Character Options and Rules for Space Farers

The incomparable guide to the Tarsys Galaxy, its inhabitants and way of life.

Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.


©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Table of Contents

Races

Astrael............................................................................................ 2 Backgrounds

Planetary Settler ......................................................................... 4

Omen-Bound ................................................................................ 4

Asteroid Miner ............................................................................. 5

University Student ...................................................................... 5

Voidwatch Veteran...................................................................... 6

Medic.............................................................................................. 7

Subclasses

Artificer: Astral Engineer........................................................... 9

Cleric: Truth Domain ................................................................. 8

Druid: Circle of Harmony........................................................ 16

Monk: Way of the Great Path................................................. 13

Paladin: Oath of Horizons....................................................... 14

Sorcerer: Voidborn................................................................... 15

Warlock: Otherworldly Patron: Living Star ........................ 12

Wizard: School of Astromancy............................................... 11 Astromancy Magic

Spell Lists .................................................................................. 17

Spells .......................................................................................... 18 Feats................................................................................................ 21 Additional Familiar Options.................................................... 21 Wild Shape Options................................................................... 22 Calendar and Holidays.............................................................. 24 Tarsys Galaxy

Solar Systems............................................................................ 24

Settled Planets.......................................................................... 24

Outer Systems........................................................................... 26

Rimworlds.................................................................................. 26

Feywild......................................................................................... 27

Shadowfell.................................................................................. 27

The Void...................................................................................... 27

The Underdark.......................................................................... 27

The Realm Beyond.................................................................... 27 Additional Inventory and Magical Items

Glimmerglass............................................................................. 28

Starfire........................................................................................ 28

Holy Symbols............................................................................. 28

Teas and Tisanes....................................................................... 29

Medical Supplies....................................................................... 30

Items Wondrous and Strange................................................ 31 Pantheon

Choosing Your Path.................................................................. 32

Inner Gods.................................................................................. 32

Outer Gods................................................................................. 37 Additional Rules

Character Limitations.............................................................. 40

Curses.......................................................................................... 40

Potions Rule............................................................................... 41

Death in Tarsys.......................................................................... 41

Space Travel............................................................................... 41

Teleportation.............................................................................. 41

1

TABLE OF CONTENTS

Astrael

Born of nebulous matter, comet trails and star stuff, Astraels are thought to be the mortal children of Living Stars. Whether this is true, none know; as Astraels have no origin story of their own. As old as the uiverse itself, an Astrael knows that they are made of the very matter that both creates and destroys. The Astrael have always been and always will be. Sometimes this view causes them to be seen as superior and aloof, even by Elven standards.

Astraels know. They love the space they are descended from. They rarely live planetside, preferring the vast expanse of space to the heaviness of gravity. They adore beauty in all its forms, from nature to music to the lights of distant stars.

Ethereal and Strange

An Astrael is a often considered a strange sight to most, drawing stares where they walk from members of other races. They tend to be taller than the average human, ranging from around 6 feet tall to just over 7 feet. They are slenderly built, usually weighing between 100 and 200 pounds. Males and females are about the same height and build and it is often hard for other races to tell the difference between them.

Astrael coloration always reflects their origins in some way. They have wide eyes that often shine with starlight, and while they have noses, they are not a protruding appendage as with most other races. Their skin can appear in a range of colors, often appearing as though scattered with nebulous matter, the trails of solar flares or even the sparkling ice of a comet trail. Most are bald, though they can grow hair (usually in bright shades) if they wish.

Astraels prefer to dress simply, allowing their natural coloration to be enhanced by their clothing, not diminished.

Eternal Perspective

Contrary to popular belief, Astraels are not immortal. They share a lifespan similar to Elves, living on average around 7 to 800 years, though they can live longer. To live to be 1000 is an auspicious year and is widely celebrated.

With this longer view of the world Astraels tend toward calm patience rather than quick action. They are more likely to be logically inclined rather than impulsive, and are more insightful than judgemental. When pursuing a goal, learning a new skill or preparing for an event they can become single-minded in their focus, making them detail oriented if a bit forgetful.

Astraels love to explore and expand known horizons. They are capable in the face of danger, and yet are willing to explore all avenues before commiting to violence. When provoked they can be brutal and unforgiving.

To the Stars

Astraels are born and raised in small conclaves in distant corners of the galaxy. Some call the backs of comets home, others live in asteroid belts. Many are born on ships and never set foot planetside in their lives. This makes finding their homes difficult, giving them a natural protection from those that would invade and destroy.

Astraels encountered planetside and within societies not their own tend to be more curious than average. They either wish to explore new frontiers not offered by their home conclave, or are fascinated by the creations of other races and hve chosen to live among them for a time in order to learn.

Astrael Names

Astraels are considered children until the age of 50, and young adults until the age of 100 when they are deemed old enough to decide their own plaths.

During their childhoods they are known by names given by their parents. On the day they decide their path in life they choose a new name to be known by. Child-names are used thereafter only by family and close intimate friends. Sometimes the adult name of an Astrael is taken on as an exstension of their child-name in a similar way as a surname is for a human, though it is distinctly theirs and does not represent their family.

Little distinction exists between male and female names, for Astraels tend toward names of celestial bodies and other space-associated names.

Child Names. Tauri, Eri, Lyrae, Ursa, Cygni, Altair, Aquila, Atria, Beid, Caph, Dalem, Fulu, Imai, Matar, Mira, Naos, Rigel, Sarin, Tabit, Tiaki.

Adult Names. Cephei, Alcyone, Leonis, Almaaz, Eridani, Bharani, Copernicus, Eltanin, Gnomeisa, Haedus, Kornephoros, Maasym, Merope, Pleione, Proxima, Rastaban, Sadalbari, Sirius, Toliman, Veritate.

Astrael Traits

Your Astrael character has a variety of natural abilities, the result of thousands of years living in the vast expanse of space.

Ability Score Increase. Your Constitution score increases by 2.

Age. Astraels reach physical maturity around the age of 50, they are not truly considered adults until the beginning of their first century and most adults that wander alone are often at least 200 years old.

Alignment. Astraels love space and exploration. They adore variety, beauty and new experiences. They value freedom above all else, and they are more often neutral than not and rarely ever turn toward evil.

Size. Astraels range from 6 to over 7 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to the darkness of space and the twilight of distant stars, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Void Resistance. You have resistance to Cold damage.

Voidwalker. You were born in the cradle of the void, and your body has adapted to its conditions. While you are in space you can hold your breath for a number of hours equal to your Constitution modifier (minimum 1). Additionally, you do not need a device to propel you through the void and can move on your own.

Lightborn. You know the starfire cantrip. Wisdom is your spellcasting ability for it.

2

RACES | ASTRAEL

Languages. You can speak, read, and write Common and Celestial.

Subrace. Three subraces of Astrael exist: starborn, cometborn and nebulaorn. Choose one of them for your character.

Starborn

As a starborn Astrael you are inclined to patience and to give others the benefit of the doubt. In the Tarsys Galaxy, starborn are the most prone to wandering and thus are the most common variety.

Starborn are more prone to wandering than other Astrael, and can often be found dwelling in places where schools and universities allow for learning and teaching.

Ability Score Increase. Your Intelligence score increases by 1.

Starlight. Your skin naturally produces dim light in a 5-foot radius around you as though glimmering with starlight. You can suppress this ability with an action.

Additionally you can transfer this light to another living being by touching them and using your action to do so. This effect lasts for 1 hour.

Cometborn

Cometborn are always on the move. They are naturally curious and tend toward exploration despite the risks. They make great archaeologists, anthropologists and sometimes produce mercenaries.

Cometborn don't often wander from their conclaves, as comets move through the heavens on their own. This allows them to get their fill of adventure from the comfort of home. The few that do leave often do so out of curiosity of another race or lifestyle.

Ability Score Improvement. Your Dexterity score increases by 1.

Deftness of Foot. You are always in motion, even when you seem still. As and action on your turn you can temporarily make yourself appear to be standing still by leaving an afterimage in your place. You become invisible when you move until the beginning of your next turn. This invisibility ends early if you attack or cast a spell.

Once you have used this ability you cannot use it again until you have completed a short or long rest.

Nebulaborn

Nebulaborn are the most reclusive of all Astrael. Content with their homes on the fringes of space they rarely leave their homes. While still curious, they value family first and discovery second.

Nebulaborn are rare among the other races and hate going planetside. When forced to endure the harsh gravity of most planets, they try to do so for the shortest amount of time possible.

Ability Score Increase. Your Wisdom score increases by 1.

One With Space. You have the ability to become one with your surroundings. You have advantage on Dexterity (stealth) checks in dim light or darkness and can attempt to Hide in these conditions even when you have nothing with which to obscure yourself. If you are in space when you use this ability, you become virtually invisible to anyone with a passive Perception of 15 or lower.

`

Height and Weight

You may roll for your character's height and weight on the table below. Then roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.

Base Height Base Weight Height Modifier Weight Modifier
6'0" 110 lb. +2d10 x (2d4) lb

3

RACES | ASTRAEL

Tarsian Backgrounds

The Player's Handbook and other resources provided by Wizards of the Coast provide a wonderful selection of backgrounds for you to choose from. The following section provides a few additional options specific to Tarsys.

Similar to the section provided in the Player’s Handbook, the backgrounds listed below provide proficiencies, languages, and equipment, as well as a background feature and sometimes a variant form. For personality traits, ideals, bonds, and flaws, most of the backgrounds in this chapter use a thematically similar background in the Player’s Handbook or Sword Coast Adventure Guide as a foundation.

Planetary Settler

Whether you chose to head to the frontier with the hope of a better life or grew up on a Rimworld, you have grown to be a determined and resilient person. You spent your formative years learning skills that will help you throughout your life. Now you are ready to leave your planet for the next adventure, be that settling a new world or exploring deep into the outer reaches of the galaxy.

You have the soul of a true explorer, and that shows in how you live your life. You might follow Horula, the god of adventure and navigation. Or Salar, determined to protect your fellow settlers. You may be a lover of the good, green earth and follow the path of Seela, the green mother. Whomever you choose to follow, you know that your diety walks with you and each step you take expands the horizon for future generations.

Skill Proficiences: Survival, Nature

Tool Proficiencies: One type of Artisan's Tools.

Languages: One of your choice.

Equipment: A set of artisan's tools with which you are proficient, a crowbar, an iron pot, a set of traveler's clothes, and a belt pouch containing 10 gp.

Feature: I Can Fix That

As a frontiersman you are viewed as determined, stalwart and reliable. Common folk view you as one of the best examples of who they are and you fit in among them without effort. You can find a place to rest or recuperate free of charge in exchange for a simple favor, such as performing a few tasks around the house. Folk will shield you from the law or anyone searching for you so long as it poses no threat to them.

Suggested Characteristics

Use the tables for the Outlander background in the PHB as the basis for your traits and motivations, modifying where appropriate to suit your identity as a planetary settler.

Your bond is likely associated with whatever Rimworld you helped settle or were raised on. Your ideal probably involves making your mark and creating a lasting legacy for future generations.


Omen-Bound

Transcending beyond race, class or lifestyle are those that become omen-bound. Often pitied by those who have never experienced it, the omen-bound do not see themselves as cursed or unfortunate. You have been chosen by one of the gods to fulfill a task that you are uniquely qualified for. Anything from helping a faithful cleric fulfill a mission to transporting a powerful artifact to helping a settlement recover from disaster, your task guides your footsteps.

Your task is one that has become deply personal to you, and you cannot rest until you have completed it. Until your task is finished you are bound to one specific diety and under their direction.

Skill Proficiencies: Religion, plus one from among Arcana, History and Insight.

Languages: Celestial

Equipment: A holy symbol of the deity to which you are bound, a set of traveler's clothes, a journal to keep record of your task, and a pouch containing 15 gp.

Feature: Insightful Prayer

Choose randomly to determine the kind of task to which you are omen-bound from the table below. Work with your Dungeon Master to come up with details: Why were you chosen for your task? Why is it important? Which deity are you bound to? You might prefer your DM to invent these details as part of the game, allowing you to learn more about your omen-bound task as your character does.

The Dungeon Master is free to use your omen-bound task as a story hook, sending you additional clues on how to complete your task or even throwing enemies at you that wish to prevent you from fulfilling your task.

As a part of your task you have the ability to ask your deity for aid through prayer. Your DM determines how helpful, cryptic or even whether or not your recieve an answer at all. You can use this ability to commune with your diety at any time, even if your question does not directly affect your task.

Omen-Bound Task
d8 Task
1 Locate an artifact or document
2-3 Locate a missing person
4 Provide aid to a rimworld settlement
5-6 Provide aid to a Cleric or Paladin
7 Deliver an important message
8 Escort a person or artifact

Suggested Characteristics

Use the tables for the Folk Hero background in the PHB as the basis for your traits and motivations, modifying where appropriate to suit your identity as an omen-bound travler.

Your bond might be directly linked to your task, or the diety from whom you recieved it. Your ideal might be influenced by what you hope to accomplish when your task is completed.

4

PLANETARY SETTLER | OMEN-BOUND

Asteroid Miner

You are a union member that works hard day-to-day to harvest rare metals from asteroids. You are a skilled engineer whose skills have elevated you to a skiff-barge to harvest starfire. You are an overseer of a mining fleet or a manager making sure that precious cargo gets where it needs to get.

While most miners are Dwarves or even Gnomes, not all of them are. Some come to seek fortune, others an honest wage. Either way, you are no stranger to hard work and honest labor.

Mining Specialty

Mining an asteroid belt is no small feat. Miners may come in all shapes and sizes, but each one has a speciality. Your specialty can be determined by the sort of miner you were or by rolling on the table below. Each specialty grants a different skill proficiency.

