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Chapter 2 : Abzan Clan & Dromoka

Brood

T
he massive wooden doors of the Plaza of the Even their ennemies can be brought to join an Abzan
First Tree at last swung open behind the family. After a raid, children and some prisoners can be
strength of four of her guards. Anafenza was adopted by a house and have to dedicate the rest of their life
standing in front of the Amber Throne to greet to carry the honor of their new family. They are called
the first delegate as the clan's houses entered. Krumar. Many orphans were created by Abzan wars, and they
The houses of the Abzan didn't swear fealty to were reborn as Krumar with new parents and a new cause to
their khan. Rather, they cultivated kinship defend.
through blood relations or by binding oaths. Loyalties can The Abzan make war to protect their home, built behind
change, Anafenza's mother once explained to her, but kinship strong walls in the middle of the desert. Even then they have
is a sacred thing. to travel, some families take their home with them, mounted
--Ari Levitch, Bond and Blood on stone wheels and pulled by great beasts. They are eager to
trade and make peace, but any agression will be answered by
justice and blood. It is nearly impossible to take their
Clan Values forteresses, as they defend them with unreal tenacity.
The Abzan are a giant family living among the sand of the They have clever tactician in their ranks, and they like to
south of Tarkir. They built impregnable fortresses among the use terrain as their advantage. They fight where they want to
dunes to protect their people within, from either the elements fight, and their armies organise themselves into unbreakable
or the other clans. Their cities are both forts and trade phalanges, or charge with unstoppable ibex-chariots. Each
centers. Some of them are mobile, pulled by giant Abzan soldier has the task to protect the other ones. They
mastodonte along trade roads. The Abzans fight with trust each other, stand together, and fear no enemy.
endurance, organisation and discipline to guard their home
and family. They trust each other, for their duty is to protect Ancestor's Legacy
their clan, by destroying those who are threatening it. The Abzan are masters of healing and protection spells, and
use the powers of sun and light to cast their foes away. Their
Protection of family magic, just as everything that define them, is granted by the
Above all, the Abzans value the family structure. Their strong bonds of family. They revere their ancestors, whose
powerful houses enable them to survive and, together, they spirits are forever kept into the sap of the Kin Trees.
build their civilization among the sandsteppe. The members Each house possess an old tree able to contain the soul of
of a house are kin by blood, but also by bond. Any member of deceased members. This tree is strongly protected and the
the clan without a family is likely to be adopted by one, family members gather around it to worship their ancestors.
establishing trust and duty for life. Humans, but also Avens Some Abzans, called spirit-speakers, have learnt to speak
and Ainoks are welcomed into Abzan families, and being with these ancestors, and even to call them to protect their
referred as brother or sister of an Abzan is a mark of high descendants and hurt their ennemies. They use the Amber,
esteem. the Kin Tree resin, to channel this power and unleash it as a
storm made of vengeful spirits.

PART 1 | ABZAN BACKGROUND 1


An other form of Abzan magic comes from the old nomadic
Ainoks, who have join the clan long ago. Their shamans knew
how to master the sand and use it to conceal their movement,
disorient their ennemies or create havoc among the ranks.
The Abzan Humans have learnt this art from their Ainok
brothers and sisters. Now, powerful mages known as
Sandcasters fight alongside the soldiers.
Dromoka, the Eternal
The dragons of Dromoka's brood are born from the tempests
raging in the clear skies of the Abzan desert. They are
protected with hardened scales, and their breath is made of
pure light. The Abzans have managed to use scales from
fallen dragons to forge their armors and shields, making
them nearly impossible to break. However putting down a
Dromoka's dragon is as much impossible, and their breath
can burn the reckless from the inside.
Dromoka is not a simple beast, and she accepted to
peacefully meet the Abzan Khan, Daghatar, when he feared
for the survival of his clan against the dragon threat. She
accepted his reddition and she put the clan under her
protection, with one condition : the necromantic tradition of
ancestors summoning had to stop. All the kin-trees were
uprooted, and the remaining spirit-speakers were put to the
sword. Great Khans
From now, each family has a dragon at its higher rank. The Abzans choose their Khan among the noble
They watch and protect their humanoid protgs, and offer in houses of the clan. The Khan is a strong ruler, a
good faith their own scales to make amours and keep their religious leader and a warrior, charging first into
family safe. Dromoka's laws help the clan to survive in the hot battle. He of she rules from the Mer-Ek fortress,
and harsh sandsteppe, as she carrefully watch for other clans and meet the people of Abzan in the Plaza of the
and dragons. First Tree, sit on the Amber Throne.
Dagathar was a spirit-speaker. He kept the spirits
of his ancestors in his amber mace, and regularly
seek their advice to rule the clan. He spoke to
Dromoka in order to make peace with her dragons.
When she showed how offended she was by the
spirit speaking tradition, Dagathar smashed his
mace into pieces, banishing forever the spirits
within.
Anafenza was an orphan who lost her family after
a Sulta attack. She was adopted and risen into the
Abzan society again, until she became Khan. She
was a feared charioteer and an inflexible leader.

