Arkadia - Greek Class Archetypes (All Classes),53 Free Comedy and Parody Web Serials
You can purchase Arkadia as a PDF or Hardcover Book below, or on DrivethruRPG. You can also download the Class Archetypes for free in our shop! If you like Arkadia, be sure to check out Arkadia PDF. $ Price. Add to Cart. Arkadia. Arkadia is a combined setting and players handbook for 5e - inspired by the history and myths of Ancient Greece. 12 New Class 06/10/ · PDF of the 5e Arkadia Player’s Handbook Arkadia World Map Arkadia Character Sheets Beta Playtest Access Kickstarter Exclusive Hardcover Arkadia Book with alternate art 31/05/ · Arkadia is an award winning combined setting and players handbook for 5e - inspired by the history and myths of Ancient Greece. These are the just the class archetypes, Class and Race blogger.com Dark blogger.com No files in this folder. Sign in to add files to this folder ... read more
It was there in that first fire that he forged the weapons of the gods for their great battle with the Titans for the heart of Arkadia. Beneath the sacred mountain, in shadow and the glow of bronze he toiled and made for the gods many wondrous things. For Krytos he made a spear that could never fail to strike and a shield to make him unbeatable in combat. For Thessa he made a trident, to hold within it all the secrets of the roiling sea. Gold and Bronze Dwarves have strong, prominent features. Field dwarves have skin tanned and weathered by many years of sun and soil in the fields. Volcano dwarves have a slightly lighter complexion due to their lives spend toiling under the mountains.
While field dwarves tend to dress simply, volcano dwarves take deep pride in their appearance. Their hair and beards, black or reddish brown, is worn in matted locks. They cap these coils in heavy beads of gold, bronze, or mountain glass. They trade with humans for royal colors of cloth and adorn themselves with thick rings and armbands, set with wide stones. Forge and Field The dwarves of Erebos say that in the beginning, all the dwarves called the mountains home. As some toiled at the mountains base, Phaedrus lured them away from their work with wine, and a bountiful feast. It is said those dwarves never returned to their mountain home, but followed Phaedrus into the hills and fields, and thus as the field dwarves they became known.
Volcano dwarves do not think much of their cousins in the fields. They believe that Erebos created dwarves to be workers, viewing the field dwarves as lazy and unskilled. The field dwarves, in turn, think their kin in the volcanoes are too secretive and serious. Volcano dwarves tend to like field dwarves best when they are producing good work. Keepers of the Flame Mount Erebos, or Kor Erebos in the dwarven tongue, is the most sacred site of their people. The fires of its great forge are fed from the blood of the mountain and its flames have never died. The elders, smith-priests of Erebos, tend the fire and forge the weapons of kings and heroes. Ancient channels are carved in the stones of the floor for molten bronze to flow. Some of these molds are said to have been used to forge the legendary weapons of the gods. It is one of the few places where orichalcum can be worked.
This rare golden-bronze metal, sacred to Eberos, is found only in Gargaros, drawn from the fiery peaks of that broken land. Weapons and armor that are wrought from it are more precious than gold, though they can never be sold, only given. Though the dwarves call the volcanic mountains of Kor Erebos and its foothills their home, they can be found throughout Arkadia, lighting forges in each of the great cities. They consider themselves Arkadians, in their blood, as much as the race of men and share with them a deep hatred of the orcs of Gargaros. Their masterful crafts are highly valued and sought after. They make crystal glass and beaten lead funeral masks in Crixos; jewelry in Corinth; and rams, nails, and all the tools needed to furnish Ithean ships.
Their most common work, however, is found in Kryta and Hyperium, where the bronze of their swords and spears and armor is prized above all others. Dwarf Names Dwarves have only a single name, given at birth by the elders of their forge. For example, a dwarf might introduce himself as Bakis of Kryta, implying that he works with bronze and is possibly a smith or armorer. Dwarf Traits Your dwarf character has an assortment of inherent abilities, as part of your dwarven nature. Ability Score Increase. Your Constitution score increases by 2.
On average, they live about years. Volcano dwarves tend to be lawful, as their craft is steeped in secretive tradition. Dwarves stand between 4 and 5 feet tall and average about pounds. Your size is Medium. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Accustomed to life underground, you have superior vision in dark and dim conditions. 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. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. You have proficiency with the sling, bronze mace, bronze sword, and bronze shortsword. Tool Proficiency. Whenever you make an Intelligence History check related to the origin of stonework, such as ancient columns or statues, you are considered proficient in the History skill and add double your proficiency bonus to the check instead of your normal proficiency bonus.
You can speak, read, and write Common and Dwarvish. When carved or written, Dwarvish appears as rows of horizontal and vertical fletched lines. Dwarves often use clay tablets to tally payments, account for shipments of ore, or send messages. It can be etched on leaves of copper and gold as a prayer to the gods. These metal scrolls are then melted into the bronze of swords or armor, believed to imbue them with the words of the smith. When you choose the subrace of your character, you can choose from among the following options or those presented in the core handbook. Said to be descended from Erebos himself, they are great metalworkers, jewelers, and glass-cutters.
They are a mysterious and reclusive folk, withdrawn from the world and protective of the secrets of their crafts. Lava heats their everlit forges, shedding warmth and light; as it is the heart of the mountain, so too is it the heart of their people. In the orange glow of their forges they pour molten bronze into the molds of swords and armor. Their work is prized and highly sought after by Hyperium, Ithea, and Kryta alike. They trade freely, for they boast deep love of gold and take great pride in its accolades. They do not produce only instruments of war, but are also the finest jewelers and glaziers in all Arkadia. Both their jewelry and their glass is thick and heavy as its craftsmen. They mine gold from deep in the earth and with it strike coins and craft things of wonder fit for kings. The excess sand from their tunnels is not wasted, but spun into molten strands in the magma of their forges, for they know the secrets of glass and how to make stone flow. As a light activity during a long rest you may hone one simple or martial weapon.
The weapon retains these benefits until you use this feature again. Field Dwarf Field dwarves are simple folk. They have a love of wine, and growing things, and rich, dark earth. In the countryside they tend the soil, planting vineyards and olive trees. From the clay of the earth, they fire pots and vases of orange and black to bear the fruits of their labor. Their wines and oils are as renowned as the clay pottery that holds them. Some field dwarves are drawn to the promise of the cities. Their proud stonework is far advanced from that of their country kin. They turn their hammers and chisels to the columns, statues, and fountains that adorn the great cities of men.
