafting skills, have managed to
create golems that, somehow, seem to have natural sapience golems with minds and souls.
for artificial life continued. However, it was not years of
research that would fulfil their wishes, but a series of
tragedies and accidents. After a Primal Beast erased the
royal family, leaving only the first princess Orchis a lifeless
shell, the Black Knight undertook a journey to save what
remained, a mere "doll", the soulless body of the former royal
heir. And in the course of seeking a way to rescue the lost
soul of the princess, the doll developed a soul of its own.
Eventually, the princess was rescued, soul returned to her
body - but what of the soul that had been born of her
abscence? This sister soul of hers was transplanted into a
golem body that had been created as a possible body double
for Orchis, a soul created from nothing now living in a body
that was made by mere mortal hands. And where Adam was
merely a convincing facsimile of human life, this new golem,
taking the name Orchid after her original, had come into her
own as a true individual, the first living golem.
A Manufactured Miracle
The Erste Kingdom has long been known for its golem
manufacturing, from even before the time of The War. They
have not been mired in tradition, instead continuing to refine
and develop their art, incorporating magical and
technological advancements into their golems. As the
physical abilities of their creations grew in power and
complexity, so did their inner workings - to the point that they
were finally able to create a golem that both looked and acted
human. Dubbed "Adam", he was appointed guardian of the
royal family. As a unique masterpiece though, Adam's role as
a progenitor of intelligent golems was not to be, and in the
end the miracle of life could not be produced. Still, the quest
A Copy of a Copy
The story might have ended there, but that kind of miracle
is not the sort of thing to be left unpursued. In the wake of the
fall of the Erste Empire, radicals seeking to revive it created
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their own living golem, claiming it was the girl of miracles,
Orchid. This copy was created from spare parts that had been
manufactured for the very body that Orchid inhabited,
allowing them to create a literal replica. But perhaps most
shocking was their ability to actually bring it to life. Though
the soul inside was in no way a replica of the doll they'd
meant to imitate, they'd nonetheless created artificial life.
And what happened twice could happen again.
A New Origin
With the creation of the Orchid replica, the ability to
recreate the miracle of artifical life went from hope to
established fact. While the process is by no means a common
feat because of this, the fact that it has been proven possible
has led to further research both within the Erste Kingdom
and in other groups around the sky. At this time, there haven't
been any well known incidents since of living golems created,
that isn't to deny the possibility of others being made. There's
no saying as to what kind of golems might be brought to life,
or where and how they might be deployed.
Golem Traits
Your golem character has the following traits. A few of the
traits give you a choice; consider how your choice reflects the
purpose for which your character was built.
Ability Score Increase Your Constitution score increases
by 2, and one other ability score of your choice increases by 1.
Age Ensouled golems of Erste origin have only started
appearing in the last century. They so far do not show any
sign of aging or deterioration, and other golems are known to
last hundreds of years with proper care. You are immune to
magical aging effects.
Alignment Most golems take comfort in order and
discipline, tending toward law and neutrality. But some have
absorbed the morality, or lack thereof, of the beings with
which they served.
Ancient Automatons
Golems are not the only source of artificial life. A
group of scientists working aboard the Rashomon
Research Vessel have apparently found an
automaton dating back from over ten thousand
years ago. Constructed from strange materials with
ancient techniques that defy modern
understanding, not only could the mechanical
soldier think and act, but do fantastic things like fly
and attack with strange defensive and offensive
capabilities.
It's entirely possible that other relics from the
past may be unearthed in the future and also join
the ranks of the walking robotic, even if they may
not have the same capabilities.
30
Size Your size is Medium. In most cases you have been
modeled to mimic a human apperance.
Speed Your base walking speed is 30 feet.
Constructed Resilience You were created to have
remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being
poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.
Sentry’s Rest When you take a long rest, you must spend
at least six hours in an inactive, motionless state, rather than
sleeping. In this state, you appear inert, but it doesn’t render
you unconscious, and you can see and hear as normal.
Integrated Protection Your body has built-in defensive
layers, which can be enhanced with armor:
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency.
To don armor, you must incorporate it into your body over
the course of 1 hour, during which you remain in contact
with the armor. To doff armor, you must spend 1 hour
removing it. You can rest while donning or doffing armor
in this way.
While you live, your armor can’t be removed from your
body against your will.
Specialized Design You gain one skill proficiency and one
tool proficiency of your choice.
Languages You can speak, read, and write Common and
one other language of your choice (when used outside of
Granblue Fantasy).
Half-Dragon
(Dragonborn)
A strange and rare occurance in the Sky Realm, there is
not much documentation as to how these hybrids come
about. As mythical as they sound though, they in fact exist
though, the children of unions between humans and dragons,
simply called half-dragons.
Fearsome and Lonesome
Because of their rarity, half-dragons are usually lone
individuals rather than part of any community of their kind.
Strange and poorly understood, they are generally regarded
with a mixture of awe and fear due to their mutated
appearance and abnormal magical power and physical
strength. However, while they have inherited some of the
abilities of their draconic parents, this in no way means their
minds are the same as the fierce predators. So while many
may be intimidated by their appearance, these Half-Dragons
are the ones most hurt by their isolation, unable to live as
dragons and unable to be accepted as humans.
Half an Appearance
Unlike people of draconic origins in other worlds, HalfDragons in the Sky Realm seem to literally take on an
appearance that is partially human, partially dragon. While
retaining bodies that are mostly human in appearance, they
often have large, reptilian tails, vestigial wings and draconic
horns atop their heads. Other parts of their bodies may have
a changed appearance as well, such as scaly skin or clawed
hands. It is theorized their internal organs may differ as well,
given the ability to breathe flame and generate other magics.
Half-Dragon Traits
Your draconic heritage manifests in a variety of traits you
share with other half-dragons.
Ability Score Increase Your Strength score increases by
2, and your Charisma score increases by 1.
Age Half-Dragons seem to age at the same rate as humans
until adulthood. It is theorized they may age much slower
after that though and possibly live longer lifespans.
Alignment Half-Dragons tend towards extremes,
exacerbated by their strange place in society, but there is no
particular leaning toward good or evil, order or chaos that
they all share.
Size Half-Dragons are about the same size as humans, not
including their large tails and wings. Your size is Medium.
Speed Your base walking speed is 30 feet.
Draconic Ancestry You have draconic ancestry. Choose
one type of dragon from the Draconic Ancestry table. Your
breath weapon and damage resistance are determined by the
dragon type, as shown in the table.
Draconic Ancestry
Dragon
Damage Type Breath Weapon
Black
Acid
5 by 30 ft. line (Dex. save)
Blue
Lightning
5 by 30 ft. line (Dex. save)
Brass
Fire
5 by 30 ft. line (Dex. save)
Bronze
Lightning
5 by 30 ft. line (Dex. save)
Copper
Acid
5 by 30 ft. line (Dex. save)
Gold
Fire
15 ft. cone (Dex. save)
Green
Poison
15 ft. cone (Con. save)
Red
Fire
15 ft. cone (Dex. save)
Silver
Cold
15 ft. cone (Con. save)
White
Cold
15 ft. cone (Con. save)
Breath Weapon You can use your action to exhale
destructive energy. Your draconic ancestry determines the
size, shape, and damage type of the exhalation. When you use
your breath weapon, each creature in the area of the
exhalation must make a saving throw, the type of which is
determined by your draconic ancestry. The DC for this saving
throw equals 8 + your Constitution modifier + your
proficiency bonus. A creature takes 2d6 damage on a failed
save, and half as much damage on a successful one. The
damage increases to 3d6 at 6th level, 4d6 at 11th level, and
5d6 at 16th level. After you use your breath weapon, you can’t
use it again until you complete a short or long rest.
Damage Resistance You have resistance to the damage
type associated with your draconic ancestry.
Languages You can speak, read, and write Common and
Draconic (when used outside of Granblue Fantasy)
31
Souval
"Chieftain Grueler asked me to tell you because you
revealed information about the Crystalia before. He decided
to tell you something of equal significance."
"Really? Why would he do that?"
"We live by the creed: valiance and honor till death... I
guess you people wouldn't understand. And anyway we've
learned about tactics now. Even if we can't become the beasts
we once could, Chieftain Grueler will lead us to victory. And
now I must be going."
"Valiance and honor? Is that like some code of chivalry?"
"I guess so. After all, they just let us in on a big secret of
theirs."
"Yeah, I really don't get these guys."
—Granblue Fantasy, A Peace of the Pie
One of two demihuman races living on Torwa Isle, Souval
are known for their imposing appearance, red like the fire
that comes so naturally to them, and their proud warrior
culture. Long one of three sides in a centuries-long conflict,
its only recently that the Souval have been able to lay down
their weapons an enter peace talks with their neighbors. As
such, some rare individuals have decided to journey out into
the wider sky, leaving the Wolfire Lands behind, though no
matter whether they stay or go, they all still retain their proud
military heritage.
Rachis of Fire
At a glance, Souvals are obviously different than the main
human races with their crimson skin and jagged horns on
their heads. Their angular features give them a naturally
harsh expression, and their size and strict attitudes don't
help. A bit taller and brawnier than most humans, their
jagged features and tough skin have no hair. Their golden
eyes and pointed ears are sharper than might be expected, as
is their keen sense of smell. The horns on their head can
come in variety of shapes, often more like extensions of their
angular shape than separate horned growths.
Their most unique physical characteristic isn't visible
though. They have special spinal columns called "Rachis of
Fire" that give them their affinity for flame, as well as the
ability to metamorphose into war beast forms in times of dire
need - though at the risk of becoming true beasts themselves.
When they change, their hands become powerful claws and
32
their faces become like helmets full of flame, fiery light
pouring from their mouths and eyes. Truly embodying beasts
of flame, they gain great power, but with poor ability to
control it, often threatening to burn not just their enemies but
their allies to ashes as well - and even themselves. In the past
humans had taken the Rachis of Fire from the Souval to use
as weapons against the frosty Crystalia, but now the trait is in
decline, slowly atrophying such that not all Souval can even
metamorphose.
Valiance and Honor till Death
The Souval live in a militaristic culture with a strict code of
honor, believing in respecting anyone who shows valor on the
battlefield, be they friend or foe, and disdains cowards and
underhanded tactics in equal part. Almost all Souval know
how to fight, and they hold great respect for others who wield
power - as long as it is wielded with honor. Though they can
seem brash and aggressive, they also have deep sense of
camaraderie and compassion. Though they can be slow to
trust, the bonds they build can hold fast through anything. A
grudge earned of a Souval can be just as hard to break
though, so earning one's ire is best avoided.
Because of their warrior culture, Souvals don't have as
much interest in the musical or traditional arts. Still, it's not
as if they completely lack a sense of aesthetics, as a proper
sense of decor and craftsmanship can be seen in their armor
and weapons. They also raise and train powerful war beasts
to fight along side them in their battles. Honor and tradition
figure heavily into their culture, not just brute strength and
functionality. They believe in repaying their debts - and their
slights, in equal measure.
The Sun Lord
The Souval were originally led by a powerful being of flame
known as the Sun Lord. This being guided and taught them
their ways, both of honor and of warfare. A hundred years ago
though, the Sun Lord passed away, leaving behind the mortal
realm. Though the Souval still live in his tradition, they can
no longer contact him or feel his presence, though may claim
to dream in messages from his lingering gaze.
Souval Names
Souval names favor guttural sounds with hard voiced
consonants, but there are no strict rules for how they are
named. As almost all Souval come from the Wolfire Lands
though, they almost always share this sensibility.
Male Souval Names: Grueler, Giles, Ginta, Dantos,
Tragger, Darga, Markes, Dram, Bator, Arkos, Miles, Jagger
Female Souval Names: Aga, Gevi, Tala, Meites, Gerla,
Badi, Demit, Gerta, Marta, Jas, Grende, Margera
Souval Traits
Through heritage and training, Souval share the following
traits.
Ability Score Increase Your Constitution score increases
by 2, and your Charisma score increases by 1.
Age Souval mature and age at the same rate as humans.
Alignment With their militaristic upbringing and strict
code of honor, most Souvals are lawful.
Size Souvals are about the same size and build as humans.
Your size is Medium.
Speed Your base walking speed is 30 feet.
Burning Core You have resistance to fire damage. You
have vulnerability to cold damage.
