Akasha Expanded: Akashic Bestiary Options (Patreon)
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The following article contains new rules focused on allowing a GM to integrate Akasha into their game through simple templates and introduces a new akashic NPC class.
Veilweaving and High-HD Creatures
Creatures and NPCs with higher than 20 Hit Dice continue to progress their essence capacity, as per the following table:
Table: Maximum Essence Capacity by Hit Dice

Akashic Simple Templates
Akashic Creature (CR +1 or +2)
These creatures have an innate connection to the powers of akasha, granting them a pool of essence and the ability to shape veils. An akashic creatures’ CR increases by 2 if they have 12 or more Hit Dice.
Quick Rules
The creature gains low-light vision, an immunity to sleep effects, and a +2 on all rolls based on Charisma. The creature gains the ability to shape a number of veils as described on Table: Akashic Creature Veilweaving, using their Charisma as their veilweaving modifier and their Hit Dice as their veilweaving level. They can shape any veils, of any slot (including esoteric Chakras, such as Blood, Storm, or Ring). They cannot change their veils each day. They gain 1 point of essence per Hit Die. They gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Feet (7HD), Head (9HD), Wrists (11HD), Ring (12HD), Storm (12HD), Shoulders (13HD), Blood (15HD), Headband (15HD), Neck (17 HD), Belt (19HD), Chest (21HD), Body (23HD).
Rebuild Rules
Type: The creature gains the akashic subtype, granting it low-light vision, an immunity to sleep effects, and a number of points of essence equal to their Hit Dice.
Veilweaving: An akashic creature gains the ability to shape a limited number of veils each day as per Table: Akashic Creature Veilweaving. They use their Charisma as their veilweaving modifier, and their Hit Dice as their veilweaving level. Each time they gain an increase in the number of veils they can shape using this template, they choose a single veil to shape using that slot. This can be any veil off any veil list and of any slot, including esoteric chakra. Once chosen, it cannot be changed. This veil is inherently shaped by the creature, they do not need to meditate after resting to shape it and the creature cannot change it for another veil. If the veil is permanently dismissed by an effect (such as mage’s disjunction) it is automatically reshaped the next time the akashic creature gets 8 hours of rest.
Chakra Binds: Akashic creatures gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Feet (7HD), Head (9HD), Wrists (11HD), Ring (12HD), Storm (12HD), Shoulders (13HD), Blood (15HD), Headband (15HD), Neck (17 HD), Belt (19HD), Chest (21HD), Body (23HD).
Ability Score Increase: Charisma +4.

Akashic Simple Class Templates
Daevic Creature (CR +1, +2, or +3)
These creatures have attracted the attention of a daeva, forming a powerful symbiotic relationship that grants the daevic creature a portion of its power. A daevic creature’s CR increases by 2 if the creature has 7 or more HD, or by 3 if they have 13 or more HD.
Quick Rules
+2 on all rolls based on Charisma; Gain a single passion available to the daevic, treating their Hit Dice as their daevic level when determining its abilities. Can shape a limited number of veils based on their selected passion, as per Table: Daevic Veilweaving, using Charisma as their veilweaving modifier and their Hit Dice as their veilweaving level. They also gain the ability to shape veils of the Blood chakra. They gain a number of points of essence equal to their essence capacity, and can invest essence into their passion, just as a daevic can. They gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Feet (5HD), Hands (7HD), Wrists (10HD), Shoulders (13HD), Blood (15HD), Belt (16 HD), Neck (19 HD), Chest (22 HD).
Rebuild Rules
Special Abilities: The daevic creature selects a single passion available to the daevic, using their Hit Dice as their effective daevic level.
Veilweaving: The daevic creature gains the ability to shape a limited number of veils per day from their passion’s veil list, as per Table: Daevic Veilweaving, using their Charisma as their veilweaving modifier and their Hit Dice as their veilweaving level. They gain the ability to invest essence into their passion, as a daevic, treating all of their passion veils as invested with essence invested in it.
Chakra Binds: Daevic creatures gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Feet (4HD), Hands (7HD), Wrists (10HD), Shoulders (13HD), Blood (15HD), Belt (16 HD), Neck (19 HD), Chest (22 HD).
Essence: At 1 HD, 6 HD, and every 6 HD thereafter the daevic creature gains 1 point of essence.
Ability Score Adjustment: Charisma +4.

