The First Age

###

###

Dark Age

###

Faiths of Rannoth

After the Dawn War subsided, most of the gods have been rather distant, rarely interacting with the mortal world. There are some exceptions of course.

The Twelve

The Twelve are the most revered gods in Rannoth. Many races (and even some nations) have their own pantheons, but most people revere at least one of the Twelve. The four evil gods of the Twelve are worshiped out of fear, an attempt to please them and avoid their wrath.

The Twelve

The Twelve are the most revered gods in Rannoth. Many races (and even some nations) have their own pantheons, but most people revere at least one of the Twelve. The four evil gods of the Twelve are worshiped out of fear, an attempt to please them and avoid their wrath.

Each month in the Athusian year is dedicated to one of the Twelve.

The Twelve

The Twelve are the most revered gods in Rannoth. Many races (and even some nations) have their own pantheons, but most people revere at least one of the Twelve. The four evil gods of the Twelve are worshiped out of fear, an attempt to please them and avoid their wrath.

The Sin'qura Pantheon

The three central gods of the sin'qura are the Sisters of Entropy, their progenitors and masters. According to the Books of Sorrow, the Sisters created the sin'qura

The Gods of Rannoth

Deity Alignment Domains Symbol
Serelath, goddess of metallic dragons LG Light, Life A dragon with angelic wings flying upwards
Sybion, god of war and valor NG War Flaming sword
Hulmiir, god of dwarves and the forge LG Knowledge, War Hammer striking an anvil
Gaven Truthvale, god of music and travelers CG Trickery, Travel
Xedon, god of the dead LN Repose* A skeletal hand holding a set of scales
Thalasos, god of storms CN Tempest Trident with a lightning bolt on each side
Renitheil, goddess of elves and nature N Nature, Knowledge A skeletal hand holding a set of scales
Erathis, goddess of civilization and invention LN Civilization Half of a gear
Chandra, goddess of magic and time N Arcana A skeletal hand holding a set of scales
Khorne, god of slaughter CE War Horned skull
Nergal, god of disease N Death, Life three open interlocked rings
Archon, god of tyranny LE Trickery, War Iron gauntlet clenched in a fist
Verath, god of chromatic dragons LE Death, Trickery Jagged spiral with a dragon's head at the end
Slaanesh, goddess of hedonism NE Arcana, Trickery Hooded face
Sisters of Entropy, goddesses of the void CE Entropy Three diamonds
Why Life for the sickness god?

The Life domain is certainly not occupied by Nerghal, but some of his clerics act as doctors, curing illnesses and working to end outbreaks of disease. These nobler clerics of Nerghal are represented by the Life domain.

Of course, just as many spread disease in the Rot King's name.

Sybion

King of Valhalla, Lord of Battle

Sybion is the god of war, glory through battle, and

Sybion's angels, the Exarchs, are known for having arrays of blades in place of wings. Prayers to the Lord of Battle are often on the lips of warriors.

Xedon

The Soul Warden, Lord of the Dead

Xedon is the overseer of souls transitioning into the afterlife. After his angels, the Azrael (celestial for “reaper”), retrieve the souls of the deceased, Xedon weighs the soul to determine its purity. If it weighs less than a feather, the soul is to enjoy a happy afterlife. If it weighs more than a feather, the soul is condemned to punishment in Hades, Xedon’s astral domain, until the Soul Warden deems that they have learned their lesson. He does not enjoy punishing the damned, although he accepts it as his duty.

The Soul Warden teaches that death is a natural force, and is not to be feared. Undead are an affront to the universe as such, “living” on after their time came. There is a schism amongst Xedon’s followers regarding his opinion on resurrection magic, some think it is cheating death, and souls that were raised are punished after their final death, others think he tolerates it.

Archon

Lord of Kha, the Oppressor, The Iron-Fisted One

Once the Archangel of a god long forgotten, Archon betrayed his master during the Dawn War, killing him and taking his astral domain of Kha for himself, purging all knowledge of this god (who is now known as He-Who-Was). Then he created the devils from the dead god’s essence to act as his angels. Archon is cold, calculating, and ruthless, and wishes for all of the planes to be ground under his iron boot.