Natural Flame You know the produce flame cantrip. When
you reach 3rd level, you can learn the hellish rebuke or
burning hands spell and cast it as a 2nd-level spell once with
this trait and regain the ability to do so when you finish a long
rest. Charisma is your spellcasting ability for these spells.
Rachis of Fire As a bonus action, you can use your Rachis
of Fire to metamorphose into war beast form. While in war
beast form, you gain the following benefits:
You regain 1d10 + constitution modifier hit points when
you enter war beast form.
You gain +2 Armor Class if you aren't wearing heavy
armor
Your unarmed strikes deal 1d6 + strength modifier fire
damage instead of bludgeoning damage.
War beast form lasts for 1 minute, until you end it as a
bonus action, or are knocked unconscious. At the end of each
turn you are in war beast form, make a DC 10 Wisdom saving
throw. If you fail, you lose control and go berserk. While
berserk, on each of your turns, you must use an action to
make an unarmed strike attack against either the creature
that last dealt damage to you or the nearest creature, using
your movement if necessary. If you can't or if you succeed a
DC 10 Wisdom saving throw at the end of your turn, your war
beast form ends and you are no longer berserk. You may use
this trait once and regain the ability to do so when you finish
a long rest.
When you are reduced to 0 hit points but not killed
outright, if you can, you enter war beast form. The DC for the
Wisdom saving throw to avoid going berserk increases to 15.
Languages You can speak, read, and write Common.
History of Conflict
A thousand years ago, the native people of
Torwa Isle lived in peace. With the coming of the
War and the expansion of the human races, settlers
came to their peaceful island, disrupting the
delicate balance that had existed until then. With
three communities vying for the island's resources,
relations became strained, and as the settlers
refused to rein in their expansion, conflict became
inevitable. In order to disrupt the allied forces of
the Crystalia and Souval people, the settlers stole
the powers of each and used them on one another,
claiming they were gifts given freely. Before this
deceit could be revealed and the instigators were
punished by their own community, casualties had
appeared and the seeds of distrust were sown. Ever
since, neither the Crystalia of the Ice Crystal Palace,
the Souval of the Wolfire Lands nor the settlers of
Torwa could trust each other any longer and what
ensued was centuries of uneasy tension
interspersed with outright wars. Only recently have
the three communities finally managed to reach
out to each other and work towards a lasting peace,
and even that remains as ephemeral as the feelings
of those involved.
33
Vampire
"But to think that the vampires of legend actually existed."
"Oh yeah, now that you mention it, could she really be a
vampire? What are the vampires like in the stories?"
"They look like humans or Erunes except they have sharp
fangs and bat-like wings on their heads. Compared to
humans they're way stronger. They can use magic, and they
live for hundreds of years. But the biggest difference is they
use their fangs to suck people's blood."
"No way!"
"Plus when a person is bitten, they become the vampire's
underling. Though, it might just be an exaggeration. No one's
seen a real vampire, after all."
— Granblue Fantasy, Fall of the Dragon
Vampires are fearsome, bloodsucking creatures of legend and to most people, not much else. For most of the sky,
Vampires are nothing but a horror story for Halloween. This
is the result of Vampires isolating themselves for hundreds of
years on the island of Medvecia, where they live with pride,
tradition - and wait to die out.
Monsters of Legend
Though most people have never met a vampire, many can
identify one. While legends may differ on the specifics, all can
agree on two defining features: their sharp fangs and the batlike wings on their heads. And these are accurate - all
vampire of Medvecia have sharp fangs with which they can
suck blood and a pair of vestigial reddish-black wings on their
head. Otherwise, vampires resemble humans in appearance.
They usually have pale colored skin and light colored hair,
ranging from deep blonde to pale white. Their eye colors can
be any human color as well as red. As almost all remaining
vampires come from the island kingdom of Medvecia, their
sense of fashion is fairly uniform, matching a high Gothic
style.
While the legends of vampire's powers and weaknesses are
as numerous as their tellings, only a few are actually true.
Vampires have powerful regenerative abilities and near
supernatural charm. They are quick and agile, but most do
not have the ability to fly or turn into bats, though some have
affinity for controlling them. They do have a weakness to
34
sunlight and other strong lights, though they do not
immediately turn to ash upon exposure. They are weak to
silver weapons, but it is not the only way they can be injured.
Though they boast impressively long lifespans, they are not
truly immortal, nor are they undead. They do not need to feed
on blood, as the Kingdom of Medvecia has proven, but they
will inevitably face a slow decline until death.
A Kingdom of Isolation
Once upon a time, Vampires were the terrors of the sky.
Stronger than any other race, able to conquer and control
anyone they wanted, it seemed there was nothing they could
not do. But they were regarded as monsters, even by their
own kind - so a thousand years ago or more, the king of
Medvecia chose for Vampires to all withdraw to their
kingdom and leave the greater world, before they became
nothing more than monsters, that they might live out the
remainders of their lives and die with dignity. Since then,
Vampires disappeared from the wider skies and have lived in
isolation since.
Any intruders onto their kingdom, on purpose or on
accident, have been dealt with harshly. Strict laws forbid any
contact with outsiders or the outside world, and many more
restrict the actions of the Vampires who live within the
kingdom. For a thousand years these tenets have governed
their lives and given structure to their society as they lived out
their remaining time with nobility and decorum. With their
long lives and stiff statutes, nothing changed for centuries
within Medvecia.
It was not until recently, in the past decade, when a certain
incident caused the kingdom of Medvecia to rethink their
policies. After disaster that nearly ruined the entire kingdom
was overturned with the help of a group of outsiders, and the
prodding of the princess heir apparent to the royal throne,
Vampires have begun to rethink their stances on the outside
world. Though the taboo against sucking blood and making
more servants, or bloodkin, remains in place, and they still do
not welcome visitors to their misty kingdom, there are now
some few Vampires who travel the wider world to see what
changes have been wrought in the past millennium - and
perhaps what can be changed for them.
Vampire Names
Almost all vampires hail from Medvecia and thus share a
similar naming sense that hasn't changed in hundreds of
years that includes a number of glottal tones and voiced
consants and a penchant for V.
Male Vampire Names: Feldrac, Veight, Darton, Jelvic,
Thaldus, Masvet, Vermas, Talvet, Vantein
Female Vampire Names: Vania, Malinda, Alouis, Eliza,
Veti, Savena, Devlendi, Vessa, Maria, Carmeli
Vampire Traits
Vampires share a certain number of strengths and
weaknesses in common with their legends.
Ability Score Increase Your Charisma score increases by
2, and your Constitution score increases by 1.
Age Vampires age extremely slowly and can live for
hundreds of years. The exact time it takes them to mature,
age and decline is unknown. Their mental maturity tends to
match their physical appearance in most cases though.
Alignment Having spent all or most of their lives growing
up in the strict kingdom of Medvecia, most vampires are
Lawful.
Size Vampires are about the same size and build as
humans. Your size is Medium.
Speed Your base walking speed is 30 feet.
Superior Darkvision You can see in dim light within 120
feet of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Sunlight Vulnerability You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on sight
when you, the target of your attack, or whatever you are
trying to perceive is in direct sunlight.
You have vulnerability to radiant damage and silvered
weapons.
Bite Your fanged maw is a natural weapon, which you can
use to make unarmed strikes. If you hit with it, you deal
piercing damage equal to 1d6 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
Vampiric Body As long as it was not in direct sunlight, if
you regain hit points at the end of a short rest by spending
one or more Hit Dice, you regain an extra 1d6 hit points. The
extra hit points increase to 1d8 at 9th level, 1d10 at 13th level
and 1d12 at 17th level.
Vampiric Drain As a bonus action, whenever you deal
necrotic or melee damage equal to or greater than the size of
one of your expended Hit Dice, you may regain that Hit Dice.
You can use this to regain any hit die when you bite a willing,
grappled, incapacitated or restrained creature as long as you
deal at least 1 damage. In all cases, the creature must have
blood. You can use this feature a number of times equal to
your Constitution modifier (a minimum of once). You regain
any expended uses when you finish a long rest.
Vampiric Recovery As an action, you can spend Hit Dice
to regain hit points as if you had just completed a short rest
once with this feature and regain the ability to do so when
you finish a long rest.
Glamour of Night You have advantage on saving throws
against being charmed. Creatures you have bitten in the past
24 hours have disadvantage on saving throws against being
charmed by you.
When you reach 3rd level, you can cast the charm person
spell twice with this trait and regain the ability to do so when
you finish a long rest. Charisma is your spellcasting ability for
it. You may also expend one use as an action to extend the
duration of the charmed condition of any creature originally
charmed by you by the original source's duration without
rolling as long as they are within the original effect's range.
Languages You can speak, read, and write Common.
Vague Legends
While most people might say they can identify a
vampire by their prominent features, with all the
different humanoid monsters in the world it can be
hard to pinpoint them among the crowd. The wings
on their head might be seen as the mark of a
demon, or their fangs might be of a bestial nature.
But once people hear the word "vampire", a large
scale panic is not uncommon. Vampires hoping the
travel the skies will have to be careful who they
reveal their true nature to, as they can cause fear or deadly curiosity, as there are those who might
see such a rare specimen as a perfect addition to
their collection. Fortunately, as long as they keep
their wings hidden and don't make their fangs too
obvious, most vampires seem perfectly human at a
glance.
35
Primal Beast
"Yeah, we've met all kinds, but this is the first time we've
heard of primal siblings. Even Morphe and Phoebe weren't
really related."
"Yes, well, primal beast siblings are a bit different than
what you're imagining. But your mistaken beliefs are
somewhat understandable. After all, the common knowledge
that mortals apply to primal beasts is usually wrong."
"It's true that beings like the gorgon sisters — Medusa
being the youngest of the trio — are exceedingly rare. But
concepts like family, siblings, appearance, sex — ideas that
mortals are so keen to define — are often contradictory when
it comes to the myriad types of primal beasts."
— Granblue Fantasy, Primal Resonance
Made by the Astrals back when they ruled the Sky Realm,
from divine caretakers made to govern the very elements of
nature to weapons created specifically to wage war upon the
skydweller uprising, Primal Beasts left their mark on history
and continue to shape and influence nearly every corner of
the skies to this day. Many exist as deified entities that rule
every aspect of the island they are pact-bonded to, or
legendary creatures whose existences have faded into myth.
But occasionally there are those who dream to still travel the
skies. Be they angels surveying the balance of the world,
avatars serving as the eyes of their dreaming, island-bound
bodies, or a wandering soul without a place to call home,
Primal Beasts of all shapes and sizes wander the sky realm some completely undetected as they mingle among other
people.
Beasts of the Stars
Many millennia ago, the Astrals, immortal beings of
unfathomable power and knowledge, came to the Sky Realm
from the Astral Realm. As they went about bringing the
various islands in the sky under their control, they created the
Primal Beasts, beings of god-like power, to do their bidding.
Their functions and abilities were as countless as the stars,
from powerful archangels created to govern the fundamental
elements of the world to beasts of truth that enforced oaths
and promises. These entities became synonymous with the
Astrals' rule over the Sky Realm, heralding their conquest
and enforcing their will. But they were no more rulers than
the ones they helped rule. Primal Beasts were seen as
nothing more than tools by their Astral masters, used,
experimented on and disposed of as necessary, regardless of
36
their intellect, be they beast or near intellectual equals of the
ones who created them.
In time, nearly all of the sky came to fall under Astral rule,
with only a few small areas and pockets of resistance
remaining. But then, five hundred years ago, an uprising
occurred. Both Primal Beasts and skydwellers sought to
throw off the yokes of their masters and through coordination
or coincidence both rose up in rebellion. Thus began the
Great Sky War, often referred to simply as the War. At this
time, Primal Beasts were manufactured at an even greater
rate, this time for the purpose of war. Beasts to gather
information, control those they conquer, or just outright use
their power to destroy enemy forces, their forms were only
limited by the Astrals' boundless imagination. Yet somehow,
in the end, it was the Sky Dwellers who won. The Astrals
were forced to retreat from the Sky Realm, leaving behind
only the legacy of their civilization - and the Primal Beasts
they'd made to govern it.
Guardians of the Isles
After the war, abandoned by their masters, most Primal
Beast simply continued to carry out their original functions.