Specialties
d6 Mining Specialty Proficiency
1 Ore Miner Perception
2 Barge Pilot Survival
3 Overseer Persuasion
4 Manager Insight
5 Starfire Miner Investigation
6 Engineer Sleight of Hand

Skill Proficiencies: History

Tool Proficiencies: One of your choice from Vehicles (space), Mason's Tools or Tinker's Tools.

Languages: One of your choice.

Equipment: A set of artisan's tools with which you are proficient, a letter of introduction from your last employer, a set of common clothes, and a pouch containing 10 gp.

Feature: Rumor Mill

You come from the most common of folk the galaxy over: the miners. Miners tend to congregate in favorite local taverns to drink after a hard shift and share stories. Your ability to blend in among these common folk gives you the ability to get information from them without arounsing suspicion.

Commoners are happy to talk to you, willingly sharing stories and rumors about town. If you buy someone a drink, they may even be willing to share more in depth information with you, though you didn't hear it from them.

Suggested Characteristics

Use the tables for the Guild Artisan background in the PHB as the basis for your traits and motivations, modifying where appropriate to suit your identity as an asteroid miner.


Your bond might have something to do with the mining company you worked for or the people you worked with. Your ideal might be influenced by your amibitions to make a comfortable wage as a manager or even shareholder.

University Student

You are one of the lucky few who have been accepted to the University Arcanum on Brighthaven to recieve a higher education. Whether you chose to study magic, science or the space where the two of them meet, your education was first-class in every respect. With access to the finest minds in the galaxy and the largest library ever built, you have been fortunate in your endeavors to learn.

You might have been an apprentice to a great Sage, or the assistant to an innovative Engineer. You may have learned medicine from the best healers at the Medicae, or done research on obscure aritfacts for a Spellwright. You could have spent some time as an assistant Librarian or learning the art of the Alchemist.

Whatever your field of study, you have recieved the best of educations.

Skill Proficiencies: Arcana, History

Languages: Gnomish plus one of your choice.

Equipment: A writing kit (pouch with a quill, ink, folded parchment, and a small penknife), a library book on the subject of your choice, a set of common clothes, and a belt pouch containing 10 gp.

Feature: Arcanum Alumni

As a graduate of the University Arcanum, you have access to people and places that you would not otherwise have. You have a permanent membership to the Library Arcanum, allowing you to check out books at any of the Library's hubs without paying standard fees. This does not exclude you from late fees or fees attached to checking out more than the usual allotment of two at a time.

You can also gain an introduction to local wizards, engineers and healers that would otherwise turn you away. They are willing to give advice or aid in small ways so long as your request does not interfere with their own field of research or practice.

Suggested Characteristics

Use the tables for the Sage background in the PHB as the basis for your traits and motivations, modifying where appropriate to suit your identity as an alumnis.

Your bond might have to do with the masters you studied under or the university itself. Your ideal might be influenced by something you wish to accomplish in your life.

5

OMEN-BOUND | ASTEROID MINER

Voidwatch Veteran

Established in the year 522 of the 4th Age at the end of the Voidbreach War, the Voidwatch is is the only military force in the galaxy that draws soldiers from every race and creed across the galaxy. Led by a Commander selected by Alkaid himself, the Watch stands as an indepentant military organization similar to a mercenary company. The Voidwatch serves as the first and last line of defense between the Tarsys Galaxy and the creatures that lurk in the Void.

Whether you volunteered or were conscripted, you have served at least one tour with the Voidwatch out of Alkaid's Favor and were lucky enough to survive. You may have served on a warship patrolling the edge of the Void, or perhaps you were stationed on Alkaid's Favor or on one of the escort ships that accompanies the Living Star Askella as she vigilantly patrols the edges of that black abyss. No matter your posting, your time spent in the Watch, looking skyward for threats to the galaxy have marked you forever.

Skill Proficiencies: Acrobatics, Athletics

Tool Proficiencies: Vehicles (space)

Languages: Choose one from Celestial or Abyssal

Equipment: An unadorned uniform of equal quality to Traveler's Clothes, an insignia of rank, a letter of mark from your commanding officer, and a pouch containing 15 go.

Term of Service

The method in which you were brought to serve in the Watch shapes your experience within it, allowing different opportunities and shaping your time in the service. Your term of service can be dertermined by rolling on the table below. Each term of service grants a specialized feature as listed below.

Term of Service
d4 Service Type Feature
1 Volunteer Reliable Sword
2 Conscript Boots on the Ground
3 Comission Trusted Face
4 Transfer Experienced Eye

Feature: Reliable Sword

You volunteered for this madness, and people respect that about you. When you left the watch, you most likely did so as a noncommissioned officer of some standing, or perhaps were even granted a battlefield comission for bravery in the face of the enemies you've fought. This respect extends beyond military structures, allowing you to seek aid from other veterans of every stripe, no matter their current buisiness. This aid could come in any form, such as a free night's lodging at an inn or information from a city watchman who might otherwise be disinclined to trust a civilian.


Feature: Boots on the Ground

As a conscript, you were shoved immediately into the meat grinder of combat. Having seen the grittiest side of the Watch, you've seen battle in multiple environments, including in space. You are sure-footed and quick on your feet, allowing you to ignore difficult terrain in these environments. Work with your DM to determine which terrains your have this advantage in, choosing one for every four years you served in the Watch.

Feature: Trusted Face

As a former comissioned officer, you have expeirence leading men in combat. Your time in the Voidwatch was spent learning not only to lead soldiers, but also to act in an unofficial capacity as an investigator into strange happenings around the edges of the Void. Soldiers of every stripe may still recognize your rank and veterans of militaries, mercenary companies and city watches will be more inclined to trust your word even if they've never met you before. Some may even seek you out for aid in dire situations.

Feature: Experienced Eye

You spent several years within a standard military organization before you were transferred to the Watch. This experience allowed you to begin your service in a favored position, perhaps even as a noncomissioned officer. Your time spent in and out of other military structres allows you a unique perspective that will aid you in gaining access to places and people that might otherwise ignore your rank or term of service.

Suggested Characteristics

Use the tables for the Soldier background in the PHB as the basis for your traits and motivations, modifying where appropriate to suit your identity as a voidwatch veteran.

Your bond could be associated with the unit you served with or the ship you served on. Your ideal could be based on a determination to protect the innocent from the darkness of the void, or possibly an equal determination to avoid the things you encountered during your time in the watch.

6

VOIDWATCH VETERAN

Medic

You are one of an elite class. Your compassion for the plights of others has driven you to a life of service in the thankless field of healing. You have seen both the best and the worst of society, and this has shaped you.

You may have spent years studying to become a doctor or a nurse. Perhaps you spent time working as an orderly, lab technician or a physician's assistant. No matter your occupation, you spent some of the defining years of you life working in or around the medicaes of the galaxy and you are no stranger to hard, thankless work.

Skill Proficiencies: Insight, Medicine

Tool Proficiencies: Healer's Kit

Languages: One of your choice, coinciding with the local dialects of the community where your medicae was located.

Equipment: a healer's kit, a book on common diseases, a healer's robe, a set of common clothes, and a belt pouch containing 10 gp.

Feature: The Truth of the Matter

Your time spent in and around medicaes has given you a unique perspective on the mortal condition. While you may or may not be good with people, you are good at observing them. Given enough time, you are able to determine a creature's general state of wellbeing. The amount of time you take to observe a creature determines the information you learn. For every fifteen minutes you spend observing a creature, you can learn one of the following pieces of information: whether they are ill or injured, their level of exhaustion, what conditions they are affected by (if any) and if they are affected by a curse (and how severely).

Suggested Characteristics

Some medics become heavily jaded and begin to resent the thankless work they have heaped upon them. Others embrace their work, becoming more compassionate with each year that passes. Whether you enjoyed your time as a healthcare worker or not, your time at your medicae helped define you.

d8 Personality Trait
1 People fascinate me and I spend a lot of time watching them.
2 I have a macabre sense of humor.
3 I refuse to participate in anything that makes a mockery of other people.
4 A balanced diet is imperative to good health.
5 I am dedicated to my craft and seek out opportunities to improve my knowledge.
6 It is what it is. There's no reason to sugar-coat anything.
7 Swift decision making saves lives. Make a plan and stick to it.
8 Patience is required when dealing with people, but even that has a limit.
d6 Ideal
1 Equal. Everyone deserves to have access to healthcare, no matter who they are. (Any)
2 Mercy. Sometimes people need help to end their suffering and I can provide that relief. (Evil)
3 Moderation. Medicine is carefully regulated for a reason and must be distributed properly. (Lawful)
4 Dignity. Sometimes dignity is all we have left and we deserve that much. (Neutral)
5 Compassion. All beings, great and small, deserve kindness and respect. (Good)
6 Professional. I am a penultimate professional. You can't prove it was me making balloon animals out of gloves. (Chaotic)
d6 Bond
1 The medicae where I served holds a special place in my heart.
2 My life is defined by the service I provide to others and I am determined to leave the world a better place that it is.
3 Something bad happened that made me leave home, and I cannot return.
4 I was once accused of malpractice and I will return to my medicae with proof of my innocence.
5 Whether I like someone or not has nothing to do with whether or not I will help them.
6 My companions mean everything to me, and I will do all I can to protect and provide for them.
d6 Flaw
1 I often put the welfare of others before my own, sometimes to my own detriment.
2 I have a hard time admitting when I need help.
3 Cleanliness is next to godliness, I sometimes take this to the extreme.
4 People who aren't willing to help themselves don't deserve my kindness.
5 Sometimes I forget to eat when I get absorbed in a project or task.
6 Everything dies. Sometimes it needs help.

7

MEDIC

Truth Domain

Gods of truth and knowledge --- such as Velaqua and Alkaid are advocates of truth in all things. Truth in research, truth in justice, and truth between friends and family. They include gods that deal in lawmaking and lawkeeping as well as civilization and medicine. Their clerics are a neutral force in the world, bringing peace to conflict wherever they go. They inspire trust in the common folk, lending impartial ears to conflicts between offended parties and even serving as judges in a pinch. Among nobles they are considered trusted advisors and moral guides.

A cleric of truth is a keeper of secrets, a teller of truths and a font of insight. They may always tell the truth, but there are many truths to keep as well.

Truth Domain Spells
Cleric Level Spells
1st charm person, sense emotions
3rd calm emotions, detect thoughts
5th fast friends, speak with dead
7th confusion, hallucinatory terrain
9th legend lore, rary's telepathic bond

Truth Warden

Starting at 1st level, you can cast the zone of truth spell without providing material components or expending a spell slot. You cannot use this ability again until you have completed a short or long rest.

Bonus Proficiencies

Additionally at 1st level you gain proficiency with the Insight skill.

Channel Divinity: Divine Insight

Starting at 2nd level, you can use your Channel Divinity to gain insight into the motivations of a creature.

As an action, you present your holy symbol and invoke the name of your deity. A creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. If it fails the saving throw you gain insight into that creature learning one of the following: Armor Class, Senses, a single Saving Throw Modifier, Damage Vulnerabilities, Damage Immunities or Damage Resistances.

Channel Divinity: Truth Will Out

At 6th level, you can use your Channel Divinity to learn the secrets a person holds.

As an action you can target one creature that you can see within 30 feet of you. That creature must make a Wisdom saving throw. On a failure, you learn one of their deepest secrets. The nature of this secret is determined by your DM.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an addtional 1d8 damage of the type of your choice to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Truth Warden

At 17th level, you can cast the zone of truth spell at will and an affected creature must tell the truth. They can choose not to speak, but all words spoken within the zone must be the absolute truth.

8

CLERIC | TRUTH DOMAIN

Astral Engineer

An Astral Engineer is an expert at working in space to bridge the gap between worlds. Engineers use their abilities to create and maintain life within space and on ships. Astral Engineers are innovaters and tend to lead the field forward in the spirit of exploration.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Vehicles (space). If you already have this proficiency, you gain proficiency with one type of artisan's tools of your choice.

Astral Engineer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Astral Engineer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Astral Engineer Spells
Artificer Level Spell
3rd catapult, wulf's variable star
5th fermi's magnetar, supernova remnant
9th melf's minute meteors, void walk
13th fermi's bubble, otiluke's resilient sphere
17th antilife shell, wulf's dirty snowball

Engineer's Assistant

At 3rd level, you learn how to make items to assist you. Using smith's tools or tinker's tools, you can take an action to create an assistant in an unoccupied space within 5 feet of you. Consult the table below to determine what type you create. Your assistants work in atmosphere and out of it.

Creating an engineer's assistant requires you to have enough materials on-hand to create one. These materials consist of small sheets of metal, screws, gears and wires. Each assistant reqires a starfire crystal to power it. A Small assistant requires enough components equal to 50 gp, and a Tiny one requires 25 gp. An assistant created with this feature lasts until your next long rest.

When you reach certain levels in this class, you can create more assistants at the end of a long rest: two at 6th level and 3 at 15th level.

You can attempt to innovate your own device with help from your DM. In order to do so, your DM will determine how much this innovation will cost in materials. You must make a tool ability check when you attempt to create the item. The DC equals 10 + your Intelligence modifier.

