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Palia

The world of dual sons

Table Of Contents
Table Of Contents Cont.
Table Of Contents Cont.

Palia

A World of Dual Suns

The unmistakable feature of Palia, is their two suns, Lodaos and Ottuna. One of chaos and one of order. They orbit and eclipse one another in an unending dance. Some practitioners of ancient religions even claim the dual suns as gods locked in a ceaseless battle since the beginning of time.

The Eclipse

The dual suns orbit one another in such a way that a complete orbit occurs once every 22 days, and once every 11 days, one eclipses the other. Which causes a surge of either magical chaos or order depending on which sun eclipses which.

It is said the magic, space, and time are all intertwined through the movements of celestial bodies. Like a massive piece of fabric holding all the worlds and stars that grants people the access to their magical power.

Adventurer's guide to Elclipses

Depending on which eclipse occurs, either order or chaos. Magic will be affected in one of two ways.

Order: All spells will be cast one level higher than the spell slot used, only spells that scale with spell slots will be affected. In addition, all magic items that grant a bonus to AC, or attack and damage rolls will gain an addition +1 bonus of that type.

Chaos: Any use of magic risks a roll on the wild magic table. This includes magic items, cantrips, and casting of leveled spells. Any use of magic will force that player to roll a D20, and on a 5 or less a wild magic surge will occur.

Religion

The divinity of this world is divided into two groups. The Primordial Spirits and the Mortal Gods, both representing essential functions of the material world. The spirits manifesting as personifications of the physical world, and gods as personifications of mortal thoughts and emotions. These beings are not tied directly to their worship and dedication, but to the aspects of the world they represent. Their power and grace equivalently connected to the presence of their purpose. For if that aspect of the world were eliminated, so too would the deity.

Primordial Spirits

These spirits originate from the dawn of time and wield enormous power as manifestations of elements from the material world. There are 4 types of Primordial Spirits, being the elders, the ancients, the grand, and the regional.

Elder Spirits

Elder Spirits are few and are the first to come into being. They possess frightening and unimaginable power, almost never displaying their will onto the world.

Gaia, elder spirit of the earth

Gaia is the spiritual personification of the world itself and the ancestral mother to all. She remains in holy union with the twin sun spirits to keep the world warm and bright.

Often she was depicted as a matronly woman only half risen from the earth, as a woman reclining upon the earth surrounded by lesser spirits of nature.

Sola and Solus, elder spirits of the suns

Sola, spirit of the sun of order and Solus, spirit of the sun of chaos are twin elders. While in constant conflict with one another, together they provide warmth and light to all the world.

The depictions of these twins vary dramatically, ranging from physical models of the suns to humans basking in the aspect of their being.

Tempus, elder spirit of time

Tempus is the spiritual personification of time and its passage. They are much more indifferent to the events of the world, near apathetic in some stories and myths. Unconcerned with the actions of mortal men since due to their very nature, it will all pass.

Their traditional depiction is that of an elderly man with a long grey beard. While some scholars have been known to present more abstract displays of the spirit of time.

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Ancient Spirits

The Ancient Spirits were created when the elders began to create the material world. As Gaia created the ground and the water and the sky, these beings came into existence. Only second in age the the elders, they too are incredibly powerful and very rarely display their will on the world.

Unda, ancient spirit of the seas

Unda is the firstborn offspring of the elder spirits. She is notoriously unpredictable and tenacious, as strong willed as the sea itself. A mighty warrior, and unstoppable force.

Most divine beings have avatars that mortals can relate with, Unda is not most beings. Her avatars are either living water or massive beasts of the depths. Often a small statue of an octopus like creature with numerous tentacles.

Divus, ancient spirit of the skies

Divus is the known as the lord of the skies. Unlike many of his other siblings, Divus takes a more laidback approach to his duties as an ancient primordial spirit. Procrastinating and avoiding responsibility in favor of experiencing the world through his avatar.

Divus has two avatars that represent him both physically and as icons of reverence. An enormous bird and an attractive young man. However, each avatar is often used to emphasis either freedom or responsibility.

Terra, ancient spirit of the lands

Terra is the youngest of the most integral triad of ancient spirits. Taking great pride in her maintenance of the lands of the world, she greatly dislikes Unda and especially Divus. Seeing them as irresponsible and foolish. She is stubborn and near immovable of her opinion once set.

Depictions of Terra are most often either a tall, strong woman in plate armor, or a mountain. Most statues of the woman, while most paintings, carvings, and symbols are of the mountain sigil.

Vita, ancient spirit of life

Vita is the ancient spirit which represents life in the prime material. Among the younger of the elder's offspring, she is caring and compassionate. Attempting to nurture all living things through their life. However, she has great distaste with her younger sibling Mortus, finding delight in opposing him.

Life has many different artistic interpretations, especially in different climates and environments. In an arctic tundra, she might be a hearthmaiden. In a desert, an oasis. Or a maturnal figure of elegance and grace.

Mortus, ancient spirit of death

Mortus has three names. Mortus, spirit of death, Death, and The Grim Reaper. He is the world's function of death and dying. The one to facilitate the end of all living things once their time has run dry. Not only does he fulfil his duties, he relishes them. Finding great pleasure in the removal of their essence from the material world.

Very few normal people would worship death itself as a deity, much less as one of goodness. So most statues, symbols and art of Mortus is that of a skeletal figure in dark robes. An ominous, unstoppable being found only in places of concentrated death.

Magus, ancient spirit of magic

Magus has always been an unusual spirit. Taking much delight in mortal's use of themself and ever curious about what they use with the gifts they're given. Some even claim that they peer through the eyes of mortals with powerful connections to the arcane world.

Also unlike most spirits, Magus has only one universal symbol, form, or avatar. That of an all seeing eye surronded by the energies of the night sky.

Grand Spirits

After the blueprints of the world were finished, the world needed some color and depth. The Grand Spirits were created to transform the world from a lifeless sprawl of water and stone, to a living breathing world.

Sabus, grand spirit of the deserts

Sabus is also known as the scavenging spirit. A timid being who seeks to survive above all else, and uses tactics that others might consider cowardly. He rewards those who can survive in the harshest conditions.

Known as a scavenger, Sabus' symbol is that of various small scavenging creatures. Rats, vultures, scorpions, and snakes are commonly found in portraits of faith.

Bratus, grand spirit of the forests

Bratus has always been the most straight forward of all the spirits and gods. Might is right, and the creatures of his domain are always right. Even while an incorporeal being, he values strength above all else.

While depictions of Bratus change from region to region, there is one consistency. His symbol is that of the apex predator of the forest. Bears, wolves, alligators, or even tyrannosaurus rexes have been displayed in his name.

Frigus, grand spirit of the tundra

Frigus is the spiritual lord of snow and ice. An icon known for both his stoicism and compassion, he fights to protect others and never permits an act of disrespect.

His symbol is that of a massive man holding a shield, with skin and hair the color of ice. However, many different cultures adapt his appearance to fit with their own. Dwarves show his great beard, humans his spirit and so on.

Arva, grand spirit of the plains

Arva is the spirit of plains and fields, the ruler and manifestation of the grasslands. She is fast to act and adaptable to any situation, relying on both cunning and dexterity. She is at odds with Palus, being very impatient and preffering to act on instinct.

Her icon is that of an ethereal gazelle. A fast and clever animal with a ghostly form.

Palus, grand spirit of the marshes

Palus is the spirit ruling over the bogs and swamps of the world. He is as patient as his is vicious, and finds great joy from the great circle of life. Life feeding on death, and death feeding on life is the state of the world.

With a more ominous symbol than most, Palus is represented by two yellow eyes peering between the trees and through the mist.

Cala, grand spirit of the spring and summer

Cala is the spiritual maiden of growth and rebirth. In temperate lands, she is often paired in stories and myths alongside Vita. Most often depicted as a daughter or student. However, in lands of extreme heat she is more often shown as a test to kill the weak. Given reverence alongside Mortus as a cruel understudy. But as a spirit of her own, she fulfills her duties of growth and rebirth with reluctance. She seeks change and growth, not just for the land but for her aswell.

When paired with Vita her symbols are near identical to the other spirit, as is the same with Mortus.

Gela, grand spirit of the autumn and winter

Gela is the lady of decay and death, the maiden of cold. In almost every region of the material world, she is paired to Frigus. Although, she takes no joy in seeing the lands wither and die. Reluctantly seeing through bringing the cold to lands, viewing her duties as a necessary evil.

Her symbol is that of a kind old woman in thick fur clothing. With care and compassion in her face and heart.

Mortal Gods, The 13 Thoughts

After the Grand Spirits created the regions of the world, Vita decided there needed to be something else. When creatures of thought and soul entered into the world, they produced something new. Feelings, and those feelings became something similar to elements of the material world. Things that needed to be managed.

Sensus, god of thought

The oldest of all mortal gods is Sensus, god of thought. Born into reality when the first creature that roamed the world had its first thought. He is the divine personification of all consciousness. First coming into the world as of simple ideas, as the creatures of the world advanced, so did he. Creating his first four children to personify the emotions present in complex creatures.

To this day he remains a stubborn and logical god, always contemplating before action.

The symbol of this deity's worship is that of a book. Formal, organized and filled with wisdom.

Ira, goddess of anger

One of the four children of Sensus, Ira is the goddess of anger. She both feeds on it and relishes its spread through the minds of mortals. First created by animals using their emotions to aid in fighting off rivals or hunting prey, Ira has grown to a goddess of warriors. However, worship of her outside of battle is some what frowned upon.

As mortals grew more complicated and intricate, she created two daughters. Oda and Visa, goddesses of wrath and hatred.

The symbol of this deity's worship is that of a sword and shield. Possessing a role almost identical to that of a god of war.

Metus, god of fear

Another of Sensus' children, Metus is the divine personification of fear. Fear held in the heart of mortals for all things. His goal is not to inspire fear in mortals, nor for them to overcome it, but simply for them to accept it. He whispers in the ears of men, women, and children to flee or fight because they must.

When he saw mortals grow beyond such simple terms of emotions, he decided to create two children. Timus and Anxieta, the dieties of terror and worry.

The symbol of this deity's worship is that of lips whispering into an ear. The ever present voice reminding us all that we are afraid.

Gaudius, god of joy

Easily the most universally worshipped of Sensus' four children, Gaudius is given reverence by all those who seek joy. He seeks to give all mortals a sense of belonging and safety, so that they may truly experience the best the their lives have to offer. Giving smiles to children and warming the hearts of the elderly.

As he observed joyful mortals he realized, joy was far too restricting a term. So he created two more dieties, Amara and Extasus. Beings of love and ecstasy.

The symbol of this deity's worship is that of a parent and a young child. For many mortals find the greatest joy in their progeny.

Trista, goddess of sorrow

The final of Sensus' four children is Trista, one of the least worshipped goddesses. Being the lady of sadness and sorrow. She is a goddess constantly wracked by the negative thoughts of all mortals, and is therefore a deity plagued with depression. Not only that, but she also feels great guilt for subjecting mortals to such terrible feelings.

One day, her feelings of dread were too much to bear and she created two sons. Diffidus and Damnus, two gods meant to share her burden of dread.

The symbol of this deity's worship is that of a mournful eye sheading a single tear. A single tear holding all the sadness in the world.

Oda, goddess of hatred

Oda is the daughter of Ira, and she is sustained by the hatred held in the heart of mortals. Following in the footsteps of her mother, she is near obsessive of her duties. Loving every ounce of hatred mortals can spew into the world and using her influence to bring more hatred to the material. She more than any other being of divinity loathes Amara, functioning as her complete antithesis.

The symbol of this deity's worship is that of a knife being plunged into someone's back. An act of hatred that only inspires hatred.

Visa, goddess of wrath

Visa is the daughter of Ira, but unlike her mother her passion is not worn on her arm. A goddess with the silent contemplation of Sensus and a viciousness second to none. She is the most dangerous as the picture of serenity, when she will tear her enemies apart limb by screaming limb.

The symbol of this deity's worship is that of an armored woman holding a severed head. Her might forever etched into the hearts of mortals.

Anxieta, goddess of worry

Anxieta is the daughter of Metus, a deity mocked by some and worshipped by others. Scholars and nobles of the material world see the value in concern and worry. Reasonable thoughts over issues that they should worry about. Anxieta is wracked with worry, constantly fearing that one day mortals will grow beyond their fear. And in doing so, end her and her family.

The symbol of this deity's worship is that of a man's shadow. The nagging feeling that something must be wrong that is always with you.

Timus, god of terror

Timus is the son of Metus, who has found his purpose inflicting pure fear in the hearts of mortals. It is said that he was born from fright itself and is hiding behind every mortal to poison their mind. He influences the world with all his power to turn the bold's hearts from bravery to cowardice. Each waking nightmare giving him the divine sustenance he so desperately craves.

The symbol of this deity's worship is that of the lands most dreadful horror. Dragons, shadows, ghouls, and machines all the monsters that strike fear in the hearts of men.

Amara, goddess of love

Amara is the daughter of Gaudius and the beacon of love. She represents all love mortals hold in their heart, romantic, platonic, familial, or any kind of love. It is said that all the love in the world is derived from lady Amara kind heart, but should one truly betray the love in their heart. Amara abandons them and asks Visa to exact their punishment.

The symbol of this deity's worship is that of a heart held in two gentle hands. The vulnerable offering that each must make to confess their love to another.

Extasus, god of ecstasy

Extasus is the son of Gaudius, a divine being of indulgence and pleasure. The joy of food and drink, victory over others, and pleasurable company are all encompassed by Extasus. One of the most common misconceptions is that Extasus is more the god of sex, but he is just as overjoyed to see men gorging themselves at dinner.

The symbol of this deity's worship is that of a drink filled to the brim and overflowing. Be it wine, ale, mead, or spirits.

Diffidus, god of despair

Diffidus is the son of Trista, and the manifestation of utter and complete hopelessness. The feeling of total lack of control and being unable to fight any more. Naturally experiencing these feelings from all the mortals of the world has driven him into a depressive state. Not to mention few men or women would worship the god of such an idea, only those who wish to inspire such feelings.

The symbol of this deity's worship is that of a panicked face surrounded by darkness. The encroaching feelings of inescapable dread.

Damnus, god of loss

Damnus is the son of Trista, and takes on the duties of caring for those whose loved ones are taken by Mortus. The only god of sadness that is not overwhelmed by the feelings of mortals, Damnus does his best to ease those in the wake of death. On rare occasions he will appear dreams of others in the visage of their loved one to comfort them.

The symbol of this deity's worship is that of a ghost standing behind a crying mother. Attempting to ease their feelings of grief.

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Drangosa

Drangosa, yes I’ve heard of it. Legends say the wind will rip the flesh off your bones and that metal men roam the sands, searching for their long dead masters. Hordes of men conquer the wasteland while others fight to simply survive. Even heard that some folks worship the dukes of hell, who’d be stupid enough to do that? But what I can tell you is that... it’s real. And I can take you there, if you’re mighty enough to live through it I may even have to bring you back. “ - The traveler, Tribes of Kesoth, Ignan.

Drangosa is a land of endless desert wastes and mysterious combinations of science and magic. The most common of which being Constructs capable of individual thought. Mighty men and machines rule over their own spit of land while seeking to expand their influence. The hoards of men to the east dominate with overwhelming forces. The devilish creatures of the north use unnatural hellish magic to destroy their foes, and the unknown humanoids of the central land live in a land of metal, fire and steam. Driving off any who dare intrude on their precious work with countless men and monsters hanged from chains or impaled on spikes.

There isn’t a living or dead soul in all the realms that would call Drangosa a friendly or even a safe place. Sentient metal tears at flesh, sand swallows travelers whole, and the dual suns beat down on the desert like burning molasses. However, the reason so many stay is The Antecedent Empire (Æ). A vast empire of magic and science that simply vanished overnight? Of course there are those who seek the power hidden behind the walls of Æ. The power of Artifice.

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The Power of Artifice

No group but those who can control the ancient power of the Antecedents would be valued as much as mages known by the name: Artificer. Artificers are capable of harnessing the power long thought dead and adapting it to meet their own needs, but the knowledge to do so is buried deep. There are only two ways to learn this magic, travel within the ancient Antecedent walls and find the knowledge of the long dead, or be taught by one who has achieved that and lived to tell the tale.

Adventuring Artificers

There are a great number of Artificers within the land of Drangosa, but few when compared to the greater population. Even fewer who dare venture into the wastes of the unknown. Adventuring parties would be lucky to acquire a single Artificer, let alone multiple.

While it has been known for multiple Artificers to travel together, it is highly irregular and just as dangerous. For all manners of men and monsters seek to use their power as their own.

Firearms: Firearms do exist within the world of Drangosa, in a primitive state. Pistols, Muskets, Blunderbuss', and similar weapons are all present. Firearm proficiencies count as martial weapons.

Agosacsia

Known as the riders of the east, the Shoguns of years past and present seek to dominate all of Drangosa under the might of their horde. Born from the old tribe of Hussar, they are a rich and diverse people who embrace tradition and mutual respect. Judging by character rather than appearance for the most part. The singular forbidden practice in the eyes of Ilhara and the Shogun, is magic and mechanics. Wizards and other arcanists find their heads on the ends of pikes while firearms and automatons are violently destroyed.

It is said that the children of Agosacsia spend more time on their steed than on their own two legs. Learning how to ride and tame their steeds, how to survive in the harsh climate of Drangosa, and how to fight the monsters and men to prove their might. Undergoing many trials and tribulations, which start at early ages. Once children reach the age of maturity, they are tested to see if they can join the riders. Finding their mount in the wasteland and taming it before they're allowed to return, but if they manage the task they will be welcomed into the horde.

Many things are encouraged by the members of the Shoguns' mighty army, ruthlessness, divisiveness, strength, wits, and tactics. However, there are two things that are strictly forbidden for any member of Agosacsia. The use of magic, and the use of Antecedent machines. These are seen as evil, unnatural things that bring the wrath of Ilhara, and thusly are not allowed in any capacity. However, they are not extremely knowledgeable about what is and is not magic. Some mages and academics have been able to examine the horde while using magic in relative safety. The key to their success is deception, if they can pass off themselves and their magic as something else then they have much better chances of survival.

The Wild Ones

An elite guard of the Shogun himself, the wild ones would be known by some as Lycanthropes. Some in Agosacsia are born with this affliction, but the people of Agosacsia see it as a gift. These warriors are raised by the wives of the Shogun and trained from childhood to adulthood to be unparalleled in combat.

Wild Ones perform one of two task, defend the Shogun, or lead raiding parties. They perform both tasks with enormous pride, no Shogun has ever been assassinated and raiding parties lead by Wild Ones have leveled villages and cities.

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Blumia

Hermits, travelers, and guides are all common place in Blumia. In this land of water, sand and fire people have found a home and filled a niche needed for such a harsh, unforgiving environment. Navigation and transportation through the sandy wastelands. For such a dangerous occupation, mounts must be tenatious, adaptable, and enduring. So the people of Blumia tamed the creatures known as Kruthik, large chitin-covered reptiles that are attracted to sources of heat, such as dwarven forges and pools of molten lava. Raised by beast masters near mount Hinsey, a semi dormant volcano, Kruthik are sold and traded throughout Blumia as a neccesity for all those who wish to travel and transport through the desert.

With cities carved into cliffsides, stone huts, and small boats made from sheets of metal. The civilization of Blumia is one not familiar to outsiders. Worshipping many gods and deities, although the majority worship the twin suns as gods of chaos and order. People treat others as they would wish to be treated, giving their trust to others and expecting trust in return.

Hatbourg Bay

The single largest and deepest bay in all of Drangosa has proven vital throughout its history. Pushing hundreds of miles almost into the very center of Blumia, Hatbourg Bay has several burgs and cities along its edge. All of these towns have been both hubs of trade and strategic positions syndicates and other nations have attemped to control. Famously in the battle of Legazturna when a military company from Glotwania attempted to seize a foothold in the nation. Supposedly they planned on infiltrating the capitol and overthrowing the ruling family, but they did not manage to secure the location. After which, the company meet their death at the hands of the reinforcements.

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The Hinsey Spirit

Mount Hinsey is a strange place, its based covered in a mist, some travelers claim to see warnings of danger within the mist just before attacks occur. Stranger still some who rest remember a figure in their dreams who tells them to flee the mountain. All who speak of the spirit describe him as a elderly man draped in golden robes, and the people call him The Hinsey Spirit.

Few dare travel inside Mount Hinsey, and fewer still delve deep into its mysterious roots. However, there have been those either brave or foolish enough to venture into its pits. The few who venture down and manage to return to the surface always change, seeming kinder and wiser than they left. Strangely content with what they previously were not.

The River Road

All three nations of the west are bound together by a single stretch of road. Leading to the capitols of Blumia, Glotwania, and Corteresia, this road is under constant use. The most dangerous part of its length is found in the trecherous sands of the Blumian desert. Riddled with bandits, beasts of the underdark that venture into the night, and unholy creatures of unknown origins. This stretch of land reaching into the north is notoriously dangerous and many mercenary companies can keep in business only by protecting traveling merchants.

The Southern stretch of the road not only is much safer from beasts, it also is a much more hydrated environment and is widely regarded as the safest part of the journey.

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Corteresia

Most peoples believe in gods and heroes, saviors of men and divine beings. Those of Corteresia are not most people. A republic built on the back of dark magic, run by infernal creatures of Avarice, Wrath, and Hedonism. Using magical warfare to expand their borders and bolster their ranks, the Tieflings of Corteresia seek power and more power after that.

The noble Tieflings rule with infernal power and authority, forcing their populous to build grand cathedrals and massive castles. There are three main types of Tieflings, organized by their worship. Those who worship Tormach, Arch Daemon of Wrath reside with military and security. The elder Tiefling of Tormach claims not a single prisoner has escaped his watch. Those who worship Gorodyn, Arch Daemon of Avarice, reign over the wealth and commerce of Corteresia. Some claim the twins of riches could scam Asmodeus out of his final coins. Those who worship Sitri, Arch Daemon of Hedonism, run the entertainment of Corteresia. The lucky few to have seen the maiden of lust claim her beauty could turn the most dedicated paladins in mere moments.

The magic of Corteresia is notoriously savage and disgracefully sickening. Necromancy, mind control, and curses are all common practice by the mages of the infernal kingdom. Although, much simpler magics are also used commonly in battles. Mages of Evocation are known to lead units of Tormach, smiting all mundane soldiers with unholy fire. The few survivors describe the smell like hope itself being burned at the stake, and the sight of blood rain moments after the infernal explosions.

The City of Monres

Near the utmost northern edge of Drangosa lies the capitol of Corteresia. A massive city constructed by a force of undead servants, and ruled by devil worshippers and dark magicians. Holding great arcane and military power, they hold their walls and castles deep within their lands plotting to invade neighboring nations to expand their land into an empire.

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Inside the city are the 3 gates, The Windgate, The Middlegate, and The Greengate. All of these lead into the inner city and are thusly under extreme levels of security. Defended by dark magicians, illriggers, and undead monsters. In all of Corteresia's history, there has never been a successful military breach past any of these 3 gates. Any force hoping to enter into the city must delve into the underdark and hope to find a way underneath the city. Not that that route is much safer.

The Coven of Sin

There are exactly 3 nobles who don’t possess infernal blood, not a single one dying since Corteresia’s birth long ago. The Coven of Sin is a trio of powerful liches that found a common ground with the noble infernals of Corteresia. Old and ancient, few nobles have ever seen any of the three and only a handful of outsiders have seen them throughout all of Corteresia’s history.

Glotwania

The ultimate center of trade within Drangosa, Glotwania is a hub for all people and creatures alike. Crops, hunting, gems, metals and physical services are all easily found within the democracy of the coast. With elves, dwarves, humans, and even monstrous races living peacefully with one another, the few national concerns Glotwania have are related to neighboring nations or ever looming threats.

Relying heavily on their access to the seas adjacent to their land, most of their goods are exported and imported through merchant ships traveling along the coast. Ranging from the remote islands of Glotwania to the horde of the east, merchant ships engage in mutually beneficial trade with almost every nation, excluding Corteresia. Portraying nearly opposite beliefs with the infernals of the north, Glotwania is openly hostile towards the rulers of Corteresia. With slave trade absolutely fobidden by punishment of public execution, they have clearly made themselves enemies of their fiend blooded neighbors.

Constantly fearing the worst from their opposition, they hold extremely tight military control on the region’s borders. Soldiers, mages, and command posts at every major traffic area and skirmishes occurring on a regular basis outside both nation’s borders. However, the biggest fear held by the state and populus is infiltration. Fear that your neighbor might be a devil worshiper or infernal monster in disguise. So many shopkeepers and traders have taken to laying salt around their stores and splashing people with holy water. Checking to see if there’s a fiend within their cities and towns.

The Order of Peace

A league of knights and priests devoted to the defence of the people of Glotwania. The Order of Peace is determined to stomp out the invasion of infernal heretics and save the noble citizens’ freedom. Paladins, Clerics, and Fighters all join together and search towns, cities, and all places that devils might hide themselves to remove the plague of fiendish worship from the fair land of Glotwania.

While some call the methods of the order, excessive. The order deems them necessary, only burned with holy flame and purged with divine light will the devils leave their home. Separate from the government of the land, the order works however they deem fit to ensure the safety of all the land’s people.

Mondolia

It is said that a strong people adapt to survive, and there aren’t a people in Palia that take that to heart more than that of Mondolia. Enduring many disasters and hardships, Mondolians pride themselves on being able to change their cultures and needs to fit any situation. Moving from coastal cities, to desert burgs, to forest villages, and eventually finding themselves in all the homes of their ancestors. They scavenge the remains of yesterday to build a better tomorrow, using ancient technology and magic to create a stable world for themselves and their neighbors.

With little to no international interaction, Mondolia is one of the few nations to have no formal military and a nearly non existent government. Trading happily between villages and towns, and exporting what goods they have in exchange for a wider variety of food than they can sustain. Fruits and vegetables from the forests, fishing from the coasts, and livestock from the deserts, it is difficult to maintain other kinds of food. So Much of what they have is transported between towns and nations, a mutually beneficial arrangement. One rare delicacy is sourced from a wild and dangerous creature, deep within Mondolian deserts. Known for its delectable meat and equally vicious temper, the Roc is exceptionally difficult to hunt and makes a meal craved by all. Roc buns are steamed bread with roasted Roc meat within, a meal many claim is worth dying for.

Black Market Traders

Sometimes Mondolavans with merchandise of questionable legality and ethics will travel to trade their wares. Weaseling their way into the underbellies of cities and towns to sell items of extreme rarity. Possessing items ranging from Shadowsteel to Antecedent artifacts, they can be invaluable contacts for any aspiriing adventurers. Unfortunately, if they are crossed, swindled, or robbed they are notorious for the distances they will go to exact their revenge. Best to pay them their dues, lest you find yourself stranded in the desert with your feet cut off.

Mondolavans

Commonly referred to as bringers of fortune and favor, caravans from Mondolia travel far and wide to bring wares from their homeland. Technological marvels, and magical artifacts galore reach every corner of Drangosa from these exotic travelers. They sell magical weapons and armor, spellcasting focuses, rings, staves, talismanes, runes and books from ancient times.

However, with such a precious cargo, they are well defended and renowned for effectively having diplomatic immunity. Because all who try to rob or steal from them end up rotting away in the dunes under the heat of dual suns. Many have tried to cheat their way to arcane power and all but the rare few end their journey to power several steps short.

Ruania

A land of fire, metal, and murder. Few outsiders venture into the ashen fog of Drangosa, and fewer still keep their heads on their shoulders to tell the tale. Ruania holds the dregs of The Antecedent Empire, arcane powers blended with mechanical genius, all sitting within metal cities covered in a thick ashen cloud above. These cities use steam, wood, and coal to keep themselves running. Leaving an ashen fog resting in the sky to hide the citizens from the sun. While most cities are warforged, there are a few outsiders that find a home within the metal cities of Ruania. Finding comfort in the sunken world, or more often, hiding far away from an evil elsewhere in Drangosa.

Unlike most nations of Drangosa, the only determination of rule is might, and Ruania has only ever had one ruler. Know as Calamity, a highly intelligent warforged titan has maintained its physical body for countless years. Some say it was around in the days where the Antecedents still walked the deserts. Stories tell that only two people have ever challenged Calamity, the first one was squashed into a paste, but the second was made into an example. His body is still on display in the square of the capitol. No one knows what its capabilities are, but everyone knows, if Calamity is involved, you shouldn’t be.

With no formal military or borders, one might think it easy invade Ruania to take its resources for themselves. Some did think that, and they got what they deserved. The uncivilized regions of the land are a clockwork machine of death and destruction. Jagged stone, spiked metal, molten rock, and air filled with ash so hot it burns the lungs. Naturally, the wildlife adapted to fit in with this harsh terrain and is deadlier than any other. If the brimstone won’t kill unaware travelers, the toothy maw at their sleeping throat certainly will. Not a single invading force has managed to break through the wastes surrounding the cities. Only the truly desperate find their way traveling towards the cities, and only the truly vicious make it there in one piece.

Sanguine Dragons

Enemies since the beginning, vampires have always sought to blot out the sun, but this coven simply found the sun already blotted out. An ancient vampire coven found in the capital city of Ruania, they are the only power to even remotely rival that of Calamity. However, they formed a ceasefire with the mechanical monster. Neither one is ready to risk taking out the other, they both wait and scheme for the perfect moment to finally remove the other from the equation of ruling.

Keeping the blooded citizens of Ruania in line, the Dragons use magic and their vampiric powers to ensure their feeding stocks are never emptied and no rebellion can ever reach them. Lead by the vicious: Kragen Wraithwood, a centuries old vampire wizard. Folk says he is especially fond of performing dark rituals and curses to torment his foes and adversaries. With influence reaching from each and every corner of Drangosa, it would be no surprise to find him pitting nations against one another to reap the rewards of two collapsed kingdoms.

The Antecedent Empire (Æ)

Long ago, a group of people now called The Antecedents discovered that when the sun’s eclipsed one another, a strange power surged through the land. They used this power to imbue unusual properties into all aspects of their lives. It allowed them to do incredible things, carts could pull themselves, lifting objects with no need for ropes and servants, and buildings taller and stronger than ever before.

So they made an empire, covering much of the land under their rule. Creating great walls of stone and metal to ensure no foreign invaders could ever take their home. Many peoples tried to assault the walls, seeking this knowledge and power that they had found. So The Antecedents designed engines of war, soldiers built from metal and stone. Giant mechanical men that stood 50 feet tall, and eventually the assaults stopped and The Antecedents reigned victorious.