Be it governance of nature, protection of key locations, or
hunting down their perceived enemies, they continued for
hundreds of years pursuing the only purposes they knew.
Some became legendary disasters, others came to be
worshiped as gods. Some grew to love humanity, while others
came to hate it. Yet others remained completely aloof,
separate entirely from the affairs of mortals.
Most Primal Beasts are bound to their islands by the pacts
they made. These pacts are both throne and fetter, binding
the Primal Beast to an island while also giving them powerful
control over it. Not surprisingly, many of these come to be
regarded as guardian deities, be they benevolent or
tyrannical, their origins as weapons of the Astrals long
forgotten as they passed into legend. What form this divine
protection can take varies from beast to beast, be they an
unseen force that the people give their thanks to, a very real
and present force under whom they worship, or an unseen
observer who walks among them in the guise of a skydweller.
Unbound - Roleplaying a Primal
Beast
Not all Primal Beasts are bound to their location - perhaps
they haven't formed a pact with an island or they have found a
way to project part of themselves so they can travel the world
even as their main body remains bound to their duty. The
reasons for their freedom and the reasons that they travel are
as numerous as the stars, with each Primal Beast driven by
its original directives as well as hundreds of years of
experience. Roleplaying a Primal Beast is completely
different from any of the mortal races presented in this
collection, and will require a lot of thought and decision on
both the player and dungeon master's part. What's presented
below in both this section and the racial traits is merely a list
of possibilities - extremely diverse by design to help spawn
unique creations. It's up to you to create a cohesive concept
out of them. Maybe you know Shocking Grasp, have
Lightning Resistance and the ability to fly because you're a
Primal Beast of magnetism. Or maybe you know Vicious
Mockery, have expertise in Deception and can impose
disadvantage on enemy saving throws because your original
purpose was to sow discord among the troops of the rebelling
skydwellers - but now you dream of being an entertainer,
training as a bard! Choose a concept and search for ways to
fill it out, rather than trying to pick abilities first.
Flights of Angels
Amidst the many Primal Beasts who ranged from
literal beasts to incomprehensible abstractions of
reality, Primal Beasts made in their master's image
with heavenly wings were created, angels made to
rule the very balance of the Sky Realm itself.
Created by the Astral Researcher Lucilius, the first
of their line was Lucifer, the Supreme Primarch
who was to oversee the course of evolution itself.
Second was Belial, Lucilius's aide, and following
were the Primarchs who governed the
tetraelements, Michael of Fire, Gabriel of Water,
Uriel of Earth and Raphael of Wind. Many angels
followed after, from Angels of Instruction made to
pass information to powerful Archangels made to
fight against their enemies in the sky and from
other realms entirely. And eventually a split was
created - the Angels under Lucifer, who oversaw
creation and the Fallen Angels, overseen by Lucilius
and Belial in their research into other possibilities.
And from this schism was born a conflict that
ultimately culminated in a rebellion, two thousand
years ago - one that saw Lucilius killed by his own
creation, the divine Lucifer, and many more Primal
Beasts, Fallen Angels and their compatriots,
imprisoned in the tower of Pandemonium. In leave
of his creator, and even after the war when all
Astrals left the Sky Realm, Lucifer continued to
oversee evolution and the providence of the Sky
Realm itself as a distant, celestial observer.
After thousands of years and a series of
Cataclysms that nearly broke the sky itself, Lucifer's
role as protector of the skies has passed on to his
successor, Sandalphon, and the remaining
Primarchs and Angels have given up their roles in
governing creation, leaving the laws of nature to
their natural course. Though they no longer hold
their powers over creation, they still wield many
abilities mortals can only dream of, not the least of
which is the ability to fly between islands at will.
Now they seek new lives and purpose, across the
greater sky, while keeping an eye out to its
protection.
37
Primal Beasts generally are far more powerful than any
mere mortal, even without a pact. You'll have to consider a
reason this isn't so for your character if you're starting at
Level 1. Maybe you've been severely weakened after centuries
of neglect without a pact to support you. Maybe you're
actually just the fragment of something greater. Or maybe you
actually are extremely powerful, but your character sheet just
shows the small portion of your abilities you deem the
mortals you travel with worthy of seeing. Leveling up could be
regaining your lost abilities, gathering parts of your original
self or slowly revealing your true form. Consider also the
reason you have a class - is this just a codification of your
natural abilities, or are you actually training this discipline as
a mortal would and unlocking class features that way? Or
maybe you're learning a mortal discipline but your primal
nature is what leads to your legendary feats.
d8 Origin
1 You don't have a pact and wander the skies without
attachment to any one land.
2 You are the projection of a pact-bound primal beast,
either a satellite consciousness or a personal avatar as
your main body slumbers.
3 You are an angel, free to travel the skies.
4 You are bound to a person or object that can travel the
world instead of an island.
5 You are a fragment of a Primal Beast, a missing piece
of a greater whole.
6 You were a mobile weapon and now lack a base to call
home.
7 You are actually a mortal who has been imbued with
the powers of a Primal Beast, or a Primal Beast
possessing a mortal.
8 You had a pact but it was severed and you have been
unable to restore it or return home.
Purpose
Why do you travel the skies among mortals? Even if not
pact bound, most Primal Beasts have no reason to consort
with mortals, much less travel among them and imitate their
lifestyles. Or why do you travel the skies at all? Maybe
traveling with mortals is more a product of circumstance than
choice. The table below has some suggestions for either.
d12 Purpose
1 You love skydwellers (or at least the ones you've met)
and want to be friends - whether you admit it or not.
(Good)
2 You have an academic interest in mortal culture and
wish to study it hands on. (Neutral)
3 You want to live a normal life, but your primal nature
keeps causing trouble that prompts you to leave.
(Lawful)
4 You want to see the ends of the skies and all the
wonders of the world. (Chaotic)
5 You are looking for someone - or their descendants
as the case may be. (Any)
Appearance
Primal Beasts can come in literally any shape and size, but
for the purposes of traveling amongst mortal adventurers,
one that approximates an appearance plausible for a mortal
skydweller is most convenient. You can choose to have the
appearance of any race, and you do not have to obey their
normal coloration. You can also mix and match features, like
pointed ears, horns or scaly skin. Note though that this is
considered your default appearance and cannot be changed
at will unless you specifically have the ability to do so. The
more outlandish your appearance, the more attention you will
attract and could affect your adventure.
Origins
Most Primal Beasts are pact-bound to their island, which
severely limits their ability to explore the wider sky. Why is
your character different? You can make your own reason or
consult the table below for possible explanations.
38
6 You are still trying to carry out your duty hundreds of
years later and will travel the skies to do so, in any
company. (Lawful)
7 You see mortal culture as the best entertainment
around since the War ended and skydwellers as your
toys. (Chaotic)
8 You have a duty, given or self-imposed, to oversee
the providence of the world. (Lawful)
9 You don't remember that you are a Primal Beast and
live as the skydwellers do until destiny awakens you.
(Any)
10 You are seeking the means by which to return to your
rightful form or true power. (Neutral)
11 You can't remember your purpose and explore the
world and mortal culture in hopes of recalling.
(Chaotic)
12 You want to see the world burn and the machinations
of mortal society are your weapon of choice. (Evil)
Primal Beast Names
Primal Beasts are usually named by their creators and
know that name innately. They also may have picked their
own name, or have been given a name by the mortals around
them through legend. They may also be traveling under a
pseudonym. As a result, Primal Beast names can be of any
culture or meaning, but often connect to mythological origin.
Primal Beast Names: Olivia, Macula Marius, Anat, Grani,
Nephthys, Baal, Ifrit, Siren, Tiamat, Athena, Mithra, Marduk,
Fenrir, Branwen, Satyr, Garuda, Veselago, Agni, Ikelos,
Sethlans, Ca Ong, Shiva
Fundamentally Game-Warping
Quirks
Life as a Primal Beast is very different than the lives that
mortal skydwellers experience. Hundreds of years older,
usually raised without family, given only an outsider's view of
culture and concepts within, it would be more surprising if
you didn't act a bit differently than your average citizen.
Consider the following ways your character might interact
strangely with mortals, or come up with your own.
d10 Quirk
1 You don't know any unspoken rules or other
"common" sense.
Primal Beasts are the equivalent of gods and
demons, and obviously have a large potential to
warp a campaign even in a weakened state, either
through their actual or implied abilities and
significance. Always discuss with your Dungeon
Master before creating a Primal Beast character; a
Dungeon Master may feel it's not appropriate for
such a godlike being with arcane powers and
knowledge beyond mortal comprehension to be
part of the adventuring party. Even if they do, it is
likely to have significant ramifications on the plot
and feel of the campaign. A party entirely of
ordinary people is very different from one with a
resident Primal Beast who remembers the Great
Sky War, much less one with multiple Primal
Beasts. Also, because the following traits are so
wildly open ended, certain combinations of
abilities may be inherently unfair. Even after
checking if making a Primal Beast character is okay
with your DM, it's a good idea to let them check
your character sheet once you finish choosing
traits.
2 You must make sure that everyone at all times
remembers you are a Primal Beast, a superior being
and different from mere mortals.
3 You have trouble remembering mortals tend to
measure things in hours, days and weeks - not years
or decades.
4 You don't understand things like gender, class or race
and don't see what the fuss is about them.
5 You do the physically impossible when distracted,
like floating a few inches off the ground or
accidentally generating elemental effects.
6 You occasionally (or frequently) remember that your
mortal companions, even at best, will live much
shorter lives than you.
7 You use your own inhuman
strength/intellect/memory/etc as a measuring stick
that others inevitably fail to live up to.
8 You have spent decades or even centuries on your
latest hobby and will tell anyone about it who wants
to listen - or doesn't.
9 You sometimes forget the War is over and can't help
seeing all skydwellers as potential enemies.
10 You have very poor judgment as to what qualifies as
an appropriate pet - a tree, a monster, a lost child?
39
Primal Beast Traits
Primal Beasts come in a wide array of apperances and
abilities. Below are some possibilities.
Ability Score Increase Your Wisdom score increases by 2
and another Ability score of your choice increases by 1 or
your Wisdom score increases by 1 and another Ability score
of your choice increases by 2.
Age Primal Beasts can live for thousands of year, with no
known natural lifespan. Those first made by the Astrals when
they came to the Sky Realm will be over 2000 years old.
Those made for the War will be closer to 500 years old. Many
were created between those times. It would be rare and
unusual circumstances for a Primal Beast to be more recent
though. Physical appearance and mental maturity have little
relationship to their age though.
Alignment Primal Beasts have as many directives as they
have appearances, and most develop their own personalities
over the long centuries. They do not adhere to any particular
alignment.
Size It's most convenient to travel in a humanoid size. Your
size is your choice of Medium or Small.
Speed Your base walking speed is 30 feet.
Cantrip You are able to freely manifest a small portion of
your inherent power. You know one cantrip of your choice.
Wisdom is your spellcasting ability for it.
Minor Trait Choose one of the following minor traits:
Expertise You are proficient in the skill or tool of your
choice. Your proficiency bonus is doubled for any ability
check you make that uses the chosen proficiency or tool.
Elemental Resistance You have resistance to your choice
of acid, cold, fire, lightning, or thunder damage.
Poison Resistance You have advantage on saving throws
against poison, and you have resistance against poison
damage.
40
Natural Armor Your body is tougher than normal. When
you aren’t wearing armor, your AC is 12 + your Dexterity
modifier. You can use your natural armor to determine
your AC if the armor you wear would leave you with a
lower AC. A shield’s benefits apply as normal while you
use your natural armor.
Increased Vitality Your hit point maximum increases by
1, and it increases by 1 every time you gain a level.
Persistent When you make death saving throws, you
become stable after 1 success. If you aren't healed, you
regain 1 hit point after 1 hour.
Superior Darkvision You can see in dim light within 120
feet of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Serenity You have advantage on saving throws against
being charmed or frightened.
Water Borne You can breathe air and water. You have a
swimming speed of 30ft.
Landwalk Choose a natural environment (mountain,
forest, swamp, desert, etc). You can move across difficult
terrain in that environment without expending extra
movement and have advantage on ability checks to
navigate, track or forage in it.
