Category: Player Options

Remote Traveler Pilot Arcane Tradition | New Arcane Tradition for Fifth Edition

At 2nd level, a wizard gains the Arcane Tradition feature. The following Remote Traveler option is available to a wizard, in addition to the options normally offered. Remote Traveler Pilot Dinzers, the demonym for the inhabitants of the Odonburg Nations of South Omeria, are known for two things. First, they are incredibly well-mannered and thoughtful […]

Krigs | New Playable Race for Fifth Edition

Krigs Krigs are spider-humanoids that originate from the Weysevain Maze and, by extension, the town of Orbea in Central Omeria. Intelligent and clever, thanks mostly to their connection to their diety-progenitor Matriarch and all other krig, they quickly positioned themselves as assets throughout most of the continent. Their overall numbers are much lower than the […]

Oath of the Stonearm | New Subclass for Fifth Edition

Sacred Oath At 3rd level, a paladin gains the Sacred Oath feature. The following Oath of the Stonearm option is available to a paladin, in addition to those normally offered. Oath of the Stonearm Castlesgrasp was founded upon a granite quarry two hundred years ago. Today, the granite stones pulled from the quarry make up […]

Canids | New Race for Fifth Edition

Canid Candis are dog-human hybrids that live throughout much of Omeria. Created through magical means a couple centuries past, the original canids were developed to guard temples, keeps, and other places of import. However, the canids were smarter and wiser than their creators expected and declared that there was more to their indentured existence. Wanderers […]

Blood Magic | New Spells for Fifth Edition

The following spell lists show which spells can be cast by characters of each class. A spell’s school of magic is noted in parentheses. If a spell can be cast a ritual, the ritual attack also appears in the parentheses. Blood Sense Divination cantrip Casting Time: 1 action Range: Touch Components: M (a drop of […]

Blood Domain | New Player Option for Fifth Edition

Divine Domains At 1st level, a cleric gains the Divine Domain feature. The following Blood Domain option is available to a cleric in addition to those normally offered. Blood Domain Blood gods are often dark, malicious gods cherished by those who creep in the shadows and feed off the life force of the living. Vampires, […]

Blood Kind | New Player Race Option for Fifth Edition

Elves have a natural tolerance against undead effects. However, there are times when elves are bitten by undead creatures—particularly vampires—when, instead of turning, they contract a passive infection in their bloodstream. If a female elf contracts this virus, there is a chance that they can pass it on to their young. Almost immediately, the child […]

Mindscrew and Possessor Otherworldly Patrons | New Warlock Subclasses for Fifth Edition (Aberranterra)

Otherworldly Patrons At 1st level, a warlock gains the Otherworldly Patron feature. The following options are available to a warlock in addition to those normally offered: Mindscrew and Possessor. Only the Mindscrew Patron is presented here. If you would like access to the PDF version of the Mindscrew as well as the Possessor otherworldly patron, […]

Bookman Arcane Tradition | New Wizard Player Option for Fifth Edition

Arcane Tradition At 2nd level, a wizard gains the Arcane Tradition feature. The following Bookman option is available to a wizard, in addition to those normally offered. Bookman Part cult, part school, part army, the Bookmen are the largest faction of spellcasters in all of Aberranterra. They are easily recognized by their trademark gas masks, […]

Natural Weapon Feats | New Player Options for Fifth Edition

This article introduces a collection of special feats that allow you to explore the natural weapons inherent in your race. Many of these feats are associated with the wilder races presented in the official Fifth Edition book VGtM. Always check with your GM before incorporating an option into your character build. Only five of the […]