13th Age character class – the Eldcaller

Eldcallerby Casey Peavler


The dead were not quiet. The dead were not still. The spirits of dark Icons and other great powers laid heavily on the world.

Eldcallers have the power to bind these violent spirits to their will, and furthermore draw on their power and expertise in combat. Over time the spirits of other great powers, benevolent Icons, saw the efforts of the Eldcallers and lent their power to the efforts of these great spirit warriors as well.

Play Style: Playing an Eldcaller is a tenuous and unpredictable experience, but it is also one filled with the potential for incredible power. The Major Callings that an Eldcaller can invoke are tenuous and fickle. The Ancestor Spirits provide a sense of balance and stability, however. This class is excellent if you want to play a benevolent character who draws power from an unpredictable, dark source.

Ability Scores: You need Strength for your melee attacks, although those who follow the path of the Trickster can make use of Dexterity instead. Charisma is vital to keep rigid control over the spirits you have bound to your will. As with all melee warriors, Constitution is valuable for HP.

Races: The Elven races are, as with all other things, the most naturally suited candidates for becoming an Eldcaller. Other races which are the most naturally suited are Half-Orcs, Werebeasts, Steelforged, and Tieflings. Halflings and Gnomes also make excellent followers of the Trickster.

Backgrounds:  One foot in the grave, Fought through Hell and lived, Dad was a ghost and mom liked pottery, Dreamwalker, Last of my tribe, Herald of the Serpent Dominion.

Icons: The devotion to binding evil ghosts and keeping their influence away from the world at large has endeared the Eldcallers to benevolent spiritual Icons like the Priestess, the Great Gold Wyrm, and to a lesser extent the High Druid. The Lich King fears them for their power over the restless dead, although some may find an unlikely ally in him. The Diabolist may also prove a powerful companion when it comes to the nature of binding and controlling wicked spiritual beings.


Eldcaller Armor and AC

Type Base AC Atk Penalty

None               11         –

Light                13        

Heavy              15       -2

Shield              +1         –


PD                   10

MD                  11



Eldcallers tend to prefer weapons not commonly used by other warriors; either due to their exotic origins or due to being less “noble” due to their origins as farming equipment.


Melee Weapons

One-Handed                                                              Two-Handed

Small                     1d4 kama                                     1d6 scythe

Light or Simple    1d6 flail, sjambok                         1d8 billhook

Heavy or Martial 1d8 jian, machete                          1d10 panabas, war scythe (-2 attack)

Ranged Weapons

                                  Thrown                        Crossbow                                          Bow

Small                  1d4 dagger              1d4 hand crossbow (-2 atk)                           —

Light or Simple 1d6 javelin               1d6 light crossbow (-2 atk)                 1d6 shortbow

Heavy Martial   —                              1d8 (–2 atk) heavy crossbow             1d8 longbow


Recoveries: 1d10


Eldcaller Level Total Hit Points Total Feats Callings Known Level Up Ability Bonus Damage Bonus From Ability Score
Level 1 (7+Con) x 3 1 Adventurer 3 Ability Modifier
Level 2 (7+Con) x 4 2 Adventurer 3 Ability Modifier
Level 3 (7+Con) x 5 3 Adventurer 3 Ability Modifier
Level 4 (7+Con) x 6 4 Adventurer 4 +1 to 3 Abilities Ability Modifier
Level 5 (7+Con) x 8 4 Adventurer, 1 Champion 4 2 x Ability Modifier
Level 6 17+Con) x 20 4 Adventurer, 2 Champion 4 2 x Ability Modifier
Level 7 (7+Con) x 12 4 Adventurer, 3 Champion 4 +1 to 3 Abilities 2 x Ability Modifier
Level 8 (7+Con) x 16 4 Adventurer, 3 Champion, 1 Epic 5 3 x Ability Modifier
Level 9 (7+Con) x 20 4 Adventuer, 3 Champion, 2 Epic 5 3 x Ability Modifier
Level 10 (7+Con) x 24 4 Adventurer, 3 Champion, 3 Epic 5 +1 to 3 Abilities 3 x Ability Modifier


Class Features

Indwellment Points

Indwellment Points represent the Eldcaller’s ability to exert her will over the spirits she has bound to herself.