2 PART 1 | ABZAN BACKGROUND


Ainok traits
Clan Races Ainoks are strong survivalists. here are the traits which
In this part are listed the humanoid races who live into the characterize them.
south deserts of Tarkir, and may become members of Abzan Ability Score Increase. Your Intelligence score increases
houses. Since the Abzans accept to adopt any orphan from by 2, and your Strength score increases by 1.
their defeated enemies, any other race of Tarkir could Age. Ainoks grow faster and die quicker than humans.
become an Abzan Krumar. They are mature around 13, and hardly reach their 60th year.
Alignement. Ainoks were solitary survivalists, but they are
Human now bond-kin of the Abzan. They can be loyal or chaotic,
depending of their assimilation to the clan values.
Humans were the founder race of the Abzan clan. They are Size. Ainoks are about the same size as humans, from 5 to
still dominant, but we can count as many human as members 6 feet tall. Your size is Medium.
of other humanoid races among the houses. Abzan humans Speed. Your base walking speed is 30 feet.
have a tanned skin and black hairs. The males cut their beard Darkvision. Your canine eyes can see shades of gray in
into clean moustaches. Many Abzan members, from soldier dark. You can see in dim light within 60 feet of you as if it
to merchant, possess their own armor and shield. Self- were bright light, and in darkness as if it were bright light.
protection, and the duty to assist their kin is the path they are Sand Guide. You gain the Natural Explorer feature from
encouraged to follow. the Ranger class for Desert environment.
Skilled. You gain one skill proficiency of your choice, plus
one skill proficiency authorized by your class.
Bite. You can use your bite as a melee attack, dealing 1d4+
your Strength modificator as piercing damage. You are
proficient with your bite.
Languages. You can speak, read, and write Common and
Ainok.
Ainok Abzan names
(Male) Khurz, Nakar, Razu, Karid (Female) Hakrez, Zika,
Nekelka, Ayki.

Human traits
You should use the human traits from the Player Hand Book,
p.31.
As you consider your alignement, know that due to their
strong bonds with their fellow clan members, an Abzan
human is likely loyal, but not all of them are good.
Human Abzan names
(Male) Daghatar, Oret, Ajuf, Merel, Bomar, Yuril (Female)
Anafenza, Riza, Reyhan, Yeffa, Merrit, Essyria.
Ainok
Ainoks were a nomadic canine race wandering the sand with
their tribes. They offered a welcomed helping hand to the
first Abzans in order to tame the desert, and taught them how
to live and prosper within. As a thanks, they were accepted
among the families of the clan, and slowly became one of the
keystones of Abzan structures. They now live sedentary
within the sandstone cities, and only a few of them still follow
their old nomadic way. Contrary to their northern cousins,
southern Ainoks have shorter hair and longer ears. Their fur
goes from light yellow to dark brown. They have a near
perfect sense of direction and cannot be lost even among the
changing dunes. They were the master of the magic art
known as Sandcrafting, and taught it to their humans
brothers and sisters.

