Skip to main content

Breadcrumb

Heritages

Heritages

Heritages
  Heritage >Description Source
  Birdfolk Winged, feathered avians able to glide or fly. Freelinking: Node title Gate Pass Gazette does not exist
  Cervid Humanoid deerfolk, fleet of foot with mighty antlers Freelinking: Node title Gate Pass Gazette does not exist
  Chrysalian Diminutive, insectoid fey that hail from the
Dreaming.
Freelinking: Node title Gate Pass Gazette does not exist
  Constructed Artificial beings powered by a renewable energy source. Freelinking: Node title Gate Pass Gazette does not exist
  Dragonborn Draconic humanoids with deadly breath weapons. Adventurer's Guide
  Dreamborn Fey folk with deep ties to the Dreaming. Freelinking: Node title Gate Pass Gazette does not exist
  Dryadborn Those with ties to both dryads and mortals. Freelinking: Node title Gate Pass Gazette does not exist
  Deva Reincarnated immortals with memories of past lives. Adventures in ZEITGEIST
  Doppelgänger Shapechangers who can adopt the appearance of others. Dungeon Delver's Guide
  Dwarf Hardy, long-lived folk with an innate ability to build. Adventurer's Guide
  Elf  Ancient beings with supernatural grace. Adventurer's Guide
  Galeoni Shark-people with powerful jaws. Freelinking: Node title Gate Pass Gazette does not exist
  Garoul Wolf-people with hunting instincts and a connection to the wild. Freelinking: Node title Gate Pass Gazette does not exist
  Gnoll Humanoid hyenas with strong jaws. Adventures in ZEITGEIST
  Gnome  Diminutive folk with innate magic. Adventurer's Guide
  Goblin Small, nimble goblinoids often reviled by others. Adventures in ZEITGEIST
  Halfling Brave folk who stand 3-feet tall. Adventurer's Guide
  Human Short-lived people with great potential. Adventurer's Guide
  Kobold Small, reptilian humanoids known as clever tricksters. Adventures in ZEITGEIST
  Lizardfolk Cold-blooded reptilian humanoids. Adventures in ZEITGEIST
  Madrai Dog-people who aren't great at bluffing at cards Freelinking: Node title Gate Pass Gazette does not exist
  Minotaur Humanoids with cloven hooves and the head of a bull. Adventures in ZEITGEIST
  Motley Patchwork folk with animal features. Dungeon Delver's Guide
  Mycelial Small fungus-folk resembling capped mushrooms. Dungeon Delver's Guide
  Oozefolk Jelly-like humanoids able to morph their shape. Dungeon Delver's Guide
  Oxfolk Bovine-esque people with large, curving horns. Freelinking: Node title Gate Pass Gazette does not exist
  Orc Strong, tusked humanoids with primal instincts. Adventurer's Guide
  Pantheran Wildcat-like people from a range of climates. Freelinking: Node title Gate Pass Gazette does not exist
  Planetouched Mortal beings with the immortal ancestry of fiends or angels. Adventurer's Guide
   Planetouched: Elementaari Mortal beings with the immortal ancestry of genies and other elementals Freelinking: Node title Gate Pass Gazette does not exist
  Pode Octopus-like people with multiple tentacles. Freelinking: Node title Gate Pass Gazette does not exist
  Ratling Rodent-like humanoids with an unknown origin. Dungeon Delver's Guide
  Rockborn Powerful folks made of stone. Dungeon Delver's Guide
  Shadowcast Creatures who are reflections of a counterpart on the material plane Freelinking: Node title Gate Pass Gazette does not exist
  Spiderfolk A mysterious arachnoid people with extra arms. Freelinking: Node title Gate Pass Gazette does not exist
  Trollkin Relations to the many kinds of troll. Freelinking: Node title Gate Pass Gazette does not exist
  Zevite Outsiders from the astral planes who believe in living life to the fullest Freelinking: Node title Gate Pass Gazette does not exist

 