So they delved further and further into the recess of their experiments and eventually they simply vanished. Fearing the supernatural and power of the old empire, no one dares enter into their lands. Their engines of war, their warforged survived whatever calamity occured and many now live among the people as people, while some remain in the lands of their creators.

While the sentient automatons of the empire are a marvel of magically engineering, they had many other weapons of seemingly infinite destruction. Mechanisms that would spit flames incredible distances or devices that could shoot projectiles thousands of feet away. Most of these weapons have been lost to the ages, but it is very possible that some of these have survived their trial against the ever present presence of entropy. Waiting to be used to devistating effect.

Warforged

Warforged are classified by their size known as Magnitute 1 (Tiny), Magnitute 2 (Small), Magnitute 3 (Medium), Magnitute 4 (Large), Magnitute 5 (Huge), and Magnitute 6 (Gargantuan). Unique Warforged could be classified as Magnitute 7 (Titan).

Two main types of Warforged exist, infantry ( Mag 2-3 ) units and mechanical ( Mag 4-6 ) units. Infantry use a water based coolant system and thusly must maintain their body temperature throughout the day and night. Meanwhile the Mechanical units require mineral oil as a form of temperature regulation, allowing them to operate anywhere from -40°F to 212°F for extended periods. However, the oil needs to be replaced after 1,000 hours of operation. However, should any Warforged chose to become an adventurer, they should could operate with either mineral oil or water as a coolant system.

All types of Warforged operate with glyphs that produce energy as their central unit. Drawing power from the latent magical energy of the dual suns, these glyphs last indefinately unless they are destroyed. The minute changes in the different glyphs give each warforged a different personality and set of memories.

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Religion and Worship

Drangosa is a place with a wide variety of people. Those who value wit, strength, ruthlessness, compassion, or just coin. While some give their devotion to Primordial Spirits, others give their reverence to Mortal Gods. With such a number to choose from, it is rather rare for common folk to not worship at least one divine being.

Desert Dwellers

Those who live in deserts have several spirits and gods they commonly worship. Making sacrifices of water, livestock, blood, and treasure.

  • Sola and Solus, elder spirits of the suns
  • Terra, ancient spirit of the lands
  • Sabus, grand spirit of the deserts
  • & Gela, grand spirit of the autumn and winter

They make offerings hoping for the suns to be kind, the lands to be traversable, the deserts cool, and the summer short. However very few grant prayer to mortal gods, as thoughts and feelings do very little to cool the skin and feed the thirst

Sea Folk

While most of Drangosa is covered in sand and dirt, many opt to live in coastal regions. Their experience is vastly different to those deep in the deserts and their struggles often less extreme.

Worship is more an act of respect than a cry for help or a prayer for safety. People sacrifice food, drink, coin, and their time to respect their heralds. Often praying to different gods and spirits.


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  • Unda, ancient spirit of the seas
  • Divus, ancient spirit of the skies
  • Vita, ancient spirit of life
  • Cala, grand spirit of the spring and summer
  • Gaudius, god of joy
  • Amara, goddess of love
  • Extasus, god of ecstasy

While the Mortal Gods of worship sit comfortably in the hearts of men. Profitable and comfortable times are much easier to find when actively searching for them.

Civilized Citizens

Those who live within the walls of cities tend to have a life more seperated from the harsh elements. But one not always much safer.

  • Gaudius, god of joy
  • Metus, god of fear
  • Anxieta, goddess of worry
  • Extasus, god of ecstasy
  • Diffidus, god of despair

The dangers city folk are exposed to are often much slower and tend to drag on longer than a swift knife to the throat.

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Titans

Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. The few who fought them in the days of old recall stories, oceans of blood and soldiers dying like flies. Simply put, the ultimate weapons of war.

With two forms of operation, the titans only needed to be displayed in battle a few times before all combatants retreated for good. Containing pilots who controlled the actions of the mechanical beasts or an automatic mode where the titans would follow their base instincts, they made it possible for even the weakest of men to single handedly conquer kingdoms.

Many years later, after the fall of the Antecedents, some intelligent masters of Artifice have began repairing these weapons of mass destruction. For noble or dastarly intent, is yet to be seen.

Ancient Doom

Antecedent artificers built mindless war golems to aid them in their defense of the border. Millennia later, some of these golems were unearthed by adventurers searching for the secrets of that age, then turned over to artificers working for the nobles trying to find powerful advantages. Many studied these designs, and in the course of uncovering the secrets of the golems and the ancient artificers who made them.

Adventurer's acquiring Titans

A party of adventurer's finding themselves a titan should be the furthest thing possible from an easy task. Not only are they extremely rare and complex, only the smartest and cleverest should be able to repair and operate one. They should already be extremely experienced and have undergone numerous adventures. Additionally, to operate it properly and maintain it, at the very least one member of the party needs to be fluent in Antecedent.

However, if they put in the time, resources, and elbow grease to find and repair one. They should reasonably be able to use it for anything they see fit.

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Magnitude 5 Titan

Huge construct, lawful neutral


  • Armor Class 20
  • Hit Points 125
  • Speed 40ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 22 (+6) 3 (-4) 11 (+0) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak ( Antecedent )
  • Challenge 8 (3,900 XP)

Platforms. The warforged titan has one platform built into its chassis. One Medium or smaller creature can enter the platform without squeezing. Creature's inside the platform have full cover from creatures outside the platform. If a titan's unique command word is spoken by a creature on the platform, the creature can use its bonus action and action to use an action available to the titan. In addition, the creature can use its movement as if it were the titan.

Siege Monster. The warforged titan deals double damage to objects and structures.

Actions

Multiattack. The warforged titan makes one axehand attack and one hammerfist attack.

Axehand. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is prone.

Hammerfist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Sweeping Axe (Recharge 6). The warforged titan makes a sweep with its axehand, and each creature within 10 feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 (3d8 + 6) slashing damage on a failed save, or half as much damage on a successful one.


Magnitude 5 Inferno

Huge construct, lawful neutral


  • Armor Class 20
  • Hit Points 145
  • Speed 30ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 22 (+6) 3 (-4) 11 (+0) 1 (-5)

  • Damage Immunities poison, psychic, fire
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak ( Gnomish )
  • Challenge 9 (5,000 XP)

Platforms. The warforged titan has one platform built into its chassis. One Medium or smaller creature can enter the platform without squeezing. Creature's inside the platform have full cover from creatures outside the platform. If a titan's unique command word is spoken by a creature on the platform, the creature can use its bonus action and action to use an action available to the titan. In addition, the creature can use its movement as if it were the titan.

Siege Monster. The warforged titan deals double damage to objects and structures.

Actions

Multiattack. The warforged titan makes two weapon attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

Firebomb. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage, plus 10 ( 2d10 ) fire damage.

Flame Burst (Recharge 5-6). The warforged titan shoots fire out in a 20 foot radius. Each creature within that radius must make a DC 16 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

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Syndicates of Drangosa

Not all the people of Drangosa find comfort and meaning within the walls of cities. Some feel the need to explore the vast world they find themselves in, but Drangosa is a dangerous world and little strength can be found in a single person. One quote found in the ruins of The Antecedent Empire formed the idea an idea, that people might live outside the boundries of cities and countries: "Where there is unity, there is always victory" - Forgemaster Sivar

The Advanced Intelligence Crew

The region of Oakburhing is land locked by Blumia and Glotwania, both of whom welcome access to the best scouts in all of Drangosa. Their home is and always has been Castle Oakburhing, but their spies stretch from Wicburhes to Aber. Tiny mechanized birds fly around at all hours, while rogues and theives find their ways into spots people ought not want them. They sell this information to the highest bidder, not compromised by moral quandaries The AIC do their job and do it better than anyone else.

The Blazing Battalion

The Swaveter isthmus between Ruania and Agosacsia is controlled by a wildly dangerous group, know as The Blazing Battalion; artificers who found and restored numerous Mechanical Inferno Warforged. Giant suits of armor that spit fire and crush men beneath their feet. They have held the land bridge from being overtaken by Agosacsia for decades and venture into the remnants of Æ searching for resources to continue their defence of their home and the lands beyond.


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Bellowing Union of Thespian Theatrics

In such a dangerous, unforgiving land, not many people would turn down traveling entertainers. The Bellowing Union of Thespian Theatrics is a traveling theatre company specializing in comedic performances. Lifting spirits and growing grins everywhere they go. Moving between all countries of Drangosa, it is an unspoken agreement that these entertainers have in essence a diplomatic immunity as long as they obey the laws of the land.

Beloved by all who come across them, they are some of the few who almost never need concern themselves with having enough coin for the next day, week, season, or even year. With many members, the leaders of the Union accept only the most talented and experienced thespians. It is considered a great show of skill to gain entry into the Union.

The Primordial Cults

While it makes sense to pray for happiness, health, joy, and bountiful harvests there are many who view the world a little differently. There are those who worship spirits of gods and pray for them to inflict their aspects onto their enemies and neighbors. Hoping that they can exploit their misfortune to their own benefit.

These groups are known as Primordial Cults and worship beings such as:

  • Mortus, ancient spirit of death
  • Trista, goddess of sorrow
  • Visa, goddess of wrath
  • Timus, god of terror
  • & Diffidus, god of despair

An Endless Thirst

While not a necessary element to the harsh deserts of Drangosa, Dehydration can provide a more grounded and difficult style of play. With enough gameplay mechanics to introduce actual variants of play rather than simplistic bookkeeping. However, if these mechanics do not fit the theme you seek for your game, I will reiterate they are entirely optional.

Extreme Heat

When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour.

Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.

The Hydration System

A concept entirely alien to Dungeons and Dragons, the Dehydration System is meant to represent a character's needs beyond a simple value of exhaustion. With additional feats, features, and items to supplement the system. Its primary goal is to encorporate a more grounded sense of realism in conjunction with the fantasy setting. Because a truly real character has real needs, they cannot work and fight endlessly until kingdom come. Nor can they battle the blistering hot deserts of Drangosa with monsters that suck the moisture from their living body.

The Dehydration System's goal is to introduce a more dynamic and roleplay focused supplement to survival aspects of Dungeons and Dragons.

The Hydration Score

At the end of each day, a character must succeed a DC 10 + the number of days they've gone without water or suffer 15 - your Constitution modifier points of Hydration damage. A character can forgo this check if they consume at least 1 waterskin worth of water at some point during the day.

A creature with unlimited access to water can restore their hydration score to its maximum over the course of a long rest. However, they may also recover hydration over the course of a short rest with ample water. For each equivalent to a waterskin a creature consumes they recover 15 + your Constitution modifier hydration points.

If a character has either the undead or construct creature type in addition to their humanoid type they ignore these effects. Unless they are a Warforged character, in which case they are subject to alternative rules.

A character's hydration point maximum is equal to 75 + their Constitution score.

Levels of Hydration
Hydration Points Threshold Effects
50 Take 1 level of Exhaustion
40 -5 to perception and investigation skill checks
30 You are Dazed
20 Take 1d2 levels of Exhaustion
10 Lower your maximum armor proficiency by 1 tier
5 Take 1d4 levels of Exhaustion
0 You die.

Warforged Automatons

A Warforged character does not need to consume water or food to sustain their life, but they do require Mineral Oil to maintain their functions. Instead of each day without hydration requiring a saving throw, a Warforged must make a saving throw every 5 days they go without oil. Additionally, they are immune to any water based hydration damage from spells or effects. However, they cannot regain hydration through any means besides resupplying their oil and it must specifically be Mineral Oil. Additionally when a Warforged character suffers a critical hit, they also take 10 hydration damage from leaking oil due to the vicious blow.

Within the land of Drangosa, Warforged can operate for drastically longer without oil than humans without water. The only downside to this is that Mineral Oil is much more rare and expensive than drinkable water. A GM might make Mineral Oil not available in every town and have a much higher financial cost.

Ignan

Ignan is a land of delicate alliances, constant battles for power, and ancient evils. Where royal houses and leaders of nations fight on the battlefields of the court to claim the throne of Vardur. The land of lords, where the king of kings resides. One lord presiding over 7 nations and Vardur itself, where only the most cunning and insightful can flourish. However, history is a fickle thing and often the truth can be bent by the victors.

A World of Dual Suns

The unmistakable feature of Ignan, is their two suns, Lodaos and Ottuna. One of chaos and one of order. They orbit and eclipse one another in an unending dance. Some practitioners of ancient religions even claim the dual suns as gods locked in a ceaseless battle since the beginning of time.

The Eclipse

The dual suns orbit one another in such a way that a complete orbit occurs once every 22 days, and once every 11 days, one eclipses the other. Which causes a surge of either magical chaos or order depending on which sun eclipses which.

The Beginning

When humanoids came into this world, it was dominated by monsters of enormous proportions. Giants, monstrosities, and beasts of horrid figure. But the greatest of all these monsters, were the ancient dragons. The first rulers of Ignan.

The dragons controlled, oppressed, murdered, and destroyed the humanoids until it was too much and The Great Draconic War began. Humanoids cast the first blow of the war with the aid of magic and technology. Mages, swords, armor, ships, and tactics. The blow was a significant victory, but it was an uphill battle. Thousands died, and thousands more after them. But eventually, the dragons were killed or sealed away in ancient places, never to see the light of day again.

The Beginning of Men

The armies of men were disbanded and Vardur was created, a group of rulers came together and formed an alliance which gave each peoples their own land and nation. A world free of the tyranny of dragons, where humanoids could live in peace. Which lasted, for a time, but envy, lust for power and greed are only natural. The elves of Betria were the first to try and seize the reins, then the dwarves of Juno. Never reaching all out war, the nobles attempted to spread the power thinner creating the noble houses and lords of each nation. Doing so has stabilized the pursuit of power, but nothing can truly stop it. In the current age, the lord of Vardur is growing older, and weaker by the day. Never having fostered a child who grew up to adulthood, the question is posed: "Who will take the throne? ". All the houses and nations search for an answer, a marriage, an adoption, or maybe even a coup. Regardless of what that answer is, the world is at a tipping point, and there are always those who will do whatever it takes to push it to their advantage. Even seeking out ancient and evil powers to aid them.

Adventurer's guide to Elclipses

Depending on which eclipse occurs, either order or chaos. Magic will be affected in one of two ways.

Order: All spells will be cast one level higher than the spell slot used, only spells that scale with spell slots will be affected. In addition, all magic items that grant a bonus to AC, or attack and damage rolls will gain an addition +1 bonus of that type.

Chaos: Any use of magic risks a roll on the wild magic table. This includes magic items, cantrips, and casting of leveled spells. Any use of magic will force that player to roll a D20, and on a 5 or less a wild magic surge will occur.

Vardur

Vardur, capital nation of Ignan

After the great war with dragons, humanoids were united as one. They decided to create a nation that would ensure all peoples were treated fairly under the rule of one leader. Where all nations would be represented equally. Through this idea, the nation of Vardur was created. With one elected ruler and all other nations having a representative on a council that helped ensure their nation is recieving equal treatment. To make sure that there were no conflicts of interest, only natives of Vardur can rule. No one from another nation can become the ruler, as to remove the possibility of a power grab. The lords from noble houses of Vardur are those who can become rulers. Presently, the Kingsleys have control of the throne. Houses are often attempting to marry children of the house to Kingsleys to try to acquire a claim to the throne.

The city itself was built during the Draconic war and thusly was designed to combat ground and aerial assault. Scattered throughout the city, towers with enormous artillery weapons to defend from giant flying beasts. City walls with ridged spikes along the edge with countless archers a top standing ever vigilant. A sturdy and imposing bulwark to protect the first kingdom of men. But their greatest defense could not be seen from afar. Extending down beneath the city above was the true city. Hidden and protected from above with kings, mages, and the truest of warriors ready to spring to action defending their home. Of course as time went on and the dragons were defeated, the armaments became less and less used while the kings and warriors grew complacent and idle. Sunken deep into their thoughts riddled with paranoia and judgement.

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Citizens

Vardur is home to those of importance. Nobles, royals, guilds, and many more. Many guilds work in conjunction with noble houses, such as the College of Cratrinc works with the noble house Gilburn as a resource to all of its members. The college resides on the west coast of the island, it is a large castle that hangs off the edge of a massive coastal cliff. They are well known to teach all forms of casters to control their power, but specialize in wizards and sorcerers. It is rumored to have unending cave systems beneath that old students and staff used to conduct off the record experiments in.

Knights of Iron

The warriors guild called The Knights of Iron worships celestial beings and abhor undeath. They have allied with Chalham house, they will accept members based on strength of arm and strength of spirit. They seek to defend the innocent and smite the wicked, with extreme prejudice. However, they have an enemy in their lands, The Tribe of Venom. A group of nature oriented necromancers that have made their home in the wetlands of Vardur. They are a small, organized group with the power to create an undead horde from naught but the forest itself.

Noble Houses of Vardur

Steford

The Steford house holds dominion over the religious affairs of Ignan. They either invite religious leaders into their house, and attempt to have a direct and positive connection with leaders who won't join them. Connecting allows them to provide aid to churches throughout the region. In addition to training the devoted to use magic without endangering themselves.

Their house colors are blue and green, which they incorporate into their attire. House affiliates wear the standard robes of their faith with a blue and green arm band on their right bicep. The house motto is: "Devotion carries us, Prayer protects us. " House servants and armies are Paladins, Clerics, religious leaders, and even some rangers. Most guards and security they employ are paladins dedicated to the oath of devotion.

House Feature - The Faithful

Call upon your faith the strengthen your allies' resolve

Gain the Bardic Inspiration feature which uses a d6 and can use it on a creature within 60ft once per long rest.

Chalham

The Chalham house holds dominion over military organization, deployment, recruitment, and all other facets of the greater military operations. However, the lord of Vardur is ultimately in charge of which wars are waged and how the military is used. The house is simply in charge of the operations and organization.

Their house colors are orange and white, which are proudly worn by almost all active members. Non metallic armors for soldiers mostly have orange highlights with care taken to keep the armor clean, representing the white. While metallic armored soldiers wear plate armor with any cloth in the suit being orange.

The house motto is: "In ancestral footsteps, we tread. " House servants and armies are extensive. Every battalion, regiment, and fleet is under their supervision. In addition to all archers, shield bearers, brawlers, and sailors. They also train military based mages. Usually focusing on evocation, these wizards are deployed with larger and more important battalions.

House Feature - Perfect Form

Train your body and mind to work in tandem, becoming the ultimate martial force.

Gain 1 superiority die and 1 maneuver from the battle master subclass. The die recharges on a short rest.

Alternatively, you can forgo your superiority die and maneuver to gain proficiency in either light or medium armor.

Gilburn

The Gilburn house holds dominion over matters of the arcane and the magical. They find those with magical potential and train them to progress the world of magic. Spells are researched, classes are taught, and propaganda is used to show the masses that magic is not something to be inherently feared.

Their house colors are red and blue. Most house members do not wear the house colors, but rather locations run by the house are often decorated with red and blue. Most students will wear whatever they please and attach a patch showing the level of their arcane expertise.

The house motto is: "Always progress, always move forward. " House servants and armies are small in number but great in power. They have many field researchers, arcane masters, and teachers. Most of their resources are distributed in a similar way to an organization of higher education. They have initial students, and advanced students. Initial students are taught, while advanced students are expected to reseach.

House Feature - Enhanced Education

Study magic in all its forms to gain a true understanding of the weave.

Gain the ability to cast one 1st level spell of your choice from the wizard or artificer spell list once per long rest without consuming material components or a spell slot. Intelligence is your spellcasting ability for this spell.

Phalmea

The house of Phalmea holds dominion over finances and matters of the economical. They organize taxation, loans, funding for various projects, and all documentation of financial matters. However, there are rumors they also have connections with slightly less legal economics. A sector of the house deals with any guilds of thieves, assassins, and organized crime. This is a well kept secret by the house and it is known as Project Black. Project Black collects taxes from illegal substances through blackmail and spies. They ensure no criminal monopolization takes place. All taxes collected from illegal activities are either secretly entered into normal funds or given to important house members as an " independent venture based raise ". Their house colors are white and grey. Standard house members wear grey or white robes while working, but since Project Black is secretive, they have no standard garbs and will wear anything to aid their infiltration. Their motto is: " Reap what is sown. "

House servants are of 4 main groups, Bookkeepers, Collectors, Loaners, and those of Project Black. Bookkeepers, being the group with the most training are in charge of maintaining tomes, ledgers, and books that record transactions, debts, and loans. All tomes are in extremely high security and only keepers are allowed access. All keepers are trained and taught, math and science from a very young age.

Collectors are operators outside the primary house. They collect taxes, perform inspections, engage with other odd jobs that need to be done. Since they are the ones out in public the most, they do not have a very positive reputation. Loaners are diplomats of the house, they communicate with anyone who requests finances. They decide whether or not to ensure a positive future relationship or ensure no business will occur. Less well known, they are not viewed as negatively as collectors, but those in higher circles dread meetings with them.

Finally those of Project Black are spies, rogues, thieves, and assassins. They are known throughout the organized crime community as not the people to rip off or cheat. They are brutal, efficient, and merciless.

House Feature - Quick When it Counts

Your specialized training has given you an eye for traps and dangers

When you fail a Dexterity check or saving throw, you may reroll once per long rest.

Gladmar

The house of Gladmar holds dominion over nature and its relationship with society. A house created to ensure that man is balanced with mother nature. They engage with magical, martial and organizational groups to stabilize the world.

Their house colors are green and white, with a symbol of a stag on their crest. Only the house members who interact with high society wear specific attire, that of leather armor with a fur cloak. However, all members are given a link to their spiritual guardian. Some are given bones, others a wood carving, but regardless of the object it has a connection to their spirit. Their motto is: " From the grounds, to the skies. "

House servants are of three groups, the spirituals, the wilds, and the speakers. The spirituals communicate with the spirits of nature, and protect environments or people from more mystical threats. Consisting of many druids, few people have much knowledge of them,. In general the common folk have high opinions of them as their main goal is protection. The wilds are those who take a slightly simpler approach. Protecting towns from dangerous wild animals, killing overly aggressive predators, and stopping unsanctioned expansion. Opinions of wilds can be mixed but most are liked by the masses. Finally, the speakers are those who do the paperwork. The smallest group by far, the speakers are in charge of dealing with the wealthy and nobles to ensure expansion is not too significant and environments are not destroyed. The average person does not even know speakers exist, but most nobles and wealthy high class people have a significant distain for them.

House Feature - One With Nature

Bond with your priordial spirit and find meaning in the earth beyond the surface level.

You can communicate basic information with any creature adhering to the beast creature type. In addition, When you fail a Wisdom check, you may reroll. This reroll can occur once per long rest.

Solomore

The house Solomore holds dominion over cultural creation. Matters of infrastructure, architecture, and art. Making deals with nobles to patron artists throughout the region. Providing plans for new buildings to help establish new communities, and creating or maintaining roads, bridges, and towns. Their house colors are red and white, most members of high class wear extravagant garbs to show off their wealth. While workers wear red highlights in their everyday clothing. However, many house members are more interested in the work itself rather than the house. Their house motto is: " Pride and Prosperity. "

House servants are numerous and varied, but there are several organized groups. The planners, the patrons, the designers, and the artisans. The planners are exclusively present in capitals of nations, they organize cities on a constructional level and are very uncommon. Patrons are nobles usually outside of the house that Solomore has negotiated with so that they promote and support art throughout Ignan. Deals with nobles vary from person to person and family to family, but the same things all nobles want from these deals is status. Supporting arts and having ties with the Solomore house is one of the greatest ways for a noble to raise their status. The designers are educated groups of managers and organizers. They supervise and employ any and all workers to create buildings, roads, and bridges. A fairly ordinary group that does not interact with the public very often. Finally, the artisans are teachers, curators and artists. The house heavily encourages them to create. Rewarding those who create prominant artists or true masterpieces. Many artists apply for positions in the house, so entry is very competitive. But for those who succeed, they are certainly talented enough to create wonderful pieces for years to come.

House Feature - Artistic Spark

Find inspiration in the world around you, and refresh your body.

As an action once per long rest, you may roll your hit dice and grant yourself temporary hit points equal to the number rolled + your constitution modifier ( A minimum of 1 ).

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Adventuring Party's House

The many groups within the noble houses of Vardur span far across the land, searching out evils, traveling the world or advancing their own ends. There are numerous groups from numerous houses, all of whom could be the basis for a grand adventure if they are to accept the call.

House Features

House features are an optional step in character creation that an adventuring party can choose to use. Either having the entire party all members of the same house, or an adventure based on an alliance between house members. However, if a character chooses to be a member of a house, they have a reputation to uphold. So are encouraged to use the Honor Score (Chapter 9, Page 264 of the Dungeon Master's Guide), to represent the expectations placed upon them. For if a house member brings shame to their house, they risk not only expulsion, but execution.

The Nations of Ignan

The Kingdom of Durbia

A nation of huge lands and vast population. Their massive amounts of land house an annual harvest of staggering poportions. Possessing an organized military in conjunction with the noble Chalam house. While not actively at war, they are ready to defend their home. Religion is a staple of the nation being intertwined with the crown. Together the two pillars of their civilization pave the roads, feed the people, and create work for most of their citizens.

Hospitals and churches are occupy the same space, larger churches have medical wings off from the main cathedral where devoted clerics can heal the sick and wounded. These priests are given the utmost respects and regarded very highly. They are known as high archons, who have a symbol embroidered on their special garments. They wear carved wooden masks with magical runes.

Grand Duchy of Juno

The grand duchy of Juno. The great dwarven people found their home in the deserts to the west. Their capital is built inside the Skipelton Volcano, a large dormant volcano. It is a massive mountain with grand halls, underground tunnel systems and molten magma at its base, which they use to craft the finest weapons and armor. The Dwarves are especially proud of their craftsmanship and architecture, with massive halls and chambers to match. Their armor and weapons are crafted with magical properties imparted from the volcano's magma. It takes a true master's touch to even attempt creating one of these items, and very few of these masters exist. So these items are not only sought after, but incredibly rare.

Having an entire society within a volcano in the middle of a desert mandates a huge amount of water. Over the course of Juno's development, many long tunnels have been made travelling between the lakes, rivers and its capital of creation. These are very well crafted, but have been known to be walked by monsterous creatures of the Underdark. Even so, the dwarves must walk these paths because they are directly connected to underground wells they have found and maintained with the use of magic. These wells act as communal water sources as they have for many decades.

There are other citizens who live outside the volcano, finding residence at the lakes of the Juno. They live either on or next to the lakes and base most of their lives around them. Fishing, swimming, and living day to day are all interconnected. While they have a much more laid back attitude, they are still excellent craftsmen who hone their skills. However, they aim to create more practical items like boats or carts instead of weapons and armor. Very often one might find gnomes or halflings living in these communities. They are welcome there, along with many other races and peoples from all over Ignan. Diversity is encouraged and celebrated far more than any crafts, because most value life and experiences much more than materials.

Theocracy of Azar

A theocracy is a government ruled by one leader in the name of a deity. The ruling religion of Azar is The Faith of Luryfield, worshipping a lesser spirit that ascended beyond the mortal realm thousands of years ago. The principles of which implore its followers to be kind, considerate, and accepting of others. Overall, the nation of Azar is one of kindness, community and peace. Holding 3 large lakes within their relatively small nation, they have many towns, burgs, and villages around the 3 great lakes, but much of the forested areas are left to creatures of the wilderness. This is done to try to maintain a balance between the people and the land.

Most of the nation's land is flat lands, so many crops are grown and farms cultivated. One crop that is grown only by a small community in the west of the nation makes a very rare and excellent bread. The community is known as Rahler, and the bread is called Rahler Bread. It is soft and fluffy, tender and sweet, but not overpowering. It elevates any meal to be fit for a lord.

There are many formal churches throughout the burgs and towns of Azar, most of them do all they can to provide for their community. Very often hosting weekly events to provide food for the hungry and shelter for the homeless. They have a connection to the noble house Steford. Through that noble house they acquire more funding to spread the good word of their lord. Providing food and shelter to those who need it.

With a single ruling religion, some might be hesitant to practice another. However, it is not uncommon for people to practice other religions besides The Faith of Luryfield. While some citizens might attempt to convert them, any organization will provide anything that person might need, regardless of their beliefs. It would be wrong to speak of kindness to all and hospitality to strangers. While only practicing with those who share your beliefs. Crime is a very rare activity in Azar, but most towns have a small group of paladins as a contingency. However, they spend most of their time helping members of the community rather than apprehending criminals.

Principality of Mading

Mading is a large, flat nation of ancients long since past. Most of the current citizens live on the coasts and port towns which reside in a more suitable environment. Society is water centric, creating boats, ships, fishing companies, and some towns even use houseboats. However, there is a place for adventurers further inland, the great plains. Most of the nations' square mileage is occupied by savanna, grassland, and hot desert. There are many who hunt wild beasts, camp under the open sky, and seek riches in sunken cities. However, where the plains come to life with adventure is with its multitude of ancient ruins. The plains have a near uncountable number of forgotten temples, buried citadels, and massive pyramids. Most of which were created in the age of draconic rule. Dedicated to the giant monsters which ruled so long ago, with a scale to match them. Unfortunately, over the course of the Draconic War and the passage of time, many of these marvels have simply become ruins. Crumbling and overgrown.

One city has remained elusive and is mentioned only in legend. The ancient city of Malithorne, a city of dragon cultists who commited mass suicide when the armies of men laid siege to it. Ruled by one of the 5 draconic bishops, they committed an act so horrid and dreadful that once the siege force finally broke through, the soldiers wouldn't witness any more of the vile scene. So the force began to march home, they struck the city from their maps and prayed they would never have to see that dreadful place again. Many adventurers seek this lost city in hopes of finding all the wealth left behind. No one has yet succeeded, coming home hungry and tired or not coming home at all.

Republic of Betria

Betria is a republic with 4 major demographics. Sea elves, Wood elves, High elves, and Pallid elves. Sea elves control most of the coastal areas and major lakes, wood elves control the forested areas. While High elves live in the grassland and savanna near rivers or convinient sources of water. Pallid elves were forced to reside in the wetlands. The high elves by far hold the strongest position in both politics and economics.

All the elves' societies leave very little damage to the environment and build cities and towns with almost no effect on the surrounding area. Since high elves placed themselves in a position of power, Betria is known for its magical focus. Magic is incorporated into the vast majority of their society and magic itself is a symbol of status. All of the members of the Republic are mages, one of each subrace of elf, but the republic itself meets in high elf territory. Since elves have very long lifespans, new council members are voted in by democratic majority very infrequently. Once every 100 years, in a similar way to term restrictions. Voting in Betria is mandatory for all elves of a mature age, and illegal for any non elf.

