1 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) 2 3 3 3 3 4 4 5 5 5 6 6 7 7 10 11 12 12 13 14 14 14 14 14 15 15 15 15 15 15 16 16 16 16 17 18 19 19 20 21 22 22 23 24 24 24 25 26 28 29 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. 31 32 34 36 43 44 44 45 45 47 47 47 49 49 50 50 53 53 54 56 56 58 58 59 60 60 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. 3 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 4 "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. 5 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, 6 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 7 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 8 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 9 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. 11 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. 12 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 26 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. 27 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. 28 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 29 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. 41 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!