Mwili Wavizi ~ Novel Class (2025 Build Rules)

Class Details

The Mwili Wavizi, known colloquially as "Flesh Thieves," form a critical pillar in Sayarii society. Operating on the frontier of wilderness and civilization, they pursue magical creatures to harvest their valuable components. Without innate magical ability themselves, the Mwili Wavizi rely on deep expertise, cunning strategy, and unmatched survival skills. Their practices sustain the economic and cultural life of Sayarii, feeding the demand for magical resources and supporting thaumaturgic research and production.

tychodreq_desert_nomad_monster_hunters_wearing_ritual_brass_a_d8cc5476-95e0-42f1-8e4d-93c58e6ca3d0_0.pngThe Hunters of Thaumaturgy

The Mwili Wavizi are integral to the thaumaturgic economy of Sayarii. Magic does not manifest naturally within humans here; instead, it must be painstakingly extracted from magical creatures. Mwili Wavizi hunt these beings—each one a puzzle of flesh, fury, and forgotten power—ensuring a continuous supply of essential magical materials. They work closely with Thaumaturges to identify, harvest, and preserve the most potent parts of these rare and dangerous creatures. The results are distilled into Manyoya feathers, alchemical components, and thaumaturgic tools—used to craft enchanted gear and unleash precise, stored magical effects. Sayarii’s continued progress is built on the backs of these hunters, who offer their lives for the chance at survival, glory, and reward.

Masters of Preservation

Mastering the delicate art of preservation, Mwili Wavizi are experts at quickly and effectively harvesting the valuable parts of magical creatures before decay robs them of their potency. Their knowledge of anatomy and preservation techniques is unmatched, drawn from experience and instinct in equal measure. A wrongly sliced organ or a poorly timed extraction can render a prize worthless—or worse, trigger a lingering magical reaction. Proper preservation not only maximizes the magical potency of harvested materials but also drastically enhances their market value, driving Sayarii’s thriving economy and magical research forward. A skilled Mwili Wavizi can make more from one preserved beast than a merchant sees in a season.

Pack Hunters

To become Mwili Wavizi is to choose danger. The beasts they stalk are powerful, cunning, and often ancient—some speak, some fly, some blink between worlds. This is a profession with a body count. And yet, for those willing to face the abyss, the rewards are staggering. A single successful expedition might fund years of comfort, though few choose that path. Most return again and again, chasing not just coin but renown. They operate in small crews, or join larger hunting caravans bound for remote regions, always seeking the next rare kill. Trophies—teeth, scales, claws, feathers—are not only worn for pride, but as warding sigils, trophies of survival. Each one tells a tale of blood, grit, and survival against the impossible.

Adaptable Trackers

Mwili Wavizi are forged by the wilds. Sayarii is not gentle—it is a world of blistering sun, vast deserts, impenetrable jungles, and treacherous coastlines. City-states cling to their territory like barnacles, separated by expanses of lawless, monster-ridden terrain. In this crucible, the Mwili Wavizi thrive. They adjust to every terrain, weather every trial, and learn the patterns of creatures that most people believe are myth. A good hunter reads the desert by the wind, the jungle by the silence, and the ocean by the shape of the clouds. Their survival depends on it. Against the horrors of the unknown, the Mwili Wavizi are mortal men and women armed only with cunning, steel, and sand-blasted resolve. Their lives are short, dangerous, and often violent—but for many, it is the only life worth living.


Blood on the Wind

tychodreq_An_intimate_cinematic_portrait_of_a_battle_between__333060b2-5b73-431b-a997-19a2dfa86278_2.pngCreating a Mwili Wavizi

The air was sharp with brine and blood.

A shriek echoed through the canyon as the creature surged from the carcass of its mate—chitin cracking, feathers thrashing, a blink of iridescent scale and sand-muddied claw. Liko dove too late—the trap snapped wide—Liko took the hit. A scream cut short. Silence. Then the thunder of steel boots and breathless curses as the crew surged forward.

The fight was fast. All good hunts are. A snap of lightning cracked the haze—an arc of trapped energy discharged through one of the beast's curved spines. Flesh scorched. The smell of it joined the brine and blood. And when it was done—when the blood mist settled and the high keening in the air faded to the sound of the wind—they stood silent. One less crewmate. One more trophy.

By the time they reached the edge of the city-state, the flesh was salted, the feathers bound, and the scent of gold had already begun to pull at the merchants. None asked what it had cost.

To become Mwili Wavizi is to accept that some returns are made without celebration—and some returns, not at all.

This section will guide you in shaping your own Mwili Wavizi—what they hunt, why they endure, and what they hope to carry home.

Class Features

As a Mwili Wavizi, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per Mwili Wavizi level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st
     

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons, nets, harpoons (special)
  • Tools: Preservation Kit, one artisan’s tools of your choice
  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two from: Nature, Survival, Medicine, Animal Handling, Investigation, Stealth, Perception
     

Quick Build

To build a Mwili Wavizi quickly, start with a high Dexterity score, followed by Constitution or Wisdom depending on your hunting style. Choose a Background that reflects survival and fieldcraft, such as Mtembea Ziwa, Kivuli cha Mwitu, or Mkono Mwekundu. Select equipment like a harpoon, net, or preservation kit to get right into the hunt.

At 3rd level, you’ll choose a Discipline to define your path as a hunter:

  • Bonehook, for anatomical mastery and elite preservation skills.
  • Crimson Trail, for aggressive frontline combat and takedown tactics.
  • Feathered Eye, for trap-setting, stealth, and long-range expertise.
  • Deep Fang, for ocean-borne hunters who excel in aquatic warfare and resilience.

Quick Build Table
Mwili Wavizi Table - Click to Expand

Level

Proficiency
Bonus

Features

1st

+2

Quarry Knowledge, Survivalist Gear

2nd

+2

Regional Adaptation

3rd

+2

Discipline Feature

4th

+2

Ability Score Improvement

5th

+3

Extra Attack

6th

+3

Contaminated Edge (Basic Imbuement)

7th

+3

Discipline Feature

8th

+3

Ability Score Improvement

9th

+4

Advanced Tracking

10th

+4

Mask Feature / Regional Adaptation

11th

+4

Contaminated Edge (Resistance Tier I)

12th

+4

Ability Score Improvement

13th

+5

Expert Dissection

14th

+5

Discipline Feature

15th

+5

Contaminated Edge (Resistance Tier II)

16th

+5

Ability Score Improvement

17th

+6

Monster Lore Mastery

18th

+6

Discipline Feature

19th

+6

Ability Score Improvement

20th +6 Contaminated Edge (Legendary Resistance)

 

Suggested Backgrounds

Suggested Backgrounds ~ Mtembea Ziwa "Wild Walker"

Mtembea Ziwa

(Sayarii Background – Wilderness Tracker & Survivor)

"The cities teach law. The wilds teach truth."

You’ve lived where maps fade into myth. Whether born into the wilds or driven there by necessity, you know how to survive where others perish. You are the first to spot danger and the last to retreat. From the canyons of the Mchanga Hasira to the jungle-veiled ruins of Shungwe la Hasira, the wilderness is not your enemy—it is your teacher.


Skill Proficiencies:

Survival, Athletics

Tool Proficiencies:

Cartographer’s tools or Herbalism kit

Languages:

One of your choice (typically a regional tongue or beast-language)

Equipment:

  • A handmade charm or relic from your homeland
  • A stitched or etched map (often inaccurate but treasured)
  • A rugged ration pack adapted to your home region
  • Traveler’s garb suitable for harsh terrain
  • A belt pouch containing 10 gp (or its equivalent in local currencies)

Feature: Path Memory

You can perfectly recall natural landmarks and the geography of any region you’ve passed through. While outdoors, you always know the cardinal directions. You can forage enough food and water for yourself and up to five others each day, provided the region contains the required natural resources.