PART 2 | ABZAN RACES 3


Aven
The Avens born into Abzan lands are vulture-like winged
feathered humanods. As any other race, they are welcome
among the clan and are adopted by many houses. Their
ability to fly make them formidable scouts and aerial forces.
However, they cannot fly with the same heavy armors as the
ground soldier, and they are quite fragile, making them
privileged target for the archers. They also make useful
mages and commanders, as they can see the entire battlefield
from above. Since the ascension of Dromoka, their value is
even greater, as they can follow their new masters among the
skies.
Aven traits
These traits represent the abilities of the bird-like Avens.
Ability Score Increase. Your Dexterity score increases by
2, and your Wisdom score increases by 1.
Age. Aven reach maturity by age 3. Compared to humans,
aven dont usually live longer than 30 years.
Alignment. Most Abzan avens are good and loyal to their
house.
Size. Aven are about 5 feet tall. They have thin, lightweight
bodies that weigh between 80 and 100 pounds. Your size is
Medium.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 50 feet. To use this speed,
you cant be wearing heavy armor. If you wear a medium
armor, your flying speed is 30 feet instead.
Talons. You are proficient with your unarmed strikes,
which deal 1d4 slashing damage on a hit.
Language. You can speak, read, and write Common and
Aven. If you learn Draconic, you are able to use your wings in
order to express every subtlety of the language.
Orc
Aven Abzan names The Orcs of Tarkir come from the central plains controlled by
(Male) Kwaro, Buassor, Quiny, Frokir (Female) Melze, Hiki, the Mardu clan. The Mardu are the direct ennemies of the
Talinn, Piusz. Abzan, and when an Abzan raid destroys a settlement, it
brings the orphans back to be adopted and raised as Krumar.
From this tradition comes the amount of orcs among the
Abzan. They are all descendants of Krumar, welcomed into
the clan to reinforce its ranks after a war against the Horde.
They enjoy the same rights as any bond-kin, and their
strength makes them welcomed allies of the clan. Dromoka
despised the Krumar tradition, and did not allow any more
adoption among the child of her ennemies. As a
consequence, the number of orcs among the Abzan
decreased ominously, and their extinction may become a
reality.
Orc traits
You can use all the traits from the Half-Orc race from Player
Hanbook, p. 41.
Most of the Krumar have been educated by the Abzan, and
even orcs are encouraged to be Loyal and Good. On the other
side, they are also tasked with the most "evil" duties, such as
executioner, spy or even assassin.
Orc Abzan names
(Male) Gvar, Mokan, Kamed, Vartag (Female) Kaliga, Braga,
Zard, Gnul.

4 PART 2 | ABZAN RACES


Clan Classes Cleric
A wide range of powerfull individuals are found within the An aven flies over the rubbles looking for survivors after the
Abzan cities. This part describes the classes and skills often dragon attack. He spots a movement, and rushes to find a
chosen by the proud Abzans. You do not have to limitate hard-breathing soldier under the corpse of an ibex. The aven
yourself with those presented here, and you can create an quicly casts a recovering spell and get the wounded on her
Abzan character with any other class as long as you provide a feet. He greets her with a gentle tap on the shoulder, and flies
consistent explanation to your DM. again to find more to heal.
The volley of arrows is entirelly stopped by the light shield
of the Abzan cleric. The ennemy will surely realise that she is
Soldier the main obstacle to their victory, but her brothers and sisters
Behind his shield, an Abzan soldier stands still as the Mardu will defend her at any cost, no one will get to her.
horsemen charges recklessly. He trusts his brothers and The clerics of the Abzan clan are its essential support in
sisters to guard his side, and let the sword of the first charger battle. They use their magical powers to heal, bolster and
hit his shield. Without opening his guard, he thrusts his spear protect their kin, and they are the reason why the Abzan are
and hits the second attacker right in the middle of the chest, stronger together. The best clerics can support an entire
using the momentum of his enemy to deliver a fatal blow. army, allowing it to fight for days with intact strength and
The krumar orc silently looks at her surrounding resilience.
opponents. She lifts her great axe, and defies them with a The Abzan do not revere any named god. The clerics power
sever gaze. She will show them that she deserves her place in comes from their bond with their kin and ancestors. Some of
her new clan. She will show them how her honor and the one them, called sunbringers, can cannalize and use the light
of her family can overcome any challenge. from the scorching sun of Abzan desert. They can use it to
The fighters trained within Abzan cities are resilient and heal friend or burn foes. This light is oddly similar to the one
determined soldiers, loyal to their clan and family. They fight of Dromoka's dragons radiant breath.
with well-made weapons, but above all, the Abzan value the
art of defense and protection. Whether they obtain dragon Cleric Features
scales by bounty or gift, they use this strong material to craft Use the Cleric class of the Player Handbook p.56. The
the best armors and shields of all Tarkir. Afterward, their domains of Life, Light and War are particulary adapted to an
soldiers learn to use them efficiently, to protect their body Abzan Cleric, but you can select an other one, at your DM
and will alike. They understand the value of those who fight discretion.
alongside them, and they will do anything to protect them Alternatively, you can choose the Sunbringer Domain,
aswell. The Abzan army counts a wide range of specialist depicted below.
soldiers. Commanders, front-line warriors, shield bearers,
archers, spearmen and Ibex-charioteers fight bravely for the
clan.
Soldier Features
Use the Fighter class of the Player Handbook p.71.
While gaining level in this class, you can choose the
Champion or the Battle Master martial archetype. You can
also choose the features wich best fit the battle specialty of
your warrior. The eldritch knight can be used at your DM
discretion, but you may prefer to mutliclass yourself with
wizard levels, as it seems to represent an Abzan fighter able
to use magic in a better way.