Very few pray to Archon (besides attempts to appease him),

Khorne

The Bloodwolf, Blood God, Lord of Skulls

Khorne is a god of violence often worshiped by orcs and barbarians. His domain covers the most basic and brutal of sentient emotions and actions, such as hate, anger, rage, war and killing. Every act of killing or murder in the material universe gives Khorne power; the more senseless and destructive, the better. According to legend, the Blood God is Sybion's brother, but the two became fierce enemies after Khorne murdered their father. The Lord of Skulls sits upon the Skull Throne, a iron throne which rests atop a massive pile of skulls.

Khorne is worshipped on the battlefield. His hymns are the sound of steel on steel, his prayers are the blows of hammer and axe and the bellowing of "Blood for the Blood God! Skulls for the Skull throne!" and his sacrament is blood spilled in his name.

Nerghal

The Plaguefather, Rot King, Grandfather Nerghal

Nerghal is the god of stagnation, death and decay, signifying the end of things in the material realm. Nerghal can be considered the god of everything, as no matter how permanent anything may seem: they will all eventually whither and decay overtime.

Nerghal's followers refer to him as Grandfather Nerghal, and usually paint their armor in putrid shades of green, brown, and yellow. The Rot King's clerics often act as plague doctors, working to end outbreaks of disease. Of course, they spread illness just as often as they ward it off.

Sisters of Entropy

Lord of Kha, the Oppressor, The Iron-Fisted One The Sisters — Xivu Arath, Savathûn, and Auresh — are some of the oldest entities in the universe. They are mostly worshiped by the sin'qura, although there are cults dedicated to them across the globe, and the mad Vyshann Elves of the Rothos Jungle revere the Sisters.

Xivu Arath: Xivu Arath is the youngest of the Sisters, and the most warlike of the three.

1

PART 1 | FANCINESS

The Three Kingdoms

Athus has recovered from the dark age which followed the Demonic Invasion. is now in a renaissance, and dominated by three large nations: The Holy Athusian Empire, the Tathosan Protectorate, and the Hobgoblin Kingdom. While other powers exist in the region, such as the orc crime lord Tannaruk or the Dwarven Enclave, the Three Kingdoms have control over the region

Ten years ago, the Golden Crusade rocked the region. Forces from the Holy Athusian Empire invaded the Tathosan Protectorate.

Holy Athusian Empire

The Empire was restored in the year 543 4A with the Pact of the Golden Dragon, which merged Wolfwater, Waymoor, and several smaller villages between into a single nation ruled by the Church of Serelath. The empire is ruled by the Veledict, Alan Lionstride, who leads the High Council and the Temple of Serelath.

Arcane magic is forbidden within the Empire, partially as a result of the war with the Tathosan Protectorate, and also due to the Empire's infamous hatred of "witchcraft." Divine magic is near universal in the Empire.

Wolfwater

The capital of the Holy Athusian Empire, the city of Wolfwater is home to the Cathedral, the primary temple of the Church of Serelath, and the largest religious building in Athus, as well as the building used as a meeting place for the High Council.

The city is guarded by a series of large stone walls and iron gates, and is defended by an order of paladins called the Iron Circle.

Waymoor

A medium-sized town situated at the northern edge of the Underchasm, Waymoor is a frequent stop for travelers, due to it's position on the Dragonsmaw Trail, a major trade route that traverses most of the coast of the Dragonsmaw Gulf. Currently ruled by Lady Ancelin Khalid, granddaughter of famed adventurer Stephen Khalid. Waymoor was once home to several influential figures, such as the Chairbender founder Thokkren Vo'grash and the former headmaster of the Vestur Monastery, Rodarick Ironpalm.

A sin'qura hive called the Blood of Arath lives below the town, who often cause trouble for the citizens.

Tathosan Protectorate

The Protectorate possesses the most advanced technology in Athus due to their near-universal use of arcane magic.

Vestur

Vestur grew around the monastery in the nearby Vestur Mountains, where the famous dragonborn monk Rodarick Ironpalm once trained then became the headmaster of the monastery. The town now possesses a prestigious academy for Awakened individuals to hone their psionic powers.

Skamosaria

Once a prison island known as Ravenhold, the island was overtaken by inmates led by Skamos Sorrow in the Fourth Age, and eventually it became an independent city. Skamosaria is now a lawless hive of scum and villainy.

The city is known for the large number of warforged serving in the town guard.

The Wilds

Southwestern Athus has yet to recuperate like the rest of the region, and still lies as a chaotic, lawless expanse of wilderness. Feudal towns of various races and governments hold out against the monsters, bandits, and Ascuan and Hobgoblin forces pushing into the region.