Each group handles law differently, and by far high elves are the harshest. Almost all crimes are served in time. Since elves live so long, their justice system is designed to favor those with long lifespans. However, for those with shorter lives and access to magic. They can be chosen by the high class to serve them in whatever way they see fit, which reduces thier sentence time.

In the beginning of the age of men, Betria was one of the nations that attempted to seize more power for themselves. This was a major historical event known as The Betrian Rebellion and for the immediate future put Betria in a negative light to all the other nations. However, they still managed to keep much of the land taken from the Kesoth tribes during the rebellion.

Tribes of Kesoth

Kesoth is a land of various races that found themselves with a smaller population than that of humans or elves. So formed many different tribes all throughout the region. Orcs divided themselves into 3 tribes, Glukon: Based on strength and physical prowess, Ugglor: based on tribal and shaman related magic, and Sognoth: a peaceful farming vegetarian tribe

Goblinoids normally form in various smaller clans but there is one larger alliance of Bugbears, Hobgoblins and Bugbears which is known by the local name: The Blight.

Kobolds also live in this region, mostly in primitive caves or treetop clans. Very few clans are known to cause any problems besides the odd thieves.

Other races live in smaller towns and villages. However, there are a few groups that often interact with the region that are universally dangerous, those of the underdark. Drow have been known to kidnap or kill unprepared travelers. In addition, many rare creatures live in the region and the primal power of the area is unmatched. Some royals use the lands as a survival test for those they wish to kill in a more "legal" fashion.

Some tribes or clans make their lives in the protection of giant skeletal structures. Which are real skeletons of ancient beasts long dead. These beasts and monsters were comparable in size to the massive tarrasque or even larger. No living humanoids have memory or any recorded history of any of these creatures. Some scholars move to peaceful tribes in an attempt to learn anything about these ancient remains in exchange for helping these tribe members with sciences like medicine or argriculture.

Tsardom of Escil

Escil is a nation with a wide variety of terrains in the southeast of Ignan. The racial majority of citizens are dragonborn. Most towns, bergs, and cities are found on the coast due to the dangerous and highly varied landscape further inland. Ranging all the way from glacial hills to coastal swamps. It is very common for maturing dragonborn to travel The Templerane Passage, a challenging exercise in survival, combat, and inventive thinking.

The most popular sport of Escil is Symton Sailing, in which a two person boat is maneuvered through increasingly difficult environments. At the peak of competition and difficulty, sailors travel to the southern ice sheets and race other experts. The initial goal of the sport is to get from the shore past the waves to the open sea and get back without capsizing your boat. It becomes a competition when multiple boats race one another. More advanced boaters will often go to specific areas dedicated to the sporting event. Including ice sheets, rock formations, and humanoid built obstacle courses made for the sport.

Escil is ruled by a Tsar, which is the single monarch of the nation. The current royal family has a strong alliance with the Solomore family, posessing many royal art galleries and expansive architecture. However, their main practical export is fishing and other water based resources. In addition to creating high quality ships and boasting a vast number of excellent sailors.

Religion

A common lesser religion is known as Tihulingism, which is a worship of Tihuling, The Grey Winter. A lesser spirit of the hunt. It promotes personal strength and independence, along with providing for those who cannot provide for themselves. There are no official churches, but it is customary to pray before a hunt, and after the kill. Most set aside a plate of food, and a drink for Tihuling. Tihuling has been known to grant boons for great hunters and greet those who exemplify his ideals through the image of an aetherial white wolf.

Nobility

The royal family of the Tsardom are the Usiacs. Holding dominion over all the lands, they are an enormous family with many branching groups. While many other noble families exist, they are meager in comparison.

However, not comparable in size, there is one noble family that rivals the royals. The Crowe family finds its somewhat humble roots in a southern berg by the name of Tosberdur, just off the Wenley river. They were a modest nobility until their prodigal son Nicholas Crowe aspired to greater power. Directing the family and himself into the highest court in all of Ignan, making his occupation reside in the heart of Vardur. In addition to controlling the city of Watham, but much more commonly known as the Morass of Watham. Nicholas is feared for both his relentless cruelty and unending malice. Even the most hardened and powerful families fear his wrath, even the Tsar who appointed him to his position admitted that he regretted his choice. Talkir Usiac, the once Tsar that appointed Lord Crowe to the court fell to madness a few seasons after that action.

The Dread Peaks

The furthest south anywhere of Ignan is a dangerous unknown place. The glacial region of Ignan is riddled with monsters, a deadly frozen landscape, and two enormous volcanos. Few besides brave and powerful adventurers dare venture into the belly of the beast, but those who do need much time to prepare.

There are two ways to travel through The Dread Peaks, The Frozen Road, and The Sky Path. The Frozen Road is the path of the ground, with a heavy mist above and all aspects of the land seemingly attempting to kill all those who pass through it, only the desperate or those who cannot travel above. The Sky Path is a road of mountain tops and rope bridges, while precarious it is much safer than The Frozen Road. Those who use this route need some form of safety net or they all but guarantee a quick and brutal death from natural law.

The folk of the peaks are strange and strong, as strong as they must be to live and thrive in such a place. Among the high peaks live clans and families of Aarakocra. Finding peace in the air above, they tend to the bridges made by their ancestors. For long ago they gave aid to the world of men by building the bridges, allowing their armies to travel to Mount Buckigdon, providing the element of surprise needed to slay the mighty white dragon of old, Birgut the Ravanous.

Deep below the peaks live many clans of Goliaths, proving their strength every day that they continue to live. They remain indifferent to those who live in the rest of Ignan, rarely seeing anyone who dares to venture to the peaks.

The Peaks house two massive volcanos, Buckigdon, and Boswetford. Buckigdon was the lair of the mighty dragon in a time long since past. With the dragon slain, some men ventured into the lair to retrieve its shining hoard. Fewer than expected returned, and with much less than they'd hoped. Boswetford seems uninhabitable, the snow around it turned black from ash and the magma caves below filled with toxic fumes. There are no reports of what is contained within the mountain, some claim ghosts, others dragonkin, but the only thing that adventurers have found so far is death.

Banishment

Few people of the greater Ignan would willing choose to live in The Dread Peaks, but there are those who are forced. If one is found guilty of crimes but want to avoid the headsman's axe, they may opt to be banished to the peaks. Since few have ever returned from the peaks, the odds of surviving are slim to none. Still... a better chance than a formal execution.

Most of the locals who find the banished find them at the bottom of The Frozen Road. After failing the treacherous climb, or simply succumbing to the wretched cold.

Religion and Worship

The masses of a land need to feel safe in their lives if they are to live productive and happy ones. So it is only natural that they seek something to believe in, and the people will follow the divinity they are told to believe in.

The Poor

Ignan is a place of many things, but more than most it is unequal. The peasant struggle while the rich feast, and while some chose to make the best of what they can, some chose to change the world. So their idols vary wildly depending on who asks and why they ask.

  • Gaia, elder spirit of the earth
  • Vita, ancient spirit of life
  • Bratus, grand spirit of the forests
  • Cala, grand spirit of the spring and summer
  • Gaudius, god of joy
  • & Amara, goddess of love

However, those who wish for things to change and their oppresser to drop dead pray to very different gods and spirits in secrecy.

  • Divus, ancient spirit of the skies
  • Mortus, ancient spirit of death
  • Ira, goddess of anger
  • Oda, goddess of hatred
  • Visa, goddess of wrath
  • & Diffidus, god of despair

The Noble

The few that stand above the crowds of the starving have worries and issues vastly different than the fear of putting food on the table. The wealthy plan and scheme to protect themselves from assassination, coups, and losing popularity to the point of rebellion. Instead of praying for health and a bountiful harvest, they must pray for wit and cunning. The gods and spirits of the elite hide behind closed doors and the back of men's minds.

  • Tempus, elder spirit of time
  • Mortus, ancient spirit of death
  • Magus, ancient spirit of magic
  • Metus, god of fear
  • Anxieta, goddess of worry
  • Amara, goddess of love
  • & Damnus, god of loss

While offering pray and tribute to these beings, few would ever openly admit to it. When asked about their beliefs they mostly present falsehoods, claiming to devote themselves to life and summer and joy.

The Outcasts

Even with the division of the class systems, some people attempt to find themselves a greater purpose. In a way, some could almost claim these people to be the most selfless of all. Almost noble in their goals and pursuits, if not for the sinister ends a few too many of them reach for. Wretches, cultists, slummers, savages, hermits, and pariahs are all who devote themselves to a single god or spirit for a single purpose. Sometimes seeking their favor and strength, or simply for their enemies to fall and fail.

  • Mortus, ancient spirit of death
  • Magus, ancient spirit of magic
  • Gela, grand spirit of the autumn and winter
  • Sensus, god of thought
  • Visa, goddess of wrath
  • Timus, god of terror
  • Or Diffidus, god of despair

More often than not, the common people and the noble elite view people such as these a threat. However, with sufficient convincing and bargaining some could be persuaded otherwise.

Regional Spirits and Icons of worship

While most are content to devote themselves to spirits and gods and greater powers, there are some who prefer regional spirits. Entities bound to smaller aspect of the world.

Luryfield

Honor thy mother, thy father, and thy neighbor. Praise our lord upon his day. Give unto others in their time of need.

Luryfield is the most worshipped regional spirit of Ignan, reaching from the Kingdom of Durbia to the Principality of Mading. Luryfield holds dominion over the process of healing and encourages kindness, compassion, and protection. His worship forbids inflicting harm of any kind and abhors violence.

Tihuling

The strong save the weak. The hunter honors the prey, for they give their life so that the hunter may live.

Tihuling is the spirit from the harsh lands to the South of Ignan, Escil and The Dread Peaks. The land is demanding and only the strongest can survive its environment in isolation. Their icon embodies the responsebility of the strong.

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The true hunters of the land worship Tihuling, praying that their hunt be successful and that their aim be true. Giving tribute to him through their fallen prey, and if they embody the true strength he represents, they will join him in the enternal hunt. If they claim to be strong and fall, they join the enternal hunt, to be hunted forever.

Hitheap

Honor the fallen, for they give themselves to the future. Praise Hitheap and his subjects upon his day. For the end comes to us all.

Hitheap is the spirit of spirits, one of life and the afterlife. Hitheap is the spirit of the Aetherial, the land of spirits and ghosts. His devoted honor the dead and embrace the welcome hand of death, for all those who fall, travel to the Lord Hitheap. They believe lives are not to be mourned, but celebrated. For the only time we have is the time here and now. When their time comes, the devoted will join the spirits of the aether and serve the lord until the end of everything. While the fearful shall be sent down to the unending chaos of Limbo to be destroyed, for they deserve nothing more.

Forbidden Magic

Over the course of Ignans history, many atrocities have been comitted. Not simply through the lens of war, and their effects have razed cities. So the lords of Vardur decided some vicious practices were better off lost, forgotten or forbidden. Any spells under this list have been classified as indefensable. Casting any of them and getting caught holds only the harshest of punishments.

Forgotten. While these spells are explicitly illegal, many more incantations have been lost to the ages. Including Animancy, Chronomancy, Dunamancy, and highly advanced magics. While there is no law against them, many consider even seeking this ancient knowledge evil of the highest magnitude.

Cantrips (0 Level)
  • Chill Touch
  • Toll The Dead
  • Sapping Sting
1st Level
  • Cause Fear
  • Inflict Wounds
  • Ray of Sickness
  • Charm Person
2nd Level
  • Blindness/Deafness
  • Ray of Enfeeblement
  • Suggestion
  • Enthrall
3rd Level
  • Animate Dead
  • Bestow Curse
  • Speak With Dead
  • Summon Lesser Demons
  • Summon Undead Spirit
  • Vampiric Touch

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4th Level
  • Blight
  • Shadow of Moil
  • Summon Greater Demon
5th Level
  • Contagion
  • Danse Macabre
  • Enervation
  • Incite Riot ( GH )
  • Infernal Calling
  • Dominate Person
  • Geas
  • Teleportation Circle
  • Modify Memory
  • Summon Draconic Spirit
6th Level
  • Circle of Death
  • Create Undead
  • Magic Jar
  • Soul Cage
  • Summon Fiendish Spirit
  • Mass Suggestion
7th Level
  • Finger of Death
  • Power Word Pain
  • Teleport

Mythos and Legends of Ignan

Throughout the land there are many legends and myths. Legends of men and of monsters during times of war and times of peace. These stories are some adventurers might be familar with, either as fairy tales or as cautionary warnings. All of the myths collected in this tome are either ancient history or stories told to frighten children. But it's been so long no one knows for sure.

The lost city of Malithorne

One city of Mading has remained elusive and is mentioned only in legend. The ancient city of Malithorne, a city of dragon cultists who commited mass suicide when the armies of men laid siege to it. Ruled by one of the 5 draconic bishops, it was a sight so horrid and dreadful that once the siege force finally broke through, the soldiers wouldn't see any more of the vile scene. So the force began marching home, struck the city from their maps and prayed they would never have to see that place again. Many adventurers seek this lost city in hopes of finding all the wealth left behind. No one has yet succeeded, coming home hungry and tired or not coming home at all. However, it might be good that not a soul can find that cursed place, because the draconic bishop had a diabolical plan. They sacrificed all the lives in the city so that one day, when their masters return to take their rightful place. The lost city of Malithorne will have an army of undead warriors, ready to march into the lands of men and slay all those who oppose the great dragon lords.

The Dragon of the 9 Hells

One of the greatest fighters of the draconic war, Gulrys, destroyer of men earned his title through endless bloodshed. Leveling cities, burning villages to the ground, and finding his nest in the burning volcano which now holds the capital of Juno. He held many humanoid slaves, a massive hoard of gold, and an ego to match it all. When the war began, he saw nothing but red. Killing every slave he could, only a few managed to escape. He resided on the front lines of the war, killing endlessly. Until a battalion known by their nickname, the knights of iron lured Gulrys into a massive magical holding circle. Their head mage immediately sealed him into another plane, which cost the mage his life. The knights said that Gulrys was cast into the gaping maw of hell itself.

We met the mighty dragon on the field of battle, he appeared above us and blotted out the sun. When he landed he slew an entire battalion in mere moments. Seeing hoards of men screaming as they melt in front of his epic breath. We managed to fight him off, but if he returned at this point I doubt there would be any survivors. - Captain Trant, Abriskip 1st Regiment.

The Shadowed Wastes

Rumored to be an ancient island to the east of Ignan is a cursed place of mysterious origins. The Shadowed Wastes, a flatland of monsters, ruins, and a plague of magical nature.

Once home to the legendary knight, sir Lionheart. A defender of his homeland and of his king, until an evil sickness took the king, and then began to show signs in sir Lionheart. One fateful day, the winter solstice, he succame to the illness and the island was shrouded in black clouds. His noble castle was locked and abandoned so that the plague might not spread, and for years the land didn't see the illness. Until the 10th year since the king had died, townsfolk claimed to see Lionheart wandering on the walls of his keep. Shadowy figures calling out with horrible screams, and the first cases in years began to return. People began dying from the inside out, turning to ash. To this day no one knows who or what lives in that castle, but many have tried to find out and none have returned.

The Arcane Catacombs

Underneath the College of Cratrinc is said to be an endless labyrinth of natural passageways. Students have ventured into the passages returning with little to show for it. However, a few years after the initial creation of the college, a student by the name of Bisok Aefiel ventured into the catacombs. This was directly after restrictions of magic were put into place by the lords of Vardur. Some of the staff suspected he was performing dangerous experiments, but those suspicions could never be confirmed as he went into the catacombs and never came back out.

Bisok Aefiel is a common story by many of the students as a warning to never go into the Arcane Catacombs.

The Saviors of Luryfield

The only story of recent history begins with a tryannical king declaring the worship of Luryfield illegal. Those who practiced the religion were hunted down and imprisoned, and many sought to end the king's rule. So an underground resistance was formed to fight the monarch. Three heros emerged from the small town of Bre, after their town was ransacked by the king's forces, they left to join the resistance. Battling evil, saving the churches healers from prisons and eventually facing down the king. Bran The Bold, Rhaia The Righteous, and Cardah The Crafty. Together the fought to the king's quarters, they slew countless evil guardsmen until the came face to face with the evil king Truegust. They fought with valor until Bran The Bold used the ancient Dragon's Heart and destroyed the evil king at the cost of his own life. Restoring peace and freedom to the Kingdom of Durbia.

The Celestial Creators

Lodaos, the god of Chaos. Ottuna, the goddess of Order. Trutinor, the god of Balance. As the story goes, Trutinor came into existence and all was at balance, until he was overcome with the desire to create. The first thing he made was Lodaos, and Lodaos formed a massive storm, needing a foil Trutinor made Ottuna to organize the chaos. With his two children, they made the world. Lodaos wanted to make monsters, dangerous lands and predators, while Ottuna wanted to make calm flowing rivers and forests. Seeing merit to both of these, Trutinor made humanoids, having great potential for chaos and order, good and evil. Leaving the world his magnum opus, he formed his children into the dual suns and he found his body as the moon. They now sit, watching over their greatest creations.

The Father of Modern Magic

Ulock Modelis was the first true mage born among men. Long ago in the age of dragons, few if any humanoid creatures could draw power from the weave. Fewer still could draw power beyond simple party tricks. That all changed when Ulock was born. The arcane practices came as naturally to him as breathing did to most, but he attained such a mastery that he could teach others. An elite few capable of absolute arcane power. Power enough to contest the might of dragons and draconic lords.

Ulock lead the fight against draconic tyranny and quite possibly ensured mankind's victory. Personally slaying the dragon king: Gulran, the Eternal One, only a few years before the era of man.

After the establishment of Vardur and the era of men had begun, Ulock transitioned to a much greater challenge: parenting.

Viv Modelis

The 1st born of Ulock Modelis, she learned mastery over magic in its purest form. Using her power to quell rebellions, end cults, and help found the house of Gilburn. With a particular fondness for arcane fire, she was known as The Dragon of Man.

Mirage Modelis

The 2nd born of Ulock Modelis, never gave a dull moment. She found independent learning suited her much better than a classroom. Becoming Ignan's finest illusionist and most irritating trickster.

Voke Modelis

The 3rd born of Ulock Modelis, and by far the slowest learner of the children. Voke was incapable of any form of magic until he was a young adult. Studying the theory of magic over his entire childhood, he learned much but was unable to produce any arcane effect. Eventually he formed a connection, and began conjuring all manner of things.

His connection to conjuration became just as powerful as his sibling's, but he was still viewed as the failure of the family. Despite his amazing feats of mastery, his name is more often as a form of mockery than flattery.

Lazarus Modelis

The 4th born of Ulock Modelis, Lazarus seemed deeply disturbed even as a child, killing small animals and raising them as undead minions. He was raised with a very formal education and excelled in it, advancing beyond his early teachers quickly and capable of casting high level magic by 17.

In his early 20s the betrian revolution began, and he seemed highly interested in assisting the allied forces of Vardur. Using his necromantic magic he created a force to drive the elven rebellion into the dirt, an army of undead minions known as The Hallowed Horde. He continued researching Necromancy through his years, making many enemies doing so.

Claire Modelis

The 5th born of Ulock Modelis, Claire was intruiged by the human mind from a very young age. Seeking how and why people thought the way they did. Through the study of divination, she saught to peer behind the veil of the mind. Eventually mastering the powers of foresight so thoroughly that she could see people's innermost secrets and furthest futures as clearly as a springtime pond.

Strangely, upon discovering this awesome power, she was shunned and dejected from greater magical and noble society. Almost as if the leaders of those communities certainly had secrets they wished to not be revealed.

Forgo Modelis

The 6th born of Ulock Modelis, the oddball of the children. Forgo was always fascinated with interplanar travel, at the age of 14 he managed his first interplanar journey. He managed to travel between realms quite frequently. However, near the end of his life he became extremely fixated on the concept of the ultimate plane. Combining the alignment of each realm to travel to the plane of ascention. He called it The Zenith, but no one knows if he ever successfully traveled there.

Morphose Modelis

The 7th born of Ulock Modelis, Morphose was creative and inventive from birth. Seeking alternative solutions and thinking outside the box for every aspect of his life. When he started to learn transmutation magic, it immediately clicked with him. Changing the world around him to fit his perception of it. He molded the land for others who lived in it, building castles over night. His defining feat, was the recontruction of the Heart of Vardur. Transforming it into the ultimate fortress of mankind.

Guile Modelis

The 8th born of Ulock Modelis, the final child of Ulock. Guile had 7 other children to compete with and a father of legendary status. Bearing the highest of expectations, she desperately sought approval from her parents, siblings, teachers and peers. With their intention or not, so she found expertise in the school of enchantment and the control of others. Control of others, which forced them to give their appreciation and love. So become so enthralled with control that she became known for a single event, The False Reign.

Long ago in the capital of Mading, Dushead, Guile took her power to its peak. Dominating the minds of everyone in the entire city, forcing each and every one to give her their love and appreciation. The armies of Vardur were forced to intervene and put a stop to her. After she was stopped by Viv Modelis in a battle that shook the earth, she was sentenced to death by the lord of Vardur and buried in her tomb.

Kuluren

A set of island with a certain strangeness about them. Northern frozen lands with people to match its harsh nature. They value stregnth and honor above all, so that they might be accepted to the great beyond.

However, the even greater beyond seems to be coming to them. The imperceivable and indescribable aren't as easy to fight as a man with axe or bow. For they don't just take your life, but your soul aswell.

"Kuluren? You mean that icy nightmare up north? Yeah I've been up there, but I am not going back. If the frozen sea doesn't kill you, the witches and giants certainly will. I swear on my ma's gravestone there are ...things... in those ice covered murky waters. Shapes of monsterous leviathans and glowing eyes in the waves. Some might be brave enough to take you, but they ain't me. Now move along before you summon even more bad omens!"

Runic Magic

In Kuluren, most arcane practices are based around ancient runes from the old giants. Enchanted weapons and armor have runes carved into them, and wizards use much more complex runes to project magical effects.

But few if any natives in Kuluren learn magic in other ways. So if a character has learned non runic magic, be sure to emphasise why and how they learned differently from most users of the arcane.

Spellcasting

While functionally identical to other forms of spellcasting, runic magic possesses a certain level individuality that others do not. While another wizard might simply shoot flames from their fingertips, a runic mage might combine water and fire runes to create a funnel of boiling hot steam. All players are encouraged to be creative with the elements of their arcana. Storing all their spells as tattoos on their body, or seeing the runes as patterns within nature itself, or keeping a collection of stones with runes carved into them with a special chisel.

Regardless, each mage should make their magic their own. Each element a tool to be molded to fit the individual using them.

Additionally, if a group is capable of including Deep Magic, published by Kobold Press they should consider it. With various magical schools related to runic magic, sanity magic, winter magic, and blood magic. It is an excellent supplement for the setting of Kuluren.

States

The different state of Kuluren are comprised of many clans, families, and provinces. Formed to create some semblance of security for those within them. Sharing natural resources, military power, and techniques pasted down through the ages. All of this for the cost of living under the power of others. While many clans are happy to live cooperatively with neighboring regions, others do so tenuously at best. Some clans violently oppose currently states, but they are few and far between.

Relations between states are a delicate topic, all leaders seek to gain more land and resources for their people. Should a land be weakened they should expect no help, and more often, invasion.

United Provinces of Prean

Prea was formed by 4 kings of old after the rise of stiol. In a world with massive forces forming, their only hope is to band together with their neighbor. The Western Dwarves, Giants, Nords, and Luari came together in 708 of the first era and created the The Succor Pact. A solemn vow to aid the others if they came into hardship.

Jarðir (Holds), the largest two are Vares and Vinha. The southern isle holding them, while the largest section of Prea holding many more smaller provinces. The largest of which being Eskioini, the center of the united provinces.

Being the largest land state of Kuluren, most export and trade is livestock, timber, ores, and stone. The Luari herding sheep, Alagh mining precious gems and metals, Nords crafting ships and homes from wood, and Giants mining and moving massive amount of stone. Relying on neighboring provinces, the Prean people are prosperous in peace and ready for war.

Kingdom of Stiol

Keeping its namesake from the warlord queen Stiol, the kingdom maintains its legacy with unkempt passion. The Kingdom of Stiol is ruled by the descendants of the High Queen, currently by King Lennvarr Stiol.

The land of Stiol consists mostly of northern forests and coastlines. Its nordic people use the timber of the forests to craft ships of the finest quality and mightiest durability. Having a fleet of ships for transport, defense, and trade constantly traveling through the northern waters. With such a readily available resource, the kingdom uses the wood from the forests for as many needs as they can satisfy.

There are three primary landmarks of the mighty and ancient kingdom, the East lake, the West lake, and T̷h̴e̸ ̷T̴o̷w̵e̴r̵. The lake to the east being the only landmark with a voluntary population.

Yarfair Harbor

With several burgs and villages, the East lake or Yarfair Harbor is one of the most peaceful places in all of Kuluren. Its society revolves around fishing, drinking, and travelers. Few adventurers would find a better place to retire.

The Cursed Lake of the Mist

The West lake, more commonly reffered to as The Cursed Lake of the Mist. Holds a mysterious island at its center with a massive, sprawling castle. Those who dare wander too close to the putrid fog tell tales of wicked laughter echoing across the waters and an enchantment befalling all who wander too deep into fearful mist.

T̸̛̟̩͉͋̆ḧ̴̪è̴̢͔̳ ̷̨̲͓̈́̽̀T̵̪̔̚ͅo̴̦͛̐w̶̨̯̟͊ë̷̪̩r̸̫̉̇

Lastly the most recent landmark, only appearing a few years ago. T̷h̴e̸ ̷T̴o̷w̵e̴r̵ simply appeared one day, absent the previous evening and present the following morning. Seemingly made from a stone black as pitch with sharp and jagged edges, its sprawling splendor remains high above all those who live near it. But by far the strangest aspect of T̷h̷e̴ ̵T̴o̸w̴e̷r̷ is the enraptured state of all those who reside near it.

Creating shrines and worshipping it as some kind of deity, the few who have seen the devotees of the jagged spire claim they appear as though blinded by something of impossible beauty. "Milky white eyes with a facial expression of pure ecstacy as they paint strange runes with a black icor".

Commune of Bres

The Commune of Bres is one of necessity and resentment. Comprised of Trazaethe Elves and Alagh Dwarves, the ancient alliance formed by their ancsestors has been reduced to tentative non aggression by hundreds of years of differences.

In the current day and age, most elves and dwarves are wary and distrustful of one another but not outright hostile. Some lords of neighboring states and provinces say war between them is inevitable, others remain optimistic.

Most of the Dwarves reside in the northern and central regions of Bres. A harsh land of tundra, snow forests, and frozen deserts. With a massive stretch of completely frozen glacial wasteland sitting in the center of their land. However, deep within that wasteland is rumored to be a magical ice stronger than steel, iron and stone. Many dwarven adventurers seek this hidden treasure, but few know what lies within the impassable wastes.

Meanwhile, the elves live in a much more moderate climate. Deciduous forests and grasslands provdie them with a wildland to commune with. Always ensuring they maintain a perfect balance with the land, not taking too much or too little. With such long lifespans, they always prioritize the longevity of their home over all others. Others claim their leaders to be discompassionate, but few outsiders are welcomed in to truly know.

Eryan Commonwealth

A large set of islands, containing people from all walks of life. The Eryan Commonwealth is an enormous body of coexisting cultures, lifestyles and races. Since the varity of those within the commonwealth is too great to have a single representative, they created a democratic republic. Each set of islands having a representative in the Agodurum. A city in the center of the commonwealth meant to be a place of true neutrality. The punishment for transgressions in the Agodurum is far harsher than any other place in Kuluren. Those who disregard the rules of the central city can be found cut in half and pulled inside out, hanging from the guardian walls.

Any and all people are welcomed into the commonwealth for as long as they obey the customs of their island community. Within the islands there are Norse pirates, Beatha shamans, Alagh miners, and even strangers from far away lands of sand and metal.

Sangromancy

The use of blood magic is quite common is certainly island communities. While primarily used by Beatha shamans, witches, and druids, many other groups also learned the art for various purposes. Most islanders see the magic as natural, but many mainlanders from Stiol, Prean, and other states see it as a twisted and evil arcane practice.

In regards to adventurers using the ancient practice of blood magic, they must have a source for their new arcane power. Being a master willing to teach, a spirit of the wilderness, or a natural understanding and alignment with it.

Additionally, when casting any Sangromancy spell, the caster must expend a number of hit dice equal to the level of the spell or the spell automatically fails.

Cultures

While most people of Kuluren have agreed to live with lords and kings beyond that of their clans and families, they still hold them dear. A person's culture is usually held in much higher importance than the state they reside in. Housing their traditions, languages, history, blood family, and often their chosen family.

Cultural norms can deviate as one travels the land. However, beyond clan and province based ideals, the fundamentals of any culture usually remains the same. The Alaghn dwarves of the east have much more ocean territory, so have based their regional culture around sea faring. Meanwhile, the western dwarves live mostly in forests and mines. Spending significantly more time mining and making buildings and fortresses.

Alagh

A strong Dwarven lineage throughout most of the Alagh culture. The Alaghan people built their entire world around mining. Their homes made from stone, pulled from the earth and reshaped. Their tools made from the finest metals and wood. Their lives for the honor of their families. Eventually intermingling with other humanoid races, pureblood dwarves are few and far between, but stubborness and pride have always remained.

Alaghn tradition remains mostly unchanged as you travel from the west to the east. The Alaghn live mostly in Taiga and Tundra (Taiga, generally referred to in North America as boreal forest or snow forest, is a biome characterized by coniferous forests consisting mostly of pines, spruces, and larches.). While much of Dwarf's life is spent mining and carving stone, many of the Alagh spend just as much time, if not more crafting buildings above ground. With the finest timber and smoothest stone, they build halls fit for kings and kinsmen. Notorious for their naming conventions of the famous Dwarven architecture, many Nords who have barely set foot in the Viike Tribe have heard tell of Copper Town and Clay Steps. Named with the sense of subtlety Guzanhe had during the war of the gods.

There's a saying, "You can tell how far an Alaghn's head is up their arse by the number of rings in their beard". While the commonfolk usually braid their beards and hair as finely as they can, it's barely comparable to the Konungr. The wealthiest and proudest of all the Dwarven descendants. The Lord Konungr all hold Jarðir (Yardeer), and they command respect as surely as the frozen sea frightens wee ones.