Engineer's Assistants
  • Magnetic Shield. You create a retractable energy shield that magnetizes to a bracer on your arm. As a bonus action you can activate or deactivate the shield, granting you a bonus to your AC equal to your Intelligence modifier.
  • Retrieveal Expert. You create a Small robot whose appearance you determine. This robot is here to assist you. You can use your bonus action to order it to Retrieve, Use or Hide an object. The robot can move up to 20 feet on your turn.
  • Self-Defense Stick. You create a stick with two metal prongs sticking out of it. You can use your action to press the prongs into a creature and discharge the electricity within. Roll a melee spell attack, on a hit the target takes lightning damage equal to 1d8 + your Intelligence modifier.
  • Bulwark. You create a barrier between yourself an a target of your choice. The barrier can be up to 10 feet long and 4 feet high. The bulwark has an AC equal to your Artificer level plus your Intelligence modifier. Aditionally each five-foot-wide section of the bulwark has a number of hit points equal to your Artificer level plus your Intelligence modifier. A creature that hides behind the bulwark has half cover. Bonus action to activate, when not active, folds into a palm-sized cube.
  • Noisebox. You create a music box that can be wound 1 to 3 times. When the box goes off it lets out a loud clamoring noise similar to a load scrap metal falling down stairs or a mangled trumpet that is audible up to 100 feet away.
Turns Effect
1 goes off instantly
2 goes off in 1d6 rounds
3 goes off in 1d6 minutes

9

ARTIFICER | ASTRAL ENGINEER

Enigneering Savant

At 5th level you have developed a certain grace under pressure. You can use your bonus action to Use an Object. Additionally, you gain advantage on Intelligence (Arcana or Investigation) and Dexterity (Sleight of Hand) checks.

Starfire Orb

Starting at 9th level, you can use your expertise in working in the vacuum of space to create a Starfire Orb which lasts until you use it. You can have only 1 orb at a time. You can use your bonus action to activate the orb, making it hover approximately 3 feet off the ground. Additionally, you can use your bonus action on subsequent turns to make the orb move up to 30 feet. The orb remains activated for 1 minute, until you deactivate it using your bonus action, or until it detonates.

  • A creature that passes within 5 feet of the orb while it is active must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage.
  • You can use your action to detonate the orb, causing a starfire explosion in a 15-foot-radius sphere around the orb. Creatures within that radius must make a Dexterity saving throw, taking 6d6 fire and 1d8 lightning damage on a failure, or half as much on a success.

Spatial Awareness

Starting at 15th level, you're a master of space maneuvers, allowing you greater focus in the field:

  • You gain the ability to move unassisted in space and no longer need a suit in the vacuum. You space maneuvering speed is equal to your walking speed and you have resistance to cold damage.
  • You can cast bigby's hand and gravity well without expending a spell slot, without preparing the spell, and without material components, provided you use tinker's tools as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

10

ARTIFICER | ASTRAL ENGINEER

School of Astromancy

The School of Astromancy emphasizes magic powered by the molecules that creates and binds all matter in the universe. You can harness the gravity of a black hole or the solar winds that come off a system's sun. As an Astromancer, you strive to learn the secrects of the void between planets and the matter and energy created within so that you might come to a fundanmental understanding of all life in the universe.

Astromantic Savant

Beginning when you choose this school at 2nd level, the gold and time you must spend to copy an Astromancy spell into your spellbook is halved.

Planetary Remnant

Starting at 2nd level when you select this school, you can use your action to surround yourself in nebulous matter, obscuring you from sight and imposing disadvatage on Wisdom (Perception) checks to see you. If you use this ability in dim light or darkness you gain advantage on Dexterity (Stealth) checks for 1 minute.

Once you have used this feature you can't use it again until you finish a long rest.

Ecliptic Soul

Starting at 6th level, if an attack by a hostile creature would hit, you can use your reaction to eclipse yourself in their sight, choosing from the options below.

Solar Eclipse. Radiant light flares around you and the creature that hits you takes fire damage equal to 1 + your Intelligence Modifier.

Lunar Eclipse. You become briefly invisible and the creature that targeted you has disadvantage on the attack roll. You remain invisible until the beginning of your next turn.

Once you have used this feature, you can't use it again until you finish a long rest.

Under the Moon

Starting at 10th level, your studies into the movements of celestial bodies and the phases of a moon allow you to benefit from their effects. When you do so, choose one of the following effects, which lasts until you are incapacitated or you take a short or long rest.

Wolf Moon. As an action you can cleanse yourself of one conidition, poison or disease that is affecting you. You may use this ability up to a number of times equal to your Intelligence modifier (minimum of 1).

Hay Moon. Your hit point maximum increases by a number equal to 1/2 your wizard level for the duration.

Harvest Moon. You have the ability to see into the truth of a situation. You gain proficiency with the Insight skill. If you are already proficient, your proficiency bonus is doubled for the duration.

Blood Moon. Ruled by primordial hunting instincts your attacks deal extra damage equal to your Intelligence modifier.

Cold Moon. You gain advantage on strength based skill checks and saving throws.


Dark Matter

Starting at 14th level, you have learned enough about the universe to weave dark matter into your spells. You have a pool of d6's equal to 1/2 your wizard level rounded down. When you cast an astromancy spell of 1st level or higher you can choose to expend any number of these d6's. Roll the d6's and add the number you roll to the spell's damage.

Every time you use this ability you must make an Intelligence saving throw versus your spell save DC. On a failed save you take force damage equal to half the damage you rolled.

11

WIZARD | SCHOOL OF ASTROMANCY

Otherworldly Patron

Living Star

Your patron is a creature of enormity that is made of the base matter that creates all life in the universe. One step below godhood, a living star is not a being easily crossed. You have bound yourself to them in the hopes that they might share their knowledge of creation and the wider universe with you.

Being connected to such immense power and light can cause changes in your appearance, your beliefs and even your behavoir. You might find that your skin is scattered with stardust or that your eyes glow like distant stars. You might find yourself unconcerned with the affairs of other mortals, seeing conflicts among them as beneath you, or you may crave adventure and new experiences that exploration provides. You long for the vastness of space and crave the endless possibilities therin even as you strive to bring greater understanding of the universe to the smaller races.

Expanded Spell List

The Living Star lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Living Star Expanded Spells
Spell Level Spells
1st feather fall, fermi's nova
2nd moonbeam, supernova remnant
3rd daylight, void walk
4th fermi's bubble, starfire burst
5th dawn, legend lore

Bonus Cantrip

At 1st level, you learn the starfire cantrip. It counts as a warlock cantrip for you, but it does not count against your number of cantrips known.


Star's Course

Starting at 1st level, your connection to the stars allows to borrow energy from them, granting you the ability to breathe normally in space as well as to move through the vacuum normally at your walking speed. Additionally you gain resistance to Cold damage and darkvision out to 60 feet if you do not have it.

Penumbral Embrace

Starting at 6th level, your link to the Living Star allows you to slip into the spaces between light and darkess. You can use your action to slip into the Between and move up to your speed in any direction, reappearing in an unoccupied space within range at the beginning of your next turn. If you begin this turn next to a hostile creature your next attack against them has advantage.

Starshine

Starting at 10th level, your patron has taught you to find your own inner light. As an action on your turn you can bring this light into the visible spectrum, shedding bright light in a 15-foot-radius and dim light for an addition 15 feet. This ability lasts for 1 minute or until you fall unconcious or end it early as a bonus action. A creature that begins its turn within 15 feet of you must make a Constituition saving throw or be blinded until the beginning of its next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Nebulous Presence

Starting at 14th level, your body has become composed nearly entirely of star stuff, allowing you to access the energy of the nebula you may one day become. As an action on your turn you create a 10-foot-raduis orb of nebulous energy around yourself for 1 minute.

For the duration, you have a bonus to your AC equal to your Charisma modifier. A hostile creature that hits you with a weapon attack or ends its turn within the cloud take radiant or force damage (your choice) equal to 2d8 + your Charisma modifier.

Once you use this feature, you can't use it again until you finish a long rest.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Included here are additional invocation options for warlocks, with this otherworldly patron option in mind.

Share the Void

Prerequisite: Living Star Patron; 5th level

You learn the Void Walk spell and can cast it once per long rest with this ability without expending a spell slot.

12

WARLOCK | LIVING STAR PATRON

Way of the Great Path

Monks who follow the Great Path embrace the journey, not the destination. The discovery and knowing of one's inner self is the most worthwhile journey one can embark on. A monk of the Path is a master of self-discipline, allowing for clarity of mind and the observation of one's opponents even in the most extreme of circumstances.

Walking the Great Path is not an easy journey, but as the Great One once said: "The universe is vast and we are so small. There is really only one thing we can ever truly control... whether we are good or evil."

Bonus Proficiencies

Starting when you choose this tradition at 3rd level, you learn to still your mind in stressful situations. You gain proficiency in the Insight and Perception skills if you do not already have them. You gain Expertise in these skills beginning at level 6.

Clarity of Mind

Starting at 3rd level, your increased observational skills mean that you cannot be surprised in combat and may act normally on your first turn. Additionally, you may add your Wisdom modifier to your Initiative rolls.


Depth of the River

At 6th level, you gain the ability to use your ki to still the world around you (or perhaps accelerate yourself) for a brief moment. Immediately after you take the attack action on your turn, you can spend 2 ki points to cast the misty step spell as a bonus action.

You can spend additional ki points to increase the distance you teleport by 30 feet for each ki point you spend. The maximum number of ki points that you can spend equals your Wisdom modifier (minimum 1).

The Candlelight is Fire

At 11th level, your journey on the Great Path has allowed your soul to burn brightly within you. As an action, you bring that light forward, allowing you to radiate an aura of calm in a 30-foot-radius around yourself for 1 minute as though concentrating on a spell.

For the duration, you and any friendly creatures within 30 feet of you gain Truesight while this aura is active.

You can use this ability a number of times equal to your Wisdom modifier and regain all uses once you have completed a long rest.

Enlightened Mind

At 17th level, you have learned the best and the worst of yourself, gaining resistance to Psychic damage and making you immune to the Charmed effect.

13

MONK | WAY OF THE GREAT PATH

Oath of Horizons

The Oath of Horizons is a solemn vow sworn before the gods to forsake duty to family and nation to protect the whole of the realms and every creature within. Sometimes called Stargazers, Starwalkers, or Horizoners, paladins who swear this oath have sworn to bear the weight of civilization upon thir shoulders and bouy it up. They walk the lonely road of the traveler, seeking out the darkness where it tries to reclaim worlds from the light.

Paladins of this Oath fight monsters at the edges of the world so that those living in it never have to. To the core worlds, these paladins are ghost stories told alongside the monsters they fight. To frontiersmen, they are very real and desperately needed.

Tenets of Horizons

The tenets of the Oath of Horizons varies paladin to paladin depending on the patron to whom they make their vow. Fundamentally, the oath remains at it's core the same, and revolves around the same values.

The Many. The needs of the many outweigh the needs of the few.

The Few. Whenever possible, the few deserve the kindness of a swift death, and the justice of being avenged.

The Path. Roads connect civilizations and must remain protected wherever possible to prevent broken connections.

Carry That Weight. I make the hard choices and sacrifices I do so that others don't have to.

Oath Spells

You gain oath spells at the paladin levels listed below.

Oath of Horizons Spells
Paladin Level Sells
3rd detect evil and good, shield of faith
5th aid, calm emotions
9th crusader's mantle, void walk
13th death ward, fermi's bubble
17th dispel evil and good, gravity well

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

A Degree of Certainty. As an action, you present your holy symbol and speak a prayer of cofidence, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. For one minute that creature becomes immune to the Fear effect, and is unaffected by difficult terrain for the duration.

Awaken to Wonder. As an action, you can use your Channel Divinity to present your holy symbol and utter a phrase you have learned from the Song of Creation. You become surrounded in a haze of dazzling star stuff and creatures within 30 feet of you that can see you fall under the effects of the hypnotic pattern spell with the following changes:

  • The pattern moves with you.
  • Creatures that enter the haze for the first time on your turn must make the saving throw or fall under its effect.
  • At the end of your turn, any creature that is no longer within the haze is no longer under its effect and may act as normal on their next turn.

Aura of Pragmatism

Starting at 7th level, your pragmatism in the face of the enemy never wavers, enabling you to share this frame of mind with others. You and friendly creatures within 10 feet of you have advantage on saving throws against traps, spells and other magical effects.

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

Dance With the Devil

Starting at 15th level, you have learned the delicate balance needed to walk the line of hard decisions. You are always under the effect of a freedom of movement spell.

True Guardian

At 20th level, you have stared into the abyss, and it has stared back at you, granting you the ability to stand unflinching under its gaze and allowing you to awaken your own Song of Creation.

Using your action, you undergo a transformation. Your hair becomes strands of sunlight, your eyes the black of black holes and your skin radiates stardust and moonlight. For 1 minute, you gain the following benefits:

  • Your speed is doubled and you are no longer affected by the void of space, allowing you to move freely.
  • Whenever you hit a creature with a melee or spell attack, that creature must make a Wisdom saving throw or become ensnared in the Song. The creature immediately takes 6d8 psychic damage and their speed is reduced to 0 for the duration.
  • As a bonus action on subsequent turns, you can cause the creature that failed its saving throw the previous round to take an additional 2d8 psychic damage.

Once you have used this feature, you can't use it again until you finish a long rest.

14

PALADIN | OATH OF HORIZONS

Voidborn

You were born within the fringes of that great, terrible rend in space known as the Void. As such, the absence of light at the moment of your birth changed you fundamentally. The deep, cold loneliness of space and the void is comfortable to you, leaving you feeling awkward and heavy on the surface of any planet. Your face is tilted ever upward, seeking out the stars and darkness to which you were born.

All things have substance, but you were born to see beauty in the absence of light. This has affected your body and mind, allowing you to walk through and harness the liminal spaces of the world and look the creatures that live there in the eye without losing your mind.

Light as a Feather

Starting at 1st level, your bone density and muscle mass are less than they should be for a person of your size, though neither of these things affect your health. You weigh 1d4 x your constitution modifier less than you should. Your jump distance also increases by the amount of weight that is missing. Additionally, you gain darkvision with a range of 60 feet. If you already have darkvision, the range increases to 120 feet.