Their kilns fire clay figures, vases, and the terracotta tiles found on many a roof throughout Arkadia. It is said field dwarves built the walls of Illyria, when the land was young, of huge stacked stones from the bosom of Arkadia. When asked why they did not mortar the stones together, the dwarves replied that mortar may crack and chip, but stone upon stone, perfectly laid, will last as long as the hills. Your Wisdom score increases by 1. You may use your action to cause 4d4 magical grapes to grow from the soil at your feet. A creature can use its action to eat one or more of these grapes. Eating a grape restores 1 hit point, and the grape provides enough nourishment to sustain a creature for one day. You must finish a long rest before using this ability again. The grapes lose their potency if they have not been consumed within 24 hours of the use of this ability.
The number of grapes created increases to 8d4 at 11th level and 16d4 at 17th level. The column to her right exploded in a shower of rock and dust as powerful horns smashed it aside. She was tumbling down a steep dry hill, stumbling, her sandaled feet skidding on shale and loose earth. It bellowed in rage, in a voice neither human nor beast. She landed on one greaved knee, sending dust billowing from the cracked arid earth. Around her were broken tumbled pillars, half buried by sand and dry grass. There, by the base of a statue worn faceless by wind and time, was her bow. Above her, atop the slope, the creature stood. Its huge chest, stuck with the broken shafts of many arrows, heaved with each breath; above it, the horned head of a bull, nostrils flared.
It charged. Diana dove; rolling, she picked up her bow, nocking and drawing her arrow in a single, swift movement When the world was young and gods and titans walked the earth, the splendor of great elven civilizations crowned the land. Now only ruins remain. The white spires of Scyllaea, jewel of the sea, are lost beneath the waves, a thousand secrets drowned. The great temples and pyramids of cursed Nys are dry as bones beneath the sun, buried by sand and desert winds. Many ancient ruins cover Arkadia, their stones tumbled forgotten by all but time. Faceless elven caryatids stand in crumbling colonnades, open to the sky. Worn stones trace the lines of tumbled walls, and toppled columns lie like fallen trees among the heads of wheat and dry grass. So ancient are these elven ruins that none who live can claim to have known their builders, their secrets lost, riddled only now in the worn shapes of bare stone.
Sea, Sand, and Wood Oreyan elves have tanned tawny or bronze skin with dark hair and eyes. Most wear their hair long and wild or bound in a thick plait, though some crop it short. Scyllaean elves have fair skin, with eyes of blue and grey and green, as the sea. They have striking hair of black or gold, and typically wear it loose or in elaborate coiled braids. Nyssian elves, or drow, have dark skin that ranges from obsidian black to onyx grey. Their hair is white, though it is common for Nyssians to shave their hair or dye it with henna. Their eyes range from blood red to canid shades of orange and gold. Elf Names Elf Traits The Elven tongue is the oldest spoken by the races of Arkadia, said to be the very language of the gods themselves. Your elf character possess many gifts, vestiges of their ancient legacy. Male Names: Agamedes, Alcimede, Asterion, Caeneus, Castor, Deileon, Dimoetes, Endymion, Eos, Ereuthalion, Galanthis, Ganymede, Gelanor, Helios, Hermeias, Hippolytus, Hylas, Iasus, Ikelos Ioneus, Laërtes, Leucus, Lycaon, Lysis, Nycteus, Orion, Sarpedon, Theiodamas, Zelos, Female Names: Aegea, Aegiale, Aella, Aethilla, Ariadne, Artemisia, Asteria, Atalanta, Caenis, Calipso, Cassandra, Cilla, Circe, Cleopatra, Diana, Hypolita, Ismene, Lethaea, Lysianassa, Natasa, Nausicaa, Polymnia, Psyche, Pythia, Selene, Thalestris, Zephyra,Cassiopeia Epithets: Elven surnames are epithets earned by an elf.
Young elves have only a single epithet, often given for their birth or appearance. Older elves may have several, given for their manners, occupation, or the deeds they have performed. Oreyan Epithets The swift footed, who strikes from afar, joiner of battles, the huntress, mountain born, tamer of horses, of the golden bow, cunning, keen eyed, spear-famed Scyllaean Epithets Of the grey eyes, the high crowned, the seer, the caller of waves, golden haired, wise, blessed of Ithea, stormbreaker, of the sea, who watches the tide Nyssian Epithets The immortal, speaker of the dead, the cruel master, the hidden one, possessor of secrets, guardian of the tomb, eater of flesh, undying, the exiled, the withered Ability Score Increase.
Your Dexterity score increases by 2. Elves though long lived can age and die like all mortals. They reach adulthood in a century, and can live for over seven hundred years. Elves are vestiges of a lost age, their civilizations fallen. They are untethered by the laws of humans and are often chaotic. Oreyan elves are fierce protectors of all mortal life. Scyllaean elves, wild as the sea, are distant, veiled in secrets and prophecy. Both are typically good or neutral. The drow of Nys, however, cursed and driven beneath the sands, are more often evil. Elves range from under 5 to over 6 feet tall and have slender builds. Your base walking speed is 30 feet. Accustomed to ancient ruins and shadowed woods, you have superior vision in dark and dim conditions. Keen Senses. You have proficiency in the Perception skill. Immortal Ancestry. Elves cannot sleep. Instead, they enter a trance, remaining semiconscious, for 4 hours a day. While in this state you rarely dream, though such visions, when they come, are often seen as messages from the gods and ascribed importance.
After resting in this way, you gain the same benefits that a human does from 8 hours of sleep. You can speak, read, and write Common and Elvish. Elvish is said to be the tongue of the gods, the language spoken before the age of men and bronze. Few written pieces survive, for the Oreyans do not write their secret tongue. Many fragments remain in the sunken ruins of lost Scyllaea, much sought after by the Ithean philosophers for their mystical secrets. The Nyssians are said to carve their words as pictures on the walls of stone tombs, sheets of lead, and scrolls of human skin.
Oreyan Elves Oreyan elves are an ancient amazonian race of warriors and huntresses. They have no walls or cities, but are one with the land, the arid hills and dry grass, the gnarled trees and tumbled stones. Many choose to live in the wilds, ancient woods, and ivy-covered ruins. Like the dryads, many are fearful and curious of the world of men. Others walk freely among humans, their hatred of the titans making them natural allies to those who would protect Arkadia. Beset by the spreading blight from the south, many have been driven from their ancestral home.