Voidrunner Heritages

Void-heritage
  Heritage >Description Source
  Android Artificial beings with a variety of configurations. Voidrunner's Codex
  Axon Large, furry, bipedals known for their great strength. Voidrunner's Codex
  Grey Small cerebral aliens who possess innate psionic powers. Voidrunner's Codex
  Houseki Crystalline entities which grow all through their lifespan. Voidrunner's Codex
  Human Short-lived people with great potential. Voidrunner's Codex
  Hurroc Fierce, horned folk with evolved adrenal glands. Voidrunner's Codex
  Keridani Psionic insectoids. Voidrunner's Codex
  Naato Reptilian species with scales and a tail. Voidrunner's Codex
  Sipher Small hiveminded folk with innate links to planetary bodies. Voidrunner's Codex

 

 

Spinner Cult

Spinner Cult

While some Spinner cults are isolationist, just as many have woven themselves and their families into the thread of large cities. Regardless, such acolytes were pressured to be constantly alert to any small omen or sign of prophecy and to take them very seriously, and this pressure most likely still sticks with them long afterwards.

These cults are almost always started by a central figure who claims to have received a vision from the Fate Spinner herself. In rare cases,they may have even crossed over accidentally into the Silver Hollows and been sent back on a mission from the Fate Spinner or have communicated with one of her servants, such as a fateholder . Just as often, however, these central figures have no genuine tie to the Mother of Law and build the cult with the presumption that their devotion in starting a cult will be rewarded with visions. A member’s relationship to this central figure, who may have even changed or been replaced over their time in the cult, will heavily reflect their feelings on this past.

These cults are often cutthroat and confrontational. Those who follow the Fate Spinner know that only a slim fraction of them truly have a kind fate to look forward to, and as such, they sabotage one another and compete ruthlessly in search of signs that will prove they are one of the lucky few who will reach enlightenment. In truth, this prophecy is often self-fulfilling, as their willingness to sell one another out is most often their downfall. Much as large groups of spiders will devour one another, Spinner cults are held back by their own infighting.


Characters raised in spinner cults share a variety of traits in common with one another.

Necessary Skills. Survival in these cults is often dependent on the individual’s ability to spot even the flimsiest supposed omen and to anticipate (or obfuscate) betrayal. You gain proficiency in either Deception or Insight and either Investigation or Perception.

Cold Read. Getting ahead in Spinner cults often involves a carefully-applied mix of trickery and showmanship to appear prescient. When you first meet someone new and interact with them personally for at least 1 minute, you can ask the Narrator one question about them. This question must be a surface-level question about their personality or life, such as “do they have children?”, “what do they think of the Duke?”, or “what do they want right now?”. You have advantage on the next Deception, Persuasion or Insight check you make that uses this knowledge to benefit you.

Discreetly Armed. Even while armed, you know how to be discreet and nonthreatening. You gain an expertise die on checks made to persuade others to let you remain armed or to conceal weapons or items about your person.

Oracular Talent. You know one Divination cantrip or 1st-level Divination spell of your choice. If you choose a 1st-level spell, you can cast it once without spending a spell slot or providing material components, and must finish a long rest before you can do so again. Your spellcasting ability for this spell is Intelligence or Wisdom (whichever is highest).

Languages. You speak, read, write and sign in Common and Undercommon

Hex

Hex

-level (
)
Duration:

You levy a mild

Third Party Products

Third Party Products

 

Powered By LogoThis is a list of products created for Level Up under the Level Up Compatibility Logo License.

These products are not created by or sold by EN Publishing, and are listed here merely as a helpful reference.

NOTE! DriveThruRPG has a category page for Level Up: A5E where you can find all the official and third party products sold on that platform in one place.

Also see the free fan resources page hosted at EN World for more Level Up material for your games, including useful tools, reference sheets, spreadsheets, and more!

Want to be listed here? Be sure to let us know about your product (or we won't know!) and make use of the Level Up Compatibility Logo License!