Natural Weapon Be it a horn, claws or some other body
part, even one that can be hidden at will, some part of you
is a natural melee weapon, which you can use to make
unarmed strikes. If you hit with it, you deal piercing
damage equal to 1d6 + your Strength modifier, instead of
the bludgeoning damage normal for an unarmed strike.
Ancient Mind You have advantage on all Wisdom saving
throws.
Malleable Form After a long rest, you can change your
appearance and your voice. You determine the specifics of
the changes, including your coloration, hair length, and
sex. You can also adjust your height and weight, but not so
much that your size changes. You can make yourself
appear as a member of another race, though none of your
game statistics change. You can’t duplicate the appearance
of a creature you’ve never seen, and you must adopt a form
that has the same basic arrangement of limbs that you
have. Your clothing and equipment aren’t changed by this
trait.
Nimble You can disengage as a bonus action. You can
move through the space of any creature that is of a size
larger than yours.
Sleepless You have immunity to spells and other magical
effects that put you to sleep. You do not need to sleep
during a long rest and may instead perform light activities.
Primal Resonance You can sense other Primal Beasts.
You are aware of any Primal Beast using their abilities
within eyesight of you, or their influence even if the Primal
Beast itself is not present. If you concentrate for 1 minute,
you can detect active Primal Beasts who are not hiding
their presence in a 1 mile radius of you, including their
number, general direction, and general distance (near, far,
very far).
Spell Armor Whenever you cast a spell, you gain
temporary hit points equal to twice the spell's level.
Distant Boon When you cast a spell that has a range of
touch, you can make the range of the spell 30 feet as long
as all targets are friendly toward you and willing. You can
make the range 60 feet as long as all targets have also
known you for at least a full day. After you do, you can
speak telepathically with the targets for the next 1 minute
as long as they stay in that range.
Elemental Strike Choose acid, cold, fire, lightning or
thunder. You may use your bonus action to add 1d4
damage of the chosen type to the first attack you make
this turn.
Weapon Archetype You have proficiency in the weapon of
your choice. When you finish a long rest, you can create a
+1 weapon of the chosen type out of nothing. It disappears
if it is broken, is no longer within 120ft of you, or you
make a new one. As a bonus action, you can summon your
archetype weapon to your hand.
Power Burst When you roll damage for an attack or spell,
you can instead use the maximum value for each die. You
suffer one level of exhaustion and cannot use this feature
again until you finish a long rest.
Super Speed Your speed increases by 10ft. You can use
the dash action as a bonus action. You can give yourself a
bonus to your initiative rolls equal to your Wisdom
modifier.
Unyielding When you are subjected to an effect that
would move you, knock you prone or both, you can use
your reaction to be neither moved nor knocked prone. You
can use this trait a number of times equal to your Strength
modifier and regain any expended uses when you finish a
long rest.
Major Trait Choose one of the following major traits:
Flight Through wings or levitation, you have a flying
speed of 30ft. To use this speed, you can’t be wearing
medium or heavy armor.
Natural Magic You can easily manifest one aspect of your
powers. Choose a 1st level spell. You can cast it once using
this feature. Starting at 3rd level, you can cast it as a 2nd
level spell. You regain any expended uses when you finish
a long rest.
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Rapid Recovery You have an additional 1d4 Hit Dice, and
whenever you level up, you gain an additional 1d4 Hit
Dice.
Elemental Armor Choose acid, cold, fire, lightning or
thunder. Whenever a hostile creature touches you or
attacks you and is within 5 feet, you may use your reaction
to deal 1d4 damage of the chosen type to it.
Healing Touch As an action, you may touch another
creature and spend one or more Hit Dice to heal them.
For each Hit Die spent in this way, roll the die and add
your Wisdom modifier to it. The creature regains hit
points equal to the total (minimum of 0). You can decide to
spend an additional Hit Die after each roll.
Tireless When you complete a short rest, you can recover
one level of exhaustion, one spell slot or one use of a
feature that requires a long rest to recover. You can use
this feature a number of times equal to your Constitution
modifier (minimum of once) and regain any expended
uses when you finish a long rest.
Sow Discord If you speak to a creature you are not
currently in combat with for at least 1 minute, you can
impose disadvantage on its next saving throw. You can use
this trait a number of times equal to your Wisdom
modifier (minimum once) and can do this multiple times
to impose disadvantage on that many of their next saving
throws. You regain any expended uses when you finish a
short or long rest.
Familiars You can cast the Find Familiar spell without
using material components, but only to summon one
chosen form. The form can be anything you want but uses
the stats of a tiny or small non-humanoid creature with a
challenge rating of 1/8 or less. You can have multiple
familiars, up to a number equal to your Wisdom modifier
(minimum one). You can cast the spell once with this trait
and regain the ability to do so when you finish a long rest.
42
Practical Wisdom When you make an ability check or
saving throw, you can use your Wisdom score instead of
the associated ability score. You can use this trait a
number of times equal to your Wisdom modifier
(minimum once) and regain any expended uses when you
finish a long rest.
Prophetic Dreams Your dreams reveal visions of the
future. When you finish a long rest, roll 1d20 and add your
Wisdom modifier. On an 16 or higher, the DM reveals to
you useful information relating to your current goal. You
can gain advantage when acting on this information a
number of times equal to your Wisdom modifier
(minimum of once) until you finish a long rest. On a 10 to
15, the DM reveals to you information about the future
that may or may not relate to your current goal. You can
gain advantage when acting on this information once until
you finish a long rest. On a 1 to 9, you see something
terrible, concrete or abstract. The DM can give advantage
or disadvantage to any roll related to the vision a number
of times equal to your Wisdom modifier (minimum of
once) until you finish a long rest. (Consult with your DM
before selecting this ability. If more than one character
has this ability, they see the same vision, using their
combined Wisdom modifier divided by 2, rounded down,
on the same roll.)
Infinite Possibilities The powers of Primal Beasts are
countless. Choose one action, bonus action or reaction
from a racial trait of another other race or a level 1 or 2
class feature. You can perform it once with this trait and
regain the ability to do so after a long rest. (Consult with
your DM after choosing an action.)
Languages You can speak, read, and write Common and
ancient Astral (Primordial in campaigns outside of Granblue
Fantasy)
Subclasses - Jobs of the Skydoms
S
kyfarers take on a number of a different jobs in all
sorts of locations across the Sky Realm, so it only
makes sense that they'd have the skills to match
their many and myriad occupations. Adventurers
all have their own style and way of doing things,
and a wide open world like this would of course
be home to a wide variety of them.
Granblue Fantasy is known for a wide variety of jobs. What
follows are some of the more interesting and unique ones
presented as subclasses for various Dungeons and Dragons
classes. Many of the jobs not represented can already be
represented fairly accurate with existing classes and
subclasses; a few of them either presented complicated
challenges, did not mesh well with any Dungeons and
Dragons classes, or did not present a compelling mechanical
execution.
Berserker, Warlock, Cavalier, Monk, Alchemist,
Gunslinger, Assassin and Samurai are all existing classes
or subclasses and can be accurately represented by them
(though Warlock is closer to a Wizard in Dungeons and
Dragons). Sage and Elysian are fairly synonymous with the
classes that share names with their earlier forms, Cleric and
Bard. Ninja can be represented by Way of Shadow Monk and
Runeslayer can be done as an Eldritch Knight Fighter. Drum
Master and Rising Force can be conceptually represented
by various types of bards, but their mechanical association
with Charge Attacks, a concept that can't be represented well
in Dungeons and Dragons, doesn't translate well in terms of
gameplay. Dancer, while also a resonant concept, has
gameplay focused on synchronized team movement, which is
not as compelling in Dungeons and Dragons. Mechanic
presents an opposite problem - while it could be grafted as an
Artificer subclass, it begs a complex subsystem for managing
its mechanical companion. Nighthound and Robin Hood
both offer potential, the former as a ranged-weapon fighter
focusing on mobility and team tactics, the latter as a ranger
with a focus on debilitating abilities. But both could be
represented by the Battle Master and Beast Master
subclasses respectively with a little creativity.
Thus, after much consideration, nine classes from
Granblue Fantasy have been detailed in the following pages
for use as subclasses to existing Dungeons and Dragons
classes. Luchador is a new subclass for Barbarian,
encouraging the use of hand-to-hand combat with a flourish
of showmanship. Lumberjack is represented by Bard's new
College of Forestry, letting players swing axes and sing songs
as they work together with forest friends. Fighter gains two
new subclasses: Chrysaor, a dashing figure that deftly wields
dual weapons, and Spartan, an expert in team defense and
wielding the shield. A Monk can become an Apsaras through
the Way of the Apsaras, gaining grace like the wind and
power like the lightning in alternation. Glorybringer is
available to Paladins through the new Oath of the Sword,
swearing devotion to their blade and awakening its hidden
powers. Rogue gains two new options: the flashy, trigger
happy bounty hunter, Bandit Tycoon and the debuff-slinging
master of disorder, Chaos Ruler. Finally, the Nekomancer
allows Warlocks to gain the most adorable patrons possible,
Cats, letting them curse their enemies and bless their allies
with their antics.
43
Barbarian Primal Path
When you are grappling a creature, you can use your action
to throw it. Make another grapple check. On a success, you
throw them a distance in feet equal to 1d10 + your Athletics
or Performance modifier. It is no longer grappled but is
instead prone.
False Finish
Beginning at 6th level, when you are reduced to 0 hit points
but not killed outright while raging, any number of friendly
creatures within 60 feet that can see you and share a
language with you can use their reaction to make a Charisma
saving throw and cheer you on. The DC equals 10 or half the
damage you take, whichever number is higher. For each
success, you gain hit points equal to the result minus the DC.
You can't use this feature again until you finish a long rest.
Mic Hype
Path of the Luchador
Some barbarians are driven by fury. Some are driven by the
code of their clan. And some are driven by the glory of the
ring. Those who follow the Path of the Luchador are here to
slam down foes and show off their muscles as they bring the
excitement of the four post stage to the battlefield. Rather
than a rage, you're overcome with the thrill of the fight, the
roar of victory on your lips and the cheers of the crowd on
your ears.
Knifehand Strike
Starting when you choose this path at 3rd level, You can
roll a d4 in place of the normal damage of your unarmed
strike. This die becomes a d6 at 6th level, a d8 at 10th level
and a d10 at 14th level. When you use the Attack action with
an unarmed strike or grapple, you can make one unarmed
strike as a bonus action.
You gain a +1 bonus to AC while fighting unarmed. You
gain advantage on unarmed strikes against creatures you are
grappling.
Ring Ruler
Starting at 3rd level, you gain proficiency in the
Performance skill.
When you enter a rage, you don your masked wrestler
persona, becoming the ruler of the ring. While you are raging,
you may add your Charisma modifier to your unarmored
defense armor class instead of Dexterity and you may make
ability checks to grapple another creature or ability checks to
prevent a creature from escaping being grappled using
Charisma (Performance) instead of Strength (Athletics).
44
At 10th level, whenever you score a critical hit or throw a
creature while raging, you can use your bonus action to make
a pose and declare your dominance. Make a Charisma
(Performance) check contested by the target's Charisma
(Performance) check. If you succeed, up to ten other
creatures of your choice within 60 feet of you that can see
and hear you may add the amount you succeeded by to one
attack roll or saving throw until the start of your next turn, or
end a charmed or frightened condition affecting them. You
can use this feature a number of times equal to your
Charisma modifier (minimum once) and regain all expended
uses after a short or long rest.
Tag Team
Starting at 14th level, you can use your bonus action to call
on your teammates to tag-team a target with you. Up to five
other creatures of your choice within 60 feet of you that can
hear you may use their reaction to immediately take one
action. This action can only be used to attack, cast a spell or
use another effect that targets a creature you have attacked
this turn. You can use this feature once and regain the ability
to use it when you finish a long rest.
Spell Level
Spells
Cantrip
druidcraft
1st
goodberry
2nd
beast sense
3rd
conjure animals
4th
dominate beast
5th
commune with nature
Bonus Proficiencies
When you become a Lumberjack at 3rd level, you gain
proficiency with medium armor, battleaxes and greataxes.
You can use handaxes, battleaxes and greataxes as
spellcasting foci for your bard spells.
Woodcutter's Song
Also at 3rd level, your animal friends answer to your song.