PART 3 | ABZAN CLASSES 5


Cleric Domain : the Sunbringer Channel Divinity : Sunbringer's Touch
The Sunbringers are elit clerics able to use the light of the Starting at 2nd level, you can use your Channel Divinity to
sun to smite foes and protect allies in a burst of radiant bolster an ally, encouraging him or her to continue the fight.
energy. Few are those blessed with the Sunbringer gift. Some As an action, choose a willing creature other than you, that
say that they were chosen by the Sun itself to challenge the you can see within 30 feet. Until the end of your next turn,
dragons. this creature has a bonus to AC equal to half your Cleric level,
rounded up. It has also advantage to all attack rolls, and adds
Sunbringer Spells 1d8 + your Cleric level of radiant damage to all damages it
Cleric Level Spells makes with weapons or spells.
1st Faerie Fire, Sanctuary Lightwalk
3rd Moonbeam, Prayer of Healing Starting at 6th level, you are able to walk or climb on light
itself. Treat any beam made of light as solid for you whenever
5th Daylight, Beacon of Hope you decide so. The beam can be magical or natural, but it
7th Sun Shield, Aura of Purity must be clearly identified from the rest of the environment.
9th Mass Cure Wounds, Flame Strike
Radiant Strike
At 8th level, you gain the ability to infuse your weapon strikes
Bonus Cantrip and Spells with radiant energy. Once on each of your turns when you hit
When you choose this domain at 1st level, you gain the a creature with a weapon attack, you can cause the attack to
Dancing Light cantrip. deal an extra 1d8 radiant damage to the target. When you
Additionnaly, when you reach respectivelly 11th and 15th reach 14th level, the extra damage increases to 2d8.
level, the Sunbeam spell, then the Sunburst spell are added to
your Cleric spell list. You can prepare them the same way you Draconic Light
prepare spells of the same level. Starting at 17th level, whenever you cast a spell that could
deal radiant or fire damage into an area of effect, you can
Flashing Orbs choose up to 5 creatures within this area. These creatures
At 1st level, while you are concentrating on the Dancing Light regain hit points equal to the number of radiant and/or fire
cantrip, you can use your orbs to heal or harm creatures. damage they would normaly suffer, and they suffer no
As a bonus action you can : damage. These creatures can choose to fail the saving throw
Send an orb to harm a creature. Make a ranged spell attack imposed by the spell, if any.
against a target you can see up to 60 feet. On a hit, the target
take 1d8 radiant damage.
You can also send an orb to bolster an ally. A creature you
can see up to 60 feet gain 1d8 temporary hit points. These
temporary hit points disapear when you loose concentration
on Dancing Light.
When you have used this feature four times (whichever of
both options you used), you cannot use it again unless you
cast a new instance of Dancing Light to create four new orbs.
You can still keep concentrating on Dancing Light, even if you
have used your 4 orbs, but a new casting breaks the
concentration of the previous one.