When you reach 3rd level in this class, you learn to harness your decreased mass to your advantage. You learn the levitate spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by expending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you have some control of your trajectory. For the duration of the spell, as a bonus action on your turn, you expel arcane energy from your hands or feet, allowing you to direct your momentum in a specific direction momentarily.

Liminal Affinity

Starting at 1st level, your affinity for the places in-between allows you to fold the distance between two points of liminal space, such as two doorways or two shadows. On your turn, if you are standing in, or move into, a liminal space, you can use your movement to instantaneously teleport into another liminal space that you can see within 30 feet of you. Doing so costs you five feet of movement for every 10 feet you travel, as though it is difficult terrain.

Strengthened Soul

At 6th level, you gain resistance to cold damage, and you have advantage on saving throws against being frightened.

Whispers in the Dark

At 6th level, you have learned to decipher the strange speech of the creatures that live in-between. While your knowledge of the language is rudimentary at best, you have enough command of it to beckon those that speak it to your bidding. As an action, you can expend 1 to 5 sorcery points to create a breach into the liminal world at a point within 5 feet of a target you can see within 60 feet of you, allowing one of the unfathomable beings to reach through the breach and strike at your target. Make a spell attack roll against the target. On a hit the target takes damage equal to 1d8 for each sorcery point expended. Consult the table below to determine the form your attack takes, and the type of damage caused.


d6 Form of Attack Damage Type
1 a jet of a strange, caustic substance acid
2 a spike of ice cold
3 a ghastly clawed hand slashing
4 a writhing tentacle bludgeoning
5 a long, barbed stinger poison
6 a grasping, babbling limb with a hundred mouths piercing

Voidal Stare

At 14th level, you have stared into the Void, and it has stared back, creating an understanding between you and it, and allowing you to channel the sheer stillness and horror of the Void and project it upon another creature. When you or a friendly creature within 30 feet of you is hit by a melee attack, you can use your reaction to turn you gaze and the horror of the Void on the attacker. The attacker must make a Wisdom saving throw. On a failure, the target of your stare takes psychic damage equal to your sorcerer level + your Charisma modifier and is stunned until the end of their next turn. On a success, the creature takes the damage, but is not stunned.

The Absence of Light

Beginning at 18th level, you have harnessed the darkness within yourself, allowing you to transform yourself into a liminal space temporarily in order to channel the nothing through yourself. As an action, you can spend 6 sorcery points to open your mind and body to the Void. All light and atmosphere within 30 feet of you is immediately extinguished as you consume them, allowing you to become other. You increase as darkness radiates from you and you begin to project tentacles and extra limbs from your body, creating the following effects.

  • You increase in size by one category.
  • You gain an unarmed attack using the extra limbs you have grown. Make a spell attack roll against a target within 5 feet if you. On a hit, the creature takes bludgeoning damage equal to 1d10 + your Charisma modifier.
  • Each creature within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes 3d10 cold damage and is blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On successful save, the creature takes half as much damage and is not blinded.

This transformation lasts for 1 minute. It ends early if you are incapacitated, knocked unconscious, or you dismiss it using a bonus action.

15

SORCERER | VOIDBORN

Circle of Harmony

Druids who are members of the Circle of Harmony have attuned themselves to the Song of Creation. They have an instinctive, deeper understanding of the weave and whim of fate that most, and dedicate themselves to the maintenance of the harmony of the world. For all things there is a season, and all things taken must be given back. Druids of this circle tend to seek out places where the natural order of things has been disrupted in order to restore balance. They serve as guides and guardians, working to bring balance between the swift innovation of civilization and the timeless wonder of nature.

Circle Spells

Your insight into the Song of Creation grants you access to certain spells. At 2nd level, you learn the guidance cantrip. At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of Harmony table.

Once you gain access to these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.


Circle of Harmony Spells
Druid Level Circle Spells
2nd expeditious retreat, gift of alacrity
3rd borrowed knowledge, fortune's favor
5th haste, motvational speech
7th divination, elmental bane
9th commune with nature, legend lore

Disruptive Discord

Starting at 2nd level, you gain the ability to sense places where dissonance in the Song of Creation exists. You gain blindsight with a range of 20 feet, and you have advantage on Wisdom (perception) and Intelligence (investigation) ability checks to locate invisible or hidden objects.

Weft and Weave

Starting at 6th level, you have gleaned enough understanding of fate to soften its blows. You cannot be surprised in battle, and you can add your Wisdom modifier to your initiative rolls.

Beyond the Material

Starting at 10th level, you gain the ability to access the Song of Creation and use it in favor of yourself and others. As a bonus action, you grant yourself or one creature that you can see within 30 feet of you truesight. The sight has a range of 30 feet and lasts for up to 10 minutes. It ends early if you lose concentration on it, you are knocked unconcious, or you dismiss it early as a bonus action.

Harmonious Arc

Starting at 14th level, you have refined your attunement to the fabric of the world. By doing so, you gain the ability to intervene at crucial moments. When a creature that you can see within 120 feet of you is hit by a melee attack, you can use your reaction to intervene before the blow lands. Choose another creature that you can see within range. That creature must make a Constitution saving throw. On a failed save, the chosen creature and the target of the attack instantaneously switch places and the attack hits the new target. On a successful save, both creatures remain where they are.

If the creature being subjected to the inital attack is unwilling, you can try to force the swap and they must also make the saving throw, staying where they are on a success.

Once you use this ability, you can't use it again until you finish a long rest.

16

DRUID | CIRCLE OF HARMONY

Astromancy Spell Lists

Please note that for a campaign set within the Tarsys Galaxy, the following spells from the Player's Handbook, Xanathar's Guide to Everything, Astral Adventurer's Gude, Explorer's Guide to Wildmount and Strixhaven: Curriculum of Chaos are considered to be Astromancy Spells. Air Bubble, Dark Star, Daylight, Crown of Stars, Gravity Fissure, Gravity Sinkhole, Magnify Gravity, Melf's Minute Meteors, Meteor Swarm, Moonbeam, Ravenous Void, Reverse Gravity, Sunbeam, Sunburst and Vortex Warp.

Bard Spells

Cantrips (0 Level)
  • Telescope
1st Level
  • Wulf's Variable Star
3rd Level
  • Void Walk
4th Level
  • Fermi's Bubble
5th Level
  • Gravity Well
7th Level
  • Supernova
8th Level
  • Primordial Black Hole
9th Level
  • Spaghettification

Cleric Spells

Cantrips (0 Level)
  • Telescope
3rd Level
  • Void Walk

Druid Spells

Cantrips (0 Level)
  • Starfire
2nd Level
  • Solar Flare
  • Solar Wind
3rd Level
  • Gravity Wave
4th Level
  • Starfire Burst
5th Level
  • Wulf's Dirty Snowball
6th Level
  • Fermi's Pulsar

Sorcerer Spells

Cantrips (0 Level)
  • Starfire
1st Level
  • Fermi's Nova
  • Wulf's Variable Star
2nd Level
  • Fermi's Magnetar
  • Solar Flare
  • Solar Wind
  • Supernova Remnant
3rd Level
  • Gravity Wave
  • Wulf's Raget Star
  • Void Walk
4th Level
  • Fermi's Bubble
  • Starfire Burst
5th Level
  • Gravity Well
  • Wulf's Dirty Snowball
6th Level
  • Fermi's Pulsar
7th Level
  • Supernova
8th Level
  • Primordial Black Hole
9th Level
  • Spaghettification

Warlock Spells

Cantrips (0 Level)
  • Starfire
  • Telescope
2nd Level
  • Solar Flare
  • Solar Wind
5th Level
  • Gravity Well
7th Level
  • Supernova

Wizard Spells

Cantrips (0 Level)
  • Starfire
  • Telescope
1st Level
  • Fermi's Nova
  • Wulf's Variable Star
2nd Level
  • Fermi's Magnetar
  • Solar Flare
  • Solar Wind
  • Supernova Remnant
3rd Level
  • Gravity Wave
  • Wulf's Raget Star
  • Void Walk
4th Level
  • Fermi's Bubble
  • Starfire Burst
5th Level
  • Gravity Well
  • Wulf's Dirty Snowball
6th Level
  • Fermi's Pulsar
7th Level
  • Supernova
8th Level
  • Primordial Black Hole
9th Level
  • Spaghettification

17

ASTROMANCY | SPELL LISTS

Fermi's Bubble

4th level astromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You envelope 1 creature that you can see within 30 feet of you in a bubble of brightly burning starstuff. The creature must make a Dexterity saving throw, taking 6d8 radiant damge on a failed save, and half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create a bubble around an additional target for each slot above 4.

Fermi's Magnetar

2nd level astromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (a small piece of magnetized ore)
  • Duration: Concentration, up to 1 minute

You magnetize a metallic object (no bigger than 5ft at its biggest dimension) that you can see within 30 feet of you, pulling metal objects to it. Creatures within 10 feet of the object that are wearing metal armor must make a Strength saving throw or be pulled into the object and becoming Restrained. The creature then takes 2d6 bludgeoning damage at the start of each of its turns. A creature magnetized to the object may use its action to repeat the saving throw to free itself.

If a creature is not wearing metal armor but is carring a metal weapon or item, they must make the Strength saving throw or lose their grip on the item.

Fermi's Nova

1st level astromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a flaming burst of nebulous energy at a target that you can see within range. Make a spell attack roll against the target. On a hit the target ignites with starfire taking 1d10 fire damage, it then takes an additional 1d6 fire damage at the start of each of its turns for 1 minute or until an action is used to put the fire out.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and 1d6 for each slot level above 1st.

Fermi's Pulsar

6th level astromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of crystalized fire worth 25 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You imbue yourself with the heat of a pulsar. At the beginning of each of your turns a wave of destructive heat erupts from your body in a 10 foot radius sphere. Each creature within that radius must make a Dexterity saving throw, taking 7d8 fire damage on a failed save, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot above 6th.

Gravity Wave

3rd level astromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of iron filings)
  • Duration: Instantaneous

You cause a wave of gravity to ripple across an area within range. That area can be up to 30 feet long and up to 10 feet wide. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone. That area then becomes difficult terrain for 10 minutes.

Gravity Well

5th level astromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small 1 pound weight worth at least 10 gp)
  • Duration: Concentration, up to 1 minute

You cause the gravity in a space that you can see within range to increase exponentially, creating a 20 foot radius sphere of dense, heavy space. The space is difficult terrain. Creatures within the spehere take 6d6 bludgeoning damage and must make a Strength saving throw or be knocked prone. Creatures that begin their turn within the sphere take 2d6 bludgeoning damage and must repeat the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot above 5th.

Primordial Black Hole

8th level astromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (three drops of black oil)
  • Duration: Concentration, up to 1 minute

You cause a vertical 10-foot hole in space and time to appear in an unoccupied space that you can see within range. You can then use your bonus action to move the hole up to 20 feet so long as it remains within 60 feet of you.

All creatures within 10 feet of the hole when it appears take 6d8 force damage and must make a Strength saving throw. On a failed save, the creature is sucked through the black hole into Limbo, the Astral Sea or the Ethereal Plane (your choice) for the duraton of the spell.

On subsequent turns, when a creature moves within 10 feet of the hole for the first time, they take 3d8 force damage and must make the Strength saving throw or be pulled into it.

18

ASTROMANCY SPELLS

Solar Flare

2nd level astromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Radiant solar fire erupts from your body in a 15 foot cone. Each creature within the area must make a Dexterity saving throw, taking 4d6 radiant damage on a failed save, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level about 2nd.

Solar Wind

2nd level astromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Componenets: V, S
  • Duration: Concentration, up to 1 minute

A whirling funnel of super-heated air appears in an unoccupied space that you can see within range. The funnel is a 5 foot radius sphere that you can use a bonus action to move up to 20 feet. Creatures that begin their turn within 5 feet of the funnel must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage and cannot move on that turn. On a success, the creature takes half as much damage and can move as normal.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd.

Starfire

Astromancy cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of starfire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. Starfire can be used in the void of space.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Starfire Burst

4th level astromancy


  • Casting Time: 1 action
  • Range: Self
  • Componenets: V, S, M (two beads made of amber resin)
  • Duration: Instantaneous

A burst of radiant starfire erupts from both your hands in opposite directions. Each eruption is a 15 foot line in either direction. Each creature in either line mut make a Dexterity saving throw, taking 4d6 fire and 2d8 radiant damage on a failed save, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 and 1d8 for each slot above 4th.

Spaghettification

9th level astromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a shard of glimmerglass worth at least 50 gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You bombard a 40 foot cube of space that you can see within range with extreme tidal forces, causing all creatures and objects within the space to stretch, twist and warp under these forces.

Each creature within the space immediately suffers 5d8 force damage and must make a Wisdom saving throw. On a failed save, the creature takes 9d8 psychic damage as their reality warps around them and is Stunned. The creature may use their action on their turn to repeat the saving throw, ending the effect on a success.

On a successful save, the creature takes half as much damage and is not stunned.

Supernova

7th level astromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

A beam of radiant starfire erupts from your finger to a point that you choose within range and then blossoms into a flash of supernova fire. Each creature in a 30 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire and 6d6 radiant damage on a failed save, or half as much on a success.

Each creature that can see the explosion when it happens must make a Constitution saving throw or become blinded until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 and 1d6 for each slot level above 7th.

Supernova Remnant

2nd level astromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You cause the nebulous energy of a waning supernova to surround a creature or object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 bludgeoning damage and must make a Strength saving throw. On a failed save, the target is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

19

ASTROMANCY SPELLS

Telescope

Astromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target gains advantage on one Wisdom (Perception) ability check of their choice. The spell then ends.