Whenever a creature rolls a Bardic Inspiration die, you may
have it gain an additional effect from the table below based
on their roll. The DC for any saving throws on the table are
your spell save DC. If the effect involves rolling the spent
Bardic Inspiration die, they do not gain another effect.
Bard College
Bardic
Insp.
Die Animal Companions
1
Song Birds. The song of the birds restore heart and
health. You regain hit points equal to one roll of the
spent Bardic Inspiration die and you end one
condition from the following list affecting you:
charmed or frightened.
2
Squirrels. Furry companions confuse and distract. In
combat, choose a creature within 30ft of you. That
creature makes a Dexterity saving throw or be set
upon by squirrels, taking piercing damage equal to
one roll of the spent Bardic Inspiration die as they
are bitten. In any case, they are distracted and they
cannot use their reaction until the end of their next
turn. Outside of combat, treat the squirrel as if you
cast Mage Hand; it can't fly but can climb most
surfaces.
3
Raccoon. The stealthy bandit brings you gifts. Reroll
the spent Bardic Inspiration die. On a 1 to 6, roll on
the Trinkets table. On a 7 or higher, roll on the
Adventuring Gear table (including Ammunition,
Arcane Focus, Druidic Focus, and Holy symbol). If
the item weighs 5lbs or less, a raccoon brings you
it.
4
Dogs. Loyal companions heed the pack's call. In
combat, a pack of dogs rush to your immediate
protection. Each hostile creature within 5ft of you
makes a Strength saving throw. On a failure, they
are knocked prone. Outside of combat, a pack of
dogs comes to your aid. You have advantage on the
next Investigation, Insight, Perception, Survival,
Intimidation, or Persuasion check you make in the
next 10 minutes.
College of Forestry
The College of Forestry is not a real college or even an
organization, but rather the innate bond of ideals shared by
those who have journeyed into nature and embraced the
forests wholly: Lumberjacks. Both creation and destruction
make up the circle of woodland life, a careful balance
between each needed to maintain each ecosystem. At times
with the axe, at times with the instrument, Lumberjacks can
be found clearing space or causing new growth in those
areas.
Not many know of Lumberjacks in particular, but anyone
who meets one can immediately feel their reverence for
nature and their unique affinity for wildlife. They have such a
connection to the woods that they are often confused for
druids, though they possess neither their powers of
wildshaping nor knowledge of rituals. These woodland
warriors are just common folk whose love of nature has given
them as great of insight as any druid. By listening with their
heart and speaking with their actions, they've come to
understand animals with ease and can call upon their aid at
any time.
Not exactly entertainers, these cheerful guardians of the
forest often use song to communicate with their animal
companions, and their performances are no less marvelous
or inspiring for bipedal audiences than they are for other
creatures of the world. Lumberjacks are friends to man and
beast alike, so long as the former respects the latter.
Expanded Spell List
Your woodland knowledge lets you choose from an
expanded list of spells when you learn a bard spell. The
following spells are added to the bard spell list for you.
Lumberjack Expanded Spells
45
Bardic
Insp.
Die Animal Companions
5
Hawk. Sharp eyes and talons descend from above.
In combat, until the end of your next turn, any time
a creature within 30ft attacks you, it makes a
Dexterity saving throw. On a failure, it takes
slashing damage equal to one roll of the spent
Bardic Inspiration die. Outside of combat, you gain
advantage on your next Intimidation or Perception
check or can add +10 to your next skill check to
Navigate or Track in the next 10 minutes.
6
Deer. A guardian of the forest guides you to safety.
You have advantage on the next saving throw you
make in the next 10 minutes. The next time you
are knocked prone during that time, you can stand
up by spending 5 feet of movement, rather than
half your speed.
7
Fox. Sly feet herald mischief. Choose a saving
throw. A creature of your choice within 60ft
suffers disadvantage on the next saving throw of
that type in the next 10 minutes as the fox
distracts, surprises or otherwise interferes with it.
8
Shoebill. The baleful glare cows all. Each creature in
a 10ft cone in front of you makes a Wisdom saving
throw. On a failure it becomes frightened of the
bird besides you until the end of its next turn in
combat or the next 1 minute outside of combat.
9
Wolf. A mighty hunter walks by your side. In
combat, the next creature you attack within 30ft of
you makes a Dexterity saving throw. On a failure it
takes piercing damage equal to two rolls of the
spent Bardic Inspiration die as the wolf bites them.
Outside of combat, reroll the spent Bardic
Inspiration die. You can add that number to your
next Intimidation check in the next 10 minutes,
have the wolf bring you that many pounds of meat,
or rest 10 minutes with the wolf and gain that
many hit points.
10 Boar. A great beast charges ahead. In combat, each
creature in a 5ft by 30ft line in front of you makes
a Dexterity saving throw as the boar charges them.
On a failure, they take bludgeoning damage equal
to one roll of the spent Bardic Inspiration die and
are knocked prone. Outside of combat, reroll the
spent Bardic Inspiration die. You can add that
number to your next Strength ability check in the
next 10 minutes or move 30 times that many
pounds of inanimate object up to 30ft in a straight
line.
11 Doves. Heavenly wings grace you. You regain hit
points equal to two rolls of the spent Bardic
Inspiration die and you end one condition from the
following list affecting you: blinded, deafened,
paralyzed, petrified, or poisoned.
12 Bear. The king of the forest appears. In combat, the
hostile creature closest to you makes a Dexterity
saving throw. On a failure, it takes slashing damage
equal to one roll of the spent Bardic Inspiration die.
Both in and outside of combat, each friendly
creature within 30ft of you is so inspired, they gain
advantage on the next ability check, attack roll, or
saving throw it makes in the next 10 minutes.
46
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Leaf Burning
At 14th level, you can become as the campfire yourself: a
warming source of cheer and strength for all who surround
you. As an action, you can spend a Bardic Inspiration die.
Roll that die three times (activating Woodcutter's Song three
times) and gain that many temporary hit points; this replaces
any temporary hit points you have and you cannot gain
temporary hit points as long as you have them. As long as you
have those temporary hit points, at the end of each of your
turns, set the spent Bardic Inspiration die to one number
higher (set it to 1 at the end of the first turn). Each friendly
creature within 60 feet of you, including yourself, may add
that number to one ability check, attack roll, or saving throw
it makes until the end of your next turn. If you cannot
increase the spent Bardic Inspiration die any higher, or you
lose all temporary hit points, the effect ends and you lose all
remaining temporary hit points.
If used outside of combat, instead roll the spent Bardic
Inspiration die three times (activating Woodcutter's song
three times) and choose the highest roll. Each creature within
10 feet of you, including yourself, regains that many hit points
and for the next ten minutes may add that number to one
ability check, attack roll, or saving throw it makes.
You may use this feature once and regain the ability to do
so after finishing a short or long rest.
Fighter Martial
Archetypes
Chrysaor
Two strokes is all it takes to fell foes enthralled by your
shining armor. Chrysaors are the shining wielders of dual
weapons, traditionally blades though some have expanded
their purview. Striking in swift succession and a flurry of
steel, Chrysaors wield twice the weapons for far more than
twice the power and none of the weakness.
Requirement: You must take the Two-Weapon Fighting
fighting style to become a Chrysaor. You may replace a
previously chosen fighting style with Two-Weapon Fighting.
Dual Blades' Authority
Beginning when you choose this archetype at 3rd level, you
gain the following benefits:
You gain a +1 bonus to AC and +1 bonus to your Charisma
modifier when you are wielding a separate melee weapon
in each hand.
When you deal damage with an attack with one weapon,
your next attack with a different weapon that you're
holding in the other hand has +1 to hit and deals an extra
1 radiant damage. Starting at 10th level, the bonus to hit
and radiant damage are equal to your Charisma modifier
(minimum 1) instead.
You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you
would normally be able to draw or stow only one.
Mailbreaker
At 7th level, whenever you successfully deal damage to a
creature with both melee weapons you are holding in two
consecutive attacks, that creature must make a Strength
saving throw. The DC for this saving throw equals 8 + your
Charisma modifier + your proficiency bonus. On a failed save,
the creature suffers a -1 penalty to AC until the beginning of
your next turn.
Dual Arts
Starting at 10th level, you embody the skill of doubled
assaults. You can use your Action Surge an extra time before
a rest, but only once on the same turn. At 18th level, you can
use your Action Surge two extra times before a rest instead.
Diptych
Starting at 10th level, whenever you use your Action Surge,
you gain an additional bonus action and a +1 bonus to your
Charisma modifier until the beginning of your next turn.
Beginning at 18th level, you gain two additional bonus actions
and a +2 bonus to your Charisma modifier instead.
Aurum Flow
Starting at 15th level, you can use an action to make an
attack with both of your melee weapons. Each strike that
successfully hits deals an extra 2d8 radiant damage and
grants you a +1 bonus to your Charisma modifier for the next
1 minute. You can use this feature once and regain the ability
to do so when you finish a short or long rest.
Spartan
The Spartan is one who has pushed their body to the limits
of physical achievement and tempered it with superior tactics
and defensive skills. As skilled with the shield as they are
with their weapons, Spartans are pillars of strength that can
be the difference between a party standing or falling.
47
Hardened Shield
Beginning when you choose this archetype at 3rd level, you
gain an additional +2 AC when wielding a shield.
If you take the Attack action on your turn, you can use a
bonus action to make a melee attack with your shield. If you
do, you do not gain an AC bonus from equipping your shield
and cannot do anything that requires having a shield
equipped until the beginning of your next turn. You are
proficient with it, and you add your Strength modifier to its
attack and damage rolls. On a hit, you deal 1d4 bludgeoning
damage and the target has disadvantage on maintaining
concentration and cannot use its reaction until the end of its
next turn.
Starting at 10th level, it also cannot take bonus actions
until the end of its next turn. The attack also deals 1d6
damage. Starting at 15th level, it deals 1d8 damage, and at
18th level it deals 1d10.
them until the beginning of your next turn. Any creature
trying to enter the barrier during that time makes a Strength
check with disadvantage contested by your Strength check.
On a failure, they are pushed back 5 feet instead.
Starting at 15th level, all distances are increased to 10 feet,
and creatures inside the barrier also gain resistance to acid,
thunder, radiant and necrotic damage from sources outside
the barrier. Starting at 18th level, all distances are increased
to 15 feet, and creatures inside the barrier gain advantage on
all saving throws against sources outside the barrier.
You can use this feature once until you finish a short or
long rest.
Guardian
At 10th level, you can use your action to protect others by
taking on all attacks in their place. Each hostile creature
within 30 feet of you makes a Wisdom saving throw, where
the DC is equal to 8 + your Strength modifier + your
proficiency bonus. For the next 1 minute or until your
concentration ends (as if you were concentrating on a spell),
you have a +3 bonus to AC and each creature that failed the
saving throw has disadvantage on all attacks against
creatures other than you. You can use this feature once until
you finish a short or long rest.
Centurion
Starting at 15th level, you can use your reaction to
completely protect one creature from all damage. Until the
beginning of your next turn, you or one creature of your
choice within 30 feet gains immunity to all damage types. You
can use this feature once before you finish a short or long
rest.
Aegis Boon
At 18th level, you greatly enhance your shield techniques,
gaining both strength and defense. When you use Phalanx,
you gain advantage on all attacks you make until the end of
your next turn. When you use Guardian, for the duration you
gain resistance to all damage types as long as you are
wielding a shield.
Phalanx
Starting at 7th level, you can plant your shield and invoke a
powerful barrier around yourself and your allies. As a
reaction, you can move up to 5 feet and then use your shield
to create a blue barrier around you and any number of
creatures you choose within 5 feet of you. Any creature you
choose that is wielding a shield can use its reaction to extend
the area and include any number of creatures it chooses
within 5 feet of it. All other creatures in that area must make
a Strength saving throw, where the DC is equal to 8 + your
Strength Modifier + your Proficiency bonus. Any creature
that fails is pushed back 5 feet, outside the barrier. All
creatures still within the barrier gain resistance to
bludgeoning, piercing, slashing, fire, cold and lightning
damage from sources outside the barrier and all ranged
attacks from outside the barrier have disadvantage against
48
Monk Monastic Tradition
Way of the Apsaras
Apsaras are as graceful as the wind and as powerful as a
storm. Whether they wield the powerful axe or the swift
lance, they channel the storm with every dancing step and
swing of their weapon. As free as the clouds and as strong as
the thunder within them, Apsaras are the envy of friends and
foes alike as they glide through battle with ease.
within 5 feet of the creature you hit also must succeed the
Strength saving throw or be pushed 10 feet away from you
and knocked prone. If you are wielding an axe, you can spend
additional ki points to increase the damage by 1d6 for each ki
point spent. The maximum number of ki points (2 plus any
additional points) that you can spend on the spell equals half
your monk level.