6 PART 3 | ABZAN CLASSES


Mage
A muscular mage invokes the sands and creates a gigantic
wall to protect his family from the fire bolt of the ennemy
spellcasters. Once his foes out of mana, he puts the wall to
motion. The wave of sand accelerates, and he hears screams
as it crushes the ennemy lines.
With a cry of rage, the mage generates a burst of radiant
energy from her body. All of her foes are consumed by the
light, and their now dust-bodies disapear into the wind. Her
companions are avenged.
The Abzan know how to use magic, because academies
form young apprentices into the art of magical protection and
destruction. They are able to teach a wide range of spells, but
favour those which help their companions or harm their
ennemies.
When the nomadic ainoks where accepted among the
Abzan houses, they brought with them a magical art known
as Sandcrafting. They taught it to their human kin, who are
now able to harness the power of the sand. With it, they can
create diverse harming and preserving spells, using their
Ranger environment. Into the desert, an Abzan Sandcrafter is a very
dangerous foe. The most powerfull of them can bury an
An Ainok walks in front of his captors among the burning entire army under the unforgiving desert.
dunes of the desert. They constrained him into leading the
way to the town, because they guessed he knows this region Mage Features
well. They are right, but far from the truth. He also knows that Use the Wizard class of the Player Handbook p.112.
the quicksand are near, and a grin appears on his canine The favorite Arcane Traditions of the Abzans are the
face... School of Abjuration and the School of Evocation, but you are
The guard unfolds his spyglass, and wistles an order to his free to justify with your DM the choice of another school.
giant hawk. The beast flies to meet the dragon, as the guard Beware of Necromancy though, because Dromoka strongly
loads his crossbow. He casts a quick blessing spell, as he despises it. You can also choose the Sandcrafter tradition,
aims for the eye of the giant winged reptile, ready to deliver a depicted below.
deadly shot.
Spy, sentry, explorer, beastmaster, cartographer, scout, all
these specialists are what make the Abzan army so
disciplined and organised. They can be regrouped under the
term of Ranger. Wandering individuals close to nature, they
leave the ranks of phalanges to scout forward, and support
their family from a distance.
Formidable fighters, the rangers know how to fight with
ranged and melee weapon alike. They also use efficient
tactics to ambush or lose their opponents into the changing
and traitorous dunes of the desert. This environement has no
secret for them, while it represents an absolute danger for
their foes.
Their closeness to the arid wilds often reveals a primal
form of magic among the rangers. They learn some utility
spell to survival, and create bonds with wild animals. Thus,
they make wonderfull beastmasters, and most of them breed
and train the warbeasts when they come back to the
sandstone cities.
Ranger Features
Use the Ranger class of the Player Handbook p.89.
You may choose the Hunter or the Beast Master archetype,
as the Abzan desert offers opportunities for both specialties.
When you choose a favourite terrain, desert is the obvious
choice. But you can freely imagine that you spent most of
your exploring time in an other place of Tarkir, thus choosing
another favourite terrain.