Ace's Adventuring Guides


Anthony Alipio


Arms


DM Sarah


Homebrew and Hacking

Adventures

Crafting Series

Vehicles

Game Aids and Resources

Battle Ready Pre-gens

Ready Made Heritages

Heritages and Feats


Josh Gentry


Legendary Games

  • Oops! All Dragons (62 page PDF, softcover). 45 new dragons from the disturbed cannibal dragon to the utterly lethal robodragon 2.0, scalliwag pirate dragon, irredeemable vile dragon, and everything between.
  • Oops! Draconic Field Guide (50 page PDF). Complete information on the 45 new dragons in Oops! All Dragons including names, legends and lore, signs and behavior tables, lair features, and encounters and treasure lists by Cassandra MacDonald.

Mike Myler Patreon

  • Fantasy Classics #1 (4 page PDF). The next time you have a need for an elite tracker and master ranger, unique threat in the water, or shadowy and all-powerful necromancer grab one of these stat blocks. Includes the elven avenger (CR 9), giant sea troll (CR 15), and Shadow King (CR 20).
  • Myler Magic Items #1 (2 page PDF). Make your spearfighter all the more impressive with the dragonbiting spear, fight the chill with a jagged blade, become the other yourself with the monster gauntlet, or remake the world around you with the worldworker's gauntlet.
  • Myler Magic Items #2 (2 page PDF). Use the chicken of desire to draw the attention of everyone worth paying attention to, then grab a crystal-topped staff for thrifty spellcasters, the lariat of nature for any adventurer to feel a bit like a druid, and finally the shield of seasons for warriors eager to protect nature as it helps defend them from harm.
  • Void Archetypes (4 page PDF). Look into the void for the Blank Soul adept, Mawterror fighter, Voidwalker ranger, and Voidtouched sorcerer.
  • Wave Archetypes (4 page PDF). Consider the Cascader druid who's always shifting from one form to the next, the forward-moving Motivator herald, the Roller archetype for warlocks eager to leave their patron but do it on the down low, and the magically momentous Wavemaster cleric—who has little do with the ocean or seas but a great deal to do with the flow of battle.

Plant Witch Press

  • Paradigms of Skill: Expanded Skill Criticals (24 page PDF). Ever rolled a natural 20 or a natural 1 on an ability check and wished you got something a little extra for your great (or sometimes bad) luck? Then look no further! Includes a set of tables for 19 of the 20 skills for critical successes and critical failures.
  • Toil and Trouble: The Kitchen Witch Archetype & Hearth Magic for Every Witch (15 page PDF). Includes the Kitchen Witch archetype, the new hearth school of magic with 20 new spells, and 9 magic items to bring the magic and whimsy of the hearth to characters whether they are witches or not.

Purple Martin Games

Manual of Adventurous Resources

Thematic Tookits

Other

  • Confidence Mage (2 page PDF). Wizard archetype.
  • Arcane Sniper (12 page PDF). New archetype plus multiclass spells.
  • Mortalist (7 page PDF). Warlock archetype, plus a new spell and magic weapon.
  • Fiery Justice (8 page PDF). Two new archetypes for berserkers and heralds.
  • Field Engineer (8 page PDF). New artificer archetype, plus reprint of Viper's Fangs tradition from Thematic Toolkit: Venomous Shadow.
  • Sinuous Sentinels (26 page PDF). New heritage, three new cultures, three new backgrounds, new destiny, a new archetype, a new combat tradition, a new synergy feat chain, and a pile of other things besides!
  • Spells from the Forgotten Vault (84 page PDF). New capabilities for adventurers or dastardly new tricks for villains are always handy, and in these pages, you will find over 100 new spells, including Edicts, Marks, and much more!
  • Spiritualist (5 page PDF). A warlock archetype that can talk to ghosts.
  • System Architecture: Motif Classes (40 page PDF). 7 new classes plus the Arcane Artillery combat tradition.
  • Utility Spells Redux (6 page PDF). An update of some utility spells the author originally created for The Gate Pass Gazette and make them available for other designers to use. It includes updated versions of the spells Beautify Creature, Chef's Palate, Convenient Retrieval, Fertile Field, Housekeeping, Instant Window, Laundry Day, and Map Marker, plus one new utility spell: Phantom Transcriptionist.
  • Riding Parsnip (1 page PDF). Stats for a rideable root vegetable.