Crestfallen Flower
Beginning at 11th level, you can perform a dance of twilight
that empowers your allies with the strength of life and death
in duality. As an action, you can spend up to 3 ki points to
begin dancing. The dance lasts for 1 minute or until your
concentration ends (as if you were concentrating on a spell).
While you are dancing, you and any number of friendly
creatures within 60 feet have advantage on saving throws
against being blinded, deafened, paralyzed, or poisoned and
add a bonus to the rolls. If you are wielding a spear, they also
gain a bonus to attack rolls. If you are wielding an axe, they
also gain a bonus to damage rolls. The bonuses equal the
number of ki points you spent.
Springwater Robe
Dance of Zeal
At 17th level, you can become one with the wind, dancing
over the battlefield with full mastery over both the grace and
fury of the storm. As a bonus action, you can spend 2 ki
points to wrap yourself in wind, gaining temporary hit points
equal to your monk level. For the next 1 minute or until you
lose those temporary hit points, you gain the following
benefits:
You have a flying speed of 30 feet.
You can take the dodge action as a bonus action.
All ranged weapon attacks against you have disadvantage.
Whenever you use another Way of the Apsaras feature,
you gain the benefits of wielding both a spear and an axe
as long as you are wielding either one.
You gain proficiency in the Performance skill. You also gain
proficiency in battleaxes, greataxes, halberds, lances, pikes
and tridents. They count as monk weapons for you and do not
count as heavy when you wield them. You gain certain
benefits when wielding a spear (spear, lance, pike, trident and
others) or axe (handaxe, battleaxe, greataxe, halberd, sickle,
scythe and others), but cannot gain the benefits of both at
once.
When you use your Patient Defense, if you are wielding a
spear, you gain +2 AC until the beginning of your next turn, or
if you are wielding an axe, the next time you take damage
before the beginning of your next turn, you can roll your
Martial Arts die and reduce the damage by that amount.
When you use your Step of the Wind, if you are wielding a
spear, your jump distance is tripled and your jump height is
doubled instead, or if you are wielding an axe, you gain +2 to
hit on your next attack this turn.
Thunder on the Water
At 6th level, you gain the ability imbue your strikes with
thunderous power. You can spend 2 ki points to cast the
thunderous smite spell as a bonus action. When you do, if you
are wielding a spear, each creature besides yourself
49
Paladin Sacred Oath
Channel Divinity
When you take this oath at 3rd level, you gain the following
Channel Divinity option.
Glory Arts. As an action, you can awaken your bonded
sword, using your Channel Divinity. You gain energy equal to
your Paladin level + your Charisma modifier, minimum 1, and
activate its awakening effect. If the sword is not already
magical, it becomes magical for the duration. The sword
remains awakened for 1 minute. You can end this effect on
your turn as part of any other action. If you are no longer
holding or carrying this weapon, or if you fall unconscious,
this effect ends.
Weapon Bond
Oath of the Sword
The Oath of the Sword is sworn to the glory of the blade
itself, as a divine instrument of a higher will. While some
paladins of this oath, called Glorybringers, swear their blade
in service of a country or deity, many are devoted to the spirit
of their sword. These paladins serve their given cause or
community by pursuing the highest art of the swords, until
the gleaming spirit of the blade itself shines forth to light their
path. What is not beautiful, what is not just, what is not right
and true, all shall be cut down by their holy symbol.
Tenets of the Sword
Though each Glorybringer hold beliefs unique as their
blades, in general they follow these tenets of the Oath of the
Sword.
Glory. Live with shining light, stride forth with grace and
beauty.
Strength. Without power, you cannot protect, neither
ideals nor individuals.
Sharpness. Do not dull, do not rust. Constantly sharpen
your blade, your skills and your spirit.
Unwavering. Cut down the unrighteous without hesitation,
waver not before even the greatest of foes.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Sword Spells
Paladin Levels Spells
50
3rd
compelled duel, divine favor
5th
enhance ability, misty step
9th
crusader's mantle, haste
13th
fire shield, freedom of movement
17th
circle of power, flame strike
At 3rd level, you learn a ritual that creates a magical bond
between yourself and one weapon. It must be a sword
(greatsword, longsword, rapier, scimitar, shortsword or other
as permitted by DM). You perform the ritual over the course
of 1 hour, which can be done during a short rest. The weapon
must be within your reach throughout the ritual, at the
conclusion of which you touch the weapon and forge the
bond.
Once you have bonded a weapon to yourself, you can't be
disarmed of that weapon unless you are incapacitated. If it is
on the same plane of existence, you can summon that
weapon as a bonus action on your turn, causing it to teleport
instantly to your hand. You can use it as a holy symbol. You
can have only one bonded weapon. If you attempt to bond
with a second weapon, you must break the bond with the
other. You can only bond with one new weapon until you
finish a long rest.
When you become bonded to a sword, choose an
awakening, resonance, attack and defense effect. You can
also change one of these effects when you finish a long rest. If
the effect requires a level, you must be that level in this class
to choose it. If the sword you bond to is magical, the DM can
create unique effects on bonding if they choose; these effects
should not be changed without the DM's permission.
Awakening
When you bond with a sword, choose one of the following
awakening effects. It activates when you channel divinity to
use Glory Arts and awaken it. You can also choose a new
effect whenever you finish a long rest. If the effect requires a
level, you must be that level in this class to choose it. If the
sword you bond to is magical, the DM can create a unique
awakening effect on bonding if they choose; this effects
should not be changed without the DM's permission.
Armor of Glory When you awaken your blade, you gain +1
AC as long as your blade is awakened. At 7th level, this
becomes +2 AC, and at 15th level it becomes +3 AC.
Blade's Vitality When you awaken your blade, you gain hit
points equal to 1d8 + your Charisma modifier. At 7th level,
this becomes 2d8 + your Charisma modifier, and at 15th level
it becomes 3d8 + your Charisma modifier.
Caster's Blade (7th level required) When you awaken
your blade, you can cast a 1st level or lower spell using your
spellcasting feature. At 15th level, you can cast a 3rd level or
lower spell using your spellcasting feature.
Clarity of Purpose When you awaken your blade, you can
end one of the following conditions affecting you: charmed or
frightened. At 7th level, you can alternately choose one of the
following conditions: blinded or deafened. At 15th level, you
can alternately choose one of the following conditions:
paralyzed or poisoned.
Readied Blade (7th level required) When you awaken
your blade, you can choose a creature within 30 feet of you.
You gain advantage on the first attack roll you make against it
until the end of your next turn. At 15th level, you gain
advantage on all attacks made against it until the end of your
next turn.
Thunderous Awakening (7th level required) When you
awaken your blade, you can cast thunderwave without using
a spell slot. At 15th level, you can cast it as a 3rd level spell.
Wave of Power When you awaken your blade, you can
radiate force that pushes back all hostile creatures
surrounding you. Each hostile creature within 5 feet of you
must succeed a Strength saving throw or be pushed back 10
feet. The DC is your spellcasting saving throw DC. At 7th
level, this has a radius of 10 feet. At 15th level, any creature
that fails its saving throw is knocked prone.
points equal to twice the damage taken. At 15th level, the d6
become d8s.
Blessed Blade You can use your action and spend 2
energy to cast bless targeting only yourself.
Celerity You can use your action and spend 1 energy to
increase your movement speed by 10 feet for the next 1
minute. At 7th level, you can spend 2 energy to increase it by
20 feet instead. At 15th level, you can spend 3 energy to
increase it by 30 feet instead.
Dispel (15th level) You can use your action and spend 5
energy to cast dispel magic without using a spell slot. You can
spend additional energy to raise its level by 1 for each
additional energy spent. Its level cannot be raised higher than
your highest level spell slot.
Enhanced Vitality You can use your action and spend 2
energy to cast false life without using a spell slot. You can
spend additional energy to raise its level by 1 for each
additional energy spent. Its level cannot be raised higher than
your highest level spell slot.
Gleaming Blade (15th level) You can use your action and
spend 5 energy to cast beacon of hope without using a spell
slot.
Multislash (15th level) You can use your action and spend
5 energy to take the Attack action. Each attack you make hits
all creatures within 10 feet of you instead of a single target.
Use the same attack roll for each attack.
Radiant Call You can use your action and spend 1 energy
to cast sacred flame.
Radiating Calm (7th level) You can use your action and
spend 4 energy to cast calm emotions without using a spell
slot.
Ray of Illumination You can use your action and spend 3
energy to cast guiding bolt without using a spell slot. You can
spend additional energy to raise its level by 1 for each
additional energy spent. Its level cannot be raised higher than
your highest level spell slot.
Selene Slash (7th level) You can use your action and
spend 4 energy to cast moonbeam without using a spell slot.
You can spend additional energy to raise its level by 1 for
each additional energy spent. Its level cannot be raised higher
than your highest level spell slot.
Attack
Resonance
When you bond with a sword, choose one of the following
resonance effects. You can activate it as an action on your
turn by spending the required energy. You can also choose a
new effect whenever you finish a long rest. If the effect
requires a level, you must be that level in this class to choose
it. If the sword you bond to is magical, the DM can create a
unique resonance effect on bonding if they choose; this
effects should not be changed without the DM's permission.
Binding (7th level) You can use your action and spend 4
energy to cast hold person without using a spell slot.
Blade Sacrifice (7th Level) You can use your action and
spend 1 to 5 energy to give your hit points to another. You
take that many d6 necrotic damage; this cannot be reduced.
Another creature of your choice within 30 feet gains hit
When you bond with a sword, choose one of the following
attack effects. You can activate it as a bonus action on your
turn by spending the required energy. You can also choose a
new effect whenever you finish a long rest. If the effect
requires a level, you must be that level in this class to choose
it. If the sword you bond to is magical, the DM can create a
unique attack effect on bonding if they choose; this effects
should not be changed without the DM's permission.
Blinding Strike (7th level) You can use your bonus action
and spend 2 energy blind a creature you strike with flashing
light. The next creature you hit with your weapon this turn
must succeed a Constitution saving throw or be blinded until
the beginning of your next turn.
Bright Strike You can use your bonus action and spend 2
energy to infuse your blade with shining light. Each creature
you hit with your weapon this turn begins glowing at the end
of your turn until the end of your next turn or it takes damage.
As long as it is glowing, attack rolls against it have advantage.
51
Burning Strike You can use your bonus action and spend
1 energy to deal radiant damage equal to your Charisma
modifier (minimum 1) when you hit with your weapon this
turn.
Crushing Strike (7th level) You can use your bonus action
and spend 2 energy to attempt to knock your foe flat. The
next creature you hit with your weapon this turn must
succeed a Strength saving throw or be knocked prone.
Halting Strike You can use your bonus action and spend 1
energy to slow down any creature you hit this turn. Whenever
you hit a creature, it makes a Strength saving throw. On a
failure, its movement speed decreases by 10 feet until the
end of its next turn.
Savage Strike (7th level) You can use your bonus action
and spend 1 energy to increase your critical hits. Until the
end of this turn, you score a critical hit on a roll of 19 to 20,
and roll one additional weapon damage die when
determining the extra damage for a critical hit.
Sure Strike You can use your bonus action and spend 1
energy to add your Charisma modifier (minimum 1) to your
attack rolls this turn.
Defense
When you bond with a sword, choose one of the following
defense effects. You can activate it as a reaction by spending
the required energy. You can also choose a new effect
whenever you finish a long rest. If the effect requires a level,
you must be that level in this class to choose it. If the sword
you bond to is magical, the DM can create a unique defense
effect on bonding if they choose; this effects should not be
changed without the DM's permission.
Absorb Radiance (7th level) When you are dealt radiant
damage, you may use your reaction to gain energy equal to
one third the damage taken, minimum 1.
Anchored When you make a Dexterity or Strength saving
throw to avoid being knocked prone, you may use your
reaction and spend 1 energy to roll with advantage.