Others can be found throughout the wild places of Arkadia, ranging the mountains of Garagos in pursuit of orc marauders or guiding a band of Krytan hoplites through dry manticore-infested hills. Whenever you make a ranged attack roll and roll a 1 you can reroll the die, but you must use the new roll even if it is another 1. Elven Weapon Aptitude. You have proficiency with the javelin, spear, war spear, simple bow, and recurve bow. Amazonian Stride. Your base walking speed is increased by 5 feet. Scyllaean Elf Scyllaean elves are those descended from the few who heeded a prophecy of doom and escaped the fall of Scyllaea, that ancient and wondrous island city lost beneath the waves. They came from the sea to Arkadia bearing great gifts from the gods, the fragmented arcane secrets of their fallen civilization. Seen by some as the children of Thessa, it is said they taught the first Itheans magic.
Few of their kind remain, last scions of those long cast adrift from their drowned home. Still, ancient magic clings to their scattered lineage, manifesting in powerful philosophers and seers, the legacy of lost Scyllaea. Most Scyllaean elves dwell in Ithea, the closest city to the shattered islands of their lost home, where they are highly valued for their innate skill in magic and love of the sea. Wherever they stray, they are marked by tragedy, beauty, and mystery. The most famed among them is the Oracle, an ancient and powerful seer, sequestered in the high reaches of Mount Hyperium.
Your Intelligence score increases by 1. Gift of Prophecy. When you trance during a long rest you are sometimes visited by prophetic dreams whose omens and portents may give you insight into the future. When you finish a long rest, roll 1d On a roll of 20 you can ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a vision, a cryptic rhyme, or an omen. You learn the magic missile spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. At 3rd and 5th level the number of times you can cast the spell in this way without expending a spell slot is increased by one.
Intelligence is your spellcasting ability for this spell. Lost Knowledge. You are proficient in the History and Arcana skills. Half Elves Half elves are the rare children born of the joining of human and elf. They say the first half elf was born to Oreya herself, who fell in love with a human huntsman. These tragic romances of men and elves have long graced the amphitheatres of Illyria. You can find the statistics for a half elf character in the core handbook 12 Nyssian Elf Drow Nyssian Drow are the cursed and mysterious people of Nys, the desert land across the sea.
There only crumbling pyramids break the dunes, the tops of great underground spires, uncovered in the sands by desert winds. The drow dwell in ancient stone tombs and cities, buried beneath the sands of their withered and dried land. They say the oldest tunnels of their underworld were carved by the massive jaws of the Great Worm, the titan slain by Crixys. Their undying priests tend to its whispering husk, preparing for its prophesied return. Their highest caste are the pharaohs, liches beholden to the dead Worm, their hearts sealed in canopic jars in pursuit of the true immortality that is the dark promise of their master. Nyssian drow in Arkadia are exceptionally rare.
In their esoteric culture, to leave their vast and sprawling underworld of buried ruins, stone tombs, and ancient tunnels is anathema. Unfortunate outcasts wander the sands of Nys, withered husks, their burned skin wrapped in bandages, white eyes seared blind by the sun. Some lucky few exiled drow are found by tomb raiders, Arkadians set out from Crixos, who sail across the sea to plunder forgotten treasures from the sandswept ruins of cursed Nys. Those that come to dwell in Arkadia are exiled, whether by choice or banishment, never to return. Most make their home in the blighted city of Crixos. Immune to the plague and imbued with a proclivity for the undead, they are met by the Crixian priests with hostility and mistrust, begrudgingly accepted only for the utility of their strange gifts. They offer Nyssian drow a place in their ranks in exchange for occult secrets and ancient embalmic formulae. Your Charisma score increases by 1. While in bright light, you have disadvantage on Wisdom Perception checks that rely on sight.
While in nonmagical darkness, you have advantage on Wisdom Perception checks that rely on sight. Whispers of the Worm. You learn the command spell and can cast it at will, without expending a spell slot, but you may only target Undead creatures when it is cast in this way. Curse of Nys. You are immune to disease. Beyond the fringes of Arkadia no free humans dwell; those are the realms of the titans, insurmountable, hostile, and forever encroaching on the world of men. To humans, Arkadia is not merely a civilization, but civilization itself. Humans see themselves as the keepers of reason, freedom, and mortal life. They are the keepers of the flame of knowledge, given them by their gods, both a gift and a sacred charge they hold with utmost reverence. Arkadians see their gods as both parents and liberators, and the boldest aspire to heroism in their name, that Arkadia may remain free through their actions.
At their best, Arkadian humans value honor and excellence, striving to embody the heroic virtues of their gods. At their worst, their drive for power and renown can sour, turning to hubris. The will of mortals, that sacred flame, is both their greatest gift and most fatal flaw. Olive and Bronze Human Isereon tasted salt and sea spray as the eyed prow of his ship cut the waves. Under a hot sun and a clear sky, the steady rhythmic fall of the oars took him closer. There on the horizon, he could see golden and arid hills cresting the blue sea.
Sailors called and gulls cried as the painted sails of the ship unfurled to take in the warm fair winds. Upon the coast and dry hills, among the distant forms of wizened cypress trees, there rested a white city, its pillared buildings and towers flat roofed or capped in bronze domes, shining in the sun. He held a hand to his brow, shielding it from the glare, and saw, there on the highest hill, the columns of the ancient acropolis. He was coming home. Their skin tones range from dark to fair, often falling in between as shades of tan or olive. Their hair and eyes are generally dark, black, brown, or hazel. Golden hair and blue eyes are more common in Ithea but can be found throughout all the great cities.
The Great Cities Arkadia holds five great cities, each founded by one of the gods. Like the gods, they are as family; they squabble, and hold rivalries and grudges, but always unite against their common enemies. Arkadians identify strongly with the city they call home; it harbors for them a fierce sense of pride and loyalty. Ithea is built on the western shore, a center of knowledge and exploration of the natural and arcane. It boasts a mighty navy and is as a democracy, headed by a council of philosophers, powerful wielders of magic. Crixos, once a hallowed, sacred place on the black river, where great heroes and kings were laid to rest, is now ravaged by an inscrutable plague of undeath from the south.