Begin with 2+Cha mod Points after each Extended Rest.

Each Indwellment spent is Recharge 16+ after each encounter.

Adventurer Feat: 4+Cha

Champion Feat: 5+Cha

Epic Feat: Once per day recover all spent Indwellment Points when you score a critical hit.


Shepherd of the Unsleeping

In some communities and cultures Eldcallers are treated with the same reverence as Clerics because of their ability to speak to the recently departed, relaying their final wishes and helping lay them to rest.

Their connection to the spirits of the dead allows them to see past the mortal veil in some circumstances.

When you encounter a corpse that has been dead less than three days you may spend one Indwellment to perform a Minor Calling and speak to it as if it were still alive.

You also gain access to the Cleric’s spell Turn Undead and may use it as if you were one level lower.

Adventurer Feat: Your connection to the spirits allows you to stave off the grasp of death. You may cast the Cleric spell Heal once per day.

Champion Feat: You may add your Strength or Dexterity to your Turn Undead attack roll in place of Wisdom.

Epic Feat: Cast Heal a number of times per day equal to your Cha mod now.


Major Callings

As an Eldcaller you can draw on the power, wisdom, and experience of the dark spirits which you have bound.

When in combat if you roll a 7-13 your Major Calling begins to struggle against you and must be exchanged for another as a free action.

If you wish to keep the same spirit you may Bargain with it as a free action. To bargain roll a number of d6 equal to one plus the number of Relationship Points you have with the Calling’s related Icon. On a 1-4 the Bargain fails. On a 5 you can remain in control of your current Major Calling. On a 6 you can remain in control of your current Major Calling and demand a Boon from it.

You can also spend an Indwellment to initiate a Bargain with your current spirit. This Bargain follows the same rules as a normal bargain.

A particularly evil DM might occasionally offer to let you keep your current spirit in exchange for accepting a minor geas from the Calling. If your DM is not an evil DM, encourage him/her to become one.

Adventurer Feat: Keep your Calling on a 4 as well.

Champion Feat: Gain an extra bargain dice the first time you bargain each encounter.

Epic  Feat: Can Indwell 2 spirits at the same time. When you trigger a bargain, you can bargain with one or both spirits.


Dhampyr King The father of all vampires who nearly toppled the Dragon Empire before being defeated by the Messenger and the Justicar.

Any creature that ends its turn engaged with you takes your level in ongoing damage (save ends for rest of combat).

Boon: An engaged enemy takes twice your level in ongoing damage (save ends) and you or a nearby ally can spend a recovery and gain twice that amount of HP.

Adventurer Feat: If you hit a creature taking ongoing with an even attack, gain Temporary HP equal to one half your recovery.

Champion  Feat: If you hit a target taking ongoing damage with a melee attack of 16+, the save becomes a hard save

Epic  Feat: Save now only ends rather than ending for the rest of the combat. You can also see in the dark.


Baumkoenig A powerful tree spirit who led a rebellion in the Fey world to utterly destroy Mortalkind. The dark reaches of the Cairnwood mark his grave.

Engaged creatures cannot attack and disengage safely in the same turn. As a standard action you can make an attack (str or dex vs PD) against a nearby unengaged enemy. On a hit, that enemy is now engaged with you and takes level*d6 damage.

Boon: All enemies engaged with you are now stuck (save ends).

Adventurer  Feat: It’s like your skin is made of bark or something. Gain resist 12 when you work with the Baumkoenig. Your resistance does not apply to fire.

Champion  Feat: You’re all greenish too. When in sunlight your attacks deal sun/holy damage on an even hit.

Epic Feat: Seriously, what’s up with your skin? Increase to resist 16.


The Courtesan A noblewoman who nearly seized control of the Dragon Empire as the power behind the throne through subtle manipulations, seductions, and blackmail.