Norse

The Nordic lineage of Kuluren is one of violence, pride, determination, and conviction. One of the many native races of Kuluren, the nords had to fight tooth and nail to keep any sliver of land they could. By war, plague, and famine, they were forced further and further away from the inland. Just when all seemed lost, human creativity shined at its brightest. The first boats were created. Sailing and finding brand new lands to settle and call their home, the nords found their true calling was on the icy waters of the frozen sea.

Nords tend to hold onto the grudges of their ancestors, be it one family to another for two years or going back generations. However, they will not live and die by them. A common phrase among nords goes as follows "Forgive, but never forget".

Most Nordic humans make their life on the sea, fishing, trading, or transporting. For the favored sons and daughters it all comes naturally. Sailing with naught but a handful of men and women before they even reach full maturity. Making their homes on islands and coastlines, they live their lives by the currents and tides.

Nordic Human

  • Ability Scores: Choose any +2; choose any other +1
  • Size: Medium
  • Speed: 30 ft.

Age: Humans reach adulthood in their late teens and live less than a century.

Type: Humanoid.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Natural Sailor: You gain proficiency in Athletics and Vehicle (Water).

Weapon in Hand: You are proficient with two martial weapons of your choice and with light armor.

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

Northerner: You have resistance to cold damage. You're also acclimated to extremely cold temperatures, both on land and in water.

Beatha

Witches, shamans, practitioners of the old magics. The Beatha have been called all of these things and more. They hold a strong sense of community with both their family and their neighbors. Even those who have passed on beyond this realm in the great beyond. Their spirits live on and hold the wisdom of many generations.

Another common practice of the Beatha shamans is to challenge their demons. They perform rituals to give themselves vampirism, lycanthropy, and other supernatural transformations. Failing to defeat their inner beast, they lose their humanity. Doing so is the ultimate shame of the shamans. However, should they learn to live above their demons, they become honored elders and earn the utmost respect.

Alas, many outsiders see their ways as black magic, vile curses from strange folk. So very few outsiders know much or anything about their culture and heiratage. Most fear that that they don't know, and few if any know of the old ways.

Hiem

Unlike many giants of Palia, the giants of Kuluren acknowledged the strength of men and began to live among them. Either through intermingling or evolution over time, the giants have grown slightly smaller. While still massive, most giants are considered Large size catecgory. Additionally, giant's alignment is determined by their personality, not their race.

Subcategories of giants that live among humanoids include: Hill, Stone, Frost, Cloud, Fire, and Fog. While friendly with humanoid races, the storm giants prefer a life of solitude. However, trolls and other types of giants still remain mostly hostile to humanoids.

Whatever state Kuluren giants find themselves in, they almost always prove invalueable. Their strength and size aiding in fishing, construction, combat, and even art. With all that they can provide, most architecture has been designed with giants and men in mind. Heaving doors, grand halls, and gargantuan longboats fit for the massive and the meak.

Jötunn

  • Ability Scores: Choose any +2; choose any other +1
  • Size: Medium/Large
  • Speed: 30 ft.

Age: Jötunn mature slower than humans, but they're considered young until they reach the age of 65. On average, they live about 400 years.

Type: Humanoid and Giant

Size: Jötunn are between 8 and 16 feet tall, weighing 500 to 700 pounds. You are Medium or Large (choose when you gain this lineage).

Mighty: You gain proficiency in Athletics and Survival. Additionally, while wielding a weapon with the heavy property, you may treat the weapon as if it did not have that property.

Bold: You have advantage on saving throws against becoming frightened.

Languages: You can speak, read, and write Common and Giant.

Thick Skinned: You gain +1 bonus to your Armor Class. All Jotunn have thick extremely durable skin.

Jötunn are much larger and more muscular than a normal human standing from 8 to 10 feet tall and weigh from 300 to 525 lbs with males slightly taller and heavier than females. Jötunn have normal human ranges of skin tone with also pale grey shades seen as well. They have dark shades of brown and black hair. Their hair is thick and dry and they generally don't do a lot to groom it except to sometimes dreadlock it. They generally have amber or brown eyes but on very rare occasion dark blue or green shades have been seen.

Trazaethe

The Elves of the southeast mainland are as reclusive as they are stoic. Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. With such a lengthy lifespan, the Trazaethe prioritize the safety of their homeland and kin before most other worries. Desiring to preserve their culture and heritage from invaders, so they either remain within their state or travel out to adventure and eventually return to their homeland. Returning elves are usually compelled by wanting to settle down or to defend their home from threats.

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of other societies, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Exploring the remnants of history, hunting fugitives, and traveling the world are all common adventuring practices. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so.

However, there is one grudge the Trazaethe will never forget or forgive. The Ghost War was a disaster with genocidal results. By result of the war, all of the Trazaethe swear vengeance against the Winter Shields. While cautious and distrustful of most dwarves, they truly dispise all dwarves who swear allegiance to the Goldenguard family. Only when the Winter Shields have been wiped from the world will their debt be paid.

Luari

Most people seek out grand adventures and legendary songs to be sung, but the Luari people are not most people. The river folk of the west are content with what they have been given and the family around them. Living in quaint, comfortable cabins made from the forests around them, the Luari are known for hospitality, peace, and quiet. With absolutely no tolerance for violent tendancies or aggressive behavior. Anyone with those will quickly find themselves floating downstream after being hurled into a river.

While some opt for a wild, adventurous lifestyle, most Luari prefer tending to a garden or brewing ale. Of course their lands contain the finest inns anyone could hope to spend a night or two at. With the softest beds, warmest light, finest brews, and heartiest food.

The Luari are part of The Succor Pact, but have never had to take military action since its signing. They do more often than not trade some livestock or brews in exchange for weapons or protection in case a conflict does begin. In which case the mayors of each town, village, and burg might actually have things to do besides napping and smoking.

Each mayoral family of a town has the responsibility and benefits of holding a position of leadership. Slightly finer luxuries than the common man, but also the job to make sure there's enough food to go around and that everyone is safe from harm. Most of their time is spent supplying for winter and rationing when the time comes, but they do have a special responsibility once a year. The All Souls Feast, an annual meeting between all the mayoral families to ensure the safety, stability, and relations are all up to par.

.

Religion

Dedicated to tradition and heritage more than most, the people of Kuluren are much more devoted to their regional spirits and icons rather than the Primordial Spirits or Mortal Gods. However, they are not foolish enough to denounce the very gods themselves, preferring to pray and present offerings to both.

Those that Fight

The warriors, raiders, armies, and leaders that go into battle always opt to have the spirits and gods on their side. Offering the foes they slay, the sweat of their back, and the blood they draw to these higher powers. They very openly tell of how their gods grant them favor for the honor they earn in combat.

  • Unda, ancient spirit of the seas
  • Vita, ancient spirit of life
  • Mortus, ancient spirit of death
  • Frigus, grand spirit of the tundra
  • Ira, goddess of anger
  • & Visa, goddess of wrath

Those that Build

Just as you need a sword to defend your home, you need a home to defend. The people of Kuluren who dedicated themselves to building homes, ships, tools, weapons, and clothes offer their crafts in the name of their deities. For any fool can swing a hammer, but only the clever can build a roof with one.


.

  • Tempus, elder spirit of time
  • Unda, ancient spirit of the seas
  • Terra, ancient spirit of the lands
  • Vita, ancient spirit of life
  • Magus, ancient spirit of magic
  • Frigus, grand spirit of the tundra
  • Sensus, god of thought
  • & Amara, goddess of love

Those that Care

Behind every society is the backbone of the every day folk. The merchants, the farmers, and the families all keep their lands from falling into disarray. Most often they stay behind and let others fight the wars and battles instead, but that doesn't mean they don't pray for their health and safety nor for their prosperity. They offer their wares and their hearts to the divine beings who would accept them.

  • Gaia, elder spirit of the earth
  • Sola and Solus, elder spirits of the suns
  • Unda, ancient spirit of the seas
  • Divus, ancient spirit of the skies
  • Terra, ancient spirit of the lands
  • Vita, ancient spirit of life
  • Frigus, grand spirit of the tundra
  • Gaudius, god of joy
  • Amara, goddess of love
  • & Damnus, god of loss

However, even with the faith these people hold in their gods and spirits, they rely first and foremost on themselves. For even when all is lost and in ruin, you will always have your wit and your will. When you truly need that, it will not fail you.

Regional Spirits and Icons of worship

Whether cleric or commoner, wizard or warrior, nearly everyone in Kuluren pays homage to at least one patron deity. Some of those divine powers inspire respect, while others elicit fear. But all of them provide something greater than yourself to believe in. And in a world with such violence, chaos, and disorder, that is a comforting belief. Regardless of the reason for an individual's belief, it is integral to the everyday life. It is said that battles are won by two things; men, and faith.

Way of Guzanhe

  • Guzanhe, The Light Kraken

Long ago, the world was naught but ocean as far as the eye could see. The endless depths were ruled over by an evil serpent, until the great Guzanhe challenged the serpent to a duel for the fate of the world. The fiendish serpent knew he could not best Guzanhe in the duel so he used a vile poison to put Guzanhe to sleep forever. The mighty Kraken bested the serpent, but his blood spilled and spread throughout the ocean. Creating land above the waves for us to live on. He now looks over the sea in his slumber, and brings good tidings to those who offer him praise.

Tenants

  • Never sail the waters before making an offering to The Light Kraken in prayer (Food, drink, blood, or precious gems and metals).
  • Live as The Light Kraken intended, challenge those who abuse their power and provide for those who cannot provide for themselves. Offer respect until disrespected.

Reward

When The Light Kraken rises from his thousand year slumber, those who acted as he intended shall be blessed. Living in eternal peace and glory, beyond the sea.

Beatha Spirits

  • Kirk, The Bloody Ancient

When the islands to the east were naught but untamed wilderness, there was a small village. It was lead by Kirk Beatha, a wise and kind shaman. But this village was threatened by many fierce beasts and monsters. Kirk always advocated for peace, trying to live together in this land.

Until a small child in the village was killed by one of the beasts. Furious, Kirk went to confront and slay the monsters. He battled the leader of the pack, and ultimately defeated him, but he could not bring himself to slay the beast. Instead choosing to become one with the beast as a spirit. So both the beasts and people might live in peace as the spirit watched over them.

Tenants

  • Be guided by the wisdom of those before you
  • Invoke justice, but never revenge
  • Be kind, lest foolishness blind you

Reward

Ascend to join the spirits of your elders, so that you may guide those who need it.

Ordning

  • Othea, The World Mother

While once a caste system imposed upon the giants by their gods, assigning societal rank. The Ordning has evolved much like the Giants of Kuluren into a Polytheistic religion. Each giant worshipping their forebear and the world mother. Othea being the creator of the world and each type of giant's forebear the creator of their ancestry.

Tenants

  • Make proud your forebears
  • Live as the mighty
  • Honor and protect the mother

Reward

Should you live a true and honorable life, you will pass on and join Annam and Othea in the realm of creation. The mightiest and most legendary among all will have their name and deeds etched into the stars.

Efdolune Faith

Once upon a time, there was a holy woman: Matelsa, The Silent Sister. She was faithful to her people and mighty as the mountains and the seas. Renowned for her stoicism to the point that she could fight an entire battle without a single utterance. Until one day she came across a fiendish, trickster elf, Anwir knew he could only defeat her if he was decietful and dishonest. Throwing a massive banquet in her honor, Anwir plotted and schemed. He poisoned the food he feed to Matelsa and her people, a powerful brew with only the most vile ingredients. She barely had time to draw her weapon before it was too late, the silent sister was slain.

Tenants

  • Live by your people
  • Defend your honor
  • Make proud the silent sister
  • Die with a weapon in your hand

Reward

Those who live inspired by Matelsa the Silent Sister go on to the great mountain halls of Arausamman. The celestial mountain of the great beyond, where they can fight, build, and share legendary stories until the end of days.

Norse Forefathers

The All-Father who freed the world from its icy shackles and created the Norseman. Odin The All-Father is the god and father of all, lord of war, wisdom, and death. His children are the mighty, the brave and the strong.

Old Norse stories portray Odin as one-eyed and long-bearded, frequently wielding a spear named Gungnir and wearing a cloak and a broad hat. He is often accompanied by his animal companions and familiars—the wolves Geri and Freki and the ravens Huginn and Muninn, who bring him information from all over the realm and rides the flying, eight-legged steed Sleipnir across the sky and into Helheim.

"I fought fiercly and bravely, tearing through foe after foe with naught but a moment between them. But bravery does not stop the flying arrow let loose from its quiver. Struck me in my leg, right above the shin, a weakness in my armor. Surrounded by dwarf, elf, giant and human, my sight covered by blood, dirt and rain, I fell... I could see nothing but one, a raven. A gift from The All-Father to look after me, and darkness took me. When I woke, the day had been won and the clan lived on. Because of the brave souls sent to Valhalla that day, and our faith in The All-Father."

Tenants

  • Fight with Honor, Strength, and Bravery
  • Be strong for war
  • Be bold against enemies and evil
  • And defend the people of Kuluren

Reward

The fallen dead are to be led by winged warriors to the majestic, enormous hall of legendary warriors: Valhalla. To live as legends until they must defend the home of the gods against Ragnarök.

The M̶͖͙͖̝͋͒i̵̺̜̜͙̝̹̻̖̝̼͉̮̒̄̆́̐̚͝͝͝͝n̸͍̟̜̋͆ḏ̴̨̺̈́w̵̛͇̼͒͋̊̀̒̈́̎̏̚͘͝i̸̙͓̬͈̒̐l̸̠̱̭̦̻͒ț̴̛͖̖̠̜͛͆͑̑͋̔̇̚͜e̸̻͙͉̗͓̺̭̮̬̔͑̽̋̓̈̉͝͝ŕ̷̡̗̭̣̭̦̠̜̝̳̱̰̂̒̈̑̊͊͛̂̾̐̕͝

Here we stand, feet planted in the earth, but might the cosmos be very near us, only just above our heads? Khizdushel... Khizdushel... Blasphemous murderers... Blood-crazed fiends...Atonement for the wretches...By the wrath of our Mother... Mercy for the poor, wizened child...Mercy, oh please... Curse here, curse there. A curse for he, and she, why care? A bottomless curse, a bottomless sea, a source of all greatness, all things that be. Listen...for the baneful chants. Weep with them, as one in trance...and weep with us...oh, weep with us. Shrouded by night, but with steady stride. Colored by blood, but always clear of mind. Beasts are a curse, and a curse is a shackle.

Tenants

  • Curse the fiends
  • their children too
  • and their children forever true.

Reward

Unending death awaits those who p̴r̸y̴ ̴i̸n̸t̸o̴ ̸t̷h̷e̴ ŭ̵͇̺̼͓̝̬̟n̶̬͔̗̜̙̆̀͌͝ͅk̸̢̮̼͓͍̽͑̃̀̒͘ͅṉ̴̞̫̺͊̽o̶̦̚ẃ̶̳͍̞͍͖̾̈̚ņ̶̥̫̯̏̔.̸̢͕̣̜͠.̸̢̬̠̘͈̱͒͑͂̿̃.̵̮͚͈̦̳̊͛͛͝...

Factions

While many of Kuluren's people find them homes in states or provinces, some choose a life within much smaller groups. Leagues, Orders, Alliances, and Syndicates all form over time with goals, ideals, rules, and members. Ranging from financial gain through violence and intimidation to finding enlightenment through arcane knowledge.

Some factions are open to almost anyone, and others remain highly exclusive. However, they all have one thing in common, they need outsiders' help from time to time. Whether it be some muscle moving cargo, errand boys to ferry messages, or sellswords for an upcoming battle. Factions will need help from adventurers, monster hunters, brigands, explorers, or vagabonds. Which can always lead to events soon to be told in the halls of legend.

The Ice Runners

The Ice Runners are a large group of pirates and ocean bound brigands that operate on the frozen seas, islands, and coastlines.

Over the course of many years and many more leaders, they have found many splinter groups with no official overlord to be the most stable organization. Any head bosses that held power never did for long, in a giant band of pirates assassination is an occupational hazard. So they have divided into three groups to cover the most ground, holding territory in the North-East, South-East, and the South-West. All flying under the same pirate flag, that of the sword.

Their Motto is "may the coin flow like water".

But while there may not be much honor among theives, there are rules. Rules that carry a heavy toll for those who break them.

  1. No dealing with children
  2. No slaving, and no dealing with slavers
  3. Everyone gets their share

The Dark Hunters

The Dark Hunters are bloodthirsty elven assassins who take justice into their own hands.

Long ago, during the second era The Ghost War reached a bitter and bloody end. An end for the war and for an entire race of people, the ghost elves had fought bravely to the very end. But it was their end. From their extinction came a need for justice, and retribution for the horrors of war. Only a few, with the strongest of wills were ready to make that sacrifice, leave their lives behind and avenge their fallen kin. While few in numbers, their power was frightening. Assassins, spies, and saboteurs all ready to lay down their lives for justice.

Their Motto is "For the fallen".

But how does one hold the line from justice to revenge? With rules that must never be broken for any reason.

  1. Prey must be guilty
  2. Kill only prey
  3. After each hunt, the hunters must be cleansed

The Dark Hunters refer to all targets as prey, an evil beast to be slain for the betterment of all. But hunting is not to be taken lightly, more than a few have been lost past the line to revenge.

The Winter Shields

The true descendants of Konungr Khoudomli Goldenguard; Lord of The Winter Shields. Banished from Alaghn society, they uphold the name of their forefather.

Long ago during the second era, the ghost elves assassinated Lord Goldenguard in cold blood. They slit his throat while he lay asleep in his bed. So with war declared, they readied themselves to avenge their Konungr. But they took much more blood than honor demanded, driving their enemies to extinction. Paying no settlement and making no repremand, the other Alaghn clans banished The Winter Shields from their lands never to return. Furious, they traveled to Alinria island and made their new home. A massive fortress of stone, metal, and timber stretching across the whole island.

Their Motto is "Beards are thick, but blood is thicker!"

Separated from the greater Alaghn society, The Winter Shield clan has diverted its path from its brethren. Having created cultural laws and rules to guide them into the future.

  • Take back our homeland
  • Slay the filthy beldarakin (treacherous creatures)
  • Only the mighty can lead us forward
  • And protect your true family

Not overly fond of outsiders, The Winter Shields tend to remain mostly solitary in their keep. But they still engage with trade and welcome like-minded visitors, especially those who share their hatred of elf folk. They will often pay a more than fair price in gems and precious metals to those who offer elven ears and heads as tribute.

However, they are far more likely to hire wanderers and adventurers to retreive clan heirlooms from their homeland. A fine way to gain the trust of those far removed from the land.

The Everstanding Circle

An order of runic mages founded by The Everborn dedicated to the preservation of peace.

The Ghost War, The end of first era, countless raids, duels, and pointless conflicts. Can the dead even be counted? Thousands? Tens of thousands? Some decided that there could be peace, and that they would force it into reality. The runic mages of the circle work to improve the lives of the people of Kuluren by stopping wars from beginning and ending conflicts swiftly and justly. All of their work is done in the name of the greater good, saving lives and lands from the wrath and destruction of war.

Their Motto is "Peace, progress, prosperity".

To ensure the mages never deviate from the goal of peace, The Everborn made 3 pronouncements

  1. Our duty is to the many, never the one.
  2. Protect those who cannot protect themselves.
  3. Even the worst deserve mercy.

In 1 of the First Era, The Everborn appeared. He bore the symbols of the divine upon his body and wielded the power of the gods as a man. Witnessing this divine judgement, he unified the warring tribes of Kuluren under one name.

Little is known about The Everborn spirit, whether it will return when needed, where it came from, or what its true intentions are. But when it did appear, it had the power to change the world. Many have sought after this power, but none have ever obtained it. The mages of the circle aspire to hold the might and power that he once did. A near unlimited capacity for good and for evil. It is up to them to ensure if it ever returns that it is used under the mighty purpose of peace.

The Insightful

There are few who see men as what they truly are, only a few steps away from beasts. But The Insightful know this, and seek to move beyond their humanoid shackles through the use of arcane knowledge.

It was long ago, after 700 of the first era. A group of mages and warriors scarred by the horrors of war receded into mystic secrecy. Only telling outsiders of their desire to transcend their human shackles, to grow beyond the bloodlust of their beastial ancestors. They left the world and traveled to the far north, using the ice as a shield to protect themselves from the savage beasts known as men. Never having contacted the outside world since their voyage, they remain in solitude. No one knowing if they perished in pursuit of their goal or if they had succeeded.

Their Motto is "Freedom from our beastial bonds".

While The Insightful possess a great many rules, the very first one is:

  1. Do not let outsiders in
  2. Do not harm others with Insight
  3. Do not stop man from ascendance

Due to their first rule, no outsider knows anything about what goes on within the walls of the north. None of the rules, none of the research, and none of the progress. It is rumored that The Insightful have transformed themselves into nightmarish creatures of flesh and madness. But those stories are peddled by mothers scolding misbehaving children.

Kolssonafellen

A small group of peasant villagers seemingly changed by the appearance of the tower that have manifested strange abilities.

Only recently discovered, the peasants previously lived inside the radius of the towers effects. But seemingly were unconciously compelled to move further away from the tower. When asked about their reason for moving locations, not a single person mentioned the recent appearance of the tower nor acknowledged its presence.

However, all of the villagers did repeat the phrase "The dream, the waking, the nightmare". Most examples of which came about completely unprompted.

While these abilities are rumored to be present in singular individuals throughout the Kuluren states, Kolssonafell is the only place to have a population with these powers. No other village, city, burg, or town has reported these happenings.

"They seem to generate a potent psychic field that allows them to accomplish many feats that might otherwise seem impossible. Simply believing something to be true appears to significantly increase the chance of its truth.

At the same time, the power of this psychic field is hypothetically proportional to the number of the villagers present at any given time. This power's potential is both completely unknown and wildly dangerous." - Qilune Adept Circle Mage's report, 3rd era, 38.

The Cursed Coven

When people's homes are attacked and their lands desecrated, there are some few who are prepared to do whatever it takes to defend them. The Cursed Coven is a group of Beatha extremists dedicated to defending their way of life.

During the 2nd era when the Eryan Commonwealth was being established, there was great conflict over cultural dominance. Each one trying to gain a position of power to withstand the inevitable expansion of the Kingdom of Stiol. The Beatha were by far the least prepared for this conflict. Many villages, burgs, clans, and camps were burned and pillaged off the map. The survivors of those attacks did not take that message lightly. After many years the survivors of the worst attacks found each other and isolated themselves from the world. Delving into the most vile of black magics to make themselves strong enough to avenge their families and homes.

Their Motto is "Risen from the ashes".

While many of their sibling groups held laws and rules very close, the new coven had fewer rules and a single goal.

  • Do not fight your family, for we are to avenge the fallen.

The collective Beathan found their place in the new commonwealth, becoming more social with their neighbors. However, the individuals who had suffered the most only had their resolve strengthened. Learning to use vile curses, wicked transformations, abhorrent necromantic magic and the secret of soul magic. Some superstitious travelers even speak of the monsterous Windego being created by dark rituals in the woods of the coven.

Now the coven lies in wait for an opportunity to seek their revenge against the vicious who slaughtered their loved ones so long ago.

Faction Quests

While some factions prefer to operate solely within their own people, most will require outsider intervention in some capacity. Usually finding assistance in the form of adventurers, but what might these quests entail and what rewards could these adventurers expect?

The Ice Runners

The runners might hire travelers to obtain sensitive information or steal items undetected. Usually rewarding them with a handful of coin.

The Dark Hunters

The hunters may anonymously pay for strangers to steal a schedule or a journal of prey, paying coin at a dead drop.

The Winter Shields

The Shields often hire non elven folk to retreive family heirlooms. If they prove trustworthy, they may even be paid in dwarven masterworks and trust.

The Everstanding Circle

Members of the circle regularly post missives for fetching spell components, alchemy ingredients, or artifact in ancient tombs. Usually paying with gold or magical resources.

The Insightful

Only in the most dire of situations do the insightful turn to outsiders. Usually needing something very specific, and rewarding the outsider with the offer of insight.

The Cursed Coven

Very rarely asking those outside the coven for aid, they might ask for rare ingredients or strands of a person's hair. Most would be paid in magical boons, northern eryans more likely would be skinned alive and fed their own organs.

Helhiem, The Hidden Realm

What is it that lies at the bottom of these frozen seas? Demons? Monsters? Or maybe an entirely new world? A realm of unknowable things and imperceivable nightmares. The monsterous mirror to our own realm. Those who believe this outlandish tale call it "Helhiem".

While this myth cannot be traced to any religion or culture originally, some variety of it can be found in all of them. An alien realm hidden beneath the waves and the ice. Some say it's where the wicked and honorless go after death. Others tell of a physical realm that one can travel to with the appropriate incantations and sorcery. A hidden gateway deep in the mists of the sea and a human sacrifice can open the way to a world untouched by man. Yet others call this fiction a metaphor. A reflection of mankind's fear of the unknown, housing manifestations of all our hatred and fear. The final test to ascend to the realm of gods is to face the worst of humanity and come through unscathed.

Although, there is one who has claimed to see this realm, and gazed upon the world beyond the veil. Known by only one name: Raz'gan the Punished. He was once a travelling warrior, venturing across the land with his companions. Until one day, the Arch-Duke Drevan tricked them into a bargain they could only fulfill by traveling to Helhiem. Supposedly, they did travel to this realm, but only Raz'gan survived the journey.

Raz'gan claims the world has an ocean instead of a sky and is lit by unnatural, bizzaire lights. Rock formations that glow purple and green, shadows from above of massive ocean creatures. Monsters with a thousand teeth and endless hunger.

"It towered, a vaguely humanoid silhouette of macabre flesh and askew limbs. Shards of bone and broken ligaments protruded from its bulbous mass alongside putrid, pulsating organs. A dozen creatures, humanoid and otherwise, made up its cobbled-together bulk. The stench wafting from it—rot and loam, the aroma of a freshly-exhumed corpse—nearly overpowered us as it drew closer and closer still." - Raz'gan the Punished speaking of monsters in Helheim.

Fleeting Sanity

While not necessary, many themes of Kuluren are focused on the concepts of terrifying, otherworldly monsters. If a campaign takes place within Kuluren and chooses to use themes of cosmic horror, consider incorporating the sanity system. This system was created by Grant Schroeder-Swade.

The Sanity System

A concept originally taken from the Dungeon Master' Guide, the sanity system is based on a character's capacity to maintain a sound state of mind, and act in a reasonable or rational nature. While some D&D campaign settings do, in fact, pit characters against terrifying environments (looking at you, Out of the Abyss), the systems in place to determine what occours when someone's mind breaks beneath the strain of such environments and encounters can often be found somewhat lacking. The sanity system herein takes inspiration from both the DMG and roleplaying games like Call of Cthulu to provide a more interesting and useful system.

The Sanity Score

An additional score to one's regular ability scores, the sanity score tracks a person's mental fortitude- similar to a constitution of the mind. A character's starting Sanity is equal to their Wisdom score, plus half of their Intelligence score (rounded down). This number is also a character's maximum amount of sanity points. Similar to hit points, sanity points cannot increase normally past their maximum score, but can decrease below it. If a sanity score dips below 0, a character starts to descend into madness, incurring a number of negative effects.

Restoring Sanity Points

Sanity scores can be brought back up through actions or events that bring characters peace of mind. This is an extremely broad category, and can vary from character to character. For example, one character might gain sanity from praying at a church- while another doesn't follow their religion and wouldn't benefit. Examples of events that could spontaneously recover sanity scores include: Seeing a beautiful vista or piece of artwork. Attending a relevant religious event or ceremony. Enjoying a fine meal with good company. Winning a game of chance or skill. Accomplishing a goal that has long been set. Taking a long rest in a luxurious, secure environment. The amount of sanity recovered is dependant on the situation or event in question.

The Reduction of Sanity

The loss of sanity can occour in any number of ways. When an effect would reduce a character's sanity, they should be subjected to a Wisdom, Intelligence, or Charisma saving throw, losing no sanity or only half the expected value on a successful save. Things that might reduce a character's sanity could include but are by no means limited to: Seeing immense blood, gore, or death. Coming into contact with a horrorific creature. Pondering an extremely alien object. When subjected to an effect or ability that reduces sanity. When doing something that conflicts a character's morals.

Going Insane:

A character whose sanity score drops below 0 may find themselves slowly slipping away, losing themselves to lunacy; this is called going insane. Notably, sanity does not stop decreasing at 0. Further losses to ones sanity drive the score into the negatives, enacting a set of debuffs on an unfortunate character. The thresholds for levels of insanity increase by a number equal to a character's Wisdom modifier (E.g: a character with a Wisdom modifier of +1 would have thresholds of -6, -11, and so on.) The table below illustrates these debuffs:

Levels of Insanity
Value Score Effect
-5 You become frightened by the source of your insanity.
-10 You gain a form of Short Term Madness
-20 You gain 1D4 + 1 levels of exhaustion
-30 You gain a form of Long Term Madness
-40 You take 4D6 Psychic damage, and gain a form of Indefinate Madness
-50 You are reduced 0 hit points, in an unstable condition with a failed death save.
-75 You die.

Note: Sanity cannot be lost while a character is unconcious. Any effects they could percieve that would reduce their score take effect upon waking.

Optional Rule: Insanity Flaws

When a character goes insane, they must make a Wisdom saving throw (of a DC that fits the situation) which, if they failed, could leave a mental mark on their character, giving them a new phobia, mania, or flaw. Whether or not this effect is permanent is up to DM discretion.

Non Player Characters

Usorin, of House Gilburn

  • Race: Human
  • Nation: Vardur

"The past is made of lessons, it is our job to learn from them".

Raised in a small town of Durbia, he has seen exactly what can happen when those with power impose it on others. And with his home town destroyed he traveled to Vardur to learn magic.

With a desire and powerful will, Usorin seeks to find the lost treasure of the dragons and use it to place himself into power. Alas, with the dragons long gone few believe anything is worth the risk of searching throught the ancient ruins.

Unless he can produce results and fast, he very well might be expelled from the house of Gilburn.

Garnotin the Chaotic, of House Chalam

  • Race: Half-Orc
  • Nation: Mading

"See HIM, HE SEEKS THE BLOOD. His mine his her blood is the crimson dirt that gives LIFE! His life dirt is OURS!"

A very strange warrior of unknown origins, he was accepted as an honorary member of house Chalam when he saved the life of Lord General Thomelin while on an expedition in the Principality of Mading. When a pack of Gnolls overtook the group, Garnotin swooped in and slew the Gnolls, saving the Lord General.