Bulwark (7th level) When you are subjected to an effect
that allows you to make a Dexterity saving throw to take only
half damage, you may use your reaction and spend 1 energy
to instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
Counter (7th level) When a creature misses you with a
melee attack, you can use your reaction and spend 3 energy
to make a melee weapon attack against the creature.
Cutting Mind (15th Level) When you would make a
Wisdom saving throw, you may use your reaction and spend 2
energy to make that roll with advantage.
Eye for an Eye (15th Level) When you are dealt damage
by a creature within 5 feet of you, you can use your reaction
and spend 3 energy to make a melee weapon attack against
it.
Gain Distance When you are dealt damage, you can use
your reaction and spend 1 energy to immediately move 5 feet
without provoking opportunity attacks from the source of the
damage.
Intercept (7th level) When you are targeted by a ranged
attack, you can spend 2 energy to impose disadvantage on it.
Magebane (15th level) When you are targeted by a spell
cast by a hostile creature, you can use your reaction and
spend 2 energy to immediately teleport up to 30 feet in its
52
direction. If this brings you within 5 feet of it, you may spend
2 energy to immediately make a melee weapon attack against
it.
Parry When another creature damages you with a melee
attack, you can use your reaction and spend 1 energy to
reduce the damage by your Charisma modifier.
Protect When you are hit by an attack, you can use your
reaction and spend 2 energy to protect yourself. Until the
start of your next turn, you gain a bonus to AC equal to your
Charisma modifier, including against the triggering attack.
Rebuke Whenever you are dealt damage by a creature
within 5 feet of you, you can use your reaction and spend 1
energy to deal 1d4 radiant damage to it.
Espada
Starting at 7th level, you can unleash your blade's spirit in
short, powerful bursts with or without awakening it. You gain
a new attack option that you can use with the Attack action.
This special attack is a ranged spell attack with a range of 30
feet. You are proficient with it, and you add your Charisma
modifier to its attack and damage rolls. Its damage is radiant,
and its damage die is a d6. This becomes a d8 at 15th level
and a d10 at 20th level. This special attack can be used for
any of the attacks you make as part of the Attack action for
your Extra Attack feature.
Al Doble
Beginning at 15th level, as long as your blade is awakened,
you can attack three times, instead of twice, whenever you
take the Attack action on your turn. When you use your action
to cast a spell of 3rd level or lower, you can make one weapon
attack as a bonus action.
Colmillos
At 20th level, when you roll for initiative, you can awaken
your sword as an action on your first turn without using
Channel Divinity, gaining 5 energy instead of the normal
amount.
Roguish Archetypes
Bandit Tycoon
As a Bandit Tycoon, you are no sneak thief lurking in the
shadows - you're a powerful presence that hits the scene like
a spring storm. Fast, stunning and favored by fortune, you
bring as much luck to your allies as you steal from your
enemies. It's still a sneak attack if the enemy's too stunned to
react!
Crack Shot
Starting at 9th level, whenever you score a critical hit, you
may add damage equal to your sneak attack damage to it,
including Eyes on the Prize bonus damage (but do not roll
the damage dice for it again for the critical hit). Your weapon
attacks against marked creatures score a critical hit on a roll
of 19 or 20.
White Smoke
By 13th level, you know how to make a dramatic entrance.
You gain proficiency in the Performance skill, if you don't
have it already.
When you roll initiative or enter a room, if you are not
surprised, you can use your reaction to pose, speak or
otherwise impress the crowd. Each creature who isn't
friendly to you that can see and hear you makes a Wisdom
saving throw. The DC is equal to 8 + your Charisma modifier
+ your Proficiency bonus. If the creature has Intelligence of 3
or less, it automatically succeeds. Choose charmed,
frightened, or stunned. Each creature that fails its saving
throw is the chosen condition for the next 1 minute, until it
takes damage, or until the end of its next turn if you are
fighting it. You can use this feature once until you finish a
long rest.
Spring's Gate
Bounty Hunter
Starting at 3rd level, you can cast the hunter's mark spell as
a bonus action once until you finish a short or long rest.
Whenever you mark a creature with it, it becomes Bounty
level 1. When a marked creature is reduced to 0 hit points,
roll a d10. If the result is equal to or lower than its Bounty
level, you regain the ability to cast hunter's mark again.
As a bonus action on your turn, you can make a Charisma
skill check to increase the bounty level on a marked creature
within 60 feet of you, where the DC is 5 + the target's current
Bounty level. On a success, the target's Bounty level increases
by 1, to a maximum of 10, and the creature takes force
damage equal to its current Bounty level + your Charisma
modifier.
When you reach 17th level, you can momentarily open the
gates of fortune for all your allies. As an action, choose one
creature. Until the end of your next turn, all attacks against it
have advantage and deal additional damage equal to the
creature's Bounty level. Any other creature that scores a
critical hit on it can add damage equal to your sneak attack
damage, including Eyes on the Prize bonus damage (but does
not roll the damage dice for it again for the critical hit). You
can use this feature once until you finish a long rest.
Eyes on the Prize
Starting at 3rd level, your sneak attack deals additional
damage equal to the target's Bounty level. Starting at 13th
level, it deals additional damage equal to twice the target's
Bounty level.
If the DM uses d100 Treasure Tables to determine
rewards, a creature's Bounty level is added to the result
rolled. Starting at 13th level, twice the creature's Bounty level
is added instead. Treat results higher than 100 as 100.
53
Whenever you gain a level in this class, you can replace one
of the warlock spells you know with another spell of your
choice from the warlock spell list. The new spell must be of a
level for which you have spell slots, and it must be an
enchantment, illusion, or necromancy spell, unless you’re
replacing the spell you gained at 3rd, 8th, 14th, or 20th level
from any school of magic.
Spellcasting Ability Charisma is your spellcasting ability
for your warlock spells, since you draw your magic from
chaos itself. You use your Charisma whenever a spell refers
to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
warlock spell you cast and when making an attack roll with
one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Expanded Spell List
Chaos lets you choose from an expanded list of spells when
you learn a warlock spell. The following spells are added to
the warlock spell list for you.
Chaos Ruler
Some rogues rule through treachery. Some rule through
careful planning. Some rule through sheer agility. But none of
them can rule like chaos does. Chaos Rulers harness the
potent abilities of chaos itself to sow discord and disorder
among their foes, inflicting all manners of afflictions and
debilitating strikes to disrupt their forces.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
See chapter 10 of the Player's Handbook for the general
rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips You learn three cantrips of your choice from the
warlock spell list. You learn another warlock cantrip of your
choice at 10th level.
Spell Slots The Chaos Ruler Spellcasting table shows
how many spell slots you have to cast your warlock spells of
1st level and higher. To cast one of these spells, you must
expend a slot of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person
and have a 1st-level and a 2nd-level spell slot available, you
can cast charm person using either slot.
Spells Known of 1st-Level and Higher You know three
1st-level warlock spells of your choice, two of which you must
choose from the enchantment, illusion, and necromancy
spells on the warlock spell list.
The Spells Known column of the Chaos Ruler Spellcasting
table shows when you learn more warlock spells of 1st level
or higher. Each of these spells must be an enchantment,
illusion, or necromancy spell of your choice, and must be of a
level for which you have spell slots. For instance, when you
reach 7th level in this class, you can learn one new spell of
1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come
from any school of magic.
54
Chaos Ruler Expanded Spells
Spell
Level
Spells
1st
bane, grease, sleep, tasha's hideous laughter
2nd
blindness/deafness, blur, phantasmal force,
silence
3rd
bestow curse, blink, slow
4th
blight, confusion, phantasmal killer
Stall
Starting at 3rd level, you can inflict a touch of chaos onto
anyone who stumbles in battle. As a bonus action on your
turn, you can make a ranged spell attack against a creature
within 60 feet that was dealt damage or failed a saving throw
this turn. On a hit, it takes 2d4 damage and can't take
reactions until the end of its next turn. Choose one of the d4s.
The number rolled on that die determines the attack’s
damage type, as shown below.
d4
Damage Type
1
Acid
2
Cold
3
Fire
4
Lightning
This feature’s damage increases by 1d4 when you reach
9th level (3d4), 13th level (4d4), and 17th level (5d4). You can
choose any of the dice to determine the attack's damage type.
Starting at 13th level, the target also can't take bonus actions
until the end of its next turn.
Sabotage
Starting at 9th level, you specialize in striking others when
they're down. Your Sneak Attack deals an additional 1d6
damage for each of the following conditions the target is
under: blinded, charmed, cursed, deafened, any level of
exhaustion, frightened, paralyzed, petrified, poisoned, stunned,
unconscious, or reduced hit point maximum.
Unpredictable
Chaos Ruler Spellcasting
Rogue Cantrips Spells
Level Known Known
3rd
3
3
─Spell Slots per Spell Level─
1st
2nd
3rd
4th
2
─
─
─
4th
3
4
3
─
─
─
5th
3
4
3
─
─
─
6th
3
4
3
─
─
─
7th
3
5
4
2
─
─
8th
3
6
4
2
─
─
9th
3
6
4
2
─
─
10th
4
7
4
3
─
─
11th
4
8
4
3
─
─
12th
4
8
4
3
─
─
13th
4
9
4
3
2
─
14th
4
10
4
3
2
─
d20 Conditions
15th
4
10
4
3
2
─
1-3 Hit Points Reduced - The creature takes 2d8 necrotic
damage and its hit point maximum is reduced by the
same amount. If its hit point maximum is reduced to
0, it dies.
16th
4
11
4
3
3
─
17th
4
11
4
3
3
─
18th
4
11
4
3
3
─
4-6 Blinded - The creature is blinded.
19th
4
12
4
3
3
1
7-8 Deafened - The creature is deafened.
20th
4
13
4
3
3
1
At 13th level, you can use your action to unleash a powerful
blast of chaotic energy that disables and debilitates all caught
within a 20 foot radius sphere centered on a point you choose
within 90 feet. Roll three d20 to determine conditions from
the Conditions table below. If the same condition is rolled
more than once, the extra rolls have no effect. Each creature
within the target area must make a Wisdom saving throw
against your spell save DC. On a failure, their AC is reduced
by -2 and they suffer each condition rolled. At the end of each
affected creature's turn, it can make another Wisdom saving
throw (even when incapacitated). On a success, it can end
one condition affecting it (including the AC penalty).
Otherwise, the duration is 1 minute for all conditions. You
can use this feature once until you finish a long rest.
9- Poisoned - The target is poisoned and takes 1d8
10 poison damage at the beginning of each of its turns.
11- Exhausted - The target suffers one level of exhaustion.
12
13- Cursed - The target becomes cursed. It has
14 disadvantage on all attack rolls against you. Whenever
it rolls a 13 (including when rolling with advantage or
disadvantage) it takes 13 force damage. A remove
curse spell ends this effect.
takes 7 force damage and has disadvantage on all Wisdom
saving throws you impose on them for the duration. You can
choose to ignore this effect for any attack roll, saving throw or
ability check you make. You can use this feature once until
you finish a long rest.
15 Stunned - The target is stunned until it takes damage
or someone uses an action to shake or slap it.
16 Charmed - The target is charmed by you until you or
your companions do anything harmful to it.
17 Frightened - The target is frightened of you.
18 Sleep - The target falls unconscious until it takes
damage or someone uses an action to shake or slap it
awake.
19 Petrified - The target is restrained. At the end of its
turn, it must make a Constitution saving throw. If it
fails three times, it becomes petrified.
20 Paralyzed - The target is paralyzed.
Chaos
At 17th level, you gain the ability to unleash pure chaos
upon the battlefield all around you as an action. For the next
1 minute, whenever a creature within 60 feet of you makes an
attack roll, saving throw or ability check, it adds +7 to the
result if it's even and subtracts -7 from the result if it's odd.
Whenever the result after that is 7 or lower, the creature
55
Warlock Otherworldy
Patron
Cats
You hold contract with all the cats of the world, black cats
in particular. You are a Nekomancer, and you can only hope to
gain even half the secrets that cats know. At times as
whimsical as any fey, at times as destructive as any demon,
and at times as unfathomable as any entity from the great
beyond, cats are truly creatures of mystery and by no means
easy creatures to please. You may be sent to do anything from
fetching certain foods or items, dealing with imminent
threats, or accomplishing tasks far more inscrutable.