Eclipse Creature (CR +1, +2, or +3)
Channeling the powers of shadow and darkness has granted these creatures the ability to detach their shadow from themselves and to weave darkness itself into powerful veils. An eclipse creature’s CR increases by 2 if the creature has 7 or more HD, or by 3 if they have 13 or more HD.
Quick Rules
+2 on all rolls based on Intelligence; Gains Stealth as a class skill, and a number of ranks in the skill equal to their Hit Dice. Gains the eclipse’s occultation ability, using their Hit Dice as their effective eclipse level. Gains advanced occultations and shadow armor abilities at their listed eclipse levels, using their Hit Dice in place of their eclipse level. Gains 1 point of essence at each Hit Die except for every fourth (4, 8, 12, etc). Can shape a limited number of veils off the eclipse veil list each day, as per Table: Eclipse Veilweaving, using Intelligence as their veilweaving modifier and their Hit Dice as their veilweaving level. They gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (6HD), Feet (9HD), Head (12HD), Wrists (15 HD), Shoulders (18HD), Belt (21HD).
Rebuild Rules
Skills: An eclipse creature Gains Stealth as a class skill.
Special Abilities: An eclipse creature gains the eclipse’s occultation ability, using their Hit Dice as their effective eclipse level. Gains advanced occultations and shadow armor abilities at their listed eclipse levels, using their Hit Dice in place of their eclipse level.
Veilweaving: An eclipse creature gains the ability to shape a limited number of veils off the eclipse veil list each day, as per Table: Eclipse Veilweaving, using Intelligence as their veilweaving modifier and their Hit Dice as their veilweaving level.
Chakra Binds: Eclipse creatures gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (6HD), Feet (9HD), Head (12HD), Wrists (15 HD), Shoulders (18HD), Belt (21HD).
Essence: An eclipse creature gains 1 point of essence at each Hit Die except for every fourth (4, 8, 12, etc)s
Ability Score Increase: Intelligence +4.

Guru Creature (CR +1, +2, or +3)
Pursuing the truths of the world has granted a guru creature knowledge far beyond the rest of their kin. A guru creature’s CR increases by 2 if the creature has 7 or more HD, or by 3 if they have 13 or more HD.
Quick Rules
+2 on all rolls based on Wisdom; Gains the guru’s gentle touch ability and a single philosophy available to the guru, using their Hit Dice as their effective guru level. Gains 1 point of essence at each Hit Die except for every fourth (4, 8, 12, etc). Can shape a limited number of veils off the guru veil list each day, as per Table: Guru Veilweaving, using Wisdom as their veilweaving modifier and their Hit Dice as their veilweaving level. They gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Feet (9HD), Head (11HD), Headband (14HD), Neck (17 HD), Belt (20HD), Body (23HD).
Rebuild Rules
Special Abilities: A guru creature gains the guru’s gentle touch ability and selects a single philosophy available to the guru, using their Hit Dice as their effective guru level for the abilities.
Veilweaving: A guru creature gains the ability to shape a limited number of veils each day from the guru veil list, as per Table: Guru Veilweaving. They use their Wisdom as their veilweaving modifier, and their Hit Dice as their veilweaving level.
Chakra Binds: Guru creatures gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Feet (9HD), Head (11HD), Headband (14HD), Neck (17 HD), Belt (20HD), Body (23HD).
Essence: A guru creature gains 1 point of essence at each Hit Die except for every fourth (4, 8, 12, etc).
Ability Score Increase: Wisdom +4.

Nexus Creature (CR +1, +2, or +3)
The powers of the planes of reality itself are attuned to a nexus creature, allowing them to project those bursts of energy in devastating bursts of power. A nexus creature’s CR increases by 2 if the creature has 7 or more HD, or by 3 if they have 13 or more HD.
Quick Rules
+2 on all rolls based on Charisma; Gains the nexus’ planar detonation ability, using their Hit Dice as their effective nexus level. At 8 Hit Dice, and every 8 thereafter, they gain a convergence. Gains 1 point of essence at each Hit Die except for every fourth (4, 8, 12, etc). Can shape a limited number of veils off the nexus veil list each day, as per Table: Nexus Veilweaving, using Charisma as their veilweaving modifier and their Hit Dice as their veilweaving level. They gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Feet (7HD), Head (9HD), Wrists (11HD), Shoulders (13HD), Headband (15HD), Neck (17 HD), Belt (19HD), Chest (21HD), Body (23HD).
Rebuild Rules
Special Abilities: A nexus creature gains the nexus’ planar detonation ability, using their Hit Dice as their effective nexus level (to a maximum of 20). At 8 Hit Dice, and every 8 thereafter, they gain a convergence.
Veilweaving: A nexus creature gains the ability to shape a limited number of veils each day from the nexus veil list, as per Table: Nexus Veilweaving. They use their Charisma as their veilweaving modifier, and their Hit Dice as their veilweaving level.
Chakra Binds: Nexus creatures gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Feet (7HD), Head (9HD), Wrists (11HD), Shoulders (13HD), Headband (15HD), Neck (17 HD), Belt (19HD), Chest (21HD), Body (23HD).
Essence: A nexus creature gains 1 point of essence at each Hit Die except for every fourth (4, 8, 12, etc).
Ability Score Increase: Charisma +4.