Recognizing a mighty fighter, the Lord General attempted to communicate with him and managed to convey basic meanings. While an excellent combatant, Garnotin is less than eloquent. Often speaking with sudden loud screams of seemingly random words, he is allied with the noble house and sent on missions rarely. But when he is sent, the war path is bloody and brutal.

He spends most of his time defending the town of Catford, in Western Mading off the Bolcestore river. The locals provide him with food and shelter free of charge and he is seen as a sort of guardian angel of the town.

Donside Grimsbane

  • Race: Cursed One ( Enduring )
  • Nation: Kesoth

"The world gives you life, and takes everything else. It's up to you to make your life something worth anyone's time."

Once a mortal man, Donside lived in harmony with nature for his youth until he came across a cursed tree deep within the forests of Kesoth. He claims it spoke terrible truths to him, and asked him to free it of its terrible curse. And that he did, but only inflicting it onto himself.

Now he seeks a cure to his plague, it slowly spreads across his being transforming him to a blackened creature of malice. Corrupting his body, mind, and spirit.

Gargamek, The Goblin Bard

  • Race: Goblin
  • Nation: Kesoth

A roaming bard with a love of sharing his art with those who might listen. Gargamek is, unknowingly a powerful mage whose arcane might far surpasses many archmages of old and current ages. Capable of performing astonishing feats with his trusty lute, it is a cruel twist of fate that he was born without his sense of hearing or smell. So he knows not what his ballands and tales sound like. For if he did, he would follow in the steps of his home and instantly perish. His musical ability being so dreadful, that he can slay all who hears his melodies and harmonies drift through the breeze.

Not knowing how lethal his melodic stories are of course, he tells them any place he might find himself in. Unfortunately, he is not too wise not too keen of wit, so most civilized towns kick him to the curb before knowing anything about him.

Homebrew Additions

A set of completely optional modifications, additions, and variations for 5th edition dnd games in the world of Palia. Should anyone use this content, check with your gamemaster first and have fun!

Vril

Native to Drangosa, the Vril are the product of dark elf wizards' experiments over many generations. These goblinoids are imbued with innate sonic ability and can alter the consistency of their own flesh.

Most vril are brutally trained as warriors by the drow to weed out the weakest specimens. Vril were created as shock troops and defenders of drow cities. From their masters they have acquired an inherent sense of devious tactics and dirty fighting.

The drow treat vril little better than animals, yet generations of specialized breeding have produced unquestioned loyalty. Vril fear and obey the drow instinctively. They serve as shock troops and city defenders, and they are the only slave race allowed to formally train for combat. Vril are usually quartered in warrens and barracks separate from the other drow thralls, though their living conditions are no better. Although they might grumble about their lot in life, rarely do they think to do something about it.

Vril share few traits with their goblin kin. The drow wizards who created them sought to expunge many of the race's characteristic weaknesses. Like their cousins, they are malicious little creatures, but while goblins are cowardly and undisciplined, vril are bold, daring, and organized. Generations of mistreatment at the hands of the drow have also built up a fiercely stubborn resolve. The race now breeds true, but attempts to cross vril with other goblinoid races produce only stillborn offspring, perhaps as a result of deliberate design. Vril view ordinary goblins as inferior but have a cautious respect for larger humanoids such as humans, orcs, half-orcs, and hobgoblins. They avoid bugbears, which dislike the strange little creatures.

Most vril are warriors or barbarians that serve in the armies of the drow. Vril are usually agnostic, since the drow crush any religious inclination and do not permit them to venerate Lolth. Thus, clerics are rare. Vril clerics sometimes worship Maglubiyet in secret, but adepts are more common. Clerics of Maglubiyet have access to two of the following domains: Chaos, Evil, and Trickery.

Some exceptional individuals have managed to throw off the yoke of servitude and escape their drow masters. Small, hidden communities of free vril exist throughout the Underdark, and they include members of various character classes. Clerics are more common in these settlements, and Maglubiyet is worshiped openly.

Vril Traits

  • Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
  • Age. Vril reach adulthood at age 8 and live up to 60 years.
  • Size. Your size is Small.
  • Speed. You have a walking speed and a climbing speed of 30 feet.
  • Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Sonic Adaptation. You have resistance to Thunder damage.
  • Shriek. As an action, a vril can emit a horrible shriek in a 30-foot cone. Any creature in the affected area must make a Dexterity saving throw or take 1d6 thunder damage on a failed save or half as much on a success. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. This ability's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Skinshift. Once per short rest as a bonus action, a vril can alter the consistency of its flesh for 1 minute. For the duration, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
  • Languages. You can speak, read, and write Common and Undercommon.

Asherati

Native to Drangosa, an asherati might be mistaken for a thin human under some circumstances - at least until the asherati's rust-red skin begins to glow with a light all its own, or until he dives headlong into the nearest sand dune, disappearing without a trace.

Asheratis are a geographically established people who live below the sands and dusts of suitable wastelands, rising to the surface to hunt for food, socialize and trade with other races, and make war upon their enemies. As merfolk are to the sea, asheratis are to the sands.

Personality

Asheratis are a quiet people, given to reflection and long retreats from the presence of their fellows. However, every asherati acknowledges the value of community and fellowship, and each retreat is followed by a return to a sand-shrouded village where friendships are renewed and the needs of the community are met.

Physical Description

An asherati appears as a humanoid with smooth skin the color of rust. An asherati can make its skin glow as if with an inner fire, giving off a piercing illumination that suffuses through sand. An asherati has no body hair and eyes the color of ivory. The lithe asherati is a graceful swimmer of the dunes, and thus eschews excessive clothing or equipment, wearing only minimal, skin-hugging garments for modesty's sake. Some asheratis wear tight leather armor, streamlined so as not to hinder their progress through the sands. A typical asherati stands between 5 and 6 feet tall and weighs about 170 pounds.

Relations

Asheratis delight when nomads, caravans, or travelers of almost any race appear in the sands above their homes - by day, asherati merchants trade their wares, while at night, asherati rogues silently ascend and try their hands at pilfering. Trade continues despite this behavior, because no one can come close to replicating the delicate asherati sand sculptures, which can fetch large prices in cities far from the desert. Asheratis tolerate other established races of the wastes, grudgingly admitting that each has found a niche. The asheratis live below the sand and the other races above. Still, sometimes conflict erupts or potential feuds smolder just below the surface. It is not unknown for caravans moving through the desert to hire an asherati or two to act as guides and scouts. Especially adventurous asheratis have left the wastes entirely, seeking their fortunes in completely alien lands.

Asherati Names

Asheratis have given names and family names.

Male Names: Amhapar, Het, Iputhut, Iu-same, Khankhe, Menefer, M'ut, Nament, Tauah.

Female Names: Abesukh, Aned, Ankheru, Djede, Kher-ra, Nemenmo, Reht, Shis.

Family Names: Ambera, Atinani, Faihayl, Habah, Huridah, Imtimah, Manah, Nadeeha, Najeema, Nazihar, Nimah, Rawthay, Reedayl.

Adventurers

Every asherati has some measure of adventurous spirit, no matter how deeply hidden. It would be hard to name an asherati who did not try his hand at a minor bit of thievery for the fun and excitement such behavior promises. It is not unheard of to find full-time asherati adventurers, though such folk usually leave the sands of their birth far behind, finding noble quests in the far corners of the world.

Asherati Traits

  • Ability Score Increase. Your Dexterity score increases by 2 and any other ability score increases by 1.
  • Age. Asherati reach maturity around age 15 and can live up to 200 years.
  • Size. Your size is Medium.
  • Speed. You have a walking speed of 30 feet.
  • Sandswim. As a merfolk is to the sea, an asherati is to sand, ash, dust, and even softsand (but not slipsand, packed dirt, or rock). An asherati can sandswim through such materials at their land speed only while unarmored or wearing light or medium armor. An asherati breathes normally while under the sands. This supernatural ability doesn't allow an asherati to breath in mediums other than sand, dust, or ash, nor does it allow an asherati to hold its breath longer than normal in water or dangerous gases.
  • Body Lamp. An asherati can make their skin glow at will, providing bright light out to 60 feet and shadowy illumination out to 120 feet. In a medium of loose soil, such as sand, dust, or ash, a peculiar quality of the light allows an asherati to make out solid objects up to 60 feet away. Under the sand, this light is sufficient for navigation and general identification of objects, but not for reading, recognizing individuals, or other similar feats of finer perception. This ability does not allow an asherati to see invisible creatures or creatures with concealment more easily than normal. Other creatures in the sand with an asherati do not gain this special sight, but they can see the sand take on a warm, orange glow.
  • Heat Endurance. You have resistance to fire damage.
  • Ashen Camouflage. You have advantage on Dexterity (Stealth) checks to hide in desert terrain.
  • Languages. You can speak, read, and write Common and Asherati.

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Cursed ones

Eternal Unlife

Unlife is nothing to envy: while you may have more time than you had in life, it holds none of life’s sweetness. The lilies of the field do not smell, food has no taste, and even friendship itself, being a rare and valuable commodity in life, is more difficult to come by in unlife by an order of magnitude than it was in life.

Folk fear few things more than death, but undeath is certainly one of them. Despised, undead are anathema in most corners of the world, and are slain or driven out by extreme prejudice.

The Draconic Cursed

The vast majority of Cursed Ones are the last remains of the Draconic War in Ignan. Those who commit crimes against the Draconic Lords, but the worst of all who cursed men is known by the title: The God Emperor.

The God Emperor cursed many in his years, leaving some suffering to this day. Those who simply are trapped in unlife are the lucky ones, there are those who have suffered in solitude since the days of the war.

Cursed One Names

Many sentenced to a life of suffering choose to keep their old name of their past life, while others choose to take new names. Reborn through their pain.

Some names are as such: Fane, Rotface, Drudge, Ashen, Crow, Shade, Miserum, Etern

Cursed One Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Wretched Immortality. You don't age. The necromantic energies that sustain you will heal your wounds at a similar rate to that of mortals.
  • Past Life. Choose another living race, this was your race before your current state. Your size, movement speed, and height are determined by this race. You do not retain special movement speeds or features from your living race.
  • Undead. You count as an undead and a humanoid for all spells, abilities and features. You are immune to disease and do not need to eat, drink or breathe. However, you may ingest food and drink if you wish. Instead of sleeping you may enter an inactive state for 4 hours, you are fully aware of your surroundings while in this state.

People are fearful of things they do not understand, few welcome them into their midst. Often requiring to hide their undead nature to assure their safety, and encouraging other cursed ones to do the same.

  • Darkvision. 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.
  • Languages. You can speak, read and write common and one other language of your choice.
  • Subrace. Two types of Cursed Ones are available to you. Choose Skeletal or Enduring.

  • Ancient Curse. The source of your undeath, you manifest a curse that remains with you at all times. You choose one curse from the following table or roll a d6 and choose the related curse.
Curses
Enternal Punishment
1 The cursed must consume blood once per day or risk surging into a wild bloodlust.
2 The cursed has no sense of touch, never feeling any physical sensations.
3 The cursed often recieves visions from the perspective of those who are dying.
4 The cursed kills any non magical plants they touch.
5 Animals have an unnatural aggression to the cursed.
6 The cursed is unable to knowingly tell a lie.

Enduring

  • Ability Score Increase. Your Strength or Charisma score increases by 2.
  • Remnants of a Life Lost. You can select one racial trait from your living race of your choice. Traits chosen from this feature can only be from races. ( Features from subraces such as Human ( Variant ), cannot be chosen. )
  • Durable. When you make a death saving throw and roll 15 or higher, you regain 1 hit point.
  • Natural Undeath. You are proficient in the Athletics skill.

Skeletal

  • Ability Score Increase. Your Dexterity or Intelligence score increases by 2.
  • Bloodless. You are immune to Poison damage and the Poisoned condition.
  • Play Dead. As an action you may fall prone and collapse into a pile of bones. You may remain in this state as long as you wish. While in this you appear to be dead. A creature may use its action to make an investigation check, contested by your decepetion check to determine whether or not you are alive.
  • Old Soul. You gain proficiency in a skill of your choice.

Darfellan

Coastal Heiratage

The darfellans were once a peaceful race of hunter-gatherers who lived among the surf and sea stacks of forbidding coastlines. Then the sahuagin discovered them, beginning a century-long struggle that almost ended in the extinction of the darfellan race. The remaining darfellans are brooding wanderers who crave the chance to exact a final measure of vengeance against the sahuagin who wiped out their kin.

Aquatic Nature

A darfellan's most striking feature is his or her jetblack skin, glossy and hairless, broken by varied white markings. The size, shape, and location of the white areas distinguish family groups and quickly identify an individual's heritage to other darfellans and those who know how to read darfellan markings.

Occasionally individuals are born who are entirely black or, much more rarely, wholly white. Such births are always seen as portentous, and the children are destined to hold positions of importance among the people—whether they are so inclined or not. The appearance of an entirely white darfellan is taken as a sign of great events, and the people's history is filled with stories of the upheavals that followed such births.

A place to call home

Darfellan reside in many places within Ignan, but with too few of them to claim much land they hold their culture within their people rather than in one place.

They find themselves living near the oceans and lakes of Ignan, working on docks, ships and even seeking ancient treasure under the waves. However, many Darfellan have come to reside on the waves of Escil. Joining the Dragonborn upon the sea and in the land, but never traveling too far inland.

Darfellan Names

Darfellan have a strong sense of community and family, so they hold their names very close to their heart and carry them with a great sense of pride. Most children are born with a preffix of their name until they mature and claim a suffix based on the individual's achievements.

Some names of matured Darfellan are: Akilu, Ekitilooit, Fee'Itii, Keitilili, Likikita, Ootiliktik, Shookialui, Silootioo, Weililkoo.

Darfellan Traits

Ability Score Increase: Your Strength score increases by 2 and your Constitution score increases by 1.

Age: Darfellans have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Size: A typical darfellan has a hulking, muscular build with a broad back, powerful arms, and a wide neck and head. A darfellan stands not much over 6 feet tall and weighs nearly 200 pounds. Your size is medium.

Swim Speed: You have a swimming speed of 40 feet, and a walking speed of 25 feet.

Bite: Your muscular jaw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath: You can hold your breath for up to 30 minutes at a time.

Echolocation: In the water, a darfellan can emit a series of whistles, then instinctively pinpoint nearby creatures by hearing the echo. Darfellans have blindsense out to 20 feet, but the blindsense doesn't extend beyond the water.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages: You can speak, read, and write Common and Aquan.

Ghost Elves

Ethereal Ancients

Ghost elves dwelt on the fringes at elven society. They made their homes amid the ancient roots of the forests, rarely making contact with other races. Over time the ghost elves grew more and more isolated, eventually becoming little more than a legend.

Thousands of years ago, during the elven civil war that led to the fall of the drow, the ghost elves maintained their isolation and remained neutral in the great racial struggle. After the defeated draw retreated into the Underdark, they schemed against their distant cousins and soon launched an assault on the ghost elves. The very shelter that had kept the ghost elves safe became fiercely contested battlegrounds. The peaceful ghost elves were no match for the seasoned dark elven troops and were easy fodder for the sacrificial altars of Lolth. They were virtually wiped out in the blink of an eye. The other surface elves were either unwilling or unable to aid their beleaguered kin, something the ghost elves have never forgotten or forgiven.

Help eventually arrived - from an unexpected source. As the defenses of the last settlement were collapsing, an alien entity calling itself Thule appeared and offered to save the ghost elves in return for their service. Appalled at the slaughter of their people the ghost elven leaders agreed without a second thought, signing the contract that Thule proffered.

They were foully tricked. Tule revealed himself as the Archduke Thulikazt, a pit fiend of almost godlike power, and took the ghost elves to his home in the Nine Hells of Baator. There he enslaved them, slowly destroying their spirits and their strong connection to the land. The ghost elves called upon their deities to save them, but to no avail - Thulikazt's bargain was binding. For hundreds of years. they toiled for the archfiend, and thousands were slaughtered in savage arena battles and pointless experiments for Thulikazt's pleasure. Ghost elven historians call this time "the Tempering."

Countless centuries passed and Thulikazt crew lax, allowing his slaves (whom he believed completely broken) to take up arms and join his forces in the Blood War. The ghost elves learned the arts of war and conquest from fiendish generals and hellish sorcerers. They became Thulikazt's elite bodyguard, drawing admiration and envy from other fiends. This would prove the archduke's ultimate undoing.

The ghost elves secretly contacted their masters enemies and offered to serve those lesser fiends in return for aid in destroying their hated master. Greedy for the service of Thulikazt's elite troops, the baatezu lords formed an alliance to lay siege to his citadel. The ghost elves used the battle as a distraction, killing Thulikazt and opening a gate to the Material Plane in the confusion. When the fortress finally fell, the fiendish generals found only Thulikazt's mutilated corpse and a note of thanks. The ghost elves had won their freedom.

An enduring People

The ghost elves have been strongly affected by their history. Before the Tempering, they were a carefree people with a passion for life. Much of that has evaporated, replaced by a harsher outlook. The typical ghost elf now seems a stern creature with little passion.

In truth, ghost elves are gentle and nurturing at heart, forced to extreme measures to survive. They are wary; earning their trust involves many subtle tests and trials. Never intentionally haughty, a trait they despise in their cousins, they maintain a distance that makes them seem cold.

Ghost Elf Traits

Ability Score Increase: Your Intelligence score increases by 1.

Ghost Magic: You know the guidance cantrip. When you reach 3rd level, you can cast the silent image spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the see invisibility spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.

Weapon Proficiencies: Ghost elves receive proficiency with shortswords, rapiers and scimitars. They do not share their cousins proficiency with bows: Such weapons are useless in the mists of the Ethereal Plane.

Ethereal Glow: A ghost elf glows with the brightness of a candle in the dark (5-foot radius of light). They can suppress this aura at will as a free action but must make a DC 10 Concentration check each round to maintain the suppression.

Interplanar Knowledge: You are proficient in the Arcana skill.

Lupins

Tribal Uprising

Lupins exist at the crux of a duality, torn constantly between two mythological beginnings. Most of these dog-headed humanoids rarely ponder the subject, living their lives in the comfort of their individual families, saving such speculation for the quiet times of their infirm years. However, non-lupin sages and historians (with lupin input) frequently consider and debate this issue.

Regardless of their origin, lupins have always had a tie to werewolves. The day after a lupin child proves itself weaned by eating solid foods, the village werewolf hunters, called hruffs, begin teaching it the basics of killing lycanthropes. This day, known as the child's Moonset, is only the first rite of passage for a lupin. At puberty, lupins undergo another rite, called ro'rutoo (for boys) or ro'rutah (for girls). The exact rite varies from tribe to tribe, but it typically includes spending a night on the grasslands with only a mount as company. Succeeding at this rite makes the young lupin an official member of the tribe, and allows him or her the chance to venture with an elder to a White Howl. Once a lupin's muzzle and head hair begin to whiten (a natural change for the race that comes with age) he passes through one final rite composed of fasting and intense meditation. At the conclusion of this rite, the old lupin is recognized as an elder and becomes eligible for the greatest of honors: to represent the tribe in a White Howl.

Lupins live in tribes consisting of three to twelve packs, and each pack contains two to ten adults (and several pups). Lupin tribes practice strict egalitarian democracy and usually operate without a leader (although elders in the tribe can often sway the votes of younger members).

Canine Instincts

Built like humans with the heads of dogs, many creatures mistake lupins for gnolls or werewolves from a distance. A short coat of fur covers a lupin from head to toe, while longer, silkier hair (much like a human's) grows from the top of their heads. A lupin's body fur tends to be monochromatic, ranging from a light gray through all the shades of brown to black, with occasional lupins sporting coats of brick red or golden yellow.

Extraordinarily rare white- coated lupins do exist, but few nonlupins ever see them. Some lupins have a lighter shade of their body fur on their muzzle, ears, and around their eyes, while their head hair tends toward slightly darker shades. White muzzle fur and head hair mark lupin elders.

Lupin Names

Lupins usually present their young with two given names combined with a hyphen when written: one name from the father (usually one of his parents' names) and one name from the mother (usually one of her parents' names).

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Thus, a male pup whose grandfathers are Lab-Crott and Hector-Roff might get the names Hector-Lab or Roff-Crott. The parents usually choose which name comes first based purely on how the two names sound together. Female names make more use of "a" sounds and often end with a vowel or a trailing "n" sound.

Male Names: Crott, Hector, Lab, Mattaff, Renard, Roff, Turff.

Female Names: Arann, Carra, Fikenn, Likka, Jakka, Rottie, Warra.

Lupin Traits

Ability Score Increase: Your Strength score increases by 2 and your Wisdom score increases by 1.

Size: Your size is medium.

Darkvision: 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.

Keen Senses: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Canine Jaw: You possess deadly fangs, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Tribal Nature: You gain proficiency with the skills Insight and Survival.

Languages: You can speak, read and write common.

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Spellscale

Magical Beings

Among the Humanoid races, spellscales are the most creative, experimental, and varied. Most generalities about spellscales collapse under examination, because each spellscale displays a unique philosophy and behavior. What's most true of them as a group is that these dragonblood humanoids have a very strong racial inclination towards sorcery.

Short of Dragons themselves, Spellscales are some of the most elusive and rares creatures of Ignan. Their birth is only a slight possibility when a Dragonborn and a race of extraplanar origins breed. Genasi, Aasimar, Tiefling, and Eladrin are all races who have been known to produce Spellscale children.

Draconic Heiratage

Spellscales exhibit all the best characteristics of dragons in a compact humanoid form. Their skin, formed of lustrous scales comes in a wide variety of hues, including nearly every color of the rainbow.

No spellscale is merely one color, but each displays a rich spectrum of variants on their main color. A spellscale who is primarily green might have patterns of a deeper forest green over their body, fingernails and toenails of a slightly lighter green and eye ridges and nostrils that are a deep greenish aquamarine. The coloration is complex, making a spellscale look much more elegant than other scaled humanoids such as kobolds or lizardfolk.

Spellscale Names

Spellscales are usually given names similar to those of their parents. However, Spellscales value their individuality and have distinctive personalities. Along with that individuality comes more than a touch of egotism. Most feel very strongly about their names and representations of their identities.

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They enjoy fame and recognition. Because of this, they never abandon their birth names and family names, though they might add monikers they earn such as “the Brave” or “the Talented.”

Spellscale Traits

Ability Score Increase: Your Charisma score increases by 2, and you can increase an ability score of your choice by 1.

Age: Spellscales reach adulthood at 25 and can live up to 150 years.

Size: Spellscales come in many shapes and sizes by on their parents, your size is medium.

Darkvision: 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.

Innate Spellcasting: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the mage armor spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Dragon's Breath spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Draconic Ancestry: You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your damage resistance is determined by the dragon type.

Languages: You can speak, read and write common and one exotic language of your choice.

Backgrounds

Historian

Proficiencies: History, Arcana

Languages: Any one of your choice

Equipment: A bottle of black ink, a quill, a tome from a culture of your choice, a set of common clothes, and a belt pouch containing 10 gp.

Feature: Intellectual Authority

You are familiar with the customs, remnenants and general knowledge of any one culture of your choice. This is not limited to the modern nations. Many historians seek to learn about the ancient culture of the dragons or the giants of old. Either to seek to better their own people, or simply to understand the events of the past. For only in ignorance does history repeat itself.

Symton Sailor

Proficiencies: Vehicles ( water ), Sleight of Hand, Athletics

Equipment: A belaying pin, a lucky charm, Hemp Rope (50ft), a set of common clothes, and a belt pouch containing 10 gp

Feature: Sportsmanship

You grew up on the coast of Escil and spent your time learning and practicing the sport of Symton Sailing. Others who engage with the sport will recognize you and treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you.

Archon

Proficiencies: Medicine, Religion, Herbalism Kit

Languages: Any two of your choice

Equipment: A holy symbol, a prayer book, 5 sticks of incense, book of anatomy, a set of robes, and a belt pouch containing 15 gp

Feature: Faithful Healer

You spent your early life studying under the high archons of Durbia and have done your best to follow their example of a noble healer. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Commoners will extend you every courtesy and do their utmost to help you.

Tribal Hunter

Proficiencies: Survival, Stealth

Languages: Goblin, Orcish

Equipment: A dagger, a hunting trap, a hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp

Feature: Master Tracker

You were raised to think like a hunter and move like a beast. You have become familiar with many kinds of wildlfie and can always find tracks and remnanents of game in any environment that contains them. In addition, you can determine traveling groups numbers, speed, and how long ago they've made their tracks.

Forger

Proficiencies: Athletics, History, Smith's Tools

Languages: Dwarvish or one of your choice if you already speak Dwarvish

Equipment: Smith's Tools, Seal Engraver, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp

Feature: Expert Crafter

You were taught the ancient art of craftsmenship. Learned how to craft steel by sacrificing your sweat and tears at the alter of the forge. You are well respected by your fellow craftsment and always have free room and board in any place where they might dwell. In addition, you have an understanding of how weapons and armor are made, and how they might be unmade.

Feats

Ancient Knowledge

Prerequisites: An Intelligence score of 13 or higher.

Your study of the ancient cultures has yielded several intriguing finds.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You have advantage on Intelligence (history, arcana, & investigation) checks for recalling information about or studying ancient phenomenon of One of the following cultures: Antecedent, Draconic, Old Humanity, or Deep Speech.
  • You can also speak, read, and write the cultural language of your choice.
  • When interacting with objects of these cultures, you add your proficiency bonus to any saving throws or ability checks that relate to said objects.

Dungeon Delver (Revised)

After learning about numerous buried treasures and searching countless crypts, you have refined your body and adapted it to any dangerous terrain. You gain the following benefits at all times:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • You have advantage on Stregnth and Dexterity saving throws against inanimate dangers.
  • You gain proficiency in the Athletics or Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You gain resistance to damage done by traps.

Sun Aligned

Prerequisites: A Wisdom score of 13 or higher

You have aligned your spirit with the push and pull of the two suns. Finding the power inherent within the celestial dance.

When you initially take this feat you must choose either Solus or Sola, chaos or order. You gain an allignment with one of these two ideals.

Once per long rest you may gain the power of the eclipse from your chosen sun. Either increasing the spell level of each spell cast by 1 and the bonus to AC, attack, and damage rolls of magic items by 1. Or rolling a d20 whenever you cast a spell or use a magic item and on a 5 or lower causing a wild magic surge. Either of these effects lasts for 1 minute. However, this causes a great strain on your body and mind and when the duration of 1 minute has elapsed, you gain 1 level of exhaustion. This exhaustion lasts until you finish a short rest.

In addition, if you use the feature from this feat during an eclipse, its effects will either be doubled or neutralized. Increasing your spell level by 2 levels instead of 1 or ignoring wild magic. Alternatively, you increase your wild magic roll from 5 or less to 10 or less or ignoring the spell level effect.

Lucky (Revised)

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to grant yourself advantage or remove disadvantage on that roll, check, or saving throw. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You can also spend one luck point when an attack roll is made against you. Forcing the attacker to roll with disadvantage. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Honorable

Prerequisites: An Honor score of 13 or higher.

You have studied the formal and informal to gain a deep understanding of the world of high society.

  • You gain proficiency in Honor checks and Saving Throws
  • You have advantage on Honor checks when communicating with members of high society
  • If you miss with an attack roll, fail an ability check or fail a saving throw, you may gain a bonus to the roll equal to your Honor modifier (Minimum of +1). Once you use this trait, you can't use it again until you finish a short or long rest.

Sane

Prerequisites: You cannot have the Insightful feat, and you must have a sanity score.

You are rarely phased, even by the strangest things. You gain proficiency in saving throws that would reduce your sanity, and a sanity damage threshold equal to your wisdom modifier.

Insightful

Prerequisites: You cannot have the Sane feat, and you must have a sanity score.

That which lies beyond the veil is so very curious- and to you, there's only one way to explore it. Your insanity thresholds increase by 10, and you ignore a number of threshold effects equal to your proficiency bonus. While insane, you have a +1 to all saving throws, ability checks, and attack rolls. However, your maximum sanity score becomes 10, and you have disadvantage on saving throws that would reduce your sanity.

Soul Weaver

Prerequisites: You must have at least one level in the Animancer prestiege class.

You gain the following benefits:

  • Increase your Charisma, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • Creatures have disadvantage on saving throws against Animancy spells that you cast. Additionally, they have disadvantage on the saving throw for the feature Forbidden Exchange and Soul Catcher.
  • While you hold at least one soul in your Anima Sanctum, you have advantage on saving throws against magical effects and spell attack rolls that target you have disadvantage.

Endless Thirst

Prerequisites: You cannot have the Conservative Consumer feat, and you must have a hydration score.

You gain the following benefits:

  • You can ignore a number of threshold effects equal to half of your Constitution modifier rounded up.
  • For every 20 points below your maximum hydration you gain a +1 to all ability checks, attack rolls, and damage rolls. However, you have disadvantage on saving throws to resist thirst.

Conservative Consumer

Prerequisites: You cannot have the Endless Thirst feat, and you must have a hydration score.

You gain the following benefits:

  • You have advantage on saving throws to resist thirst, and you have resistance to hydration damage.
  • You reduce all your threshold values by an amount equal to half your Constitution score rounded up. This cannot reduce a threshold below 0.

Precision Skirmisher

You've learned to use your superior speed and agility to land your blows exactly in the weaknesses of your enemies. You gain the following benefits:

  • Before you make a melee attack with a finesse weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. This feature cannot be used on attacks made using your bonus action.
  • Once per turn when you an attack roll as a part of a bonus action, you may move up to 10 feet. This movement does not provoke opportunity attacks.

Class Changes / New Classes

Warlock

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The Warlock ( Revised )
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Pact Magic, Spell Versatility, Otherworldly Patron 2 2 2 1st
2nd +2 Eldritch Invocations, Eldritch Sacrifice 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 3 6 3 3rd 3
6th +3 Otherworldly Patron feature 3 7 3 3rd 3
7th +3 3 8 3 4th 4
8th +3 Ability Score Improvement 3 9 3 4th 4
9th +4 3 10 4 5th 5
10th +4 Otherworldly Patron feature 4 10 4 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 4 5th 5
12th +4 Ability Score Improvement 4 11 4 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 5 5th 6
14th +5 Otherworldly Patron feature 4 12 5 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 5 5th 7
16th +5 Ability Score Improvement 4 13 5 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 6 5th 7
18th +6 4 14 6 5th 8
19th +6 Ability Score Improvement 4 15 6 5th 8
20th +6 Eldritch Master 4 15 6 5th 8

Eldritch Sacrifice

Starting at 2nd level, you may grant a gift to your Patron in exchange for a surge in magical power. On your turn as a bonus action, you may expend one hit dice to regain a used spell slot. Upon using this feature, roll your hit dice and reduce your maximum hit points by an amount equal to the number rolled. This reduction lasts until you take a long rest. In addition, hit dice expended in this way cannot be used to restore hit points over the course of a short rest.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 action entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Ranger

Any player who chooses the ranger class will be using the version presented in the Class Feature Variants Unearthed Arcana.