Roleplay Notes:

Ziwa Walkers are respected across Sayarii as guides, scouts, and trackers. Some were born into wandering clans; others fled the cruelty of cities to find freedom in the untamed lands. For many Mwili Wavizi, this background marks their first steps into the monster hunter’s path—shaped by wind, solitude, and hard-earned wisdom. They return not for comfort, but for the thrill of survival and the glory of the hunt.

Suggested Backgrounds ~ Kivuli cha Mwitu “Shadow of the Wild”

Kivuli cha Mwitu

(Sayarii Background – Tracker & Shadow of Beasts)

“You don’t find the beast. You become it.”

You walk the edges of the known world—not to map it, but to understand what moves through it. The claw prints in the mud. The broken reeds beside the stream. The stench of panic that clings to the air after something wrong passed by in the night. You're not just a tracker—you are the shadow of the wild. Many Mwili Wavizi rely on Kivuli cha Mwitu to lead their hunts, identify spoor, and predict when a magical creature is nearing collapse… or rage.


Skill Proficiencies:

Stealth, Nature

Tool Proficiencies:

Poisoner’s kit or Tinker's tools (commonly used to build traps and lures)

Languages:

One of your choice (commonly a dialect spoken by traveling hunter caravans or beastfolk)

Equipment:

  • A bone-carved whistle or lure used to mimic prey
  • A pouch of scent-masking powder or monster musk
  • A hunting knife etched with notches for each successful track
  • Camouflaged traveler’s clothing
  • A belt pouch with 15 gp (or its equivalent in barter tokens or rare bait)

Feature: Hunter’s Mark

Once you've observed a creature for 10 minutes or more, you can intuit its habits, favored terrain, and likely reactions in combat. You gain advantage on Survival checks to track that creature for the next 24 hours. If you set a trap for that creature during this period, it has disadvantage on the first saving throw made to resist it.


Roleplay Notes:

Kivuli cha Mwitu are more than skilled trackers—they’re patient, cunning, and obsessed with their quarry. Some spend years chasing a single species across continents. Others train younger Mwili Wavizi to read the world rather than simply survive it. To become one is to disappear into the wilderness and emerge with the secrets of monsters echoing in your breath.

Suggested Backgrounds ~ Mkono Mwekundu "The Red Hand"

Mkono Mwekundu

(The Red Hand – Apprentice of Preservation & Fleshcraft)

“The beast is dead. That’s when your real work begins.”

Among the Mwili Wavizi, none hold more silent authority than the Red Hands—those trained to preserve the organs, bones, and arcane remnants of magical creatures before decay erases their value. To wear the red-stained gloves is to hold the line between ruin and riches. Apprenticeship is brutal, precise, and often deadly: one slip of a blade, one breached gland, and you might lose more than your prize.


Skill Proficiencies:

Arcana, Medicine

Tool Proficiencies:

Alchemist’s supplies or Herbalism kit (your choice, depending on style of preservation)

Languages:

One of your choice (often used to decode preservation scrolls or communicate with Thaumaturges)

Equipment:

  • A thin-bladed gutting knife with a carved ivory grip
  • A bundle of waxed linen wraps and salting herbs and other chymicals
  • A preservation journal, stained and half full
  • A red silk kerchief (worn on the hand, neck, or belt)
  • A pouch containing 10 gp and a partial magical gland preserved in oil

Feature: Salvager’s Eye

When examining a slain or incapacitated creature, you can identify up to two valuable anatomical features or magical materials within it (e.g., gland, scale, heart, eye, horn). You know how to preserve them effectively if you act quickly. If you aid in the extraction, the resulting harvested component is considered "pristine" and retains full Thaumaturgic value.


Roleplay Notes:

Mkono Mwekundu are quiet, methodical, and often feared or revered by other crew members. Their knowledge runs deep—some know more about monsters than the Thaumaturges themselves. Many wear tokens of past harvests on their person, and their hands are rarely clean. They tend to speak in anatomical terms, see value in corpses, and often have sharp opinions on how others handle a kill.

Suggested Backgrounds ~ Mjenzi wa Mwitu "Wind Builder"

Mjenzi wa Mwitu

(Sayarii Background – Builder, Maker, and Restorer of the Wilds)

“Anything can be rebuilt — if you know what it’s made of.”

You are the steady hands that turn salvage into shelter and ruin into refuge. When storms tear through the dunes or beasts break the hunters’ traps, you are the one who bends, shapes, and mends what others would abandon. From fallen ship frames to broken spears, your craft sustains life where civilization fades. The Mwili Wavizi call on you not just for skill, but for patience — the rarest tool in the wastes.


Skill Proficiencies:

Investigation, Sleight of Hand

Tool Proficiencies:

Carpenter’s tools, Mason’s tools, or Smith’s tools (choose one)

Languages:

One of your choice (often a trade tongue, artisan’s cant, or dialect spoken by traveling builders and shipwrights)

Equipment:

  • A handcrafted multi-tool or folding knife

  • A length of reinforced cord or sinew

  • A small pouch of nails, pins, or fasteners (of bone, brass, or iron)

  • A journal of sketches and structural notes, weather-stained and patched

  • Traveler’s garb with protective apron or harness

  • A belt pouch containing 12 gp (or its equivalent in barter materials or scrap)


Feature: Salvager’s Eye

You can quickly identify materials and structural weaknesses. When examining a structure, trap, or object, you can determine how it was made, what materials are needed to repair it, and whether it hides any flaws or damage.
You can salvage useful components from ruins, wreckage, or slain constructs worth up to 10 gp of raw materials per day of scavenging.

When building or repairing, you halve the required time and materials (minimum one hour).


Roleplay Notes:

Mjenzi wa Mwitu are the builders of Sayarii’s forgotten places — bridge-menders, shipwrights, and relic scavengers. Some travel with monster hunters to maintain harpoons, traps, and preservation chambers; others wander from settlement to settlement repairing what the world breaks.
They see beauty in structure, not in permanence. To them, even the oldest ruins breathe — you just have to listen for the sound of the joints settling.

Suggested Backgrounds ~ Mganga wa Mwitu “The Wild Healer”

Mganga wa Mwitu 

(Sayarii Background – Field Healer & Keeper of Life)

“The same hands that cut can also close.”

You’ve learned the oldest medicine — the kind written in the smell of crushed leaves and the hum of an open wound. Whether apprenticed to a desert herbalist, a tribal elder, or the Mwili Wavizi themselves, you know how to keep a body alive when civilization is a horizon away. You’ve stitched flesh with bone needles, brewed antidotes from venom, and prayed over the dying as storms buried the camp.

To the Mwili Wavizi, you are as vital as the blade — for every hunt ends in blood, and every scar tells a story only you can finish.


Skill Proficiencies:

Medicine, Nature

Tool Proficiencies:

Herbalism kit, Healer’s kit

Languages:

One of your choice (often a dialect used by nomadic clans, herbalist orders, or beast-tenders)


Equipment:

  • A small woven satchel of herbs and powders

  • A carved pestle and bone mortar

  • A pouch of dried poultices and wraps (5 uses)

  • A ritual charm of bone and thread for warding sickness

  • Practical desert or jungle garb, stained with use

  • A belt pouch containing 10 gp (or its value in medicinal trade goods)


Feature: Healer’s Instinct

You can diagnose injury or illness with a brief inspection. When you stabilize a creature, it regains 1 additional hit point.
Once per day, you can spend 10 minutes treating wounds using natural materials (herbs, clean water, or monster-derived reagents). Afterward, up to six creatures of your choice regain hit points equal to your proficiency bonus + Wisdom modifier.
You always know whether nearby natural materials could serve as medicine, poison, or preservative, even in strange environments.


Roleplay Notes:

Mganga wa Mwitu are respected across the wilds — not for their power, but for their endurance. They walk with hunters, menders, and wanderers alike, carrying the knowledge of a hundred different ways to live through pain. Some see healing as an act of balance; others as repayment for all that the wilds have taken.
Their tools may be crude, their methods unsettling, but their results are undeniable — they keep Sayarii’s blood moving.