Illyria is a lavish and lawless free city, a center of art and cultural exchange, filled with all the decadent pleasures that gold can bring. Kryta is a city of mighty warriors. Its citadels are the shield that protects Arkadia from the constant threat of Psysserian invasion from across the sea. Hyperium is the seat of kings, the first city of men and home to the gods. Its marble columns and temples stand proudly atop the mountain at the heart of Arkadia, overseeing all the land. Its shining armies and mighty consuls strive to keep peace and bring justice to the land.
Human Traits Ability Score Increase. Your ability scores each increase by 1. Humans reach adulthood in their late teens and live less than a century. Humans tend toward no particular alignment, harboring both heroism and weakness. 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. You can speak, read, and write Common and one extra language of your choice. A warrior from Kryta or Hyperium might also speak Dwarvish or Orcish, while an Ithean or Illyrian sailor might know Elven or Sylvan. Male Names: Acteon, Agathon, Alexander, Antilochus, Demokles, Dracus, Hector, Tydeus, Aeneas Female Names: Alexandria, Corinna, Demetria, Leda, Meadia, Ophelia, Panelope, Praxia, Rhea, Hestia 15 Orc Phrixus, Phrixus, Phrixus, the chanting of the crowd came muffled through the flagstones as he strode down the tunnel, rolling his muscled shoulder beneath the leather harness.
The chanting broke into a wordless roar as he emerged from the gate into the dazzling brilliance of the coliseum. He held high his pitted bronze blades, baring them to the frenzy of the faceless mob. Phrixus opened wide his tusked mouth and roared in challenge as the gates on the far side of the arena sands began to rumble open. Tribes of Gargaros Orcs first came from Gargaros, a land of fire and ash and broken stone, born from the blood of the Great Hydra, spilled in its mighty battle with Hyperion. Possessed by madness and destruction, they are the ancestral enemy of Arkadia. Many times have their hordes attacked her land, only to break upon the shields of Erebos, Hyperium, and Kryta. The Cerberans train cerberus worgs to hunt and kill; the Cyclopax fight alongside cyclopean giants; and the Hydrak, the largest and most hated — even by their own kind — who worship the bound titan, seeking to free it through fire and blood.
Despite such ancient animosity, some tribes of orcs have come to find a place in Arkadia, especially among the Krytans who value strength and physical prowess above all else. These orcs were first taken as slaves during one of the many wars with Gargaros. Thrown into the fighting pits and gladiatorial arenas they displayed such power and ferocity that the king, impressed, granted them freedom and a place in his army. Many Orcs have since taken to the worship of Krytos with abandon, finding in the mighty god a surrogate father who shares their savagery and love of combat. Blood of Giants Often called giants due to their impressive size, orcs typically stand 6 to 7 feet tall, though the orcs of Gargaros can grow even larger.
Their skin is the color of ochre clay; orange, reddish brown, or ashen grey, often varying from tribe to tribe. Many orcs wear black warpaint in stark bands and square keyed patterns. Savagery and Civilization Valuing strength and dominance above all else, orcs, as a Hyperian general once put it, make excellent warriors and terrible soldiers. Their physical prowess and violent nature make them most at home in Kryta, whose army cares more for the might of individuals than the discipline of lines. Their fearlessness and unbridled aggression on the field make them an unstoppable force, ideal as linebreakers, often turning the tide of battle almost single-handed. Some, lacking even the control for this, become mercenaries.
Others take to the fighting pits or, with some luck, the grand coliseums of Illyria, untouched by Gargaran raids, where their prodigious size and strength are coveted for their exotic nature. Orc Traits Your orc character has certain traits deriving from your orc ancestry. Your Strength score increases by 2, and your Constitution score increases by 1. Orcs mature a little faster than humans, reaching adulthood around age They age noticeably faster and rarely live longer than 75 years. Orcs are chaotic by nature. Orcs are far larger and bulkier than humans, and they range from 6 to well over 7 feet tall. Since your ancestors were accustomed to the perpetual ash-choked twilight of Gargaros, you have superior vision in dark and dim conditions.
Colossal Build. Your carrying capacity and the amount of weight you can push, drag, or lift is doubled as if you were one size category larger. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Savage Attacks. You can speak, read, and write Common. You can also speak Orcish, though it has no written form. Orcish is a harsh, grating language with hard consonants. Orc Names Over many generations, orc names have taken on the shapes of the Arkadian dialect while retaining the harsh and guttural sounds of the Gargaran tongue, Orcish. Male Names: Aekhmagoras, Agron, Akragas , Anaxgoras, Atrax, Carnus, Cecrops, Cratos, Creon, Crisus, Deimachus, Echion, Golgos, Kronos, Maeon, Makedon, Oncius, Paeon, Phrixus, Pronax, Tyres, Ucalegon Female Names: Aglaea, Calydon, Carya, Dia, Echidna, Enarete, Epirus, Gerana, Hekate, Hyale, Iakhe, Jokasta, Kakeira, Lynx, Mariah, Minyas, Morea, Nysa, Ossa, Phrike, Skaea, Thrace, Thrashymedes, Agrea Tribe Names: Orcs take the name of the tribe they are descended from — Phrixus the Ionokian, for example.
Ionokian, Minaran, Stygian, Mycerian, Agikorei, Karatolian, Archaean, Acharnian, Lokrian, Doran, Phaeacian, Crotonean, Mesanarian Half Orcs Half orcs are common in Arkadia. In Kryta, where strength and ferocity are prized, many orcs have some human blood in their veins. In Illyria, they are desired for their size and striking appearance. In Hyperium, however, they are met with contempt, as many of the half orcs in this region are a bitter reminder of the incessant conflict with the marauding orcs of Gargaros. Half orcs in Arkadia use the same game statistics as the orcs in this section. Sometimes, such children are born without warning to a pair of mortal parents, seemingly a gift — or curse — from the gods. Other such children are the direct result of a mortal mingling with a fae. Some Phaedran claim to be born of Phaedrus themself. Fae Legacy Phaedran Kassandra blew idle notes on her pan pipes as she reclined, hooved legs crossed on the dry grass, back against the gnarled trunk of an ancient cypress that afforded her dappled shade from the heat of the Arkadian summer sun.