Wizard

In addition to the Wizard's spell book and copying spells into their spell book from scrolls. Players using the Wizard class may create new spells to copy into their spell book. Doing so requires the creation of Spell Scroll magic items.

Warlocks, Druids, Clerics, Bards, and Artificers may also use this feature depending on your setting and GM. Any non wizard character must adapt the materials and rituals to fit the specific themes of the character.

Scroll Creation
Rarity Spell Level Time Gold Cost
Common Cantrip 1 day 15
Common 1st 1 day 25
Uncommon 2nd 3 days 100
Uncommon 3rd 1 Workweek 250
Rare 4th 2 Workweeks 500
Rare 5th 4 Workweeks 750
Very Rare 6th 8 Workweeks 1,000
Very Rare 7th 16 Workweeks 5,000
Legendary 8th 32 Workweeks 25,000
Legendary 9th 48 Workweeks 50,000

Creating Spell Scrolls requires proficiency in the Calligrapher's Tools and access to Calligrapher's Tools for the duration of its creation. When creating a new spell, work with your dm to determine the spell's level before spending the time and gold on creation. In addition, a Wizard cannot create a spell that is higher than the player's maximum spell level.

If a player wants to design a damaging spell, please reference this table.

Spell Damage
Spell Level Single Target Multiple Targets
Cantrip 1d10 1d6
1st 2d10 2d6
2nd 3d10 4d6
3rd 5d10 6d6
4th 6d10 7d6
5th 8d10 8d6
6th 10d10 11d6
7th 11d10 12d6
8th 12d10 13d6
9th 15d10 14d6

You can use different damage dice than the ones in the table, provided that the average result is about the same. Doing so can add a little variety to the spell. For example, you could change a cantrip's damage from 1d10 (average 5.5) to 2d4 (average 5), reducing the maximum damage and making an average result more likely.

Healing spells should use the same averages, but Wizards should not learn healing spells, and cantrips cannot heal.

While not required, complications and guarded materials are ways to make downtime more engaging. An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.

The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item.

Spell Scroll Ingredients
Rarity Challenge Rating Range
Common 1-3
Uncommon 4-8
Rare 9-12
Very Rare 13-18
Legendary 19+
Material Creatures

While required materials can come from any creature specific to the spell that is being created, there are some patterns between schools of magic and types of monsters. When determining the creature for the spell scroll's creation, refer to the table below.

School Creature Type
Abjuration Beast / Monstrosity
Animancy Celestial / Fiend
Conjuration Fiend / Monstrosity
Divination Humanoid / Monstrosity
Enchantment Fey / Monstrosity
Evocation Elemental / Monstrosity
Illusion Fey / Monstrosity
Necromancy Celestial / Undead
Transmutation Ooze / Monstrosity

Martial Stances

Time to make martial combat in 5e dynamic and engaging to match its magical counterpart. Creatures who are wielding a martial weapon that they are proficient with gain this option. Additionally, creatures of the DM's discretion may also use this option.

Stances

When a qualified creature rolls initiative they enter into a stance of their choice. They may change stances once per turn on their turn as a free action. Each stance gives a benefit to the creature using it until they change to a different stance or exit initiative.

Additionally, a creature does not get the benefits of a stance while Prone, Restrained, Surprised or Incapacitated.

Offensive Stance

Whenever you roll damage for an attack in this stance you may add your proficiency bonus to the damage total.

Additionally, any creature within your melee range who uses their action to do something other than attack, you may use your reaction, if you do they must make a contested ability check. You use your attack bonus and they must make an Acrobatics or Athletics check. If they fail then their action is wasted.

Neutral Stance

Whenever you make a contested check that does not deal direct damage, you may make that check at advantage.

Additionally, you gain a +2 bonus to all saving throws.

Defensive Stance

If a creature makes an attack action against you while within your melee range, you may counter attack. This cannot be made in response to another counter attack.

Additionally, no attack made against you while in this stance can have advantage.

Counter Attack. When you trigger this ability you may make an attack at advantage.

Misc Features

These features are also added due to their relation to the stance system.

Feat: Hidden Stance

You have learned to deceptively fight and gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Creatures do not know which stance you are in unless they succeed an Insight check. The DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. If they succeed, they know your current stance until you change stances.

Attack a Non Stanced Creature

You gain a +2 bonus on all attacks rolls made against a non stanced creature.

Class Specific

  • Monks can assume stances while wielding monk weapons or while unarmed and don't lose stance while prone.

Animancer
Level Features Spells Known 1st 2nd 3rd
1st Soul Magic, Forbidden Exchange 2 2 - -
2nd Adaptable Sacrifice 4 3 1 -
3rd Soul Catcher 6 4 2 1
4th Magical Malum 7 4 2 1
5th True Animancer 8 4 3 2

Animancer

Animancy is the cursed practice of soul magic. The most abhorrant and evil of schools, any amount of it requires the sacrifice of human souls. With such evil acts, it offers a power beyond imagination. At such a heavy toll, it is only used by the truly desperate, or the truly villainous.

Animancy

This magic draws from the power of the caster and the life of multiple beings. All Animancy spells require a number of humanoid creatures sacrificed equal to the spell slot level used. Souls of the sacrificed humanoids are destroyed and thusly cannot be returned from the dead by any means. For example, a 7th level Animancy spell cast at 8th level would require an 8th level spell slot and 8 humanoid sacrifices. Due to the nature of these spells, they cannot be counter-spelled. Their magical forces are almost entirely seperate in magnitude.

Any creatures sacrificed to cast an Animancy spell must be non magically incapacitated, have 0 hit points, and be alive. It is impossible to sacrifice any creatures if they do not meet those conditions.

Additionally, any attempt to cast an Animancy spell without the sacrifices funnels the life force of the caster into the spell. The caster loses levels equal to the level of the spell slot used. If the caster does not have levels equal to the number needed to cast the spell, their own soul is used as the sacrifice.

Beyond the Edge

Since the dawn of magical practices, mages have pushed the limits of their practices. Ranging all the way from cantrips to rituals contacting near god like beings on other planes of existence. Mages have always pushed to the edge of what can and can't be done, it's what has resulted in aspects of gods being summoned to the prime material. Insane wizards granting themselves immortality through great personal sacrifice and clerics cutting out their own heart in devotion to their god and gaining eternal undeath.

Animancy is yet another experiment of mages willing to blur the line of what can be done and what should be done. Through curses, rituals of undeath, domination of a person's willpower, and raw arcane power used to destroy in amounts hitherto undreamt of. Even with all these crimes of the arcane, many would consider Animancy to be the worst of them all.

Prerequisites

  • Ability Scores. An Animancer must have an ability score of at least 13 in two of the following three statistics: Intelligence, Wisdom, or Charisma.
  • Proficiency in the Arcana skill. Animancy requires an understanding of arcane lore.
  • Spellcasting. Animancy requires familiarity with arcane arts and practices.
  • Character level 5th. Animancy magic awakens only for powerful souls, and you must be a 5th-level character before you can gain levels in the Animancer prestige class.
  • Forbidden Knowledge. Animancy is an exceedingly rare magic, and not all who manage to find this knowledge can learn it. You must find a form of instruction on this type of magic, be a tutor, tome, or ancient relic of some kind.

Hit Points

  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Prestige Class: Animancer level after 1st

Proficiencies

  • Armor: none
  • Weapons: none
  • Tools: none
  • Saving Throws: none
  • Skills: none

Soul Magic

At 1st level, your study of forbidden magic has brought forward the ability to manipulate souls to produce arcane effects. See Animancy on page 1 of Animancer.

Spell Slots

The Animancer table shows how many spell slots you have to cast your Animancy spells of 1st through 9th level. To cast one of your Animancy spells of 1st level or higher, you must expend a spell slot. For the purpose of multiclassing, to determine your total spell slots, add your levels in Animancer to your levels in classes that grant you the Spellcasting feature. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

All Animancy spells lower than 8th level are added to your available spell list. Starting at 1st level, you automatically have two Animancy spells prepared at all times. These do not count against your number of prepared or known spells. The spells must be of a level for which you have spell slots. When you level up in any class you may change your prepared Animancy spells.

Any Animancy spells of 8th level or higher must be found while adventuring.

Spellcasting Ability

Choose Intelligence, Wisdom, or Charisma. That attribute is always your spellcasting ability for your Animancy spells. You use that attribute whenever a spell refers to your spellcasting ability. You also use it when setting the saving throw DC for an Animancy spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your chosen spellcasting ability modifier

.

Spellcasting Focus

You can use any focus as a spellcasting focus for your Animancy spells.

Forbidden Exchange

At 1st level, you begin to understand to true value of souls and how they can be used to bend, shift and even tear the weave. Whenever you kill a humanoid creature, you may use your reaction to attempt to absorb their soul. That creature makes a Charisma saving throw against your Spell Save DC. If they succeed, the creature simply dies. If they fail the saving throw, their soul is absorbed into you and destroyed.

When you absorb a humanoid creature's soul, you may regain an expended spell slot. However, you cannot regain expended spell slots above 3rd level.

You may use this feature a number of times equal to half your proficiency bonus rounded down. You regain all expended uses upon completing a long rest.

Adaptable Sacrifice

At 2nd level, you may choose one of the following creature types:

  • Aberration
  • Beast
  • Celestial
  • Dragon
  • Elemental
  • Fey
  • Fiend
  • Giant
  • Monstrosity

When sacrificing souls to cast Animancy spells, or consuming souls via the Forbidden Exchange feature, you may use souls of the chosen type in addition to humanoid souls.

Any non humanoid creature sacrificed in this way must have a CR greater than 0.

Soul Catcher

At 3rd level, you create an Anima Sanctum of out any tiny trinket. While your Anima Sanctum on your person, when you see a humanoid creature or creature type from Adaptable Sacrifice die you may expend your reaction to trap their soul inside your Anima Sanctum for later use. That creature makes a Charisma saving throw against your Spell Save DC. If they succeed, the creature simply dies. If they fail the saving throw, their soul is trapped in your Anima Sanctum. These souls can be used as the sacrfices for any Animancy spells. It may hold a number of souls equal to your Animancer level, any souls attempted to fit inside beyond its maximum will escape the Sanctum.

If you lose your Anima Sanctum, you may infuse the properties into any other tiny trinket. The previous Sanctum becomes innert and all remaining souls stored in the Sanctum become lost.

Magical Malum

At 4th level, your soul has developed natural and subconscious defenses. You gain resistance to force damage and advantage on saving throws against being charmed, banished, or magically transported. Additionally, you age at a rate of 1/10th the speed you previously aged.

True Animancer

At 5th level, you have unlocked the true understanding of the arcane use of souls. When you would sacrifice souls to cast an Animancy spell, instead sacrifice half as many humanoid souls rounded up.

Mages becoming Animancers

Wizards, Warlocks, and Clerics of dark gods are all easy to narratively transition to using vile magical practices. However, other types of spellcaster may also wish to use this class and adapting some might more difficult than others.

For example, Sorcerers have a much more natural and innate connection with arcane and are much less likely to read of evil rituals to gain dark power. So those characters might see this potential arcane power almost as a living, breathing entity of extreme power.

Druids are most often protectors of balance and peace between the natural world and civilization. Meanwhile Clerics are traditionally icons of health and safety. A potential avenue for characters such as this could be needed more power to protect their home. A necessary evil for which they only sacrifice the souls of evil beings and do so in the name of the greater good.

Bards are mages of artistic expression, and while many would refuse to use such vile magic, some might view the idea differently. Simply as a brand new paint to spread across the canvas of the world.

Forbidden Magics

Animancy is the cursed practice of soul magic. The most abhorrant and evil of schools, any amount of it requires the sacrifice of human souls. With such evil acts, it offers a power beyond imagination. At such a heavy toll, it is only used by the truly desperate, or the truly villainous.

Animancy; This magic draws from the power of the caster and the life of multiple beings. All Animancy spells require a number of humanoid creatures sacrificed equal to the spell slot level used. For example, a 2nd level Animancy spell cast at 2nd level would require an 2nd level spell slot and 2 humanoid sacrifices. Due to the nature of these spells, they cannot be counter-spelled. Their magical forces are almost entirely seperate in magnitude. Sacrificed creatures must be non magically incapacitated and unconcious with 0 hit points, or willing.

Additionally, any attempt to cast an Animancy spell without the sacrifices funnels the life force of the caster into the spell. The caster loses levels equal to the level of the spell slot used. If the caster does not have levels equal to the number needed to cast the spell, their own soul is used as the sacrifice.

Animancy Spells

Zareb's Faithful Servant

1st-level Animancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You reach into a creature's soul and manipulate it into a highly volitile state. For the purposes of this spell, the sacrificed creature is also the target. When target creature drops to 0 hit points, there soul explodes into an arcane eruption of power. Each creature in a 20-foot-radius sphere centered target creature must make a Dexterity saving throw. A creature takes 4d6 force damage on a failed save, or half as much damage on a successful one. The target creature then dies and their soul is destroyed.

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

Zareb's Horrid Nightmare

1st-level Animancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a piece of flesh)
  • Duration: Instantaneous

This spells creates a Horrid Nightmare. Target the corpse of a small or medium creature within range. Your magic imbues the essence of your sacrifice's soul into the corpse, granting it a new life and form. The target becomes a Horrid Nightmare allied to you. The Horrid Nightmare treats you as a close friend and will fight with you, but is not forced to obey your commands.

Dreven's Solemn Gaze

2nd-level Animancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 hour

A beam of green energy shoots forth from your sacrifice towards a target creature of your choice within range. The target must make a Constitution saving throw. It takes 4d8 necrotic damage and becomes petrified for the duration on a failed save. On a successful save the target takes half as much damage and falls prone.

Lazarus' Eternal Flame

2nd-level Animancy


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (ash from a burned home)
  • Duration: Instantaneous

An imitation of the legendary first flame from the gods. You create a large flame that cannot be extinguished without use of the spell Wish.

The flame cannot grow and spread along flamable materials. However, it deals damage just as a mundane flame.

Dreven's Molded Reality

3rd-level Animancy


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a small broken mirror)
  • Duration: 1 hour

You create a false reality overlaying all objects and creatures within a 100-foot cube. Any changes to the area can be a complex as you wish, but you cannot remove objects from the area and no element of the spell can deal damage to creatures or objects.

Physical interaction with the spell does not reveal its magical nature and all changes to the area hold up to physical inspection. A creature that uses its action to examine the image can determine that it is a magical falsehood with a successful Intelligence (Investigation) check against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 4th level, it has a duration of 8 hours. When you cast this spell using a spell slot of 5th level, it has a duration of 24 hours. When you cast this spell using a spell slot of 6th level, it has a duration of 7 days. When you cast this spell using a spell slot of 7th level, it has a duration of Until Dispelled.

Zareb's Adaptable Malediction

3rd-level Animancy


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S, M (a small piece of clay)
  • Duration: Special

Choose a non Animancy spell of 5th level or lower that has a casting time of 1 action. You cast that spell — called the Malediction, and it takes effect immediately. You don't need to meet any requirements in that spell, including costly components 300gp or less. The Malediction cannot be cast at a different spell level than its original spell level. For example, if Dominate Beast was cast as the Malediction, it could only be cast as a 4th level spell.

Lazarus' Bodily Reconstruction

4th-level Animancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature that you can see within range. That creature's body is repaired using arcane essence. If the creature has been dead for no more than 50 days, didn't die of old age, and the creature's soul is free, the creature is restored to life with 1 hit point, but it is still unconcious. If the creature is alive, it instead regains 40 hit points and is cured of all injuries, diseases and poisons still afflicting it.

If a creature is restored to life in this way, this spell closes all wounds, neutralizes any poison, and cures all diseases affecting the creature when it died. The spell replaces damaged or missing organs and limbs.

Drevan's Boundless Insight

4th-level Animancy


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

You magically recall everything you have learned over the last 30 days. Learning the truth and validity of everything you've heard over the past 30 days.

This cannot provide additional information you did not learn during the time period, and does not provide any additional context for the truth and/or lack thereof.

Drevan's Ravenous Hellfire

5th-level Animancy


  • Casting Time: 1 action
  • Range: Self (120-foot line)
  • Components: V, S
  • Duration: Instantaneous

A raging fire forming a line 120 feet long, 15 feet tall and 25 feet wide blasts out from you in a direction you choose. Each creature in the area must make a Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects. The fire cannot be extinguished by non magical means.

Lazarus' Hidden Secret

5th-level Animancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Until Dispelled

You place a magical barrier around a target creature, object, or location (at DM's discretion) so that it cannot be magically detected. The target cannot be revealed by any magical means, and can only be detected using mundane means.

Creatures with magical senses cannot percieve the target using those magical senses. Additionally, any spell or magic item that attempts to learn of or percieve the target finds that it does not exist.

Ending the spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. Neither a Dispel Magic or Wish spell can prematurely end this spell.

Lazarus' Siphoned Focus

6th-level Animancy


  • Casting Time: 24 hours
  • Range: Touch
  • Components: V, S, M (A diamond worth 200gp which the spell consumes)
  • Duration: 7 days

You refine and focus the sacrificed soul's energy into a single creature for the spell's duration. Until the spell ends, target creature's proficiency bonus increases by 1.

At Higher Levels: At 7th level, the duration is extended to 30 days. At 8th level, it's extended to 1 year. At 9th level, the duration becomes "Until Dispelled".

Drevan's Unnatural Form

6th-level Animancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

You unleash potent dark magic and focus it directly into your own body, providing a disturbing new form. You gain the following benefits until the spell ends:

  • You gain every movement speed of 60 feet.
  • You gain immunity to all conditions except unconcious.
  • You no longer need to breathe.
  • You gain every sense except truesight with a range of sight.

Zareb's Brutal Unleashing

7th-level Animancy


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (a binding artifact)
  • Duration: Instantaneous

You funnel the life force of humanoids to return target powerful being into the material plane. This creature can be no more than CR equal to twice the spell slot used. In addition, if the creature has been outside of the material plane for 500 years or more then the creature's soul must have a mortal vessel. In which case, the CR is calculated for the vessel. The vessel must be willing and upon the spell's completion the vessel's soul is transported into the native plane of the the target. However, if the mortal vessel is killed while carrying the creature, it is returned to its previous location.

At Higher Levels: The CR maximum of the target increases to twice the level of the spell slot used.

Zareb's Discarded Vessel

7th-level Animancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You pry the magical entity out of its binding vessel into its true form. Any creature bound into a vessel by Zareb's Brutal Unleashing is returned into their true form.

This spell must be cast in a location of great significance to the summoned creature. The DM determines what is and is not a signigicant location. For example, a spirit of death must be released near copious amount of death and destruction. A creature from the far realm must be released where the veil between worlds is extremely thin.

Lazarus' Arcane Seperation

8th-level Animancy


  • Casting Time: 1 day
  • Range: Unlimited
  • Components: V, S, M (a dagger worth at least 5,000 gp that has existed in the elemental chaos for over 1 year)
  • Duration: Instantaneous

This spell targets one creature and attempts to seperate their connection to the weave. Upon casting this spell, target one creature that you know. That creature must make a Wisdom saving throw, on a failed save, that creature loses the feature spellcasting or pact magic. It is impossible to restore this feature without the use of the Wish spell. On a successful save, the creature loses levels until its maximum spell level is one lower. For example, a 17th level spellcaster would become a 16th level spellcaster and would be unable to cast 9th level spells.

You can cast this spell across any distance and even to other planes of existence, but if the target is on a different plane than you, the target has advantage on the saving throw.

Lazarus' Instant Army

8th-level Animancy


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (the skull of a beast that has been dead longer than 500 years, decorated with a blood gem worth at least 8,000gp)
  • Duration: Instantaneous

You call forth an undead hoard, manifesting in an unoccupied space next to you. Summoning 50 CR worth of undead creatures (you cannot summon named characters).

On each of your turns, you can use a bonus action to mentally command any creatures you made with this spell if they are within 1 mile of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature attempts to enact your will as closely as it can. Once given an order, the creature continues to follow it until its task is complete.

The Queen's Infinite Shadow

9th-level Animancy


  • Casting Time: 1 action
  • Range: Self (10 mile radius)
  • Components: V, S, M (the blood of an angel, a devil, and a demon, which the spell consumes)
  • Duration: Until dispelled

You forcibly take part of one world into another. Upon casting this spell everything within the spell's range is forced into a demiplane of equal size. When casting this spell you may choose the details of the demiplane's environment to any degree of complexity you wish. For example, you may decided if there is a sun or not, the temperature, the weather, the edges of the demiplane, the speed of aging, etc.

This demiplane lasts forever, unless you choose a condition for the spell to end. Any condition can be as vague or specific as you desire. Examples include "after 1,000 years" or "when the tarrasque awakens" or "when Lord Witherby stops being such a bitch".

Abhorrent Smite

1st-level Animancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon runs still a foe's essence, and the attack deals an extra 5d4 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be restrained for 1 minute.

A creature restrained by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer restrained.

Arcane Containment

1st-level Animancy


  • Casting Time: 1 reaction, when a humanoid creature dies within range
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You target a soul leaving a body and attempt to hold it within yours. That creature makes a Charisma saving throw against your Spell Save DC. If they succeed, the creature simply dies. If they fail the saving throw, their soul is absorbed into your body. These souls can be used to cast animancy spells. If you have a number of addition souls in your body after 24 hours, you gain a level of exhaustion for each one.

Heavy Heels

1st-level Animancy


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

You shift the stones and dirt to aid you in battle. Up to 6 target creatures within range must succeed a Dexterity saving throw. On a fail, a creature's movement speed is halved and they cannot take the dash action for the duration.

Flicker

1st-level Animancy


  • Casting Time: 1 reaction, when you would targeted by an attack, spell, or harmful effect
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You used your arcane power to briefly shift your body into the border ethereal. Until the start of your next turn, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Pharazorthok's Presence

1st-level Animancy


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

You mimic the power of the eldritch horror's gaze. While concentrating on this spell, you gain the following benefits:

  • You can see in all directions, and no attack can be made against you at advantage.
  • You can see invisible creatures, and creatures in the ethereal plane.
  • You are immune to the blinded condition.

If you lose concentration for this spell due to damage, you must make a Wisdom saving throw. On a fail, you gain a short term madness. The DC of this saving throw is equal to your spell save DC.

The Touch of the North

1st-level Animancy


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V
  • Duration: Instantaneous

You wrench the warm and life out of an area within range. All creatures within a 15 foot radius of a point you can see within range must succeed on a Constitution saving throw, taking 3d6 cold damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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

Elemental Mastery

2nd-level Animancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a ruby worth at least 50gp)
  • Duration: Concentration, up to 1 minute

You choose one of the following damage types, and gain the following benefits while concentrating on this spell. Acid, Cold, Fire, Lightning, or Thunder.

  • You are resistant to damage of the chosen type.
  • Whenever you deal damage of the chosen type, you deal additional damage equal to your spellcasting ability modifier.

Haunting Harmony

2nd-level Animancy


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

You evoke a vile music from the consumption of souls. Creatures of your choice within 30 feet of you must succeed on a Wisdom saving throw or become frightened for the duration. In addition, whenever a creature moves within 30 feet of you during the duration of this spell they must succeed on a Wisdom saving throw or become frightened for the duration.

While frightened by this spell, a creature is deafened to all sound except this spell. If the creature ends its turn outside the spell's area, the creature can make a Wisdom saving throw. On a successful save, the creature is no longer frightened.

Senseless Destruction

2nd-level Animancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of parchment devoid of all color)
  • Duration: Concentration, up to 1 minute

Wreathing your hands in the emptiness of the void, your touch temporarily forces creatures into an imitation of the void. Make a melee spell attack against a creature within your reach. On a hit, the target takes 5d6 necrotic damage and becomes blinded, deafened, and grappled until the start of your next turn. Until the spell ends, you can make the attack again on each of your turns as an action.

Shrouded Cache

2nd-level Animancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a leather pouch)
  • Duration: Instantaneous

You place a small trinket safely within an extra dimensional space. Target a medium or smaller object within range and transport it into a harmless demiplane. The object will remain there indefinitely and can only be retrieved by you.

As a free action at any time you may open a portal and retrieve any object stored in the demiplane.

Spirit of the Wood

2nd-level Animancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a twig from a tree at least 100 years of age)
  • Duration: Concentration, up to 1 hour

You designate a creature within range as an enemy of the natural world. While under the effects of this spell, all plants and animals will regard this creature as hostile and all terrain will act as difficult terrain for the target.

Additionally, for every 5 feet of movement the target expends they take 1d4 piercing damage. A creature who flies, hovers, or teleports is immune to this effect.

Theft of Years

2nd-level Animancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A jewel encrusted hourglass worth at least 300 gp)
  • Duration: Instantaneous

You absorb soul's energy and transfer them into your own body. You grow a number of years younger equal to 3d10 + 10. This spell cannot revert you to an age less than your matured age. For example, a human could not grow younger than 18 and an orc could not grow younger than 16.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, your age shifts an additional 1d10 for each slot level above 2nd.

Potent Perception

3rd-level Animancy (Divination)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a compass)
  • Duration: Concentration, up to 1 hour

Name a creature or location with which you are familiar. You sense the direction and distance to the target's location as long as it is within 500 miles. If the target moves while you are concentrating then you are aware of its movement.

Savage Severing

3rd-level Animancy


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

You flow the wind like a thousand swift blades. The air swirlds around a point you choose within range and then sharpens to cut through flesh and bone. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 10d6 slashing damage and starts bleeding (Bleeding, a bleeding creature can only regain hit points by consuming hit dice or completing a short or long rest.) on a failed save, or half as much damage and does not start bleeding on a successful one.

Temporal Twist

3rd-level Animancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (Diamond dust worth at least 50gp which the spell consumes)
  • Duration: Concentration, up to 1 round

You channel immense arcane power to alter the flow of time for a single creature. When target creature ends its next turn, it immediately takes an additional turn.

Diabolic Knowledge

7th-level Animancy


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four pieces of bone)
  • Duration: Instantaneous

Uttering a dark incantation, you summon an aspect of Mephistopheles; Arch-Devil of Cania. Allowing you to bargain with the 8th lord of hell.

The aspect can create contracts, but cannot physically interact with anything in the plane it was summoned to. The aspect dissapates if it is attacked, or if initiative is rolled in its presence.

Drevan's Foul Tempest

8th-level Animancy


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

A wretched wind is pulled into the world at a point you can see. The sky grows dark, the air grows cold, and the most vile of smells is carried on the wind. Each creature within a 1 mile radius of the spells point of origin must make a Constitution saving throw. On a failed save, a creature takes 5d6 necrotic damage, or half as much damage on a successful one. If a creature would be reduced to 0 hit point by this spell, they die instead.


Horrid Nightmare

Medium Aberration, true neutral


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 40 + 10 for each spell level above 1st
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 15 (+3) 16 (+3) 10 (0) 6 (-2)

  • Condition Immunities poisoned
  • Damage Resistances poison, bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 10
  • Languages the languages it knew in life

Immutable Form. The Horrid Nightmare is immune to any spell or effect that would alter its form.

Regeneration. The Horrid Nightmare regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Horrid Nightmare takes lightning damage, this trait doesn't function at the start of the Horrid Nightmare's next turn.

Shapechanger. The Horrid Nightmare can use its action to polymorph into a Small or Medium beast, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack The Horrid Nightmare makes a number of attacks equal to this spell's level (To a maximum or 5).

Claws. Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the Horrid Nightmare's next turn.

Husks

Animancy has developed and introduced many concepts to the world of the arcane. All posing possible benefits and detriments to the prime material, but there is one thing animancy has created that by all counts can only be vile. Through various events, animancy has been discovered to be able to create something known as a Husk. A horrific creature born from attempting to return something to life after its soul has been destroyed. Most commonly, they are humanoid creatures whose loved ones attempt to return them to life. They are met with a most foul and retched monster with seemingly no understanding of the world around it. Upon being returned they procceed to kill and eat anything they can see.

Humanoid Husks

The vast majority of Husks that are created are humanoid, outnumbering every other type 100 to 1. It is both very rare for an Animancer to have the capability to use the souls of other creatures. Rarer still would they attempt to return said creature to life after sacrificing them.

Often these monsterous creatures come into being when Animancers sacrifice people for their rituals and priests or clerics come upon the aftermath. Usually unfamiliar with the rituals, they attempt to revive the unfortunate beings and come face to face with a horrible monster. In those cases they will be found by scavengers picked clean with the gibbering maw of the Husk waiting for more victims.

A certain strangeness that these Husks exhibit is that they grow bigger and stronger the longer they live and the more they consume. Upon eating the flesh of another creature, their muscle mass and size simply increases. Not to a proportional amount, but a noticable amount for each chunk and bite of flesh. Some scholars have hypothesized, but no one has managed to capture and test the limits of this growth. In the short term observations of this rapid development. It has been recorded that some Husks mutate new limbs and body parts to suit their needs. Variations have developed numerous adaptations including:

  • Gills, webbed feet / hands, and fins
  • Wings
  • Thickened skin or exoskeletons
  • Darkvision
  • Echolocation
  • Reinforced claws and teeth
  • And high speed expulsion of bone shards as ranged attacks

While these have all been doccumented by arcane scholars, none of them have been tested and varified. Additionally, with such a diverse set of mutations it is unknown what is and is not possible for these creatures to develop.

The physical capabilities of Husks are almost always unique to the individual. People who were strong in life will be strong in death, and as with other attributes.

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Husk (Humanoid)

Medium Aberration, chaotic evil


  • Armor Class 13
  • Hit Points 27(5d8 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 7 (-2) 10 (0) 6 (-2)

  • Condition Immunities charmed, frightened
  • Senses passive Perception 10
  • Languages Understands common but can't speak
  • Challenge 3 (700 XP)

Supernatural Hunger. Whenever the Husk reduces a creature to 0 hit points, it can make a Bite attack as a bonus action.