The Jorash'tar

A savage horde of orcs who plague the Wilds, taking what they please and killing those who attempt to resist.

In recent years, the former warlord of the Jorash'tar was usurped by an orc called Tannaruk, armed with a magic flaming sword. The orc horde has increased their cruelty under Tannaruk's command, often taking more prisoners in raids only to torture them to death at a later date.

Dwarven Enclave

The mountain range known as the Tarrasque's Teeth is home to several dwarven settlements. The Enclave expands underneath Athus for miles in every direction from the Tarrasque's Teeth.

Once at war with the now-broken kingdoms of the drow, the dwarves of the Enclave now clash with the sin'qura.

Ascua

Ascua has been ruled by the Belmont family for over 200 years, and stood as a symbol of peace and stabilty during the Fourth Age. The most recent king, Morghan II, was a just ruler who broke down racial divides between humans, and the elf and dwarf minorities.

This all changed ten years ago during a vicious coup led by the King's younger brother Rhagar and a cabal of power-hungry conspirators left Morghan dead and Rhagar himself in power. He proclaimed his fellow conspirators Dukes and gave them keeps, land, and power. Rhagar passed laws branding non-humans to be second-class citizens, and instated martial law across the kingdom.

Ascua went to war with the Tathosan Protectorate a few years ago. Neither nation has yet to fully recover.

Alanor

Home to King Rhagar's palace, Alanor stands as one of the oldest cities in

Corinas

The elvish kingdom of Corinas isn't considered a part of Athus, but the northern region which contains the kingdom's captial borders the region.

Once a part of the elvish empire of Rhuul which spanned central Rannoth, the dread lich Azur destroyed the heartland of the empire at the end of the Second Age, transforming the fertile land into a barren desert known as the Wastes of Rhuul. Corinas has taken

Seoren Isles

An island chain off the coast of eastern Athus, the Seoren islands are controlled by savage minotaur pirates. A fair number of humans, orcs, and some warforged (left behind from the war), also live in the islands, but are frequently raided and slaughtered by the forces of the feudal Sword Princes.

Kothas

Ruled by the Sword Prince Asteron Thunderfist, Kothas is the largest settlement in the Islands and the de facto capital. The town is run by the minotaur tradition of Skola Law, where might makes right and the strong can do as they please with the weak.

At the center of the town is a great coliseum called the Circus. Here, gladiators and prisoners fight to the death for Asteron's amusement.

Mithos

Mithos used to be a backwater town on the outskirts of the Seoren Isles, until a large vein of mithral ore was discovered under the island. Now the City of Mithral is the wealthiest town in the islands - and possibly all of Athus.

The city is not ruled by a minotaur Sword Prince, but rather the Council of Knives, a group of wealthy human elders who have absolute control over the city. The streets are clean, crime is minimal, and all are prospering under the rule of the Council and the warforged known as Talons who watch over the city.

Mithos has a fierce rivalry with Kothas, and rumours on the streets of both cities claim that the two are preparing for war.

Lands Beyond

Three other continents exist on Drar: the humid, ruin-laden Cabane, the vast, giant-controlled Oduin, and the Frostfell at the North Pole. Each is home to untold riches - and untold danger. The Underdark is also considered another continent in it's own right by some.

The Underdark

Once home to a vast empire of dark elves, the sin'qura have overrun the Underdark,

Cabane

Humankind's homeland, Cabane was once home to lush jungles, vast cities, and arcane wonders. After a long war between the human empire and the yuan-ti, a

Races of Athus

Many races inhabit the lands of Rannoth, or the Underdark beneath it. Others still inhabit the lands beyond the seas, and few in Rannoth have even laid eyes upon them.

Humans

The most populous race in Rannoth, humans are native to the southern continent of Cabane, where they ruled a powerful empire which built arcane wonders unlike any the world has seen before or since. After a war against the serpent kings of Najara ended with a magical cataclysm which shattered the continent, most of the old empire’s citizens fled for Rannoth, where the colonies in southern Rannoth became the foundation of a new kingdom, and the first page of a new chapter of history.