PART 3 | ABZAN CLASSES 7


Arcane Tradition : Sandcrafter Deadly Surroundings
The Sandcrafters are mages experts in an old art taught by Beginning at 6th level, you spells are enhanced whenever you
the desert Ainoks. It consists in the mastery of the mage's can use the elements of the environment. Determine with
environement in order to turn shapes into offensive and your DM if the spell implies one of the following elements :
defensive spells. Traditionnaly, the sand covering the clan Fire, Water (in solid, liquid or gazeous form), Rock, Sand or
territory is the main weapon of Sandcrafeters. Lightning. If there is at least 10-foot cube of the
corresponding element up to 30 feet, your can consume it to
enhance your spell in the following way :
You have advantage on all spell attacks granted by the
spell.
All creatures have disadvantage to all saving throws
imposed by the spell.
Whenever the spell deal damage, its deals 1d10 extra
damage of the choosen element type.
The extra damage become 2d10 when you reach 10th level,
and 3d10 when your reach 14th level.
This feature does not applies to Cantrips, and you cannot
use the elements of the same source twice until you finish a
short or long rest.
Sand Body
Starting at 10th level, the sand allways protect you during
combat. Add half your Intelligence modifier to your AC,
rounded up, with a minimum of 1.
Instinctive Mastery
Bonus Cantrip and spells At 14th level, whenever you cast one of your Sandcrafter
When you choose this tradition at 2nd level, you learn the spells, any number of creatures you choose are immune to all
Sand Blinding* Cantrip. Additionally, when you reach the its effect. For example, you and your allies can see trough
corresponding level, you add the following spells to your your Wall of Sand, and they are unaffected by the damage,
spellbook. These spells come in addition to the two spells you dim light and difficult terrain of a Sand Cloud.
usually learn.
Sandcrafter Spells
Spirit Speaker
Mage Level Spells In front of the kin tree, an ainok prays to the ancestors of her
adoptive family, and asks them to give her will and strength.
2nd Sand Cloud* At her great surprise, one of them is materializing before her,
3rd Dust Devil and answers with kind words. The Ainok understands that
5th Wall of Sand
she is a true Abzan, but also a Spirit Speaker. She will carry
this legacy with pride.
7th Sand Spears* Purchased by Dromoka's dragons, the warrior is cornered
9th Duneblast* among the stones. She turns back and faces the squaled
inquisitors. She lifts her amber halleberd above her head and
11th Flesh to Stone begins an incantation. With a battlecry she sends the spirit of
her entire family to fight the false dragon lords.
* These spell are new Abzan spells and they are found in For centuries, the Abzan have develloped a strong tradition
Part 4 : Spells and Monsters. over family and ancestry. They gathered around ancient and
colossal trees called Kin Trees, and buried their dead among
Sand Proficiency their roots. As a result, the magical amber of the tree absorb
Starting at 2nd level, you can naturaly control and shape the the ancestor soul, and their spirit can reincarnate itself. As a
sand around you. As a bonus action, you can create small spirit, the ancestor can still assist their family, both in
shapes or figures made with the sand surrounding you. The political and war grounds.
shapes must fit into your hand. You can also write and draw All the Abzan houses have their own Kin tree, but only a
shapes on flat sand, up from a distance of 120 feet. few members can call the ancestor spirit contained in its
Additionnaly, you are immune to environment hazards amber, and converse with them. They are called the Spirit
involving sand, and you never consider sand as difficult Speakers, and they are the most important figure of a family.
terrain. They are the wardens of the Tree, and guardian of its legacy.

8 PART 3 | ABZAN CLASSES


Amber Weapon
When you create your character at level 1, choose a weapon
type with which you are proficient. You start with an Amber
version of this weapon. Consider it as a magical weapon +1
as long as you yield it. You can use it as a spell focus, and you
must hold it to cast your Channel Divinity. If you loose it, or
gain your first level of Spirit Speaker during the adventure,
you can forge a new one by expending 50GP worth of
material, and working 8 hours next to an Amber source (such
as a Kin Tree).
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Bane, False Life
5th Spiritual Weapon, Barkskin
9th Spirit Guardians, Speak with Dead
13th Banishment, Guardian of Faith
17th Raise Dead, Legend Lore

They are also warriors, trained to fight and protect.


Furthermore, their spirit speaking abilities grant them
mystical powers usefull in battle. Traditionnaly, they carry a
weapon made of Amber, in which the soul of an ancestor is
kept. With their weapon, they can invoke its spirit, made of
sand and fully armored, able to fight alongside the Spirit
Speaker and his companions.
Unfortunnately, when the dragon Dromoka took power
over the clan, she did with one condition : The Spirit
Speaking tradition must be abandonned and forbiden. She
sees it as vile necromancy, that she despises. The Kin trees
were uprooted, the amber banned, and the known Spirit
Speakers executed. Needless to say that not all humanoids
were pleased with that decree. In secret, some kept the
tradition alive, even if it means death for all of their family if
they are discovered.
Spirit Speaker features
If you want to play as a Spirit Speaker, choose the Paladin
class of the Player Handbook p.82. You can then choose the
Oath of Spirit Speaking at level 3. You should however
replace the Divine Sense feature from the Paladin class with
Amber Weapon, from the archetype depicted below.
Oath of Spirit Speaking
A Spirit Speaker is a powerfull knight able to conjure spirits
of his or her ancestors with the help of Amber. They were
protector of the Kin Trees, but they are know tracked down
and executed by Dromoka's brood. Those who survived are
therefore very resilient individuals, who conceal a very
dangerous power.