Your words and actions take on more weight due to subtle inflections of tone and careful manipulation of your body language, with the ability to call or dismiss with expert ease. When you assume this spirit you can choose to either be able to disengage as a minor action or to make it a hard check to disengage from you.

Boon: Your next attack deals double damage and the target can’t disengage from you (hard save ends).

Adventurer Feat: You can call on the Courtesan during social situations. If you spend an indwellment, you may use your highest ability score for all social skill checks for one hour.

Champion  Feat: When Calling the Courtesan, you can make an attack versus the normal MD of any nearby nonallied intelligent creature. On a hit, they will answer a single question honestly. (DM note: Honest does not always mean the same thing as complete or accurate, although for the sake of your players’ sanity don’t play this card TOO often. Playing it even once is enough to make them a paranoid mess for the rest of a campaign.)

Epic  Feat: Your critical hits deal triple damage when calling upon the Courtesan.


The Caesar An ancient warlord who conquered half the world in the era before the rise of the Dragon Empire. His empire died with him in battle against the armies of the Genghis, bringing about a Dark Age.

Gain a +1 to AC while engaged with the same target as an ally. Becomes +2 at Epic.

Boon: You summon a Spirit Legionairre, who grants the same bonus as The Caesar to one of your allies until the next time they become staggered.

Adventurer Feat: Your defense bonus now applies to PD as well.

Chamion Feat: Your defense bonus now applies to MD as well.

Epic Feat: Increase the defense bonus from The Caesar by 1.


The Genghis Chief of Chiefs and ruler of the western tribes by the right of combat. When he died battling The Caesar the tribes went to war over who would be Genghis next, tearing themselves to shreds.

Gain a +1 to attack against enemies that are not engaged with any of your allies. Becomes +2 at Epic.

Boon: Gain an extra standard action, this action does not trigger switching to a new spirit if you do not want it to.

Adventurer Feat:  Gain +5 to attacks of opportunity while under the influence of The Genghis.

Champion Feat: Increase the attack bonus presented by The Genghis by one.

Epic Feat: Once per day when you gain the boon of The Ghengis, any allies engaged with the same enemy as you get to immediately take a standard action against the enemy.


The Thought Lords Seven powerful psionicists who drained the power of all other psions during their Age.

You can make your thoughts heard by your allies, can hear thoughts directed at you and can easily facilitate communication between up to 6 other people. You deal psychic damage.

Boon: You can insert one short sentence into the mind of a nearby non-allied and intelligent creature, which they will believe to be their own thought for 24 hours.

Adventurer Feat: On an odd roll your attacks target MD instead of their normal target while under the influence of the Thought Lords.

Champion Feat: Once per day a target you hit while working with The Thought Lords, that target can no longer attack anyone except you (save ends)

Epic Feat: Save is now a hard save.


The Merchant A being who attained great power through greed, buying and selling not only goods but favors, memories, power, and lives.

The Merchant adds extra value to something you own while he is inhabiting you.

Roll 1d4.

1: Weapon, Your attacks deals additional damage equal to your level of a ttype you may choose.

2: Armor, When hit with an attack, roll a hard save. Success, half damage.

3: Belt, Add the escalation dice to your saving throws, including Death Saves.

4: Gloves, If you hit with an even attack, spend a minor action to attack again and deal half damage.

Boon: Pick a nearby non-allied creature. You can use a ring, necklace, or other piece of adornment to create a magic item based off one of their abilities, chosen by the DM. This item can be used as a minor action three times before it reverts to a normal item again.

Adventurer Feat: After you expend all your uses of the item granted by your boon, the power on the item now becomes a daily. This only applies to one item, so choose wisely.

Champion Feat: Your boon grants four uses of the item’s magic property.

Epic Feat: Make one more expended item a daily item.


Icon Associations

Dhampyr King – The Great Gold Wyrm

Baumkoenig – The High Druid

The Courtesan – The Priestess

The Caesar – The Crusader or The Emperor

The Genghis – The Orc Lord

The Thought Lords – The Three or The Lich

The Merchant – The Dwarf King or The Prince of Shadows


Revered Spirits

Pick three


The Justiciar Emperor of an earlier age who revitalized the Dragon Empire by reuniting rebellious lands by the power of his army, codifying a new set of laws which stand to this day.