 

Levels of Progression

Levels and Progression Details

Level 1 – Quarry Knowledge & Survivalist Gear

Quarry Knowledge
You have studied the strange anatomies and elusive behaviors of magical beasts. When you make an Intelligence (Arcana) or Wisdom (Survival) check related to tracking, identifying, or recalling knowledge about magical creatures or their harvested components, you gain advantage if you are proficient in the skill.

Additionally, you can assess the magical value of harvested parts at a glance. When examining a fresh or well-preserved corpse of a magical creature, you can make a DC 10 Arcana check to identify one high-value component, or a DC 15 check to identify a full set of valuable materials. You do not need to be a thaumaturge to understand preservation, but you may still require one to extract certain unstable components.

Survivalist Gear
You begin play with specialized tools suited to your chosen hunting style. Select one of the following:

  • Preservation Kit – Includes bone saws, alchemical salves, salting powders, scalpels, and padded containers used to harvest and preserve magical organs and tissues. Grants advantage on Arcana checks to preserve materials under field conditions.

  • Harpoon Kit – A heavy, slow-loading weapon used to tether prey. Includes a harpoon, 30 ft. of braided rope or chain, and a spike belt to anchor the line. The harpoon deals 3d10 piercing damage on a hit and restrains the target unless they win a contested Strength (Athletics) check.

  • Net Kit – Includes a weighted net (see Net rules) modified with barbs or thaumaturgic dampeners. Deals no damage, but on a hit restrains a creature until it escapes or the net is destroyed. You are proficient with nets, and your nets have +2 to their escape DC.

Regardless of your choice, you also receive a mask, desert cloak, and a utility satchel with chalk, twine, rations, and skinning tools.


Level 2 Feature: Regional Adaptation

From blistering dunes to fetid jungle, frozen peaks to storm-churned coasts—no two Mwili Wavizi face the same challenges. Every hunter adapts to survive. At 2nd level, you choose a specific region type that reflects the terrain where you’ve trained, hunted, and survived. This specialization grants bonuses when navigating or fighting in that environment.

Environmental Specialization

Choose one of the following regional environments:

  • Desert
  • Jungle
  • Forest
  • Coast
  • Ocean
  • Mountain
  • Swamp
  • Tundra
  • Urban Ruins
  • Underground
  • Grasslands
  • Otherworldly (e.g., Planar, Fey, Eldritch Realms)

This region becomes your Primary Hunting Ground.

Regional Adaptation Benefits

While in your chosen environment:

  • You have advantage on Survival checks to track creatures.
  • You have advantage on Nature checks to recall lore about terrain, weather patterns, hazards, and local fauna.
  • Difficult terrain does not slow your group’s travel.
  • You can move at normal pace while tracking, and remain alert to danger even while doing so.
  • You have resistance to natural hazards specific to your chosen environment (e.g., extreme heat in deserts, fungal poison in swamps, freezing exposure in tundra).
     

Expanding Your Expertise

You may gain additional environments as your career progresses:

  • At 10th level, choose a second region.
  • At 17th level, choose a third.


These regions represent not just survival—but mastery. A Mwili Wavizi who has hunted across multiple regions is often referred to as a Wavizi wa Dunia Nzima—a hunter of the whole world.


Level 3 Feature: Discipline

By 3rd level, every Mwili Wavizi has earned their first major kill—or nearly died trying. In the aftermath of that crucible, they begin to take on a distinct path within the hunting trade, aligning with one of the great Disciplines that define their craft.

Choose one of the following Disciplines: (For details on each Discipline and their associated features, see the Disciplines of the Mwili Wavizi section later in this document.)

The Crimson Trail

Blood-soaked and brutal, these hunters favor overwhelming force. Whether it’s brute strength, relentless aggression, or overwhelming firepower, those who walk the Crimson Trail are often the first in and last out of a hunt. Some say they carry a death wish; others call them the bravest of all.

  • Emphasizes damage output and resilience.
  • Can break harpoon tethers through force alone.
  • Gains bonus damage when wounded.
  • Thrives when outnumbered or facing massive prey.
     

The Feathered Eye

Careful, clever, and precise—Feathered Eye hunters lay traps, watch patterns, and strike only when the odds are perfect. They rarely engage head-on, instead manipulating terrain, baiting enemies, and using their surroundings to their advantage.

  • Specializes in traps and ambushes.
  • Gains bonuses to net and snare mechanics.
  • Can mark prey to reveal weaknesses.
  • Improves team survivability through tactical support.
     

The Deep Fang

Born of coastlines and sea-salt scars, Deep Fang hunters are masters of aquatic and shoreline prey. They are unmatched in underwater tracking, spearwork, and resisting drowning magic or aquatic curses. They're often seen in crews that specialize in beast-hunting beneath the waves or in flooded ruins.

  • Gains bonuses to underwater movement and combat.
  • Improves resistance to aquatic hazards.
  • Specialized gear options like tethered spears, diving masks.
  • Eventually learns to hold breath for hours.
     

The Bonehook Way

Silent and strange, the Bonehook hunters are preservers first, killers second. They are the ritualists, the field biologists, the ones who know how to keep a creature’s power intact. They are masters of the kill after it happens—ensuring that what is taken is never wasted.

  • Excels at preservation, harvesting, and extraction.
  • Improves the value and power of salvaged materials.
  • Gains unique Thaumaturgic interactions.
  • Unlocks special uses for harvested organs, bone, and glands.

Each Discipline grants a feature at the following levels:

  • 3rd Level: Initial Specialization
  • 7th Level: Enhanced Feature
  • 14th Level: Signature Ability
  • 18th Level: Mastery Feature

Level 4 — Ability Score Improvement

At 4th level, your hunter has proven their mettle and begins to refine their skills beyond raw survival.

When you reach 4th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1.

As normal, you can’t increase an ability score above 20 using this feature.


Level 5 Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

This applies whether you’re using melee weapons, thrown weapons like harpoons, or even unarmed strikes.


Level 6 — Contaminated Edge

Your prolonged exposure to magical blood, volatile organs, and thaumaturgic decay begins to change you. Not with sudden power, but through a slow, dangerous familiarity. You’ve handled too many cursed bones, too much raw essence—and your instincts have adapted.

Thaumaturgic Affinity.
Choose one type of magical damage: fire, cold, lightning, acid, poison, necrotic, radiant, psychic, thunder, or force. You gain resistance to this damage type.

Once selected, this choice is permanent. It reflects the cumulative hardening of your body and senses over time—not an active enchantment, but a lived immunity.

Contaminated Tools.
Your gear has been coated, seeped, or scarred by your work. You may spend one hour rubbing harvested magical fluids or powders into a melee weapon, giving it a magical property until your next long rest. This weapon now counts as magical for overcoming resistance and immunity.


Level 7 Discipline Feature

You gain a feature specific to your chosen Discipline (subclass), representing a unique advancement in your hunting philosophy, technique, or specialization.

For details on each Discipline and their associated features, see the Disciplines of the Mwili Wavizi section later in this document.


Level 8 — Ability Score Improvement

With your survival sharpened by experience, your abilities continue to grow stronger, more precise, and more instinctive.

When you reach 8th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1.

As normal, you can’t increase an ability score above 20 using this feature.


Level 9 — Advanced Tracking

You’ve learned to read the world like a map written in claw marks and bent grass. Your understanding of your quarry's movements, feeding patterns, and territorial instincts allows you to track with terrifying accuracy.

  • You gain advantage on Wisdom (Survival) checks to track creatures you have previously encountered or studied.

  • You can identify the type and approximate size of any creature that passed through an area within the last 24 hours.

If tracking a magical or extraplanar creature, you can sense lingering arcane traces—granting you a +1 bonus to the roll (this bonus increases to +2 at level 15).


Level 10 — Mask Feature / Regional Adaptation

At 10th level, your bond with your hunting mask deepens, and your familiarity with the world's harsh environments sharpens into expertise.