Void Walk

3rd level astromancy (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of space dust)
  • Duration: 1 hour

This spell grants up to 10 willing creatures you can see within range the ability to breathe and move through the void of space as if it were wearing standard protective gear. Movement in space is in 3 dimensions. Laws of motion in space apply.

Wulf's Dirty Snowball

5th level astromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You fire a miniature comet at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the creature takes 3d10 bludgeoning damage and 4d8 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 and 1d8 for each slot level above 5th.

Wulf's Raget Star

3rd level astromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of helium vapor)
  • Duration: 10 minutes

You cause a cloud of highly toxic gases and star stuff to appear at a point that you can see within range. The cloud has a 15 foot radius centered on the point that you chose. Creatures that begin their turn within the cloud, or move into the cloud for the first time, must make a Constitution saving throw. On a failed save, the creature takes 5d10 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and is not poisoned.

Every creature that moves through the cloud, whether their saving throw was a success or not, is affected as the majority of the cloud is composed of helium, leaving them with a high, squeaky voice. This effect lasts for 1 minute after a creature has left the cloud.

The cloud lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


Wulf's Variable Star

1st level astromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 3 foot diameter sphere that appears in an unoccupied space that you can see within range. The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. You can the use your bonus action to either move the sphere up to 20 feet, or cause it to flare with blinding light. Creatures within 30 feet of the sphere when it flares must succeed on a Constitution saving throw or be blinded until the beginning of your next turn.

20

ASTROMANCY SPELLS

Feats

Space Walker

You have learned the especially difficult skill of moving through the emptiness of space under your own power and no longer need a special device to do so. Your space walking speed is equal to your standard walking speed.

Touched By Stars

You have spent enough time among the stars that a part of their nebulous energy has infused your very being. You gain proficiency in Constitution saving throws and resistance to Cold damage.

Exotic Weapon Master

You have trained extensively with specialized or particularly unique weapons, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with four exotic weapons of your choice. You DM has a list of such weapons.

Familiar Options

Void Cat

These cats are composed entirely of star stuff and are typically black in color with the expanse of space in their coat. In personality and mannerisms they are still cats.


Void Cat

Small abberation, neutral


  • Armor Class 12
  • Hit Points 2 (2d4)
  • Speed 40 ft, climb 30 ft.

STR DEX CON INT WIS CHA
3 (-3) 15 (+2) 10 (+0) 10 (+0) 13 (+1) 8 (-1)

  • Skills perception +3, stealth +4
  • Senses passive Perception 13
  • Languages understands common and celestial but can't speak
  • Challenge 1/4 (25 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Void Step. As an action, the cat can step into the void, instantly teleporting itself to an unoccupied space that it can see within 40 feet of it in a shimmer of stardust.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) slashing damage.


Global Dragon

This tiny dragon is composed of crystal and birthed from a Living Star. They are capable of limited empathy tend to be creatures of curiosity and insightfulness.


Global Dragon

Tiny dragon, chaotic neutral


  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d4 + 2)
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 12 (+1) 10 (+0)

  • Skills Acrobatics +5, Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands Common and Draconic but can't speak
  • Challenge 1/4 (50 XP)

Keen Senses. The global dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, and smell.

Magic Resistance. The global dragon has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Mini Glitter Spit Ball. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) radiant damage and the target is covered in glitter.

Glitter Breath. The global dragon exhales glitter in a 5 foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 1d4 radiant damage on a failed save and being covered in glitter.

21

FEATS

Wild Shape Options

Stardust Manta

These cousins of the ocean dwelling Manta Ray thrive in space. They can school in the hundreds as they constantly migrate between the stars.


Stardust Manta

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 17 (2d10 + 6)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 2 (-4) 13 (+1) 5 (-3)

  • Senses darkvision 60 ft., passive Perception 11
  • Damage Resistances cold
  • Languages -
  • Challenge 1/2 (100 XP)

Void Dweller. The manta's natural habitat is the void of space. It can move freely within the void. Additionally, it does not need oxygen to survive.

Charge. If the manta moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone and drifting.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) bludgeoning damage.

Shed Stardust. The manta sheds a glowing miasma of starstuff in a 5-foot radius around it. For 1 minute, the area is heavily obscured and while the manta is in the cloud, attacks against it have disadvantage.


Starfire Mantis

This giant Preying Mantis is native to the ever-changing environment of nebulas and quasars. As a result, their exo-skeletons have taken on a starfire sheen and they are much larger (and more dangerous) than their terrestrial cousins.


Starfire Mantis

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 2 (-4) 10 (+0) 2 (-5)

  • Skills Stealth +7
  • Damage Resistances cold, fire
  • Senses passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Void Dweller. The mantis' natural habitat is the void of space. It can move freely within the void of space using its walking speed. Additionally, it does not need oxygen to survive.

Ambusher. The mantis has advantage on attack rolls against any creature it has surprised.

Spiked Forelimbs. Whenever a creature that is grappled by the mantis attempts to break free, it takes 5 (2d4) piercing damage.

Actions

Bite. Melee Weapon Attac: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Grasp. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). The mantis can only grapple one creature at a time.

Starfire Burst (recharge 5-6). When threatened, the mantis can release a charge of stored starfire. Searing light flares around it. Each creature within 15 feet of it must make a DC 13 Constitution saving throw or be blinded until the end of their next turn. Additionally, each creature within 5 feet of the mantis takes 4 (1d8) fire damage.

22

WILD SHAPES

Constellation Lion

The constellation lions of the galaxy are born from the stars of the constellations and spend their lives jumps from star to star. They are viewed among diviners as omens of change to come and sometimes serve as guardians of sacred sites.


Constellation Lion

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points (1d4 + 5)
  • Speed 38ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 13 (+1) 8 (-1)

  • Skills Perception +3, Stealth +4
  • Damage Resistances cold, bludgeoning, piercing and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 1 (200 XP)

Keen Smell. The lion has advantage on Wisdom (perception) checks that rely on smell.

Pack Tactics. The lion has advantage on attack rolls against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits with a claw attack on the same turn, the creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can mke one bite attack against it as a bonus action.

Star Jump. With a 10-foot running start the lion can leap between two points within 60 feet of each other that it can see, instantly teleporting from the starting location to the destinatio.

Actions

Multiattack. The lion makes two attacks. One with its claws and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage.

Constellate Detonation (recharge 5-6). The lion uses its star jump ability, leaving a detonation of starstuff in its wake. Each creature in a 10-foot radius of the lion's departure point must make a DC 13 Constiution saving throw as they are blasted with motes of stardust and void energy, taking 13 (3d8) radiant damage on a failed save or half as much on a success.

`

Space Whale

The space whale looks like a purple-hued humpback whale. They live in pods and migrate between nebulas, where the feed on space plankton. For the purposes of this campaign, use the statistics of a Killer Whale, with the Bite attack being changed to a tail attack and the swimming speed applying to movement in space.

Spaceborn Goldfish

Spaceborn goldfish are just that, goldfish that live in space. There are many varieties and appearances of fishes in space. For the purposes of this campaign, use the statistics of a Fish, with the swimming speed applying to movement in space.

Other Space-Faring Beasties

There are many creatures naturally inclined to life among the stars. Use your imagination and consult your DM if there is a creature that you think might fit the requirements of your Wild Shape. There may be such a creature for you to use.

23

WILD SHAPES

Calendar and Holidays

The calendar format of Tarsys runs twelve moths with 365 days to a year. There are seven days in a week, with the standard 24 hour format. The names of the months and days can vary culture to culture, but the standard Halfling calendar of Ealas has been adopted as the standard Galactic format.

Days of the Week
Gregorian Calendar Day Tarsian Calendar Day Meaning
Sunday Highday The Gods
Monday Munday The Moon
Tuesday Lighday Light
Wednesday Mirday Dark
Thursday Vieday Garden/Growth
Friday Sunday The Sun
Saturday Sterday The Stars
Months and Holidays
Month Days Holidays Gregorian Month
Afterlithe 29 New Dawn (1st) January
Foremarche 30 Glissday (11th) February
Remath 31 Spring Equinox (20th), Renewal Festival (5th) March
Midmarche 28 Planting Festival (15th-20th), Merryfrond (19th) April
Aftermarche 32 Wild Hunt (4th-16th) May
Wedmath 30 Summer Solstice (21st), Artisan's Faire (15th) June
Halimath 30 Highsummer (7th) July
Hormar 32 Hazel Festival (10th) August
Kormar 30 Harvest Festival (3rd-9th) September
Forlithe 31 Autumn Equinox (23rd), Samhain (31st) October
Wintermath 30 Convergence (19th) November
Lithe 32 Winter Solstice (20th), Eventide (19th), Yuletide (23rd-25th) December

Solar Systems

There are eight major solar systems within the Tarsys Galaxy. There are dozens of uninhabited planets within inhabited space. The following are the major systems as well the names of several inhabited planets or moons in the system. Most inhabited worlds are known in the wider galaxy by the largest city or town on that world.

Solar Systems. The table below denotes the name of the system, the number of planets, moons and other significant features of the system. Not all additional features are listed here, just named ones.

Settled Planets. This table denotes the name and type of serttled planets within a system, along with a list of races native to that planet or moon. Your character would most likely come from one of those planets, though exceptions do exists.

Races Without Home Systems. Some races are native to a type of planetary climate rather than a system. They can be found scattered across the stars wherever the environment promotes their way of life. Those races are: Lizardfolk, Orc, Bugbear, Hobgoblin, Kobold, Yuan-ti Pureblood, Tortle, Triton and Warforged. Gith exist in the world, but are not native to Tarsys, coming from other Planes of existence. Genasi come from a singularly individual system called an Outer System.

Solar System Planets Sun(s) Name Moons Other Features Name
Aeler 9 (3 settled) 3 Gjöf, Lífið, Gimsteinn 3 (1 settled) Asteroid Belt Tennur Drekans
Darro 5 (3 settled) 1 Varekan 10 (5 ettled) Asteroid Belt (2) Thunderbreak, Stonefeld
Ealas 8 (3 settled) 1 Rhoddwr Bywyd 13 (2 settled) Asteroid Belt Aderyn Glas
Isol 6 (2 settled) 1 Ivae'ath Faen 12 (1 settled) Comet Noarun'isar
Los Isla 22 (4 settled, 17 dwarf) 1 Ixtli 6 (2 settled) Asteroid Belt Ohzolli
Misrol 7 (3 settled) 2 Skratt, Glädje 7 (3 settled) Asteroid Belt Clary
Nighlea 4 (2 settled) 1 Stea Luminoasa 5 Comet Credinţă
Teyler 11 (5 settled) 2 Beros, Aeros 23 (4 settled) Living Star Csilla

24

CALENDAR | SOLAR SYSTEMS

Settled Planets

Name Type System Natives
Andrach Dwarf Planet Teyler Human, Half-Elf, Half-Orc, Aasimar, Kalashtar
Asterly Planet Ealas Halfling, Firbolg
Bar Duin Moon Darro Dwarf
Bednar Planet Teyler Human, Half-Elf, Half-Orc, Aasimar, Kalashtar
Blackstone Planet Teyler Human, Half-Elf, Half-Orc, Aasimar, Kalashtar
Brighthaven Planet Misrol Gnome, All
Caelis Moon Ealas Halfling, Firbolg
Cindermere Moon Darro Dwarf, Orc
Crystalsong Moon Isol Elf, Half-Elf
Cuicatl Planet Los Isla Grung, Tabaxi, Kenku, Firbolg
Dawnhaven Planet Misrol Gnome, Goblin
Delengold Moon Darro Dwarf
Drekaflug Planet Aeler Dragonborn, Goliath, Kobold
Dreymandi Moon Aeler Dragonborn, Goliath, Kobold
Durhaven Planet Darro Dwarf, Orc
Eablis Moon Misrol Gnome, Goblin
Ecatl Planet Los Isla Grung, Tabaxi, Kenku, Firbolg
Enumbra Planet Ealas Halfling, Firbolg
Far Galen Moon Teyler Human, Half-Elf, Half-Orc, Aasimar, Kalashtar
Frostfeld Planet Darro Dwarf, Orc
Gaerback Planet Darro Dwarf, Orc
Great Falls Planet Ealas Halfling, Firbolg
Griffonwatch Planet Isol Elf, Half-Elf
Hargonvostholdt Planet Teyler Human, Half-Elf, Half-Orc, Aasimar, Kalashtar
Himinland Planet Aeler Dragonborn, Golith, Kobold
Hjartaheimili Planet Aeler Dragonborn, Goliath, Kobold
Ilhuicac Planet Los Isla Grung, Tabaxi, Kenku, Firbolg
Jos'eva Moon Teyler Human, Half-Elf, Half-Orc, Aasimar, Kalashtar
Lorca Vahn Moon Teyler All, Pirates
Maero Planet Nighlea Tiefling, Tabaxi, Kenku
Mindhall Moon Darro Dwarf
Moros Moon Ealas Halfling, Firbolg
Netotiliztli Planet Los Isla Grung, Tabaxi, Kenku, Firbolg
Orencia Moon Teyler Human, Half-Elf, Half-Orc, Aasimar, Kalashtar
Phaero Planet Nighlea Tiefling, Tabaxi, Kenku
Starlight Bay Planet Teyler Human, Half-Elf, Half-Orc, Aasimar, Kalashtar
Tehcauh Moon Los Isla Grung, Tabaxi, Kenku, Firbolg
Telos Planet Isol Elf, Half-Elf
Temictli Moon Los Isla Grung, Tabaxi, Kenku, Firbolg
Thornholde Moon Darro Dwarf
Torrance Moon Misrol Gnome, Goblin
Veralla Planet Misrol Gnome, Goblin
Waverly Moon Misrol Gnome, Goblin

25

SOLAR SYSTEMS | SETTLED PLANETS

Outer Systems

The solar system known as Ularo is unique among its brethren. It is populated by the elemental people known as the Genasi. Each type of Genasi comes from one of the 4 planets in the system. What makes the system unique is the fact that the system's sun is a Living Star called Ularo. For this reason, most Genasi favor Ularo in their worship over the gods. They see him as their Giver of Life, as without him, their planets would die.