PART 3 | ABZAN CLASSES 9


Your Ancestor Channel Divinity
When you take the Oath of Spirit Speaking at 3rd level, Starting at 3rd level, you gain the following two Channel
choose one of your family ancestor, whose spirit is now Divinity options.
contained into your amber weapon. Spirit Convocation. Use your Channel Divinity to ask your
Its characteristics are presented bellow. It uses your own ancestor spirit to fight alongside you. As an action, you
proficiency bonus, that you also add to its AC, damage rolls materialize it up to 5 feet from yourself. It carries weapons
and all saving throws. For each level you gain after the 3rd, and armor, and obeys all your commands. It rolls for initiative
your ancestor gains an additional hit die and increases its hit like any other creature, but you determine its actions,
points accordingly. Whenever you gain the Ability Score decisions, attitudes, and so on. If you are incapacitated or
Improvement class feature, your ancestors abilities also absent, your ancestor acts on its own. The spirit goes back
improves. Your ancestor can increase one ability score of into your weapon once it drop to 0 hp, when you tell it to do
your choice by 2, or it can increase two ability scores of your so as a bonus action, or one hour after you summoned it.
choice by 1. Your ancestor cant increase an ability score Wisdom of the Ancients. You can also use your Channel
above 20 using this feature. Divinity to ask your Ancestor to make an Arcana, History,
Your ancestor needs to be called with your Channel Investigation, Nature, Religion, Insight, or Persuasion Check.
Divinity to use its statistics. It ignores its ability score to perform this check, and do so
with advantage and a bonus equals to half your paladin level
(rounded up).
One with Family
Starting at 7th level, your body and your ancestor's spirit can
merge to enhance your fighting abilities. When you and your
ancestor are within 5 feet of each other, one of you can use an
action to merge your bodies. Until your ancestor rests, or
Ancestor's spirit until you use your Channel Divinity again, add your
Medium Undead, Lawful Neutral proficiency bonus to your AC, attack rolls and weapon
damage rolls. You also gain a fly (hover) speed of 50 feet. You
Armor Class 14 (scale mail) can asks your ancestor to leave your body with a bonus
Hit Points 17 (3d8 + 3) action. It appears in a free space up to 5 feet from you.
Speed 0ft., fly 50ft. (hover)
Sacred Amber
STR DEX CON INT WIS CHA At 15th level, your link with Amber is stronger. When you
yield it, your Amber Weapon is now considered as a magical
14 (+2) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 10 (+0) weapon +3.
Damage Resistance bludgeoning, piercing, and Kin Tree
slashing from nonmagical attacks When you reach the 20th level, all of your ancestors have
Damage Immunities radiant, poison decided to join your cause, and entrust their souls to your
Condition Immunities charmed, exhaustion, weapon. When you use your Channel Divinity to convoke an
grappled, paralyzed, petrified, poisoned,
restrained, unconscious
ancestor spirit, you can instead convoke 8 of them. You also
Senses passive Perception 12
immediatelly gain the benefits of One with Family feature.
Languages Common Once you use this feature, you can't use it again until you
Challenge 1/2 (100 xp) finish a long rest.
Incorporal Sand. The spirit can move through other
creatures and objects as if they were difficult
terrain. If it ends its turn inside a creature, that
creature must make a Constitution saving throw DC
10 or take 2d4 bludgeoning damage. The spirit
takes 1d10 force damage if it ends its turn inside
an object.

Actions
Great Sword. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit (2d6 + 2) slashing damage.

10 PART 3 | ABZAN CLASSES


d6 Bond
Background, Spells and 1 I am a Krumar, I was born in another clan and was
Monsters adopted as a child by my parent's ennemies.
2 I have lost many siblings during a battle, and I still see
Abzan Background their faces when I close my eyes.
Your clan determines your origin and replaces your 3 I knew the dragon whose scales now cover my armor.
background. Determine your starting equipment by using the 4 One of my closest friend was outcasted from our
starting wealth rule in Chapter 5 of the Player Handbook. family. I am still bitter about it.
Your Abzan kinship gives you these skills:
5 The members of a rival house keep provocating us. I
Skill Proficiencies: Medecine, History suspect them to prepare something grimmer.
Tool Proficiencies: Land Vehicles, one type of Artisan's 6 I admire the dragons and their might. I would be happy
tools. to fight alongside them.
Feature: Dragon Scales d6 Flaw
You become proficient with Light and Medium Armor. If you
buy a Shield or a Heavy Armor in your starting equipment, it 1 I am too much ashamed of my current life to face my
as +1 to its AC value. (Choose only one to have the bonus if family again.
you have several). 2 The Abzan way is the only way.
3 I will reprimand and harass for days whoever did not
Suggested Characteristics fullfil one's duty.
The Abzan are raised into the idea that family is the most
important structure of the society. They are sedentary citizen, 4 A dark secret about my family may bring all of us down.
and believe into the code of laws. In war, they emulate 5 When our laws banish something, I crave to try it.
defensive tactics and privilege protection of their brothers-in- 6 My need to protect others is often seen as harasment
arms. Take a look at the Soldier or the Noble backgrounds for and haughtiness.
more inspiration.
d8 Personnality Trait
1 I see discipline as the most important virtue.
2 When I value someone, I am quick to call them brother
or sister.
3 I despise the members of other uncivilized clans, and
see them as savages.
4 I learnt the honorable deeds of my ancestors, and share
them with pride.
5 I protect the others, and expect them to protect me in
return.
6 I organize training session whenever I can, and I drag
others along.
7 Even when I am far from my family, I believe that our
bonds give me strength.
8 I hate cold, and allways complain about it.