Mask Feature: Mark of the Veteran

Your mask now represents not only survival but seasoned dominance over the hunt. Choose one of the following mask upgrades:

  • Grim Visage: You gain advantage on Intimidation checks while wearing your mask.
  • Focused Lenses: Once per short rest, you can ignore disadvantage on a ranged attack made in dim light, fog, sandstorm, or other obscuring weather conditions.
  • Reinforced Plate: Your mask’s armor bonus increases to +2. This stacks with light or medium armor, but not with magical helmets.
     

Regional Adaptation (2nd Selection)

You gain a second Regional Adaptation, reflecting your growing versatility in hostile environments. 


Level 11 — Contaminated Edge (Resistance Tier I)

By 11th level, your prolonged exposure to magical creatures and the dangerous fluids, spores, and tissues they carry has altered you in subtle, irreversible ways. This is not studied resistance — it is contamination, tolerated through grit, instinct, and the growing hardening of your body and mind.

When you reach this level, your experience processing magical beasts grants you resistance to a second type of magical damage, chosen from the same list available at level 6:

  • Fire
  • Cold
  • Acid
  • Lightning
  • Poison
  • Necrotic
  • Radiant
  • Psychic
  • Thunder
  • Force

This resistance reflects your growing attunement to the hidden hazards of your quarry — a passive toughness earned through exposure, not enchantment. You cannot change this damage type once chosen.

Hunters speak of the way their skin itches when necrotic blood is near, or how their nerves flare at the hum of psychic pressure. Some say it’s a curse — others call it proof that they’ve survived.


Level 12 — Ability Score Improvement

By 12th level, your relentless experience in the wilds and your growing familiarity with magical creatures has sharpened both body and instinct.

When you reach 12th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1.

As normal, you can’t increase an ability score above 20 using this feature.


Level 13 — Expert Dissection

By this level, you’ve harvested from hydras, dissected demons, and walked away with both hands and your sanity intact. Your skill in identifying, extracting, and preserving magical components is unparalleled.

  • Harvest Bonus: You gain advantage on all checks made to identify or extract magical organs, glands, or other components during post-combat harvesting.
  • Preservation Mastery: When using a preservation kit, you double the effective duration before a harvested part begins to degrade.
  • Marketplace Recognition: Thaumaturges, alchemists, and researchers recognize your skill. You gain advantage on Charisma (Persuasion) checks when negotiating the sale of preserved magical components, and your wares fetch up to 25% higher prices when sold to magical institutions or specialists.

Level 14 Discipline Feature

You gain a feature specific to your chosen Discipline (subclass), representing a unique advancement in your hunting philosophy, technique, or specialization.

For details on each Discipline and their associated features, see the Disciplines of the Mwili Wavizi section later in this document.


Level 15 — Thaumaturgic Inurement

Your prolonged exposure to magical essences has hardened your body and mind against specific supernatural forces.

Choose one of your existing damage resistances gained from Resistance Tier I. You now gain advantage on saving throws against effects associated with that damage type as well as your resistance.

For example:

  • If you have resistance to fire, you gain advantage on saving throws against being burned, scorched, or incinerated by magical flame (like Fireball, Wall of Fire, or a dragon’s breath).
  • If you have resistance to psychic, you gain advantage against mind-altering spells like Charm Person, Dominate Beast, or Phantasmal Killer.

This marks a turning point in your character’s resilience — not only surviving contact with magic, but enduring it with unnatural fortitude.


Level 16 — Ability Score Improvement

At 16th level, your hunter refines their natural abilities to the peak of mortal potential.

You can increase one ability score of your choice by 2, or two ability scores of your choice by 1.
As usual, you cannot raise an ability score above 20 using this feature.


Level 17 — Monster Lore Mastery

By this level, the Mwili Wavizi has encountered the worst the world can throw at them—and walked away. They've tracked living tempests, dissected shapeshifting horrors, and emerged from the wild with secrets no scholar has ever recorded.

You gain the following features:

  • Perfect Recall (Monsters): You have advantage on all Intelligence (Nature) and Wisdom (Survival) checks made to identify, track, or recall traits of magical creatures you've encountered before.
  • Exploit Weakness: Once per long rest, when you hit a creature with an attack, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, the creature becomes vulnerable to the damage type of the attack until the end of your next turn.
  • Field Notes: You can spend 10 minutes studying the corpse of a magical creature you’ve helped slay to glean one of its special traits, resistances, or immunities. The next time you or a party member encounters that species, you gain advantage on your first saving throw against it.

Level 18 Discipline Feature

You gain a feature specific to your chosen Discipline (subclass), representing a unique advancement in your hunting philosophy, technique, or specialization.

For details on each Discipline and their associated features, see the Disciplines of the Mwili Wavizi section later in this document.


Level 19 — Ability Score Improvement

At 16th level, your hunter refines their natural abilities to the peak of mortal potential.

You can increase one ability score of your choice by 2, or two ability scores of your choice by 1.
As usual, you cannot raise an ability score above 20 using this feature.


Level 20 — Arcane Hardening (Legendary Resistance)

After years of exposure to volatile essences, brutal encounters, and magical corruption, your body no longer flinches in the face of supernatural power. You don’t wield magic—you’ve endured it, absorbed it, and become something that can no longer be undone by it.

You now gain immunity to the damage types to which you already have resistance through Contaminated Edge.

This is not a gift—it’s the culmination of a life spent standing toe-to-toe with the impossible. At this point, you are no longer just a hunter. You are the storm that monsters fear.

 

Weapons Mastery

Weapon Mastery (Integrated 2025 Rules + Sayarii Variant)

Through relentless training, your hunterhood fuses with your weapons—not just in form, but in function. You learn to wield not just steel or bone, but to utter the language of armaments, coaxing out hidden potential in each strike.

Core Mechanic (2024/2025 PHB)

Weapon Mastery

Introduced in the 2025 (2024 revision) core rules, adapted for the Mwili Wavizi

Through relentless training and exposure to the creatures of the wild, you learn not only how to strike—but how to speak the language of weapons themselves.

  • Mastered Weapons: You gain the Weapon Mastery feature. Choose two weapons you are proficient with; these are your Mastered Weapons.

  • Mastery Properties: Each mastered weapon grants its Mastery property (a special effect tied to that weapon). You may apply that effect whenever you make an attack with the weapon and meet its trigger condition (e.g. on hit, on miss).

  • Using Mastery: There is no per-rest limit—each time the trigger condition occurs, you may apply the effect.

  • Swapping Mastery: After a long rest, you may swap one or both of your Mastered Weapons for others you’re proficient with.

  • Interaction with Extra Attack: Weapon Mastery does not grant additional attacks. When you gain Extra Attack (at 5th level), each of your attacks may independently trigger its weapon’s mastery effect, if eligible.

  • Weapon Switching in Combat: As part of the Attack action, you may draw or stow one weapon before or after an attack. This allows you to mix mastery effects by switching weapons mid-turn (once per attack) provided the weapons are mastered or eligible.

  • Sayarii Hunting Synergy: If you strike a creature you’ve previously hunted, harvested, or “marked” via your class features, you may apply the weapon’s Mastery effect even if the weapon isn’t currently mastered. You can do this a number of times per long rest equal to your Wisdom modifier (minimum 1).

 

Sayarii Variant: Hunting Synergy + Improved Mastery

To tie Weapon Mastery more closely to the Monster Hunter flavor, we layer in a few additions:

  • Improved Hunting Mastery (11th Level Upgrade):
      • You may increase the number of mastered weapons you can have from two to three.
      • When using a mastery effect on a creature previously hunted, you may roll your weapon damage dice twice, choosing which result to apply (for the mastery effect).