Ularo has sat stationary in his corner of the galaxy for long enough to collect orbiting bodies and an asteroid belt. He chooses to remain there because he enjoys watching the lives of the small lights of the Genasi.

Additionally, the asteroid belt of the system is home to the mining colony of Stedderjaller, which is one of the few known colonies of Astrael in the known galaxy.

Ularo Sysyem
Planet Type Moons Capital Natives
Eldstaedi Desert 3 Fallberg Earth Genasi
Chamcarres Water 1 Chamcarres Water Genasi, Triton
Valosdarr Asteroid Belt - Stedderjaller Astrael
Zefira Gas Giant 14 Wolkefiel Air Genasi
Forjarea Volcanic 6 Sufletelor Fire Genasi

Rimworlds

Alkaid's Favour

This planetoid is the topmost entity in the constellation of Alkaid. The rest of the constellation consists of a blue dwarf star, two massive stars, a red giant and five mid-size stars. The constellation is considered by many to be the remnants of the event that brought the God of Knowledge into the world, and is considered sacred by many who worship the Father of Stars.

The area of space occupied by the constellation sits right on the edge of the Outer Worlds, and Alkaid's Favour itself is the closest known settlement to the Void between the Rim and the Outer Worlds.

The Favour started out as a specially designed monastary dedicated to Alkaid which has grown over the years to become not only a sanctuary for all, but a bastion of education and research in the region with a reputation to rival that of the University Arcanum on Brighthaven.

Fairfall

Fairfall is often called the last bastion of civilization. It lies just beyond the gateway of known space into what is called the Rim. Fairfall doesn't offer much in terms of scenery, being a dirt-ball for the most part with an arid, high desert climate, but it is the last true refueling station before hitting contested space.


Hipparcos

Hipparcos is a moon settled into orbit around a rather attractive gas giant known as Ellmuthalleth. Hipparcos itself is a very active outpost; and while there is nothing notable about the moon itself, the people that live there certainly make up for it.

Hipparcos is a well-established mining colony whose operations are focused on the uninhabitable gas giant it orbits. Its main export is Starfire. Additionally, the Adventurer's League has an outpost here as well.

Pell

This planet is rather on the small side, but isn't quite small enough to be considered a dwarf planet. It is the only planet orbiting its star and has a single moon.

The surface of the planet is mostly mountainous with vast forests and only one sea. The settlement on Pell is tiny, as it attracts very few settlers or travelers of any kind, and equally, few ever leave.

Pell's main export is the Deloffre brand of wines, which are reputably very good if a touch expesive due to the distance the wine must travel to reach settled space.

26

OUTER SYSTEMS | RIMWORLDS

Feywild

The Feywild within the world of Tarsys is not really another Plane of Eixistence so much as it is a neighboring Galaxy within the wider Universe. It is a barred spiral galaxy and the space between it at Tarsys is vast and dangerous to cross. Expert sailors are required to traverse the emptiness between the two galaxies.

Plane Shifting spells work in order to travel to the Feywild, but only in certain capacities. For example, if you case plane shift or arcane gate you have to have been to the place you are going and that location must have an anchor point for the spell to take.

In the case of transport via plants, the spell is not as limited in the Feywild as it is in Tarsys, and does not have to be linked between Druid Circles to go between solar systems.

Anchor Points are locations where circles of rune-etched standing stones have been erected across the Feywild and occasionally in Tarsys. No one in living memory knows who built the circles. There are rumors that a few of the Archfey know, but if they do they aren't telling anyone. These anchored locations allow for Plane Shifting between galaxies.

Shadowfell

There is a lot of debate among Tarsys' scholars on whether or not the Shadowfell is another Plane of Existence or another Galaxy within the Universe. In truth, it is both in some respects. While for the main part, the Shadowfell remains a separate Plane from the Material, there are certain aspects of it that swallow planets or systems. These sections of the Material Plane are typically on the fringes of Inner space and deep within Outer space.

An example of a swallowed planet is Tenebrous, a tiny planet just beyond the Rim that exists in both places at once. Tenebrous is thoroughly part of the Shadowfell, but can be traveled to via ship and without magic. These planets are often considered pockets of the Shadowfell, such as Strahd's prison from the Curse of Strahd adventure module.

Since planets like this are considered to be both, they are natural transition points between the two Planes and can be used to travel between the two Planes without magic.

There are portals to the shadowfell that link to these places from other worlds that can be used to transition from Material to Shadowfell. If one is used, unless the user knows the portal goes to such a planet, they will be unable to discern that they are also in the Material Plane after transitioning.


The Void

Out at the edge of the Galaxy, between the edges of known space and the Outer Realms there is a tear in the fabric of the Universe. It is thousands of miles long and hundreds of miles wide. Rather like a claw mark rent into the fabric of reality, this Void is a view into the absence of anything.

The Void is a place of untold danger for travelers. To travel through it is to risk life and limb. A ship can travel through the Void to reach the other side unharmed, or it could travel through the Void into Limbo, the Astral Sea, the Shadowfell, the Abyss or even the Realm Beyond.

Star Spawn are native to the Void and their campaign to take over Tarsys originates from being birthed from a place of nothing.

Aboleths can come from the Void. These Aboleths, unlike their water-dwelling cousins, are space-faring beings that swim among the stars.

Mind Flayers have been known to use the Void to hide from their eternal enemies the Gith. They, unlike many other races, have learned to navigate and even appreciate the Void.

Astral Dreadnughts sometimes find their way into the Void and easily adapt to it. They spend their time devouring anything unfortunate enough to find itself there.

Other Monsters. Anything that is native to Limbo, the Astral Sea, the Shadowfell or the Abyss can naturally transition between their home Plane to Material Plane using the Void. Most don't, as they are unable to adapt to space or the absence of anything within the void. A creature that does not need to breathe does not have this problem.

The Underdark

Some consider the Underdark to be another Plane in Tarsys, others believe it to be a demi-plane that exists solely within the Material Plane. Whichever it is, the Underdark is connected. If you don't make sure to come out the way you went in, you may end up on some other planet somewhere.

The Realm Beyond

The Realm Beyond is an additonal Plane of Existence within the Tarsian campagin setting. It takes the Feywild's place in the map of Planes in the back of the Player's Handbook.

This strange Plane of Existence is the place where the Lovecraftian monsters spawn from. For example, if you're using Sandy Peterson's Cthulhu Mythos book for inspiration and monster stats, this Plane is where they would be from.

27

FEYWILD | SHADOWFELL | THE VOID | UNDERDARK | THE REALM BEYOND

Additional Inventory and Magical Items

Glimmerglass

Deceptive in name, glimmerglass is not, in fact, glass. Called such due to its slick and tansparent qualities, glimmerglass is a material that can only be harvested from the bodies of certain types of deceased fire elementals. The body must be burned at white-hot temeratures so that the surrounding tissues and organs crumble to ash. The extreme exposure to heat over time turns the bones to glimmerglass.

A smoky-glass like material that is beautiful and magical in nature on its own, glimmerglass is popular for jewelry and crystal display pieces. It can be used to make weapons, but due to the delicate nature of unprocessed glass, it can only be used to make things with a blade no longer than a foot. A master smith with experience in forging with starfire is required to make such weapons, making them rare and expensive.

Weapons made with glimmerglass deal an additional 1d4 necrotic damage. Such a weapon can be enchanted with one of the following properties:

Property Effect
Stunned A creature must succeed on a DC 13 Consitution saving throw or be Stunned until the end of their next turn.
Poisoned A creature must succeed on a DC 13 Constitution saving throw or take an additional 1d4 poison damage and become Poisoned for 1 minute.
Cursed A creature must make a DC 13 Constitution saving throw or their wound becomes cursed. Their hit point maximum goes down by the amount of damage taken and cannot be restored until they have completed a long rest.

Armor cannot be made with glimmerglass.

Starfire

Starfire is what the element within stars that burns is called. It is a fire that can burn without oxygen, and therefore can burn in space. It is often used to make ranged ammunition for ballistae on ships, as well as surface-to-space weapons. Additionally it is used in the forging for astral engines and refined starfire is used to fuel them.

Contrary to its name, starfire can be found within other celestial bodies, not just stars. In fact, due to a star's volatile nature, most starfire is mined from asteroid belts across the galaxy. Mining for starfire require specialized training and equipment.

Crafting With Starfire. Some smiths and enchanters who are masters in their crafts can harness starfire, allowing them to refine a weapon or item with additional properties. Such items are rare and therefore very expensives.

These properties come in two categories, minor and major. Minor effects can be paired with other minor effects, and a minor effect can be combined with a major effect. Major effects cannot be combined with each other. Items with a major effect require attunement.

Consult the table below for a list of minor and major effects that items made with starfire can have.

Starfire Effects
Effect Effect Type Description
Armor Minor +1 bonus to AC
Blinding Major On a hit, a weapon is accompanied by a blinding flash of light. The target must make a DC 13 Constituion saving throw or be subject to the blindness effect of the blindness/deafness spell.
Cold Minor Allows the wearer to cast frostbite.
Flare Minor Reisistance to fire damage.
Heatshield Minor Resistance to cold damage.
Inflagrate Major As a reaction when hit with a weapon attack, the wearer causes the creature that hit them to erupt into flames, dealing 1d6 fire damage at the start of each of the creatures turns for 1 minute.
Shield Major Allows the wearer to cast shield once per short rest.
Starfire Major A weapon deals an additional 1d6 fire or cold damage.
Starsight Minor Gives the wearer darkvision out to 60 feet.

Holy Symbols

Holy symbols in the Tarsys Galaxy are far more meaningful than in most campaigns. Due to the nature of the gods they represent, holy symbols are conduits of communication. It allows the deity it was dedicated to to know where a person is, creating a link between them. It allows for a diety to track their Omen-bound in a more real-time way.

Additonally, a Cleric or Paladin that weilds a holy symbol can conduct the Ceremony spell as a ritual without needing to provide the material components for the spell.

Communion. All Clerics and Paladins can commune with their chosen deity using their holy symbol. Over the course of a short rest, the Cleric or Paladin can meditate, using their holy symbool as a focus on their link with their god. During this communion they can ask questions, have visions or otherwise gain some insight into their current quest or path. The DM determines how the communion happens, and how detailed or cryptic the answers are, but the connection is always made unless something is magically preventing it.

Anyone can commune with their deity, but a Cleric or Paladin devoted to the deity in question is required to serve as a conduit to attempt to speak directly to them

Optional Feature. A character with the Acolyte background may choose to replace their Shelter the Faithful feature with Communion, eliminating the need to have access to a sworn Cleric or Paladin as a conduit and being able to serve as such themselves.

28

GLIMMERGLASS | STARFIRE | HOLY SYMBOLS

Teas and Tisanes

There are hundreds of varieties of teas that exist in Tarsys. While most are excellent teas that provide many benefits to the drinker, there are some that have extra properties. Some gain their properties through unusual ingredients, some are infused during the harvest and preparation processes.

The following table provides information on these teas, including price and origin. Distance from the origin of a tea almost always doubles or even triples the price. One ounce of tea makes three cups (servings) of tea.

Tea Type Price by Ounce Price by Pound Source Effect
Bella Luna Bleu Herbal 3gp 9sp 62gp Ealas Drunk over a short rest restores 1d4 expended spell slots.
Blue Blossom Herbal 6sp 9gp 6sp Ealas Gain resistance to Radiant damage for 1 hour.
Blue Blush Herbal 6sp 9gp 6sp Ealas Drunk over the course of a short rest restores 2d4+2 hit points to the drinker.
Blue Ginger Herbal 6sp 9gp 6sp Ealas Grants temporary hit points equal to 2d6 + your Constitution modifier.
Blue Hibiscus Herbal 6sp 9gp 6sp Ealas Gain advantage on Constitution saving throws for 1 hour.
Blue Mint Herbal 6sp 9gp 6sp Ealas Gain resistance to acid damage for 1 hour.
Caravan Black 3sp 4go 8sp Nighlea Grants advantage on Wisdom (Perception) checks made while keeping watch, and Wisdom (Survival) checks while traveling for 1 hour.
Dragonwell Green 7sp 11go 2sp Aeler Dragonwell acts as an anti-toxin in a pinch. For the remedy to work, it must be drunk hot and within an hour of brewing. Additionally, for 1 hour after drinking this tea, you gain resistance to Poison damage.
Golden Buds Yellow 3gp 5sp 56gp Aeler Advantage on saving throws against magic and magical effects for 8 hours.
Golden Dragon Yellow 3gp 5sp 56gp Aeler Drunk during a short rest removes Fear effect from the drinker and making them immune to it for 8 hours.
Hanami Green 6sp 9gp 6sp Nighlea If the drinker carries a curse, this tea causes the drinker to glow a pale pink. Most curses can be cleansed from the body by drinking a cup of this tea three times a day for at least seven days.
Jun Shan Yin Zhen Yellow 3gp 62gp Aeler Drunk during a short rest, grants a bonus to your AC equal to your Constitution modifier for 4 hours.
Matcha Green 2gp 5sp 40gp Isol For 1 hour after you drink this tea, you gain advantage on your choice of 1 type of saving throw.
Ginger Matcha Green 2gp 5sp 40gp Isol For 1 hour after you drink this tea you gain resistance to Cold damage and advantage on Constitution saving throws.
Coconut Matcha Green 2gp 5sp 40gp Isol For 1 hour after you drink this tea, you have resistance to Psychic damage and advantage on Wisdom saving throws.
Chocolate Matcha Green 2gp 5sp 40gp Isol For 1 hour after you drink this tea, you have resistance to Necrotic damage and advantage on Constitution saving throws.
Chai Matcha Green 2gp 5sp 40gp Isol For 1 hour after you drink this tea, you have resistance to Fire damage and advantage on Dexterity saving throws.
Ceremonial Matcha Green 3gp 48gp Isol For 1 hour after you drink this tea, you have advantage on all saving throws.
Sleeping Dragon Green 5sp 8gp Aeler Allows the drinker to see into the Ethereal Plane for 1 hour.
White Ambrosia White 5sp 8gp Los Isla For 1 hour after you drink this tea, your spells are fortified by the refreshing quality of this tea, granting an additional 1d6 damage for the duration.
White Chocolate Peppermint Rooibos 5sp 8gp Teyler Drunk over a short rest, regain a number of hit points equal to 2d6. If the damage sustained was by Fire, you instead regain 2d8 hit points.