Actions

Multiattack The Husk attacks twice, once with claws and once with bite.

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

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) piercing damage. The target must succeed on a DC 14 Constitution saving throw or a body part struck by this creature withers and is unusable permanently. This condition can be removed by the spells greater restoration, heal, and wish.

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The Commander

The brave commander of the army lifted his sword in the air, as he told the tale of the king which bravely fought against the barbarian horde. With a cry of war, he and his men charged bravely into battle.

The classic commander is a fighter who, beyond learning skill with sword and armor, knows how to boost the morale of others like a bard. He lacks spellcasting or a focus on performance for performance sake, but makes up with it with his fighting prowess.

A commander need not actually be a member of the military. Indeed all a commander is, is a fighter willing to give his all to benefit the team. A true leader who will do whatever it takes and will always command respect.

A True Leader

While many Commanders are knight like figures trained and practiced from military backgrounds, not all of them have to be. A Commander can and should be shaped around the world they exist in, not the other way around. Knights, warlords, raiders, bandits, even just clever people can command those around them and bring about victory. A leader should not simply be the soldier with the biggest sword or the most expensive armor, a leader will do right by the men and women they lead.

Commanders in Drangosa

Ranging from devilish tyrants and greedy businessmen to engineers and thieves, Commanders can fit many different ways into this land of ancient sand. But there are several things to consider when crafting a character.


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How and if they were taught to lead, the customs they were raised with, and how they view a leadership role are all excellent places to start. Being formally trained or being forced into the role in an emergency will drastically change how they view their skills.

Commanders in Ignan

The classic military commander would be right at home in the land of Ignan. The house Chalam has trained more than their fair share of leaders and warriors, but maybe that doesn't fit. Peasants who organized to defend themselves from invading monsters, cultists seeking to change the world order, and familial clans all need leaders. Whether by virtue of honor, strength, or wit a Commander must be willing to take the reins in battle.

Commanders in Kuluren

Kuluren is a land of independence and honor, so anyone who wishes to lead a party of adventurers, an army, or even a group of town guards must prove themselves. Either through strength of character, strength of arm or whatever else they deem fit. Commanders must deserve others to follow them, and if you wish to lead a band of raiders and bandits then you might have to prove your ruthlessness.

One thing that all warriors crave is to pass into legend, so a Commander might seek to form their own legendary party.

The Commander v3
Level Proficiency Bonus Features
1st +2 Fighting Style, Leadership
2nd +2 Orders
3rd +2 Archetypal Tutelage Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Archetypal Tutelage Feature
7th +3 Inspirational Presence
8th +3 Ability Score Improvement
9th +4 Weaknesses
10th +4 Archetypal Tutelage Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Leadership (2/rest)
14th +5 Archetypal Tutelage Feature
15th +5 Hold the Line
16th +5 Ability Score Improvement
17th +6 Adaptability
18th +6 Leadership (3/rest)
19th +6 Ability Score Improvement
20th +6 Break the Line

Class Features

As a Commander you gain the following class features:

Hit Points

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

Proficiencies

  • Armor: light armor, medium armor, heavy armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none
  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 from Athletics, History, Investigation, Intimidation, Perception, Performance, Persuassion and Survival.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a simple weapon or (b) four javelins
  • (a) a diplomat's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

Ability Score Minimum: Strength 13 or Dexterity 13, and Charisma 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Leadership

You inspire your allies to perform incredible feats of skill. As a bonus action on your turn you may target any number of allied creatures within 30ft of you. These creatures gain a bonus to their attack rolls and damage rolls equal to your Charisma modifier (minimum of 1) until the start of your next turn.

Once you use this feature, you must finish a short or long rest before you can use it again.

Orders

Starting at 2nd level, specialized training allows you to direct your allies in combat, you can use the Attack action to make a special melee attack, an Order. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

When you issue an Order, target an allied creature you can see within 30ft of you. That creature may use its reaction to move up to half its speed and make a single weapon attack.

Archetypal Tutelage

Starting at 3rd level, you choose a tutelage that exemplifies your capabilities. The tutelage you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

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

Archetypal Tutelage Feature

At 6th level, you gain a feature granted by your Archetypal Tutelage.

Inspirational Presence

Starting at 7th level, you grant a near supernatural courage to your compatriates. Whenever you or an allied creature within 30ft of you fails an ability check, attack roll, or saving throw they may reroll that check or saving throw. Any ally that rerolls using this feature must use the new roll. Each creature may only benefit from this feature once per long rest.

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Weaknesses

Starting at 9th level, your aid offers unrivaled precision and ferocity. Whenever you or an allied creature within 30ft of you hits a creature with a weapon attack that was made with advantage, it deals one additional damage die. The damage die is the same as the weapon's base damage die.

Archetypal Tutelage Feature

At 10th level, you gain a feature granted by your Archetypal Tutelage.

Extra Attack (2)

At 11th level, you can attack three times whenever you take the Attack action on your turn.

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Leadership (two uses)

At 13th level, you can use Leadership two times before a rest.

Archetypal Tutelage Feature

At 14th level, you gain a feature granted by your Archetypal Tutelage.

Hold the Line

Starting at 15th level, as an action you can touch an allied creature. That creature regains an expended use of a feature that recharges after either a short or long rest.

You cannot use this feature again until you complete a long rest.

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Adaptability

Starting at 17th level, you learn of the best from your allies. When an allied creature within 30ft of you uses a class feature that recharges after a short or long rest, you may expend your reaction. If you do, you may immediately use that feature. If that feature can only be used on a creature's turn, its activation is delayed until your next turn, at which point it immediately activates.

You cannot target spellcasting, or any casting of a spell. Additionally, you cannot use any features that regain expended spell slots or expend a spell slot unless you have spell slots to regain, or expend.

You cannot use this feature again until you complete a long rest.

Leadership (three uses)

At 18th level, you can use Leadership three times before a rest.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Break the Line

Starting at 20th level, you can unleash the might of your allies in its purest form. On your turn you may have up to 6 allied creatures use their reaction. Any creatures who do may move up to their speed and take any action or bonus action.

You cannot use this feature again until you complete a long rest.

Archetypal Tutelages

When you reach 3rd level in this class, you may choose one of six Archetypal Tutelages. Arcanist, Figurehead, General, Occultist, Schemer, or Warlord.

Arcanist

A leader who impliments magical practices into their strategy. Using varieties of runes and spells to gain the edge in battle.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips

You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.

Spell Slots.

The Subclass Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher.

You know three 1st-level bard spells of your choice, two of which you must choose from the conjuration, enchantment, or transmutation spells on the bard spell list.

The Spells Known column of the Subclass Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be a conjuration, enchantment, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list.

The new spell must be of a level for which you have spell slots, and it must be a conjuration, enchantment, or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability.

Charisma is your spellcasting ability for your bard spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Arcane Orders

At 3rd level, creatures who use their reaction from the Order attack option can choose to cast a cantrip that has a casting time of one action. They must forgo making a weapon attack and moving up to half their speed to do so.

Spellblade

Starting at 6th level, when you cast a leveled spell that targets one or more allied creatures, you can Order a number of creatures effected by the spell. The number is equal to half your proficiency bonus rounded down.

Magical Manipulation

Starting at 10th level, creatures within 5ft of an allied creature have disadvantage on saving throws against spells you cast. Additionally, Weaknesses can now be applied to spell attacks made at advantage.

Improved Arcane Orders

Starting at 14th level, creatures who use their reaction from the Order attack option can choose to cast a spell that has a casting time of one action. They must forgo making a weapon attack and moving up to half their speed to do so.

General

A general's place is on the front lines of military confrontations. They are taught to remain steadfast in the face of insurmountable odds, and to never faulter for if they fail, how can they hope to inspire?

Enhanced Orders

Starting at 3rd level, when you issue an order to an allied creature they may move their full speed instead of half. Additionally, they may choose to gain a number of temporary hit points equal to your charisma modifier (a minimum of 1).

Aggressive Tactics

Starting at 6th level, when you Order a creature that has either multiattack or extra attack it may make one additional weapon attack.

You may use this feature a number of times equal to your Charisma modifier (a minimum of 1). You regain any expended uses when you finish a long rest.

Stable Formation

Starting at 10th level, allied creatures within 30ft of you gain resistance to all damage. This effect is only active while those creatures have temporary hit points.

Expert Defense

Starting at 14th level, allied creatures within 30ft of you have advantage on all saving throws. This effect is only active while those creatures have temporary hit points.

Schemer

Not all leaders act with honor and legitimacy, some simply have a drive that others don't. A vision and clarity that victory is the only acceptable outcome, no matter the means, failure is impossible.

Safety in Numbers

Starting at 3rd level, when you issue an order to an allied creature they may choose to disengage or hide instead of the normal effects of an order.

Opportunity Seeker

Starting at 6th level, while you and an allied creature are within melee range of a creature you both have advantage on attack rolls against that creature.

A Thousand Cuts

Starting at 10th level, whenever you or an allied creature within 30ft of you hit a creature with a weapon attack that was made with advantage, that creature must make a Constitution saving throw. On a failure, that creature gains disadvantage on its next saving throw or attack roll it makes on its turn. Any subsequent failures apply this effect to the next following saving throw or attack roll.

Adaptable Problem-solving

Starting at 14th level, allied creatures who are ordered by you may take up to one of the following actions: Dash, Disengage, Help, or Hide. This benefit is in addition to the normal effects of an order.

Figurehead

"War is but one of many forms of conflict resolution." Many who lead see wisdom in other forms of combat other than the blade. Figureheads prefer to fight with tongues and pens rather than swords and axes.

Steady Nerves

Starting at 3rd level, you gain proficiency in the Persuasion and Intimidation skill. If you are already proficient in either, your proficiency bonus is doubled for any ability check you make that uses either skill.

Fearful Face

Starting at 3rd level, you and allied creatures within 30ft of you gain advantage on all attack rolls against frightened creatures.

Strength in Numbers

Starting at 6th level, whenever you make a Persuasion or Intimidation skill check you may add a number of d4s equal to allied creatures within 30ft. Add the results to the total of the skill check. However, you cannot add a number of d4s greater than your Charisma modifier.

Disarming Smile

Starting at 10th level, when you roll initiative you may choose to make a Persuasion check instead. This check is contested by an enemy's insight check, if you succeed you can delay the beginning of combat and enter into a conversation. If you fail you are automatically placed at the end of initiative.

Once you use this feature, you must finish a short or long rest before you can use it again.

Master of Words

Starting at 14th level, when you make a Charisma check or Charisma saving throw, you can treat a d20 roll of 9 or lower as a 10.

Warlord

Retreat and defense are the tactics of cowards and weaklings. The strategy of the Warlords is that of oppressive and unrelenting aggression, because the enemy can't fight back if their head is rolling along the floor.

Stretched Thin

Starting at 3rd level, when you issue an order you may grant that ally advantage on their attack roll. If you do, all attack rolls made against you have advantage until the start of your next turn.

Violent Orders

Starting at 6th level, when you order an ally they may deal additional damage with their attack. The additional damage is equal to your Charisma modifier. If they choose to deal additional damage, they cannot move as part of this order.

Strike Them Down

Starting at 10th level, as a bonus action on your turn you may target a creature within 30ft. That creature loses all damage resistances for 1 minute.

You cannot use this feature again until you complete a long rest.

Deadly Strike

Starting at 14th level, when an allied creature hits a creature with a weapon attack, you may have them double the damage of that attack. That attack must have been an order.

You can use this feature of number of times equal to half your proficiency bonus (rounded down), then you must finish a long rest before you can use it again.

Occultist

Commanding force is not always restricted to commanding a natural force, some opt to order more mystical powers. Occultists form a magical bond to some kind of ethereal being, be that a ghost, phantom, conciousness, or amorphous will. Using its power to influence the world around them.

Spiritual Bond

Starting at 3rd level, you can magically summon the spirit bound to you. As an action, you can manifest your Spiritual Companion, which appears in an unoccupied space of your choice that you can see within 30 feet of you. You can choose its appearence and what form it takes each time you summon it.

The spirit is friendly to you and your companions and obeys your commands. See its game statistics in the Spiritual Companion stat block, which uses your proficiency bonus (PB) in several places.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action. However, it does not need to expend its reaction to respond to your orders.

The spirit remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. Anything the spirit was wearing or carrying vanishes with it and is resummoned with the spirit.

Some of your companion's abilities require your target to make a saving throw to resist certain effects. The saving throw DC is calculated as follows:

Save DC = 8 + your proficiency bonus + your Charisma modifier.

Ethereal Presence

Starting at 3rd level, while your Spiritual Companion is not summoned, it is an invisible force that can perform basic actions. In this form, it is immune to all damage, it cannot take the attack action, or be targeted by spells, but it can physically interact with inanimate objects. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. However, it cannot carry more than 15 pounds.

Additionally, it gains the Incorporeal Movement feature and cannot move further than 100 feet from you.

Spectral Strength

Starting at 6th level, you can choose one of the following three features to grant to your Spiritual Companion:

  • Gain resistance to non magical bludeoning, piercing, and slashing damage.
  • Gain a fly speed equal to its walking speed.
  • Melee weapon attacks deal an additional 1d8 damage.

Close to the Grave

Starting at 10th level, you can choose one of the following three new actions your Spiritual Companion can take on its turn:

  • Putrid Spray: Target creature within 20ft must succeed on a Constitution saving throw or be Blinded until the start of your next turn.
  • Ghoulish Grasp: Target creature within 5ft must succeed on a Strength saving throw or be Restrained.
  • Ghastly Horror: Target creature within 30ft must succeed on a Wisdom saving throw or be Frightened until the start of your next turn.

Additionally, you gain resistance to Necrotic damage.

Death's Door

Starting at 14th level, you can choose one of the following two features to enhance your Spiritual Companion's melee weapon attack:

  • Target must succeed a Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Additionally, you benefit from the feature chosen at 6th level while your companion is manifested.


Spiritual Companion

Medium undead


  • Armor Class 14 + PB
  • Hit Points 4 + 4 times your Commander level
  • Speed 30ft.

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 11 (0) 10 (0) 11 (0) 10 (0)

  • Damage Immunities poison
  • Condition Immunities poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak
  • Challenge --

Telepathic Bond. The spirit can communicate telepathically with you while within 100ft.

Turn Resistance. The spirit has advantage on saving throws against any effect that turns undead.

Unusual Nature. The spirit speaker doesn't require air, food, drink, or sleep.

Actions

Slam. Melee Weapon Attack: 3 + PB to hit, reach 5ft., one target. Hit 1d8 + 3

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The Illrigger

The arch-infernals who rule the Seven Cities of Hell scheme and plot endlessly, eternally. Each seeks to bring the others to heel. To ascend to the Throne of Hell, unite the seven cities and every infernal thing that lives there, and lead an infinite army of devils across the timescape until all worlds burn. Their elite shocktroops, the terror-commandos of Hell, are the illriggers. Knights of hell, they are high charisma counter-paladins who master devils, disrupt enemy organizations, and command Hell’s armies.

Warriors of Ignan who hold the title Illrigger, are those who have contact with infernals and fiends. While not strictly evil, many tend towards it. Most Illriggers are known by the masses as villainous or dangerous. During the Draconic War, Illriggers fought on the side of Dragons. With the war near its end, some changed alligences or fled the war to solitude.

Created by Matt Colville

Class Features

As an Illrigger you gain the following class features:

Hit Points

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

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Persuasion, and Religion

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Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons or (c) a two-handed martial weapon
  • (a) chain shirt or (b) leather armor, longbow, and 20 arrows
  • (a) a priest’s pack or (b) a dungeoneer’s pack
  • A holy symbol and five javelins

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

An existing character choosing to multiclass into Illrigger must meet the following prerequisites;

  • Charisma 13. Strength 13 or Dexterity 13.
  • You gain the following proficiencies when you choose Illrigger as a new class; Light armor, medium armor, shields, simple weapons, martial weapons

The Illrigger ( v2.2 )
Level Proficiency Bonus Features Infernal Conduit Dice
1st +2 Forked Tongue, Infernal Conduit 1
2nd +2 Fighting Style, Baleful Interdict -
3rd +2 Hellsight, Diabolic Contract 2
4th +2 Ability Score Improvement -
5th +3 Extra Attack 3
6th +3 Baleful Interdict Improvement -
7th +3 Diabolic Contract Improvement 4
8th +3 Ability Score Improvement -
9th +4 Diabolic Contract Improvement 5
10th +4 Baleful Interdict Improvement -
11th +4 Improved Infernal Conduit 6
12th +4 Ability Score Improvement -
13th +5 Diabolic Contract Improvement 7
14th +5 Aura of Desolation -
15th +5 Summon Hell 8
16th +5 Ability Score Improvement -
17th +6 Diabolic Contract Improvement 9
18th +6 Baleful Interdict Improvement -
19th +6 Ability Score Improvement 10
20th +6 Diabolic Contract Improvement -

Forked Tongue

At 1st level, you have a facility with speech and know how to manipulate an audience. Whenever you make an ability check to persuade, deceive, or intimidate, you can treat a d20 roll of 7 or lower as an 8.

Infernal Conduit

There is a pool of infernal power within you that replenishes after you take a long rest. This pool is represented by dice, starting with 1d10 at first level. Your pool gains dice as shown on the illrigger chart.

With these dice you can transfer hit points between your illrigger and other targets, healing allies at the expense of your own health or draining the life force of enemies to rejuvenate your own vitality.

As an action, choose a number of dice from your remaining pool and touch another creature. If they are unwilling, this is a melee spell attack with which you are proficient, using Charisma as your spell casting ability. On a miss, nothing happens, you do not roll or lose your pool dice. If you hit, or if you’re targeting a willing creature, roll the chosen dice.

The result of your roll is the number of hit points you transfer. If touching an ally they gain that many hit points, ignoring any excess above their maximum. You lose hit points equal to the number they gained. If your sacrifice reduces you to 0 hit points, you fall unconscious. If touching an enemy, they take necrotic damage equal to your roll, and you gain that many hit points. If you are fully healed, you may use this power to gain temporary hit points. You cannot give another creature temporary hit points. Any expended dice in your pool are restored after completing a long rest.

At 11th level, in addition to draining the life force of an enemy you may also inflict one level of exhaustion on them. They may recover this exhaustion normally. This ability does not work if the target already has three or more levels of exhaustion, or if you have no dice left in your pool, and you cannot choose to inflict exhaustion instead of draining life.

Fighting Style

At 2nd level you choose an Illrigger Fighting Style;

  • Treachery: When you attack an enemy who has none of your allies adjacent to it, you gain a +3 bonus to damage rolls.
  • Bravado: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
  • Schemes: While you wield a melee weapon in one hand and no other weapons, you may use your reaction after an adjacent enemy attacks you to move in to any other unoccupied space within five feet of the attacking enemy. This movement does not provoke an opportunity attack.
  • Lies: While wielding a two-handed weapon, you may choose to use your Strength or Charisma modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Baleful Interdict

Upon reaching 2nd level, you learn to use the power of hell to censure other creatures. As a bonus action, place a seal on a target you can see within 30 feet. You can do this a number of times equal to your charisma modifier. You replenish all your seals after a short or long rest.

When you or an ally hits a target you can see with a seal on them, you may consume the seals to cause the attack to deal an additional 2d6 necrotic damage on the target per seal consumed. If you are 1 within 30 feet of the target, you heal two points of damage for each die of damage your seals inflict. A creature with a seal on them is an interdicted creature. Seals evaporate if not used after one minute. Only the illrigger who placed the seal knows it’s there; it appears in the illrigger’s sight as a glowing glyph on the creature’s forehead. If a creature with one of your seals on it dies, you may move the seal to another creature within range.

Upon reaching 10th level you feel your connection to your archinfernal increase. Your seals inflict an extra 1d6 damage. Your seals improve differently based on which contract you choose.

These improvements are listed under your contract, below.

Hellsight

By 3rd level your mastery of deception makes it easy for you to recognize the use of concealing sorcery. As an action you extend your awareness out from you. Until the end of your next turn, you know the location of creatures within 60 feet using magic to hide or disguise themselves.

You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses.

Diabolic Contract

Upon reaching 3rd level you sign a diabolic contract with your archinfernal who welcomes you into the Order of Desolation. You gain the Invoke Authority ability and choose either Shadowmaster, Hellknight, or Architect of Ruin as your Diabolic Contract.

Invoke Authority

You invoke the authority granted you by your archinfernal, channelling baleful energy to fuel magical effects. Each Invoke Authority option provided by your archinfernal explains how to use it.

When you use your Invoke Authority, you choose which option to use. You must then finish a long rest to use your Invoke Authority again.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

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

Aura of Desolation

At 14th level you radiate a magical aura of evil. Whenever a hostile creature within 15 feet of you makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the result.

Summon Hell

At 15th level you gain the ability to summon a Bone devil to serve you for one minute as an action once a week. The devil appears in an unoccupied space within 30’, it is bound to you and must obey your commands to the best of its ability. It acts on the same initiative you act on, and may both act and move on the turn you summon it. If you die or fall unconscious, the devil returns to Hell.

Hellknight

The Hellknights are among the most chivalrous of the illriggers, but theirs is a twisted chivalry. They will accept and honor a challenge to single combat, and swiftly punish any who try to interfere. But they will cheat if losing and toy with an enemy before finishing them, if winning.

Tenants of Hellknights

  • Lead From The Front; I am at the front of every battle. I charge in, inspiring my soldiers and causing fear in my enemy. I will not use stealth nor hide my face. Let them see their doom.
  • Victory At Any Cost; I respect the enemy leader and will treat them honorably. But once swords are drawn I will use every tool and trick in my arsenal to win, and they should do the same.

Invoke Authority

  • Devastator: As an action you invoke the authority of your archinfernal. You and a number of allies equal to your charisma modifier may use their reaction to make one weapon attack against a creature within range.
  • Infernal Surge: Upon invoking infernal authority, you gain an additional action on top of your normal action and any possible bonus action.

Bonus Proficiency

When you take the Painkiller contract, you gain proficiency with heavy armor.

By the Throat

Starting at 7th level you may, as an action, place a seal on an enemy within 30 feet. If they are large or smaller, they must make a wisdom saving throw ( DC=8 + your proficiency bonus + your Charisma modifier ) or be grappled and the target is restrained until the grapple ends.

Telekinetic Seal

Starting at 9th level you may, as a reaction to an enemy moving into a space adjacent to you, place a seal on them. If you do, they must make a wisdom saving throw. If they fail, they are thrown back 30 feet and knocked prone.

You Die On My Command

At 13th level, when an ally within 30 feet who can hear you drops to 0 hit points, you may use your reaction to shout an order at them, causing them to drop to 1 hit points instead and you cannot use this ability again until you take a short rest.

Steelmind

At 17th level you gain advantage on wisdom saving throws against spells and enemy abilities.

Pain Devil

At 20th level you may use your action to become a Pain Devil for one minute.

  • Your size becomes large.
  • Your gain + 3 to hit and damage with melee weapons.
  • You gain 100 temporary hit points.
  • You emanate an aura of pain forcing every creature that starts their turn within 20 feet of you to make a DC 16 Constitution saving throw or suffer 4d12 points of force damage on a failed save ( half that on a successful saving throw ) at the beginning of each turn as wounds in their flesh spontaneously open. Affected targets can repeat the saving throw at the end of each of their turns, ending the effect on a success. Once a creature saves, they are immune to this ability for 24 hours.
  • Your type becomes Fiend (devil) and while you are in this form, Hell is your homeplane.

You replenish this ability after a long rest.

Interdict Improvements

As your Painkiller levels up, your archinfernal's interdiction carries more power.

I Am Death

At 6th level, after placing a seal on a creature your attacks against that creature have advantage until the end of your turn.

Hell's Fury

At 10th level the bonus action you use to place a seal on a creature now also grants you a weapon attack against them.

Deathstrike

At 18th level, as a reaction to a successful attack roll you make against an interdicted creature, you may consume the seal to convert the success into a critical success.

Shadowmaster

The Shadowmasters are sworn not to reveal themselves and to take their own lives before betraying their true allegiance. Many Shadowmasters have elaborate plans ready for their own assassination so that, should someone get close to discovering their true identity, they will be killed by their own assassins, preserving the truth. Of course, these killers have no idea who they were really working for...

Tenants of Shadow

  • Plans Within Plans: My enemies must never discover my true goals. I will sacrifice myself to protect my schemes.
  • Power in Patience: I will study my enemy. I will prepare, research, slowly build trust so that my loyalty is unquestioned, and any thought of my betraying my lord unthinkable.

Invoke Authority

  • Fade: As an action, you become invisible and can, as part of this action, attempt to Hide. The invisibility ends after 1 minute, or if you make an attack or cast a spell.
  • Moloch’s Blessing: As a bonus action, place all your remaining seals on a creature.

Flash of Brimstone

Starting at 3rd level, as a reaction to placing a seal on a target you may teleport to an unoccupied space that you can see adjacent to the target.

Bonus Proficiencies

When you take the Shadowmaster contract you gain proficiency with stealth, acrobatics, and thieves’ tools.

Dagger Adept.

Starting at 3rd level, your training makes you skilled with certain light weapons. While two-weapon fighting with daggers and/or sickles, you can add your ability modifier to the damage of the second attack, and you can draw or stow two daggers or sickles when you would normally be able to draw or stow only one.

  • At 5th level your daggers and sickles do 1d6 damage.
  • At 9th level while two-weapon fighting with daggers and/or sickles you attack three times whenever you take the Attack action on your turn.
  • At 11th level your daggers and sickles do 1d8 damage.
  • At 17th level your daggers and sickles do 1d10 damage.

Relentless

At 7th level your movement increases by 10 feet.

Only A Memory

Starting at 9th level your mastery of shadow grants you advantage on Dexterity (stealth) checks when taking the hide action, and hiding becomes a bonus action for you.

Evasion

At 13th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

A Dark and Vile Mist

At 17th level, using your bonus action to hide transforms you into an incorporeal shadow of yourself. You can move through solid objects, treating them like difficult terrain. You take 10d10 force damage if you end your turn inside an object.

Shadowform

At 20th level you may use your action to become a Greater Shadow for one minute. You gain damage resistance to acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing damage.

You gain Incorporeal Movement and a fly speed of 50. You can move through other creatures and objects as if they were difficult terrain. You take 55 (10d10) force damage if you end your turn inside an object. Your weapon attacks deal necrotic damage and successful attacks drain 1d4 strength from the target. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. You regain the use of this ability after a long rest.

Interdict Improvements

As your shadowmaster levels up, your archinfernal's interdiction carries more power.

Marked For Death

At 6th level, your connection to Moloch's power deepens. If you hit an interdicted creature with a melee attack before the end of your turn, you can mark them for death.

The target has disadvantage on attack rolls that do not include you until the end of its next turn. While that creature is interdicted it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) whenever it tries to leave your reach. On a failure, its speed instead becomes 0 until the start of its next turn. These effects last until it is no longer interdicted, you leave it's reach, or it leaves your reach.

He Is The Darkness

At 10th level, while within 10 feet of an interdicted enemy, shadows envelop you and you gain the benefits of half cover.

Hell’s Assassin

At 18th level your seals do 3d10 damage each, rather than 3d6.

Architect of Ruin

Hell’s Architects are cool and calculating arcane knights who deploy spell, steel and subterfuge to win the battle at any cost.

Acheron’s illriggers work to make Hell’s enemies seem outnumbered and outmaneuvered. Half their strategy involves research and infiltration, the other half illusion and propaganda. When an Architect of Ruin finally confronts an enemy, they see the illrigger’s forces as impossibly powerful, while their own allies betray them and their armies flee in fear.

Tenets of Ruin

  • The Battlefield of the Mind: By the time my armies meet yours, you will be filled with terror and doubt your own strength. I won’t have to lift a finger to defeat you.
  • Knowledge is Power: Lore is as powerful as steel. I will learn every detail about my enemy so that, when I strike, I know their every move. They will be checkmated before the game even begins.

Invoke Authority:

  • Spellmaster: Use your reaction when casting a concentration spell to gain advantage on concentration checks you make while the spell is active.
  • Spellbreaker: You call on Asmodeus’ authority and cast counterspell as a reaction to an enemy spellcaster’s magic. The level of your counterspell is equal to your charisma modifier ( minimum 3 ).

Spellcasting

When an infernal accepts you as an Architect of Ruin, you gain access to his infernal power and learn to access divine magic to cast illrigger spells.

Preparing and Casting Spells

Cantrips: You learn two cantrips of your choice from the illrigger spell list. You learn an additional cantrip at 8th level. Spell Slots The Architect of Ruin has the spell slots of a half caster. To cast one of these spells you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest . You prepare the list of illrigger spells that are available for you to cast, choosing from the illrigger spell list. When you do so, choose a number of illrigger spells equal to your Charisma modifier + half your illrigger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level illrigger, you have three 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell hell’s lash , you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of illrigger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Charisma is your spellcasting ability for your illrigger spells, since their power derives from your ability to command the attention of your patron archdevil. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an illrigger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ruin Spell List

Cantrips: Chill Touch, Fire Bolt, Dancing Lights, Light, Message, Minor Illusion, Ray of Frost, Thaumaturgy, True Strike

1st 2nd 3rd 4th 5th
Charm Person Augury Dispel Magic Banishment Contact Other Plane
Command Darkness Fear Blight Dispel Evil and Good
Comprehend Languages Enthrall Fly Death Ward Dream
Detect Magic Hold Person Major Image Dimension Door Hold Monster
Disguise Self Invisibility Phantom Steed Divination
Hellish Rebuke Lesser Restoration Remove Curse Greater Invisibility
Hex Phantasmal Force Revivify Hallucinatory Terrain
Shield of Faith Ray of Enfeeblement Tongues Phantasmal Killer
Silent Image Suggestion Vampiric Touch
Life Tether Mirror Spell

Veteran of Sorcery

At 7th level, as a reaction to failing a saving throw, you may choose to succeed instead. This ability recharges after a long rest.

This Is No Illusion

At 9th level, enemies making saving throws against your illusion spells or ability checks to determine that they are illusions have disadvantage.

By Will Alone

At 13th level your illusion spells no longer require any components. When casting an illusion spell, there is no indication you are casting the spell. You can cast illusion spells while blind, while gagged, and with your hands bound.

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Infernal Blessing

At 17th level you may, as a reaction to taking damage, cast fire shield. The shield is always a warm shield, inflicts fire damage, and does 4d8 damage instead of 2d8. This ability recharges after a long rest.