Weapon Mastery Table
Mastery Property Trigger / Effect (Mechanical) Sayarii Adaptation & Lore Flavor Typical Weapons
Cleave When you hit, you can immediately make another attack against a different creature within 5 ft of the first target (reduced damage; no ability mod added). Hunters trained with wide-sweeping weapons carve through clustered foes, mimicking the “double-slash” technique used to break herd beasts and pack predators. Greatsword, Halberd, Bonehook, Heavy Harpoon
Graze When you miss with an attack, you still deal damage equal to your STR or DEX modifier. A near-miss still draws blood—your weapon scrapes hide or severs feathers, leaving a trace of pain for tracking the wounded quarry. Longbow, Javelin, Spear, Whip
Nick When you hit with a light weapon, you may make an additional attack with another light weapon as part of the same Attack action (once per turn). The quick, darting strikes of fangasi skirmishers—measured flicks meant to weaken before the final blow. Dual Knives, Short Swords, Light Harpoons
Push When you hit, you can push the target up to 10 ft away (no larger than one size above you). With perfect timing, you drive your quarry back, creating space before its claws or fangs reach you. Spear, Trident, Shield, Heavy Crossbow
Sap On a hit, the target has disadvantage on its next attack roll before your next turn. You strike nerve clusters, tendons, or enchanted seams, dulling a monster’s reflexes through sheer precision. Club, Hammer, Mace, Heavy Harpoon
Slow On a hit, reduce the target’s speed by 10 ft until the start of your next turn. A hunter’s strike that tears wings, tendons, or leg joints—crippling escape attempts and controlling the chase. Net, Bola, Chain, Scythe
Topple On a hit, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your STR/DEX mod) or fall prone. The hunter’s coup de grâce—aiming for a beast’s center of balance or joint to drop it mid-charge. Maul, Axe, Halberd, Greatclub
Vex On a hit, you gain advantage on your next attack against that creature before the end of your next turn. Hunters use feints and slashes to unbalance or provoke prey, creating a window for the next, fatal strike. Rapier, Saber, Shortsword, Claw
Pierce (Sayarii variant) When you hit, roll an additional weapon damage die against creatures with natural armor, carapace, or scales. Designed for piercing hide, bone, or chitin. The weapon’s edge follows the memory of slain beasts—sharp with experience. Spear, Lance, Heavy Crossbow
Disarm (Sayarii variant) On a hit, the target must succeed on a Strength save or drop one held item. Hunters learned this against sentient prey: to break weapons, not limbs. A favored style of the Mwili Wavizi dueling schools. Whip, Chain, Saber
Pin (Sayarii variant) On a successful ranged or reach attack, you can reduce the target’s speed to 0 until the start of your next turn (no save). Target must be on a surface you can strike into. Favored by professional harpooners and sand-hunters, who nail their prey to the dunes before moving in for the kill. Harpoon, Javelin, Net
Sever (Sayarii variant) On a hit against a creature below half HP, roll damage twice and take the higher result. You target exposed flesh or weakened enchantments—severing tendons, limbs, or spell lines with anatomical precision. Greatsword, Scythe, Cleaver
Shatter (Sayarii variant) On a hit against constructs or magically reinforced creatures, deal an additional 1d6 damage of the weapon’s type. Crafted for ancient monsters and relic guardians, these strikes channel Thaumic vibration to rupture shell or stone. Hammer, Pickaxe, Greatclub

 

Disciplines of the Mwili Wavizi

Mwisho wa Damu — " The Crimson Trail"

Mwisho wa Damu — " The Crimson Trail"

Discipline of Brutality, Endurance, and Relentless Pursuit

There are those who track with patience, those who trap with care, and then there are those who bleed the wild into submission.

The Crimson Trail is not a path walked lightly. It is the trail left behind when words fail, when stealth dies, and when the hunter chooses violence before caution. These Mwili Wavizi favor size, strength, and overwhelming force. They anchor beasts with harpoons and drag them back snarling. They bring down monsters with brutal, direct assaults, wading through blood and broken bone.

The Mwisho wa Damu believe in fighting like the creatures they hunt—savage, efficient, unrelenting. Their weapons are larger, their grips steadier, and their wounds more numerous. It’s not that they lack tactics—but rather that their tactics are designed to end a fight as quickly as it begins. Many bear scars layered over scars, and wear them with pride.

To join the Crimson Trail is to accept that some foes must be faced head-on. It is the discipline of those who do not flinch when the beast charges.

Level 3 — Crimson Trail Feature: Brutal Anchor

When you choose this discipline at 3rd level, your fighting style becomes a terrifying spectacle of force and violence.

  • Brutal Anchor: When you hit a creature with a harpoon or melee weapon on your turn, you can choose to anchor yourself. Until the start of your next turn:

    • You gain advantage on Strength (Athletics) checks to prevent movement or escape.

    • The harpooned creature has disadvantage on its contested checks to break free.

    • If the creature attempts to escape and fails, it takes 1d6 additional damage as the tether tears at its flesh.

  • Strength in the Surge: Once per turn, when you deal damage to a creature that is larger than you, you regain temporary hit points equal to your Constitution modifier (minimum of 1). This reinforces your ability to thrive in brutal exchanges against giant or monstrous foes.


Level 7 — Crimson Trail Feature: Bloodrush

At 7th level, your ability to power through injuries and adrenaline-soaked moments reaches its peak.

Bloodrush:
When you reduce a creature to 0 hit points or score a critical hit with a melee or harpoon attack, you may immediately:

  • Move up to half your speed without provoking opportunity attacks.
  • Make one additional melee attack as part of that reaction.
  • You can use this feature once per short or long rest.


Raw-Thrown Harpoon: This ability represents your brute-force mastery of the weapon, turning it from a specialized tool into a deadly extension of your own strength.

  • You may throw a harpoon as a ranged weapon with a normal range of 20 feet and disadvantage to 30 feet.
  • This attack uses Strength for both the attack and damage rolls.
  • The harpoon still tethers the target on a hit (as per standard harpoon rules), but requires no action to load or prepare—you hurl it directly by hand.
  • You gain the ability to wield a harpoon without a launcher, using raw strength and practiced aim.

Level 14 — Crimson Trail Feature: Bone-Breaker 

At 14th level, you’ve mastered techniques that crush, tear, and cripple.

  • When you land a harpoon or melee attack, you can choose to cripple the target’s movement. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + Strength modifier), or:

  • Its speed is halved for 1 minute.
  • It has disadvantage on Dexterity saving throws.
  • On a failed save, the creature also cannot take the Dash action.
  • The creature can repeat the save at the end of each of its turns.

You can use this feature a number of times equal to your Strength modifier a day (minimum 1), regaining all expended uses after a long rest.


Level 18 — Crimson Trail Feature: Apex Predator

At 18th level, your presence alone can shake the confidence of even the most fearsome prey.

  • When you hit a creature with a melee or harpoon attack, you may force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + Strength modifier). On a failed save, it is:

  • Frightened until the end of its next turn.
  • If it is already frightened, it is stunned instead.


You may use this feature once per turn, but a creature that succeeds is immune to this effect for 24 hours.

Jino la Kina (“Deep Fang”)

Jino la Kina (“Deep Fang”)

Discipline of deep pursuit, aquatic ambush, and ruthless follow-through.

These Mwili Wavizi are the apex aquatic hunters, forged in the salt-choked currents and abyssal trenches of Sayarii’s monstrous oceans. The Deep Fang do not fear the dark, nor the drag of the tide—they become the current, striking fast and without mercy, dragging their prey from the waves. Whether surfacing from underwater caverns or riding sea-storms in narrow skiffs, they are legends whispered by corsairs and coastal dwellers alike.

What they lack in comfort or social grace, they make up for in unrelenting chase and savage precision.


Level 3 — Brine-Blooded Hunter

You’ve adapted to stalking and killing in hostile, aquatic environments:

  • Salt-Hardened: You gain resistance to cold damage and can hold your breath for up to 30 minutes.
  • Amphibious Adaptation: You gain a swim speed equal to your movement speed. While submerged, your weapon attacks do not suffer disadvantage.
  • Vicious Pursuit: Once per turn, when you hit a creature that moved on its last turn, you deal extra damage equal to your proficiency bonus.