Ravine


Rogue GENIUS GAMES

  • Veranthea Codex: Grethadnis (190 page PDF or Hardcover). This campaign setting details 26 nations and regions across the Fair Continent with statistics for 100 NPCs in a realm of medieval fantasy often meddled with by an original pantheon of 18 gods. An entire academy of magic instructors, thieves' guilds galore, zealous priesthoods—there's even 18 new monsters in here including a draconic bunny. It also has new heritage options (like feylves and shadetouched), new class archetypes (including the fiery Doonfist Pistolero and greedy Oath of the Merchanteer), and more than a dozen new magic items (such as the banners of the crusades and mirrored weapons)! PLUS additional plots and lore from designer Thiago Rosa only available in this version of the book. 

The Rogue's Collection

  • A Beginner's Guide to Enchanting (5 page PDF). Rules for enchanting items.
  • Primal Sorcery (7 page PDF). 4 elemental-themed sorcerer archetypes.
  • Legends of Strength (6 page PDF). 3 berserker archetypes.
  • Plaguebringer - A Sorcerer Archetype (20 page PDF). Sorcerer archetype. [no longer available]
  • The Disciple (20 page PDF; free). A new 'mystical martial' class. [no longer available]
  • Twists of Fate (6 page PDF). 6 new destinies. [no longer available]
  • Stories Untold (10 page PDF). 20 new backgrounds. [no longer available]
  • Assets for Hire (1 page PDF; free). 5 new follower types. [no longer available]

Roll Them Bones Gaming

  • Heroes Old and New (27 page PDF). 14 new archetypes for existing classes, plus the new scholar class with 4 archetypes.
  • Mysterious and Marvelous Miscellanea (36 page PDF). New witch class, 13 archetypes, 4 synergy feat chains, and new spells.
  • Extra Credit and Deeper Mysteries (33 page PDF). 5 new archetypes for the Scholar and Witch Classes (previously published in Heroes Old and New), 24 new synergy feat chains, guidelines for the time required to build and upgrade strongholds, an alternate set of rules for firearms, and an expansion to the Witch spell list.

Samurai sheepdog

  • Like A Boss - A Book of Boss Encounters (100 page PDF). Boss-level encounters for a wide variety of gaming systems including Level Up (proceeds for this book go towards Owen KC Stephens medical bills).

Speaks & Spells Publishing

  • The Arcane Exterminator (9 page PDF). A new 'ghostbusting' artificer archetype, plus 9 magic items.
  • Secrets of the Selkies (29 page PDF). An in-depth look into the world of the selkies: creatures from Scottish mythology most notable for their ability to change themselves into seals at will including a new heritage, new creature stat blocks, 2 new feats, 4 new cultures, a new destiny, and eight new archetypes.
  • Venture Forth: Over 100 Knacks for the Core Classes (30 page PDF). New knacks for all 13 of the core classes included in the Adventurer's Guide that will bring new life to your characters

Steampunkette


Storytelling Collective

  • Chrono Slip Primer (57 page PDF). A unique setting/system for a world where time repeats in endless cycles.
  • Chrono Slip (156 page PDF or Hardcover). This campaign setting revolves around an entire continent of traditional and familiar realms locked in an endless repetition most are unaware is happening! In addition to the critical Synchronicity ability score this book boasts origin options including the Slipborn heritage and 5 new cultures (airborn, fireborn, stoneborn, waveborn, and syncworlder), new archetypes for every class, 14 temporal feats, 25 chronal magic items, 21 spells expanding the time school of magic, 64 new foes, narrator tools, exploration challenges, and an introductory adventure (Untimely Assault).
  • Chrono Slip: Timelocked Bestiary (37 page PDF or Softcover). 20 monsters and NPCs ranging from CR 1 to CR 20 with the full Monstrous Menagerie-like treatment. Plus a dozen magic items you can make from the remains of those creatures! 

Wolfworks Press

Pagination