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Creating Collectives

Creating Collectives


Buy in! Take root! Expand! With this guide, players and DMs can create collectives - organizations to lead and develop through adventure and investment. Add new story hooks, goals, and complications for your players and gain the tools to leverage a collective’s influence for unique benefits and rewards. Form thieves’ guilds, thriving communities, invading forces, and more! ...   [click here for more]
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Kind and Culture - An Alternative to Race

Kind and Culture - An Alternative to Race


Instead of race covering physiology, culture, upbringing, and history, take a chance to break down the Player's Handbook races into one's born Kind and the traits that come with it and one's Culture, the regional and personal nature of your early life. Unlike the excellent Ancestry and Culture, this breaks down culture a bit more to allow for mixed...   [click here for more]
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The Manifest Class

The Manifest Class


It all started with something as small as a seed - perhaps even a drop of potent blood. Then came the dreams, the aches, and in time? A power awakened within you, rising on your skin to defend you and defeat your enemies. Now? You are one of the manifest, on a path of personal evolution. Who and what will you become by your journey's end? And will it all be worth it? Includes the base Manifest class...   [click here for more]
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Alternate Class - The Channeler

Alternate Class - The Channeler


What is the purpose of a body, if not to serve as a vessel? For the spirit. For the soul. For experience. If the body can contain a soul, contain magic, contain so many forces with the appropriate catalyst, what can be done if the vessel is honed? This is the path of the channeler, those who harden and discipline the body to become the perfect vessel for greater powers, either from within or from the...   [click here for more]
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The Sojourner Class

The Sojourner Class


Touched by the planes beyond the Material, you have returned changed and empowered. Focus your gifts through an intelligent liminal anchor (a weapon, a wand, maybe even a little friend?) and draw on the lingering energies of the plane you've encountered as your liminal corona. War. Wits. Magic. Mayhem. The pull of the planes has its own demands, but you? You are truly free. The class provided below...   [click here for more]
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