Level 7 — Riptide Grapple

You’ve learned to weaponize your environment and draw prey into your kill zone:

  • Harpoon Mastery (Deep Fang Variant): When harpooning a creature underwater, the target rolls their contested Strength check with disadvantage.
  • If the creature fails its first contested check, you may immediately pull them 10 feet toward you as a reaction.
  • You may use your harpoon as a melee spear underwater, dealing 1d8 piercing damage with reach, and it counts as a magical weapon for overcoming resistance.

Level 14 — Undertow Strike

The pressure builds—and you strike with perfect, ruthless timing.

  • When a creature within 30 ft. attempts to flee, teleport, or fly, you may spend your reaction to strike with a dragging shot:
    • Make a harpoon or net attack. On a hit, the creature's movement is immediately halted, and they are dragged 15 feet toward you.
    • If the movement was magical (e.g., Misty Step, Dimension Door), the effect fails, and the spell slot is wasted.
  • This feature may be used twice per long rest.

Level 18 — Predator’s Claim

In the deep, there is no escape. You are the alpha in any sea.

  • When you deal damage to a creature with a harpoon, net, or melee weapon, you may mark them with Predator’s Claim:
    • For the next minute, the target has disadvantage on checks to escape grapples, harpoons, or nets against you.
    • Your movement is never impeded by water or terrain while within 60 feet of a creature under Predator’s Claim.
    • If a creature marked by this feature drops to 0 HP, you regain one use of your reaction-based abilities (Undertow Strike, drag, etc.).

You may maintain one Predator’s Claim at a time.

 

Jicho la Manyoya " The Feathered Eye"

Jicho la Manyoya " The Feathered Eye"

Discipline of precision, patience, and entrapment.

Where the Crimson Trail hunts with blood and brawn, the Feathered Eye stalks with silence, strategy, and snares. These are the trappers, the long-watch trackers, and the thinkers of the Mwili Wavizi—those who study a creature for days, set bait with surgical precision, and strike with devastating accuracy. To them, every footprint is a sentence in a story of pursuit. Every disturbed fern, every broken feather, every flicker of a distant shadow—these are the signals that guide the Feathered Eye.

They often rely on traps, snares, lures, and poisons to disable or delay prey before engaging directly. It is not cowardice—it is control. And when the time comes, their strikes are fatal and swift.


Level 3 — Discipline Feature: Hunter’s Patience

You have mastered the art of waiting for the perfect moment. You gain the following benefits:

  • Precision Trapcraft: You gain proficiency with artisan’s tools (trapsmithing tools) and may craft mundane traps in half the normal time. Your trap save DC is 8 + Proficiency + Wisdom modifier.
  • Trap Synergy: When a creature triggers one of your traps, you may use your reaction to make a ranged weapon attack against them. If the creature is Harpooned, Net-bound, or otherwise restrained by one of your tools, you deal bonus damage equal to your Wisdom modifier.

Level 7 — Discipline Feature: Net Mastery

Your skill with nets becomes unmatched.

  • You no longer suffer disadvantage when attacking with nets at long range.
  • The escape DC of your nets increases to 8 + Proficiency Bonus + Wisdom modifier.
  • If a creature fails to escape your net twice in a row, they become restrained until freed.

Additionally, nets you craft may be customized with:

  • Barbs: Add 1d4 slashing damage on escape attempts.
  • Hooks: Harpoon-tether integration; target cannot move more than 30 ft. from the point of impact.

Level 14 — Discipline Feature: Web of Control

You can set elaborate snares that turn the battlefield into a trap-laden maze.

  • As part of a short or long rest, you may place up to 3 specialized traps in an area you can defend or scout. Each trap may inflict one of the following:

  • Snare (restrains)
  • Tripwire (knocks prone)
  • Dust Bomb (obscures and blinds)

Each trap remains active for up to 8 hours and must be clearly marked on your map or described to the DM. You can trigger all active traps as a bonus action, provided they are within 60 ft.


Level 18 — Discipline Feature: Apex Lure

You understand the instincts of monsters so well you can bait even the most cunning prey.

  • You may create a Thaumaturgic Lure during a long rest, combining preserved components, scent markers, and environmental signs. The lure attracts a creature type of your choice (beasts, monstrosities, dragons, etc.) within a range determined by the DM.
  • In combat, when using a lure or bait-based trap, creatures that fail the save become Charmed or Distracted for one round (your choice), giving you advantage on your next attack and causing the creature to ignore other targets unless directly harmed.
Mfupa wa Nanga “the Bonehook Way”

Mfupa wa Nanga “the Bonehook Way”

Discipline of harvest, anatomy, and clinical cruelty.

Named for the cruel hook-shaped blades used in both capture and dissection, the Bonehook are feared even among other Mwili Wavizi. They are not merely hunters—they are harvesters, revered and reviled for their intimate knowledge of magical anatomy and their uncanny ability to find the perfect point of weakness.

Whether slicing through arcane sinew or extracting still-living glands, Bonehooks take trophies that others would ruin and push preservation to its limits. Their tools are honed, their instincts precise, and their detachment chilling.


Level 3 — The Cut That Matters

You know exactly where to strike, both to kill and to preserve:

  • Precise Dismemberment: When you deal damage with a melee weapon attack, you may choose to forgo extra damage and instead force the target to make a Constitution saving throw (DC = 8 + Proficiency + Intelligence mod). On a failed save, the creature suffers one of the following until the end of your next turn (your choice):
    • Bleeding Wound: The creature takes 1d8 damage at the start of each of its turns.
    • Crippling Blow: The creature’s movement is halved.
    • Weakened Strike: The creature’s next melee weapon attack is made at disadvantage.
  • Harvesting Expertise: You gain advantage on Nature and Medicine checks when identifying or harvesting magical components.

Level 7 — Razor Gut Hook

Your tools evolve into an extension of your anatomy—faster, crueler, deadlier.

  • You gain a Gut Hook Blade, a unique weapon only usable by Bonehooks.
    • Damage: 1d12 slashing
    • Properties: Finesse, Light
    • On a critical hit, you may immediately perform a harvest roll as if the creature had been slain.
    • You may apply preservation powder or extraction salves as a bonus action, rather than a full action.
  • Creatures you harpoon or trap take bonus damage equal to your Intelligence modifier on the first round of engagement.

Level 14 Intuitive Thaumaturgy

Through instinct and exposure, an understanding of thaumaturgic anatomy has begun to take root. You can feel the latent forces within the creatures you harvest and learn to draw them into your craft.

When you harvest a creature’s remains, you may attempt to bind its residual thaumaturgic energy to a weapon or shield. This process takes 10 minutes and consumes the harvested material.

  • Thaumic Infusion: The chosen weapon or shield gains a +1d4 bonus to attack rolls, damage rolls, or AC (your choice) for 24 hours.
  • Thaumic Resonance (17+): If you roll 17 or higher on a d20, the infusion captures a trace attribute of the harvested creature.
    • The DM determines this attribute—it may grant a minor magical effect, resistance, or an unusual side effect (for instance, a fiery aura from a salamander’s heart, or eerie whispers from a banshee’s eye).
  • This process destroys the Thaumaturgic Value of the harvested specimen, rendering it useless for trade or alchemical use.

This ability represents a Mwili Wavizi’s first intuitive grasp of thaumaturgic application. While full Thaumaturges can refine and stabilize these infusions, the Mwili Wavizi learns to improvise them through instinct, risk, and experience


Level 18 — Flesh Memory

Your mastery over living anatomy is so refined, you can sense the hidden weaknesses of even ancient monsters.

  • You gain blindsight 30 ft against any creature with flesh, blood, or organic matter. Constructs and oozes are immune.
  • Once per long rest, after observing a creature for 1 round, you may declare an anatomical weak point:
    • For the next minute, your attacks against that creature ignore resistances to slashing, piercing, and bludgeoning damage.
    • If you reduce the creature to 0 HP during this effect, you may automatically succeed on one harvest roll, no check required.
🎲 Thaumic Resonance Table for Mfupa wa Nanga “the Bonehook Way”

When you roll a 17 or higher while infusing harvested thaumaturgic materials, roll on the table below to determine the nature of the resonance.
(Optional: Roll twice — once for benefit, once for side effect.)