Radiant Creature (CR +1, +2, or +3)
An attunement to the energies of life and light allows a radiant creature to invest essence directly in their allies to bolster their abilities. A radiant creature’s CR increases by 2 if the creature has 7 or more HD, or by 3 if they have 13 or more HD.
Quick Rules
+2 on all rolls based on Wisdom; Gains the radiant’s akashic bond ability, using their Hit Dice as their effective guru level. At 4 Hit Dice, and every 4 Hit Dice thereafter, they gain a vivification of their choice. Gains 1 point of essence at each Hit Die. Can shape a limited number of veils off the radiant veil list each day, as per Table: Radiant Veilweaving, using Wisdom as their veilweaving modifier and their Hit Dice as their veilweaving level. They gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Head (9HD), Headband (12HD), Neck (15 HD), Belt (18HD), Body (21HD).
Rebuild Rules
Special Abilities: A radiant creature gains the radiant’s akashic bond ability, using their Hit Dice as their effective guru level. At 4 Hit Dice, and every 4 Hit Dice thereafter, they gain a vivification of their choice.
Veilweaving: A radiant creature gains the ability to shape a limited number of veils each day from the radiant veil list, as per Table: Radiant Veilweaving. They use their Wisdom as their veilweaving modifier, and their Hit Dice as their veilweaving level.
Chakra Binds: Radiant creatures gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Head (9HD), Headband (12HD), Neck (15 HD), Belt (18HD), Body (21HD).
Essence: A radiant creature gains 1 point of essence for each of their Hit Dice.
Ability Score Increase: Wisdom +4.

Stormbound Creature (CR +1 or +2)
Attuned to the powers of the storms themselves, these creatures are continuously surrounded in a pocket of storm that brings devastation to their foes. A stormbound creature’s CR is +2 if they have 12 or more Hit Dice.
Quick Rules
+2 on all rolls based on Wisdom; Gains the stormbound’s weatherproofing ability, using their Hit Dice as their effective stormbound level, and the ability to shape a number of Storm slot veils each day. They use their Hit Dice as their veilweaving level, and their Wisdom as their veilweaving modifier for these veils. They can shape one such veil each day at 1 Hit Die, and gain the ability to shape a second each day, as the stormbound’s twinveil storm ability, at 14th level. At 12th level, they treat their shaped Storm veils as bound to their Storm chakra. At 1 HD, 3 HD, and every 3 HD thereafter the stormbound creature gains 1 point of essence.
Rebuild Rules
Special Abilities: A stormbound creature gains the stormbound’s weatherproofing ability, using their Hit Dice as their effective stormbound level.
Veilweaving: A stormbound creature gains the ability to shape one Storm veil each day. At 14 Hit Dice they gain the ability to shape a second, as the stormbound’s twinveil storm ability.
Chakra Binds: At 12th level, the stormbound creature gains the ability to bind veils to the Storm chakra.
Essence: At 1 HD, 3HD, and every 3 HD thereafter the stormbound creature gains 1 point of essence.
Ability Score Increase: Wisdom +4.
Vizier Creature (CR +1, +2, or +3)
Whether through years of study or simply possessing a knack for the powers of veilweaving, vizier creatures have attained powers that allow them to shape a wide variety of veils. A vizier creature’s CR increases by 2 if the creature has 7 or more HD, or by 3 if they have 13 or more HD.
Quick Rules
+2 on all rolls based on Intelligence; Gains a single mystic attunement available to the vizier, using their Hit Dice as their effective vizier level. Gains 1 point of essence for each Hit Die. Can shape a limited number of veils off the vizier veil list each day, as per Table: Vizier Veilweaving, using Intelligence as their veilweaving modifier and their Hit Dice as their veilweaving level. They also gain the ability to shape veils of the Ring chakra. They gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Feet (7HD), Head (9HD), Wrists (11HD), Ring (12HD), Shoulders (13HD), Headband (15HD), Neck (17 HD), Belt (19HD), Chest (21HD), Body (23HD).
Rebuild Rules
Special Abilities: A vizier creature selects a single mystic attunement available to the vizier, using their Hit Dice as their effective vizier level for the ability.
Veilweaving: A vizier creature gains the ability to shape a limited number of veils each day from the vizier veil list, as per Table: Vizier Veilweaving. They use their Intelligence as their veilweaving modifier, and their Hit Dice as their veilweaving level. They also gain the ability to shape veils of the Ring chakra.
Chakra Binds: Vizier creatures gain the ability to bind veils of the listed chakra when they reach the specified number of Hit Dice: Hands (5HD), Feet (7HD), Head (9HD), Wrists (11HD), Ring (12HD), Shoulders (13HD), Headband (15HD), Neck (17 HD), Belt (19HD), Chest (21HD), Body (23HD).
Essence: A vizier creature gains 1 point of essence for each of their Hit Dice.
Ability Score Increase: Intelligence +4.