She yawned and stretched, pushing her hair back behind her curled horns as she stood. These strange features mark them, setting them apart from other mortals. Some believe them cursed, spurned by fate and the heavens, while others see them as sacred creatures, given gifts by the gods and imbued with a special destiny. Many Phaedran, restless in the great cities, take to the roads and wilds and small villages, never staying in one place for long as their youth stretches on for almost a century. Part human and part fae, they are a stranger in both worlds with a foot in each and a home in neither. As such, many flock to Illyria, the wild and beautiful land of their patron god, but nowhere in Arkadia will you meet a common Phaedran. Touched by fate, they are almost always exceptional individuals, destined for heroism or tragedy. Psysserian Blood Though they are perhaps the most numerous of their kind, gorgon Phaedran predominantly live in the hostile, enthralled foreign land of Psysseria, comprising its highest mortal caste, second only to their gorgon masters.
As they come from her ancestral enemy across the sea, gorgon Phaedran are met with fear and suspicion in Arkadia. They are seen as spies or assassins, and many are cold or even openly hostile towards them. Too often do they give cause to these suspicions, though not all gorgon Phaedran serve the titan. Some have fled their oppressors, braving foreign seas and war torn lands to start anew in Arkadia. Phaedran Names Phaedran bear human names as they are almost always left to be raised by humans. Some choose to shun the patronym or matronym of their human lineage, instead introducing themselves as a son or daughter of Phaedrus. Some do this so as not to bring shame to their family while others, abandoned by their family, abandon them in turn.
Phaedran Traits The blood of Arkadian fae flows in your veins, setting you apart from other mortals and granting you strange powers. Your Charisma score increases by 2 and one other ability score of your choice increases by 1. Phaedran mature at the same rate as humans but live almost twice as long, their youth stretching on for more than a century. walls and cities. They value freedom and individuality, and are often neutral or good. The Psysserians are an exception; beholden to their titan mistress they tend to be cold and cruel, making them more lawful and more evil than their Arkadian cousins. Your size is Medium; the size and build of a human.
You can speak, read, and write Common and Sylvan. Many subraces of Phaedran exist, each rooted in a specific fae lineage. Choose one of the options below. Satyr Satyr Phaedran are the most common in Arkadia. Satyr Phaedran have horns, ridged and curled like those of a ram. Their legs, when transformed, look like those of a goat, doe, or other cloven-hoofed beast, covered in thick shaggy fur. You gain the ability to transform your legs and feet into those of a cloven-hooved goat that double your jump distance and grant you advantage on saving throws against effects that would knock you prone or shove you. You can create these hooves as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. Most Phaedran share the chaotic nature of their fae lineage, preferring the wilds and ruins to 19 Horns. You can make an attack with your horns to butt a target, causing 1d4 bludgeoning damage plus you Strength modifier.
If you're able to make multiple attacks with the Attack action, this attack replaces one of them. Siren The beauty of siren Phaedran is attested to by thespians and sailors alike. Many an Arkadian has heard the tale of an enamoured youth, lured out into the waves by unearthly song, only later to have friends pull them back from the surf begging to return. Siren Phaedran wear only the faintest traces of their lineage: thin gill-like scars on the sides of the neck, a pearlescent shimmer on the skin, or a voice whose haunting lilt betrays the underlying magic of the fae. You gain the ability to meld your legs into a shimmering fishtail, losing your walking speed and gaining a swimming speed of 60 feet. You can create this tail as a bonus action on your turn.
It lasts until you dismiss it as a bonus action on your turn. While you have this tail, you can breathe both air and water. As an action you can attempt to charm a humanoid that can hear you by singing an unearthly song. It will know it has been charmed when the effect ends. Gorgon Not technically the children of Phaedrus, these creatures are born of another powerful Fae, the titanic Mother of Monsters. They are no product of lust or fate; they are bred and birthed in the serpent temples of Psysseria. Human slaves are offered as ritual sacrifice to the gorgons within. It is said all gorgons and their children are descended from the Mother of Monsters, the first gorgon, a titan beautiful and terrible who rules the Psysserian Empire, feared and worshiped by all beneath her gaze and lash. Their features are often less immediately apparent, such as fangs, a forked tongue, or the golden slitted eyes of a serpent.
Some, however, have coiling serpents for hair. Those from Psysseria share the features of their human kin, with tawny or bronze skin and black hair. You gain the ability to meld your legs into a serpentine tail, increasing your base walking speed by 10 feet and allowing your movement to ignore difficult terrain. Petrifying Gaze. As an action, you can try to petrify a creature you can see, and that can see you, within 60 feet by turning it to stone. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. On a success, the effect ends. Harpy Harpy Phaedran are believed to be the result of a curse or ill-fated bargain. There are myths of old harpy crones striking deals with mortals and replacing human children with their own. Often more slender and slight of build, harpy Phaedran are marked by avian features such as large inquisitive eyes, long talon-like nails, or soft feathers in their hair.
You gain the ability to sprout a pair of feathered wings from your back, gaining a flying speed of 25 feet. You can create these wings as a bonus action on your turn. If you are wearing heavy armor or are encumbered, you cannot use your flying speed. Instead, your wings can slow your fall and allow you to glide. You are proficient with unarmed strikes. Centaur are proud solitary hunters and trackers of the Arkadian wild, often viewing mortals as little more than weak prey. Some, however, come to be impressed by the strength and skill of a mortal hunter or huntress and take them as a mate, especially among the Oreyan Elves for whom they hold a begrudging respect.
Centaur Phaedran are often of strong build, with thick mane-like hair. Some have the tails of horses. Their eyes are typically dark, seeming to be entirely irises with wide pupils. You gain the ability to transform the lower half of your body into that of a horse. While you have these aspects of a steed, your walking speed is increased to 60 feet but your climbing speed is reduced to 0. Additionally, your carrying capacity and the amount of weight you can push, drag, or lift is doubled as if you were one size category larger. You can create this change as a bonus action on your turn. This form last until you dismiss it as a bonus action on your turn.
A creature takes half as much damage on a successful save and is not knocked prone. Minotaur Though monstrous children begot of minotaurs do exist, they are almost always abominations. Twisted by the gods, they bear the heads and horns of bulls and are most often dumb as beasts. Unteachable and untameable, some are thrown into arenas and fighting pits for sport, while other are abandoned, consigned to the labyrinthine depths of forgotten catacombs or crumbling sewers. Legend tells of a queen of old Krytan who bore such a son, and had for him a sprawling maze built beneath her city.