1–10: Beneficial Infusions

d10 Resonance Effect Example Source Example Manifestation
1 Scales of the Drake Dragon, basilisk, wyvern Weapon glimmers faintly; grants resistance to one elemental damage type for 1 hour per long rest.
2 Blood of the Predator Chimera, dire beast Weapon or shield hums with aggression; +1 damage on melee strikes, but you cannot take the Dodge action while it’s active.
3 Pulse of the Storm Elemental, djinn Crackling arcs of static energy deal +1d4 lightning damage.
4 Featherlight Essence Flying creature The wielder’s movements are unburdened; gain +10 ft. movement speed and advantage on Acrobatics checks.
5 Ironhide Carapace Beetle, ankheg, bulette Shield exudes faint chitinous ridges; gain +1 AC for 24 hours.
6 Eye of the Seer Aberration, fey Brief flashes of foresight; gain advantage on the next Perception or Initiative roll.
7 Heartfire Core Fiend, salamander, magma beast Weapon flares with heat; attacks shed dim light and deal +1d6 fire damage.
8 Breath of the Deep Aquatic creature You can breathe underwater and speak in bubbles of Common for 1 hour.
9 Lament of the Wraith Undead Attacks hum with a spectral tone; deal +1d4 necrotic damage and ignore resistance to necrotic for one attack per turn.
10 Vital Bloom Magical beast, plant The item pulses with faint bioluminescence; you regain 1d4 HP at dawn if you still bear it.

11–20: Unintended Side Effects

d10 Resonance Effect Example Manifestation
11 Residual Hunger The item craves blood; it must draw blood once per day or the bonus fades.
12 Feral Surge Gain advantage on attack rolls, but disadvantage on saving throws against charm or confusion.
13 Abyssal Murmurs The infused item whispers in sleep; causes disadvantage on Wisdom (Perception) checks while resting.
14 Viscera Memory The weapon remembers the creature it was forged from; once per day it lashes out at random when facing a similar enemy.
15 Thaumic Decay The weapon emits faint fumes of spent magic; wielder has disadvantage on Stealth checks.
16 Echo of Pain When you take damage, the weapon emits a cry—1d4 psychic damage to you, but it gains +1d4 damage for the next strike.
17 Spirit Tether The spirit of the harvested creature watches; you see brief apparitions in reflective surfaces.
18 Burning Residue The infusion irritates your skin; minor fire damage (1d4) when applying it.
19 Cadence Drift The weapon hums at odd intervals; creatures nearby sometimes hear it through walls.
20 Echo of the Fall The infusion draws unstable thaumic energy; after 24 hours, it releases a burst (1d6 damage to all within 5 ft., type determined by the infusion).

⚗️ Optional Rules for Play

  • Risk–Reward Play: You can allow the player to choose between a weaker safe infusion or risking a Thaumic Resonance roll for a more powerful, unpredictable one.

  • DM Flavor Hooks: These effects are opportunities for lore flavor — inscriptions glowing faintly, ghostly memories flickering through the weapon, or local mages taking great interest in the hunter’s “unstable craft.”

  • Future Integration: Later levels (or the Thaumaturge class) could refine these techniques into stable enchantments, permanently binding such traits without side effects.

 

In the green labyrinths of Taur Norui, the Mwili Wavizi close in on the Ngavula—the Rain Beast whose hide turns arrows and dulls steel. The hunters move as one, silent beneath the thunder of its roar. Each strike is measured, each breath remembered. They fight not in fury but in discipline, guided by the anatomy of monsters long mapped by their ancestors. When the Ngavula falls, the jungle holds its breath. The Mwili Wavizi kneel, blades still dripping, and record another pattern in blood and bone.

From its shattered sinus they will draw Sulathi Resin, a viscous secretion prized by Mwandishi alchemists for stabilizing thaumic reactions. Deep within the organs lies Tama-salt, a mineral crystal that hums faintly in the presence of living essence, and—if the stories are true—a trace of Vurasi Lumen, a light that burns in sealed glass, an valuable replacement for the now rare wisp lights used in so many cities around Sayarii. Some swear that a single gram of Ngavula’s preserved marrow can awaken the dreams of dead gods; others claim it merely drives the unwary mad.

 

Equipment

Equipment Details

Equipment

Mwili Wavizi rely on specialized tools of their trade—equipment designed not only for survival, but for making a statement. These are not standard issue items; they are deeply personal, often crafted by the hunter themselves or inherited through bloody legacy.

Harpoons

Among the most iconic weapons of the Mwili Wavizi is the harpoon—designed not for war, but for the singular purpose of taking down beasts that defy swords and arrows. Some harpoons are mounted in heavy frames; others are hand-held launchers powered by spring, crank, or black powder. All are designed for a single devastating shot. Reloading is slow, dangerous, and rarely done mid-combat.

Survivalist Gear Feature: At 1st level, a Mwili Wavizi may choose the harpoon as part of their specialized hunting gear. This includes one harpoon launcher and a reinforced tether of up to 30 feet. Additional enhancements to harpoon performance are unlocked through class or subclass features.

  • Damage: 3d10 piercing (on hit)
  • Range: 30/90 ft. (disadvantage beyond 30 ft.)
  • Special: Requires 2 actions to load. On a hit, the harpoon embeds in the target. The target must immediately make a contested Strength (Athletics) check against the Mwili Wavizi’s Strength (Athletics) or become Harpooned.
     

While Harpooned

  • The creature is tethered and cannot move more than 30 feet from the Mwili Wavizi (or the tether’s fixed point).
  • At the end of each of its turns, the creature may attempt another contested Strength (Athletics) check to break free.
  • On a failed check, the target remains tethered.
  • On a successful check, the harpoon tears free, dealing 2d6 additional slashing damage from barbed trauma.
  • Alternatively, another creature may cut or destroy the tether using a slashing weapon (AC 15, 10 HP), ending the effect without triggering the tear damage.
     

Variants

Some Mwili Wavizi experiment with custom harpoons:

  • Chymical Payloads: Infused with acids or tranquilizers.
  • Thaumaturgic Payloads: Capped with essence-reactive tips.
  • Tripline Harpoons: Designed to entangle or disable limbs.

Note: Enhanced harpoon features—such as increased DC, longer range, damage scaling, or added effects—are granted by specific subclass features (e.g., Crimson Trail or Bonehook).

These harpoons are prized by the Mwili Wavizi for their power, utility, and terrifying psychological impact. Even a miss sends a message: you are being hunted.

Nets

No serious Mwili Wavizi ventures into the field without a net. Whether used to entangle a beast mid-charge, restrain a downed quarry, or hoist a carcass onto a sled or sand-skiff, nets are an essential tool in the hunter’s arsenal. Unlike the standard adventurer’s net, those used by the Mwili Wavizi come in a variety of sizes and materials—tailored to suit the terrain, target, and tactic.

Base Net

  • Damage: None
  • Range: 15 ft. normal / 30 ft. at disadvantage
  • Effect:
  • On a successful hit, the target is restrained until it is freed. A creature can use its action to make a DC 10 Strength check to break free or Dexterity check to slip out.
  • Size Limitation: Nets cannot restrain creatures of Huge size or larger (until discipline upgrades apply).
  • Break Condition: The net has AC 10 and 5 HP (vulnerable to slashing damage).

 

  • Standard Capture Net: Reinforced rope, 5 ft. radius. Follows standard D&D net mechanics (restrains on hit, DC 10 Strength check to escape).
  • Weighted Throw Net: 10 ft. radius. Thrown as an action, this net imposes disadvantage on Dexterity saving throws when attempting to escape if used in open terrain.
  • Collapsible Net Trap: A rigged version triggered by proximity. Requires a successful Trap check to set (see Discipline: Trapper). Effective for securing dens, choke points, or canyon paths.
  • Heavy Hauling Net: Made from braided hide and bone pins. Used to haul larger bodies and limbs across sand or snow. Not a combat tool, but essential for long expeditions.