Human Society

Little is known about the old empire in Cabane. The Shan Empire was founded not long after humanity fled to Rannoth. Over the course of the Second and Third Ages, humankind spread across Rannoth, building nations and kingdoms across the continent. The Holy Athusian Empire was conquered in eastern Rannoth under Serelath’s banner, while the northern region of Norramun was settled by the burly, seagoing Nords. Central

Human Religion

Little is known about the old empire in Cabane. The Shan Empire was founded not long after humanity fled to Rannoth. Over the course of the Second and Third Ages, humankind spread across Rannoth, building nations and kingdoms across the continent. The Holy Athusian Empire was conquered in eastern Rannoth under Serelath’s banner, while the northern region of Norramun was settled by the burly, seagoing Nords.

Dwarves

Native to the world's northernmost regions, the dwarves have endured much hardship across their races long history. According to dwarf legend, the dwarves first came to Rannoth from the

Dwarf Society

To a dwarf, clan is everything, and the dwarves have a sense of working for the clan unlike any other race. They have Most dwarf clans live in the Ghul Be'el between Norramun and the western border of the Hobgoblin Territory. The dwarves were at war with the elves for over three hundred years during the Second Age, an event known as the War of Three Centuries. The cause of the war is long forgotten; but the wounds and tension between the two races still stands, thousands of years later.

Dwarves rarely utilize arcane magic (they associate it with elves), but divine magic is very common amongst them. Dwarves also utilize the naal kaurit, a mystical art similar to those used by monks which controls stone,

Dwarf Religion

Most dwarves worship Hulmiir and his pantheon, known as the Kestaz.

Elves

Once native to central Rannoth, the heartland of the elves' empire, Rhuul, was destroyed by the lich Azur

Dwarf Society

To a dwarf, clan is everything, and the dwarves have a sense of working for the clan unlike any other race. They have Most dwarf clans live in the Ghul Be'el between Norramun and the western border of the Hobgoblin Territory. The dwarves were at war with the elves for over three hundred years during the Second Age, an event known as the War of Three Centuries. The cause of the war is long forgotten; but the wounds and tension between the two races still stands, thousands of years later.

Dwarves rarely utilize arcane magic (they associate it with elves), but divine magic is very common amongst them. Dwarves also utilize the naal kaurit, a mystical art similar to those used by monks which controls stone,

Dwarf Religion

Most dwarves worship Hulmiir and his pantheon, known as the Kestaz.

Dragonborn

Once the slaves of the dragon masters of Rannoth during the First Age, the dragonborn rose against the dragons

Dragonborn Society

Most dragonborn live in the kingdom of Arkhosia in southwestern Rannoth, although there are scattered communities of dragonborn across the continent. These communities are often rather isolated and xenophobic.

Dragonborn consider honor to be very important, and have deep loyalties to their clan.

Dragonborn Religion

Dragonborn almost always revere either Serelath or Verath. A relatively new religion in Arkohisa known as the Temple of Reformation

Tieflings

Born in a crucible of blood and steel, subject to gossip and hatred, the life of a tiefling is a hard one. After the Demonic Invasion which ended the Third Age, fiendish magics were absorbed into the land, where they remained long after the fiends were banished. Centuries later, humans continue to be born infused with the essence of an evil long defeated.

Tiefling Society

Tieflings have no homeland, and no true culture. Waymoor and Demonfall are home to large populations of tieflings. The Blood Hawks are a large crime syndicate that operates out of Waymoor, and is mostly controlled by tieflings. Due to their demonic heritage and the actions of the Blood Hawks, tieflings are subject to much scrutiny and hatred.

Tiefling Religion

Tieflings worship the same gods as humans, but they often worship the Dark Four, especially Archon.

Warforged

During the war with Ascua, the Tathos Protectorate began to manufacture constructs to fight on their behalf. The warforged proved to be ruthless warriors, turning the tide of the war. But as new batches of warforged were constructed by artificers and sent off to battle, they slowly began to develop consciousness.

By the end of the war, the warforged were truly alive; a new breed of being known as living constructs. They were nearly dismantled after the war's end, but a warforged known as Prophet negotiated for their emancipation. Now the warforged roam a world which fears them, seeing them as merely bloodthirsty killing machines.

Warforged Society

Warforged have yet to truly create their own culture, as the war ended three years ago, and the warforged have only been free for that long. Most warforged take up occupations that involve battle, such as a town guard, mercenary work, or joining a military. Warforged are scattered across southern Athus and the Seoren Isles, but large populations exist in Skamosaria and Mithos. There are also reports of warforged settlements in the Wilds as well.

A enigmatic figure exists in warforged circles known as the Lord of Blades. The Lord of Blades preaches warforged superiority over the other races.