d6 Ideal
1 Abnegation. I will defend my kin, and sacrifice myself
doing so. (Good)
2 Relentless. Those who are threatening the clan will be
slain. No exception, no pity. (Evil)
3 Resilience. I will stand, and never yield (Neutral)
4 Loyalty. My power belong to my house. I will serve its
interests with my life. (Any)
5 Pariah. I don't feel like I belong to my family. I must find
my own path. (Chaotic)
6 Duty. My purpose is to fullfil my duty toward my
brothers and sisters. (Lawful)

PART 4 | BACKGROUNDS & SPELLS 11


Abzan Spells Sunshield
Unless explicitely mentioned, these spells are added to all 4th-level adjuration
Abzan classes spell list. Any character who can normally cast Casting Time: 1 reaction, which you take when you or
spells can learn these spells under the usual constraints of another creature within range is hit by an attack
their class as long as they are Abzan. Range: 30 feet
Components: V, S
Sand Blinding Duration: 1 round
Evocation cantrip A bright shield appears to protect the target of an attack.
Casting Time: 1 action The target has a bonus of +5 to AC until its next turn.
Range: 60 feet Additionally, each creature making an attack against the
Components: V, S target must then make a Constitution saving throw. On a
Duration: Instantaneous failed save, it is blinded for 1 minute. It can make a
You throw a handful of sand, which heads for the eyes of a Constitution saving throw at the end of each of its subsequent
creature within range. Make a ranged spell attack against the turn to remove the blindness. This spell affect the attack
target. On a hit, it takes 1d4 bludgeoning damage and must which has provoked the reaction.
make a Constitution saving throw. on a failed save, the target Duneblast
is blinded until the end of your next turn. 5th-level evocation (Wizard and Cleric only)
This spell's damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4). Casting Time: 1 action
Range: Self
Sand Cloud Components: V, S
1st-level conjuration Duration: Instantaneous
Casting Time: 1 action You create a violent and deadly sand storm around
Range: 60 feet yourself. All creatures (except yourself) within a 20-foot-
Components: V, S radius sphere centered on yourself must make a Constitution
Duration: Concentration, up to 1 minutes saving throw. On a failed save, a creature takes 10d6
You create a 10-foot-radius sphere of sand storm centered bludgeoning damage and is knocked prone out of the sphere,
on a point within range. The sphere spreads around corners, in the direction away from you. On a successful save, the
and its area is considered as dim light and difficult terrain. creature take half as much damage and is just pushed away
When a creature enters the cloud or starts its turn there, it from the sphere.
must make a Constitution saving throw. On a failed save it At Higher Levels. When you cast this spell using a spell
takes 3d4 bludgeoning damage. slot of 6th level or higher, the damage increases by 2d6 for
At Higher Levels. When you cast this spell using a spell each slot level above 5th.
slot of 2nd level or higher, the radius of the fog increases by
10 feet for each slot level above 1st.
Sand Spears
4th-level evocation (Wizard only)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Three sharp sand spears heads to a creature within range.
Make a ranged spell attack against the target. On a hit, the
target takes 6d10 piercing damage. On a missed attack, the
target still take a third of the damage (rounded down).
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d10 for
each slot level above 4th.

12 PART 4 | BACKGROUNDS & SPELLS

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