29

TEAS AND TISANES

Medical Supplies

A healer's kit is a medic's best friend. Portable and functional, the kit can be used in a myriad of ways to boost certain healing effects... so long as it's kept stocked. You can use to actively heal or cure another creature.

As an action, you can touch a creature within range and provide a healing effect based on what you have stocked in your kit.

A basic healer's kit can be purchased for 5 gp and restocked for half as much, replacing the used items while retaining the permanent ones. You can also stock your kit with additional items, paying for them using the prices listed in the tables below.

In the Kit. Your kit comes with the following items: tweezers, scissors, 10 bandages, 3 surgeon's needles, 1 spool of suture thread, 1 antibacterial spray, 1 styptic spray, 1 pack lozenges, 2 pair surgical gloves.

Collect Them All. In addition to their standard benefits, if you have collected all the items that are permanent from the table below, you gain proficiency with the Medicine skill, or expertise if you are already proficient.

Medical Supplies
Item Price Use Effect
Antianxiety Spray 1 gp 2 uses oral spray, remove Fear
Antibacterial Spray 3 sp 5 uses +1d4 hit points
Antihistamines 5 sp 5 uses advantage on saves vs Poisoned effect for 4 hours
Antiseptic Wipe 1 sp ea 1 use 1d4 hit points
Antitoxin Patch 50 gp 1 use topical antitoxin
Antitoxin Spray 50 gp 1 use nasal spray antitoxin
Bandage 1 cp 1 use +1 hp
Better Bandage 1 sp 1 use +1d4 hp
Burn Cream 10 gp 5 uses +2d6 hit ponts on wounds caused by fire, lightning or radant damage.
Cold Pack 3 sp 1 use +1d6 hit points on wounds caused by fire or radant damage
Eye Wash 5 sp 2 uses remove Blinded condition
Heating Pad 3 sp 1 use +1d6 hit points on wounds caused by cold damage
Lozenges 5 sp 20 uses advantage on 1 Contstiution saving throw
Medical Scanner 100 gp permanent cast detect poison and disease at will
Scalpel 10 gp permanent +1 Medicine checks
Scissors 2 gp permanent +1 Medicine checks
Space Blanket 20 gp permanent remove 1 point of exhaustion from 1 creature over the course of a short rest
Splint 3 sp 1 use +1d6 hit points
Stethoscope 25 gp permanent advantage on Medicine checks
Styptic Spray 3 sp 5 uses +1d4 hit points
Surgical Gloves 1 sp 1 use a number of hit points equal to your Wisdom modifier
Surgeon's Needle 3 sp ea 1 use +1d8 hit points when used with suture thread or +1d6 if regular thread
Suture Thread Spool 1 gp 10 uses see Surgeon's Needle
Thermometer 15 gp permanent +1 Medicine checks
Tweezers 1 gp permament +1 medicine checks

30

MEDICAL SUPPLIES

Items Wondrous and Strange

Crystallized Starlight

Wondrous Item, ver rare

This palm-sized crystal is long and narrow and pointed at both ends and is made of a white quartz-like material and glows a pale orange from within. As a source of pure light and magic, this crystal can be used as a universal focus for most spells. It can also be used to power magical doorways, artifacts and other items that can channel power.

Due to the concentration of starlight contained inside the crystal, if something heavy is dropped on it or a creature attempts to smash the crystal, a DC 15 Strength check must be made. On a success, the crystal is smashed, releasing the starlight within in a flash of brilliant radiance.

Each creature in a 60 foot radius of the crystal must make a DC 16 Constitution saving throw or be blinded for 1 minute. Each creature in a 30 foot radius of the crystal must make a DC 18 Dexterity saving throw, taking 12d10 radiant damage on a failed save or half as much on a success.

Galactic Star Chart

Wondrous item, uncommon

This heavy crystal orb is a perfectly round, palm-sized and see-through. As an action a creature can hold it in their hand an speak its command word, causing a tiny depiction of the known galaxy to appear and hover above their hand. The creature can then use an acton to zoom in on specific quadrants of space.

This item is not self-updating and a new version of the chart is released every six months.

Grav-Boots

Wondrous item, uncommon

These heavy leather boots have dark iron soles. While you are wearing the boots you can use a bonus action to click your heels together and cause the boots to magnetize, allowing you to walk along any metal surface as normal. Additionally you can use your bonus action to click your heels a second time, activating a secondary enchantment that causes the boots to also stick to certain types of wood. Clicking your heels together a third time deactivates the boots.

Warning: Grav-boots should not be activated while in an oxygenated atmosphere. Doing so will cause the magnetezation to overcharge, causing 3d8 lightning damage to the wearer.

Rebreather

Wondrous item, common

This mask is made of clear, hardened crystal and is worn over the head. It allows a creature wearing it to breath in space for up to 4 hours a day. The hours reset at midnight each night.

Space Propulsion Unit

Wondrous item, uncommon

This self-propulsion unit is conveiniently backpack sized with two handles that extend forward at waist height. Designed to aid in movement in space, a creature can use an action to press the control buttons on the arms of this device to move forward, side to side, up or down and even backward.

Space Protection Unit

Wondrous item, common

This suit of stylish protective outerwear is designed to be worn over most kinds of armor. The suit is designed to hold up to the vaccuum of space, protecting the wearer from the cold and even from imploding! Now comes in a variety of colors.

Starfire Arrows

Weapon (arrows), uncommon

Starfire arrows are coated with liquid starfire throughout the forging process. They self-ignite when fired and can be fired through the void of space without the fire going out. Starfire arrows deal an extra 1d4 fie damage on a hit.

Umbral Sword

Weapon (any sword), rare (requires attunement)

This black iron weapon was forged in the black of space and almost appears to absorb light. No matter the climate, it is always cold to the touch.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This sword has 8 charges and regains 1d6 + 2 charges nightly at midnight. As an action you can expend one or more charges to cast one of the following spells: arms of hadar (1 charge), misty step (2 charges), invisibility (2 charges).

31

ITEMS WONDROUS AND STRANGE

Pantheon of the Gods

Contrary to some beliefs, the gods did not create the cosmos. Instead they began as mortal beings, who, through time and deed, ascended to godhood. The inherent traits of each god aided in the determination of their abilities and domains. While there is much speculation about a Great Creator over all, no one knows for certain if such a being exists. If the gods know, they have never shared that information.

The Pantheon is divided into two sections, Inner and Outer. Good and Evil. Inner Gods protect the light of civilization in the universe. Their dominions increase as their faithful discover and settle new worlds. The Outer Gods seek to extinquish that light and bring the universe into the shadows. They linger most on unexplored, unsettled worlds, though their presence can also be felt within known space as well.

Just as the Inner Gods linger where good people go, so too do the Outer Gods linger where those evil of heart tread.

Choosing Your Path

Each person walks the path of the gods. Due to the nature of their increased interaction with their followers, belief in the gods is not in question. How one worships is up to them. Whether you believe in organized worship or to each their own. You might pray to all the gods depending on your situation or need, or you might choose to follow one specifically.

For the purpose of a Tarsian campaign, each player must choose a god (or gods) to worship. This god should reflect the nature of your character and be compatible with your background. How much or how little your chosen deity interacts with you depends on your level of devotion and your DM's discretion.

Clerics and Paladins interact regularly with their patron dieties and you can speak with your DM about how that interaction happens, be it through prayer, small signs or by other means.

Inner Gods Outer Gods
Velaqua Mahli
Horula Raz
Salar Suda
Janessa Alrakis
Kalantar Premsyl
Alkaid Rune
Jalis Cenk
Seela Danaar
Jengo Hakan
Aureolus
Aroa
Noa

Velaqua

  • Alignment: Neutral Good
  • Domain: Truth, Life
  • Symbol: Caduces

The goddess of healing, Velaqua is the patron of healers and truthseekers. She is present in hospitals and travels with medics on the battlefield. Houses of healing, from the lowliest of apothecaries to the highest of medicaes are dedicated in her name. Scientists, researchers, archaeologists and anthropologists flock to her banner.

Her great enemy is Mahli, who seeks to proliferate disease and death.

Her tenets are thus:

  • The truth will out in all things.
  • Seek to eradicate illness and disease; giving aid and comfort where you can.
  • Do no harm lest harm be done unto you.

32

PANTHEON | INNER GODS

Horula

  • Alignment: Chaotic Neutral
  • Domains: Pathways, Trickery
  • Symbol: Compass Rose

The god of journeys, Horula is the patron of travel, adventure, trade and the frontier. His temples are rarely structures built of stone and steel, as he bucks convention for the freedom of exploration. Instead, the navigation chamber of every ship sailing is a shrine to him. All who travel beyond their home planet says a little prayer to him at the start of each journey.

His tenets are thus:

  • Face the unknown with bravery and joy, expanding the frontier for future generations.
  • Go where you will, when you will and do your best to leave things better than you found them.
  • Change is inevitable, work to ensure that change is for the better.

Salar

  • Alignment: Chaotic Good
  • Domains: Life, War
  • Symbol: Sword and Shield

The god of justice and protection, Salar is the patron of guardsmen, firefighters and army medics. He calls to those who feel it is their duty to protect others. Magistrates and judges often perform their duties in his name and many kings have been crowned under his gaze.

His tenets are thus:

  • Be vigilant against evil and oppose it wherever you find it.
  • Protect those who cannot protect themselves.
  • Liberate the oppressed and defend just law.

Janessa

  • Alignment: Chaotic Good
  • Domains: Light, Nature, Life
  • Symbol: Flowering Branch

The goddess of spring, beauty and the arts, Janessa is the patron of musicians, artists and arcanists who view their craft as an art. She delights in dance and song and her shrines are often found in theaters, music halls and artist colleges. Her flowering branch is used across the universe as part of the spring solstice rites of most planets where a branch or wreath is hung on the door to welcome spring.

Her tenets are thus:

  • Cultivate beauty and joy in all that you do.
  • Seek out lost things and bring their beauty back into the light.
  • Thwart the darkness wherever you find it.

33

PANTHEON | INNER GODS

Kalantar

  • Alignment: Lawful Neutral
  • Domains: Knowledge, Truth
  • Symbol: Scales

Kalantar is the god of civilization. He is the father of great invention, the founder of cities and the author of laws. Rulers, lawmakers, judges and devoted citizens worship him. His temples can be found in most cities and often double as civic houses. Kalantar promotes innovation and equality.

His tenets are thus:

  • Balance in all things. Justice is blind and so must you be.
  • Work with others to achieve your goals. Community and order build greatness.
  • Seek out new ideas, new inventions and bring the light of civilization into the darkness.

Alkaid

  • Alignment: Neutral
  • Domains: Knowledge
  • Symbol: Dragon

Known to many as the Father of Stars, Alkaid is the god of knowledge, research and the array of the heavens. Sages, seers, tacticians and students flock to him. While Janessa is the patron of magic, Alkaid is the patron of its study. Libraries, wizard academies and observatories are often built in his name. Telescopes are pressed with his symbol during manufacture.

Alkaid openly opposes Alrakis, whose wish to consume the heavens goes against his philosophies.

His tenets are thus:

  • Seek to improve yourself through the balance of body and mind.
  • Accumulate, preserve and distribute knowledge in all forms.
  • Be watchful at all times for those who seek to control knowledge and keep secrets.

Jalis

  • Alignment: Chaotic Good
  • Domains: Tempest, War
  • Symbol: Thunderbird

Jalis is the god of storms and battle. He revels in feats of strength and battlefield prowess. Warriors and athletes revere him. Wild and unfettered, seamen pray to him for calm seas and good weather. He has few true temples but symbols in his honor can be found in training grounds, arenas and fishing shacks alike.

His tenets are thus:

  • Be strong, but do not use it to cause undue harm or destruction.
  • Be brave. Cowardice is for the weak.
  • Prove your might on the battlefield to win glory and renown.

34

PANTHEON | INNER GODS

Seela

  • Alignment: Neutral Good
  • Domains: Nature
  • Symbol: Tree of Life

The mother of nature and all things green, Seela is the goddess of wilderness, sea and summer. She is the wild beast, the peaceful forest, the crashing waves and the burning desert. Farmers, hunters and fisherman alike all revere her and often make offerings before beginning a planet-based journey. Her temples are few in civilized areas, bur she is a strong presence on the frontier among settlers.