Warforged Religion

Warforged aren't particularly religious, but often revere Sybion or Hulmiir. The Lord of Blades has also constructed a cult of personality.

Sin'qura

Bloodthirsty slavers, powerful witch-queens, feral thralls, mad warlocks. All are in the realm of the sin'qura, the insectoid masters of the Underdark. Little is known about them, but all scholars are in agreement of two things: the sin'qura are not of this plane, and they desire nothing but the extinction of all life in this world — and possibly others beyond.

Sin'qura Society

Sin'qura live in large hives of over a thousand individuals. Each is ruled by a single queen, often a powerful spellcaster. The queen has four or five elite knights

Clerics

The gods are distant and rarely interact with the mortal world. Their will is usually carried out by clerics, the most pious believers. Clerics often work in service to their god's temples, but some work alone, either by choice or due to being ostracized in some manner.

The faith of Serelath is the most common in Athus, due to the region once being under the control of a theocracy. The reborn Holy Athusian Empire has reinstated the Church of Serelath as the official temple of the empire.

Divine Domains

Clerics in Rannoth have the following Divine Domain options, in addition to the options presented in the Player's Handbook and Sword Coast Adventurer's Guide.

Repose Domain

The power of death is not exclusively wielded by necromancers and dark priests. Non-evil gods of death often empower their clerics with the ability to enforce the cycle of life and death. Some are enforcers of death's final justice, punishing the wicked whether they are truly alive and have profaned the cycle of life or are living dead in need of absolute demise. Others are caregivers who ease the suffering of the dying, seeing them to their ultimate end while making their last days as comfortable as possible.

Followers of Anubis, Jergal, Kelemvor, Nephthys, Urogolan, and Xedon are among those who wield the repose domain's power. However, there are a few peculiar cases for a cleric taking on the Repose domain to consider. In the world of Greyhawk, the goddess Wee Jas tolerates the presence of undead, as long as their remains were not stolen or desecrated and the deceased is willing. And, while the Blood of Vol philosophy in Eberron is considered a non-evil deity, they praise immortality and unlife and are unsuitable as a faith for this domain.

Repose Domain Spells
Cleric Level Spells
1st false life, sanctuary
3rd gentle repose, warding bond
5th speak with dead, feign death
7th aura of life, death ward
9th raise dead, slay living

Bonus Cantrip

When you choose this domain at 1st level, you gain the chill touch cantrip if you don't already know it.

Deathwatch

Starting when you choose this domain at 1st level, you are able to detect the presence and absence of life energy around you. As an action, you can detect the presence of any undead creature within 30 feet. You also detect any living creatures that have fewer than one-quarter of their maximum hit points remaining, as well as any constructs with hit dice equal to or lower than your cleric level.

You must maintain concentration on this ability as if it were a spell, and you can maintain it's effects for up to 1 hour. After your concentration ends, you cannot use this ability again until you've finished a short or long rest.

Channel Divinity: Touch of Death

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch.

When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Paladins

Paladins in Rannoth have the following Sacred Oath options, in addition to the options presented in the Player's Handbook and Sword Coast Adventurer's Guide.

The Alabaster Banner

The strong arm of the Temple of Serelath, the knights of the Banner are the largest order of paladins in the Three Kingdoms.

Paladins of the Alabaster banner usually swear the Oath of Devotion or the Oath of the Crown (see the Sword Coast Adventurer's Guide).

The Iron Circle

The city of Wolfwater is defended by an order of paladins called the Iron Circle. They wear dark, uncolored armor, and wield undecorated warhammers. The Iron Circle have sworn to defend the city from all threats, within and without.

Paladins of the Iron Circle typically swear the Oath of the Crown.

The Darkblades

The strong arm of the Temple of Serelath, the knights of the Banner are the largest order of paladins in the Three Kingdoms.

Darkblades are almost always Paladins of Vengeance.

Dragon Knights

Dragon knights are Arkhosian special forces that take on the powers of a dragon. The order was founded in Arkhosia during the Dragon Wars of the Fourth Age, a twenty year-long crusade by the Arkhosian warlord Zhrahazar to conquer Rannoth. The crusade was unsuccessful, but Arkhosia is still gripped by xenophobia and militarism.

Dragon knights exclusively swear the Oath of the Dragon.