Your deeds and very reputation stir courage in the hearts of your companions and those you champion. Heroic Presence Starting when you choose this path at 3rd level, your formidable presence emboldens your allies. Additionally, you may add your Strength modifier instead of your Charisma modifier to Intimidation, Performance, and Persuasion checks. Undaunted Resolve Beginning at 6th level, your might becomes unmatched. You have resistance to all damage while you have temporary hit points gained from your Path of the Hero features. Bolstering Tale By 10th level you have accomplished many great victories and feats of strength. You can spend 10 minutes telling a tale of your prowess. When you do so, choose up to twelve friendly creatures including yourself who can hear and understand you.
Each creature becomes immune to being frightened for one hour. When you would gain temporary hit points from your Path of the Hero features, the temporary hit points are doubled. While creatures have temporary hit points gained from your Path of the Hero features, they have advantage on attack rolls against any hostile creature within 5 feet of you. They are the quintessential heroes of might and courage, their names echoing across the ages, unforgettable and inspiring. Such heroes are known for taking upon themselves great labors, proclaiming loudly and publicly in the name of the gods to achieve great deeds for the good of all Arkadia, whether it be the slaying of mighty beasts and titanspawn or the reclaiming of lost relics and weapons of power.
Whole ages turn upon the actions of such heroes, the fate of whole cities and peoples resting on their broad shoulders. Barbarians of the Path of the Hero are found throughout Arkadia, wherever there are great dangers to thwart or wealth and fame to be earned. They are especially drawn to Kryta and the god Krytos, who most celebrates their warrior spirit; and to Illyria, where their great deeds are immortalized forever in marble and bronze, and the bards sing songs of their glories. Path of the Berserker barbarians are most common in Kryta, especially among the orcs, and are beloved of Krytos, acting as mighty line breakers in his armies. Barbarians are also common among the fierce Oreyan elves, often tied to the wild spirits of nature. With lyre, pipes, or siren song, they seek out great heroes to inspire and, in turn, be inspired by.
Blessed with charm and orphean gifts they are sought-after companions, not just by heroes, but also by prosperous patrons such as aristocrats and even kings. They play on the appeal of decadence and desire, basking in the luxury and sensual comforts afforded them by their gifts. Calming Presence When you join the College of the Muse at 3rd level you can enhance your very presence to instill calm and ease in those around you. As an action you may emanate an aura of repose for 1 hour. Any creature who targets you with an attack or a harmful spell must first make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn't protect you from area effects. If you make an attack or cast a spell that affects an enemy creature, this effect ends. When a creature that you can see 24 within 60 feet of you regains any hit points, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the amount of hit points restored.
That creature then gains one Bardic Inspiration die. Song of Sleep At 6th level your words and music can lull even the sharpest mind into a state of blissful slumber. You can use your action to attempt to put a creature that can hear you to sleep. The target must succeed on a Wisdom saving throw or fall unconscious for an hour or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Song of Sleep for the next 24 hours. Echoing Chord At 14th level, even the barest ripples of your influence carry with them a lingering potency. When a creature uses Bardic Inspiration from you they regain a number of hit points equal to your bard level. The College of the Muse is Lyria's greatest temple, resting on a hill overlooking decadent Illyria and surrounded by Arkadia's most beautiful garden.
There, the gifted are trained in the arts of enchantment, diplomacy, politics, seduction, and — most importantly — the many epic tales of the gods and heroes of old, used to inspire future generations to similar acts of heroism and glory. Many then choose to take to the roads of Arkadia and spread such tales, to keep the heroic spirit alive in dark times, and celebrate it in peaceful ones. Others seek to become heroes in their own right, or inspire others to do so, undertaking great deeds. Arkadian bards have strong ties not only to Illyria but to the hill dwarves and Phaedran who live there as well, and many of the greatest bards are among their number. Their natural powers of enchantment are akin to those of the Fae, and Phaedran take to the bard's life more naturally than most. Many of the more mischievous bards honor Phaedrus alongside Lyria, using their powers to liberate others and beguile those who would control them.
Bards of the College of Lore are trained in Ithea; owing their powers to Thessa, they are bent on uncovering Arkadia's secrets. Bards can also be found on the battlefield, the boldest and most valorous inspiring the armies of Hyperius with sword and song. Clerics of such a force are seers, oracles, and prophets. They attempt to unravel the mysteries of destiny. Through their art they gain secret knowledge of things past, present, and future. Oracle At 1st level you learn the Thaumaturgy cantrip. Vestal Teachings At 1st level you become proficient in your choice of two of the following skills: Arcana, Religion, Insight. If the creature fails its saving throw, then for the next minute whenever it makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. Until the start of your next turn, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of feet.
Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. As an action you choose a creature you can see, roll 1d4 and choose rounds, days, or years. The creature is forced to make a Wisdom saving throw. After the chosen time has passed, the creature takes 10d10 necrotic damage on a failed save or half as much on a successful one. Fate Domain Spells Cleric Level 1st 3rd 5th 7th 9th Equipment Spells identify, find familiar augury, detect thoughts sending, clairvoyance divination, locate creature commune, contact other plane Arkadian clerics are the bridge between mortal and immortal, the interpreters of divine will, and are held in the highest esteem.
Every Arkadian god has priests pledged to their service, but few are as powerful and revered as the Seers, the clerics of Fate. Able to peer into the weave of destiny and foretell the future, they are a crucial weapon against the enemies of Arkadia. The most powerful among them, an ancient Scyllaean elf called the Oracle, lives upon Mount Hyperius in the depths of Hyperius' greatest temple. There she whispers words of prophecy, recorded by the temple adepts. Kings and queens of Arkadia seek her wisdom, and great heroes are sometimes called to undertake momentous quests to avert her portents of doom. They often live as wanderers or secluded hermits, in deep wilds or on mist-shrouded islands. They keep company with beasts and fae, for most folk avoid these mystics and the places they call home, thinking them dangerous enchanters or witches. Gift of Forms When you choose this Circle at 2nd level you can use your Wild Shape on a willing creature within 30 feet to transform them into a beast with a challenge rating as high as ¼.