No longer take the penalty for wearing heavy armor.

Adventurer Feat: When hit by a critical hit when the escalation dice is even you can roll a saving throw. On a successful save the attack becomes a normal hit.

Champion Feat: When using a shield apply its defense bonus to your PD.

Epic Feat: The Justicar was famous for reinventing mounted combat. You can summon 1d4+1 spectral mounts for 5 hours per day.


The Child King Powerful Fey being who protected children from the malice of monsters and other evil supernatural beings. Slain by the Baumkoenig.

Once per day you may demand a boon from the Major Calling you are using.

Adventurer Feat: Reroll one bargain check per day.

Champion Feat: Gain an extra icon point.

Epic Feat: After a successful bargain check you can teleport to one nearby location you can see.


The Messenger Liason between the gods of light and mortalkind who sacrificed his immortality to banish the Dhampyr King to the grave for all time.

Once per day add the escalation dice to your disengage checks for an encounter.

Adventurer Feat: Gain a +1 to all disengage checks.

Champion Feat: You can imbue a mundane item with a message up to ten words long which can only be read by the intended recipient(s).

Epic Feat: After an extended rest roll a normal save. On a success, you can fly until your next extended rest.


The Trickster A cutpurse who founded a revolution and overthrew the Nine Dwarf Lords, becoming the first Dwarf King.

Use dexterity in place of strength to determine melee attack and damage.

Adventurer Feat: Learn one Rogue at-will power. It is recharge 12 for you.

Champion Feat: You can add one Rogue daily or recharge power to your list of abilities.

Epic Feat: Once per day on a successful attack against an enemy who you are either hidden from or who is engaged with another creature, roll sneak attack as if you were a Rogue of the same level.

The First Giant A noble warrior who slayed many dark gods at the beginning of the world before he was killed by his three evil sons.

            No longer take the penalty for wielding heavy weapons.

Adventurer Feat: When you miss with an even attack roll and the escalation dice is odd, deal half damage.

Champion Feat: Just let me throw a barrel at it.  Once per day you can grab something you notmally couldn’t lift and throw it as a strength-based ranged attack. On a hit, your weapon damage is d12s.

Epic Feat:  The ability granted by the Champion Feat is now recharge 16+


The Millenial An astral being who appeared as a comet every years and heralded prosperousness for all. Died in captivity at the hands of the Merchant.

Once per encounter when a nearby ally spends a recovery, you may spend one of your recoveries and add its total to the amount they heal.

            Adventurer Feat: Once per day a nearby ally can rally as a minor action.

Champion Feat: Once per day when you spend a recovery roll d20’s for your recovery dice.

Epic Feat: You cease to age and your skin and hair take on a youthful appearance. You have a healthy glow about you, literally. You can cease to glow when necessary.


The Sympathist A magician who created a style of magic that could be learned by anyone who was willing, but was executed by the Wizard King before he could teach his findings.

Once per day, an ally can assume one of your Callings if you hit an enemy adjacent to her with an attack. Your ally loses her Calling by the same rules as you, and can bargain as well. Once your ally’s bargain is gone she does not gain another.

Adventurer Feat: When that ally is under the effect of your Calling, they roll damage as if they were one level higher.

Champion Feat: Pick one Calling after each extended rest. For one encounter you roll damage as if you were one level higher while using that Calling.

Epic Feat: Don’t need ranged weapon to make ranged attacks anymore, and can attack simply with the techniques of The Sympathist. Your damage operates exactly as it did when you needed a weapon.


The Watch Captain A noble officer of the law who slew an evil king when nobody else would stain their hands with royal blood.

Spend an Indwellment, immediately perceive the next 1d3 hidden/invisible creatures or traps you encounter.

Adventurer Feat: Increase to 1d4.

Champion Feat: Increase to 1d6.

Epic Feat: Add lies to the list of things you can perceive.

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