Chairbenders

The Chairbenders were founded by the paladin Thokkren Vo'grash in the late Fourth Age. They are a powerful peace-keeping force in western Rannoth, especially the Orcish Confederation. Chairbender regiments do exist in Athus, but are much less influential. The order is currently led by Tamigur Vo'grash, Thokkren's granddaughter.

The Chairbenders are one of the largest paladin orders in Rannoth, as they care not about your race, faith, or nationality; all that matters is a desire to keep peace in a dangerous world.

Oath of the Chairbender

The Chairbenders were founded by the paladin Thokkren Vo'grash in the late Fourth Age. They are a powerful peace-keeping force in western Rannoth, especially the Orcish Confederation. Chairbender regiments do exist in Athus, but are much less influential.

A key element of Chairbender doctrine is the concept of the "Weapon Within," the acknowledgement of the value of all things, especially in combat. Chairbenders are known for their love of improvised weapons, often choosing to weaponize (hence the order's name) instead of utilizing true weapons.

Tenents of the Chairbenders

The tenents of the Chairbenders are simple.

Adaptability. While no chairbender would ever part with his seat, always keep a close eye on enemies, opportunities, and chances to learn or gain.

Humilty. Chairbenders are not rulers or leaders, nor are they meant to be. Each chairbender is taught to be the stepping stool for the next generation of heroes, leaders and scholars.

Courage. Always act, fear cannot hurt you, but if you fail to act, what you fear may harm others.

Heart. Undertake your own profession, be a good friend, partake in the more luxurious parts of life, so long as you are always aware of the evils around you, and put a stop to them as they grow.

Oath of the Chairbender Spells
Paladin Level Spells
3rd catapult, command
5th enhance ability, calm emotions
9th aura of vitality, erupting earth
13th staggering smite, Otiuluke's resilient sphere
17th geas, circle of power

Channel Divinity

When you take this oath at 3rd level, you gain the following channel divinity options.

The Weapon Within. As an action, you can reach into a solid material (such as wood, stone, or metal) and pull out a melee weapon of your choice made of this material. You can make a single melee attack with this weapon as part of this action. This weapon lasts for 10 minutes, after which it crumbles.

Take a Seat. As an action, select one creature you can see within 30 feet. That creature must make a successful Strength saving throw or be restrained. While in the chair, you have advantage on all Charisma checks to interact with it. The chair lasts for 10 minutes, or until your concentration is broken.

No Weapon, No Problem

At 7th level, you gain proficiency with improvised weapons. In addition, your improvised weapons deal an additional 2d4 damage of the same type as the weapon. At 18th level, your improvised weapon attacks deal an additional 4d4 damage.

Turn the Tables

Beginning at 15th level, when another creature you can see hits you with an attack, you can use your reaction to add your Charisma modifier to your AC for that attack, potentially causing the attack to miss you. If the attack misses, you may spend a spell slot to deal damage to that creature as if you used the Divine Smite feature.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses after a long rest.

Raise the Roof

At 20th level, as an action, you can tap into the weapon within your surroundings, causing the ground to tear free and fly around you. For 1 minute, debris flies around you in a 30 foot radius around you, battering your enemies and shielding your allies. Whenever an enemy creature starts it's turn in the flying debris, it takes 10 bludgeoning damage. In addition, attack rolls against friendly creatures within the flying debris have disadvantage.

After using this ability, you must finish a long rest before you can use it again.

Oath of the Dragon

Also known as dragon knights, paladins who take this oath are elite warriors of Arkhosia, imbued with draconic magic and a fanatical devotion to their nation. The Oath of the Dragon was developed in Arkhosia during the Dragon Wars of the Fourth Age, a decade-long crusade by the Arkhosian warlord Zhrahazar to conquer Rannoth. The crusade was unsuccessful, but Arkhosia is still gripped by xenophobia and militarism.

The ritual of taking the oath involves five trials d etermined by the aspiring dragon knight's master. After these trials are complete, the apprentice is bathed in dragon blood while chanting the oath.

Restriction: Dragonborn Only

The master dragon knights of Arkhosia will only accept dragonborn as apprentices.

Your DM can lift this restriction to better suit the campaign.

Tenents of the Dragon

Those who swear the Oath of the Dragon devote themselves to Arkhosia. All else is cast aside in favor of fanatical patriotism.

Duty. My country is my life. All else is secondary.

Superiority. Arkhosia is superior to all other cultures. Those who challenge us will perish.