Lore Devil

At 20th level you may use your action to become a Lore Devil for one minute. You gain three extra seals. Enemies with seals on them automatically fail their saving throws against your spells. You emanate an interference aura, forcing any creature within 60 feet attempting to cast a spell to first succeed at a DC 18 Intelligence saving throw or the spell fails and they lose the spell slot.

Whenever you use a spell slot to cast a spell, there is a 25% chance the spell works normally but you do not lose the spell slot. Your type becomes Fiend (devil) and while you are in this form, Hell is your home plane. You replenish this ability after a long rest.

Interdict Improvements

As your Architect of Ruin levels up, your archinfernal's interdiction carries more power.

Hellmage

At 6th level you may expend one of your unused seals to cast a spell with a casting time of one action as a bonus action.

Submit!

At 10th level, as a reaction when you cast a spell, you may consume a seal on an interdicted creature to impose disadvantage on their saving throws against the spell.

Magic Resistance

At 18th level you gain advantage on saving throws against spells and magical effects from interdicted creatures.

Gunsmith Artificer

Through the power of ingenuity, blood, sweat, and tears you find your strength. The creation of weapons has become second nature and your expertise. These ideas for weapons of mass destruction have become a part of you. Your understanding of them so ingrained in your being that they are an extension of yourself. Fire, Metal and Steam will fuel your quest and your mind will keep you alive.

Your Weapon

Not tied to any specific weapon, Gunsmiths commonly craft weapons that are totally unique to them. Machine guns, rail guns, thunder spears, and lasers all serve the same purpose. Be sure to talk with your GM to figure out what style of weapons works best within the setting and for your character.

Place of Origin

This subclass is meant to originate from the harsh deserts of Drangosa. Either through sheer creativity or inspiration from the technology of old, you have found your power. Consider how the development of your weapon progressed. Hard fought and barely won, or easily from a single eurikea moment?

Tool Proficiency

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

Subclass Spells

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

Artificer Level Spell
3rd Magic Missile, Thunderwave
5th Aganazzar's Scorcher, Heat Metal
9th Fireball, Thunder Step
13th Fire Shield, Wall of Fire
17th Conjure Volley, Immolation

Steam Powered

When you adopt this specialization at 3rd level, you have developed an advanced mechanical firearm known as your Gunsmith Weapon. This is a martial weapon with which only you have proficiency and can use. This weapon deals 2d8 piercing damage plus its wielder's intelligence modifier.

The firearm has the following properties:

  • Special; Attacks with this weapon do not require attack rolls, instead a line 100 feet long and 5 feet wide originates from you. Each creature in the line must make a Dexterity saving throw. A creature takes damage equal to the weapon's damage on a failed save, or half as much damage on a successful one.
  • Two-Handed; This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Before you use this weapon, you must expend a spell slot. This provides the weapon power to function for a number of minutes equal to the level of the expended spell slot. The character's spell save DC is used for any saving throws from this weapon.

If you lose this weapon or it is destroyed you may remake it. Over an 8 hour period, you may use your smith's tools to recreate this weapon. This takes the entire 8 hour period during which you cannot rest.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Additionally, damage from your Gunsmith Weapon counts as magical.

Secondary Modification

Starting at 9th level, you have added additional functions to your Gunsmith Weapon. When you gain this feature, choose one of the following:

  • When attacking, you may choose to fire explosive ordnance instead of your normal attack. Choose a point within 100 feet of you where the ordnance will land and detonate. Each creature within 20 feet of that point must succeed a Dexterity saving throw or take 4d6 thunder damage plus your Intelligence modifier, or half as much on a success. This attack can only be used once per turn.

  • When attacking, you may choose to fire inhibiting materials instead of your normal attack. A 50 feet long, 15 feet wide line originates from you and each creature within that line must succeed on a Strength saving throw. On a fail, they are restrained until the start of your next turn. On a success they are knocked prone. This attack can only be used once per turn.

  • When attacking, you may choose to overheat your weapon. You may attack three times using your attack action. All attacks must be normal attacks made with your Gunsmith Weapon. At the end of your turn make a Constitution saving throw taking a number of d6 fire damage equal to the number of your attacks that hit this turn, or half as much on a success.

Additionally, the weapon now functions for a number of hours equal to the spell slot expended rather than minutes.

Arcane Ultimatum

Starting at 15th level, you have fully integrated your arcane potential into your weapon. As an action on your turn, you may choose to activate your Gunsmith Weapon. For the next minute, you may cast spells through that weapon without the need for any components. Casting spells in this way counts as an attack, but still requires you to expend the required spell slots. Spells cast in this way must either deal damage or require creatures to make a saving throw.

Once you use this feature, you cannot use it again until you complete a long rest.

Dragon Warlock

There's a very good reason Dragons once ruled the world of Ignan. Dragons were the apex of power and there are many who seek that power.

No longer present in the world of Ignan, finding a Dragon to make a pact with is neither easy nor safe. Which is why it seems so much more appealing to those who seek power. Some beings mortals might bargain with include one of the draconic lords of old, magically sealed in ancient tombs. The aetherial masters, Astral Dragons, or even the fading spirit of a Dragon long since dead.

Expanded Spell List

The Dragon 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.

Dragonic Expanded Spells
Spell Level Spells
1st Command, Absorb Elements
2nd Dragon's Breath, Enlarge/Reduce
3rd Fireball, Protection from Energy
4th Polymorph, Dominate Beast
5th Dominate Person, Cloudkill

Ancient Vigor

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You can speak, read and write Draconic.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. You gain a damage resistance of your choice of Acid, Cold, Fire, Lightning or Poison.


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Fearful Presence

At 6th level, you gain a aura of pure terror. Whenever a hostile non dragon creature moves within 30 feet of you or starts its turn within 30 feet of you, they must make a Wisdom saving throw against your warlock spell save DC. Any creatures that fail their saving throw are Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.

In addition, your physical dragon-like features continue to grow. Your scales cover more of your body and you may calculate your AC as 13 + your dexterity modifier.

Winged Terror

At 10th level, you may temporarily enhance your physical body with the might of dragons. As a bonus aciton on your turn, you may grow dragon-like wings for 1 minute. These wings grant you a Flying speed of 40 feet. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). Regaining all expended uses after complete a long rest.

Additionally, your physical changes continue, growing spines and more scales. Your damage resistance from Ancient Vigor becomes an immunity.

Draconic Form

At 14th level your body has truely accepted your patron's power. On your turn as an action, you may transform into your Draconic Form. While this form is active you gain the following benefits:

  • Your creature type is dragon, rather than humanoid.

  • Your size catagory becomes Huge.

  • You gain temporary hit points equal to 5 times your warlock level + your Charisma modifier + your Constitution modifer.

  • Your aura from Fearful Presence increases to 120ft.

  • You gain a breath weapon that deals the same damage type as your damage immunity from Ancient Vigor. You may use the breath weapon as an action, exhaling a 90 foot cone. Each creature in that area must make a Constitution ( Cold, Poison ) or Dexterity ( Acid, Fire, Lighning ) saving throw against your warlock spell save DC, taking a number of d6 equal to twice your proficiency bonus damage on a failed save, or half as much damage on a successful one. Your breath weapon recharges on a 5-6.

  • You gain two melee spell attacks, bite and claw. As an action you may make one bite attack and one claw attack. Bite has a range of 10 feet, dealing 1d10 + Charisma modifer piercing damage plus 1d8 elemental damage. Claw has a range of 5 feet, dealing 2d6 + Charisma modifier slashing damage.

This transformation lasts either 1 minute, or until all your temporary hit points have been lost. While in this form you cannot cast spells, and any action that requires hands is limited to the capabilities of your draconic form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, that you've already cast.

Additionally, you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Once you use this feature, you cannot use it again until you complete a long rest.

Transformations

The following ruleset provides characters the means to become grim monsters of the dark themselves. From dread-inducing werewolves to all-powerful liches, the following transformations are available to characters who meet the prerequisites. While transformations make for great roleplay opportunities, at no point do they provide an acceptable excuse to hurt the enjoyment of other players at the table. If you want to create a conflict between two player characters, it’s imperative that you discuss this with the table (and particularly your GM) first.

Beginning a Transformation

Individuals rarely choose to transform into beings of the night. Instead, they have it forced upon them. Foul curses, horrific experiments, and the diabolical machinations of fiends, vampires, and other dark agents are all examples of how a character might start a transformation. However, there are times when a character may wish to begin a transformation of their own volition. Perhaps they have succumbed to the lure of power, or they see it as the only way to achieve a greater goal. Regardless, the first step in any transformation should be a discussion with your GM. Make your intentions clear, as the transformation may not be suitable for the setting or story your GM is running. The next step in a transformation is to ensure you meet all the prerequisites of the transformation. There are 2 types of prerequisites: mechanical and roleplay prerequisites.

Mechanical prerequisites can be ability score, spellcasting, and other feature requirements. Roleplay prerequisites are the in-game actions required by a character to start a transformation. It is recommended that this milestone be reached within the game rather than through a backstory. However, you may wish to discuss alternative avenues to pursue a prerequisite with your GM. Boons and Flaws

When you have achieved all the required prerequisites of a transformation and reached your first transformation level, you gain all the boons and the flaw of the first level. These constitute the beginning of the changes from the transformation. The boons and flaws of these iconic monsters come from folklore, pop culture, and our own imagination. If they differ from an existing trope or stat block, it is because they represent a variation unique to Etharis.

Leveling Up

Characters that have successfully completed a transformation can continue the process by increasing their transformation level. The character must achieve a milestone before gaining a transformation level. Each type of transformation has an example list of possible milestones that are thematically unique.

Talk with your GM to come up with applicable milestones for your campaign and how you can achieve them. When you increase your transformation level, you choose one boon from that level, or a lower level, provided you meet that boon’s prerequisites. You gain the new level’s flaw as well.

Universal Milestones

The following milestones are examples that can apply to all (or most) transformations:

  • Undertaking an exceptionally evil (or good) act
  • Completing an ancient ritual
  • Obtaining a powerful artifact
  • Being cursed by a dark agent
  • Being exalted by a patron or god

Suggested Class Level to Transformation Level

While transformations are milestone achievements and each level comes with a flaw, transformations still represent a significant increase in power. For this reason, it’s recommended that players and GMs use the following level table as a guide for when players should be able to level up a transformation. After all, only the strongest survive such an ordeal. This table is a guide however, and cannot be applied to all Transformations equally. Transformations such as the Lich are much more powerful and should only be available at higher levels of play.

Suggested Level Progression
Transformation Level Character Level
1 1-4
2 5-10
3 11-16
4 17-20

A Blessing or a Curse?

Within the dark fantasy world of Etharis, Transformations are representative of the gothic and body horror elements of the world. As a result, they should increase a character in power but ultimately be rooted in tragedy, as the setting demands. However, if you are not playing in a dark fantasy setting or you want your Transformation to feel more like a blessing than a curse, discuss with your GM the possibility of removing some or all the flaws associated with your Transformation. Alternatively, feel free to tinker with the boons and flaws with your GM. Transformations should suit the needs of your campaign, not the other way around.

Half Dragon

Transformation Features

A Half Dragon has the following transformation features:

Prerequisites

Ability Scores: Charisma 13

Roleplay: In Ignan, Half Dragons were created in the days of old by draconic mages to act as loyal warriors. However, they retained too many of their humanoid qualities to be the true draconic servants their lords wanted them to be.

Eventually evolving into the dragonborn of the current age, they lost many of their ancestor's abilities in favor of more humanoid qualities. Even with the original creations long since dead, the rituals to transform people into these partial dragon-kin could still be performed with much difficulty.

To gain the transformation you must have performed the lost rites to gain the dragon blood. Every version of the ritual has been altered by those who created it, but through most voluntary variations there are several requirements:

  • Bathing in the blood of an adult or ancient true dragon
  • A valuable vessel that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, cyst in the ground, or crystal container, filled with dragon's blood
  • The creature must have Feign Death (Ritual) cast on it
  • The creature must be immersed in the dragon's blood within the vessel for 1 hour

Transformation Save DC = 8 + your proficiency bonus + your Charisma modifier.

Transformation Spell Attack = your proficiency bonus + your Charisma modifier.

Level Milestones

The following are examples of possible level milestones for the Half Dragon:

  • Kill a dragon
  • Shed your humanoid bonds
  • Perform a deed worthy of earning a draconic name
  • Assemble a dragon hoard
  • Give yourself over to pride, greed and arrogance

Transformation Level 1

Starting at level 1, you gain the following Transformation Boons and this level's Transformation Flaw.

Transformation Boon: Draconic Form

Your Charisma score increases by 2 and your Constitution score increases by 1. An ability score cannot be increased above 16 in this way. You become a Dragon in addition to any other creature types you are. Spells and abilities that effect Dragons of a specific CR have no effect on you. Additionally, you are able to speak, read, and write Draconic.

Transformation Boon: Breath of the Elder

Based on the color of the dragon involved in your dragon blood rite, you gain a damage resistance and a breath weapon. The damage type of both are the same as your parent dragon and your breath weapon functions the same the Wyrmling equivalent of your parent dragon.

For example, the breath weapon of Half Dragon with a red parent dragon would function as follows:

Fire Breath.

The Half Dragon exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

As an action on your turn, you may use your breath weapon. You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Transformation Flaw: Ancient Rites

The magical rituals used to create you are specified for an age long since past. Because of this your body is unstable in major hazards. You have disadvantage on death saving throws as your body is violently being forced between its two natures. If you do die, your body turns to ash and your soul is sent to the plane where your parent dragon's deity resides.

Additionally, you begin to take on subtle draconic features as the your dragon blood begins to take hold on your body. Finding small patches of scales, sharpened teeth and fingernails, and remnents of your parent dragon's element in your bodily fluids.

Transformation Level 2

Starting at level 2, you gain one of the following Transformation Boons and this level's Transformation Flaw.

Transformation Boon: Adolescent Fury

Prerequisite: Breath of the Elder

Your breath weapon is enhanced to its next stage of power. Instead of the Wyrmling equivalent, your breath weapon functions as your Young Parent Dragon counterpart.

For example, the breath weapon of Half Dragon with a copper parent dragon would function as follows:

Acid Breath.

The Half Dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

As an action on your turn, you may use your breath weapon. You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Transformation Boon: Draconic Incantation

Your dragon blood has infused you with innate magical power. You can cast a number of spells equal to your Charisma modifier. Each spell can be cast once per long rest, requiring no material components, and the spell's level can be no higher than your transformation level and no lower than spell level 1. Any spells cast this way use either your Transformation Spell Save DC or your Transformation Spell Attack.

You learn a number of spells equal to your Charisma modifier. Spells chosen must be from the Sorcerer's spell list, and every time you gain a level in this transformation you may choose new spells. Spells chosen with this feature must not be cantrips and must be of a spell level equal to or less than your tranformation level.

Transformation Boon: Inhuman Might

Your dragon blood has infused your body and mind with the warrior power of your new forebears. You gain proficiency with simple and martial weapons, you also gain proficiency with light, medium, heavy armor, and shields. You may also choose two of the following traits:

  • Pack Tactics: You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Natural Armor: Your scales grow thick and durable. You gain a +2 bonus to your Armor Class.
  • Elemental Weapon: As a bonus action on your turn you may expend a use of your breath weapon to imbibe a melee weapon you are holding with elemental damage. This effect lasts for 1 minute and whenever this weapon deals damage, it deals an additional d6 of your breath weapon's damage type. This effect can be added to magical weapons, but it cannot be maintained on more than one weapon at a time. Imbuing ranged weapons with this effect increases the damage of its ammunition.
  • Unnatural Senses: You gain a blindsight to a range of 20 feet. You have this benefit as long as you are conscious.

Transformation Flaw: Hideous Appearance

Your appearance has grotesquely transformed. While vaguely resembling a dragonborn, your state is disfigured and monsterous. You can suspend this form and manifest the appearance of the humanoid you once were, but this is taxing and requires concentration. This form is not permanent, and moments of stress are likely to reveal your true nature. True form is revealed while:

  • Concetrating on a spell
  • Gaining the unconcious condition
  • Using your breath weapon
  • Choosing to reveal yourself

In the events of extreme emotional or physical stress, a GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form.

Non-evil creatures that witness your true form become hostile to you, unless the Gm decides otherwise.

Transformation Level 3

When your transformation reaches this level, you can choose one of the following transformation boons. If you wish, you can select a boon from level 2 instead. You also gain this level’s transformation flaw.

Transformation Boon: Frightful Presence

Every time you take the attack action, each creature of your choice that is within 120 feet of you and aware of your presence must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the your Frightful Presence for the next 24 hours.

Transformation Boon: Magnificent Wrath

Prerequisite: Adolescent Fury

Your breath weapon is enhanced to its next stage of power. Instead of the Young equivalent, your breath weapon functions as your Adult Parent Dragon counterpart.

For example, the breath weapon of Half Dragon with a blue parent dragon would function as follows:

Lightning Breath.

The Half Dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

As an action on your turn, you may use your breath weapon. You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Transformation Boon: Draconic Versatility

Your body finally accepts the power of dragon's blood and transforms. You grow wings, gills, and specialized claws. Using these you gain a flying speed, swimming speed, and burrowing speed equal to your walking speed. Additionally, you gain the Amphibious feature, allowing you to breath water and air.

Transformation Flaw: Arcane Servitude

You have become a true Half Dragon, but the ancient rites drive you to serve the masters of old. You have a positive disposition towards all True Dragons and all Dragon-kin. Whenever a True Dragon gives you a command, you must make a DC 20 wisdom saving throw. On a success you choose to either follow or dismiss the command. On a failure, you are charmed by the dragon and remain charmed by them until you fulfill the command.

Transformation Level 4

When your transformation reaches level 4, you can choose one of the following Transformation Boons or a boon from levels 2 or 3 instead. You also gain this level’s Transformation Flaw.

Transformation Boon: Ancient Magic

Prerequisite: Magnificent Wrath

Your breath weapon is enhanced to its next stage of power. Instead of the Adult equivalent, your breath weapon functions as your Ancient Parent Dragon counterpart.

For example, the breath weapon of Half Dragon with a white parent dragon would function as follows:

Cold Breath.

The Half Dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

As an action on your turn, you may use your breath weapon. You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Transformation Boon: Dragon Hide

Prerequisite: Inhuman Might

Your scales harden and shift into the greatest defense of all beings. Your ancestral damage resistance become damage immunity, and you become resistant to bludgeoning piercing and slashing from nonmagical sources. Additionally, you gain a +2 bonus to your armor class.

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Transformation Boon: Legendary Power

Accepting the might of your new forebears, you unlock your true potential of power. You gain one legendary action. While in combat, you can take a certain number of special actions--called legendary actions--outside your turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain your spent legendary actions at the start of your next turn. You can forgo using them, and you can't use them while incapacitated or otherwise unable to take actions. If surprised, you can't use them until after your first turn in the combat.

You gain one legendary action per round, and can use it for one of the following actions per round:

  • Make a ranged or melee weapon attack
  • Walk a number of feet equal to your walking speed
  • Cast a cantrip

Transformation Flaw: Blinded by Pride

The arrogance of dragons has taken hold of your mind and blinds you to reason at the worst of times. Whenever your honor or power are challenged, besmirched, insulted, or denegrated, you must make a DC 20 wisdom saving throw at disadvantage. On a success you may choose to answer the provokation or dismiss it. On a failure you are compelled to resolve it violently. If you fail by 10 or more you are heavily compelled to kill the one who dared to question you.

Additionally, you gain a new flaw - you believe yourself to be the among the greatest of humanoid beings to exist, and believe others to be lesser to you.

Illithid

Transformation Features

An Illithid has the following transformation features:

Prerequisites

Ability Scores: Intelligence 13, and the ability to cast 3rd level spells.

Roleplay: Ceremorphosis is a bodily change that occurred when an illithid tadpole reached maturity and was inserted into the brain of another being, usually a human. The tadpole eats away the victim's brain matter and essentially replaced the brain, erasing all of the subject's personality and memory, but leaving the physical body alive and under the tadpole's control. After this, morphological transformations occurred and after a week a new illithid was created. However, it is possible to safely perform this process. This ritual is not only very dangerous to prepare but unspeakable to perform, anyone wishing to must acquire the following ingredients:

  • A live, mature Illithid tadpole
  • A small container made from organic material
  • And the magical power to manipulate minds

While the details of the ritual vary from person to person, the base concept is rather simple. One must remove the tadpole's mind from its body and place it into another container. Then place their own mind into the body of the tadpole and begin the normal process of Ceremorphosis. As a result, it is impossible to join any Illithid hive minds.

Transformation Save DC = 8 + your proficiency bonus + your Intelligence modifier.

Transformation Spell Attack = your proficiency bonus + your Intelligence modifier.

Level Milestones

The following are examples of possible level milestones for the Illithid:

  • Consuming the mind of a powerful scholar
  • Survive a bizzare and dangerous experiment
  • Fulfilling an eldritch prophecy written in the stars
  • Consume an Illithid hive mind
  • Find forbidden knowledge from the far realm about the nature of Illithids

Transformation Level 1

Starting at level 1, you gain the following Transformation Boons and this level's Transformation Flaw.

Transformation Boon: Alien Form

Your Intelligence score increases by 2 and your Wisdom score increases by 1. An ability score cannot be increased above 16 in this way. You become an Aberration in addition to any other creature types you are. Spells and abilities that effect Aberrations of a specific CR have no effect on you. Additionally, you are able to speak, read, and write Deep Speech.

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Transformation Boon: Psionic Power

You can speak telepathically to any creature with an Intelligence score greater than 3 within 120 feet of you. The telepathic communication is understood regardless of language and the creature can respond to you.

Additionally, spells you cast requires no verbal or somatic components, and it requires no material components, unless they are costly or consumed by the spell. Any damage dealt by a spell cast in this way deals psychic damage instead of its normal type.

You may use this boon a number of times equal to 3 times your Transformation level. You regain all expended uses on a short or long rest.

Transformation Flaw: Parasite

Becoming an invasive parasite within your own body wreaks havoc upon yourself. You have disadvantage on death saving throws as you attempt to reject your mind's new form. If you would die, your mind is cast into oblivion. Return from this state is only possible through the use of a Wish spell or similar magic.

Transformation Level 2

Starting at level 2, you gain one of the following Transformation Boons and this level's Transformation Flaw.

Transformation Boon: Levitation

Your psychic powers give you the power of levitation. You gain a flying (hover) speed equal to your walking speed.

Transformation Boon: Psychic Blast

Whenever you damage to creatures with a spell, you may bombard them with psychic energy. That spell deals additional psychic damage. A number of d6 equal to your proficiency bonus.

Additionally, those who failed the saving throw of the initial spell are Stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC for the saving throw is equal to your Transformation DC.

You may use this boon a number of times equal to your Intelligence modifier. You regain all expended uses on a long rest.

Transformation Boon: Mind Reading

The minds of others naturally reach out to you. You are permanently under the effects of the Detect Thoughts spell. This does not require concentration.

Transformation Flaw: Hideous Appearance

With the process of Ceremorphosis finally complete, your appearance has grotesquely transformed. You grow the leathery skin, oral tentacles, and unnatural demeanor of the mind flayers. You can suspend this form and manifest the appearance of the humanoid you once were, but this is taxing and requires concentration.

This form is not permanent, and moments of stress are likely to reveal your true nature. True form is revealed while:

  • Concetrating on a spell
  • Gaining the unconcious condition
  • Using your breath weapon
  • Choosing to reveal yourself

In the events of extreme emotional or physical stress, a GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form.

Non-evil creatures that witness your true form become hostile to you, unless the Gm decides otherwise.

Transformation Level 3

When your transformation reaches this level, you can choose one of the following transformation boons. If you wish, you can select a boon from level 2 instead. You also gain this level’s transformation flaw.

Transformation Boon: Psionic Might

You learn a number of spells equal to your Intelligence modifier. These spells must be from your spell list and of a level that you can cast. They count as prepared and do not count against your limit of known or prepared spells.

Whenever you gain a Transformation level, you may replace any number of spells gained from this feature.

Transformation Boon: Enthrall

As an action, you may attempt to control the mind of a creature within the range of your telepathy. It must succeed on a Wisdom saving throw or be charmed by you for one day. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

Each time the target takes damage, it makes a new Wisdom saving throw against your control. If the saving throw succeeds, your control ends.

You may Enthrall a number of creatures whose combined CR is equal to or lesser than your Transformation level.

Transformation Boon: Creature Sense

Prerequisite: Mind Reading

As an action, for the next minute, you can extend your awareness to sense the presence of creatures within 2 miles of you that have an Intelligence score of 4 or higher. You knows the distance and direction to each creature, as well as their intelligence scores, and creature type. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. Additionally your telepathy increases to range of 2 miles while this effect is active.

You can use this boon a number of times equal to your transformation level. You regain all uses when you finish a long rest.

Transformation Flaw: Hunger of the Mind

You feel the need to subsist on the brains of humanoids. As you devour the brain of a humanoid, along with it comes its memories, personality, and innermost fears. You must satisfy this hunger at least once a month. On your turn, as an action, you can make an unarmed bite attack against an unconcious, restrained or charmed humanoid. A creature hit by this attack takes 3d6 plus your Intelligence modifier piercing damage. If this damage reduces the target to 0 hit points, their brain is removed and they die.

If you do not feed within the required time you grow weary and gain a level of exhaustion. Gaining an additional level of exhaustion for each day beyond the required time you do not feed.

Transformation Level 4

When your transformation reaches level 4, you can choose one of the following Transformation Boons or a boon from levels 2 or 3 instead. You also gain this level’s Transformation Flaw.

Transformation Boon: Corruption

Prerequisite: Enthrall

The duration of Enthrall becomes permanent. Creatures also are subject to your corrupted nature when they're controlled for long periods. For each day a creature is under your control they must make an Intelligence saving throw. As soon as a creature fails three saving throws of this type, they become corrupted. Corrupted creatures are under your control as if the Enthrall feature, but their CR does not contribute to your maximum Enthralled creatures.

Additionally, corrupted creatures take on disguisting and unnatural traits. Such as leathery skin, glowing eyes, or additional limbs.

Transformation Boon: Psionic Supremacy

Prerequisite: Psionic Might

You become an exemplar of arcane power. When you cast a concentration spell, if you are already concentrating on one concentration spell, you do not lose concentration of that spell; instead you gain one level of exhaustion. If you are already concentrating on more than one spell, this feature has no effect. If you cast a third concentration spell during this time, you lose concentration on one of the two spells. Once you use this feature you cannot use it again until you complete a long rest.

Transformation Boon: Spell Negation

As a reaction, you may target one creature you can see within 60 feet that is casting a spell. The spell fails, but any spell slots or charges used to cast it are not wasted.

You can use this boon a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest.

Transformation Flaw: Pull of the Far Realm

Your new native plane attempts to pull you to it, laying claim to your form. Whenever you roll a natural 1 on a saving throw against a magical spell or ability, you take 1d6 force damage per two character levels in addition to any other damage or effects you would suffer, as your native plane attempts to unbind you from the Material Plane.

Additionally, you must feed twice a month instead of once a month.

Table Rules

Race Restrictions

All races from all source materials exist in Palia, but players are encouraged not use races that have an innate Flying Speed or the feature Magic Resistance. These features make it very difficult to balance a game without requiring specific counters to those features.

Languages

There is an distinct difference between Standard and Exotic languages in Palia. Typically only those in higher education or seasoned adventures have interacted with exotic languages.

Characters are unable to learn Draconic, Deep Speech, Giant, Old Humanity or Primordial without a class/subclass feature or the feat Ancient Knowledge. Characters can learn Abyssal, Infernal, Sylvan or Celestial in other ways, but are encouraged to include those ways in their backstory.

Development

Player characters need not only progress and develop at the beginning of their journey and upon increasing their level. If sought out characters might seek out learning a new language or a new skill by learning from a master.

  • Language. Upon finding a non player character master that both speaks the language they wish to learn and a language that they both share, characters may spend up to 100 days learning that language. Spending the first 60 to read and write, and the final 40 to speak. Upon completing the training, they become able to speak, read, and write the new language.

  • Skills and Tools. Upon finding a non player character master that is proficient in the desired skill or tool, a character may spend 8d6 days to gain proficiency in the skill or tool. Additionally, characters must add their intelligence modifier to the number of days required to learn the skill or tool (Decreasing the number of days with a positive modifier and increasing with a negative modifier) . Characters cannot gain expertise with any skill or tool in this way.

Chunked Initiative

Initiative determines the order of turns during combat. When combat starts, every participant has an initiative score, equal to 10 + their Perception skill modifier. This determines their place in the initiative order. If a tie occurs, The DM can decide the order (Try to avoid chunks with a single character). PCs can attempt to use other skills instead of Perception for Initiative. As long as the narrative plays out in a reasonable manner, it’s fine to allow the skill.

The DM ranks the combatants in order from the one with the highest initiative score to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

The initiative order is then seperated by allied forces, all allied creatures who have consecutive turns in the initiative order are in an Initiative Chunk. Creatures within an Initiative Chunk can take their movements, actions, and bonus actions in any order at the same time. The duration of rounds remains 6 seconds in game.

Additionally, there are a few minor adjustments that should be implimented alongside Chunked Initiative.

  • All Death Saves must be made at the beginning of their respective chunk.
  • Effects that occur "at the start of the turn" or "the end of your next turn" instead trigger at the start of the player's Chunk (To prevent players from abusing Chunked Initiative to excessively extend effects).
  • Legendary Actions are taken after any player's action (Since there are significantly fewer turn endings, this allows legendary actions to have a little more flexibility).

Grounded Resting

Quick Rest: A quick rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a quick rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0).

However, characters regain no spell slots or abilities over the course of a quick rest.

Short Rest: A short rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0).

The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

Long Rest: A long rest is a period of extended downtime, at least 72 hours long, during which a character must be in a town, village, or city.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.

Variant Rules

Spell Points

To balance the power reduction spellcasters recieve with less frequent rests, it's important to counteract that with more flexibility.

With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.

In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three. Reference the table of page 288 of the Dungeon Master's Guide.

Open-Gaming License publication

The Systems Reference Document (SRD) contains guidelines for publishing content under the Open-Gaming License (OGL). The Dungeon Masters Guild also provides self-publishing opportunities for individuals and groups.

http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf

Use

This unofficial dungeons and dragons 5th edition content falls under the following catagories under the Open-Gaming License found on the Wizards of The Coast online page: System Reference Documents: (https://dnd.wizards.com/articles/features/systems-reference-document-srd)

"I want to design content using the fifth edition rules for D&D", & "I want to publish my original campaign world using fifth edition rules"