Many Wavizi decorate their nets with painted glyphs or carved sigils, believed to offer luck or still the wrath of the creature being taken. Some Thaumaturges even claim that nets which carry the blood of fallen quarry are more effective, though no one has proven it.

Preservation Kit

A specialized toolkit carried by Mwili Wavizi for harvesting, processing, and stabilizing magical creature components in the field. Each kit includes:

  • Precision bone saw
  • Hooked and curved knives
  • Organ jars (glass or ceramic, shock-absorbent lined)
  • Salt packets, spiritwax wraps, and binding cloth
  • Preservation salts, antiseptics, and arcane stabilizers
  • Tools for ritual etching or feather marking (when applicable)
     

Weight: 10 lbs
Cost: 100 gp
Usage: Allows the user to attempt Preservation checks (typically Arcana or Medicine) after harvesting a magical creature. Grants advantage on such checks if the hunter is proficient in the relevant skill.

Over time, more advanced kits or upgrades may become available—such as field-distillation modules, enchanted containment jars, or blood-cooling stones.

Mwavizi Masks

Just as crucial as the harpoon is the mask. Every Mwili Wavizi crafts or commissions their own—a deeply personal creation that serves as both armor and identity. Constructed from metal, bone, wood, leather, glass, and cloth, these masks are rugged tools as well as cultural symbols. Many Sayarii children grow up crafting makeshift masks from cloth, bark, or bone chips—playing Mwili Wavizi in the alleys and corridors of their cities. To don a Mwavizi mask is to embody courage, adventure, and wild defiance. Among the Mwili Wavizi, the mask is far more than just play—it’s a badge of honor, a mark of survival, and a link to one’s hunting lineage. Each mask grants a +1 bonus to Armor Class, stacking with light or medium armor. Designed for the harsh terrain of Sayarii, they shield the face from sun, wind, and abrasive sand, and often incorporate smoked lenses or built-in goggles. Their craftsmanship is as varied as the hunters themselves—some grotesque and fearsome, others elegant and sleek; some painted in vivid dyes or monster blood, others adorned with feathers, bones, or relics from past kills. A Mwili Wavizi is rarely seen without their mask. To remove it in public is either a sign of deep trust or a declaration of vulnerability few would risk.

 

Starting Equipment Options (Choose One Loadout)

Each Mwili Wavizi begins play with a custom mwavizi mask and selects one of the following gear loadouts based on their hunting style or background. These represent typical starter kits for new hunters.

Option 1: The Harpooner
  • Harpoon (handheld or launcher-type, your choice)
  • Net
  • Explorer’s Pack
  • Light armor (leather or hide)
  • Hunting knife
  • Coil of rope (50 ft)
  • 2 Trophy pouches
Option 2: The Preserver
  • Preservation Kit
  • Surgical bone-saw
  • Herbalist’s kit
  • Explorer’s Pack
  • Leather apron or reinforced clothing
  • Bone or glass specimen jars (empty, 3)
  • Satchel of preservation salts

 

Option 3: The Trapper
  • Hunting trap (x2)
  • Net
  • Explorer’s Pack
  • Crowbar
  • Toolkit for trap maintenance
  • Leather gloves and thick boots
  • Set of 5 spikes + hammer
Additional Equipment Options (Optional Add-Ons)

The following are commonly carried or purchased by more experienced Mwili Wavizi:

  • Heavy-duty net (reinforced for large creatures) – 20 gp, 15 lb
  • Iron-hook launcher (ballista-like variant) – 120 gp, 25 lb
  • Field distillation set – 75 gp, fragile, +1 bonus to preservation checks
  • Runed binding rope (unbreakable by mundane means) – 100 gp, rare
  • Sun-powder flare charges (for signaling or distraction) – 10 gp each
  • Beast scent masking oil – 15 gp, lasts 4 hours
  • Desert-breathing mask upgrade (for extreme sandstorms) – 50 gp, mod
  • Manyoya-stamped ledger – Tracks sales, permits, and quarry tags

 

All Loadouts Also Include:
  • Custom Mwavizi Mask (see description above in Equipment Details)
  • Basic food rations (10 days)
  • Waterskin or sand-filtering canteen
  • Journal or field sketchbook
  • Trophy starter bag (bone, scale, claw, or feather token from a prior hunt)

Harvest & Preservation Procedures

Harvest & Preservation Procedures and Details

Harvest & Preservation Procedure

“To cut wrongly is to wake a spirit. To delay is to waste its breath.” — Mwili proverb


Overview

When a magical creature dies, its remains hold Thaumaturgic Value (TV)—the organ-bound essence prized by Thaumaturges, alchemists, and hunters alike.
The Mwili Wavizi can extract and preserve this essence for trade, crafting, or temporary infusions.
Harvesting and preservation are separate acts, but both are time-sensitive and risky.


Core Concepts

Term Description
Harvesting Dissecting a corpse to recover organs, glands, bones, or tissues of thaumic worth.
Preservation Treating or sealing harvested parts to prevent decay and retain potency.
Thaumaturgic Value (TV) The potential worth or potency of a specimen (used as currency, reagent, or catalyst).
Spoilage Natural loss of potency over time or through poor handling.
Exposure Each harvest infuses trace magic into the hunter—useful, addictive, and sometimes corrosive.

Step 1 – Harvest

The corpse must be mostly intact; ash, acid, or disintegration ruin harvest potential.
Use Survival or Medicine; DC scales with size.

Size Time Required Typical DC Notes
Tiny 5 min 10 Fragile parts
Small 10 min 12 Wildlife, familiars
Medium 20 min 14 Humanoids, beasts
Large 45 min 16 Monstrous game
Huge 90 min 18 Dragons, giants
Gargantuan 2–3 hr 20+ Requires helpers

Failure Results

  • Fail by ≤ 5 → Partial yield (½ TV)

  • Fail by 6–10 → Spoiled; DC 12 Con save or minor contamination

  • Fail by ≥ 11 → Thaumic Reaction (explosion, psychic echo, or curse—DM choice)


Step 2 – Preserve

Performed with a Preservation Kit, clean workspace, and stabilizers (salts, oils, cold stones).
Roll Arcana or Medicine.

Time Since Death DC Modifier Spoilage Risk
< 1 hr None
1–4 hr +2 −10 % TV
4–12 hr +4 −25 % TV
12–24 hr +6 −50 % TV
> 24 hr +8 Ruined or cursed

Takes 30–60 min.
Success = stable sample.
Fail = 50 % TV loss; Fail by ≥ 5 = total spoilage.


Thaumaturgic Value (TV)

Outcome Yield Result
Nat 20 150 % Superior sample / bonus organ
Success 100 % Intact specimen
Partial 50 % Damaged yield
Fail 0 % Spoiled
Reaction Variable Unstable effect (DM discretion)

Typical sale value ≈ 50–200 gp × creature CR, modified by rarity and condition.


Environmental Modifiers

Region Adjustment Reason
Desert +2 DC Rapid desiccation
Jungle / Marsh +4 DC Rot & humidity
Frozen −2 DC Natural preservation
Cadence / Distillate zones +3 DC Thaumic interference

Assistance & Equipment

  • Up to 2 allies may assist (+2 each or Advantage).

  • Thaumic scalpels, resonance clamps, or stasis vials reduce DC by 2–5.

  • Mask upgrades (Filter, Lens) grant resistance to exposure or +1 to checks.


Spoilage After Storage

Each week, roll 1d20 per specimen:
1–2 Spoils | 3–5 −25 % TV | 6–20 Stable.
Cold vaults or hermetic jars may negate this check.


Exposure (Option Rule)

After ten failed or partial harvests, roll on the Contaminated Edge table: luminescent veins, new resistances, or madness marks—the hunter’s body reflects what it has taken.


DM Quick Summary

  1. Check Survival/Medicine to Harvest.

  2. Check Arcana/Medicine to Preserve.

  3. Apply time & environment modifiers.

  4. Determine TV from success.

  5. Optional infusion or sale.