The effect lasts for a number of hours equal to half your druid level or until they choose to end the effect early by using a bonus action on their turn. Myriad Wild Shape Starting at 2nd level, you can use your Wild Shape feature a number of times equal to your Wisdom modifier minimum 2 instead of twice. You regain all expended uses when you finish a short or long rest. Wild Curse At 10th level you gain the ability to use Wild Shape on an unwilling creature within 30 feet of you. When you use Wild Shape on an unwilling creature, the creature is forced to make a Wisdom saving throw or be transformed into a beast of your choosing with a challenge rating as high as ¼. The effect lasts for a number of hours equal to half your druid level but the creature can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends and they revert to their normal form.
Patron of Changes At 14th level you gain the ability to change the forms of multiple creatures simultaneously. You can use Wild Shape on any number of creatures within range as a single action, expending a charge of Wild Shape for each creature. Like their patron, they seek to stir the animal instinct in those around them, eager to remind mortals that they are in fact beasts, full of feral desire bubbling just below the surface. They are experts at bringing this desire out, whether through wine, subtle trickery, or a gentle nudge in the right direction. They are often mysterious figures, traveling the wild places alone or in the company of Fae and beasts, until they sense their services are needed. Then they emerge from the forest, bringing revels to a returning army or farming village exhausted from long labor, rivers of wine to the thirsty, bounteous feasts to the hungry, and, when required, punishment to the rigid and oppressive, those rulers whose love of order and deprivation become too strong.
Such druids are feared by tyrants across Arkadia, for there are tales of such wanderers — Phaedrus themself in disguise — who tear them down from their thrones and remind them what they are, often by turning them into whatever beast they seem most like, humiliating them and stripping them of power for their own good and the good of Arkadia. Though Phaedrus calls to all, many of their druids are hill dwarves and Phaedran, and the hills of Illyria are lush with their blessings. Druids of the Circle of the Land often follow Thessa, and are bound to the sea and its secret power, living solitary lives along the coasts and among the islands.
Druids who take the form of powerful beasts under the moon often hunt in Oreya's name. They are a hero among lesser warriors, the champion of a great army or a band of mighty myrmidons. They excel at both holding a defensive line and breaking from their ranks to weave through a battlefield, devastating multiple foes. Phalanx Tactics Starting at 3rd level when you choose this archetype, you learn how to lead others to defend themselves as a phalanx unit. A creature can only benefit from this feature from one Fighter at a time.
Linebreaker Starting at 3rd level, your learn to overwhelm foes with vicious attacks. If no allies are within 5 feet of you, as a reaction to hitting a creature with a melee weapon attack, you can immediately make an additional melee attack with your shield or the butt of your weapon. A creature damaged by this attack 30 has disadvantage on attacks against you until the start of your next turn. Sure Stride Starting at 7th level, your base walking speed is increased by 10 feet and you cannot be shoved or knocked prone. Allies within 5 feet of you have advantage on saving throws against effects that would shove them or knock them prone. As a bonus action, you may move up to half your speed and make one weapon attack against a target you have not already attacked this turn.
Allies within 5 feet of you may use their reaction to move up to the same distance but must end their movement within 5 feet of you. Comrades in Arms Beginning at 15th level, when a creature within 5 feet of you misses you or a friendly creature with a melee attack, you can use your reaction to make a melee weapon attack agaisnt the attacking creature. Ruthless Cadence By 18th level your speed and skill have become unsurpassed. Any hit you score against a creature that is at its hit point maximum is a critical hit. Additionally, when you score a critical hit with a weapon attack, you deal additional damage equal to your fighter level. Whether facing down the monstrous armies of the titans or waging war against a rival Arkadian city, fighters are the backbone of every army, champions whose names are known and whispered with reverence among the rank and file, their inspiring deeds turning the tide of even the fiercest conflict.
Hoplites are the pride of Kryta, martial city of Krytos, god of war. They are trained from the time they can hold a spear for strength, courage, and ferocity, and their reputation precedes them across Arkadia. Krytan hoplites are prized as mercenaries, and many leave home to lead armies in foreign wars, or serve as elite bodyguards for powerful rulers and mystics. Often they do this to spread the fame of their proud homeland, and prove the strength of their mighty god Krytos to all Arkadia. From the dirty fighting of the pits to the flashy spectacle of grand coliseums, there are few who can match their skill with a bronze blade and wrapped fist. The weapon can be any simple or martial melee weapon that does not have the heavy or two handed property.
Weapons of the chosen type are considered monk weapons for you. The first attack you make each round with a monk weapon has advantage. Indeed, it is only the Phaedran races satyrs, sirens, gorgons, harpies, and centaurs that are entirely unique to this setting. As for the classes and their archetypes, there are no new classes here. But each pre-existing class has a new archetype that makes them all decidedly Greek. I love the cleric as a quasi-oracle. We get new gods in this part but I think it should be in the player section. After all, the PHB contains a host of several deities for the players to consider.
Basically, only the Magic Items and Monsters sections should be kept away. There are some pretty cool magic items and I like the heavy emphasis on bronze weapons and armor. It just seems so thematic to shift the focus away from iron and steel. The creators did well to address typical Greek monsters. Charybdis and Scylla, Medusa and the cyclops, and Cerberus are all represented. In a nutshell, Arkadia was an ambitious project that promises quite a bit but is a little wanting. Someone looking for a Greek setting will find pretty good directional material in this supplement. But the user looking for a fully fleshed out setting will not end their search here.
The monster stat blocks notwithstanding, the product is professional quality aesthetically speaking. However, there are a good deal of typos. There was a lot of potential for a great product here. But the execution fell short of that greatness. The art is wonderful. The concepts are great. As a matter of fact, the DM looking to start a Greek setting will find lots of work still left to do if they want to do it in Arkadia. This site uses Akismet to reduce spam. Learn how your comment data is processed. Enter your email address to subscribe to NZS Games for exclusive discounts, receive notifications, and get Queuepidity updates by email. Subscribe to: Queuepidity NZS Games. Facebook Instagram Twitter. Pros mostly professional layout and design beautiful art inspirational content. Cons not a fully-realized campaign setting fair amount of content copied from the PHB without attribution.
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These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. The Largest RPG Download Store! Log In. New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Arkadia - The Greek Setting for 5e. From Arcana Games. Selected Option:. Watermarked PDF. Hardcover, Standard Color Book. Average Rating 76 ratings. ENNIE Award Winner for the Best Setting of ! Arkadia is a combined setting and players handbook for 5e - inspired by the history and myths of Ancient Greece.