Expanded Spell List
Cats let you choose from an expanded list of spells when
you learn a warlock spell. The following spells are added to
the warlock spell list for you.
Cats Expanded Spells
Spell Level Spells
1st
bane, find familiar
2nd
moonbeam, pass without trace
3rd
bestow curse, conjure animals
4th
freedom of movement, greater invisibility
5th
mislead, passwall
Black Cat Initiate
Beginning at 1st level, you can cast Animal Friendship and
Speak with Animals an unlimited number of times with this
trait, but you can target only cats with them. Charisma is your
spellcasting ability for these spells.
Cat's Meow
Starting at 1st level, your patrons teach you an adorable
dance that cheers those around you and brings them luck. As
an action, you can spend a spell slot to begin dancing. You
56
gain a number of Meow Points (MP) equal to twice the spell
slot's level plus your Charisma (Performance) modifier,
represented by d4. If you are in moonlight at night, you gain
an additional 5 MP. While you are dancing:
Any friendly creature within 60ft of you that can see and
hear you, including yourself, may spend 1 MP from the
pool and roll it to add it to an attack roll, ability check,
saving throw, damage die or healing die. It can't do it again
until the beginning of your next turn.
At the beginning of your turn, you must spend 1 MP from
the pool and roll it. You heal that many Hit Points and add
half that number, rounded down, to your AC until the
beginning of your next turn.
You may roll Charisma (Performance) instead of a
Constitution saving throw to maintain your concentration
when you take damage.
This dance lasts until you choose to stop dancing on your
turn, you run out of MP, or until your concentration ends (as if
you were concentrating on a spell). If you still have any MP
when the dance ends, you can use your reaction to unleash
your stored up power as a blast of black magic. Make a
ranged spell attack on a creature you can see within 60ft. On
a hit, roll the remaining MP as necrotic damage. When you
finish dancing, roll an MP. You suffer one level of exhaustion
for that many minutes.
Starting at 10th level:
Your MP are represented by d6.
When you spend MP at the beginning of your turn, you
may instead let any creature within 60ft that can see and
hear you heal that many hit points and add half that
number, rounded down, to their AC until the beginning of
your next turn.
As a bonus action, you can spend any number of MP. That
many creatures of your choice within 60ft that can see and
hear you make Wisdom saving throws against your Spell
save DC. On a failure, they become charmed by you until
the beginning of your next turn.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Moonshadow
Starting at 6th level, you can disappear in a cloud of
darkness in response to harm. When you take damage, you
can use your reaction to create a 15-foot-radius sphere of
magical darkness centered on yourself and turn invisible. If
you were in moonlight at night, you create a 30-foot-radius
sphere instead. The darkness spreads around corners. A
creature with darkvision can't see through this darkness, and
nonmagical light can't illuminate it, but you can see through it
as if it weren't there. You remain invisible until the end of
your next turn or until you attack, deal damage, or force
someone to make a saving throw. The darkness disappears
when you stop being invisible. Note that allies might be
unable to see your adorable dancing while you are invisible or
hidden in the darkness, but you can still continue dancing.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
At the beginning of each of its turns, it rolls one of the MP.
It subtracts the number rolled from each attack roll and
saving throw it makes until its next turn.
Whenever it takes damage, it rolls one of the MP twice
and takes necrotic damage equal to the higher number
rolled.
It is frightened of you. Whenever it rolls with disadvantage
because of this, it rolls one of the MP and subtracts it
from the result.
Whenever the cursed creature rolls an MP, it discards it
after. If the cursed creature no longer has any MP, the curse
ends. A remove curse spell also ends this effect. At the DM's
option, you may choose an alternative curse effect, but it
should be no more powerful than those described above and
should naturally deplete the MP. The DM has final say on
such a curse's effect.
You do not suffer exhaustion when ending your dance this
way.
Nine Lives
Starting at 14th level, you have as many lives as your
patrons. If you would drop to 0 hit points or die, you may die,
your body and all your equipment disappearing in a cloud of
black smoke. At the beginning of your next turn, you can
reappear in an unoccupied space of your choice within 10
feet of where you disappeared with 1 hit point. If you died
while in moonlight at night, you reappear with 9d6 hit points
instead. All conditions, spells and other effects that were
previously affecting you are ended.
You can delay your reappearance by any number of turns,
up to 24 hours. For each turn you delay, you can reappear an
additional 10 feet from where you disappeared, up to 200 feet
(2 minutes or 20 turns). After 2 minutes, you can also choose
instead to appear anywhere within 60ft of a friendly creature
that witnessed your death.
You can use this feature eight times. You cannot regain
expended uses except at the DM's discretion.
Black Cat's Path
Beginning at 10th level, your patrons teach you how to turn
your adorable dance of luck and cheer into a curse of
misfortune. As an action while you are dancing, you can end
your dance and spend your remaining MP to curse any
creature within 60 feet. It makes a Wisdom saving throw
against your Spell save DC. On a failure, it takes necrotic
damage equal to the number of MP spent and becomes
cursed, carrying the pool of MP. When the creature becomes
cursed, roll all the spent MP. The duration of the curse is
concentration, up to a number of minutes equal to the total
rolled. If the total is 30 or more, the duration doesn't require
concentration. If the total is 60 or more, the duration is 4
hours instead. If the total is 90 or more, the duration is 1 day
instead.
Choose one of the following effects for the curse:
Whenever it moves, it rolls one of the MP. On a 1, it trips
immediately and falls prone.
57
Adventure Generator
T
his playbook does not include any fully
articulated adventures or campaigns but the
following tables can be used to generate some
possible adventures in the sky realm. These
are some loosely connected points that can
help get past the "blank page" problem and
spark some inspiration, and of course may
need some adjustment to be made to fit into a cohesive
adventure - or maybe a disjointed pack of surprises is exactly
what you ordered! Give a roll of the dice or pick and choose,
these are just some suggestions.
Setting the Stage
Every adventure needs some place to get started. Here's
some ideas for how to get the ball rolling.
The Hook
How does your crew (or team or organization or other
band of adventurers) encounter the issue? Coincidence is one
thing, but even assignments need a reason for being there.
The question here is why you're on the island where things
are going down.
d8 Hooks
1 There's been word of monsters or bandits in the area.
2 You're here to drop off a delivery, important or routine.
3 There's someone here you need to speak to.
4 Rumor says there's a hidden treasure here.
5 There's a special event you're attending for work or for
pleasure.
6 You're just here on vacation.
7 Your airship was blown off course or suffered damage
and was forced to land here.
8 Something important to your overall goal is here.
58
The Locale
What kind of island is the adventure taking place on? The
setting can help flavor the local culture and monsters or even
inform certain obstacles and complications.
d8 Locales
1 Temperate - forests, fields, hills and low mountains.
2 Mountainous - rocky, snowy or even volcanic
3 Tropical - jungles, sand - maybe even beaches.
4 Primeval - massive, ancient forests rife with wildlife.
5 Metropolitan - entirely civilized and covered in city.
6 Gloomy - swampy, foggy or outright haunted.
7 Desert - Wide open, harsh and desolate
8 Fantastic - Whimsical, physics defying or otherworldly.
The Face
Nothing helps make an adventure more memorable than a
face to greet you - friendly or otherwise. You'll need a whole
cast of NPCs but it doesn't hurt to have one that'll specifically
be interacting with the skyfarers throughout the adventure.
d8 Faces
1 An enthusiastic or eccentric scholar.
2 A dutiful knight or soldier.
3 A charming or suspicious scoundrel.
4 A young scamp - who either admires or despises
skyfarers and their ilk.
5 An old veteran, grumpy or humorous.
6 An entertainer, local or traveling.
7 A ruffian - with a heart of gold or without.
8 Another skyfarer who is more knowledgeable than you
- or much less.
The Trouble
At some point, things have to start happening - a problem
calls the adventurers to action.
d8 Troubles
1 Monsters attack the town.
The Extra
A subplot not directly related to solving the main goal is a
good way to add depth to an adventure - or distraction,
tempting them off the path to victory.
d8 Extras
2 People have been going missing.
1 The Face has a personal problem that they need help
with.
3 A war is beginning to stir.
2 There's an item or bounty someone will pay for.
4 An unnatural natural disaster strikes.
3 There's information valuable to your greater journey.
5 A local criminal band, organized or otherwise, causes
trouble.
4 This child needs help.
6 An important event or disaster is approaching soon.
7 A disease or curse is running rampant.
8 A mysterious being is causing trouble or threatening
to do so.
The Game's Afoot
Once the trouble kicks off, it's up to the skyfarers to figure
out how to solve it - here's some ways they might need to deal
with it, and some troubles they may face along the way.
The Plan
Now that there's a problem to solve, there needs to be a
way to solve it. There could be any number of ways that the
issue needs to be dealt with.
5 An important delivery task.
6 You can learn a powerful skill or magic here.
7 A local social conflict is making things inconvenient.
8 A legendary treasure awaits.
The Complication
There aren't just the problems you're aware of when you
set out to solve things. These might arise or reveal
themselves at any time during the adventure.
d8 Complications
1 Some of your allies are at odds with each other.
2 The weather or terrain is extremely dangerous.
3 Hordes of monsters block your way.
d8 Plans
4 Someone you crossed before is here to make things
harder for you.
1 Find the source and beat it up.
5 A sacrifice must be made.
2 There's an expert who knows how to handle this.
6 You don't know who you can trust.
3 There's special artifact needed to fix things.
7 A dangerous foe lurks in the area.
4 A specific ritual must be completed.
8 A rival group wants to solve the problem - and wants
you to butt out.
5 Negotiation and diplomacy is the way to go.
6 Build your defenses and weather the storm.
7 Investigation is the key to solving the mystery.
8 Get your hands on the goal first.
The Obstacle
Of course you can't just go ahead and do your plan - there's
something that stands in the way of you achieving it so easily.
d8 Obstacles
1 You need to travel far.
2 You need the support of a certain person or group.
3 You need to gather several things first.
4 You need to prove yourself.
5 You need to negotiate to gain access.
6 You need to escort someone while doing it.
7 You need to defeat a powerful foe.
8 You need to do it within a time limit.
59
Final Act
All good things must come to an end, and your adventure
needs to face resolution. What is the final obstacle of your
quest? And is it really all that it seems?
The Boss
Literal or figurative - who or what has been the source of
your troubles?
d8 Bosses
An ending to your story can't be determined at random, or
even beforehand - it should be decided by your decisions and
how everything turns out. However, you can always use some
ideas for possible rewards and consequences for your
actions. For these it's a better idea to choose and tailor them
to your adventure and its results rather than let the dice
decide.
The Reward
2 A skilled magic-wielder.
When your party is successful, it's only fitting that to the
victor go the spoils.
3 A crime boss.
d8 Rewards
4 An ancient machine.
1 You've made a valuable ally this day.
5 A dead spirit.
2 You learned pertinant information.
6 A natural disaster.
3 You gained a special skill.
7 A powerful leader.
4 You've obtained a powerful artifact.
8 An abberant individual - human or otherwise.
5 You're owed a favor now.
1 A primal beast.
The Twist
Nothing can ever be simple - sometimes the problem isn't
exactly what it seems. These might become apparent when
confronting the final problem or perhaps only after.
6 Your rewards are monetary.
7 You've gained renown and reputation.
8 You've gained a key piece to your greater quest.
The Consequence
1 The Face was working for (or was) the Boss all along.
Not every result is good, and there are consequences to
your actions - whether you succeeded or failed.
2 The Boss was just being manipulated by a larger force.
d8 Consequences
3 The Boss was actually trying to do good.
1 You've made a powerful enemy.
4 This is part of a cycle that has happened before and
will happen again.
2 You've lost the trust of an ally.
d8 Twists
5 The Plan or the Extra helped the Boss's agenda.
6 Stopping the Boss will cause bigger problems down
the line.
3 You broke a tool or weapon you rely on.
4 You've endured injury beyond what you can easily fix.
5 You owe a debt.
7 Stopping the Boss will hinder your greater quest.
6 You're running on empty now.
8 The Boss doesn't want to do this and wants you to
stop them.
7 You've gained in infamy.
This is the final page - set forth on your
60
Ending
8 You're a step further from your ultimate goal.
adventure across the grand blue skies!
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