Her tenets are thus:

  • Protect the wild places from destruction and overuse.
  • Hunt the aberrant monsters that disrupt nature.
  • Live in harmony with the wild.

Jengo

  • Alignment: Lawful Good
  • Domains: Forge, War
  • Symbol: Anvil

Jengo is the god of creation and winter. He is the patron of artisans, engineers and the forge. He carved the mountains from the primordial stone. He is the guardian of the hearth, the family, and the deep quiet of winter. Dwarves deeply revere him, though artisans of all races seek his favor in their crafts. His symbol is often pressed into an artisan’s work, such as burned into a canvas frame or pressed into the bottom interior of a vase, to aid in preventing the item’s undue destruction.

His tenets are thus:

  • Meet adversity with tenacity and courage.
  • Be loyal to your family first, your clan second, your leader third and your people fourth.
  • Strive to make your mark on the world and build a lasting legacy.

Aureolus

  • Alignment: Neutral Good
  • Domains: Life, Light
  • Symbol: Sun in Glory

Synonymous with suns, the life-giving starts central to each system, Aureolus is the god of life, light and the harvest. He opposes evil in all forms and is commonly worshipped by ordinary folk and his priests are generally welcome wherever they go. His cadre are known as sunpriests and sunshields, and all know them as guardians.

His tenets are thus:

  • Alleviate suffering wherever you find it.
  • Bring light into darkness with mercy, compassion and kindness.
  • Be watchful against evil.

35

PANTHEON | INNER GODS

Aroa

  • Alignment: Neutral
  • Domains: Life, Grave
  • Symbol: Hourglass

Aroa is the goddess of balance. Life, death and time are the domains in which she rules over. Every cemetery in the world is her temple. Each funerary dirge and birth blessing are said in her name. She is the spinner of fate and the keeper of time. The most mysterious of the gods and the least openly worshipped one, nevertheless every mortal prays to her at least once in their life. Aroa’s worshippers work to eradicate the undead in her name, as they are seen as a dark perversion of the balance.

Her tenets are thus:

  • Do not mourn the dead, for death is the natural counterbalance of life.
  • Do not circumvent the course of fate, meet it with grace and punish those who seek to cheat it.
  • Eradicate the undead and cast down those that create them and seek to cheat death.

Noa

  • Alignment: Chaotic Good
  • Domains: Trickery
  • Symbol: Moon

The goddess of change, Noa is the counterpart of Horula. She is seen in the faces of the moons across the universe. She guides the ever-changing heart of the lover and shields the footsteps of scouts and rogues alike. She favors boldness and nurtures compassion. Fortune tellers, matchmakers and gamblers often pray to her for guidance.

Her tenets are thus:

  • Seek out new horizons and experiences to find your own destiny.
  • Love with your whole heart, embracing pain and joy in equal measure.
  • Show compassion to others, and be bold in your actions.

36

PANTHEON | INNER GODS

Mahli

  • Alignment: Neutral Evil
  • Domains: Disease, Death
  • Symbol: Snake

Mahli is the god of lies and disease. One of the three evil gods of Death, assassins often flock to his banner. He propagates poison and disease thrilling in the pestilence of plagues and death. His acolytes thrive in the shadows and working in secret. Mahli openly wars with Velaqua on a regular basis. His followers are instructed to destroy her faithful wherever they find them.

His tenets are thus:

  • Keep to the night, so that your deeds remain secret.
  • Kill in his name, offering each death as a sacrifice.
  • Delight in poison and pestilence, and revel in the pain they bring.

Raz

  • Alignment: Neutral Evil
  • Domains: Death, Knowledge
  • Symbol: Skull

Raz is the god of the undead. His followers are necromancers, who deal in undeath and the knowledge of such arcane arts. One of the three evil gods of Death, conspirators and arcanists pay him tribute. Raz opposes Aroa, wishing to rise up and take her place.

His tenets are thus:

  • Never reveal all you know.
  • Find the seeds of darkness in others so that you might exploit them to your benefit.
  • Oppose all other deities so Raz alone may rule all.

Suda

  • Alignment: Lawful Evil
  • Domains: Death, War, Truth
  • Symbol: Manacles

Suda is the goddess of the deep places. She is the patron of jailers, torturers, murderers and slavers. Superstition says that to speak her name is draw her eye to you and you will meet misfortune and enslavement in her realm. Her followers revel in the pain and fear they sow, but they ultimately wish to ferry soul into Suda’s waiting arms with each death they cause.

Her tenets are thus:

  • Seek out and revere the deep places of the universe. Fear not the Void.
  • Delight in pain, both giving and receiving.
  • Bind tightly what is in your charge. Freedom is a construct of lies.

37

PANTHEON | OUTER GODS

Alrakis

  • Alignment: Chaotic Evil
  • Domains: Trickery, War
  • Symbol: Dragon

Known also as the Star Eater, Alrakis is the opponent of Alkaid. She seeks to consume all light and knowledge in the universe, plunging all under her gaze into the utter darkness and evil of war ever after. She is the god of wealth, greed and envy, and is worshipped by those whose lust for wealth overrides all other goals.

Alrakis is the enemy of Alkaid, who encourages the study of the stars, which she longs to hoard for herself.

Her tenets are thus:

  • Hoard your wealth, acquiring much and spending little.
  • Take what you want from others. The weak do not deserve to keep their riches if they cannot defend them.
  • Punish those who slight or wrong you. Leave no good deed unpunished.

Premsyl

  • Alignment: Chaotic Evil
  • Domains: Trickery
  • Symbol: Mystic Eye

Premsyl is the god of darkness. Black holes and other primordial things that consume are often associated with him. Forever hungry, Premsyl is known to eat entire planets, plunging them into the utter bleakness of the Void. He does not speak to his followers, for to hear his voice is to be driven mad, but specific teaching are taught among his followers.

His tenets are thus:

  • Channel power to Premsyl, so that he might consume your enemies and grow stronger.
  • Retrieve lost relics to create gateways to his realm and bring him forth.
  • Pursue the obliteration of the world in anticipation of his coming.

Rune

  • Alignment: Neutral Evil
  • Domains: Trickery, Lies
  • Symbol: Mask

Rune is the god of shadows and lies. Scheming and treachery are her call to arms. Her priests seek to disrupt society wherever they tread, making her the natural enemy of Kalantar. Those who seek power for personal gain revere her.

Rune’s philosophies and teaching often put her followers at odds with those of Velaqua. Clashes between them are not uncommon.

His tenets are thus:

  • Do whatever it takes to gain and hold power.
  • Rely on stealth and slander over outright confrontation. When confrontation is inevitable, do not shy from it.
  • Seek the deaths of your enemies at every opportunity.

38

PANTHEON | OUTER GODS

Cenk

  • Alignment: Chaotic Evil
  • Domains: Tempest, War
  • Symbol: Crossed Bones

Cenk is the god of destruction. Marauders, bandits and pirates flock to his banner. Cenk exhorts his followers to pillage, plunder and slaughter. Orcs are fervent followers, and sometimes Kobold warrens have been known to turn to him in the absence of a dragon to serve. He has a particular abhorrence for elves and other fey creatures.

Cenk and Alrakis have been known to work together, as often their goals align. It is not unheard of to find Cenk’s followers aiding Alrakis’ in exchange for treasure; or to find Alrakis’ followers willing to fund Cenk’s endeavors.

His tenets are thus:

  • Conquer and destroy.
  • Use your strength to crush the weak. Only the strong survive.
  • Do what you will, and let no one stop you.

Danaar

  • Alignment: Lawful Evil
  • Domains: War
  • Symbol: Claws

Danaar is the dark god of war and conquest. Militaristic nations and dictators serve him. Goblins revere him and conquer in his name. He is revered for his philosophy of crushing your enemies underfoot so they cannot rise against you.

Danaar claims many of the philosophies of Kalantar, though he does so in the name of absolute rule.

His tenets are thus:

  • Never allow fear to master you, master it and hone it into a weapon.
  • Punish the insubordinate.
  • Hone your skills to perfection, whether you are a great general or lone mercenary

Hakan

  • Alignment: Lawful Evil
  • Domains: Trickery
  • Symbol: Triskele

Hakan is the Lord of the Nine Hells. His rule is absolute and his tongue gilded in silver. He is often mistakenly associated with fire though his true element is ice. His philosophies are closely associated with the rule of three and cyclical eternal motion. What you put into the world comes back to you. His followers are dogmatic and Darwinian in their teachings and practices.

His tenets are thus:

  • Seek power over others so that you might rule with strength.
  • Repay evil with evil and exploit the weaknesses of others.
  • Show no pity or mercy. The weak do not deserve compassion.

39

PANTHEON | OUTER GODS

Additonal Rules

The following rules are set to help in running a campaign in the Tarsys Galaxy. Due to the nature of the setting and of space, there are certain limitations and additional things that are addressed here.

Character Limitations

Because of the nature of the world this adventure is set in, the following character limitations apply when building your character. Please keep them in mind when considering your options.

Note: If you decide to play a Deep Gnome, Drow or Duregar, please consult your DM, as your options of home planet may be limited.

Unavailable Races

  • Aaracokra
  • Centaur
  • Changelings
  • Custom Lineage
  • Dragonborn (Ravenite)
  • Dragonborn (Draconblood)
  • Plasmoid
  • Shapeshifters
  • Simic Hybrid
  • Thri-Keen
  • Verdan

Races With Conditions

Dhampir are creatures that live between things. This makes them vulnerable to some of the dangers of space travel, most notably the radiation of stars. If you choose to play this race, your DM may choose to impose restrictions on where your character originated from in addition to incurring consequences from exposure to solar radiation during space travel such as exhaustion points accrued over weeks or months.

Kalashtar are bound to spirits from the dream world. This makes them vulnerable to the creatures in the Realm Beyond. Your DM may choose to utilize this whenever you take a long rest by giving you sleepless nights, nightmares and even make you roll saving throws to keep your sanity as you dream of the Other.

Unavailable Backgrounds

  • Augen Trust
  • Faceless
  • Faction Agent
  • Grinner
  • House Agent
  • Luxonborn
  • Myriad Operative
  • Revelry Pirate
  • Volstrucker Agent
  • Waterdhavian Noble

Backgrounds With Conditions

Dragonmarks may be used on a case-by-case basis with adjustments made for the origin of such marks. Your DM may decide to reduce your options for race or planetary origin.

Ravnica Backgrounds may be used, but must be adjusted to fit the setting. Work with your DM to make these adjustments.

Strixhaven Backgrounds may be used, but must be adjusted to fit with either the University Arcanum or the University Magica. Work with your DM to make this adjustment.

Curses

There are 3 types of curses that exist in the world of Tarsys. Some are easily dealt with, some require divine intervention to break. It is up to your DM to decide which kinds of curses they would like to use and how, why and when to implement them.

Minor Curses are curses such as the kind used when casting the bestow curse spell. These curses might cause minor inconviences such as imposing disadvantage on ability checks, saving throws and attack rolls, or a run of bad luck that causes a character to lose some money. These kinds of minor curses can be cured using a judiciously cast remove curse spell.

Major Curses are much different than minor ones. They can be attached to people or objects and cause much more havok. They can be ambiguously worded such as 'may you live in interesting times' or much more specific like 'every magic item you touch misfires'. These curses cause harm and even death on occasion. To remove a major curse a trained individual needs to perform a curse breaking ritual on the person or item, though occasionally a greater restoration spell has been known to work.

40

ADDITIONAL RULES

Epic Curses are so imbued with magic and intent that it usually requires a diety's direct intervention to break one. These kinds of curses can be placed on objects and places. They are rarely placed on people, as people who are afflicted by such curses are usually very shortly dead. Epic curses cause harm and even death to everything and everyone in their wake. The saying goes 'You don't break a curse like that, you get out of its way.'

Potions Rule

In order to allow extra flexibility among a group (especially a group with a large number of players) the following rule for potions can help immensely. The rule is:

It takes a bonus action to drink a potion yourself, and a full action to feed a potion to another person.

Death in Tarsys

This campaign follows the Three Strikes and You're Out rule. This means that any character can be resurrected a maximum of three times before the strain of crossing the veil becomes too much. The fourth death is permanent, and not even Godly intervention can prevent that.

Additionally, a campaign set in Tarsys runs on the Didn't Come Back Right rule. When a character is resurrected by magic, the strain of crossing over takes its toll on that character's mind. The character is affected by Madness, rolling on one of the Madness tables in the DMG at the DM's discretion. This Madness affects the character for a number of days equal to the level of the spell used to ressurect it.

Space Travel

Travel through the void of space is commonplace and even expected in the Tarsys Galaxy. Advancements made in the field of Astromancy means that most vessels are fitted with an Astral Engine that is capable of Faster Than Light travel. The ship's navigator is usually equipped with the spell Sending in cases of emergency.

Research into the ability to harness the power of the gravitational pull of a singularity (i.e. black hole, sun) to jump near instantaneously between star systems has recently begun to make the rounds in certain circles. This branch of Astromancy is in its infancy. Ships are rarely fitted with engines capable of this feat, and if they are there is an 85 percent chance of something going wrong on such a jump.

Teleportation

Most teleportation magic within Tarsys is limited by distance unless you are using a spell such as plane shift or gate to travel between planes.

Teleport and Teleportation Circle. These spells are limited to travel within solar systems, as they are unable to compensate for the distance between systems.

Transport Via Plants. This spell is also limited to within the solar system it is cast in, however, there is an exception. If the spell is cast from a Druid Circle to another Druid Circle in the galaxy, the spell can be used as normal due to Druids' carefully tending transportation trees.

Word of Recall. This spell can be used as normal, as it is linked to sacred spaces and powered by divine magic.

41

ADDITIONAL RULES