The book contains pages of densely packed all new Greek themed content for both Players and GMs. Barbarian: Path of the Hero - Based on heroes like the mighty Hercules and Ajax Bard: College of the Muse - Inspired by the Muses, Orpheus, and myths of Satyr and Siren Cleric: Domain of Fate - Recalling on ancient Oracles and the Three Fates Druid: Circle of Beasts - In the image of Dionysus, Circe, and Pan Fighter: Hoplite - Made in the mold of classic Greek heroes like Achilles, Leonidas, and Perseus Monk: Way of the Gladiator - Drawing on Roman Gladiators wielding exotic weapons like a trident and net Paladin: Oath of Judgement - A tribute to thunderbolt hurling Zeus and kings of old.
Ranger: Amazon - Inspired by fierce female warriors such as Artemis and the Amazons Rogue: Trickster - Sparked by Odysseus, Prometheus, and other archetypal tricksters who spurn the gods. Sorcerer: Demigod Bloodline - Created from the demigods of Greek legend. Warlock: Dead King Patron - Servants of the titans, themed on Ancient Egyptian pharaohs and mummies. Wizard: School of Philosophy - A twist on ancient Philosophers such as Aristotle, Plato, and Socrates. Satyr Siren Centaur Gorgon Harpy. A hoard of Bronze gear including all new weapons , armor , equipment , trinkets and more! Ancient ships such as Triremes that can be customized with prow rams, balistae, and hurl Arkadian fire. Neighboring ancient civilizations inspired by Egypt , Persia , and Atlantis. Customers Who Bought this Title also Purchased. Reviews Please log in to add or reply to comments. Kevin C December 20, am UTC. Great book! I have been using it the past few months to add depth and additional lands to my modified Theros campaign.
Marc G January 07, pm UTC. Just picked this up, very impressed. The artwork is impeccable, the thought that's gone in is impressive making Gladiator an archetype of Monk was inspired. Do you have any further work for this planned? Two things would crank my handle. An additional archetype for each class to re-inject a bit of choice into character build. A revamp of the spells to be most setting flavourful. I know the book itself suggests the GM should do exactly that, but I am time poor. I've always preferred Jason and the Argonauts style fantasy to cod-mediaeval, and this admirably scratches that itch. Maybe do the same for Arabian Nights style fantasy? Frederic M May 04, pm UTC. Jacob W November 24, pm UTC. Eugene F November 27, pm UTC.
It seems Drivethrurpg was having trouble showing previews. It should work now. You can also check out the class archetypes PDF for free. Alex D November 21, pm UTC. Is there any relation to Odyssey of the Dragonlords? I noticed even the publisher's name is similar. There is no relation. Arkadia was released nearly a year before Odyssey of the Dragonlords. Matthew S September 28, am UTC. Fun little read. Solid art. A fair amount of content to customize your PCs but nothing insane. I will say I found some of the subclass options a little overtuned and would probably need to be brought down in power level to be even with existimg material.
Fabian L September 15, pm UTC. I have a question regarding the Cleric. On page 27, you can get a bronze scepter as equipment, but the bronze scepter isn't mentioned ever again. Is this a error? Is it supposed to be a bronze mace you can get? Travis B August 04, am UTC. Does this use its own pantheon of gods, or is it set up to use ancient Greek gods? Eugene F August 13, pm UTC. Arkadia is a unique fantasy setting. While the gods and city states are inspired by those of Ancient Greece, it is very intentionally its own world with its own mythology. Jamie S July 26, am UTC. I bought this book to use with The Fate of the Oracle adventure I bought on Roll It didn't have a player handout included in the download. Do you have a players handout that has both the races and classes included in this setting? I was able to find the free class guide handout and the free handout for the Minotaur race, but not a handout for the rest of the race options.
Eugene F July 27, pm UTC. Hi Jamie, Thank you so much for purchasing our setting and adventure! There's not a separate PDF handout for the races outside of the core Arkadia setting book. The Roll20 adventure includes race handouts attached to the pre-generated character tokens. Pedro C April 06, am UTC. Love the book. One thing I am unclear on, though. With Gift of Forms for the Circle of Beasts, does the CR of the beast you can change the willing target into increase as your own Wild Shape improves? Eugene F April 15, pm UTC. It does not increase. Eugene F February 28, pm UTC. Thank you! Yes, there will be an adventure for 1st-5th level characters coming out next month! Thank you for your reply! That is amazing. Cant wait to try it out. One final question.
53 Free Dungeon & Dragon (D&D) and RPG Ebooks,Arkadia – The Greek Setting for 5e
04/09/ · [5E] The Wolves of Welton – A Single-Session Adventure by TheRainyDaze (PDF) Fiery Grog Tavern and Madness of the Rat King by SpiketailDrake (PDF) [5E] Army of the You can purchase Arkadia as a PDF or Hardcover Book below, or on DrivethruRPG. You can also download the Class Archetypes for free in our shop! If you like Arkadia, be sure to check out 31/05/ · Arkadia is an award winning combined setting and players handbook for 5e - inspired by the history and myths of Ancient Greece. These are the just the class archetypes, Class and Race blogger.com Dark blogger.com No files in this folder. Sign in to add files to this folder Arkadia PDF. $ Price. Add to Cart. Arkadia. Arkadia is a combined setting and players handbook for 5e - inspired by the history and myths of Ancient Greece. 12 New Class 06/10/ · PDF of the 5e Arkadia Player’s Handbook Arkadia World Map Arkadia Character Sheets Beta Playtest Access Kickstarter Exclusive Hardcover Arkadia Book with alternate art ... read more
A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Hardcover, Standard Color Book. On a success, the effect ends. In the orange glow of their forges they pour molten bronze into the molds of swords and armor. The zombie collapses within 1 minute or if it moves more than 60 feet from you, and follows your mental commands to the best of its ability. Virtual Tabletops.
Gladiators are always testing themselves, pushing their limits to achieve excellence. Nyssian drow in Arkadia are exceptionally rare. Defeated by the gods, they have been driven back to the fringes of the world, consigned to dwell wounded and imprisoned as mortal civilization thrives in their absence. Its marble columns and temples stand proudly atop the mountain at the heart of Arkadia, overseeing all the land. By arkadia 5e pdf download reading random pages and remembering my mythic literature, I was instantly inspired to create scenarios for my PCs to venture forth.
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