Rise Again. Arkhosia is a sleeping dragon. We shall rise again.

Heart. Undertake your own profession, be a good friend, partake in the more luxurious parts of life, so long as you are always aware of the evils around you, and put a stop to them as they grow.

Oath of the Dragon Spells
Paladin Level Spells
3rd chromatic orb, thunderwave
5th alter self, Aganazzar's scorcher
9th fear, fly
13th conjure minor elementals, stoneskin
17th flame strike, hold monster

Channel Divinity

When you take this oath at 3rd level, you gain the following channel divinity options.

Breath Weapon. You can use your action to exhale destructive energy.

Draconic Roar. As an action, you let out a dragon-like roar. All hostile creatures within 30 feet of you must succeed on a Wisdom saving throw or be frightened of you for 1 minute.

Blood of the Wyrms

Also at 3rd level, you gain the Draconic Ancestry racial trait if you do not already have it.

Aura of Resilience

Starting at 7th level, you and creatures within 10 feet of you have resistance to one of the following damage types: acid, cold, fire, lightning, or poison. After a short or long rest, you can change the damage type this aura affects.

At 18th level, the range of this aura increases to 30 feet.

Turn the Tables

Beginning at 15th level, when another creature hits you with an attack, you can use your reaction to add your Charisma modifier to your AC for that attack, potentially causing the attack to miss you.

Dragon Soul

At 20th level, you can take on the form of a dragon. You may grow a tail, or large dragon-like horns and claws. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You gain immunity to a damage type determined by your draconic ancestry.

Artificer

A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned noble heir.

A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.

A gnome touches her the cold iron skin of her hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway.

Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders.

The Structure of Magic

In the worlds of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.

The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.

Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.

Experimentation and Understanding

A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.

Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.

The Artificer

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Artificer's Knowledge, Spellcasting 3 4 2
2nd +2 Infuse Equipment (d6), Brew Potions 3 5 3
3rd +2 Artificer Tradition, Craft Homonculus 3 6 4 2
4th +2 Ability Score Improvement 4 7 4 3
5th +3 Infuse Equipment (d8) 4 8 3 3 2
6th +3 Artificer Tradition Feature, Infuse Weapons and Armor 4 9 4 3 3
7th +3 Ritual Master 4 10 4 3 3 3 1
8th +3 Ability Score Improvement 4 10 4 3 3 3 2
9th +4 Infuse Equipment 5 11 4 2
10th +4 Spell Storing Item 5 13 4 3
11th +4 5 14 4 3 1
12th +4 Ability Score Improvement 5 15 4 3 2
13th +5 5 16 4 3 3
14th +5 Artificer Tradition Feature, Spell Storing Item, Superior Artifice 5 17 4 3 3
15th +5 Infuse Equipment (d12) 5 18 4 3 3 1
16th +5 Ability Score Improvement 5 19 4 3 3 2
17th +6 5 20 4 3 3 2
18th +6 Spell Storing Item 5 22 4 3 3 2
19th +6 Ability Score Improvement 5 22 4 3 3 3
20th +6 Perfect Infusion 5 22 4 3 3 3

Class Features

As an artificer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per artificer level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per artificer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: One of either alchemist's supplies, calligrapher’s supplies, cobbler’s tools, glassblower’s tools, jeweler’s tools, leatherworker’s tools, mason’s tools, painter’s supplies, smith’s tools, tinker’s tools, weaver’s tools, or woodcarver’s tools.

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, any simple weapon, and one set of artisan's tools.

Tannaruk

Tannaruk is a orc bandit lord who found Flamereaper, a hellish greatsword forged by a tiefling general during the Demonic Invasion. He quickly took control of his clan, and began recruiting nearby bandits into his empire. Eventually


Tannaruk

Medium humanoid (orc), neutral evil


  • Armor Class 15 (scale mail)
  • Hit Points 71(11d8 + 22)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Languages Common, Orcish, Infernal
  • Challenge 3 (700 XP)

Aggressive. As a bonus action, Tannaruk can move up to his speed towards a hostile creature he can see.

Hellish Fury. All of Tannaruk's weapon attacks deal 1d8 extra fire damage (included in the attacks).

Spellcasting. Tannaruk is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Tannaruk knows the following warlock spells: 1st level:

Actions

Flamereaper. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 13 (2d10 + 3) slashing damage plus 5 (1d8) fire damage.

Hellish Blast