New NPC Class: Weaver
Alignment: Any.
Hit Die: d6.
Class Skills
The weaver’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int).

Class Features
Weapon and Armor Proficiency: Weavers are proficient with all simple weapons and are proficient with light armor and bucklers.
Veilweaving: A weaver learns to shape the magical power known as akasha into powerful veils, which are drawn from the weaver veil list. They know and can shape any veil from this list. At 1st level, the weaver chooses whether they use their Intelligence, Wisdom, or Charisma as their veilweaving modifier. Once chosen, this choice cannot be changed. They have a veilweaving level equal to their class level.
The saving throw DCs of the weaver’s veils are equal to 10 + the essence invested in the veil + the weaver’s veilweaving modifier.
The weaver can only shape a limited number of veils per day. They can shape 1 veil at 1st level, and gain the ability to shape 1 additional veil each day at 4th, 9th, 14th and 18th level.
At 1st level, the weaver gains access to a pool of essence which can be invested into their veils and other essence receptacles to increase their power. They gain 1 point of essence at levels 1, 3, 5, 7, 9, and then at 11th level and every level thereafter, as shown on Table: Weaver.
Low Chakra Binding
At 4th level, the weaver gains the ability to bind veils to their choice of either the Feet or Hands slot. At 8th level, they also gain the ability to bind veils to either the Head slot, or the slot not chosen at 4th level as well. Once chosen, these choices cannot be changed.
Improved Essence Capacity: As the weaver grows in their studies they improve their ability to invest essence in their veils. At 9th, and 15th level the maximum essence capacity of all of the weaver’s essence receptacles increases by 1.
Middle Chakra Binding
At 12th level, the weaver gains the ability to bind veils to their choice of one of the Wrists, Shoulders, or Headband slots. At 16th level, they may choose an additional one of these binds. Once chosen, these choices cannot be changed.
High Chakra Binding
At 20th level, the weaver gains the ability to bind veils to their choice of either the Neck or Belt slots. Once chosen, this choice cannot be changed.
Weaver Veil List
The following veils are on the weaver’s veil list:
Belt: Horselord’s Greaves, Stalker’s Tabi, Stone Giant’s Girdle, Waistband of the Wealthy.
Feet: Coward’s Boots, Horselord’s Greaves, Immovable Boots, Pestilence Cloak, Stalker’s Tabi
Hands: Immaculate Touch, Lashing Spinnerets, Plaguebringer Gauntlets, Snakehandler’s Gauntlets
Head: Diadem of Pure Reflection, Mask of Elemental Adaptation, Sentinel’s Helm
Headband: Dreamcatcher, Eye of the Oracle, Eyes of the Hawkguard
Neck: Bralani’s Brooch, Collar of Skilled Instruction, Courtesan’s Cloak, Gorget of the Wyrm
Shoulders: Bralani’s Brooch, Courtesan’s Cloak, Gorget of the Wyrm, Vorpal Guards
Wrists: Bangles of the Jealous Seductress, Ditchdigger’s Armlets, Lashing Spinnerets, Thurston’s Bladewards
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